Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: EconItemFactory: Manages rolling for items requested by the game server
//
//=============================================================================
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include "econ/econ_assetapi_context.h"
using namespace GCSDK;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CEconItemFactory::CEconItemFactory( )
: m_ulNextObjID( 0 )
, m_bIsInitialized( false )
{
}
//-----------------------------------------------------------------------------
// Purpose: Initializes the item factory and schema. Return false if init failed
//-----------------------------------------------------------------------------
bool CEconItemFactory::BYieldingInit()
{
CUtlVector< CUtlString > vecErrors;
bool bRet = m_schema.BInit( "scripts/items/unencrypted/items_master.txt", "GAME", &vecErrors );
FOR_EACH_VEC( vecErrors, nError )
{
EmitError( SPEW_GC, "%s\n", vecErrors[nError].Get() );
}
static const char *pchMaxIDQuery = "SELECT MAX( ID ) FROM "
"( select max(ID) AS ID FROM Item UNION SELECT MAX(ID) AS ID FROM ForeignItem ) as tbl";
CSQLAccess sqlAccess;
if( !sqlAccess.BYieldingExecuteSingleResult<uint64, uint64>( NULL, pchMaxIDQuery, k_EGCSQLType_int64, &m_ulNextObjID, NULL ) )
{
EmitError( SPEW_GC, "Failed to read max item ID" );
return false;
}
m_ulNextObjID++; // our next ID is one past the current max ID
m_bIsInitialized = bRet;
return bRet;
}
static const CEconItemQualityDefinition *GetQualityDefinitionForItemCreation( const CItemSelectionCriteria *pOptionalCriteria, const CEconItemDefinition *pItemDef )
{
Assert( pItemDef );
// Do we have a quality specified? If so, is it a valid quality? If not, we fall back to the
// quality specified by the item definition, the schema, etc.
uint8 unQuality = k_unItemQuality_Any;
// Quality specified in generation request via criteria?
if ( pOptionalCriteria && pOptionalCriteria->BQualitySet() )
{
unQuality = pOptionalCriteria->GetQuality();
}
// If not: quality specified in item definition?
if ( unQuality == k_unItemQuality_Any )
{
unQuality = pItemDef->GetQuality();
}
// Final fallback: default quality in schema.
if ( unQuality == k_unItemQuality_Any )
{
unQuality = GetItemSchema()->GetDefaultQuality();
}
AssertMsg( unQuality != k_unItemQuality_Any, "Unable to locate valid quality!" );
return GetItemSchema()->GetQualityDefinition( unQuality );
}
//-----------------------------------------------------------------------------
// Purpose: Creates an item matching the incoming item selection criteria
// Input: pItem - Pointer to the item to fill in
// criteria - The criteria that the generated item must match
// Output: True if a matching item could be generated, false otherwise
//-----------------------------------------------------------------------------
CEconItem *CEconItemFactory::CreateRandomItem( const CEconGameAccount *pGameAccount, const CItemSelectionCriteria &criteria )
{
// Find a matching item definition.
const CEconItemDefinition *pItemDef = RollItemDefinition( criteria );
if ( NULL == pItemDef )
{
EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateRandomItem(): Item creation request with no matching definition\n" );
return NULL;
}
const CEconItemQualityDefinition *pQualityDef = GetQualityDefinitionForItemCreation( &criteria, pItemDef );
if ( NULL == pQualityDef )
{
EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateRandomItem(): Item creation request with unknown quality\n" );
return NULL;
}
// At this point we have everything that can fail will already have failed, so we can safely
// create an item and just move properties over to it.
