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/cvs/deliantra/server/common/arch.c
Revision: 1.3
Committed: Sun Aug 13 17:16:00 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.2: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_arch_c =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <arch.h>
31 #include <funcpoint.h>
32 #include <loader.h>
33
34 /* IF set, does a little timing on the archetype load. */
35 #define TIME_ARCH_LOAD 0
36
37 static void add_arch(archetype *at);
38
39 static archetype *arch_table[ARCHTABLE];
40 int arch_cmp=0; /* How many strcmp's */
41 int arch_search=0; /* How many searches */
42 int arch_init; /* True if doing arch initialization */
43
44 /* The naming of these functions is really poor - they are all
45 * pretty much named '.._arch_...', but they may more may not
46 * return archetypes. Some make the arch_to_object call, and thus
47 * return an object. Perhaps those should be called 'archob' functions
48 * to denote they return an object derived from the archetype.
49 * MSW 2003-04-29
50 */
51
52 /**
53 * GROS - This function retrieves an archetype given the name that appears
54 * during the game (for example, "writing pen" instead of "stylus").
55 * It does not use the hashtable system, but browse the whole archlist each time.
56 * I suggest not to use it unless you really need it because of performance issue.
57 * It is currently used by scripting extensions (create-object).
58 * Params:
59 * - name: the name we're searching for (ex: "writing pen");
60 * Return value:
61 * - the archetype found or null if nothing was found.
62 */
63 archetype *find_archetype_by_object_name(const char *name) {
64 archetype *at;
65
66 if (name == NULL)
67 return (archetype *) NULL;
68
69 for(at = first_archetype;at!=NULL;at=at->next) {
70 if (!strcmp(at->clone.name, name))
71 return at;
72 }
73 return NULL;
74 }
75
76 /**
77 * This function retrieves an archetype by type and name that appears during
78 * the game. It is basically the same as find_archetype_by_object_name()
79 * except that it considers only items of the given type.
80 */
81 archetype *find_archetype_by_object_type_name(int type, const char *name) {
82 archetype *at;
83
84 if (name == NULL)
85 return NULL;
86
87 for (at = first_archetype; at != NULL; at = at->next) {
88 if (at->clone.type == type && strcmp(at->clone.name, name) == 0)
89 return at;
90 }
91
92 return NULL;
93 }
94
95 /* This is a lot like the above function. Instead, we are trying to match
96 * the arch->skill values. type is the type of object to match
97 * against (eg, to only match against skills or only skill objects for example).
98 * If type is -1, ew don't match on type.
99 */
100 object *get_archetype_by_skill_name(const char *skill, int type) {
101 archetype *at;
102
103 if (skill == NULL)
104 return NULL;
105
106 for(at = first_archetype;at!=NULL;at=at->next) {
107 if ( ((type == -1) || (type == at->clone.type)) &&
108 (!strcmp(at->clone.skill, skill)))
109 return arch_to_object(at);
110 }
111 return NULL;
112 }
113
114 /* similiar to above - this returns the first archetype
115 * that matches both the type and subtype. type and subtype
116 * can be -1 to say ignore, but in this case, the match it does
117 * may not be very useful. This function is most useful when
118 * subtypes are known to be unique for a particular type
119 * (eg, skills)
120 */
121 archetype *get_archetype_by_type_subtype(int type, int subtype) {
122 archetype *at;
123
124 for(at = first_archetype;at!=NULL;at=at->next) {
125 if ( ((type == -1) || (type == at->clone.type)) &&
126 (subtype == -1 || subtype == at->clone.subtype))
127 return at;
128 }
129 return NULL;
130 }
131
132 /**
133 * GROS - this returns a new object given the name that appears during the game
134 * (for example, "writing pen" instead of "stylus").
135 * Params:
136 * - name: The name we're searching for (ex: "writing pen");
137 * Return value:
138 * - a corresponding object if found; a singularity object if not found.
139 * Note by MSW - it appears that it takes the full name and keeps
140 * shortening it until it finds a match. I re-wrote this so that it
141 * doesn't malloc it each time - not that this function is used much,
142 * but it otherwise had a big memory leak.
