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Almathera Ten Pack 2: CDPD 1
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Almathera Ten on Ten - Disc 2: CDPD 1.iso
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nethack
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twee.zoo
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shknam.c
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C/C++ Source or Header
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1988-07-24
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10KB
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334 lines
/* SCCS Id: @(#)shknam.c 2.3 87/12/18
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* shknam.c -- initialize a shop */
#include "hack.h"
#include "mkroom.h"
#include "eshk.h"
extern struct monst *makemon();
extern struct obj *mkobj_at(), *mksobj_at();
static char *shkliquors[] = {
/* Ukraine */
"Njezjin", "Tsjernigof", "Gomel", "Ossipewsk", "Gorlowka",
/* N. Russia */
"Konosja", "Weliki Oestjoeg", "Syktywkar", "Sablja",
"Narodnaja", "Kyzyl",
/* Silezie */
"Walbrzych", "Swidnica", "Klodzko", "Raciborz", "Gliwice",
"Brzeg", "Krnov", "Hradec Kralove",
/* Schweiz */
"Leuk", "Brig", "Brienz", "Thun", "Sarnen", "Burglen", "Elm",
"Flims", "Vals", "Schuls", "Zum Loch",
""
};
static char *shkbooks[] = {
/* Eire */
"Skibbereen", "Kanturk", "Rath Luirc", "Ennistymon", "Lahinch",
"Kinnegad", "Lugnaquillia", "Enniscorthy", "Gweebarra",
"Kittamagh", "Nenagh", "Sneem", "Ballingeary", "Kilgarvan",
"Cahersiveen", "Glenbeigh", "Kilmihil", "Kiltamagh",
"Droichead Atha", "Inniscrone", "Clonegal", "Lisnaskea",
"Culdaff", "Dunfanaghy", "Inishbofin", "Kesh",
""
};
static char *shkarmors[] = {
/* Turquie */
"Demirci", "Kalecik", "Boyabai", "Yildizeli", "Gaziantep",
"Siirt", "Akhalataki", "Tirebolu", "Aksaray", "Ermenak",
"Iskenderun", "Kadirli", "Siverek", "Pervari", "Malasgirt",
"Bayburt", "Ayancik", "Zonguldak", "Balya", "Tefenni",
"Artvin", "Kars", "Makharadze", "Malazgirt", "Midyat",
"Birecik", "Kirikkale", "Alaca", "Polatli", "Nallihan",
""
};
static char *shkwands[] = {
/* Wales */
"Yr Wyddgrug", "Trallwng", "Mallwyd", "Pontarfynach",
"Rhaeader", "Llandrindod", "Llanfair-ym-muallt",
"Y-Fenni", "Measteg", "Rhydaman", "Beddgelert",
"Curig", "Llanrwst", "Llanerchymedd", "Caergybi",
/* Scotland */
"Nairn", "Turriff", "Inverurie", "Braemar", "Lochnagar",
"Kerloch", "Beinn a Ghlo", "Drumnadrochit", "Morven",
"Uist", "Storr", "Sgurr na Ciche", "Cannich", "Gairloch",
"Kyleakin", "Dunvegan",
""
};
static char *shkrings[] = {
/* Hollandse familienamen */
"Feyfer", "Flugi", "Gheel", "Havic", "Haynin", "Hoboken",
"Imbyze", "Juyn", "Kinsky", "Massis", "Matray", "Moy",
"Olycan", "Sadelin", "Svaving", "Tapper", "Terwen", "Wirix",
"Ypey",
/* Skandinaviske navne */
"Rastegaisa", "Varjag Njarga", "Kautekeino", "Abisko",
"Enontekis", "Rovaniemi", "Avasaksa", "Haparanda",
"Lulea", "Gellivare", "Oeloe", "Kajaani", "Fauske",
""
};
static char *shkfoods[] = {
/* Indonesia */
"Djasinga", "Tjibarusa", "Tjiwidej", "Pengalengan",
"Bandjar", "Parbalingga", "Bojolali", "Sarangan",
"Ngebel", "Djombang", "Ardjawinangun", "Berbek",
"Papar", "Baliga", "Tjisolok", "Siboga", "Banjoewangi",
"Trenggalek", "Karangkobar", "Njalindoeng", "Pasawahan",
"Pameunpeuk", "Patjitan", "Kediri", "Pemboeang", "Tringanoe",
"Makin", "Tipor", "Semai", "Berhala", "Tegal", "Samoe",
