Difference between revisions of "Source:NetHack 3.4.3/src/shknam.c"

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(Light store: These names are in disuse)
m (Tool store: Link to Marvin)
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|Ivrajimsal||Janne Salmijarvi
 
|Ivrajimsal||Janne Salmijarvi
 
|-
 
|-
|Nivram||Christian "Marvin" Bressler
+
|Nivram||Christian "[[Marvin]]" Bressler
 
|-
 
|-
 
|Lez-tneg||David Gentzel
 
|Lez-tneg||David Gentzel

Revision as of 19:55, 19 November 2006

Below is the full text to src/shknam.c from NetHack 3.4.3. To link to a particular line, write [[shknam.c#line123]], for example.

Top of file

1.    /*	SCCS Id: @(#)shknam.c	3.4	2003/01/09	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

5.    /* shknam.c -- initialize a shop */
6.    
7.    #include "hack.h"
8.    #include "eshk.h"
9.    
10.   #ifndef OVLB
11.   extern const struct shclass shtypes[];
12.   
13.   #else
14.   
15.   STATIC_DCL void FDECL(mkshobj_at, (const struct shclass *,int,int));
16.   STATIC_DCL void FDECL(nameshk, (struct monst *,const char * const *));
17.   STATIC_DCL int  FDECL(shkinit, (const struct shclass *,struct mkroom *));
18.   

Shopkeeper names

Potion store

19.   static const char * const shkliquors[] = {
20.       /* Ukraine */
21.       "Njezjin", "Tsjernigof", "Ossipewsk", "Gorlowka",
22.       /* Belarus */
23.       "Gomel",
24.       /* N. Russia */
25.       "Konosja", "Weliki Oestjoeg", "Syktywkar", "Sablja",
26.       "Narodnaja", "Kyzyl",
27.       /* Silezie */
28.       "Walbrzych", "Swidnica", "Klodzko", "Raciborz", "Gliwice",
29.       "Brzeg", "Krnov", "Hradec Kralove",
30.       /* Schweiz */
31.       "Leuk", "Brig", "Brienz", "Thun", "Sarnen", "Burglen", "Elm",
32.       "Flims", "Vals", "Schuls", "Zum Loch",
33.       0
34.   };
35.   

Spellbook store

36.   static const char * const shkbooks[] = {
37.       /* Eire */
38.       "Skibbereen", "Kanturk", "Rath Luirc", "Ennistymon", "Lahinch",
39.       "Kinnegad", "Lugnaquillia", "Enniscorthy", "Gweebarra",
40.       "Kittamagh", "Nenagh", "Sneem", "Ballingeary", "Kilgarvan",
41.       "Cahersiveen", "Glenbeigh", "Kilmihil", "Kiltamagh",
42.       "Droichead Atha", "Inniscrone", "Clonegal", "Lisnaskea",
43.       "Culdaff", "Dunfanaghy", "Inishbofin", "Kesh",
44.       0
45.   };
46.   

"Skibbereen" is a town in Ireland, and the subject of an old song about the famine of 1847; perhaps the rest of these names are also towns in Ireland.

Armor store

47.   static const char * const shkarmors[] = {
48.       /* Turquie */
49.       "Demirci", "Kalecik", "Boyabai", "Yildizeli", "Gaziantep",
50.       "Siirt", "Akhalataki", "Tirebolu", "Aksaray", "Ermenak",
51.       "Iskenderun", "Kadirli", "Siverek", "Pervari", "Malasgirt",
52.       "Bayburt", "Ayancik", "Zonguldak", "Balya", "Tefenni",
53.       "Artvin", "Kars", "Makharadze", "Malazgirt", "Midyat",
54.       "Birecik", "Kirikkale", "Alaca", "Polatli", "Nallihan",
55.       0
56.   };
57.   