143 */
144 object *get_archetype_by_object_name(const char *name) {
145 archetype *at;
146 char tmpname[MAX_BUF];
147 int i;
148
149 strncpy(tmpname,name,MAX_BUF-1);
150 tmpname[MAX_BUF-1] = 0;
151 for(i=strlen(tmpname); i>0; i--) {
152 tmpname[i] = 0;
153 at = find_archetype_by_object_name(tmpname);
154 if (at !=NULL)
155 {
156 return arch_to_object(at);
157 }
158 }
159 return create_singularity(name);
160 }
161
162 /* GROS - find_best_weapon_used_match and item_matched_string moved there */
163 object *find_best_weapon_used_match(object *pl, const char *params)
164 {
165 object *tmp, *best=NULL;
166 int match_val=0,tmpmatch;
167
168 for (tmp=pl->inv; tmp; tmp=tmp->below) {
169 if (tmp->invisible) continue;
170 if ((tmpmatch=item_matched_string(pl, tmp, params))>match_val)
171 {
172 if ((QUERY_FLAG(tmp, FLAG_APPLIED))&&(tmp->type==WEAPON))
173 {
174 match_val=tmpmatch;
175 best=tmp;
176 };
177 }
178 }
179 return best;
180 }
181
182 /* This is a subset of the parse_id command. Basically, name can be
183 * a string seperated lists of things to match, with certain keywords.
184 * pl is the player (only needed to set count properly)
185 * op is the item we are trying to match. Calling function takes care
186 * of what action might need to be done and if it is valid
187 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
188 * value means a better match. 0 means no match.
189 *
190 * Brief outline of the procedure:
191 * We take apart the name variable into the individual components.
192 * cases for 'all' and unpaid are pretty obvious.
193 * Next, we check for a count (either specified in name, or in the
194 * player object.)
195 * If count is 1, make a quick check on the name.
196 * IF count is >1, we need to make plural name. Return if match.
197 * Last, make a check on the full name.
198 */
199 int item_matched_string(object *pl, object *op, const char *name)
200 {
201 char *cp, local_name[MAX_BUF];
202 int count,retval=0;
203 strcpy(local_name, name); /* strtok is destructive to name */
204
205 for (cp=strtok(local_name,","); cp; cp=strtok(NULL,",")) {
206 while (cp[0]==' ') ++cp; /* get rid of spaces */
207
208 /* LOG(llevDebug,"Trying to match %s\n", cp);*/
209 /* All is a very generic match - low match value */
210 if (!strcmp(cp,"all")) return 1;
211
212 /* unpaid is a little more specific */
213 if (!strcmp(cp,"unpaid") && QUERY_FLAG(op,FLAG_UNPAID)) return 2;
214 if (!strcmp(cp,"cursed") && QUERY_FLAG(op,FLAG_KNOWN_CURSED) &&
215 (QUERY_FLAG(op,FLAG_CURSED) ||QUERY_FLAG(op,FLAG_DAMNED)))
216 return 2;
217
218 if (!strcmp(cp,"unlocked") && !QUERY_FLAG(op, FLAG_INV_LOCKED))
219 return 2;
220
221 /* Allow for things like '100 arrows' */
222 if ((count=atoi(cp))!=0) {
223 cp=strchr(cp, ' ');
224 while (cp && cp[0]==' ') ++cp; /* get rid of spaces */
225 }
226 else {
227 if (pl->type==PLAYER)
228 count=pl->contr->count;
229 else
230 count = 0;
231 }
232
233 if (!cp || cp[0]=='\0' || count<0) return 0;
234
235
236 /* The code here should go from highest retval to lowest. That
237 * is because of the 'else' handling - we don't want to match on
238 * something and set a low retval, even though it may match a higher retcal
239 * later. So keep it in descending order here, so we try for the best
240 * match first, and work downward.
