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shknam.c

/*    SCCS Id: @(#)shknam.c   3.2   96/05/31    */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

/* shknam.c -- initialize a shop */

/*
**    Japanese version Copyright
**    (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000
**    changing point is marked `JP' (94/6/7)
**    JNetHack may be freely redistributed.  See license for details. 
*/

#include "hack.h"
#include "eshk.h"

#ifndef OVLB
extern const struct shclass shtypes[];

#else

static void FDECL(mkshobj_at, (const struct shclass *,int,int));
static void FDECL(nameshk, (struct monst *,const char **));
static int  FDECL(shkinit, (const struct shclass *,struct mkroom *));

#undef JPDEBUG
static const char *shkliquors[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "", "_Ӹ",
    0
};

static const char *shkbooks[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "", "_",
    0
};

static const char *shkarmors[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "ƣ", "_",
    0
};

static const char *shkwands[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "ܲ", "_",
    0
};

static const char *shkrings[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "ž", "_ð",
    0
};

static const char *shkfoods[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "", "_",
    0
};

static const char *shkweapons[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "޸", "_",
    0
};

static const char *shktools[] = {
#ifndef JPDEBUG
    /* Spmi */
    "Ymla", "Eed-morra", "Cubask", "Nieb", "Bnowr Falr", "Telloc Cyaj",
    "Sperc", "Noskcirdneh", "Yawolloh", "Hyeghu", "Niskal", "Trahnil",
    "Htargcm", "Enrobwem", "Kachzi Rellim", "Regien", "Donmyar",
    "Yelpur", "Nosnehpets", "Stewe", "Renrut", "_Zlaw", "Nosalnef",
    "Rewuorb", "Rellenk", "Yad", "Cire Htims", "Y-crad", "Nenilukah",
    "Corsh", "Aned",
#ifdef OVERLAY
    "Erreip", "Nehpets", "Mron", "Snivek", "Lapu", "Kahztiy",
#endif
#ifdef WIN32
    "Lechaim",
#endif
#ifdef MAC
    "Nhoj-lee", "Evad\'kh", "Ettaw-noj", "Tsew-mot", "Ydna-s",
    "Yao-hang", "Tonbar",
#endif
#ifdef AMIGA
    "Falo", "Nosid-da\'r", "Ekim-p", "Rebrol-nek", "Noslo", "Yl-rednow",
    "Mured-oog",
#endif
#ifdef VMS
    "Lez-tneg", "Ytnu-haled", "Niknar",
#endif
#endif
/*JP*/
    "", "_",
    0
};

static const char *shklight[] = {
#ifndef JPDEBUG
    /* Romania */
    "Zarnesti", "Slanic", "Nehoiasu", "Ludus", "Sighisoara", "Nisipitu",
    "Razboieni", "Bicaz", "Dorohoi", "Vaslui", "Fetesti", "Tirgu Neamt",
    "Babadag", "Zimnicea", "Zlatna", "Jiu", "Eforie", "Mamaia",
    /* Bulgaria */
    "Silistra", "Tulovo", "Panagyuritshte", "Smolyan", "Kirklareli",
    "Pernik", "Lom", "Haskovo", "Dobrinishte", "Varvara", "Oryahovo",
    "Troyan", "Lovech", "Sliven",
#endif
/*JP*/
    "", "_ɹ",
    0
};

static const char *shkgeneral[] = {
#ifndef JPDEBUG
    /* 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",
#endif
/*JP*/
    "Kunedog", "_",
    0
};

/*
 * 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 objects to be present in the given shop type.  You can associate with
 * each percentage either a generic object type (represented by one of the
 * *_CLASS macros) or a specific object (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().
 */