Wand store

58.   static const char * const shkwands[] = {
59.       /* Wales */
60.       "Yr Wyddgrug", "Trallwng", "Mallwyd", "Pontarfynach",
61.       "Rhaeader", "Llandrindod", "Llanfair-ym-muallt",
62.       "Y-Fenni", "Maesteg", "Rhydaman", "Beddgelert",
63.       "Curig", "Llanrwst", "Llanerchymedd", "Caergybi",
64.       /* Scotland */
65.       "Nairn", "Turriff", "Inverurie", "Braemar", "Lochnagar",
66.       "Kerloch", "Beinn a Ghlo", "Drumnadrochit", "Morven",
67.       "Uist", "Storr", "Sgurr na Ciche", "Cannich", "Gairloch",
68.       "Kyleakin", "Dunvegan",
69.       0
70.   };
71.   

Ring store

72.   static const char * const shkrings[] = {
73.       /* Hollandse familienamen */
74.       "Feyfer", "Flugi", "Gheel", "Havic", "Haynin", "Hoboken",
75.       "Imbyze", "Juyn", "Kinsky", "Massis", "Matray", "Moy",
76.       "Olycan", "Sadelin", "Svaving", "Tapper", "Terwen", "Wirix",
77.       "Ypey",
78.       /* Skandinaviske navne */
79.       "Rastegaisa", "Varjag Njarga", "Kautekeino", "Abisko",
80.       "Enontekis", "Rovaniemi", "Avasaksa", "Haparanda",
81.       "Lulea", "Gellivare", "Oeloe", "Kajaani", "Fauske",
82.       0
83.   };
84.   

The reason for "Hollandse familienamen" may be that Andries Brouwer is Dutch. The list of ring shop names is unchanged since Hack 1.0.

Food store

85.   static const char * const shkfoods[] = {
86.       /* Indonesia */
87.       "Djasinga", "Tjibarusa", "Tjiwidej", "Pengalengan",
88.       "Bandjar", "Parbalingga", "Bojolali", "Sarangan",
89.       "Ngebel", "Djombang", "Ardjawinangun", "Berbek",
90.       "Papar", "Baliga", "Tjisolok", "Siboga", "Banjoewangi",
91.       "Trenggalek", "Karangkobar", "Njalindoeng", "Pasawahan",
92.       "Pameunpeuk", "Patjitan", "Kediri", "Pemboeang", "Tringanoe",
93.       "Makin", "Tipor", "Semai", "Berhala", "Tegal", "Samoe",
94.       0
95.   };
96.   

Weapon store

97.   static const char * const shkweapons[] = {
98.       /* Perigord */
99.       "Voulgezac", "Rouffiac", "Lerignac", "Touverac", "Guizengeard",
100.      "Melac", "Neuvicq", "Vanzac", "Picq", "Urignac", "Corignac",
101.      "Fleac", "Lonzac", "Vergt", "Queyssac", "Liorac", "Echourgnac",
102.      "Cazelon", "Eypau", "Carignan", "Monbazillac", "Jonzac",
103.      "Pons", "Jumilhac", "Fenouilledes", "Laguiolet", "Saujon",
104.      "Eymoutiers", "Eygurande", "Eauze", "Labouheyre",
105.      0
106.  };
107.  