241 */
242 if (!strcasecmp(cp,query_name(op))) retval=20;
243 else if (!strcasecmp(cp,query_short_name(op))) retval=18;
244 else if (!strcasecmp(cp,query_base_name(op,0))) retval=16;
245 else if (!strcasecmp(cp,query_base_name(op,1))) retval=16;
246 else if (op->custom_name && !strcasecmp(cp,op->custom_name)) retval=15;
247 else if (!strncasecmp(cp,query_base_name(op,0),
248 strlen(cp))) retval=14;
249 else if (!strncasecmp(cp,query_base_name(op,1),
250 strlen(cp))) retval=14;
251
252 /* Do substring checks, so things like 'Str+1' will match.
253 * retval of these should perhaps be lower - they are lower
254 * then the specific strcasecmp aboves, but still higher than
255 * some other match criteria.
256 */
257 else if (strstr(query_base_name(op,1), cp)) retval = 12;
258 else if (strstr(query_base_name(op,0), cp)) retval = 12;
259 else if (strstr(query_short_name(op), cp)) retval = 12;
260
261 /* Check against plural/non plural based on count. */
262 else if (count>1 && !strcasecmp(cp,op->name_pl)) {
263 retval=6;
264 }
265 else if (count==1 && !strcasecmp(op->name,cp)) {
266 retval=6;
267 }
268 /* base name matched - not bad */
269 else if (strcasecmp(cp,op->name)==0 && !count) retval=4;
270 /* Check for partial custom name, but give a real low priority */
271 else if (op->custom_name && strstr(op->custom_name, cp)) retval = 3;
272
273 if (retval) {
274 if (pl->type == PLAYER)
275 pl->contr->count=count;
276 return retval;
277 }
278 }
279 return 0;
280 }
281
282 /*
283 * Initialises the internal linked list of archetypes (read from file).
284 * Then the global "empty_archetype" pointer is initialised.
285 * Then the blocksview[] array is initialised.
286 */
287
288 void init_archetypes(void) { /* called from add_player() and edit() */
289 if(first_archetype!=NULL) /* Only do this once */
290 return;
291 arch_init = 1;
292 load_archetypes();
293 arch_init = 0;
294 empty_archetype=find_archetype("empty_archetype");
295 /* init_blocksview();*/
296 }
297
298 /*
299 * Stores debug-information about how efficient the hashtable
300 * used for archetypes has been in the static errmsg array.
301 */
302
303 void arch_info(object *op) {
304 sprintf(errmsg,"%d searches and %d strcmp()'s",arch_search,arch_cmp);
305 new_draw_info(NDI_BLACK, 0, op,errmsg);
306 }
307
308 /*
309 * Initialise the hashtable used by the archetypes.
310 */
311
312 void clear_archetable(void) {
313 memset((void *) arch_table,0,ARCHTABLE*sizeof(archetype *));
314 }
315
316 /*
317 * An alternative way to init the hashtable which is slower, but _works_...
318 */
319
320 void init_archetable(void) {
321 archetype *at;
322 LOG(llevDebug," Setting up archetable...");
323 for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
324 add_arch(at);
325 LOG(llevDebug,"done\n");
326 }
327
328 /*
329 * Dumps an archetype to debug-level output.
330 */
331
332 void dump_arch(archetype *at) {
333 dump_object(&at->clone);
334 }
335
336 /*
337 * Dumps _all_ archetypes to debug-level output.
338 * If you run crossfire with debug, and enter DM-mode, you can trigger
339 * this with the O key.
340 */
341
342 void dump_all_archetypes(void) {
343 archetype *at;
344 for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more) {
345 dump_arch(at);
346 fprintf(logfile, "%s\n", errmsg);
347 }
348 }
349
350 void free_all_archs(void)
351 {
352 archetype *at, *next;
353 int i=0,f=0;
354
355 for (at=first_archetype; at!=NULL; at=next) {
356 if (at->more) next=at->more;
357 else next=at->next;
358 if (at->name) free_string(at->name);
359 if (at->clone.name) free_string(at->clone.name);
360 if (at->clone.name_pl) free_string(at->clone.name_pl);
361 if (at->clone.title) free_string(at->clone.title);
362 if (at->clone.race) free_string(at->clone.race);
363 if (at->clone.slaying) free_string(at->clone.slaying);
364 if (at->clone.msg) free_string(at->clone.msg);
365 free(at);
366 i++;
367 }
368 LOG(llevDebug,"Freed %d archetypes, %d faces\n", i, f);
369 }
370
371 /*
372 * Allocates, initialises and returns the pointer to an archetype structure.
