Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "cs_item_inventory.h"
#include "item_creation.h"
#include "vgui/ILocalize.h"
#include "tier3/tier3.h"
#ifdef CLIENT_DLL
// #include "item_pickup_panel.h"
#else
#include "cs_player.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
CCSInventoryManager g_CSInventoryManager;
CInventoryManager *InventoryManager( void )
{
return &g_CSInventoryManager;
}
CCSInventoryManager *CSInventoryManager( void )
{
return &g_CSInventoryManager;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSInventoryManager::CCSInventoryManager( void )
{
#ifdef CLIENT_DLL
/*
m_LocalBackpack.SetBag( BAG_BACKPACK );
for ( int i = CS_FIRST_NORMAL_CLASS; i < CS_LAST_NORMAL_CLASS; i++ )
{
m_LoadoutInventories[i].SetBag( GetLoadoutBagForClass(i) );
}
*/
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSInventoryManager::PostInit( void )
{
BaseClass::PostInit();
GenerateBaseItems();
}
//-----------------------------------------------------------------------------
// Purpose: Generate & store the base item details for each class & loadout slot
//-----------------------------------------------------------------------------
void CCSInventoryManager::GenerateBaseItems( void )
{
/*
for ( int slot = 0; slot < LOADOUT_POSITION_COUNT; slot++ )
{
baseitemcriteria_t pCriteria;
pCriteria.iClass = 0; // FIXME[pmf]: set up CS class identifiers?
pCriteria.iSlot = slot;
int iItemDef = ItemSystem()->GenerateBaseItem( &pCriteria );
if ( iItemDef != INVALID_ITEM_INDEX )
{
/ *
IHasAttributes *pItemInterface = dynamic_cast<IHasAttributes *>(pItem);
if ( pItemInterface )
{
CScriptCreatedItem *pScriptItem = pItemInterface->GetAttributeManager()->GetItem();
Msg("============================================\n");
Msg("Inventory: Generating base item for %s, slot %s...\n", g_aPlayerClassNames_NonLocalized[iClass], g_szLoadoutStrings[slot] );
Msg("Generated: %s \"%s\"\n", g_szQualityStrings[pScriptItem->GetItemQuality()], pEnt->GetClassname() );
char tempstr[1024];
g_pVGuiLocalize->ConvertUnicodeToANSI( pScriptItem->GetAttributeDescription(), tempstr, sizeof(tempstr) );
Msg("%s", tempstr );
Msg("\n============================================\n");
}
* /
m_pBaseLoadoutItems[slot].Init( iItemDef, AE_USE_SCRIPT_VALUE, AE_USE_SCRIPT_VALUE, false );
}
else
{
m_pBaseLoadoutItems[slot].Invalidate();
}
}
*/
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSInventoryManager::UpdateLocalInventory( void )
{
BaseClass::UpdateLocalInventory();
if ( steamapicontext->SteamUser() )
{
CSteamID steamID = steamapicontext->SteamUser()->GetSteamID();
/*
CSInventoryManager()->SteamRequestInventory( &m_LocalBackpack, steamID );
// Request our loadouts.