Tool store

108.  static const char * const shktools[] = {
109.      /* Spmi */
110.      "Ymla", "Eed-morra", "Cubask", "Nieb", "Bnowr Falr", "Telloc Cyaj",
111.      "Sperc", "Noskcirdneh", "Yawolloh", "Hyeghu", "Niskal", "Trahnil",
112.      "Htargcm", "Enrobwem", "Kachzi Rellim", "Regien", "Donmyar",
113.      "Yelpur", "Nosnehpets", "Stewe", "Renrut", "_Zlaw", "Nosalnef",
114.      "Rewuorb", "Rellenk", "Yad", "Cire Htims", "Y-crad", "Nenilukah",
115.      "Corsh", "Aned",
116.  #ifdef OVERLAY
117.      "Erreip", "Nehpets", "Mron", "Snivek", "Lapu", "Kahztiy",
118.  #endif
119.  #ifdef WIN32
120.      "Lechaim", "Lexa", "Niod",
121.  #endif
122.  #ifdef MAC
123.      "Nhoj-lee", "Evad\'kh", "Ettaw-noj", "Tsew-mot", "Ydna-s",
124.      "Yao-hang", "Tonbar", "Kivenhoug",
125.  #endif
126.  #ifdef AMIGA
127.      "Falo", "Nosid-da\'r", "Ekim-p", "Rebrol-nek", "Noslo", "Yl-rednow",
128.      "Mured-oog", "Ivrajimsal",
129.  #endif
130.  #ifdef TOS
131.      "Nivram",
132.  #endif
133.  #ifdef VMS
134.      "Lez-tneg", "Ytnu-haled", "Niknar",
135.  #endif
136.      0
137.  };
138.  

"Spmi" is "imps" spelled backward. The tool store keeper names are anagrams of names of various Hack and NetHack developers; usually the names are spelled backwards. This RGRN post gives a nearly complete list as of the then-current version of NetHack. These are matched with the names, and a few more recent additions provided, in the following table.

The names in the OVERLAY section will not appear in any actual version of NetHack, as the 16-bit MS-DOS build is no longer supported (see MS-DOS).

Name Named after
Ymla Tom Almy
Eed-morra Ken Arromdee
Cubask Eric Backus
Nieb John S. Bien
Bnowr Falr Ralf Brown
Telloc Cyaj Jean-Christophe "JC" Collet
Sperc Steve Creps
Noskcirdneh Eric Hendrickson
Yawolloh Bruce Holloway
Hyeghu Richard P. Hughey
Niskal Greg Laskin
Trahnil Steve Linhart
Htargcm Roland McGrath
Enrobwem Bruce Mewborne
Kachzi Rellim Izchak Miller
Regien Gil Neiger
Donmyar Eric Raymond
Yelpur John Rupley
Nosnehpets Mike Stephenson
Stewe Kevin Sweet
Renrut Scott R Turner
Zlaw Janet Walz
Nosalnef Jay Fenlason
Rewuorb Andries Brouwer
Rellenk Don G Kneller
Yad Matt Day
Cire Htims Eric Smith
Y-crad Kevin Darcy
Nenilukah Timo Hakulinen
Corsh David Cohrs
Aned Dean Luick?
Erreip Pierre Martineau
Nehpets Stephen Spackman
Mron Norm Melluch
Snivek Kevin Smolkowski
Lapu Paul Winner
Kahztiy Yitzhak Sapir
Lechaim Michael Allison
Lexa Alex Kompel
Niod Dion Nicolaas
Nhoj-lee Johnny Lee
Evad'kh Dave KH?
Ettaw-noj Jon Watte
Tsew-mot Tom West
Ydna-s Andy Swanson
Yao-hang Hao-yang Wang
Tonbar Barton House
Kivenhoug Kevin Hugo
Falo Olaf Seibert
Nosid-da'r Richard Addison
Ekim-p Mike Passaretti
Rebrol-nek Ken Lorber
Noslo Greg Olson
Yl-rednow Gregg Wonderly
Mured-oog Mark Gooderum
Ivrajimsal Janne Salmijarvi
Nivram Christian "Marvin" Bressler
Lez-tneg David Gentzel
Ytnu-haled Joshua Delahunty
Niknar Pat Rankin

Light store

139.  static const char * const shklight[] = {
140.      /* Romania */
141.      "Zarnesti", "Slanic", "Nehoiasu", "Ludus", "Sighisoara", "Nisipitu",
142.      "Razboieni", "Bicaz", "Dorohoi", "Vaslui", "Fetesti", "Tirgu Neamt",
143.      "Babadag", "Zimnicea", "Zlatna", "Jiu", "Eforie", "Mamaia",
144.      /* Bulgaria */
145.      "Silistra", "Tulovo", "Panagyuritshte", "Smolyan", "Kirklareli",
146.      "Pernik", "Lom", "Haskovo", "Dobrinishte", "Varvara", "Oryahovo",
147.      "Troyan", "Lovech", "Sliven",
148.      0
149.  };
150.  

