|
|
//====== Copyright � Valve Corporation, All rights reserved. =======
//
// Purpose: Container that allows client & server access to data in player inventories & loadouts
//
//=============================================================================
#pragma once
#include "econ_item_inventory.h"
#include "shareddefs.h"
#include "cs_shareddefs.h"
#include "econ_item_constants.h"
#include "cstrike15_item_constants.h"
#define LOADOUT_SLOT_USE_BASE_ITEM 0
namespace vgui { class Panel; }
struct baseitemcriteria_t;
//===============================================================================================================
//-----------------------------------------------------------------------------
// Purpose: A single player's inventory.
// On the client, the inventory manager contains contains an instance of this for the local player.
// On the server, each player contains an instance of this.
//-----------------------------------------------------------------------------
class CCSPlayerInventory : public CPlayerInventory { DECLARE_CLASS( CCSPlayerInventory, CPlayerInventory ); public: CCSPlayerInventory();
virtual CEconItemView *GetItemInLoadout( int iClass, int iSlot ) const;
CEconItemView* GetItemInLoadoutFilteredByProhibition( int iClass, int iSlot ) const;
#ifdef CLIENT_DLL
// Removes any item in a loadout slot. If the slot has a base item,
// the player essentially returns to using that item.
// NOTE: This can fail if the player has no backpack space to contain the equipped item.
bool ClearLoadoutSlot( int iClass, int iSlot );
int GetLastCompletedNodeForCampaign( uint32 unCampaignID ) const; #endif
virtual int GetMaxItemCount( void ) const; virtual bool CanPurchaseItems( int iItemCount ) const; virtual int GetPreviewItemDef( void ) const; bool IsMissionRefuseAllowed( void ) const;
// Derived inventory hooks
virtual void ItemHasBeenUpdated( CEconItemView *pItem, bool bUpdateAckFile, bool bWriteAckFile, EInventoryItemEvent eEventType ) OVERRIDE; virtual void ItemIsBeingRemoved( CEconItemView *pItem ) OVERRIDE; virtual void DefaultEquippedDefinitionHasBeenUpdated( CEconDefaultEquippedDefinitionInstanceClient *pDefaultEquippedDefinition ) OVERRIDE;
// Debugging
virtual void DumpInventoryToConsole( bool bRoot );
virtual void NotifyHasNewItems() { OnHasNewItems(); }
public: float FindInventoryItemWithMaxAttributeValue( char const *szItemType, char const *szAttrClass, CEconItemView **ppItemFound = NULL ); void FindInventoryItemsWithAttribute( char const *szAttrClass, CUtlVector< CEconItemView* > &foundItems, bool bMatchValue = false, uint32 unValue = 0 ); // DEPRECATED. Use CSchemaAttributeDefHandle version instead and use static handles.
void FindInventoryItemsWithAttribute( CSchemaAttributeDefHandle pAttr, CUtlVector< CEconItemView* > &foundItems, CUtlVector< CEconItemView* > *searchSet = NULL, bool bMatchValue = false, uint32 unValue = 0 ); itemid_t GetActiveSeasonItemId( bool bCoin = true /* false is the Pass */ ); uint32 GetActiveQuestID( void ) const; void RefreshActiveQuestID( void );
bool IsEquipped( CEconItemView * pEconItem, int nTeam ); bool IsEquipped( CEconItemView * pEconItem );
protected: #ifdef CLIENT_DLL
// Converts an old format inventory to the new format.
void ConvertOldFormatInventoryToNew( void ); #endif
int m_nActiveQuestID;
virtual void OnHasNewItems(); virtual void ValidateInventoryPositions( void ); virtual void SOCacheSubscribed( GCSDK::SOID_t owner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
// Extracts the position that should be used to sort items in the inventory from the backend position.