for ( int i = CS_FIRST_NORMAL_CLASS; i < CS_LAST_NORMAL_CLASS; i++ )
{
CSInventoryManager()->SteamRequestInventory( &m_LoadoutInventories[i], steamID );
}
*/
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*
bool CCSInventoryManager::EquipItemInLoadout( int iClass, int iSlot, globalindex_t iGlobalIndex )
{
CSteamID localSteamID = steamapicontext->SteamUser()->GetSteamID();
inventory_bags_t iLoadoutBag = GetLoadoutBagForClass( iClass );
CCSPlayerInventory *pInv = GetBagForPlayer( localSteamID, iLoadoutBag );
if ( pInv )
{
uint32 iPosition = GetBackendPositionFor(iLoadoutBag,iSlot);
if ( !iGlobalIndex )
{
CCSPlayerInventoryLoadout *pLoadoutInv = assert_cast<CCSPlayerInventoryLoadout*>( pInv );
return pLoadoutInv->ClearLoadoutSlot( iPosition );
}
return pInv->MoveItemToPosition( iGlobalIndex, iPosition );
}
return false;
}
*/
//-----------------------------------------------------------------------------
// Purpose: Fills out pList with all inventory items that could fit into the specified loadout slot for a given class
//-----------------------------------------------------------------------------
int CCSInventoryManager::GetAllUsableItemsForSlot( int iClass, int iSlot, CUtlVector<CScriptCreatedItem*> *pList )
{
// Assert( iClass >= CS_FIRST_NORMAL_CLASS && iClass < CS_CLASS_COUNT );
Assert( iSlot >= -1 && iSlot < LOADOUT_POSITION_COUNT );
int iCount = m_LocalInventory.GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CScriptCreatedItem *pItem = m_LocalInventory.GetItem(i);
CPersistentItemDefinition *pItemData = pItem->GetStaticData();
if ( !pItemData->CanBeUsedByClass(iClass) )
continue;
// Passing in iSlot of -1 finds all items usable by the class
if ( iSlot >= 0 && pItem->GetLoadoutSlot(iClass) != iSlot )
continue;
pList->AddToTail( m_LocalInventory.GetItem(i) );
}
return pList->Count();
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*
CScriptCreatedItem *CCSInventoryManager::GetItemInLoadoutForClass( int iClass, int iSlot, CSteamID *pID )
{
#ifdef CLIENT_DLL
if ( !steamapicontext || !steamapicontext->SteamUser() )
return NULL;
CSteamID localSteamID = steamapicontext->SteamUser()->GetSteamID();
pID = &localSteamID;
#endif
inventory_bags_t iLoadoutBag = GetLoadoutBagForClass( iClass );
CCSPlayerInventory *pInv = GetBagForPlayer( *pID, iLoadoutBag );
if ( !pInv )
return NULL;
CCSPlayerInventoryLoadout *pLoadoutInv = assert_cast<CCSPlayerInventoryLoadout*>( pInv );
return pLoadoutInv->GetItemInLoadout( iSlot );
}
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSPlayerInventory *CCSInventoryManager::GetBagForPlayer( CSteamID &playerID, inventory_bags_t iBag )
{
for ( int i = 0; i < m_pInventories.Count(); i++ )
{
if ( m_pInventories[i].pInventory->GetOwner() != playerID )
continue;
CCSPlayerInventory *pCSInv = assert_cast<CCSPlayerInventory*>( m_pInventories[i].pInventory );
if ( pCSInv->GetBag() == iBag )
return pCSInv;
}
return NULL;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSInventoryManager::ShowItemsPickedUp( void )
{
// Go through the root inventory and find any items that are in the "found" position
CUtlVector<CScriptCreatedItem*> aItemsFound;
int iCount = m_LocalInventory.GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
if ( m_LocalInventory.GetItem(i)->GetInventoryPosition() == BACKEND_POSITION_FOR_NEW_ITEM )
{
aItemsFound.AddToTail( m_LocalInventory.GetItem(i) );
m_LocalInventory.MoveItemToBackpack( m_LocalInventory.GetItem(i)->GetGlobalIndex() );
}
}
if ( !aItemsFound.Count() )
return CheckForRoomAndForceDiscard();
// We're not forcing the player to make room yet. Just show the pickup panel.
/*
CItemPickupPanel *pItemPanel = OpenItemPickupPanel();
for ( int i = 0; i < aItemsFound.Count(); i++ )
{
pItemPanel->AddItem( aItemsFound[i] );
}
*/
aItemsFound.Purge();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSInventoryManager::CheckForRoomAndForceDiscard( void )
{
// Do we have room for the new item?
int iCount = m_LocalInventory.GetItemCount();
if ( iCount <= MAX_BACKPACK_SLOTS )
return false;
CScriptCreatedItem *pItem = m_LocalInventory.GetItem(MAX_BACKPACK_SLOTS);
if ( !pItem )
return false;
// We're forcing the player to make room for items he's found. Bring up that panel with the first item over the limit.
