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/*
* File: stash.h
* Summary: Classes tracking player stashes
* Written by: Darshan Shaligram
*/
#ifndef STASH_H
#define STASH_H
#include "shopping.h"
#include <string>
#include <iostream>
#include <map>
#include <vector>
#include "externs.h"
#include "player.h"
class input_history;
class reader;
class writer;
class StashMenu;
// Stash definitions
void stash_init_new_level();
enum STASH_TRACK_MODES
{
STM_NONE, // Stashes are not tracked
STM_EXPLICIT, // Only explicitly marked stashes are tracked
STM_DROPPED, // Dropped items and explicitly marked stashes are
// tracked
STM_ALL, // All seen items are tracked
};
struct stash_search_result;
class Stash
{
public:
Stash(int xp = -1, int yp = -1);
static bool is_boring_feature(dungeon_feature_type feat);
static void filter(object_class_type base_type, unsigned char sub_type);
static void filter(const std::string &filt);
static std::string stash_item_name(const item_def &item);
void update();
void save(writer&) const;
void load(reader&);
std::string description() const;
std::string feature_description() const;
std::vector<item_def> get_items() const;
bool show_menu(const level_pos &place, bool can_travel) const;
// Returns true if this Stash contains items that are eligible for
// autopickup.
bool pickup_eligible() const;
// Returns true if this Stash is unverified (a visit by the character will
// verify the stash).
bool unverified() const;
bool matches_search(const std::string &prefix,
const base_pattern &search,
stash_search_result &res)
const;
void write(std::ostream &os, int refx = 0, int refy = 0,
std::string place = "",
bool identify = false) const;
bool empty() const
{
return enabled && items.empty() && feat == DNGN_FLOOR;
}
bool isAt(const coord_def& c) const { return c.x == x && c.y == y; }
int abs_pos() const { return abspos; }
int getX() const { return x; }
int getY() const { return y; }
bool is_verified() const { return verified; }
bool enabled; // If false, this Stash will neither track
// items nor dump itself. Disabled stashes are
// also never removed from the level's map of
// stashes.
public:
static bool is_filtered(const item_def &item);
private:
void _update_corpses(long rot_time);
void add_item(const item_def &item, bool add_to_front = false);
private:
bool verified; // Is this correct to the best of our knowledge?
unsigned char x, y;
int abspos;
dungeon_feature_type feat;
trap_type trap;
std::vector<item_def> items;
/*
* If true (the default), the stash-tracker is a lot more likely to consider
* squares that the player is not standing on as correctly-verified. This
* will lead to cleaner dumps, but the chance of stashes not accurately
* reflecting what's in the dungeon also increases.
*/
static bool aggressive_verify;
static std::vector<item_def> filters;
static bool are_items_same(const item_def &, const item_def &);
friend class LevelStashes;
friend class ST_ItemIterator;
};
class ShopInfo
{
public:
ShopInfo(int xp, int yp);
bool matches_search(const std::string &prefix,
const base_pattern &search,
stash_search_result &res)
const;
std::string description() const;
void save(writer&) const;
void load(reader&);
bool show_menu(const level_pos &place, bool can_travel) const;
bool is_visited() const { return items.size() || visited; }
void write(std::ostream &os, bool identify = false) const;
void reset() { items.clear(); visited = true; }
void set_name(const std::string& s) { name = s; }
void add_item(const item_def &item, unsigned price);
bool isAt(const coord_def& c) const { return x == c.x && y == c.y; }
// Messy!
struct shop_item
{
item_def item;
unsigned price;
};
private:
int x, y;
std::string name;
int shoptype;
// Set true if the player has visited this shop
bool visited;
std::vector<shop_item> items;
std::string shop_item_name(const shop_item &si) const;
std::string shop_item_desc(const shop_item &si) const;
void describe_shop_item(const shop_item &si) const;
void fill_out_menu(StashMenu &menu, const level_pos &place) const;
friend class ST_ItemIterator;
};
struct stash_search_result
{
// Where's this thingummy of interest.
level_pos pos;
// Number of levels the player must cross to reach the level the stash/shop
// is on.
int player_distance;
// Number of items in the stash that match the search.
int matches;
// Count of items stacks in the stash that matched. This will be the same as
// matches if each matching stack's quantity is 1.
int count;
// Text that describes this search result - usually the name of
// the first matching item in the stash or the name of the shop.
std::string match;
// The stash or shop in question. Both can be null if this is a feature.
const Stash *stash;
const ShopInfo *shop;
stash_search_result() : pos(), player_distance(0), matches(0),
count(0), match(), stash(NULL), shop(NULL)
{
}
bool operator < (const stash_search_result &ssr) const
{
return (player_distance < ssr.player_distance
|| (player_distance == ssr.player_distance
&& matches > ssr.matches));
}
};
extern std::ostream &operator << (std::ostream &, const Stash &);
class LevelStashes
{
public:
LevelStashes();
const Stash *find_stash(coord_def c) const;
Stash *find_stash(coord_def c);
const ShopInfo *find_shop(const coord_def& c) const;
ShopInfo &get_shop(const coord_def& c);
level_id where() const;
void get_matching_stashes(const base_pattern &search,
std::vector<stash_search_result> &results) const;
// Update stash at (x,y) on current level, defaulting to player's current
// location if no parameters are supplied.