These names were introduced in NetHack 3.1.2, but have been in disuse since NetHack 3.2.0. An unmodified game has only one lighting store, and its keeper is Izchak.

SLASH'EM can generate a lighting store in the "mall" level of its main dungeon; its keeper will have a name from the above list.

General store

151.  static const char * const shkgeneral[] = {
152.      /* Suriname */
153.      "Hebiwerie", "Possogroenoe", "Asidonhopo", "Manlobbi",
154.      "Adjama", "Pakka Pakka", "Kabalebo", "Wonotobo",
155.      "Akalapi", "Sipaliwini",
156.      /* Greenland */
157.      "Annootok", "Upernavik", "Angmagssalik",
158.      /* N. Canada */
159.      "Aklavik", "Inuvik", "Tuktoyaktuk",
160.      "Chicoutimi", "Ouiatchouane", "Chibougamau",
161.      "Matagami", "Kipawa", "Kinojevis",
162.      "Abitibi", "Maganasipi",
163.      /* Iceland */
164.      "Akureyri", "Kopasker", "Budereyri", "Akranes", "Bordeyri",
165.      "Holmavik",
166.      0
167.  };
168.  

shtypes

169.  /*
170.   * To add new shop types, all that is necessary is to edit the shtypes[] array.
171.   * See mkroom.h for the structure definition.  Typically, you'll have to lower
172.   * some or all of the probability fields in old entries to free up some
173.   * percentage for the new type.
174.   *
175.   * The placement type field is not yet used but will be in the near future.
176.   *
177.   * The iprobs array in each entry defines the probabilities for various kinds
178.   * of objects to be present in the given shop type.  You can associate with
179.   * each percentage either a generic object type (represented by one of the
180.   * *_CLASS macros) or a specific object (represented by an onames.h define).
181.   * In the latter case, prepend it with a unary minus so the code can know
182.   * (by testing the sign) whether to use mkobj() or mksobj().
183.   */
184.  
185.  const struct shclass shtypes[] = {
186.  	{"general store", RANDOM_CLASS, 44,
187.  	    D_SHOP, {{100, RANDOM_CLASS}, {0, 0}, {0, 0}}, shkgeneral},
188.  	{"used armor dealership", ARMOR_CLASS, 14,
189.  	    D_SHOP, {{90, ARMOR_CLASS}, {10, WEAPON_CLASS}, {0, 0}},
190.  	     shkarmors},
191.  	{"second-hand bookstore", SCROLL_CLASS, 10, D_SHOP,
192.  	    {{90, SCROLL_CLASS}, {10, SPBOOK_CLASS}, {0, 0}}, shkbooks},
193.  	{"liquor emporium", POTION_CLASS, 10, D_SHOP,
194.  	    {{100, POTION_CLASS}, {0, 0}, {0, 0}}, shkliquors},
195.  	{"antique weapons outlet", WEAPON_CLASS, 5, D_SHOP,
196.  	    {{90, WEAPON_CLASS}, {10, ARMOR_CLASS}, {0, 0}}, shkweapons},
197.  	{"delicatessen", FOOD_CLASS, 5, D_SHOP,
198.  	    {{83, FOOD_CLASS}, {5, -POT_FRUIT_JUICE}, {4, -POT_BOOZE},
199.  	     {5, -POT_WATER}, {3, -ICE_BOX}}, shkfoods},
200.  	{"jewelers", RING_CLASS, 3, D_SHOP,
201.  	    {{85, RING_CLASS}, {10, GEM_CLASS}, {5, AMULET_CLASS}, {0, 0}},
202.  	    shkrings},
203.  	{"quality apparel and accessories", WAND_CLASS, 3, D_SHOP,
204.  	    {{90, WAND_CLASS}, {5, -LEATHER_GLOVES}, {5, -ELVEN_CLOAK}, {0, 0}},
205.  	     shkwands},
206.  	{"hardware store", TOOL_CLASS, 3, D_SHOP,
207.  	    {{100, TOOL_CLASS}, {0, 0}, {0, 0}}, shktools},
208.  	/* Actually shktools is ignored; the code specifically chooses a
209.  	 * random implementor name (along with candle shops having
210.  	 * random shopkeepers)
211.  	 */
212.  	{"rare books", SPBOOK_CLASS, 3, D_SHOP,
213.  	    {{90, SPBOOK_CLASS}, {10, SCROLL_CLASS}, {0, 0}}, shkbooks},
214.  	/* Shops below this point are "unique".  That is they must all have a
215.  	 * probability of zero.  They are only created via the special level
216.  	 * loader.
217.  	 */
218.  	{"lighting store", TOOL_CLASS, 0, D_SHOP,
219.  	    {{32, -WAX_CANDLE}, {50, -TALLOW_CANDLE},
220.  	     {5, -BRASS_LANTERN}, {10, -OIL_LAMP}, {3, -MAGIC_LAMP}}, shklight},
221.  	{(char *)0, 0, 0, 0, {{0, 0}, {0, 0}, {0, 0}}, 0}
222.  };
223.  