const struct shclass shtypes[] = {
/*JP  {"general store", RANDOM_CLASS, 44,*/
      {"߲", RANDOM_CLASS, 44,
          D_SHOP, {{100, RANDOM_CLASS}, {0, 0}, {0, 0}}, shkgeneral},
/*JP  {"used armor dealership", ARMOR_CLASS, 14,*/
      {"ų", ARMOR_CLASS, 14,
          D_SHOP, {{90, ARMOR_CLASS}, {10, WEAPON_CLASS}, {0, 0}},
           shkarmors},
/*JP  {"second-hand bookstore", SCROLL_CLASS, 10, D_SHOP,*/
      {"ʪ", SCROLL_CLASS, 10, D_SHOP,
          {{90, SCROLL_CLASS}, {10, SPBOOK_CLASS}, {0, 0}}, shkbooks},
/*JP  {"liquor emporium", POTION_CLASS, 10, D_SHOP,*/
      {"ɴŹ", POTION_CLASS, 10, D_SHOP,
          {{100, POTION_CLASS}, {0, 0}, {0, 0}}, shkliquors},
/*JP  {"antique weapons outlet", WEAPON_CLASS, 5, D_SHOP,*/
      {"羮Ź", WEAPON_CLASS, 5, D_SHOP,
          {{90, WEAPON_CLASS}, {10, ARMOR_CLASS}, {0, 0}}, shkweapons},
/*JP  {"delicatessen", FOOD_CLASS, 5, D_SHOP,*/
      {"Ź", FOOD_CLASS, 5, D_SHOP,
          {{95, FOOD_CLASS}, {5, POTION_CLASS}, {0, 0}}, shkfoods},
/*JP  {"jewelers", RING_CLASS, 3, D_SHOP,*/
      {"Ź", RING_CLASS, 3, D_SHOP,
          {{85, RING_CLASS}, {10, GEM_CLASS}, {5, AMULET_CLASS}, {0, 0}},
          shkrings},
/*JP  {"quality apparel and accessories", WAND_CLASS, 3, D_SHOP,*/
      {"Ź", WAND_CLASS, 3, D_SHOP,
          {{90, WAND_CLASS}, {5, -LEATHER_GLOVES}, {5, -ELVEN_CLOAK}, {0, 0}},
           shkwands},
/*JP  {"hardware store", TOOL_CLASS, 3, D_SHOP,*/
      {"ƻ", TOOL_CLASS, 3, D_SHOP,
          {{100, TOOL_CLASS}, {0, 0}, {0, 0}}, shktools},
      /* Actually shktools is ignored; the code specifically chooses a
       * random implementor name (along with candle shops having
       * random shopkeepers)
       */
/*JP  {"rare books", SPBOOK_CLASS, 3, D_SHOP,*/
      {"ܲ", SPBOOK_CLASS, 3, D_SHOP,
          {{90, SPBOOK_CLASS}, {10, SCROLL_CLASS}, {0, 0}}, shkbooks},
      /* Shops below this point are "unique".  That is they must all have a
       * probability of zero.  They are only created via the special level
       * loader.
       */
/*JP  {"lighting store", TOOL_CLASS, 0, D_SHOP,*/
      {"Ź", TOOL_CLASS, 0, D_SHOP,
          {{32, -WAX_CANDLE}, {50, -TALLOW_CANDLE},
           {5, -BRASS_LANTERN}, {10, -OIL_LAMP}, {3, -MAGIC_LAMP}}, shklight},
      {(char *)0, 0, 0, 0, {{0, 0}, {0, 0}, {0, 0}}, 0}
};

#if 0
/* validate shop probabilities; otherwise incorrect local changes could
   end up provoking infinite loops or wild subscripts fetching garbage */
void
init_shop_selection()
{
      register int i, j, item_prob, shop_prob;

      for (shop_prob = 0, i = 0; i < SIZE(shtypes); i++) {
            shop_prob += shtypes[i].prob;
            for (item_prob = 0, j = 0; j < SIZE(shtypes[0].iprobs); j++)
                  item_prob += shtypes[i].iprobs[j].iprob;
            if (item_prob != 100)
                  panic("item probabilities total to %d for %s shops!",
                        item_prob, shtypes[i].name);
      }
      if (shop_prob != 100)
            panic("shop probabilities total to %d!", shop_prob);
}
#endif /*0*/

static void
mkshobj_at(shp, sx, sy)
/* make an object of the appropriate type for a shop square */
const struct shclass *shp;
int sx, sy;
{
      register struct monst *mtmp;
      int atype;
      struct permonst *ptr;

      if (rn2(100) < depth(&u.uz) &&
          !MON_AT(sx, sy) && (ptr = mkclass(S_MIMIC,0)) &&
          (mtmp=makemon(ptr,sx,sy,NO_MM_FLAGS))) {
            /* note: makemon will set the mimic symbol to a shop item */
            if (rn2(10) >= depth(&u.uz)) {
                  mtmp->m_ap_type = M_AP_OBJECT;
                  mtmp->mappearance = STRANGE_OBJECT;
            }
      } else if ((atype = get_shop_item(shp - shtypes)) < 0)
            (void) mksobj_at(-atype, sx, sy, TRUE);
      else (void) mkobj_at(atype, sx, sy, TRUE);
}

