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/*
 *  File:       stash.h
 *  Summary:    Classes tracking player stashes
 *  Written by: Darshan Shaligram
 */
#ifndef STASH_H
#define STASH_H

#include "AppHdr.h"
#include "shopping.h"
#include <string>

#ifdef STASH_TRACKING

#include <iostream>
#include <map>
#include <vector>

#include "externs.h"
#include "travel.h"

// Stash definitions

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 void filter(unsigned char 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(FILE*) const;
    void load(FILE*);

    std::string description() const;

    bool show_menu(const std::string &place, bool can_travel) 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 items.empty() && enabled;
    }

    bool isAt(int xp, int yp) const { return x == xp && y == yp; }
    int  abs_pos() const { return abspos; }
    int  getX() const { return (int) x; }
    int  getY() const { return (int) 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.
private:
    bool verified;      // Is this correct to the best of our knowledge?
    unsigned char x, y;
    int  abspos;
    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 &);
    static bool is_filtered(const item_def &item);
};

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;

    // Note that we aren't bothering to use virtual functions here.
    void save(FILE*) const;
    void load(FILE*);

    bool show_menu(const std::string &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 char *s) { name = s; }

    void add_item(const item_def &item, unsigned price);

    bool isAt(int xp, int yp) const { return x == xp && y == yp; }

private:
    int x, y;
    std::string name;

    int shoptype;

    // Set true if the player has visited this shop
    bool visited;

    // Messy!
    struct shop_item
    {
        item_def      item;
        unsigned price;
    };
    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;

    class ShopId {
    public:
        ShopId(int stype);
        ~ShopId();
    private:
        int shoptype;
        id_fix_arr id;
    };
};

struct stash_search_result
{
    // What level is this stash or shop on.
    level_id level;

    coord_def 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;
    
    // First item in stash that matched
    std::string match;

    // The stash or shop in question.
    const Stash    *stash;
    const ShopInfo *shop;

    stash_search_result() : level(), 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();

    Stash *find_stash(int x = -1, int y = -1);
    ShopInfo &get_shop(int x, int y);
    const ShopInfo *find_shop(int x, int y) 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(int x = -1, int y = -1);

    // 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(FILE *) const;
    void  load(FILE *);

    void  write(std::ostream &os, bool identify = false) const;
    std::string level_name() const;
    std::string short_level_name() const;
    bool  in_hell() const;
    bool  in_branch(int) const;

    int   stash_count() const { return stashes.size() + shops.size(); }
    int   visible_stash_count() const { return count_stashes() + shops.size(); }

    bool  isCurrent() const;
    bool  isBelowPlayer() const;
    bool  operator < (const LevelStashes &lev) const;
private:
    // which level
    unsigned char branch;
    int depth;

    typedef std::map<int, Stash>  c_stashes;
    typedef std::vector<ShopInfo> c_shops;
    
    c_stashes stashes;
    c_shops   shops;

    int count_stashes() const;
};

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()
    {
    }

    void search_stashes();

    LevelStashes &get_current_level();
    LevelStashes *find_current_level();

    ShopInfo &get_shop(int x, int y)
    { 
        return get_current_level().get_shop(x, y);
    }

    void remove_level(const LevelStashes &ls);

    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_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(int x = -1, int y = -1);

    // 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(FILE*) const;
    void load(FILE*);

    void write(std::ostream &os, bool identify = false) const;

    void dump(const char *filename, bool identify = false) const;
private:
    std::vector<LevelStashes> levels;

    void get_matching_stashes(const base_pattern &search, 
                              std::vector<stash_search_result> &results) const;
    void display_search_results(std::vector<stash_search_result> &results);
};

extern StashTracker stashes;

bool is_stash(int x, int y);
void describe_stash(int x, int y);

#endif // STASH_TRACKING

std::string branch_level_name(unsigned char branch, int sub_depth);

std::string branch_level_name(unsigned short packed_place);

std::string userdef_annotate_item(const char *s, const item_def *item,
                                  bool exclusive = false);

#endif