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455 lines
18 KiB
455 lines
18 KiB
//========= Copyright Valve Corporation, 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_CONSTANTS_H
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#define ECON_ITEM_CONSTANTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "game_item_schema.h"
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#include "econ_item_constants.h"
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#include "localization_provider.h"
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#include "econ_item_interface.h"
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#include "econ_item.h"
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#if defined(CLIENT_DLL)
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#include "iclientrenderable.h"
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#endif
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#if defined(TF_DLL)
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#include "tf_item_schema.h"
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#endif
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#if defined(CLIENT_DLL)
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#define CEconItemView C_EconItemView
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#endif
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#if defined(GC_DLL)
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#error "econ_item_view.h is not intended to be built on the GC!"
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#endif
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#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
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#define ENABLE_ATTRIBUTE_CURRENCY_TRACKING 1
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#else
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#define ENABLE_ATTRIBUTE_CURRENCY_TRACKING 0
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#endif
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class CEconItemAttribute;
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class CAttributeManager;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CAttributeList
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{
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friend class CEconItemView;
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friend class CTFPlayer;
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DECLARE_CLASS_NOBASE( CAttributeList );
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public:
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DECLARE_EMBEDDED_NETWORKVAR();
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DECLARE_DATADESC();
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CAttributeList();
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void operator=( const CAttributeList &src );
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void Init();
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void SetManager( CAttributeManager *pManager );
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void IterateAttributes( class IEconItemAttributeIterator *pIterator ) const;
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// Remove all attributes on this item
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void DestroyAllAttributes( void );
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void AddAttribute( CEconItemAttribute *pAttribute );
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// Remove an attribute by name
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void RemoveAttribute( const CEconItemAttributeDefinition *pAttrDef );
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void RemoveAttributeByIndex( int iIndex );
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public:
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// Returns the attribute that matches the attribute defname
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const CEconItemAttribute *GetAttributeByName( const char *pszAttribDefName ) const;
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// Returns the attribute that matches the attribute id
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const CEconItemAttribute *GetAttributeByID( int iAttributeID ) const;
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// The only way to set the value of an attribute after its creation is through the attribute list
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// that contains it. This way the matching attribute manager is told one of its attributes has changed.
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void SetRuntimeAttributeValue( const CEconItemAttributeDefinition *pAttrDef, float flValue );
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#if ENABLE_ATTRIBUTE_CURRENCY_TRACKING
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void SetRuntimeAttributeRefundableCurrency( const CEconItemAttributeDefinition *pAttrDef, int iRefundableCurrency );
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int GetRuntimeAttributeRefundableCurrency( const CEconItemAttributeDefinition *pAttrDef ) const;
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void AdjustRuntimeAttributeRefundableCurrency( const CEconItemAttributeDefinition *pAttrDef, int iRefundableCurrencyAdjustment )
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{
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SetRuntimeAttributeRefundableCurrency( pAttrDef, GetRuntimeAttributeRefundableCurrency( pAttrDef ) + iRefundableCurrencyAdjustment );
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}
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#endif // ENABLE_ATTRIBUTE_CURRENCY_TRACKING
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private:
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void NotifyManagerOfAttributeValueChanges();
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// Attribute accessing
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int GetNumAttributes( void ) const { return m_Attributes.Count(); }
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CEconItemAttribute *GetAttribute( int iIndex ) { Assert( iIndex >= 0 && iIndex < m_Attributes.Count()); return &m_Attributes[iIndex]; }
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const CEconItemAttribute *GetAttribute( int iIndex ) const { Assert( iIndex >= 0 && iIndex < m_Attributes.Count()); return &m_Attributes[iIndex]; }
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// Our list of attributes
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CUtlVector<CEconItemAttribute> m_Attributes;
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CAttributeManager *m_pManager;
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};
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//-----------------------------------------------------------------------------
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// Purpose: An attribute that knows how to read itself from a datafile, describe itself to the user,
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// and serialize itself between Servers, Clients, and Steam.
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// Unlike the attributes created in the Game DLL, this attribute doesn't know how to actually
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// do anything in the game, it just knows how to describe itself.