CEconItem *pItem = new CEconItem();
pItem->SetItemID( GetNextID() );
pItem->SetDefinitionIndex( pItemDef->GetDefinitionIndex() );
pItem->SetItemLevel( criteria.BItemLevelSet() ? criteria.GetItemLevel() : pItemDef->RollItemLevel() );
pItem->SetQuality( pQualityDef->GetDBValue() );
pItem->SetInventoryToken( criteria.GetInitialInventory() );
pItem->SetQuantity( criteria.BInitialQuantitySet() ? criteria.GetInitialQuantity() : pItemDef->GetDefaultDropQuantity() );
// don't set account ID
// Add any custom attributes we need
if( !BAddGCGeneratedAttributesToItem( pGameAccount, pItem ) )
{
delete pItem;
EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Failed to generate attributes\n" );
return NULL;
}
return pItem;
}
//-----------------------------------------------------------------------------
// Purpose: Creates an item based on a specific item definition index
// Input: pItem - Pointer to the item to fill in
// unDefinitionIndex - The definition index of the item to create
// Output: True if a matching item could be generated, false otherwise
//-----------------------------------------------------------------------------
CEconItem *CEconItemFactory::CreateSpecificItem( const CEconGameAccount *pGameAccount, item_definition_index_t unDefinitionIndex )
{
// Find the matching index
const CEconItemDefinition *pItemDef = m_schema.GetItemDefinition( unDefinitionIndex );
if ( NULL == pItemDef )
{
EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Item creation request with no matching definition (def index %u)\n", unDefinitionIndex );
return NULL;
}
const CEconItemQualityDefinition *pQualityDef = GetQualityDefinitionForItemCreation( NULL, pItemDef );
if ( NULL == pQualityDef )
{
EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Item creation request with unknown quality\n" );
return NULL;
}
CEconItem *pItem = new CEconItem();
if ( pGameAccount != NULL )
pItem->SetItemID( GetNextID() );
pItem->SetDefinitionIndex( unDefinitionIndex );
pItem->SetItemLevel( pItemDef->RollItemLevel() );
pItem->SetQuality( pQualityDef->GetDBValue() );
// don't set inventory token
pItem->SetQuantity( MAX( 1, pItemDef->GetDefaultDropQuantity() ) );
// Startup test code calls this with a null pGameAccount.
if ( pGameAccount != NULL )
{
pItem->SetAccountID( pGameAccount->Obj().m_unAccountID );
// Add any custom attributes we need
if( !BAddGCGeneratedAttributesToItem( pGameAccount, pItem ) )
{
delete pItem;
EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Failed to generate attributes\n" );
return NULL;
}
}
return pItem;
}
//-----------------------------------------------------------------------------
// Purpose: Randomly chooses an item definition that matches the criteria
// Input: sCriteria - The criteria that the generated item must match
// Output: The chosen item definition, or NULL if no item could be selected
//-----------------------------------------------------------------------------
const CEconItemDefinition *CEconItemFactory::RollItemDefinition( const CItemSelectionCriteria &criteria ) const
{
// Determine which item templates match the criteria
CUtlVector<item_definition_index_t> vecMatches;
const CEconItemSchema::ItemDefinitionMap_t &mapDefs = m_schema.GetItemDefinitionMap();
FOR_EACH_MAP_FAST( mapDefs, i )
{
if ( criteria.BEvaluate( mapDefs[i] ) )
{
vecMatches.AddToTail( mapDefs.Key( i ) );
}
}
if ( 0 == vecMatches.Count() )
return NULL;
// Choose a random match
int iIndex = RandomInt( 0, vecMatches.Count() - 1 );
return m_schema.GetItemDefinition( vecMatches[iIndex] );
}
//-----------------------------------------------------------------------------
// Purpose: Generates attributes that the item definition insists it always has, but must be generated by the GC
// Input:
//-----------------------------------------------------------------------------
bool CEconItemFactory::BAddGCGeneratedAttributesToItem( const CEconGameAccount *pGameAccount, CEconItem *pItem ) const
{
const CEconItemDefinition *pDef = m_schema.GetItemDefinition( pItem->GetDefinitionIndex() );
if ( !pDef )
return false;
const CUtlVector<static_attrib_t> &vecStaticAttribs = pDef->GetStaticAttributes();
// Only generate attributes that force the GC to generate them (so they vary per item created)
FOR_EACH_VEC( vecStaticAttribs, i )
{
if ( vecStaticAttribs[i].bForceGCToGenerate )
{
ApplyStaticAttributeToItem( pItem, vecStaticAttribs[i], pGameAccount );
}
}
const IEconTool* pTool = pDef->GetEconTool();
if( pTool )
{
if( !pTool->BGenerateDynamicAttributes( pItem, pGameAccount ) )
return false;
}
if ( !pDef->BApplyPropertyGenerators( pItem ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconItemFactory::ApplyStaticAttributeToItem( CEconItem *pItem, const static_attrib_t& staticAttrib, const CEconGameAccount *pGameAccount ) const
{
static CSchemaAttributeDefHandle pAttr_ElevateQuality( "elevate quality" );
static CSchemaAttributeDefHandle pAttr_ElevateToUnusual( "elevate to unusual if applicable" );
static CSchemaAttributeDefHandle pAttr_Particle( "attach particle effect" );
static CSchemaAttributeDefHandle pAttr_HatUnusual( "hat only unusual effect" );
static CSchemaAttributeDefHandle pAttrDef_TauntUnusual( "taunt only unusual effect" );
static CSchemaAttributeDefHandle pAttrDef_TauntUnusualAttr( "on taunt attach particle index" );
const CEconItemAttributeDefinition *pAttrDef = GetItemSchema()->GetAttributeDefinition( staticAttrib.iDefIndex );
Assert( pAttrDef );
// Special-case the elevate-quality attribute.