init_shop_selection

224.  #if 0
225.  /* validate shop probabilities; otherwise incorrect local changes could
226.     end up provoking infinite loops or wild subscripts fetching garbage */
227.  void
228.  init_shop_selection()
229.  {
230.  	register int i, j, item_prob, shop_prob;
231.  
232.  	for (shop_prob = 0, i = 0; i < SIZE(shtypes); i++) {
233.  		shop_prob += shtypes[i].prob;
234.  		for (item_prob = 0, j = 0; j < SIZE(shtypes[0].iprobs); j++)
235.  			item_prob += shtypes[i].iprobs[j].iprob;
236.  		if (item_prob != 100)
237.  			panic("item probabilities total to %d for %s shops!",
238.  				item_prob, shtypes[i].name);
239.  	}
240.  	if (shop_prob != 100)
241.  		panic("shop probabilities total to %d!", shop_prob);
242.  }
243.  #endif /*0*/
244.  

mkshobj_at

245.  STATIC_OVL void
246.  mkshobj_at(shp, sx, sy)
247.  /* make an object of the appropriate type for a shop square */
248.  const struct shclass *shp;
249.  int sx, sy;
250.  {
251.  	struct monst *mtmp;
252.  	int atype;
253.  	struct permonst *ptr;
254.  
255.  	if (rn2(100) < depth(&u.uz) &&
256.  		!MON_AT(sx, sy) && (ptr = mkclass(S_MIMIC,0)) &&
257.  		(mtmp = makemon(ptr,sx,sy,NO_MM_FLAGS)) != 0) {
258.  	    /* note: makemon will set the mimic symbol to a shop item */
259.  	    if (rn2(10) >= depth(&u.uz)) {
260.  		mtmp->m_ap_type = M_AP_OBJECT;
261.  		mtmp->mappearance = STRANGE_OBJECT;
262.  	    }
263.  	} else {
264.  	    atype = get_shop_item(shp - shtypes);
265.  	    if (atype < 0)
266.  		(void) mksobj_at(-atype, sx, sy, TRUE, TRUE);
267.  	    else
268.  		(void) mkobj_at(atype, sx, sy, TRUE);
269.  	}
270.  }
271.  