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//-----------------------------------------------------------------------------
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class CEconItemAttribute
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{
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DECLARE_CLASS_NOBASE( CEconItemAttribute );
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public:
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DECLARE_EMBEDDED_NETWORKVAR();
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CEconItemAttribute();
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CEconItemAttribute( const attrib_definition_index_t iAttributeIndex, float flValue );
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CEconItemAttribute( const attrib_definition_index_t iAttributeIndex, uint32 unValue );
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void operator=( const CEconItemAttribute &val );
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// Get the index of this attribute's definition inside the script file
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attrib_definition_index_t GetAttribIndex( void ) const { return m_iAttributeDefinitionIndex; }
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void SetAttribIndex( attrib_definition_index_t iIndex ) { m_iAttributeDefinitionIndex = iIndex; }
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// Get the static data contained in this attribute's definition
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const CEconItemAttributeDefinition *GetStaticData( void ) const;
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// Get the float value of this attribute.
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//float GetValue( void ) const;
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#if ENABLE_ATTRIBUTE_CURRENCY_TRACKING
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int GetRefundableCurrency( void ) const { return m_nRefundableCurrency; }
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#endif // ENABLE_ATTRIBUTE_CURRENCY_TRACKING
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private:
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// The only way to set the value of an attribute after its creation is through the attribute list
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// that contains it. This way the matching attribute manager is told one of its attributes has changed.
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// Set the float value of this attribute.
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// Note that the value must be stored as a float!
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void SetValue( float flValue );
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// Set the value of this attribute as an unsigned integer.
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// Note that the value must be stored as an integer!
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// See CEconItemAttributeDefinition
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void SetIntValue( uint32 unValue );
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friend class CAttributeList;
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void Init( void );
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//--------------------------------------------------------
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private:
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// This is the index of the attribute into the attributes read from the data files
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CNetworkVar( attrib_definition_index_t, m_iAttributeDefinitionIndex );
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// This is the value of the attribute. Used to modify the item's variables.
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CNetworkVar( float, m_flValue );
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#if ENABLE_ATTRIBUTE_CURRENCY_TRACKING
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// This is the value that the attribute was first set to by an item definition
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CNetworkVar( int, m_nRefundableCurrency );
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#endif // ENABLE_ATTRIBUTE_CURRENCY_TRACKING
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};
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//-----------------------------------------------------------------------------
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// Purpose: An item that knows how to read itself from a datafile, describe itself to the user,
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// and serialize itself between Servers, Clients, and Steam.
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//
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// In the client DLL, we derive it from CDefaultClientRenderable so that
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// it can be passed in the pProxyData parameter of material proxies.
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//-----------------------------------------------------------------------------
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#if defined(CLIENT_DLL)
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class CEconItemView : public CDefaultClientRenderable, public CMaterialOverrideContainer< IEconItemInterface >
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#else
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class CEconItemView : public CMaterialOverrideContainer< IEconItemInterface >
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#endif
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{
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DECLARE_CLASS_NOBASE( CEconItemView );
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public:
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DECLARE_EMBEDDED_NETWORKVAR();
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DECLARE_DATADESC();
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public:
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CEconItemView();
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CEconItemView( const CEconItemView &src );
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~CEconItemView();
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CEconItemView& operator=( const CEconItemView &src );
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bool operator==( const CEconItemView &other ) const;
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bool operator!=( const CEconItemView &other ) const { return !operator==( other ); }
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virtual const GameItemDefinition_t *GetItemDefinition() const
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{
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return GetStaticData();
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}
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public:
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// IEconItemInterface implementation.