if ( pAttrDef == pAttr_ElevateQuality )
{
//AssertMsg( CEconItem::GetTypedAttributeType<CSchemaAttributeType_Default>( pAttrDef ), "Elevate quality attribute doesn't have the right type!" );
int iQuality = (int)staticAttrib.m_value.asFloat;
// Do not change the quality of an item to Strange if it is not basic
if ( iQuality == AE_STRANGE )
{
if ( pItem->GetQuality() == AE_UNIQUE || pItem->GetQuality() == AE_PAINTKITWEAPON || pItem->GetQuality() == AE_NORMAL )
{
pItem->SetQuality( iQuality );
}
// If the quality is strange, strangify this item
StrangifyItemInPlace( pItem );
}
else
{
pItem->SetQuality( iQuality );
}
return;
}
// Special-case to elevate-quality only if item has particles. This 'attr' needs to be added LAST in a lootlist
// Or rather after particles may have been granted
else if ( pAttrDef == pAttr_ElevateToUnusual )
{
// Scan all attributes.
if ( pItem->FindAttribute( pAttr_Particle ) || pItem->FindAttribute( pAttrDef_TauntUnusualAttr ) )
{
pItem->SetQuality( AE_UNUSUAL );
}
return;
}
else if ( pAttrDef == pAttr_HatUnusual )
{
// Ensure the target item is a hat, if it is not bail, if it is setup a particle effect attr (Whole head items are considered 'hats' for purposes of unusuals )
if ( !(pItem->GetItemDefinition()->GetEquipRegionMask() & GetItemSchema()->GetEquipRegionBitMaskByName( "hat" ) )
&& !(pItem->GetItemDefinition()->GetEquipRegionMask() & GetItemSchema()->GetEquipRegionBitMaskByName( "whole_head" ) )
) {
// does not match, bail
return;
}
// create a new static attrib
static_attrib_t unusualAttr( staticAttrib );
// load the normal attach effect instead
pAttr_Particle->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttr_Particle, unusualAttr, pGameAccount );
return;
}
else if ( pAttrDef == pAttrDef_TauntUnusual )
{
// Ensure the target item is a taunt, if it is not bail
if ( pItem->GetItemDefinition()->GetLoadoutSlot( 0 ) != LOADOUT_POSITION_TAUNT )
{
// does not match, bail
CFmtStr fmtStr( "Attempted to put an unusual taunt effect onto item %s, but it's not a taunt! Check which lootlists it appears in and remove it from any that are trying to unusualize it!", pItem->GetItemDefinition()->GetItemDefinitionName() );
EmitError( SPEW_GC, "%s\n", fmtStr.Get() );
return;
}
// create a new static attrib
static_attrib_t unusualAttr( staticAttrib );
// load the normal attach effect instead
pAttrDef_TauntUnusualAttr->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttrDef_TauntUnusualAttr, unusualAttr, pGameAccount );
return;
}
// Custom attribute initialization code?
pAttrDef->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttrDef, staticAttrib, pGameAccount );
}