""
};
static char *shkweapons[] = {
/* Perigord */
"Voulgezac", "Rouffiac", "Lerignac", "Touverac", "Guizengeard",
"Melac", "Neuvicq", "Vanzac", "Picq", "Urignac", "Corignac",
"Fleac", "Lonzac", "Vergt", "Queyssac", "Liorac", "Echourgnac",
"Cazelon", "Eypau", "Carignan", "Monbazillac", "Jonzac",
"Pons", "Jumilhac", "Fenouilledes", "Laguiolet", "Saujon",
"Eymoutiers", "Eygurande", "Eauze", "Labouheyre",
""
};
static char *shkgeneral[] = {
/* Suriname */
"Hebiwerie", "Possogroenoe", "Asidonhopo", "Manlobbi",
"Adjama", "Pakka Pakka", "Kabalebo", "Wonotobo",
"Akalapi", "Sipaliwini",
/* Greenland */
"Annootok", "Upernavik", "Angmagssalik",
/* N. Canada */
"Aklavik", "Inuvik", "Tuktoyaktuk",
"Chicoutimi", "Ouiatchouane", "Chibougamau",
"Matagami", "Kipawa", "Kinojevis",
"Abitibi", "Maganasipi",
/* Iceland */
"Akureyri", "Kopasker", "Budereyri", "Akranes", "Bordeyri",
"Holmavik",
""
};
/*
* To add new shop types, all that is necessary is to edit the shtypes[] array.
* See mkroom.h for the structure definition. Typically, you'll have to lower
* some or all of the probability fields in old entries to free up some
* percentage for the new type.
*
* The placement type field is not yet used but will be in the near future.
*
* The iprobs array in each entry defines the probabilities for various kinds
* of artifacts to be present in the given shop type. You can associate with
* each percentage either a generic artifact type (represented by one of the
* *_SYM macros) or a specific artifact (represented by an onames.h define).
* In the latter case, prepend it with a unary minus so the code can know
* (by testing the sign) whether to use mkobj() or mksobj().
*/
struct shclass shtypes[] = {
{"general store", RANDOM_SYM,
#ifdef SPELLS
47,
#else
50,
#endif
D_SHOP, {{100, RANDOM_SYM}, {0, 0}, {0, 0}}, shkgeneral},
{"used armor dealership", ARMOR_SYM, 14,
D_SHOP, {{90, ARMOR_SYM}, {10, WEAPON_SYM}, {0, 0}}, shkarmors},
{"second hand bookstore", SCROLL_SYM, 10, D_SHOP,
#ifdef SPELLS
{{90, SCROLL_SYM}, {10, SPBOOK_SYM}, {0, 0}},
#else
{{100, SCROLL_SYM}, {0, 0}, {0, 0}},
#endif
shkbooks},
{"liquor emporium", POTION_SYM, 10, D_SHOP,
{{100, POTION_SYM}, {0, 0}, {0, 0}}, shkliquors},
{"antique weapons outlet", WEAPON_SYM, 5, D_SHOP,
{{90, WEAPON_SYM}, {10, ARMOR_SYM}, {0, 0}}, shkweapons},
{"delicatessen", FOOD_SYM, 5, D_SHOP,
{{95, FOOD_SYM}, {5, POTION_SYM}, {0, 0}}, shkfoods},
{"jewelers", RING_SYM, 3, D_SHOP,
{{90, RING_SYM}, {10, GEM_SYM}, {0, 0}}, shkrings},
{"quality apparel and accessories", WAND_SYM, 3, D_SHOP,
{{90, WAND_SYM}, {5, -PAIR_OF_GLOVES}, {5, -ELVEN_CLOAK}, {0, 0}},
shkwands},
#ifdef SPELLS
{"rare books", SPBOOK_SYM, 3, D_SHOP,
{{90, SPBOOK_SYM}, {10, SCROLL_SYM}, {0, 0}}, shkbooks},
#endif
{(char *)0, 0, 0, 0, {{0, 0}, {0, 0}, {0, 0}}, (char **)0}
};
static void
mkshobj_at(shp, sx, sy)
/* make an object of the appropriate type for a shop square */
struct shclass *shp;
int sx, sy;
{
register int i, j;
register struct monst *mtmp;
int atype;
/* select an appropriate artifact type at random */
for(j = rnd(100), i = 0; j -= shp->iprobs[i].iprob; i++)
if (j < 0)
break;
/* generate the appropriate object */
if ((atype = shp->iprobs[i].itype) >= 0) /* if a class was given */
{
/* the artifact may actually be a mimic */
if(rn2(100) < dlevel && !m_at(sx,sy) && (mtmp=makemon(PM_MIMIC,sx,sy)))
{
mtmp->mimic = 1;