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virtual itemid_t GetID() const { return GetItemID(); }
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virtual int32 GetQuality() const;
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virtual style_index_t GetStyle() const;
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virtual uint8 GetFlags() const;
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virtual eEconItemOrigin GetOrigin() const;
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virtual int GetQuantity() const;
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uint64 GetOriginalID() const { return GetSOCData() ? GetSOCData()->GetOriginalID() : 0; }
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virtual const char *GetCustomName() const;
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virtual const char *GetCustomDesc() const;
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virtual bool GetInUse() const { return GetSOCData() ? GetSOCData()->GetInUse() : false; }
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virtual void IterateAttributes( class IEconItemAttributeIterator *pIterator ) const OVERRIDE;
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bool IsValid( void ) const { return m_bInitialized; }
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void Invalidate( void ) { m_bInitialized = false; m_iItemDefinitionIndex = INVALID_ITEM_DEF_INDEX; m_iItemID = INVALID_ITEM_ID; }
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void InvalidateColor() { m_bColorInit = false; }
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void InvalidateOverrideColor() { m_bPaintOverrideInit = false; }
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// Initialize from the specified data
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// client will load SO cache as needed
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void Init( int iDefIndex, int iQuality, int iLevel, uint32 iAccountID = 0 );
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void SetInitialized( bool bInit ) { m_bInitialized = bInit; }
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// Get the static data contained in this item's definition
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GameItemDefinition_t *GetStaticData( void ) const;
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void SetNonSOEconItem( CEconItem* pItem ) { m_pNonSOEconItem.SetItem( pItem ); }
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void OnAttributeValuesChanged()
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{
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NetworkStateChanged();
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MarkDescriptionDirty();
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}
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private:
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void EnsureDescriptionIsBuilt( void ) const;
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void MarkDescriptionDirty( void );
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public:
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void SetGrayedOutReason( const char *pszGrayedOutReason );
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// Set & Get the index of this item's definition inside the script file
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void SetItemDefIndex( item_definition_index_t iIndex ) { m_iItemDefinitionIndex = iIndex; MarkDescriptionDirty(); }
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virtual item_definition_index_t GetItemDefIndex( void ) const { return m_iItemDefinitionIndex; }
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// Set & Get the quality & level of this item.
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void SetItemQuality( int iQuality ) { m_iEntityQuality = iQuality; MarkDescriptionDirty(); }
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int GetItemQuality( void ) const { return m_iEntityQuality; }
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void SetItemLevel( uint32 unLevel ) { m_iEntityLevel = unLevel; MarkDescriptionDirty(); }
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uint32 GetItemLevel( void ) const { return m_iEntityLevel; }
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int GetItemQuantity() const;
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#ifdef CLIENT_DLL
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void SetIsTradeItem( bool bIsTradeItem ) { m_bIsTradeItem = bIsTradeItem; MarkDescriptionDirty(); }
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void SetItemQuantity( int iQuantity ) { m_iEntityQuantity = iQuantity; MarkDescriptionDirty(); }
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void SetClientItemFlags( uint8 unFlags );
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void SetItemStyleOverride( style_index_t unNewStyleOverride );
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void SetItemOriginOverride( eEconItemOrigin unNewOriginOverride );
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#endif
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style_index_t GetItemStyle() const;
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// Access the worldwide global index of this item
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void SetItemID( itemid_t iIdx ) { m_iItemID = iIdx; m_iItemIDHigh = (m_iItemID >> 32); m_iItemIDLow = (m_iItemID & 0xFFFFFFFF); }
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#ifdef CLIENT_DLL
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// On the client, we need to rebuild it from the high & low networked pieces
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itemid_t GetItemID( void ) const { uint64 iTmp = ((((int64)m_iItemIDHigh)<<32) | m_iItemIDLow); return (itemid_t)iTmp; }
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#else
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itemid_t GetItemID( void ) const { return m_iItemID; }
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#endif
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uint32 GetAccountID( void ) const { return m_iAccountID; }
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void SetOverrideAccountID( uint32 nAccountID ) { m_iAccountID = nAccountID; }
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// Access the inventory position of this item
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void SetInventoryPosition( uint32 iPosition ) { m_iInventoryPosition = iPosition; }
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const uint32 GetInventoryPosition( void ) const { return m_iInventoryPosition; }
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// Return the model to use for model panels containing this item
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const char *GetInventoryModel( void );
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// Return the image to use for model panels containing this item
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const char *GetInventoryImage( void );
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bool GetInventoryImageData( int *iPosition, int *iSize );
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const char *GetInventoryOverlayImage( int idx );
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int GetInventoryOverlayImageCount( void );
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// Return the model to use when displaying this model on the player character model, if any
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const char *GetPlayerDisplayModel( int iClass, int iTeam ) const;
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// Return the model to use when displaying this model in the world. See the notes on this in econ_item_schema.h
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const char *GetWorldDisplayModel() const;
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const char *GetExtraWearableModel() const;
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const char *GetExtraWearableViewModel() const;
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const char *GetVisionFilteredDisplayModel() const;
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// Return the load-out slot that this item must be placed into
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int GetAnimationSlot( void ) const;
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// Return an int that indicates whether the item should be dropped from a dead owner.