/*
CItemDiscardPanel *pDiscardPanel = OpenItemDiscardPanel();
pDiscardPanel->SetItem( pItem );
*/
return true;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Returns the item data for the base item in the loadout slot for a given class
//-----------------------------------------------------------------------------
CScriptCreatedItem *CCSInventoryManager::GetBaseItemForClass( int iSlot )
{
Assert( iSlot >= 0 && iSlot < LOADOUT_POSITION_COUNT );
return &m_pBaseLoadoutItems[iSlot];
}
//=======================================================================================================================
// CS PLAYER INVENTORY
//=======================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSPlayerInventory::CCSPlayerInventory()
{
m_iBag = BAG_ALL_ITEMS;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSPlayerInventory::MoveItemToPosition( globalindex_t iGlobalIndex, int iPosition )
{
CCSPlayerInventory *pRootInv = CSInventoryManager()->GetBagForPlayer( m_OwnerID, BAG_ALL_ITEMS );
if ( !pRootInv )
return false;
// Find the item in our root inventory (we don't know where it's moving from)
CScriptCreatedItem *pMovingItem = pRootInv->GetInventoryItemByGlobalIndex( iGlobalIndex );
if ( !pMovingItem )
return false;
// Is the item allowed to be in the new position?
if ( !IsItemAllowedInPosition( pMovingItem, iPosition ) )
return false;
// Get the current item in the position
CScriptCreatedItem *pItemAlreadyInPosition = GetItemByPosition(iPosition);
if ( pItemAlreadyInPosition )
{
// See if that item is allowed to be where our new item is
int iSwapPosition = pMovingItem->GetInventoryPosition();
if ( !IsItemAllowedInPosition( pItemAlreadyInPosition, iSwapPosition ) )
{
// Try to move the swapped item to the backpack, and abort if that fails
if ( !MoveItemToBackpack( pItemAlreadyInPosition->GetGlobalIndex() ) )
return false;
}
else
{
// Move the swapped item to our current position
SteamUserItems()->UpdateInventoryPos( pItemAlreadyInPosition->GetGlobalIndex(), iSwapPosition );
}
}
SteamUserItems()->UpdateInventoryPos( iGlobalIndex, iPosition );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Tries to move the specified item into the player's backpack. If this inventory isn't the
// backpack, it'll find the matching player's backpack and move it.
// FAILS if the backpack is full. Returns false in that case.
//-----------------------------------------------------------------------------
bool CCSPlayerInventory::MoveItemToBackpack( globalindex_t iGlobalIndex )
{
if ( m_iBag != BAG_BACKPACK )
{
// We're not the backpack inventory. Find it and tell it to move the item.
CCSPlayerInventory *pBackpackInv = CSInventoryManager()->GetBagForPlayer( m_OwnerID, BAG_BACKPACK );
if ( pBackpackInv )
return pBackpackInv->MoveItemToBackpack( iGlobalIndex );
}
return false;
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventory::InventoryReceived( EItemRequestResult eResult, int iItems )
{
BaseClass::InventoryReceived( eResult, iItems );
#ifdef CLIENT_DLL
if ( eResult == k_EItemRequestResultOK && m_iBag == BAG_ALL_ITEMS )
{
// The base bag checks for duplicate positions
int iCount = m_aInventoryItems.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
uint32 iPosition = m_aInventoryItems[i].GetInventoryPosition();
// Waiting to be acknowledged?
if ( iPosition == BACKEND_POSITION_FOR_NEW_ITEM )
continue;
bool bInvalidSlot = false;
// Inside the backpack?
if ( i > 0 )
{
// We're not in an invalid slot yet. But if we're in the same position as another item, we should be moved too.
if ( iPosition == m_aInventoryItems[i-1].GetInventoryPosition() )
{
Warning("WARNING: Found item in a duplicate position. Moving to the backpack.\n" );
bInvalidSlot = true;
}
}
if ( bInvalidSlot )
{
// The item is in an invalid slot. Move it back to the backpack.
if ( !MoveItemToBackpack( m_aInventoryItems[i].GetGlobalIndex() ) )
{
// We failed to move it to the backpack, because the player has no room.
// Force them to "refind" the item, which will make them throw something out.