373 */
374
375 archetype *get_archetype_struct(void) {
376 archetype *new;
377
378 new=(archetype *)CALLOC(1,sizeof(archetype));
379 if(new==NULL)
380 fatal(OUT_OF_MEMORY);
381 new->next=NULL;
382 new->name=NULL;
383 new->clone.other_arch=NULL;
384 new->clone.name=NULL;
385 new->clone.name_pl=NULL;
386 new->clone.title=NULL;
387 new->clone.race=NULL;
388 new->clone.slaying=NULL;
389 new->clone.msg=NULL;
390 clear_object(&new->clone); /* to initial state other also */
391 CLEAR_FLAG((&new->clone),FLAG_FREED); /* This shouldn't matter, since copy_object() */
392 SET_FLAG((&new->clone), FLAG_REMOVED); /* doesn't copy these flags... */
393 new->head=NULL;
394 new->more=NULL;
395 return new;
396 }
397
398 /*
399 * Reads/parses the archetype-file, and copies into a linked list
400 * of archetype-structures.
401 */
402 void first_arch_pass(FILE *fp) {
403 object *op;
404 archetype *at,*head=NULL,*last_more=NULL;
405 int i,first=2;
406
407 op=get_object();
408 op->arch=first_archetype=at=get_archetype_struct();
409
410 while((i=load_object(fp,op,first,0))) {
411 first=0;
412 copy_object(op,&at->clone);
413 at->clone.speed_left= (float) (-0.1);
414 /* copy the body_info to the body_used - this is only really
415 * need for monsters, but doesn't hurt to do it for everything.
416 * by doing so, when a monster is created, it has good starting
417 * values for the body_used info, so when items are created
418 * for it, they can be properly equipped.
419 */
420 memcpy(&at->clone.body_used, &op->body_info, sizeof(op->body_info));
421
422 switch(i) {
423 case LL_NORMAL: /* A new archetype, just link it with the previous */
424 if(last_more!=NULL)
425 last_more->next=at;
426 if(head!=NULL)
427 head->next=at;
428 head=last_more=at;
429 #if 0
430 if(!op->type)
431 LOG(llevDebug," WARNING: Archetype %s has no type info!\n", op->arch->name);
432 #endif
433 at->tail_x = 0;
434 at->tail_y = 0;
435 break;
436
437 case LL_MORE: /* Another part of the previous archetype, link it correctly */
438
439 at->head=head;
440 at->clone.head = &head->clone;
441 if(last_more!=NULL) {
442 last_more->more=at;
443 last_more->clone.more = &at->clone;
444 }
445 last_more=at;
446
447 /* If this multipart image is still composed of individual small
448 * images, don't set the tail_.. values. We can't use them anyways,
449 * and setting these to zero makes the map sending to the client much
450 * easier as just looking at the head, we know what to do.
451 */
452 if (at->clone.face != head->clone.face) {
453 head->tail_x = 0;
454 head->tail_y = 0;
455 } else {
456 if (at->clone.x > head->tail_x) head->tail_x = at->clone.x;
457 if (at->clone.y > head->tail_y) head->tail_y = at->clone.y;
458 }
459 break;
460
461 }
462
463 at=get_archetype_struct();
464 clear_object(op);
465 op->arch=at;
466 }
467 free(at);
468 free_object(op);
469 }
470
471 /*
472 * Reads the archetype file once more, and links all pointers between
473 * archetypes.