nameshk

272.  /* extract a shopkeeper name for the given shop type */
273.  STATIC_OVL void
274.  nameshk(shk, nlp)
275.  struct monst *shk;
276.  const char * const *nlp;
277.  {
278.  	int i, trycnt, names_avail;
279.  	const char *shname = 0;
280.  	struct monst *mtmp;
281.  	int name_wanted;
282.  	s_level *sptr;
283.  
284.  	if (nlp == shklight && In_mines(&u.uz)
285.  		&& (sptr = Is_special(&u.uz)) != 0 && sptr->flags.town) {
286.  	    /* special-case minetown lighting shk */
287.  	    shname = "Izchak";
288.  	    shk->female = FALSE;
289.  	} else {
290.  	    /* We want variation from game to game, without needing the save
291.  	       and restore support which would be necessary for randomization;
292.  	       try not to make too many assumptions about time_t's internals;
293.  	       use ledger_no rather than depth to keep mine town distinct. */
294.  	    int nseed = (int)((long)u.ubirthday / 257L);
295.  
296.  	    name_wanted = ledger_no(&u.uz) + (nseed % 13) - (nseed % 5);
297.  	    if (name_wanted < 0) name_wanted += (13 + 5);
298.  	    shk->female = name_wanted & 1;
299.  
300.  	    for (names_avail = 0; nlp[names_avail]; names_avail++)
301.  		continue;
302.  
303.  	    for (trycnt = 0; trycnt < 50; trycnt++) {
304.  		if (nlp == shktools) {
305.  		    shname = shktools[rn2(names_avail)];
306.  		    shk->female = (*shname == '_');
307.  		    if (shk->female) shname++;
308.  		} else if (name_wanted < names_avail) {
309.  		    shname = nlp[name_wanted];
310.  		} else if ((i = rn2(names_avail)) != 0) {
311.  		    shname = nlp[i - 1];
312.  		} else if (nlp != shkgeneral) {
313.  		    nlp = shkgeneral;	/* try general names */
314.  		    for (names_avail = 0; nlp[names_avail]; names_avail++)
315.  			continue;
316.  		    continue;		/* next `trycnt' iteration */
317.  		} else {
318.  		    shname = shk->female ? "Lucrezia" : "Dirk";
319.  		}
320.  
321.  		/* is name already in use on this level? */
322.  		for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
323.  		    if (DEADMONSTER(mtmp) || (mtmp == shk) || !mtmp->isshk) continue;
324.  		    if (strcmp(ESHK(mtmp)->shknam, shname)) continue;
325.  		    break;
326.  		}
327.  		if (!mtmp) break;	/* new name */
328.  	    }
329.  	}
330.  	(void) strncpy(ESHK(shk)->shknam, shname, PL_NSIZ);
331.  	ESHK(shk)->shknam[PL_NSIZ-1] = 0;
332.  }
333.  