SteamUserItems()->UpdateInventoryPos( m_aInventoryItems[i].GetGlobalIndex(), BACKEND_POSITION_FOR_NEW_ITEM );
}
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventory::DumpInventoryToConsole( bool bRoot )
{
if ( bRoot )
{
Msg("========================================\n");
#ifdef CLIENT_DLL
Msg("(CLIENT) Inventory:\n");
#else
Msg("(SERVER) Inventory for account (%d):\n", m_OwnerID.GetAccountID() );
#endif
}
Msg("Bag ID : %d\n", m_iBag );
int iCount = m_aInventoryItems.Count();
Msg(" Num items: %d\n", iCount );
for ( int i = 0; i < iCount; i++ )
{
char tempstr[1024];
g_pVGuiLocalize->ConvertUnicodeToANSI( m_aInventoryItems[i].GetItemName(), tempstr, sizeof(tempstr) );
Msg(" %s (ID %I64d) at slot %d\n", tempstr, m_aInventoryItems[i].GetGlobalIndex(), ExtractBagSlotFromBackendPosition(m_aInventoryItems[i].GetInventoryPosition()) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Used to reject items on the backend for inclusion into this inventory.
// Mostly used for division of bags into different in-game inventories.
//-----------------------------------------------------------------------------
bool CCSPlayerInventory::ItemShouldBeIncluded( int iItemPosition )
{
if ( m_iBag )
{
int iItemBagPosition = ExtractBagFromBackendPosition( iItemPosition );
if ( iItemBagPosition != m_iBag )
return false;
}
return BaseClass::ItemShouldBeIncluded( iItemPosition );
}
//=======================================================================================================================
// CS PLAYER INVENTORY
//=======================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#if 0
CCSPlayerInventoryLoadout::CCSPlayerInventoryLoadout( void )
{
memset( m_LoadoutItems, LOADOUT_SLOT_USE_BASE_ITEM, LOADOUT_POSITION_COUNT * sizeof(int) );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the item in the specified loadout slot for a given class
//-----------------------------------------------------------------------------
CScriptCreatedItem *CCSPlayerInventoryLoadout::GetItemInLoadout( int iSlot )
{
if ( iSlot < 0 || iSlot >= LOADOUT_POSITION_COUNT )
return NULL;
// If we don't have an item in the loadout at that slot, we return the base item
if ( m_LoadoutItems[iSlot] != LOADOUT_SLOT_USE_BASE_ITEM )
{
CScriptCreatedItem *pItem = GetInventoryItemByGlobalIndex( m_LoadoutItems[iSlot] );
#ifdef GAME_DLL
// To protect against users lying to the backend about the position of their items,
// we need to validate their position on the server when we retrieve them.
if ( IsItemAllowedInPosition( pItem, GetBackendPositionFor(GetBag(),iSlot) ) )
#endif
return pItem;
}
return CSInventoryManager()->GetBaseItemForClass( iSlot );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSPlayerInventoryLoadout::MoveItemToPosition( globalindex_t iGlobalIndex, int iPosition )
{
if ( !BaseClass::MoveItemToPosition( iGlobalIndex, iPosition ) )
return false;
// TODO: Prediction
// Item has been moved, so update our loadout.
//int iSlot = ExtractBagSlotFromBackendPosition( iPosition );
//m_LoadoutItems[iSlot] = iGlobalIndex;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Removes any item in a loadout slot. If the slot hase a base item,
// the player essentially returns to using that item.
//-----------------------------------------------------------------------------
bool CCSPlayerInventoryLoadout::ClearLoadoutSlot( int iPosition )
{
CScriptCreatedItem *pItemInSlot = GetItemByPosition(iPosition);
if ( !pItemInSlot )
return false;
if ( !MoveItemToBackpack( pItemInSlot->GetGlobalIndex() ) )
return false;
/*
// TODO: Prediction
// It's been moved to the backpack, so clear out loadout entry
int iSlot = ExtractBagSlotFromBackendPosition( iPosition );
if ( iSlot >= 0 && iSlot < LOADOUT_POSITION_COUNT )
{
m_LoadoutItems[iSlot] = LOADOUT_SLOT_USE_BASE_ITEM;
}
*/
return true;
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Returns true if the specified item is allowed to be stored at the specified position
// DOES NOT check to make sure the position is clear. It's just a class / slot validity check.
