//========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============ // // Purpose: // //============================================================================= #ifndef ECON_ITEM_SYSTEM_H #define ECON_ITEM_SYSTEM_H #ifdef _WIN32 #pragma once #endif #include "econ_item_view.h" #include "game_item_schema.h" #include "game/shared/econ/iecon_item_system.h" //================================================================================== // ITEM SYSTEM //================================================================================== #define INVALID_ITEM_INDEX -1 #define GC_MOTD_CACHE_FILE "cfg/motd_entries.txt" // The item system parses and creates a list of item classes from the item_classes.txt file. //----------------------------------------------------------------------------- // Criteria used by the system to generate a random attribute struct randomattributecriteria_t { randomattributecriteria_t() { entityType = AE_MAX_TYPES; iAttributeLevel = 0; pItem = NULL; } entityquality_t entityType; int iAttributeLevel; CEconItemView *pItem; }; //----------------------------------------------------------------------------- // Purpose: Container for all the static item definitions in the item data files //----------------------------------------------------------------------------- class CEconItemSystem : public IEconItemSystem { public: CEconItemSystem( void ); virtual ~CEconItemSystem( void ); // Setup & parse in the item data files. void Init( void ); void Shutdown( void ); // Return the static item data for the specified item index const GameItemDefinition_t *GetStaticDataForItemByDefIndex( item_definition_index_t iItemDefIndex ) const { return static_cast< const GameItemDefinition_t* >( m_itemSchema.GetItemDefinition( iItemDefIndex ) ); } const CEconItemDefinition *GetStaticDataForItemByName( const char *pszDefName ) const { return m_itemSchema.GetItemDefinitionByName( pszDefName ); } const CEconItemAttributeDefinition *GetStaticDataForAttributeByDefIndex( attrib_definition_index_t iAttribDefinitionIndex ) const { return m_itemSchema.GetAttributeDefinition( iAttribDefinitionIndex ); } const CEconItemAttributeDefinition *GetStaticDataForAttributeByName( const char *pszDefName ) const { return m_itemSchema.GetAttributeDefinitionByName( pszDefName ); } // Select and return a random item's definition index matching the specified criteria int GenerateRandomItem( CItemSelectionCriteria *pCriteria, entityquality_t *outEntityQuality ); // Select and return the base item definition index for a class's load-out slot // Note: baseitemcriteria_t is game-specific and/or may not exist! virtual int GenerateBaseItem( struct baseitemcriteria_t *pCriteria ) { return INVALID_ITEM_INDEX; } // Return a random item quality entityquality_t GetRandomQualityForItem( bool bPreventUnique = false ); // Generate an attribute of the specified definition CEconItemAttribute *GenerateAttribute( attrib_definition_index_t iAttributeDefinition, float flValue ); // Generate an attribute by name. Used for debugging. CEconItemAttribute *GenerateAttribute( const char *pszName, float flValue ); // Decrypt the item files and return the keyvalue bool DecryptItemFiles( KeyValues *pKV, const char *pName ); GameItemSchema_t *GetItemSchema() { return &m_itemSchema; } // Open the server's whitelist, and if it exists, set the appropriate items allowed. void ReloadWhitelist( void ); void ResetAttribStringCache( void ); // Public interface. virtual IEconItemSchema* GetItemSchemaInterface() { return GetItemSchema(); } virtual void RequestReservedItemDefinitionList() {}; virtual void ReserveItemDefinition( uint32 nDefIndex, const char* pszUserName ) {}; virtual void ReleaseItemDefReservation( uint32 nDefIndex, const char* pszUserName ) {}; protected: // Read the specified item schema file. Init the item schema with the contents void ParseItemSchemaFile( const char *pFilename ); // Key to decrypt the item description files const unsigned char *GetEncryptionKey( void ) { return (unsigned char *)"A5fSXbf7"; } private: GameItemSchema_t m_itemSchema; }; CEconItemSystem *ItemSystem( void ); // CGCFetchWebResource class CGCFetchWebResource : public GCSDK::CGCClientJob { public: CGCFetchWebResource( GCSDK::CGCClient *pClient, CUtlString strName, CUtlString strURL, bool bForceSkipCache = false, KeyValues *pkvGETParams = NULL ); virtual ~CGCFetchWebResource(); bool BYieldingRunGCJob(); void OnHTTPCompleted( HTTPRequestCompleted_t *arg, bool bFailed ); private: CUtlString m_strName; CUtlString m_strURL; bool m_bForceSkipCache; bool m_bHTTPCompleted; KeyValues *m_pkvGETParams; CCallResult< CGCFetchWebResource, HTTPRequestCompleted_t > callback; }; #endif // ECON_ITEM_SYSTEM_H