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int GetDropType( void );
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// Remove all attributes on this item
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void DestroyAllAttributes( void );
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void InitNetworkedDynamicAttributesForDemos( void );
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// Items that have attributes that modify their RGB values
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int GetModifiedRGBValue( bool bAltColor=false );
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// Returns the UGC file ID of the custom texture assigned to this item. If non-zero, then it has a custom texture.
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uint64 GetCustomUserTextureID();
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CEconItem *GetSOCData( void ) const;
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bool IsEquipped( void ) const { return GetSOCData() && GetSOCData()->IsEquipped(); }
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bool IsEquippedForClass( equipped_class_t unClass ) const { return GetSOCData() && GetSOCData()->IsEquippedForClass( unClass ); }
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equipped_slot_t GetEquippedPositionForClass( equipped_class_t unClass ) const { return GetSOCData() ? GetSOCData()->GetEquippedPositionForClass( unClass ) : INVALID_EQUIPPED_SLOT; }
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// Attached particle systems
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int GetQualityParticleType() const;
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int GetSkin( int iTeam, bool bViewmodel = false ) const;
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public:
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// ...
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CAttributeList *GetAttributeList() { return &m_AttributeList; }
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const CAttributeList *GetAttributeList() const { return &m_AttributeList; }
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public:
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virtual CEconItemPaintKitDefinition *GetCustomPainkKitDefinition( void ) const { return GetItemDefinition()->GetCustomPainkKitDefinition(); }
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#ifdef CLIENT_DLL
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void SetWeaponSkinBase( ITexture* pBaseTex );
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void SetWeaponSkinBaseCompositor( ITextureCompositor * pTexCompositor );
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inline void SetWeaponSkinGeneration( RTime32 nGeneration ) { m_nWeaponSkinGeneration = nGeneration; }
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inline void SetWeaponSkinGenerationTeam( int iTeam ) { m_iLastGeneratedTeamSkin = iTeam; }
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inline void SetWeaponSkinBaseCreateFlags( uint32 flags ) { m_unWeaponSkinBaseCreateFlags = flags; }
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void CancelWeaponSkinComposite( );
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inline void SetWeaponSkinUseHighRes( bool bUseHighRes ) { m_bWeaponSkinUseHighRes = bUseHighRes; }
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inline void SetWeaponSkinUseLowRes( bool bUseLowRes ) { m_bWeaponSkinUseLowRes = bUseLowRes; }
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inline ITexture *GetWeaponSkinBase() const { return m_pWeaponSkinBase; }
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inline ITextureCompositor *GetWeaponSkinBaseCompositor() const { return m_pWeaponSkinBaseCompositor; }
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inline uint32 GetWeaponSkinBaseCreateFlags() const { return m_unWeaponSkinBaseCreateFlags; }
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inline RTime32 GetWeaponSkinGeneration() const { return m_nWeaponSkinGeneration; }
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inline int GetWeaponSkinGenerationTeam() const { return m_iLastGeneratedTeamSkin; }
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inline bool ShouldWeaponSkinUseHighRes() const { return m_bWeaponSkinUseHighRes; }
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inline bool ShouldWeaponSkinUseLowRes() const { return m_bWeaponSkinUseLowRes; }
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#endif // CLIENT_DLL
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inline int GetTeamNumber() const { return m_iTeamNumber; }
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inline void SetTeamNumber( int iTeamNumber ) { m_iTeamNumber = iTeamNumber; }
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protected:
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// Index of the item definition in the item script file.