mtmp->mappearance = (atype && rn2(10) < dlevel) ? atype : ']';
return;
}
/* it's not, go ahead and generate an article of the class */
(void) mkobj_at(atype, sx, sy);
}
else /* particular object was to be generated */
(void) mksobj_at(-atype, sx, sy);
}
void
findname(nampt, nlp)
/* extract a shopkeeper name for the given shop type */
char *nampt;
char *nlp[];
{
register int i;
for(i = 0; i < dlevel; i++)
if (strlen(nlp[i]) == 0)
{
/* Not enough names, try general name */
if (nlp != shkgeneral)
findname(nampt, shkgeneral);
else
(void) strcpy(nampt, "Dirk");
return;
}
(void) strncpy(nampt, nlp[i], PL_NSIZ);
nampt[PL_NSIZ-1] = 0;
}
static int
shkinit(shp, sroom)
/* create a new shopkeeper in the given room */
struct shclass *shp;
struct mkroom *sroom;
{
register int sh, sx, sy;
struct monst *shk;
/* place the shopkeeper in the given room */
sh = sroom->fdoor;
sx = doors[sh].x;
sy = doors[sh].y;
/* check that the shopkeeper placement is sane */
if(sx == sroom->lx-1) sx++; else
if(sx == sroom->hx+1) sx--; else
if(sy == sroom->ly-1) sy++; else
if(sy == sroom->hy+1) sy--; else {
#ifdef WIZARD
/* Said to happen sometimes, but I've never seen it. */
if(wizard) {
register int j = sroom->doorct;
extern int doorindex;
pline("Where is shopdoor?");
pline("Room at (%d,%d),(%d,%d).", sroom->lx, sroom->ly,
sroom->hx, sroom->hy);
pline("doormax=%d doorct=%d fdoor=%d",
doorindex, sroom->doorct, sh);
while(j--) {
pline("door [%d,%d]", doors[sh].x, doors[sh].y);
sh++;
}
more();
}
#endif
return(-1);
}
/* now initialize the shopkeeper's monster structure */
#define ESHK ((struct eshk *)(&(shk->mextra[0])))
if(!(shk = makemon(PM_SHK,sx,sy)))
return(-1);
shk->isshk = shk->mpeaceful = 1;
shk->msleep = 0;
shk->mtrapseen = ~0; /* we know all the traps already */
ESHK->shoproom = sroom - rooms;
ESHK->shoplevel = dlevel;
ESHK->shd = doors[sh];
ESHK->shk.x = sx;
ESHK->shk.y = sy;
ESHK->robbed = 0;
ESHK->visitct = 0;
ESHK->following = 0;
shk->mgold = 1000 + 30*rnd(100); /* initial capital */
ESHK->billct = 0;
findname(ESHK->shknam, shp->shknms);
return(sh);
}
void
stock_room(shp, sroom)
/* stock a newly-created room with artifacts */
struct shclass *shp;
register struct mkroom *sroom;
{
/*
* Someday soon we'll dispatch on the dist field of shclass to do
* different placements in this routine. Currently it only supports
* shop-style placement (all squares except a row nearest the first
* door get artifacts).
*/
register int sx, sy, sh;
/* first, try to place a shopkeeper in the room */
if ((sh = shkinit(shp, sroom)) < 0)
return;
for(sx = sroom->lx; sx <= sroom->hx; sx++)
for(sy = sroom->ly; sy <= sroom->hy; sy++){
if((sx == sroom->lx && doors[sh].x == sx-1) ||
(sx == sroom->hx && doors[sh].x == sx+1) ||
(sy == sroom->ly && doors[sh].y == sy-1) ||
(sy == sroom->hy && doors[sh].y == sy+1)) continue;
mkshobj_at(shp, sx, sy);
}
/*
* Special monster placements (if any) should go here: that way,
* monsters will sit on top of artifacts and not the other way around.
*/
}
saleable(nshop, obj) /* does "shop" stock this item type */
register int nshop;
register struct obj *obj;
{
int i;
if(shtypes[nshop].symb == RANDOM_SYM) return(1);
else {
for(i = 0; shtypes[nshop].iprobs[i].iprob; i++)
if(shtypes[nshop].iprobs[i].itype < 0) {
if(shtypes[nshop].iprobs[i].itype == - obj->otyp) return(1);
}
else if(shtypes[nshop].iprobs[i].itype == obj->olet) return(1);
}
return(0);
}