Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_item_inventory.h"
#include "econ_entity_creation.h"
#include "tf_item_system.h"
#include "vgui/ILocalize.h"
#include "tier3/tier3.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "item_pickup_panel.h"
#include "KeyValues.h"
#include "filesystem.h"
#include "character_info_panel.h"
#include "ienginevgui.h"
#include "c_tf_gamestats.h"
#include "econ_notifications.h"
#include "achievementmgr.h"
#include "baseachievement.h"
#include "achievements_tf.h"
#include "econ/econ_item_preset.h"
#include "tf_shared_content_manager.h"
#include "c_playerresource.h"
#include "quest_log_panel.h"
#include "backpack_panel.h"
#include "materialsystem/itexture.h"
#else
#include "tf_player.h"
#endif
#include "gc_clientsystem.h"
#include "econ_game_account_client.h"
#include "gcsdk/gcclientsdk.h"
#include "econ_gcmessages.h"
#include "tf_gamerules.h"
#include "tf_gcmessages.h"
#include "econ_item.h"
#include "game_item_schema.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace GCSDK;
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
CEconNotification_HasNewItems::CEconNotification_HasNewItems() : CEconNotification()
{
m_bHasTriggered = false;
m_flExpireTime = -1.0f; // Does not initially expire
m_bShowInGame = false;
// Check to see if any items are not drops, if so show in game
// do not show in game if the new items are only drops
CPlayerInventory *pLocalInv = InventoryManager()->GetLocalInventory();
if ( pLocalInv )
{
// Go through the root inventory and find any items that are in the "found" position
int iCount = pLocalInv->GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pTmp = pLocalInv->GetItem(i);
if ( !pTmp )
continue;
if ( pTmp->GetStaticData()->IsHidden() )
continue;
uint32 iPosition = pTmp->GetInventoryPosition();
if ( IsUnacknowledged(iPosition) == false )
continue;
if ( InventoryManager()->GetBackpackPositionFromBackend(iPosition) != 0 )
continue;
// Now make sure we haven't got a clientside saved ack for this item.
if ( InventoryManager()->HasBeenAckedByClient( pTmp ) )
continue;
// If item is not a drop we want to show the notification otherwise they'll get the notification on death
int iFoundMethod = GetUnacknowledgedReason( iPosition );
if ( iFoundMethod > UNACK_ITEM_DROPPED )
{
m_bShowInGame = true;
break;
}
}
}
}
CEconNotification_HasNewItems::~CEconNotification_HasNewItems()
{
if ( !m_bHasTriggered )
{
m_bHasTriggered = true;
TFInventoryManager()->ShowItemsPickedUp( true, true, true );
}
}
//-----------------------------------------------------------------------------
CEconNotification_HasNewItemsOnKill::CEconNotification_HasNewItemsOnKill( int iVictimID )
{
m_bHasTriggered = false;
SetLifetime( 3.0f );
SetText( "#TF_EnemyDroppedItem" );
wchar_t wszPlayerName[MAX_PLAYER_NAME_LENGTH];
g_pVGuiLocalize->ConvertANSIToUnicode( g_PR->GetPlayerName( iVictimID ), wszPlayerName, sizeof( wszPlayerName ) );
AddStringToken( "victim", wszPlayerName );
m_bShowInGame = true;
}
/*static*/ bool CEconNotification_HasNewItemsOnKill::HasUnacknowledgedItems ()
{
// Check to see if any items are not drops, if so show in game
// do not show in game if the new items are only drops
CPlayerInventory *pLocalInv = InventoryManager()->GetLocalInventory();
if ( pLocalInv )
{
// Go through the root inventory and find any items that are in the "found" position
int iCount = pLocalInv->GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pTmp = pLocalInv->GetItem( i );
if ( !pTmp )
continue;
if ( pTmp->GetStaticData()->IsHidden() )
continue;
uint32 iPosition = pTmp->GetInventoryPosition();
if ( IsUnacknowledged( iPosition ) == false )
continue;
if ( InventoryManager()->GetBackpackPositionFromBackend( iPosition ) != 0 )
continue;
// Now make sure we haven't got a clientside saved ack for this item.
if ( InventoryManager()->HasBeenAckedByClient( pTmp ) )
continue;
// If item is not a drop we want to show the notification otherwise they'll get the notification on death
int iFoundMethod = GetUnacknowledgedReason( iPosition );
if ( iFoundMethod > UNACK_ITEM_DROPPED )
{
return true;
}
}
}
return false;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool AreSlotsConsideredIdentical( EEquipType_t eEquipType, int iBaseSlot, int iTestSlot )
{
if ( eEquipType == EQUIP_TYPE_CLASS )
{
if ( iBaseSlot == LOADOUT_POSITION_MISC )
{
return IsMiscSlot( iTestSlot );
}
if ( iBaseSlot == LOADOUT_POSITION_BUILDING )
{
return IsBuildingSlot( iTestSlot );
}
if ( iBaseSlot == LOADOUT_POSITION_TAUNT )
{
return IsTauntSlot( iTestSlot );
}
}
else if ( eEquipType == EQUIP_TYPE_ACCOUNT )
{
if ( iBaseSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT1 )
{
return IsQuestSlot( iTestSlot );
}
}
return iBaseSlot == iTestSlot;
}
//-----------------------------------------------------------------------------
CTFInventoryManager g_TFInventoryManager;
CInventoryManager *InventoryManager( void )
{
return &g_TFInventoryManager;
}
CTFInventoryManager *TFInventoryManager( void )
{
return &g_TFInventoryManager;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFInventoryManager::CTFInventoryManager( void )
{
}
CTFInventoryManager::~CTFInventoryManager( void )
{
m_pBaseLoadoutItems.PurgeAndDeleteElements();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFInventoryManager::PostInit( void )
{
BaseClass::PostInit();
GenerateBaseItems();
}
//-----------------------------------------------------------------------------
// Purpose: Generate & store the base item details for each class & loadout slot
//-----------------------------------------------------------------------------
void CTFInventoryManager::GenerateBaseItems( void )
{
// Purge our lists and make new
m_pBaseLoadoutItems.PurgeAndDeleteElements();
// Load a base top level invalid item
{
m_pDefaultItem = new CEconItemView;
m_pDefaultItem->Invalidate();
}
//
const CEconItemSchema::BaseItemDefinitionMap_t& mapItems = GetItemSchema()->GetBaseItemDefinitionMap();
int iStart = 0;
for ( int it = iStart; it != mapItems.InvalidIndex(); it = mapItems.NextInorder( it ) )
{
CEconItemView *pItem = new CEconItemView;
pItem->Init( mapItems[it]->GetDefinitionIndex(), AE_USE_SCRIPT_VALUE, AE_USE_SCRIPT_VALUE, false );
m_pBaseLoadoutItems.AddToTail( pItem );
}
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFInventoryManager::EquipItemInLoadout( int iClass, int iSlot, itemid_t iItemID )
{
if ( !steamapicontext || !steamapicontext->SteamUser() )
return false;
// If they pass in a INVALID_ITEM_ID item id, we're just clearing the loadout slot
if ( iItemID == INVALID_ITEM_ID )
return m_LocalInventory.ClearLoadoutSlot( iClass, iSlot );
CEconItemView *pItem = m_LocalInventory.GetInventoryItemByItemID( iItemID );
if ( !pItem )
return false;
// We check for validity on the GC when we equip items, but we can't really trust anyone
// and so we check here as well.
if ( !AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItem->GetStaticData()->GetLoadoutSlot(iClass), iSlot ) )
{
return false;
}
if ( !pItem->GetStaticData()->CanBeUsedByClass( iClass ) )
{
return false;
}
// Equip the new item
UpdateInventoryEquippedState( &m_LocalInventory, iItemID, iClass, iSlot );
// TODO: Prediction
// Item has been moved, so update our loadout.