shkinit

334.  STATIC_OVL int
335.  shkinit(shp, sroom)	/* create a new shopkeeper in the given room */
336.  const struct shclass	*shp;
337.  struct mkroom	*sroom;
338.  {
339.  	register int sh, sx, sy;
340.  	struct monst *shk;
341.  
342.  	/* place the shopkeeper in the given room */
343.  	sh = sroom->fdoor;
344.  	sx = doors[sh].x;
345.  	sy = doors[sh].y;
346.  
347.  	/* check that the shopkeeper placement is sane */
348.  	if(sroom->irregular) {
349.  	    int rmno = (sroom - rooms) + ROOMOFFSET;
350.  	    if (isok(sx-1,sy) && !levl[sx-1][sy].edge &&
351.  		(int) levl[sx-1][sy].roomno == rmno) sx--;
352.  	    else if (isok(sx+1,sy) && !levl[sx+1][sy].edge &&
353.  		(int) levl[sx+1][sy].roomno == rmno) sx++;
354.  	    else if (isok(sx,sy-1) && !levl[sx][sy-1].edge &&
355.  		(int) levl[sx][sy-1].roomno == rmno) sy--;
356.  	    else if (isok(sx,sy+1) && !levl[sx][sy+1].edge &&
357.  		(int) levl[sx][sy+1].roomno == rmno) sx++;
358.  	    else goto shk_failed;
359.  	}
360.  	else if(sx == sroom->lx-1) sx++;
361.  	else if(sx == sroom->hx+1) sx--;
362.  	else if(sy == sroom->ly-1) sy++;
363.  	else if(sy == sroom->hy+1) sy--; else {
364.  	shk_failed:
365.  #ifdef DEBUG
366.  # ifdef WIZARD
367.  	    /* Said to happen sometimes, but I have never seen it. */
368.  	    /* Supposedly fixed by fdoor change in mklev.c */
369.  	    if(wizard) {
370.  		register int j = sroom->doorct;
371.  
372.  		pline("Where is shopdoor?");
373.  		pline("Room at (%d,%d),(%d,%d).",
374.  		      sroom->lx, sroom->ly, sroom->hx, sroom->hy);
375.  		pline("doormax=%d doorct=%d fdoor=%d",
376.  		      doorindex, sroom->doorct, sh);
377.  		while(j--) {
378.  		    pline("door [%d,%d]", doors[sh].x, doors[sh].y);
379.  		    sh++;
380.  		}
381.  		display_nhwindow(WIN_MESSAGE, FALSE);
382.  	    }
383.  # endif
384.  #endif
385.  	    return(-1);
386.  	}
387.  
388.  	if(MON_AT(sx, sy)) (void) rloc(m_at(sx, sy), FALSE); /* insurance */
389.  
390.  	/* now initialize the shopkeeper monster structure */
391.  	if(!(shk = makemon(&mons[PM_SHOPKEEPER], sx, sy, NO_MM_FLAGS)))
392.  		return(-1);
393.  	shk->isshk = shk->mpeaceful = 1;
394.  	set_malign(shk);
395.  	shk->msleeping = 0;
396.  	shk->mtrapseen = ~0;	/* we know all the traps already */
397.  	ESHK(shk)->shoproom = (sroom - rooms) + ROOMOFFSET;
398.  	sroom->resident = shk;
399.  	ESHK(shk)->shoptype = sroom->rtype;
400.  	assign_level(&(ESHK(shk)->shoplevel), &u.uz);
401.  	ESHK(shk)->shd = doors[sh];
402.  	ESHK(shk)->shk.x = sx;
403.  	ESHK(shk)->shk.y = sy;
404.  	ESHK(shk)->robbed = 0L;
405.  	ESHK(shk)->credit = 0L;
406.  	ESHK(shk)->debit = 0L;
407.  	ESHK(shk)->loan = 0L;
408.  	ESHK(shk)->visitct = 0;
409.  	ESHK(shk)->following = 0;
410.  	ESHK(shk)->billct = 0;
411.  #ifndef GOLDOBJ
412.  	shk->mgold = 1000L + 30L*(long)rnd(100);	/* initial capital */
413.  #else
414.          mkmonmoney(shk, 1000L + 30L*(long)rnd(100));	/* initial capital */
415.  #endif
416.  	if (shp->shknms == shkrings)
417.  	    (void) mongets(shk, TOUCHSTONE);
418.  	nameshk(shk, shp->shknms);
419.  
420.  	return(sh);
421.  }
422.  