474 */
475
476 void second_arch_pass(FILE *fp) {
477 char buf[MAX_BUF],*variable=buf,*argument,*cp;
478 archetype *at=NULL,*other;
479
480 while(fgets(buf,MAX_BUF,fp)!=NULL) {
481 if(*buf=='#')
482 continue;
483 if((argument=strchr(buf,' '))!=NULL) {
484 *argument='\0',argument++;
485 cp = argument + strlen(argument)-1;
486 while (isspace(*cp)) {
487 *cp='\0';
488 cp--;
489 }
490 }
491 if(!strcmp("Object",variable)) {
492 if((at=find_archetype(argument))==NULL)
493 LOG(llevError,"Warning: failed to find arch %s\n",argument);
494 } else if(!strcmp("other_arch",variable)) {
495 if(at!=NULL&&at->clone.other_arch==NULL) {
496 if((other=find_archetype(argument))==NULL)
497 LOG(llevError,"Warning: failed to find other_arch %s\n",argument);
498 else if(at!=NULL)
499 at->clone.other_arch=other;
500 }
501 } else if(!strcmp("randomitems",variable)) {
502 if(at!=NULL) {
503 treasurelist *tl=find_treasurelist(argument);
504 if(tl==NULL)
505 LOG(llevError,"Failed to link treasure to arch (%s): %s\n",at->name, argument);
506 else
507 at->clone.randomitems=tl;
508 }
509 }
510 }
511 }
512
513 #ifdef DEBUG
514 void check_generators(void) {
515 archetype *at;
516 for(at=first_archetype;at!=NULL;at=at->next)
517 if(QUERY_FLAG(&at->clone,FLAG_GENERATOR)&&at->clone.other_arch==NULL)
518 LOG(llevError,"Warning: %s is generator but lacks other_arch.\n",
519 at->name);
520 }
521 #endif
522
523 /*
524 * First initialises the archtype hash-table (init_archetable()).
525 * Reads and parses the archetype file (with the first and second-pass
526 * functions).
527 * Then initialises treasures by calling load_treasures().
528 */
529
530 void load_archetypes(void) {
531 FILE *fp;
532 char filename[MAX_BUF];
533 int comp;
534 #if TIME_ARCH_LOAD
535 struct timeval tv1,tv2;
536 #endif
537
538 sprintf(filename,"%s/%s",settings.datadir,settings.archetypes);
539 LOG(llevDebug,"Reading archetypes from %s...\n",filename);
540 if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
541 LOG(llevError," Can't open archetype file.\n");
542 return;
543 }
544 clear_archetable();
545 LOG(llevDebug," arch-pass 1...\n");
546 #if TIME_ARCH_LOAD
547 GETTIMEOFDAY(&tv1);
548 #endif
549 first_arch_pass(fp);
550 #if TIME_ARCH_LOAD
551 { int sec, usec;
552 GETTIMEOFDAY(&tv2);
553 sec = tv2.tv_sec - tv1.tv_sec;
554 usec = tv2.tv_usec - tv1.tv_usec;
555 if (usec<0) { usec +=1000000; sec--;}
556 LOG(llevDebug,"Load took %d.%06d seconds\n", sec, usec);
557 }
558 #endif
559
560 LOG(llevDebug," done\n");
561 init_archetable();
562 warn_archetypes=1;
563
564 /* do a close and reopen instead of a rewind - necessary in case the
565 * file has been compressed.
566 */
567 close_and_delete(fp, comp);
568 fp=open_and_uncompress(filename,0,&comp);
569
570 LOG(llevDebug," loading treasure...\n");
571 load_treasures();
572 LOG(llevDebug," done\n arch-pass 2...\n");
573 second_arch_pass(fp);
574 LOG(llevDebug," done\n");
575 #ifdef DEBUG
576 check_generators();
577 #endif
578 close_and_delete(fp, comp);
579 LOG(llevDebug," done\n");
580 }
581
582 /*
583 * Creates and returns a new object which is a copy of the given archetype.
584 * This function returns NULL on failure.
585 */
586
587 object *arch_to_object(archetype *at) {
588 object *op;
589 if(at==NULL) {
590 if(warn_archetypes)
591 LOG(llevError,"Couldn't find archetype.\n");
592 return NULL;
593 }
594 op=get_object();
595 copy_object(&at->clone,op);
596 op->arch=at;
597 return op;
598 }
599
600 /*
601 * Creates an object. This function is called by get_archetype()
602 * if it fails to find the appropriate archetype.
603 * Thus get_archetype() will be guaranteed to always return
604 * an object, and never NULL.