//m_LoadoutItems[iClass][iSlot] = iItemID;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Fills out pList with all inventory items that could fit into the specified loadout slot for a given class
//-----------------------------------------------------------------------------
int CTFInventoryManager::GetAllUsableItemsForSlot( int iClass, int iSlot, CUtlVector<CEconItemView*> *pList )
{
bool bIsAccountIndex = iClass == GEconItemSchema().GetAccountIndex();
if ( bIsAccountIndex )
{
Assert( IsQuestSlot( iSlot ) );
}
else
{
Assert( iClass >= TF_FIRST_NORMAL_CLASS && iClass < TF_CLASS_COUNT );
Assert( iSlot >= -1 && iSlot < CLASS_LOADOUT_POSITION_COUNT );
}
int iCount = m_LocalInventory.GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pItem = m_LocalInventory.GetItem(i);
CTFItemDefinition *pItemData = pItem->GetStaticData();
if ( bIsAccountIndex != ( pItemData->GetEquipType() == EEquipType_t::EQUIP_TYPE_ACCOUNT ) )
continue;
if ( !bIsAccountIndex && !pItemData->CanBeUsedByClass(iClass) )
continue;
// Passing in iSlot of -1 finds all items usable by the class
if ( iSlot >= 0 && pItem->GetStaticData()->GetLoadoutSlot( iClass ) != iSlot )
continue;
// Ignore unpack'd items
if ( IsUnacknowledged( pItem->GetInventoryPosition() ) )
continue;
pList->AddToTail( m_LocalInventory.GetItem(i) );
}
return pList->Count();
}
//-----------------------------------------------------------------------------
// Purpose: Fills out pList with all quest item in the local inventory
//-----------------------------------------------------------------------------
int CTFInventoryManager::GetAllQuestItems( CUtlVector<CEconItemView*> *pList )
{
if ( !pList )
return 0;
pList->RemoveAll();
for ( int i = 0 ; i < m_LocalInventory.GetItemCount() ; ++i )
{
CEconItemView *pItem = m_LocalInventory.GetItem( i );
// Cheapest test
if ( pItem->GetItemDefinition()->GetQuestDef() == NULL )
continue;
pList->AddToTail( pItem );
}
return pList->Count();
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconItemView *CTFInventoryManager::GetItemInLoadoutForClass( int iClass, int iSlot, CSteamID *pID )
{
#ifdef CLIENT_DLL
if ( !pID )
{
// If they didn't specify a steamID, use the local player
if ( !steamapicontext || !steamapicontext->SteamUser() )
return NULL;
CSteamID localSteamID = steamapicontext->SteamUser()->GetSteamID();
pID = &localSteamID;
}
#endif
CTFPlayerInventory *pInv = GetInventoryForPlayer( *pID );
if ( !pInv )
return GetBaseItemForClass( iClass, iSlot );
return pInv->GetItemInLoadout( iClass, iSlot );
}
CEconItemView *CTFInventoryManager::GetItemInLoadoutForAccount( int iSlot, CSteamID *pID )
{
#ifdef CLIENT_DLL
if ( !pID )
{
// If they didn't specify a steamID, use the local player
if ( !steamapicontext || !steamapicontext->SteamUser() )
return NULL;
CSteamID localSteamID = steamapicontext->SteamUser()->GetSteamID();
pID = &localSteamID;
}
#endif
CTFPlayerInventory *pInv = GetInventoryForPlayer( *pID );
if ( !pInv )
return NULL;
return pInv->GetItemInLoadout( GEconItemSchema().GetAccountIndex(), iSlot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayerInventory *CTFInventoryManager::GetInventoryForPlayer( const CSteamID &playerID )
{
for ( int i = 0; i < m_pInventories.Count(); i++ )
{
if ( m_pInventories[i].pInventory->GetOwner() != playerID )
continue;
return assert_cast<CTFPlayerInventory*>( m_pInventories[i].pInventory );
}
return NULL;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFInventoryManager::GetNumItemPickedUpItems( void )
{
int iResult = 0;
int iCount = m_LocalInventory.GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
if ( IsUnacknowledged( m_LocalInventory.GetItem(i)->GetInventoryPosition() ) && !m_LocalInventory.GetItem(i)->GetStaticData()->IsHidden() )
{
++iResult;
}
}
return iResult;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFInventoryManager::ShowItemsPickedUp( bool bForce, bool bReturnToGame, bool bNoPanel )
{
// don't show new items in training, unless forced to do so
// i.e. purchased something or traded...
if ( bForce == false && TFGameRules() && ( TFGameRules()->IsInTraining() || TFGameRules()->IsCompetitiveMode() ) )
{
return false;
}
// Don't bring it up if we're already browsing something in the gameUI
vgui::VPANEL gameuiPanel = enginevgui->GetPanel( PANEL_GAMEUIDLL );
if ( !bForce && vgui::ipanel()->IsVisible( gameuiPanel ) )
return false;
CUtlVector<CEconItemView*> aItemsFound;
// Go through the root inventory and find any items that are in the "found" position
int iCount = m_LocalInventory.GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pTmp = m_LocalInventory.GetItem(i);
if ( !pTmp )
continue;
if ( pTmp->GetStaticData()->IsHidden() )
continue;
uint32 iPosition = pTmp->GetInventoryPosition();
if ( IsUnacknowledged(iPosition) == false )
continue;
if ( GetBackpackPositionFromBackend(iPosition) != 0 )
continue;
// Now make sure we haven't got a clientside saved ack for this item.
// This makes sure we don't show multiple pickups for items that we've found,
// but haven't been able to move out of unack'd position due to the GC being unavailable.
if ( HasBeenAckedByClient( pTmp ) )
continue;
aItemsFound.AddToTail( pTmp );
}
if ( !aItemsFound.Count() )
return CheckForRoomAndForceDiscard();
// We're not forcing the player to make room yet. Just show the pickup panel.
