Counter Strike : Global Offensive Source Code
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//====== Copyright �, Valve Corporation, All rights reserved. =======
//
// Purpose: EconItemFactory: Manages rolling for items requested by the game server
//
//=============================================================================
#ifndef ECONITEMFACTORY_H
#define ECONITEMFACTORY_H
#ifdef _WIN32
#pragma once
#endif
class CEconItem; class CEconGameAccount;
namespace GCSDK { class CGCSharedObjectCache; }
#include "game_item_schema.h"
//-----------------------------------------------------------------------------
// CEconItemFactory
// Factory responsible for rolling random items
//-----------------------------------------------------------------------------
class CEconItemFactory { public: CEconItemFactory( );
enum ECreateItemPolicy_t { k_ECreateItemPolicy_Default = 0, // Default creating item policy
k_ECreateItemPolicy_NoSqlItemID = ( 1 << 0 ), // Item will have no ItemID generated
}; // Gets a pointer to the underlying item schema the factory is using
GameItemSchema_t &GetSchema() { return m_schema; }
// Create a random item based on the incoming item selection criteria
CEconItem *CreateRandomItem( const CEconGameAccount *pGameAccount, const CItemSelectionCriteria &criteria );
// Create an item from a specific definition index
CEconItem *CreateSpecificItem( const CEconGameAccount *pGameAccount, item_definition_index_t unDefinitionIndex, ECreateItemPolicy_t eCreateItemPolicy = k_ECreateItemPolicy_Default );
CEconItem *CreateSpecificItem( GCSDK::CGCSharedObjectCache *pUserSOCache, item_definition_index_t unDefinitionIndex ) { return CreateSpecificItem( pUserSOCache->GetSingleton<CEconGameAccount>(), unDefinitionIndex ); }
itemid_t GetNextID();
bool BYieldingInit(); bool BIsInitialized() { return m_bIsInitialized; }
void ApplyStaticAttributeToItem( CEconItem *pItem, const static_attrib_t& staticAttrib, const CEconGameAccount *pGameAccount, const CCopyableUtlVector< uint32 > *m_vecValues = NULL, float flRangeMin = 0.0f, float flRangeMax = 0.0f ) const;
private: // Functions to create random items
const CEconItemDefinition *RollItemDefinition( const CItemSelectionCriteria &criteria ) const; void AddGCGeneratedAttributesToItem( const CEconGameAccount *pGameAccount, CEconItem *pItem ) const;
private:
// The schema this factory uses to create items
GameItemSchema_t m_schema;
// the next item ID to give out
itemid_t m_ulNextObjID; bool m_bIsInitialized; };
#endif //ECONITEMFACTORY_H
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