//-----------------------------------------------------------------------------
bool CCSPlayerInventoryLoadout::IsItemAllowedInPosition( CScriptCreatedItem *pItem, int iPosition )
{
int iSlot = ExtractBagSlotFromBackendPosition( iPosition );
if ( pItem->GetStaticData()->m_vbClassUsability.IsBitSet( GetLoadoutClass() ) && pItem->GetLoadoutSlot() == iSlot )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventoryLoadout::InventoryReceived( EItemRequestResult eResult, int iItems )
{
if ( eResult == k_EItemRequestResultOK )
{
memset( m_LoadoutItems, LOADOUT_SLOT_USE_BASE_ITEM, LOADOUT_POSITION_COUNT * sizeof(int) );
}
#ifdef CLIENT_DLL
if ( eResult == k_EItemRequestResultOK )
{
// Now that we have all our items, validate our loadout positions.
int iCount = m_aInventoryItems.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
uint32 iPosition = m_aInventoryItems[i].GetInventoryPosition();
// Waiting to be acknowledged?
if ( iPosition == BACKEND_POSITION_FOR_NEW_ITEM )
continue;
Assert( ExtractBagFromBackendPosition( iPosition ) == m_iBag );
int iBagSlot = ExtractBagSlotFromBackendPosition( iPosition );
// Ensure it's in a valid loadout slot
bool bInvalidSlot = (iBagSlot >= LOADOUT_POSITION_COUNT);
if ( !bInvalidSlot )
{
bInvalidSlot = !IsItemAllowedInPosition( &m_aInventoryItems[i], iBagSlot );
}
if ( bInvalidSlot )
{
Warning("WARNING: Found item in an invalid loadout position. Moving to the backpack.\n" );
// The item is in an invalid slot. Move it back to the backpack.
if ( !MoveItemToBackpack( m_aInventoryItems[i].GetGlobalIndex() ) )
{
// We failed to move it to the backpack, because the player has no room.
// Force them to "refind" the item, which will make them throw something out.
SteamUserItems()->UpdateInventoryPos( m_aInventoryItems[i].GetGlobalIndex(), BACKEND_POSITION_FOR_NEW_ITEM );
}
}
}
}
#endif
BaseClass::InventoryReceived( eResult, iItems );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventoryLoadout::ItemHasBeenUpdated( CScriptCreatedItem *pItem )
{
// Now that we have all our items, set up out loadout pointers
uint32 iPosition = pItem->GetInventoryPosition();
int iSlot = ExtractBagSlotFromBackendPosition( iPosition );
if ( iSlot >= 0 && iSlot < LOADOUT_POSITION_COUNT )
{
Assert( GetInventoryItemByGlobalIndex(pItem->GetGlobalIndex()) );
// This may be an invalid slot for the item, but CCSPlayerInventory::InventoryReceived()
// will have detected that and sent off a request already to move it. The response
// to that will clear this loadout slot.
