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