stock_room

423.  /* stock a newly-created room with objects */
424.  void
425.  stock_room(shp_indx, sroom)
426.  int shp_indx;
427.  register struct mkroom *sroom;
428.  {
429.      /*
430.       * Someday soon we'll dispatch on the shdist field of shclass to do
431.       * different placements in this routine. Currently it only supports
432.       * shop-style placement (all squares except a row nearest the first
433.       * door get objects).
434.       */
435.      register int sx, sy, sh;
436.      char buf[BUFSZ];
437.      int rmno = (sroom - rooms) + ROOMOFFSET;
438.      const struct shclass *shp = &shtypes[shp_indx];
439.  
440.      /* first, try to place a shopkeeper in the room */
441.      if ((sh = shkinit(shp, sroom)) < 0)
442.  	return;
443.  
444.      /* make sure no doorways without doors, and no */
445.      /* trapped doors, in shops.			   */
446.      sx = doors[sroom->fdoor].x;
447.      sy = doors[sroom->fdoor].y;
448.  
449.      if(levl[sx][sy].doormask == D_NODOOR) {
450.  	    levl[sx][sy].doormask = D_ISOPEN;
451.  	    newsym(sx,sy);
452.      }
453.      if(levl[sx][sy].typ == SDOOR) {
454.  	    cvt_sdoor_to_door(&levl[sx][sy]);	/* .typ = DOOR */
455.  	    newsym(sx,sy);
456.      }
457.      if(levl[sx][sy].doormask & D_TRAPPED)
458.  	    levl[sx][sy].doormask = D_LOCKED;
459.  
460.      if(levl[sx][sy].doormask == D_LOCKED) {
461.  	    register int m = sx, n = sy;
462.  
463.  	    if(inside_shop(sx+1,sy)) m--;
464.  	    else if(inside_shop(sx-1,sy)) m++;
465.  	    if(inside_shop(sx,sy+1)) n--;
466.  	    else if(inside_shop(sx,sy-1)) n++;
467.  	    Sprintf(buf, "Closed for inventory");
468.  	    make_engr_at(m, n, buf, 0L, DUST);
469.      }
470.  
471.      for(sx = sroom->lx; sx <= sroom->hx; sx++)
472.  	for(sy = sroom->ly; sy <= sroom->hy; sy++) {
473.  	    if(sroom->irregular) {
474.  		if (levl[sx][sy].edge || (int) levl[sx][sy].roomno != rmno ||
475.  		   distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1)
476.  		    continue;
477.  	    } else if((sx == sroom->lx && doors[sh].x == sx-1) ||
478.  		      (sx == sroom->hx && doors[sh].x == sx+1) ||
479.  		      (sy == sroom->ly && doors[sh].y == sy-1) ||
480.  		      (sy == sroom->hy && doors[sh].y == sy+1)) continue;
481.  	    mkshobj_at(shp, sx, sy);
482.  	}
483.  
484.      /*
485.       * Special monster placements (if any) should go here: that way,
486.       * monsters will sit on top of objects and not the other way around.
487.       */
488.  
489.      level.flags.has_shop = TRUE;
490.  }
491.  
492.  #endif /* OVLB */

saleable

493.  #ifdef OVL0
494.  
495.  /* does shkp's shop stock this item type? */
496.  boolean
497.  saleable(shkp, obj)
498.  struct monst *shkp;
499.  struct obj *obj;
500.  {
501.      int i, shp_indx = ESHK(shkp)->shoptype - SHOPBASE;
502.      const struct shclass *shp = &shtypes[shp_indx];
503.  
504.      if (shp->symb == RANDOM_CLASS) return TRUE;
505.      else for (i = 0; i < SIZE(shtypes[0].iprobs) && shp->iprobs[i].iprob; i++)
506.  		if (shp->iprobs[i].itype < 0 ?
507.  			shp->iprobs[i].itype == - obj->otyp :
508.  			shp->iprobs[i].itype == obj->oclass) return TRUE;
509.      /* not found */
510.      return FALSE;
511.  }
512.  

get_shop_item

513.  /* positive value: class; negative value: specific object type */
514.  int
515.  get_shop_item(type)
516.  int type;
517.  {
518.  	const struct shclass *shp = shtypes+type;
519.  	register int i,j;
520.  
521.  	/* select an appropriate object type at random */
522.  	for(j = rnd(100), i = 0; (j -= shp->iprobs[i].iprob) > 0; i++)
523.  		continue;
524.  
525.  	return shp->iprobs[i].itype;
526.  }
527.  
528.  #endif /* OVL0 */
529.  
530.  /*shknam.c*/