m_LoadoutItems[iSlot] = pItem->GetGlobalIndex();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventoryLoadout::ItemIsBeingRemoved( CScriptCreatedItem *pItem )
{
// Now that we have all our items, set up out loadout pointers
uint32 iPosition = pItem->GetInventoryPosition();
int iSlot = ExtractBagSlotFromBackendPosition( iPosition );
if ( iSlot >= 0 && iSlot < LOADOUT_POSITION_COUNT )
{
m_LoadoutItems[iSlot] = LOADOUT_SLOT_USE_BASE_ITEM;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventoryLoadout::DumpInventoryToConsole( bool bRoot )
{
if ( bRoot )
{
Msg("========================================\n");
#ifdef CLIENT_DLL
Msg("(CLIENT) Inventory:\n");
#else
Msg("(SERVER) Inventory for account (%d):\n", m_OwnerID.GetAccountID() );
#endif
}
Msg("Loadout for Class: %s (%d)\n", g_aPlayerClassNames_NonLocalized[GetLoadoutClass()], GetLoadoutClass() );
BaseClass::DumpInventoryToConsole( false );
if ( GetItemCount() > 0 )
{
Msg(" LOADOUT:\n");
for ( int i = 0; i < LOADOUT_POSITION_COUNT; i++ )
{
Msg(" Slot %d: ", i );
if ( m_LoadoutItems[i] != LOADOUT_SLOT_USE_BASE_ITEM )
{
CScriptCreatedItem *pItem = GetInventoryItemByGlobalIndex( m_LoadoutItems[i] );
char tempstr[1024];
g_pVGuiLocalize->ConvertUnicodeToANSI( pItem->GetItemName(), tempstr, sizeof(tempstr) );
Msg("%s (ID %I64d)\n", tempstr, pItem->GetGlobalIndex() );
}
else
{
Msg("\n");
}
}
}
}
#endif
#if 0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSPlayerInventoryBackpack::CCSPlayerInventoryBackpack( void )
{
SetBag( BAG_BACKPACK );
m_iPredictedEmptySlot = 1;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventoryBackpack::ItemHasBeenUpdated( CScriptCreatedItem *pItem )
{
BaseClass::ItemHasBeenUpdated( pItem );
// Now that we have all our items, set up out loadout pointers
uint32 iPosition = pItem->GetInventoryPosition();
int iSlot = ExtractBagSlotFromBackendPosition( iPosition );
if ( iSlot == m_iPredictedEmptySlot )
{
CalculateNextEmptySlot();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayerInventoryBackpack::CalculateNextEmptySlot( void )
{
// Move forward looking for the first slot that doesn't have an item in it.
// We start from our current slot and only move forward, so we don't run into the problem of
// choosing a slot that's probably got another item in the process of being moved into it.
do
{
m_iPredictedEmptySlot++;
if ( !GetItemByPosition( GetBackendPositionFor(BAG_BACKPACK, m_iPredictedEmptySlot)) )
break;
} while ( m_iPredictedEmptySlot < 1000 );
}
//-----------------------------------------------------------------------------
// Purpose: Tries to move the specified item into the player's backpack.
// FAILS if the backpack is full. Returns false in that case.
//-----------------------------------------------------------------------------
bool CCSPlayerInventoryBackpack::MoveItemToBackpack( globalindex_t iGlobalIndex )
{
Warning("Moved item %I64d to backpack slot: %d\n", iGlobalIndex, m_iPredictedEmptySlot );
Assert( GetItemByPosition(GetBackendPositionFor(BAG_BACKPACK, m_iPredictedEmptySlot)) == NULL );
// Move to our current predicted empty slot, and then try to find the next slot.
SteamUserItems()->UpdateInventoryPos( iGlobalIndex, GetBackendPositionFor(BAG_BACKPACK, m_iPredictedEmptySlot) );
CalculateNextEmptySlot();
return true;
}
#endif
#ifdef CLIENT_DLL
// WTF: Declaring this inline caused a compiler bug.
CCSPlayerInventory *CCSInventoryManager::GetLocalCSInventory( void )
{
return &m_LocalInventory;
}
#endif
#ifdef _DEBUG
#if defined(CLIENT_DLL)
CON_COMMAND_F( item_dumpinv, "Dumps the contents of a specified client inventory. Format: item_dumpinv <bag index>", FCVAR_CHEAT )
#else
CON_COMMAND_F( item_dumpinv_sv, "Dumps the contents of a specified server inventory. Format: item_dumpinv_sv <bag index>", FCVAR_CHEAT )
#endif
{
int iBag = ( args.ArgC() > 1 ) ? atoi(args[1]) : BAG_ALL_ITEMS;
#if defined(CLIENT_DLL)
CSteamID steamID = steamapicontext->SteamUser()->GetSteamID();
#else
CSteamID steamID;
CCSPlayer *pPlayer = ToCSPlayer( UTIL_GetCommandClient() );
pPlayer->GetSteamID( &steamID );
#endif
CPlayerInventory *pInventory = CSInventoryManager()->GetBagForPlayer( steamID, (inventory_bags_t)iBag );
if ( !pInventory )
{
Msg("No inventory for bag %d\n", iBag);
return;
}
pInventory->DumpInventoryToConsole( true );
}
#endif
#endif