Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "econ_entity_creation.h"
#include "utldict.h"
#include "filesystem.h"
#include "keyvalues.h"
#include "attribute_manager.h"
#include "vgui/ILocalize.h"
#include "tier3/tier3.h"
#include "util_shared.h"
#include "props_shared.h"
//==================================================================================
// GENERATION SYSTEM
//==================================================================================
CItemGeneration g_ItemGenerationSystem;
CItemGeneration *ItemGeneration( void )
{
return &g_ItemGenerationSystem;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CItemGeneration::CItemGeneration( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Generate a random item matching the specified criteria
//-----------------------------------------------------------------------------
CBaseEntity *CItemGeneration::GenerateRandomItem( CItemSelectionCriteria *pCriteria, const Vector &vecOrigin, const QAngle &vecAngles )
{
entityquality_t iQuality;
int iChosenItem = ItemSystem()->GenerateRandomItem( pCriteria, &iQuality );
if ( iChosenItem == INVALID_ITEM_INDEX )
return NULL;
return SpawnItem( iChosenItem, vecOrigin, vecAngles, pCriteria->GetItemLevel(), iQuality, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Generate a random item matching the specified definition index
//-----------------------------------------------------------------------------
CBaseEntity *CItemGeneration::GenerateItemFromDefIndex( int iDefIndex, const Vector &vecOrigin, const QAngle &vecAngles )
{
return SpawnItem( iDefIndex, vecOrigin, vecAngles, 1, AE_UNIQUE, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Generate an item from the specified item data
//-----------------------------------------------------------------------------
CBaseEntity *CItemGeneration::GenerateItemFromScriptData( CEconItemView *pData, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszOverrideClassName )
{
return SpawnItem( pData, vecOrigin, vecAngles, pszOverrideClassName );
}
//-----------------------------------------------------------------------------
// Purpose: Generate the base item for a class's loadout slot
//-----------------------------------------------------------------------------
CBaseEntity *CItemGeneration::GenerateBaseItem( struct baseitemcriteria_t *pCriteria )
{
int iChosenItem = ItemSystem()->GenerateBaseItem( pCriteria );
if ( iChosenItem == INVALID_ITEM_INDEX )
return NULL;
return SpawnItem( iChosenItem, vec3_origin, vec3_angle, 1, AE_NORMAL, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Create a new instance of the chosen item
//-----------------------------------------------------------------------------
CBaseEntity *CItemGeneration::SpawnItem( int iChosenItem, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles, int iItemLevel, entityquality_t entityQuality, const char *pszOverrideClassName )
{
const CEconItemDefinition *pData = ItemSystem()->GetStaticDataForItemByDefIndex( iChosenItem );
if ( !pData )
return NULL;
if ( !pszOverrideClassName )
{
pszOverrideClassName = pData->GetItemClass();
}
CBaseEntity *pItem = CreateEntityByName( pszOverrideClassName );
if ( !pItem )
return NULL;
// Set the item level & quality
IHasAttributes *pItemInterface = dynamic_cast<IHasAttributes *>(pItem);
Assert( pItemInterface );
if ( pItemInterface )
{
// Setup the script item. Don't generate attributes here, because it'll be done during entity spawn.
CEconItemView *pScriptItem = pItemInterface->GetAttributeContainer()->GetItem();
pScriptItem->Init( iChosenItem, entityQuality, iItemLevel, false );
}
return PostSpawnItem( pItem, pItemInterface, vecAbsOrigin, vecAbsAngles );
}
//-----------------------------------------------------------------------------
// Purpose: Create a base entity for the specified item data
//-----------------------------------------------------------------------------
CBaseEntity *CItemGeneration::SpawnItem( CEconItemView *pData, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles, const char *pszOverrideClassName )
{
if ( !pData->GetStaticData() )
return NULL;
if ( !pszOverrideClassName )
{
pszOverrideClassName = pData->GetStaticData()->GetItemClass();
}
CBaseEntity *pItem = CreateEntityByName( pszOverrideClassName );
if ( !pItem )
return NULL;
// Set the item level & quality
IHasAttributes *pItemInterface = dynamic_cast<IHasAttributes *>(pItem);
Assert( pItemInterface );
if ( pItemInterface )
{
pItemInterface->GetAttributeContainer()->SetItem( pData );
}
return PostSpawnItem( pItem, pItemInterface, vecAbsOrigin, vecAbsAngles );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CItemGeneration::PostSpawnItem( CBaseEntity *pItem, IHasAttributes *pItemInterface, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles )
{
const char *pszPlayerModel = NULL;
CEconItemView *pScriptItem = NULL;
if ( pItemInterface )
{
pScriptItem = pItemInterface->GetAttributeContainer()->GetItem();
pszPlayerModel = pScriptItem->GetPlayerDisplayModel();
}
#ifndef CSTRIKE15
if ( pScriptItem )
{
// For now, allow precaches until we have dynamic loading.
bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
CUtlVector<const char *> vecPrecacheModelStrings;
pScriptItem->GetStaticData()->GeneratePrecacheModelStrings( false, &vecPrecacheModelStrings );
// Precache the models and the gibs for everything the definition requested.
FOR_EACH_VEC( vecPrecacheModelStrings, i )
{
// Ignore any objects which requested an empty precache string for whatever reason.
if ( vecPrecacheModelStrings[i] && vecPrecacheModelStrings[i][0] )
{
int iModelIndex = CBaseEntity::PrecacheModel( vecPrecacheModelStrings[i] );
PrecacheGibsForModel( iModelIndex );
}
}
// Precache any replacement sounds for this item.
CUtlVector<const char *> vecPrecacheSoundStrings;
pScriptItem->GetStaticData()->GeneratePrecacheSoundStrings( &vecPrecacheSoundStrings );
FOR_EACH_VEC( vecPrecacheSoundStrings, i )
{
CBaseEntity::PrecacheScriptSound( vecPrecacheSoundStrings[i] );
}
// Precache any effects for this item
CUtlVector<const char *> vecPrecacheEffectStrings;
pScriptItem->GetStaticData()->GeneratePrecacheEffectStrings( &vecPrecacheEffectStrings );
FOR_EACH_VEC( vecPrecacheEffectStrings, i )
{
PrecacheEffect( vecPrecacheEffectStrings[i] );
}
CBaseEntity::SetAllowPrecache( allowPrecache );
}
#endif
#ifdef CLIENT_DLL
// If we create a clientside item, we need to force it to initialize attributes
if ( pItem->InitializeAsClientEntity( pszPlayerModel, false ) == false )
return NULL;
#endif
pItem->SetAbsOrigin( vecAbsOrigin );
pItem->SetAbsAngles( vecAbsAngles );
pItem->Spawn();
pItem->Activate();
return pItem;
}