NotificationQueue_Remove( &CEconNotification_HasNewItems::IsNotificationType );
CItemPickupPanel *pItemPanel = bNoPanel ? NULL : EconUI()->OpenItemPickupPanel();
if ( pItemPanel )
{
pItemPanel->SetReturnToGame( bReturnToGame );
}
// Only acknowledge items if there is no panel
// Panel will make calls to acknowledge items itself
for ( int i = 0; i < aItemsFound.Count(); i++ )
{
if ( pItemPanel )
{
pItemPanel->AddItem( aItemsFound[i] );
}
else
{
AcknowledgeItem( aItemsFound[i] );
}
}
if ( pItemPanel )
{
pItemPanel->MoveToFront();
}
else
{
SaveAckFile();
}
aItemsFound.Purge();
return true;
}
//-----------------------------------------------------------------------------
void CTFInventoryManager::AcknowledgeItem( CEconItemView *pItem, bool bMoveToBackpack /* = true */ )
{
SetAckedByClient( pItem );
int iMethod = GetUnacknowledgedReason( pItem->GetInventoryPosition() ) - 1;
if ( iMethod >= ARRAYSIZE( g_pszItemPickupMethodStringsUnloc ) || iMethod < 0 )
iMethod = 0;
EconUI()->Gamestats_ItemTransaction( IE_ITEM_RECEIVED, pItem, g_pszItemPickupMethodStringsUnloc[iMethod] );
if ( iMethod+1 == UNACK_ITEM_PREVIEW_ITEM_PURCHASED )
{
// If we found a purchased preview item, we want to refresh the store view to remove the discount indicator.
CStorePage* pStorePage = dynamic_cast<CStorePage*>( EconUI()->GetStorePanel()->GetActivePage() );
if ( pStorePage )
{
pStorePage->UpdateModelPanels();
}
}
// Move it to the first empty backpack position.
if ( bMoveToBackpack )
{
SetItemBackpackPosition( pItem, 0, false, true );
}
}
void CTFInventoryManager::Update( float frametime )
{
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
m_LocalInventory.UpdateWeaponSkinRequest();
BaseClass::Update( frametime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFInventoryManager::ShowItemsCrafted( CUtlVector<itemid_t> *vecCraftedIndices )
{
CUtlVector<CEconItemView*> aItemsFound;
FOR_EACH_VEC( *vecCraftedIndices, i )
{
CEconItemView *pItem = m_LocalInventory.GetInventoryItemByItemID( vecCraftedIndices->Element(i) );
if ( pItem )
{
// Now make sure we haven't got a clientside saved ack for this item.
// This makes sure we don't show multiple pickups for items that we've found,
// but haven't been able to move out of unack'd position due to the GC being unavailable.
if ( !HasBeenAckedByClient( pItem ) )
{
aItemsFound.AddToTail( pItem );
}
}
}
if ( !aItemsFound.Count() )
return;
NotificationQueue_Remove( &CEconNotification_HasNewItems::IsNotificationType );
CItemPickupPanel *pItemPanel = EconUI()->OpenItemPickupPanel();
for ( int i = 0; i < aItemsFound.Count(); i++ )
{
pItemPanel->AddItem( aItemsFound[i] );
SetAckedByClient( aItemsFound[i] );
#ifdef CLIENT_DLL
EconUI()->Gamestats_ItemTransaction( IE_ITEM_RECEIVED, aItemsFound[i], "crafted" );
#endif
// Then move it to the first empty backpack position
SetItemBackpackPosition( aItemsFound[i], 0, false, true );
}
SaveAckFile();
pItemPanel->MoveToFront();
aItemsFound.Purge();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFInventoryManager::CheckForRoomAndForceDiscard( void )
{
// Go through the inventory and attempt to move any items outside the backpack into valid positions.
// Remember the first item that we failed to move, so we can force a discard later.
CEconItemView *pItem = NULL;
const int iMaxItems = m_LocalInventory.GetMaxItemCount();
int iCount = m_LocalInventory.GetItemCount();
for ( int i = 0; i < iCount; i++ )
{
CEconItemView *pTmp = m_LocalInventory.GetItem(i);
if ( !pTmp )
continue;
if ( pTmp->GetStaticData()->IsHidden() )
continue;
uint32 iPosition = pTmp->GetInventoryPosition();
if ( IsUnacknowledged(iPosition) || GetBackpackPositionFromBackend(iPosition) > iMaxItems )
{
if ( !SetItemBackpackPosition( pTmp, 0, false, false ) )
{
pItem = pTmp;
break;
}
}
}
// If we're not over the limit, we're done.
if ( ( iCount - m_iPredictedDiscards ) <= iMaxItems )
return false;
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 = EconUI()->OpenItemDiscardPanel();
pDiscardPanel->SetItem( pItem );
return true;
}
#endif
bool CTFInventoryManager::SlotContainsBaseItems( EEquipType_t eType, int iSlot )
{
Assert( eType != EEquipType_t::EQUIP_TYPE_INVALID );
if ( eType == EEquipType_t::EQUIP_TYPE_ACCOUNT )
{
return !IsQuestSlot( iSlot );
}
// Passtime gun
if ( (iSlot == LOADOUT_POSITION_UTILITY) && TFGameRules() && TFGameRules()->IsPasstimeMode() )
{
return true;
}
// Halloween spellbook
if ( iSlot == LOADOUT_POSITION_ACTION )
{
if ( TFGameRules() && TFGameRules()->IsUsingSpells() )
return true;
if ( TFGameRules() && TFGameRules()->IsUsingGrapplingHook() )
return true;
}
#ifdef STAGING_ONLY
return ( ( iSlot < LOADOUT_POSITION_HEAD && iSlot != LOADOUT_POSITION_UTILITY && !IsTauntSlot( iSlot ) ) // Allow utility slots to be empty
|| iSlot == LOADOUT_POSITION_PDA3 );
#else // STAGING_ONLY
// Normal game
return iSlot < LOADOUT_POSITION_HEAD;
#endif // #else
}
//-----------------------------------------------------------------------------
// Purpose: Returns the item data for the base item in the loadout slot for a given class
//-----------------------------------------------------------------------------
CEconItemView *CTFInventoryManager::GetBaseItemForClass( int iClass, int iSlot )
{
// There is no base account item
if ( iClass == GEconItemSchema().GetAccountIndex() )
return m_pDefaultItem;
if ( !HushAsserts() )
{
AssertMsg( iClass >= TF_FIRST_NORMAL_CLASS && iClass < TF_CLASS_COUNT, "Invalid TF_CLASS_: %d", iClass );
}
Assert( iSlot >= 0 && iSlot < CLASS_LOADOUT_POSITION_COUNT );
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_CLASS_COUNT || iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT )
return m_pDefaultItem;
// Halloween spellbook
if ( iSlot == LOADOUT_POSITION_ACTION )
{
CUtlVector< item_definition_index_t > stockActionItemDefIndices;
static CSchemaItemDefHandle pItemDef_SpellBook( "TF_WEAPON_SPELLBOOK" );
if ( TFGameRules() && TFGameRules()->IsUsingSpells() && pItemDef_SpellBook )
{
stockActionItemDefIndices.AddToTail( pItemDef_SpellBook->GetDefinitionIndex() );
}
static CSchemaItemDefHandle pItemDef_GrapplingHook( "TF_WEAPON_GRAPPLINGHOOK" );
if ( TFGameRules() && TFGameRules()->IsUsingGrapplingHook() && pItemDef_GrapplingHook )
{
stockActionItemDefIndices.AddToTail( pItemDef_GrapplingHook->GetDefinitionIndex() );
}
static CSchemaItemDefHandle pItemDef_MvMCanteen( "Default Power Up Canteen (MvM)" );
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && pItemDef_MvMCanteen )
{
stockActionItemDefIndices.AddToTail( pItemDef_MvMCanteen->GetDefinitionIndex() );
}
// Traverse List
for ( CEconItemView *pActionItem : m_pBaseLoadoutItems )
{
for ( item_definition_index_t defIndex : stockActionItemDefIndices )
{
if ( pActionItem->GetItemDefIndex() == defIndex )
return pActionItem;
}
}
}
if ( iSlot >= LOADOUT_POSITION_HEAD )
return m_pDefaultItem;
// Traverse List
FOR_EACH_VEC( m_pBaseLoadoutItems, iItem )
{
if ( m_pBaseLoadoutItems[iItem]->GetItemDefinition()->GetLoadoutSlot( iClass ) == iSlot )
return m_pBaseLoadoutItems[iItem];
}
return m_pDefaultItem;
}
//-----------------------------------------------------------------------------
// Purpose: Fills out the vector with the sets that are currently active on the specified player & class
//-----------------------------------------------------------------------------
void CTFInventoryManager::GetActiveSets( CUtlVector<const CEconItemSetDefinition *> *pItemSets, CSteamID steamIDForPlayer, int iClass )
{
pItemSets->Purge();
CEconItemSchema *pSchema = ItemSystem()->GetItemSchema();
if ( !pSchema )
return;
// Loop through all the items we have equipped, and build a list of only set items
// Accumulate a list of our equipped set items.
