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//====== Copyright �, Valve Corporation, All rights reserved. =======
//
// Purpose: CItemSelectionCriteria, which serves as a criteria for selection
// of a econ item
//
//=============================================================================
#ifndef ITEM_SELECTION_CRITERIA_H
#define ITEM_SELECTION_CRITERIA_H
#ifdef _WIN32
#pragma once
#endif
#include "game_item_schema.h"
// Maximum string length in item create APIs
const int k_cchCreateItemLen = 64;
// Operators for BAddNewItemCriteria
enum EItemCriteriaOperator { k_EOperator_String_EQ = 0, // Field is string equal to value
k_EOperator_Not = 1, // Logical not
k_EOperator_String_Not_EQ = 1, // Field is not string equal to value
k_EOperator_Float_EQ = 2, // Field as a float is equal to value
k_EOperator_Float_Not_EQ = 3, // Field as a float is not equal to value
k_EOperator_Float_LT = 4, // Field as a float is less than value
k_EOperator_Float_Not_LT = 5, // Field as a float is not less than value
k_EOperator_Float_LTE = 6, // Field as a float is less than or equal value
k_EOperator_Float_Not_LTE = 7, // Field as a float is not less than or equal value
k_EOperator_Float_GT = 8, // Field as a float is greater than value
k_EOperator_Float_Not_GT = 9, // Field as a float is not greater than value
k_EOperator_Float_GTE = 10, // Field as a float is greater than or equal value
k_EOperator_Float_Not_GTE = 11, // Field as a float is not greater than or equal value
k_EOperator_Subkey_Contains = 12, // Field contains value as a subkey
k_EOperator_Subkey_Not_Contains = 13, // Field does not contain value as a subkey
// Must be last
k_EItemCriteriaOperator_Count = 14, };
EItemCriteriaOperator EItemCriteriaOperatorFromName( const char *pch ); const char *PchNameFromEItemCriteriaOperator( int eItemCriteriaOperator );
class CEconItemSchema; class CEconItemDefinition; class CEconItem; class CSOItemCriteria; class CSOItemCriteriaCondition;
const uint8 k_unItemRarity_Any = 0xF; const uint8 k_unItemQuality_Any = 0xF;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// CItemSelectionCriteria
// A class that contains all the conditions a server needs to specify what
// kind of random item they wish to generate.
//-----------------------------------------------------------------------------
class CItemSelectionCriteria { public: // Constructors and destructor
CItemSelectionCriteria() : m_bItemLevelSet( false ), m_unItemLevel( 0 ), m_bQualitySet( false ), m_nItemQuality( k_unItemQuality_Any ), m_bRaritySet( false ), m_nItemRarity( k_unItemRarity_Any ), m_unInitialInventory( 0 ), m_unInitialQuantity( 1 ), m_bForcedQualityMatch( false ), m_bIgnoreEnabledFlag( false ), m_bRecentOnly( false ), m_bIsLootList( false ) { }
CItemSelectionCriteria( const CItemSelectionCriteria &that ); CItemSelectionCriteria &operator=( const CItemSelectionCriteria& rhs ); ~CItemSelectionCriteria();
// Accessors and Settors
bool BItemLevelSet( void ) const { return m_bItemLevelSet; } uint32 GetItemLevel( void ) const { Assert( m_bItemLevelSet ); return m_unItemLevel; } void SetItemLevel( uint32 unLevel ) { m_unItemLevel = unLevel; m_bItemLevelSet = true; } bool BQualitySet( void ) const { return m_bQualitySet; } int32 GetQuality( void ) const { Assert( m_bQualitySet ); return m_nItemQuality; } void SetQuality( int32 nQuality ) { m_nItemQuality = nQuality; m_bQualitySet = true; } bool BRaritySet( void ) const { return m_bRaritySet; } int32 GetRarity( void ) const { Assert( m_bRaritySet ); return m_nItemRarity; } void SetRarity( int32 nRarity ) { m_nItemRarity = nRarity; m_bRaritySet = true; } uint32 GetInitialInventory( void ) const { return m_unInitialInventory; } void SetInitialInventory( uint32 unInventory ) { m_unInitialInventory = unInventory; } uint32 GetInitialQuantity( void ) const { return m_unInitialQuantity; } void SetInitialQuantity( uint32 unQuantity ) { m_unInitialQuantity = unQuantity; } void SetExplicitQualityMatch( bool bExplicit ) { m_bForcedQualityMatch = bExplicit; } void SetIgnoreEnabledFlag( bool bIgnore ) { m_bIgnoreEnabledFlag = bIgnore; } void SetRecentOnly( bool bCheck ) { m_bRecentOnly = bCheck; } bool IsLootList( void ) const { return m_bIsLootList; }
// Add conditions to the criteria
bool BAddCondition( const char *pszField, EItemCriteriaOperator eOp, float flValue, bool bRequired ); bool BAddCondition( const char *pszField, EItemCriteriaOperator eOp, const char * pszValue, bool bRequired ); int GetConditionsCount() { return m_vecConditions.Count(); } const char *GetValueForFirstConditionOfFieldName( const char *pchName ) const;
// Alternate ways of initializing
bool BInitFromKV( KeyValues *pKVCriteria, const CEconItemSchema &schemaa ); bool BInitFromItemAndPaint( int nItemDef, int nPaintID, const CEconItemSchema &schemaa );
// Serializes the criteria to and from messages