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CNetworkVar( item_definition_index_t, m_iItemDefinitionIndex );
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// The quality of this item.
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CNetworkVar( int, m_iEntityQuality );
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// The level of this item.
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CNetworkVar( uint32, m_iEntityLevel );
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// The global index of this item, worldwide.
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itemid_t m_iItemID;
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CNetworkVar( uint32, m_iItemIDHigh );
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CNetworkVar( uint32, m_iItemIDLow );
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// Account ID of the person who has this in their inventory
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CNetworkVar( uint32, m_iAccountID );
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// Position inside the player's inventory
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CNetworkVar( uint32, m_iInventoryPosition );
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// This is an alternate source of data, if this item models something that isn't in the SO cache.
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CEconItemHandle m_pNonSOEconItem;
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#if defined( CLIENT_DLL )
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// exist on the client only
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bool m_bIsTradeItem;
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int m_iEntityQuantity;
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uint8 m_unClientFlags;
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// clients have the ability to force a style on an item view -- this is used for store previews,
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// character panels, etc.
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style_index_t m_unOverrideStyle;
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// clients can also force an origin on an item view -- this is used for crafting item previews
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eEconItemOrigin m_unOverrideOrigin;
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#endif
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bool m_bColorInit;
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bool m_bPaintOverrideInit;
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bool m_bHasPaintOverride;
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float m_flOverrideIndex;
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uint32 m_unRGB;
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uint32 m_unAltRGB;
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#ifdef CLIENT_DLL
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ITexture* m_pWeaponSkinBase;
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ITextureCompositor* m_pWeaponSkinBaseCompositor;
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RTime32 m_nWeaponSkinGeneration;
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uint32 m_unWeaponSkinBaseCreateFlags;
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int m_iLastGeneratedTeamSkin;
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bool m_bWeaponSkinUseHighRes;
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bool m_bWeaponSkinUseLowRes;
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#endif // CLIENT_DLL
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CNetworkVar( int, m_iTeamNumber );
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CNetworkVar( bool, m_bInitialized );
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#ifdef CLIENT_DLL // we avoid using "BUILD_ITEM_NAME_AND_DESC" to prevent everything depending on the CEconItemDescription
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public:
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// Return the single-line name of this item.
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const wchar_t *GetItemName( void ) const;
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// Return the full structure with all of our description lines.
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const class CEconItemDescription *GetDescription() const { EnsureDescriptionIsBuilt(); return m_pDescription; }
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private:
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mutable class CEconItemDescription *m_pDescription;
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mutable char *m_pszGrayedOutReason;
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// IClientRenderable
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virtual const Vector& GetRenderOrigin( void ) { return vec3_origin; }
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virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; }
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virtual bool ShouldDraw( void ) { return false; }
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virtual bool IsTransparent( void ) { return false;}
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virtual const matrix3x4_t &RenderableToWorldTransform() { static matrix3x4_t mat; SetIdentityMatrix( mat ); return mat; }
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virtual void GetRenderBounds( Vector& mins, Vector& maxs );
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#endif
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private:
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CNetworkVarEmbedded( CAttributeList, m_AttributeList );
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CNetworkVarEmbedded( CAttributeList, m_NetworkedDynamicAttributesForDemos );
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// Some custom gamemodes are using server plugins to modify weapon attributes.
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// This variable allows them to completely set their own attributes on a weapon
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// and have the client and server ignore the static attributes.
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CNetworkVar( bool, m_bOnlyIterateItemViewAttributes );
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};
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#ifdef CLIENT_DLL
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bool DoesItemPassSearchFilter( const class IEconItemDescription *pDescription, const wchar_t* wszFilter );
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CBasePlayer *GetPlayerByAccountID( uint32 unAccountID );
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#endif // CLIENT_DLL
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#endif // ECON_ITEM_CONSTANTS_H
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