CUtlVector<CEconItemView*> equippedSetItems;
for ( int i = 0; i < CLASS_LOADOUT_POSITION_COUNT; i++ )
{
CEconItemView *pItem = NULL;
#ifdef GAME_DLL
// On the server we need to look at what the player actually has equipped
// because they might be on a tournament server that's using an item_whitelist
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( steamIDForPlayer ) );
if ( pPlayer && pPlayer->Inventory() )
{
pItem = pPlayer->GetEquippedItemForLoadoutSlot( i );
}
#else
pItem = TFInventoryManager()->GetItemInLoadoutForClass( iClass, i, &steamIDForPlayer );
#endif
if ( !pItem )
continue;
CEconItemDefinition* pData = pItem->GetStaticData();
if ( !pData )
continue;
// Ignore items that don't have set bonuses.
if ( !pData->GetItemSetDefinition() )
continue;
// Make sure this item isn't failing a Holiday restriction before giving out the set bonus!
if ( pData->GetHolidayRestriction() )
{
int iHolidayRestriction = UTIL_GetHolidayForString( pData->GetHolidayRestriction() );
if ( iHolidayRestriction != kHoliday_None && (!TFGameRules() || !TFGameRules()->IsHolidayActive( iHolidayRestriction )) )
continue;
}
equippedSetItems.AddToTail( pItem );
}
// Find out which sets to apply.
CUtlVector<const char*> testedSets;
for ( int inv = 0; inv < equippedSetItems.Count(); inv++ )
{
CEconItemView *pItem = equippedSetItems[inv];
if ( !pItem )
continue;
const CEconItemSetDefinition *pItemSet = pItem->GetStaticData()->GetItemSetDefinition();
if ( !pItemSet )
continue;
if ( testedSets.HasElement( pItemSet->m_pszName ) )
continue; // Don't try to apply set bonuses we have already tested.
testedSets.AddToTail( pItemSet->m_pszName );
// Count how much of this set we have equipped.
int iSetItemsEquipped = 0;
for ( int i=0; i<pItemSet->m_iItemDefs.Count(); i++ )
{
unsigned int iIndex = pItemSet->m_iItemDefs[i];
for ( int j=0; j<equippedSetItems.Count(); j++ )
{
const CEconItemView *pTestItem = equippedSetItems[j];
const item_definition_index_t unEquippedItemSetDefIndex = pTestItem->GetItemDefinition()->GetSetItemRemap();
if ( iIndex == unEquippedItemSetDefIndex )
{
iSetItemsEquipped++;
break;
}
}
}
// Note: this logic will break if we ever have sets that have misc-slot items where we can have multiple items
// of the same type with different remaps equipped.
if ( iSetItemsEquipped == pItemSet->m_iItemDefs.Count() )
{
// The entire set is equipped.
pItemSets->AddToTail( pItemSet );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: We're generating a base item. We need to add the game-specific keys to the criteria so that it'll find the right base item.
//-----------------------------------------------------------------------------
void CTFInventoryManager::AddBaseItemCriteria( baseitemcriteria_t *pCriteria, CItemSelectionCriteria *pSelectionCriteria )
{
pSelectionCriteria->BAddCondition( "used_by_classes", k_EOperator_Subkey_Contains, ItemSystem()->GetItemSchema()->GetClassUsabilityStrings()[pCriteria->iClass], true );
pSelectionCriteria->BAddCondition( "item_slot", k_EOperator_String_EQ, ItemSystem()->GetItemSchema()->GetLoadoutStrings( EEquipType_t::EQUIP_TYPE_CLASS )[pCriteria->iSlot], true );
}
//=======================================================================================================================
// TF PLAYER INVENTORY
//=======================================================================================================================
// Inventory Less function.
// Used to sort the inventory items into their positions.