/* extract a shopkeeper name for the given shop type */
static void
nameshk(shk, nlp)
struct monst *shk;
const char *nlp[];
{
        int /*i, */trycnt, names_avail;
      const char *shname = 0;
      struct monst *mtmp;
      int name_wanted;
      s_level *sptr;

      if (nlp == shklight && In_mines(&u.uz)
            && (sptr = Is_special(&u.uz)) != 0 && sptr->flags.town) {
          /* special-case minetown lighting shk */
          shname = "Izchak";
          shk->female = FALSE;
      } else {
#if 1 /* JP */
           /* We decide to use simple way */
          for (names_avail = 0; nlp[names_avail]; names_avail++)
             ;

          for (trycnt = 0; trycnt < 50; trycnt++) {
             name_wanted = rn2(names_avail);
             shk->female = name_wanted & 1;
             shname = nlp[name_wanted];
             if(shname[0] & 0x80){
                  shk->female = 0;
             }
             else if(shname[0] == '_'){
                  ++shname;
                  shk->female = 1;
             }
             for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
                  if (mtmp == shk) continue;
                  if (!mtmp->isshk) continue;
                  if (strcmp(ESHK(mtmp)->shknam, shname)) continue;
                  break;
             }
             if(!mtmp)
                  break;
          }
#else
          /* We want variation from game to game, without needing the save
             and restore support which would be necessary for randomization;
             try not to make too many assumptions about time_t's internals;
             use ledger_no rather than depth to keep mine town distinct. */
          int nseed = (int)((long)u.ubirthday / 257L);

          name_wanted = ledger_no(&u.uz) + (nseed % 13) - (nseed % 5);
          if (name_wanted < 0) name_wanted += (13 + 5);

          shk->female = name_wanted & 1;

          for (names_avail = 0; nlp[names_avail]; names_avail++)
            continue;

          for (trycnt = 0; trycnt < 50; trycnt++) {
            if (nlp == shktools) {
                shname = shktools[rn2(names_avail)];
                shk->female = (*shname == '_');
                if (shk->female) shname++;
            } else if (name_wanted < names_avail) {
                shname = nlp[name_wanted];
            } else if ((i = rn2(names_avail)) != 0) {
                shname = nlp[i - 1];
            } else if (nlp != shkgeneral) {
                nlp = shkgeneral;   /* try general names */
                for (names_avail = 0; nlp[names_avail]; names_avail++)
                  continue;
                continue;           /* next `trycnt' iteration */
            } else {
                shname = shk->female ? "Lucrezia" : "Dirk";
            }

            /* is name already is use on this level? */
            for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
                if (mtmp == shk) continue;
                if (!mtmp->isshk) continue;
                if (strcmp(ESHK(mtmp)->shknam, shname)) continue;
                break;
            }
            if (!mtmp) break; /* new name */
          }
#endif
      }
      (void) strncpy(ESHK(shk)->shknam, shname, PL_NSIZ);
      ESHK(shk)->shknam[PL_NSIZ-1] = 0;
}

static int
shkinit(shp, sroom)     /* create a new shopkeeper in the given room */
const 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(sroom->irregular) {
          int rmno = (sroom - rooms) + ROOMOFFSET;
          if (isok(sx-1,sy) && !levl[sx-1][sy].edge &&
            (int) levl[sx-1][sy].roomno == rmno) sx--;
          else if (isok(sx+1,sy) && !levl[sx+1][sy].edge &&
            (int) levl[sx+1][sy].roomno == rmno) sx++;
          else if (isok(sx,sy-1) && !levl[sx][sy-1].edge &&
            (int) levl[sx][sy-1].roomno == rmno) sy--;
          else if (isok(sx,sy+1) && !levl[sx][sy+1].edge &&
            (int) levl[sx][sy+1].roomno == rmno) sx++;
          else goto shk_failed;
      }
      else 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 {
      shk_failed:
#ifdef DEBUG
# ifdef WIZARD
          /* Said to happen sometimes, but I have never seen it. */
          /* Supposedly fixed by fdoor change in mklev.c */
          if(wizard) {
            register int j = sroom->doorct;