605 */
606
607 object *create_singularity(const char *name) {
608 object *op;
609 char buf[MAX_BUF];
610 sprintf(buf,"%s (%s)",ARCH_SINGULARITY,name);
611 op = get_object();
612 op->name = add_string(buf);
613 op->name_pl = add_string(buf);
614 SET_FLAG(op,FLAG_NO_PICK);
615 return op;
616 }
617
618 /*
619 * Finds which archetype matches the given name, and returns a new
620 * object containing a copy of the archetype.
621 */
622
623 object *get_archetype(const char *name) {
624 archetype *at;
625 at = find_archetype(name);
626 if (at == NULL)
627 return create_singularity(name);
628 return arch_to_object(at);
629 }
630
631 /*
632 * Hash-function used by the arch-hashtable.
633 */
634
635 unsigned long
636 hasharch(const char *str, int tablesize) {
637 unsigned long hash = 0;
638 int i = 0;
639 const unsigned char *p;
640
641 /* use the one-at-a-time hash function, which supposedly is
642 * better than the djb2-like one used by perl5.005, but
643 * certainly is better then the bug used here before.
644 * see http://burtleburtle.net/bob/hash/doobs.html
645 */
646 for (p = str; i < MAXSTRING && *p; p++, i++) {
647 hash += *p;
648 hash += hash << 10;
649 hash ^= hash >> 6;
650 }
651 hash += hash << 3;
652 hash ^= hash >> 11;
653 hash += hash << 15;
654 return hash % tablesize;
655 }
656
657 /*
658 * Finds, using the hashtable, which archetype matches the given name.
659 * returns a pointer to the found archetype, otherwise NULL.
660 */
661
662 archetype *find_archetype(const char *name) {
663 archetype *at;
664 unsigned long index;
665
666 if (name == NULL)
667 return (archetype *) NULL;
668
669 index=hasharch(name, ARCHTABLE);
670 arch_search++;
671 for(;;) {
672 at = arch_table[index];
673 if (at==NULL) {
674 if(warn_archetypes)
675 LOG(llevError,"Couldn't find archetype %s\n",name);
676 return NULL;
677 }
678 arch_cmp++;
679 if (!strcmp(at->name,name))
680 return at;
681 if(++index>=ARCHTABLE)
682 index=0;
683 }
684 }
685
686 /*
687 * Adds an archetype to the hashtable.
688 */
689
690 static void add_arch(archetype *at) {
691 int index=hasharch(at->name, ARCHTABLE),org_index=index;
692 for(;;) {
693 if(arch_table[index]==NULL) {
694 arch_table[index]=at;
695 return;
696 }
697 if(++index==ARCHTABLE)
698 index=0;
699 if(index==org_index)
700 fatal(ARCHTABLE_TOO_SMALL);
701 }
702 }
703
704 /*
705 * Returns the first archetype using the given type.
706 * Used in treasure-generation.
707 */
708
709 archetype *type_to_archetype(int type) {
710 archetype *at;
711
712 for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
713 if(at->clone.type==type)
714 return at;
715 return NULL;
716 }
717
718 /*
719 * Returns a new object copied from the first archetype matching
720 * the given type.
721 * Used in treasure-generation.
722 */
723
724 object *clone_arch(int type) {
725 archetype *at;
726 object *op=get_object();
727
728 if((at=type_to_archetype(type))==NULL) {
729 LOG(llevError,"Can't clone archetype %d\n",type);
730 free_object(op);
731 return NULL;
732 }
733 copy_object(&at->clone,op);
734 return op;
735 }
736
737 /*
738 * member: make instance from class
739 */
740
741 object *object_create_arch (archetype * at)
742 {
743 object *op, *prev = NULL, *head = NULL;
744
745 while (at) {
746 op = arch_to_object (at);
747 op->x = at->clone.x;
748 op->y = at->clone.y;
749 if (head)
750 op->head = head, prev->more = op;
751 if (!head)
752 head = op;
753 prev = op;
754 at = at->more;
755 }
756 return (head);
757 }
758
759 /*** end of arch.c ***/