class CTFInventoryListLess
{
public:
bool Less( const CEconItemView &src1, const CEconItemView &src2, void *pCtx )
{
if ( src1.GetInventoryPosition() > src2.GetInventoryPosition() )
return true;
return false;
}
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayerInventory::CTFPlayerInventory()
{
m_aInventoryItems.SetLessContext( this );
#ifdef CLIENT_DLL
for ( int i = 0; i < TF_TEAM_COUNT; ++i )
m_CachedBaseTextureLowRes[ i ].SetLessFunc( DefLessFunc( itemid_t ) );
#endif
memset( m_LoadoutItems, LOADOUT_SLOT_USE_BASE_ITEM, sizeof( m_LoadoutItems ) );
memset( m_AccountLoadoutItems, LOADOUT_SLOT_USE_BASE_ITEM, sizeof( m_AccountLoadoutItems ) );
ClearClassLoadoutChangeTracking();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayerInventory::~CTFPlayerInventory()
{
#ifdef CLIENT_DLL
for ( int iTeam = 0; iTeam < TF_TEAM_COUNT; ++iTeam )
{
FOR_EACH_MAP_FAST( m_CachedBaseTextureLowRes[ iTeam ], i )
m_CachedBaseTextureLowRes[ iTeam ][ i ]->Release();
m_CachedBaseTextureLowRes[ iTeam ].RemoveAll();
}
#endif
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::CheckSaxtonMaskAchievement( const CEconItem *pEconItem )
{
if ( pEconItem )
{
if ( pEconItem->GetDefinitionIndex() == 277 && pEconItem->GetOrigin() == kEconItemOrigin_Crafted ) // Saxton mask is item index 277
{
g_AchievementMgrTF.OnAchievementEvent( ACHIEVEMENT_TF_HALLOWEEN_CRAFT_SAXTON_MASK );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::UpdateCachedServerLoadoutItems()
{
V_memcpy( m_CachedServerLoadoutItems, m_LoadoutItems, sizeof( itemid_t ) * ARRAYSIZE( m_CachedServerLoadoutItems ) * ARRAYSIZE( m_CachedServerLoadoutItems[0] ) );
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
BaseClass::SOUpdated( steamIDOwner, pObject, eEvent );
#ifdef CLIENT_DLL
if ( pObject->GetTypeID() != CEconItem::k_nTypeID )
return;
// Clear out any predicted backpack slots when items move into them
CEconItem *pEconItem = (CEconItem *)pObject;
if ( eEvent == eSOCacheEvent_Incremental )
{
EconUI()->GetBackpackPanel()->MarkItemIDDirty( pEconItem->GetItemID() );
}
int iBackpackPos = TFInventoryManager()->GetBackpackPositionFromBackend( pEconItem->GetInventoryToken() );
TFInventoryManager()->PredictedBackpackPosFilled( iBackpackPos );
#endif // CLIENT_DLL
}
void CTFPlayerInventory::OnHasNewItems()
{
BaseClass::OnHasNewItems();
#ifdef CLIENT_DLL
if ( TFGameRules() && TFGameRules()->IsInTraining() )
return;
NotificationQueue_Remove( &CEconNotification_HasNewItems::IsNotificationType );
CEconNotification_HasNewItems *pNotification = new CEconNotification_HasNewItems();
pNotification->SetText( "TF_HasNewItems" );
pNotification->SetLifetime( 7.0f );
NotificationQueue_Add( pNotification );
#endif
}
void CTFPlayerInventory::OnHasNewQuest()
{
#ifdef CLIENT_DLL
#endif
}
#ifdef _DEBUG
#ifdef CLIENT_DLL
CON_COMMAND( cl_newitem_test, "Tests the new item ui notification." )
{
if ( steamapicontext == NULL || steamapicontext->SteamUser() == NULL )
return;
CEconNotification_HasNewItems *pNotification = new CEconNotification_HasNewItems();
pNotification->SetText( "TF_HasNewItems" );
pNotification->SetLifetime( 7.0f );
NotificationQueue_Add( pNotification );
}
#endif
#endif // _DEBUG
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::ValidateInventoryPositions( void )
{
BaseClass::ValidateInventoryPositions();
#ifdef CLIENT_DLL
bool bHasNewItems = false;
const int iMaxItems = GetMaxItemCount();
// First, check for duplicate positions
int iCount = m_aInventoryItems.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
CEconItemView *pEconItemView = &m_aInventoryItems[i];
CheckSaxtonMaskAchievement( pEconItemView->GetSOCData() );
uint32 iPosition = pEconItemView->GetInventoryPosition();
// Waiting to be acknowledged?
if ( IsUnacknowledged(iPosition) )
{
if ( !pEconItemView->GetStaticData()->IsHidden() )
{
bHasNewItems = true;
}
continue;
}
bool bInvalidSlot = false;
if ( !IsNewPositionFormat(iPosition) )
{
ConvertOldFormatInventoryToNew();
break;
}
// Inside the backpack?
if ( i < (iCount-1) )
{
// We're not in an invalid slot yet. But if we're in the same position as another item, we should be moved too.
int iPos1 = TFInventoryManager()->GetBackpackPositionFromBackend(iPosition);
int iPos2 = TFInventoryManager()->GetBackpackPositionFromBackend(m_aInventoryItems[i+1].GetInventoryPosition());
if ( iPos1 == iPos2 )
{
Warning("WARNING: Found item in a duplicate backpack position. Moving to the backpack end.\n" );
bInvalidSlot = true;
}
}
// Make sure it's not outside the backpack extents
if ( !bInvalidSlot )
{
bInvalidSlot = (TFInventoryManager()->GetBackpackPositionFromBackend(iPosition) > iMaxItems);
}
if ( bInvalidSlot )
{
// The item is NOT hidden and is in an invalid slot. Move it back to the backpack.
if ( pEconItemView->GetItemDefinition() && !pEconItemView->GetItemDefinition()->IsHidden() && !TFInventoryManager()->SetItemBackpackPosition( pEconItemView, 0, true ) )
{
// 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.
TFInventoryManager()->UpdateInventoryPosition( this, pEconItemView->GetItemID(), GetUnacknowledgedPositionFor(UNACK_ITEM_DROPPED) );
}
}
// Make sure it isn't equipped by any invalid classes.
for ( int j = TF_FIRST_NORMAL_CLASS; j <= TF_LAST_NORMAL_CLASS; j++ )
{
if ( !pEconItemView->GetStaticData()->CanBeUsedByClass( j ) &&
pEconItemView->IsEquippedForClass( j ) )
{
// Unequip this item from this class.
InventoryManager()->UpdateInventoryEquippedState( this, INVALID_ITEM_ID, j, pEconItemView->GetEquippedPositionForClass( j ) );
}
}
}
if ( bHasNewItems )
{
OnHasNewItems();
}
#endif
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::ConvertOldFormatInventoryToNew( void )
{
uint32 iBackpackPos = 1;
// Loop through all items in the inventory. Move them all to the backpack, and in order.
int iCount = m_aInventoryItems.Count();
for ( int i = 0; i < iCount; i++ )
{
uint32 iPosition = m_aInventoryItems[i].GetInventoryPosition();
// Waiting to be acknowledged?