            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++;
            }
            display_nhwindow(WIN_MESSAGE, FALSE);
          }
# endif
#endif
          return(-1);
      }

      if(MON_AT(sx, sy)) rloc(m_at(sx, sy)); /* insurance */

      /* now initialize the shopkeeper monster structure */
      if(!(shk = makemon(&mons[PM_SHOPKEEPER], sx, sy, NO_MM_FLAGS)))
            return(-1);
      shk->isshk = shk->mpeaceful = TRUE;
      set_malign(shk);
      shk->msleep = FALSE;
      shk->mtrapseen = ~0;    /* we know all the traps already */
      ESHK(shk)->shoproom = (sroom - rooms) + ROOMOFFSET;
      sroom->resident = shk;
      ESHK(shk)->shoptype = sroom->rtype;
      assign_level(&(ESHK(shk)->shoplevel), &u.uz);
      ESHK(shk)->shd = doors[sh];
      ESHK(shk)->shk.x = sx;
      ESHK(shk)->shk.y = sy;
      ESHK(shk)->robbed = 0L;
      ESHK(shk)->credit = 0L;
      ESHK(shk)->debit = 0L;
      ESHK(shk)->loan = 0L;
      ESHK(shk)->visitct = 0;
      ESHK(shk)->following = 0;
      ESHK(shk)->billct = 0;
      shk->mgold = 1000L + 30L*(long)rnd(100);  /* initial capital */
      nameshk(shk, shp->shknms);

      return(sh);
}

/* stock a newly-created room with objects */
void
stock_room(shp_indx, sroom)
int shp_indx;
register struct mkroom *sroom;
{
    /*
     * Someday soon we'll dispatch on the shdist 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 objects).
     */
    register int sx, sy, sh;
    char buf[BUFSZ];
    int rmno = (sroom - rooms) + ROOMOFFSET;
    const struct shclass *shp = &shtypes[shp_indx];

    /* first, try to place a shopkeeper in the room */
    if ((sh = shkinit(shp, sroom)) < 0)
      return;

    /* make sure no doorways without doors, and no */
    /* trapped doors, in shops.                    */
    sx = doors[sroom->fdoor].x;
    sy = doors[sroom->fdoor].y;

    if(levl[sx][sy].doormask == D_NODOOR) {
          levl[sx][sy].doormask = D_ISOPEN;
          newsym(sx,sy);
    }
    if(levl[sx][sy].typ == SDOOR) {
          cvt_sdoor_to_door(&levl[sx][sy]);     /* .typ = DOOR */
          newsym(sx,sy);
    }
    if(levl[sx][sy].doormask & D_TRAPPED)
          levl[sx][sy].doormask = D_LOCKED;

    if(levl[sx][sy].doormask == D_LOCKED) {
          register int m = sx, n = sy;

          if(inside_shop(sx+1,sy)) m--;
          else if(inside_shop(sx-1,sy)) m++;
          if(inside_shop(sx,sy+1)) n--;
          else if(inside_shop(sx,sy-1)) n++;
/*JP      Sprintf(buf, "Closed for inventory");*/
          Sprintf(buf, "êΤŹ");
          make_engr_at(m, n, buf, 0L, DUST);
    }

    for(sx = sroom->lx; sx <= sroom->hx; sx++)
      for(sy = sroom->ly; sy <= sroom->hy; sy++) {
          if(sroom->irregular) {
            if (levl[sx][sy].edge || (int) levl[sx][sy].roomno != rmno ||
               distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1)
                continue;
          } else 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 objects and not the other way around.
     */

    level.flags.has_shop = TRUE;
}

#endif /* OVLB */
#ifdef OVL0

/* does shkp's shop stock this item type? */
boolean
saleable(shkp, obj)
struct monst *shkp;
struct obj *obj;
{
    int i, shp_indx = ESHK(shkp)->shoptype - SHOPBASE;
    const struct shclass *shp = &shtypes[shp_indx];

    if (shp->symb == RANDOM_CLASS) return TRUE;
    else for (i = 0; i < SIZE(shtypes[0].iprobs) && shp->iprobs[i].iprob; i++)
            if (shp->iprobs[i].itype < 0 ?
                  shp->iprobs[i].itype == - obj->otyp :
                  shp->iprobs[i].itype == obj->oclass) return TRUE;
    /* not found */
    return FALSE;
}

/* positive value: class; negative value: specific object type */
int
get_shop_item(type)
int type;
{
      const struct shclass *shp = shtypes+type;
      register int i,j;

      /* select an appropriate object type at random */
      for(j = rnd(100), i = 0; (j -= shp->iprobs[i].iprob) > 0; i++)
            continue;

      return shp->iprobs[i].itype;
}

#endif /* OVL0 */

/*shknam.c*/

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