bool update_stash(const coord_def& c);
// Returns true if the square at c contains potentially interesting
// swag that merits a personal visit (for EXPLORE_GREEDY).
bool needs_visit(const coord_def& c) const;
bool shop_needs_visit(const coord_def& c) const;
// Returns true if the items at c are not fully known to the stash-tracker
// and can be updated if the character steps on the square.
bool unverified_stash(const coord_def &c) const;
// Add stash at (x,y), or player's current location if no parameters are
// supplied
void add_stash(int x = -1, int y = -1);
// Mark square (x,y) as not stashworthy. The player's current location is
// used if no parameters are supplied.
void no_stash(int x = -1, int y = -1);
void kill_stash(const Stash &s);
void save(writer&) const;
void load(reader&);
void write(std::ostream &os, bool identify = false) const;
std::string level_name() const;
std::string short_level_name() const;
int stash_count() const { return m_stashes.size() + m_shops.size(); }
int visible_stash_count() const { return _num_enabled_stashes() + m_shops.size(); }
bool is_current() const;
private:
int _num_enabled_stashes() const;
void _update_corpses(long rot_time);
private:
typedef std::map<int, Stash> stashes_t;
typedef std::vector<ShopInfo> shops_t;
// which level
level_id m_place;
stashes_t m_stashes;
shops_t m_shops;
friend class StashTracker;
friend class ST_ItemIterator;
};
extern std::ostream &operator << (std::ostream &, const LevelStashes &);
class StashTracker
{
public:
static bool is_level_untrackable()
{
return you.level_type == LEVEL_LABYRINTH
|| you.level_type == LEVEL_ABYSS;
}
StashTracker() : levels(), last_corpse_update(0)
{
}
void search_stashes();
LevelStashes &get_current_level();
LevelStashes *find_current_level();
LevelStashes *find_level(const level_id &pos);
ShopInfo &get_shop(const coord_def& c)
{
return get_current_level().get_shop(c);
}
void remove_level(const level_id &which = level_id::current());
enum stash_update_mode
{
ST_PASSIVE, // Maintain existing stashes only.
ST_AGGRESSIVE, // Create stashes for each square containing
// objects, even if those squares were not
// previously marked as stashes.
};
void update_corpses();
void update_visible_stashes(StashTracker::stash_update_mode = ST_PASSIVE);
// Update stash at (x,y) on current level, defaulting to player's current
// location if no parameters are supplied, return true if a stash was
// updated.
bool update_stash(const coord_def& c);
// Add stash at (x,y), or player's current location if no parameters are
// supplied.
void add_stash(int x = -1, int y = -1, bool verbose = false);
// Mark square (x,y) as not stashworthy. The player's current location is
// used if no parameters are supplied.
void no_stash(int x = -1, int y = -1);
void save(writer&) const;
void load(reader&);
void write(std::ostream &os, bool identify = false) const;
void dump(const char *filename, bool identify = false) const;
private:
void get_matching_stashes(const base_pattern &search,
std::vector<stash_search_result> &results) const;
bool display_search_results(std::vector<stash_search_result> &results,
const char* sort_style);
std::string stash_search_prompt();
private:
typedef std::map<level_id, LevelStashes> stash_levels_t;
stash_levels_t levels;
long last_corpse_update;
friend class ST_ItemIterator;
};
class ST_ItemIterator
{
public:
ST_ItemIterator();
const ST_ItemIterator& operator ++ ();
ST_ItemIterator operator ++ (int);
operator bool() const;
const item_def& operator *() const;
const item_def* operator->() const;
const level_id &place();
const ShopInfo* shop();
unsigned price();
private:
level_id m_place;
const item_def* m_item;
unsigned m_price;
const ShopInfo* m_shop;
StashTracker::stash_levels_t::const_iterator m_stash_level_it;
LevelStashes::stashes_t::const_iterator m_stash_it;
LevelStashes::shops_t::const_iterator m_shop_it;
std::vector<item_def>::const_iterator m_stash_item_it;
std::vector<ShopInfo::shop_item>::const_iterator m_shop_item_it;
private:
void new_level();
};
extern StashTracker StashTrack;
void maybe_update_stashes();
bool is_stash(const coord_def& c);
std::string get_stash_desc(const coord_def& c);
void describe_stash(const coord_def& c);
std::vector<item_def> item_list_in_stash(const coord_def& pos);
std::string userdef_annotate_item(const char *s, const item_def *item,
bool exclusive = false);
#define STASH_LUA_SEARCH_ANNOTATE "ch_stash_search_annotate_item"
#define STASH_LUA_DUMP_ANNOTATE "ch_stash_dump_annotate_item"
#define STASH_LUA_VIEW_ANNOTATE "ch_stash_view_annotate_item"
#endif
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