bool BSerializeToMsg( CSOItemCriteria & msg ) const; bool BDeserializeFromMsg( const CSOItemCriteria & msg );
// Evaluates an item definition against this criteria. Returns true if
// the definition passes the filter
bool BEvaluate( const CEconItemDefinition* pItemDef, const CEconItemSchema &pschema ) const; bool BEvaluate( const CEconItem *pItem, const CEconItemSchema &pschema ) const;
private: //-----------------------------------------------------------------------------
// CItemSelectionCriteria::CCondition
// Represents one condition of the criteria
//-----------------------------------------------------------------------------
class CCondition { public: CCondition( const char *pszField, EItemCriteriaOperator eOp, bool bRequired ) : m_sField( pszField ), m_EOp( eOp ), m_bRequired( bRequired ) { }
virtual ~CCondition( ) { }
// Returns if the given KeyValues block passes this condition
// Performs common checks and calls BInternalEvaluate
bool BEvaluate( KeyValues *pKVItem ) const;
// Serializes the condition to the message
virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const;
EItemCriteriaOperator GetEOp( void ) const { return m_EOp; } virtual const char *GetField( void ) { return m_sField.Get(); } virtual const char *GetValue( void ) { Assert(0); return NULL; }
protected: // Returns true if applying the element's operator on m_sField of
// pKVItem returns true. This is only called if m_pszField exists in pKVItem
virtual bool BInternalEvaluate( KeyValues *pKVItem ) const = 0;
// The field of the raw KeyValue form of the item definition to check
CUtlString m_sField; // The operator this clause uses
EItemCriteriaOperator m_EOp; // When true, BEvaluate returns false if m_sField does not exist in pKVItem
bool m_bRequired; };
//-----------------------------------------------------------------------------
// CItemSelectionCriteria::CStringCondition
// CCondition that handles the string-based operators
//-----------------------------------------------------------------------------
class CStringCondition : public CCondition { public: CStringCondition( const char *pszField, EItemCriteriaOperator eOp, const char *pszValue, bool bRequired ) : CCondition( pszField, eOp, bRequired ), m_sValue( pszValue ) { }
virtual ~CStringCondition( ) { }
virtual const char *GetValue( void ) { return m_sValue.Get(); }
protected: virtual bool BInternalEvaluate( KeyValues *pKVItem ) const; virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const;
// The value to check against
CUtlString m_sValue; };
//-----------------------------------------------------------------------------
// CItemSelectionCriteria::CFloatCondition
// CCondition that handles the float-based operators
//-----------------------------------------------------------------------------
class CFloatCondition : public CCondition { public: CFloatCondition( const char *pszField, EItemCriteriaOperator eOp, float flValue, bool bRequired ) : CCondition( pszField, eOp, bRequired ), m_flValue( flValue ) { }
virtual ~CFloatCondition( ) { }
protected: virtual bool BInternalEvaluate( KeyValues *pKVItem ) const; virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const;
// The value to check against
float m_flValue; };
//-----------------------------------------------------------------------------
// CItemSelectionCriteria::CSetCondition
// CCondition that handles subkey checks
//-----------------------------------------------------------------------------
class CSetCondition : public CCondition { public: CSetCondition( const char *pszField, EItemCriteriaOperator eOp, const char *pszValue, bool bRequired ) : CCondition( pszField, eOp, bRequired ), m_sValue( pszValue ) { }
virtual ~CSetCondition( ) { }
protected: virtual bool BInternalEvaluate( KeyValues *pKVItem ) const;
virtual bool BSerializeToMsg( CSOItemCriteriaCondition & msg ) const;
// The subkey to look for
CUtlString m_sValue; };
// True if item level is specified in this criteria
bool m_bItemLevelSet; // The level of the item to generate
uint32 m_unItemLevel; // True if quality is specified in this criteria
bool m_bQualitySet; // The quality of the item to generate
int32 m_nItemQuality; // True if rarity is specified in this criteria
bool m_bRaritySet; // The rarity of the item to generate
int32 m_nItemRarity; // The initial inventory token of the item
uint32 m_unInitialInventory; // The initial quantity of the item
uint32 m_unInitialQuantity; // Enforced explicit quality matching
bool m_bForcedQualityMatch; // Ignoring enabled flag (used when crafting)
bool m_bIgnoreEnabledFlag; // Check Recent flag
bool m_bRecentOnly; // Outputs an item from a loot list
bool m_bIsLootList;
// A list of the conditions
CUtlVector<CCondition *> m_vecConditions; };
#endif //ITEM_SELECTION_CRITERIA_H
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