if ( IsUnacknowledged(iPosition) )
continue;
TFInventoryManager()->SetItemBackpackPosition( &m_aInventoryItems[i], iBackpackPos, true );
iBackpackPos++;
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Creates a script item and associates it with this econ item
//-----------------------------------------------------------------------------
void CTFPlayerInventory::SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent )
{
BaseClass::SOCreated( steamIDOwner, pObject, eEvent );
if ( pObject->GetTypeID() != CEconItem::k_nTypeID )
return;
CEconItem *pEconItem = (CEconItem *)pObject;
// CEconItem *pEconItem = assert_cast<CEconItem*>( pObject );
#ifdef CLIENT_DLL
if ( InventoryManager()->GetLocalInventory() == this && GetOwner() == steamIDOwner )
{
if ( pObject->GetTypeID() == CEconItem::k_nTypeID )
{
CheckSaxtonMaskAchievement( (CEconItem*)pObject );
}
}
// CSteamID ownerSteamID( pEconItem->GetAccountID(), GetUniverse(), k_EAccountTypeIndividual );
// if ( ownerSteamID == ClientSteamContext().GetLocalPlayerSteamID() )
// {
// CheckSaxtonMaskAchievement( pEconItem );
// }
static CSchemaItemDefHandle pItemDef_HardyLaurel( "The Hardy Laurel" );
if ( pEconItem->GetItemDefinition() == pItemDef_HardyLaurel )
{
if ( TFSharedContentManager() )
{
TFSharedContentManager()->OfferSharedVision( TF_VISION_FILTER_ROME, pEconItem->GetAccountID() );
}
}
#else
// Summer 2015 Operation Pass so players can display the coin
//tagES remove this when we have a coin equip slot
static CSchemaItemDefHandle pItemDef_Summer2015Operation( "Activated Summer 2015 Operation Pass" );
if ( pEconItem->GetItemDefinition() == pItemDef_Summer2015Operation )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) );
if ( pPlayer )
{
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_SUMMER2015 );
}
}
// Invasion Community Update Pass so players can display the coin
//tagES remove this when we have a coin equip slot
static CSchemaItemDefHandle pItemDef_InvasionPass( "Activated Invasion Pass" );
if ( pEconItem->GetItemDefinition() == pItemDef_InvasionPass )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) );
if ( pPlayer )
{
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_INVASION );
}
}
// Halloween Pass so players can display the coin
//tagES remove this when we have a coin equip slot
static CSchemaItemDefHandle pItemDef_HalloweenPass( "Activated Halloween Pass" );
if ( pEconItem->GetItemDefinition() == pItemDef_HalloweenPass )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) );
if ( pPlayer )
{
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_HALLOWEEN );
}
}
// Winter2016 Pass so players can display the stamp
//tagES remove this when we have a coin equip slot
static CSchemaItemDefHandle pItemDef_Winter2016Pass( "Activated Operation Tough Break Pass" );
if ( pEconItem->GetItemDefinition() == pItemDef_Winter2016Pass )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) );
if ( pPlayer )
{
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_WINTER2016 );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::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(" Version: %llu:\n", m_pSOCache ? m_pSOCache->GetVersion() : -1 );
}
int iCount = m_aInventoryItems.Count();
Msg(" Num items: %d\n", iCount );
for ( int i = 0; i < iCount; i++ )
{
Msg(" %s (ID %llu) at backpack slot %d\n", m_aInventoryItems[i].GetStaticData()->GetDefinitionName(), m_aInventoryItems[i].GetItemID(), TFInventoryManager()->GetBackpackPositionFromBackend( m_aInventoryItems[i].GetInventoryPosition() ) );
int iEquipped = 0;
for ( equipped_class_t eq = TF_FIRST_NORMAL_CLASS; eq < TF_LAST_NORMAL_CLASS; eq++ )
{
if ( m_aInventoryItems[i].IsEquippedForClass( eq ) )
{
if ( iEquipped == 0 )
{
iEquipped++;
Msg(" -> EQUIPPED: ");
}
Msg("%s ", g_aPlayerClassNames_NonLocalized[eq] );
}
}
if ( iEquipped )
{
Msg("\n");
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::ClearClassLoadoutChangeTracking( void )
{
memset(m_bLoadoutChanged,0, sizeof(m_bLoadoutChanged));
#ifdef CLIENT_DLL
UpdateCachedServerLoadoutItems();
#endif // CLIENT_DLL
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Find the low res
//-----------------------------------------------------------------------------
ITexture *CTFPlayerInventory::GetWeaponSkinBaseLowRes( itemid_t nItemId, int iTeam ) const
{
Assert( iTeam >= 0 && iTeam < TF_TEAM_COUNT );
int index = m_CachedBaseTextureLowRes[ iTeam ].Find( nItemId );
if ( index == m_CachedBaseTextureLowRes[ iTeam ].InvalidIndex() )
return NULL;
return m_CachedBaseTextureLowRes[ iTeam ][ index ];
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Find the first item in the local user's inventory with the given def index
//-----------------------------------------------------------------------------
CEconItemView *CTFPlayerInventory::GetFirstItemOfItemDef( item_definition_index_t nDefIndex, CPlayerInventory* pInventory )
{
#ifdef CLIENT_DLL
if ( pInventory == NULL )
{
pInventory = InventoryManager()->GetLocalInventory();
}
#endif
if ( !pInventory )
return NULL;
for ( int i = 0; i < pInventory->GetItemCount(); i++ )
{
CEconItemView *pItem = pInventory->GetItem(i);
if ( pItem->GetItemDefIndex() == nDefIndex )
{
return pItem;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the item in the specified loadout slot for a given class
//-----------------------------------------------------------------------------
CEconItemView *CTFPlayerInventory::GetItemInLoadout( int iClass, int iSlot )
{
if ( iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT )
return NULL;
if ( iClass == GEconItemSchema().GetAccountIndex() )
{
return GetInventoryItemByItemID( m_AccountLoadoutItems[ iSlot ] );
}
else
{
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_LAST_NORMAL_CLASS )
return NULL;
// If we don't have an item in the loadout at that slot, we return the base item
if ( m_LoadoutItems[iClass][iSlot] != LOADOUT_SLOT_USE_BASE_ITEM )
{
CEconItemView *pItem = GetInventoryItemByItemID( m_LoadoutItems[iClass][iSlot] );
// 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 ( pItem && AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItem->GetStaticData()->GetLoadoutSlot( iClass ), iSlot ) )
return pItem;
}
}
return TFInventoryManager()->GetBaseItemForClass( iClass, iSlot );
}
#ifdef CLIENT_DLL
CEconItemView *CTFPlayerInventory::GetCacheServerItemInLoadout( int iClass, int iSlot )
{
if ( iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT )
return NULL;
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_LAST_NORMAL_CLASS )
return NULL;
// If we don't have an item in the loadout at that slot, we return the base item
if ( m_CachedServerLoadoutItems[iClass][iSlot] != LOADOUT_SLOT_USE_BASE_ITEM )
{
CEconItemView *pItem = GetInventoryItemByItemID( m_CachedServerLoadoutItems[iClass][iSlot] );
// 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 ( pItem && AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItem->GetStaticData()->GetLoadoutSlot( iClass ), iSlot ) )
return pItem;
}
return TFInventoryManager()->GetBaseItemForClass( iClass, iSlot );
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static CEconGameAccountClient *GetSOCacheGameAccountClient( CGCClientSharedObjectCache *pSOCache )
{
if ( !pSOCache )
return NULL;
return pSOCache->GetSingleton<CEconGameAccountClient>();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFPlayerInventory::GetPreviewItemDef( void ) const
{
CEconGameAccountClient *pGameAccountClient = GetSOCacheGameAccountClient( m_pSOCache );
if ( !pGameAccountClient )
return 0;
return pGameAccountClient->Obj().preview_item_def();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPlayerInventory::CanPurchaseItems( int iItemCount ) const
{
// If we're not a free trial account, we fall back to our default logic of "do
// we have enough empty slots?".
CEconGameAccountClient *pGameAccountClient = GetSOCacheGameAccountClient( m_pSOCache );
if ( !pGameAccountClient || !pGameAccountClient->Obj().trial_account() )
return BaseClass::CanPurchaseItems( iItemCount );
// We're a free trial account, so when we purchase these items, our inventory
// will actually expand. We check to make sure that we have room for these
// items against what will be our new maximum backpack size, not our current
// backpack limit.
int iNewItemCount = GetItemCount() + iItemCount,
iAfterPurchaseMaxItemCount = DEFAULT_NUM_BACKPACK_SLOTS
+ (pGameAccountClient ? pGameAccountClient->Obj().additional_backpack_slots() : 0);
return iNewItemCount <= iAfterPurchaseMaxItemCount;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFPlayerInventory::GetMaxItemCount( void ) const
{
int iMaxItems = DEFAULT_NUM_BACKPACK_SLOTS;
CEconGameAccountClient *pGameAccountClient = GetSOCacheGameAccountClient( m_pSOCache );
if ( pGameAccountClient )
{
if ( pGameAccountClient->Obj().trial_account() )
{
iMaxItems = DEFAULT_NUM_BACKPACK_SLOTS_FREE_TRIAL_ACCOUNT;
}
iMaxItems += pGameAccountClient->Obj().additional_backpack_slots();
}
return MIN( iMaxItems, MAX_NUM_BACKPACK_SLOTS );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Removes any item in a loadout slot. If the slot has a base item,
// the player essentially returns to using that item.