// Necessary if your inventory packs a bunch of info into the position instead of using it just as a position.
virtual int ExtractInventorySortPosition( uint32 iBackendPosition ) { // Consider unack'd items as -1, so they get stacked up before the 0th slot item
if ( IsUnacknowledged(iBackendPosition) ) return -1; return ExtractBackpackPositionFromBackend(iBackendPosition); }
virtual void SOCreated( GCSDK::SOID_t owner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE; virtual void SOUpdated( GCSDK::SOID_t owner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE; virtual void SODestroyed( GCSDK::SOID_t owner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
protected: // Global indices of the items in our inventory in the loadout slots
itemid_t m_LoadoutItems[ LOADOUT_COUNT ][ LOADOUT_POSITION_COUNT ];
friend class CCSInventoryManager; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCSInventoryManager : public CInventoryManager { DECLARE_CLASS( CCSInventoryManager, CInventoryManager ); public: CCSInventoryManager();
virtual bool Init( void ); virtual void PostInit( void ); virtual void Shutdown( void ); virtual void LevelInitPreEntity( void ) OVERRIDE;
#ifdef CLIENT_DLL
virtual CPlayerInventory *GeneratePlayerInventoryObject() const { return new CCSPlayerInventory; }
// Get the number of items picked up
virtual int GetNumItemPickedUpItems( void );
// Show the player a pickup screen with any items they've collected recently, if any
virtual bool ShowItemsPickedUp( bool bForce = false, bool bReturnToGame = true, bool bNoPanel = false ); void UpdateUnacknowledgedItems( void );
void RebuildUnacknowledgedItemList( CUtlVector< CEconItemView* > *pVecItemsAckedOnClientOnly = NULL );
// Get list of unacknowledged items. Optionally will rebuild the list before returning.
CUtlVector<CEconItemView*> &GetUnacknowledgedItems( bool bRefreshList );
void AcknowledgeUnacknowledgedItems( void ); bool AcknowledgeUnacknowledgedItem( itemid_t ui64ItemID );
// Show the player a pickup screen with the items they've crafted
virtual void ShowItemsCrafted( CUtlVector<itemid_t> *vecCraftedIndices );
// Force the player to discard an item to make room for a new item, if they have one
virtual bool CheckForRoomAndForceDiscard( void );
#endif
// Does a mapping to a "class" index based on a class index and a preset index, so that presets can be stored in the GC.
virtual equipped_class_t DoClassMapping( equipped_class_t unClass, equipped_preset_t unPreset );
// Returns the item data for the base item in the loadout slot for a given class
CEconItemView *GetBaseItemForTeam( int iClass, int iSlot ); void GenerateBaseItems( void );
// Gets the specified inventory for the steam ID
CCSPlayerInventory *GetInventoryForPlayer( const CSteamID &playerID );
// Returns the item in the specified loadout slot for a given class
CEconItemView *GetItemInLoadoutForTeam( int iClass, int iSlot, CSteamID *pID = NULL );
int GetSlotForBaseOrDefaultEquipped( int iClass, item_definition_index_t );
// Fills out the vector with the sets that are currently active on the specified player & class
void GetActiveSets( CUtlVector<const CEconItemSetDefinition *> *pItemSets, CSteamID steamIDForPlayer, int iClass );
// We're generating a base item. We need to add the game-specific keys to the criteria so that it'll find the right base item.
virtual void AddBaseItemCriteria( baseitemcriteria_t *pCriteria, CItemSelectionCriteria *pSelectionCriteria );
private: // Base items, returned for slots that the player doesn't have anything in
CEconItemView m_pBaseLoadoutItems[ LOADOUT_COUNT ][ LOADOUT_POSITION_COUNT ];
#ifdef CLIENT_DLL
// On the client, we have a single inventory for the local player. Stored here, instead of in the
// local player entity, because players need to access it while not being connected to a server.
public: CPlayerInventory *GetLocalInventory( void ) { Assert( m_pLocalInventory ); return m_pLocalInventory; } CCSPlayerInventory *GetLocalCSInventory( void ) { Assert( m_pLocalInventory ); return m_pLocalInventory; }
// Try and equip the specified item in the specified class's loadout slot
bool EquipItemInLoadout( int iClass, int iSlot, itemid_t iItemID, bool bSwap = false );
bool CleanupDuplicateBaseItems( int iClass );
// Fills out pList with all inventory items that could fit into the specified loadout slot for a given class
int GetAllUsableItemsForSlot( int iClass, int iSlot, unsigned int unUsedEquipRegionMask, CUtlVector<CEconItemView*> *pList );
virtual int GetBackpackPositionFromBackend( uint32 iBackendPosition ) { return ExtractBackpackPositionFromBackend(iBackendPosition); }
private:
CCSPlayerInventory *m_pLocalInventory; CUtlVector<CEconItemView*> m_UnacknowledgedItems;
#endif // CLIENT_DLL
};
CCSInventoryManager *CSInventoryManager( void );
bool AreSlotsConsideredIdentical( int iBaseSlot, int iTestSlot );
|