//-----------------------------------------------------------------------------
bool CTFPlayerInventory::ClearLoadoutSlot( int iClass, int iSlot )
{
if ( iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT )
return false;
if ( iClass == GEconItemSchema().GetAccountIndex() )
{
if ( m_AccountLoadoutItems[iSlot] == LOADOUT_SLOT_USE_BASE_ITEM )
return false;
}
else
{
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_LAST_NORMAL_CLASS )
return false;
if ( m_LoadoutItems[iClass][iSlot] == LOADOUT_SLOT_USE_BASE_ITEM )
return false;
}
CEconItemView *pItemInSlot = GetItemInLoadout( iClass, iSlot );
if ( !pItemInSlot )
return false;
InventoryManager()->UpdateInventoryEquippedState( this, INVALID_ITEM_ID, iClass, iSlot );
// TODO: Prediction
// It's been moved to the backpack, so clear out loadout entry
//m_LoadoutItems[iClass][iSlot] = LOADOUT_SLOT_USE_BASE_ITEM;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Update weapon skin request list
//-----------------------------------------------------------------------------
void CTFPlayerInventory::UpdateWeaponSkinRequest()
{
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 );
FOR_EACH_VEC_BACK( m_vecWeaponSkinRequestList, i )
{
SkinRequest_t &req = m_vecWeaponSkinRequestList[i];
CEconItemView *pItem = GetInventoryItemByItemID( req.m_nID );
Assert( pItem );
if ( !pItem )
{
m_vecWeaponSkinRequestList.Remove( i );
continue;
}
// Have we loaded this one yet? If not, do it here.
if ( mdlcache->IsErrorModel( req.m_hModel ) )
{
const char *pszModelName = pItem->GetPlayerDisplayModel( 0, 0 );
if ( pszModelName )
{
MDLHandle_t hItemMDL = mdlcache->FindMDL( pszModelName );
if ( mdlcache->IsErrorModel( hItemMDL ) )
{
AssertMsg( 0, "failed to find %s from mdlcache", pszModelName );
m_vecWeaponSkinRequestList.Remove( i );
continue;
}
req.m_hModel = hItemMDL;
}
else
{
AssertMsg( 0, "failed to precache weapon skin because there's no model" );
m_vecWeaponSkinRequestList.Remove( i );
}
}
// Draw!
{
CMDL mdl;
mdl.SetMDL( req.m_hModel );
mdl.m_pProxyData = static_cast<IClientRenderable*>( pItem );
pItem->SetWeaponSkinUseLowRes( true );
int nRestoreTeam = pItem->GetTeamNumber();
pItem->SetTeamNumber( req.m_nTeam );
matrix3x4_t matIdentity;
SetIdentityMatrix( matIdentity );
IMaterial *pOverrideMaterial = pItem->GetMaterialOverride( pItem->GetTeamNumber() );
if ( pOverrideMaterial )
modelrender->ForcedMaterialOverride( pOverrideMaterial );
mdl.Draw( matIdentity );
if ( pOverrideMaterial )
modelrender->ForcedMaterialOverride( NULL );
pItem->SetTeamNumber( nRestoreTeam );
pItem->SetWeaponSkinUseLowRes( false );
}
// Don't remove until it's complete.
if ( pItem->GetWeaponSkinBase() )
{
Assert( pItem->GetWeaponSkinBaseCompositor() == NULL );
ITexture* pTex = pItem->GetWeaponSkinBase();
if ( pTex )
{
pTex->AddRef(); // We need to hold a ref to the texture.
m_CachedBaseTextureLowRes[ req.m_nTeam ].Insert( req.m_nID, pTex );
pItem->SetWeaponSkinBase( NULL ); // Clean up.
}
// We do RED, then BLUE. Then drop it out of the list.
if ( req.m_nTeam == TF_TEAM_BLUE )
{
Assert( !mdlcache->IsErrorModel( req.m_hModel ) );
mdlcache->Release( req.m_hModel );
m_vecWeaponSkinRequestList.Remove( i );
}
else
{
Assert( req.m_nTeam == TF_TEAM_RED );
req.m_nTeam = TF_TEAM_BLUE;
}
}
// Only do one of these per frame to avoid hitching.
break;
}
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::ItemHasBeenUpdated( CEconItemView *pItem, bool bUpdateAckFile, bool bWriteAckFile )
{
Assert( pItem );
BaseClass::ItemHasBeenUpdated( pItem, bUpdateAckFile, bWriteAckFile );
const CEconItem *pEconItem = pItem->GetSOCData();
#ifdef CLIENT_DLL
static CSchemaAttributeDefHandle pAttrib_WeaponAllowInspect( "weapon_allow_inspect" );
bool bLocalInv = InventoryManager()->GetLocalInventory() == this;
#endif // CLIENT_DLL
for ( equipped_class_t iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ )
{
equipped_slot_t unSlot = pEconItem ? pEconItem->GetEquippedPositionForClass( iClass ) : INVALID_EQUIPPED_SLOT;
Assert( GetInventoryItemByItemID( pItem->GetItemID() ) );
bool bThisClassLoadoutChanged = UpdateEquipStateForClass( pItem->GetItemID(), unSlot, m_LoadoutItems[iClass], ARRAYSIZE( m_LoadoutItems[iClass] ) );
if ( bThisClassLoadoutChanged )
{
m_bLoadoutChanged[iClass] = true;
#ifdef CLIENT_DLL
// if we can inspect this item, it has unique skin.
// draw it once per team to tell the system to generate unique skin
float flInspect = 0;
if ( bLocalInv && FindAttribute_UnsafeBitwiseCast<attrib_value_t>( pItem, pAttrib_WeaponAllowInspect, &flInspect ) )
{
SkinRequest_t req = { TF_TEAM_RED, pItem->GetItemID(), MDLHANDLE_INVALID };
m_vecWeaponSkinRequestList.AddToTail( req );
}
#endif // CLIENT_DLL
}
}
// Update account items as well
equipped_slot_t unSlot = pEconItem ? pEconItem->GetEquippedPositionForClass( GEconItemSchema().GetAccountIndex() ) : INVALID_EQUIPPED_SLOT;
UpdateEquipStateForClass( pItem->GetItemID(), unSlot, m_AccountLoadoutItems, ARRAYSIZE( m_AccountLoadoutItems ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPlayerInventory::UpdateEquipStateForClass( const itemid_t& itemID, equipped_slot_t nSlot, itemid_t *pLoadout, int nCount )
{
bool bThisClassLoadoutChanged = false;
// For each slot this item may have been equipped in, set to the base item, unless that slot
// is the current slot. (ie., if an item moves from slot 10 to slot 12, slot 10 will be set to
// base item, and slot 12 will be set to this item ID)
for ( int i = 0; i < nCount; i++ )
{
itemid_t& refLoadoutItemID = *( pLoadout + i );
if ( i == nSlot )
{
// This may be an invalid slot for the item, but CTFPlayerInventory::InventoryReceived()
// will have detected that and sent off a request already to move it. The response
// to that will clear this loadout slot.
refLoadoutItemID = itemID;
bThisClassLoadoutChanged = true;
}
else if ( refLoadoutItemID == itemID )
{
refLoadoutItemID = LOADOUT_SLOT_USE_BASE_ITEM;
bThisClassLoadoutChanged = true;
}
}
return bThisClassLoadoutChanged;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::PostSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent )
{
BaseClass::PostSOUpdate( steamIDOwner, eEvent );
VerifyChangedLoadoutsAreValid();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::SOCacheSubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent )
{
BaseClass::SOCacheSubscribed( steamIDOwner, eEvent );
VerifyChangedLoadoutsAreValid();
UpdateCachedServerLoadoutItems();
}
//-----------------------------------------------------------------------------
// Purpose: Helper function to add a new item for a econ item
//-----------------------------------------------------------------------------
bool CTFPlayerInventory::AddEconItem( CEconItem * pItem, bool bUpdateAckFile, bool bWriteAckFile, bool bCheckForNewItems )
{
if ( BaseClass::AddEconItem( pItem, bUpdateAckFile, bWriteAckFile, bCheckForNewItems ) )
{
if ( bCheckForNewItems && InventoryManager()->GetLocalInventory() == this )
{
if ( IsUnacknowledged( pItem->GetInventoryToken() ) )
{
OnHasNewQuest();
}
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::VerifyLoadoutItemsAreValid( int iClass )
{
// Important note: currently this function walks the loadout slots in order causing slots towards
// the beginning of the list to take priority over slots later in the list. This means that currently
// weapons take priority over hats, hats take priority over misc slots, etc. which is all well and good.
// If later we want the order in which slots claim their equip regions to change, we'll want to change
// the iteration order here and also change GenerateEquipRegionMaskUpToSlot(), which is used for
// filling out the UI.
equip_region_mask_t unCumulativeRegionMask = 0;
for ( int i = 0; i < CLASS_LOADOUT_POSITION_COUNT; i++ )
{
CEconItemView *pEquippedItemView = GetItemInLoadout( iClass, i );
if ( !pEquippedItemView )
continue;
// Does this item use the same regions as some item that we already have equipped?
equip_region_mask_t unItemEquipMask = pEquippedItemView->GetItemDefinition()->GetEquipRegionMask();
if ( unItemEquipMask & unCumulativeRegionMask )
{
// Unequip this item. This will wind up calling into ::ItemHasBeenUpdated() once the
// unequip makes it to the GC and back.
InventoryManager()->UpdateInventoryEquippedState( this, INVALID_ITEM_ID, iClass, pEquippedItemView->GetEquippedPositionForClass( iClass ) );
}
else
{
unCumulativeRegionMask |= unItemEquipMask;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::VerifyChangedLoadoutsAreValid()
{
// We maybe changed equip state for an item and it's possible if we're sending bad messages and/or
// hacking state that we'll now have conflicting items equipped. Walk all of our items for this class
// to verify our state is good.
for ( equipped_class_t iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ )
{
if ( m_bLoadoutChanged[iClass] )
{
VerifyLoadoutItemsAreValid( iClass );
}
}
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerInventory::ItemIsBeingRemoved( CEconItemView *pItem )
{
for ( int iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ )
{
if ( pItem->IsEquippedForClass( iClass ) )
{
for ( int iSlot = 0; iSlot < CLASS_LOADOUT_POSITION_COUNT; iSlot++ )
{
if ( m_LoadoutItems[iClass][iSlot] == pItem->GetItemID() )
{
m_LoadoutItems[iClass][iSlot] = LOADOUT_SLOT_USE_BASE_ITEM;
m_bLoadoutChanged[iClass] = true;
}
}
}
}
}
//=======================================================================================================================
// TF PLAYER INVENTORY
//=======================================================================================================================
#ifdef CLIENT_DLL
// WTF: Declaring this inline caused a compiler bug.
CTFPlayerInventory *CTFInventoryManager::GetLocalTFInventory( void )
{
return &m_LocalInventory;
}
#endif
#ifdef _DEBUG
#if defined(CLIENT_DLL)
CON_COMMAND_F( item_dumpinv_other, "Dumps the contents of a specified client inventory. Format: item_dumpinv_other <player index>", FCVAR_NONE )
{
if ( args.ArgC() > 1 )
{
C_TFPlayer *pOther = ToTFPlayer( UTIL_PlayerByIndex( atoi(args[1]) ) );
if ( pOther )
{
pOther->Inventory()->DumpInventoryToConsole( true );
return;
}
}
Msg("Couldn't find specified player.\nFormat: item_dumpinv_other <player index>\n");
}
#endif
#endif // _DEBUG
#ifdef _DEBUG
#if defined(CLIENT_DLL)
CON_COMMAND_F( item_dumpinv, "Dumps the contents of a specified client inventory. Format: item_dumpinv", FCVAR_CHEAT )
#else
CON_COMMAND_F( item_dumpinv_sv, "Dumps the contents of a specified server inventory. Format: item_dumpinv_sv", FCVAR_CHEAT )
#endif
{
#if defined(CLIENT_DLL)
CSteamID steamID = steamapicontext->SteamUser()->GetSteamID();
#else
CSteamID steamID;
CTFPlayer *pPlayer = ToTFPlayer( UTIL_GetCommandClient() );
pPlayer->GetSteamID( &steamID );
#endif
CPlayerInventory *pInventory = TFInventoryManager()->GetInventoryForPlayer( steamID );
if ( !pInventory )
{
Msg("No inventory for that player.\n");
return;
}
pInventory->DumpInventoryToConsole( true );
}
#endif
#ifdef _DEBUG
#if defined(CLIENT_DLL)
CON_COMMAND_F( item_deleteunknowns, "Deletes all items in your inventory that we don't have static data for. Useful for removing items that have been removed from the backend.", FCVAR_CHEAT )
{
int iDeleted = TFInventoryManager()->DeleteUnknowns( InventoryManager()->GetLocalInventory() );
Msg("Deleted %d unknown items.\n", iDeleted);
}
#endif
#endif
#if defined( TF_CLIENT_DLL )
CON_COMMAND( load_itempreset, "Equip all items for a given preset on the player." )
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
if ( args.ArgC() != 2 )
{
Msg( "Usage: \"load_itempreset <preset index>\" - <preset index> can be 0 to 3." );
return;
}
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
return;
equipped_class_t unClass = pPlayer->GetPlayerClass()->GetClassIndex();
equipped_preset_t unPreset = atoi( args[1] );
if ( TFInventoryManager()->LoadPreset( unClass, unPreset ) )
{
// Tell the GC to tell server that we should respawn if we're in a respawn room
extern ConVar tf_respawn_on_loadoutchanges;
if ( tf_respawn_on_loadoutchanges.GetBool() )
{
GCSDK::CGCMsg< ::MsgGCEmpty_t > msg( k_EMsgGCRespawnPostLoadoutChange );
GCClientSystem()->BSendMessage( msg );
}
}
}
#endif // TF_CLIENT_DLL