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game/shared/cstrike15/cstrike15_item_inventory.h
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206
game/shared/cstrike15/cstrike15_item_inventory.h
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//====== Copyright <20> Valve Corporation, All rights reserved. =======
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//
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// Purpose: Container that allows client & server access to data in player inventories & loadouts
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//
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//=============================================================================
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#pragma once
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#include "econ_item_inventory.h"
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#include "shareddefs.h"
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#include "cs_shareddefs.h"
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#include "econ_item_constants.h"
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#include "cstrike15_item_constants.h"
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#define LOADOUT_SLOT_USE_BASE_ITEM 0
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namespace vgui
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{
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class Panel;
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}
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struct baseitemcriteria_t;
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//===============================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose: A single player's inventory.
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// On the client, the inventory manager contains contains an instance of this for the local player.
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// On the server, each player contains an instance of this.
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//-----------------------------------------------------------------------------
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class CCSPlayerInventory : public CPlayerInventory
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{
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DECLARE_CLASS( CCSPlayerInventory, CPlayerInventory );
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public:
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CCSPlayerInventory();
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virtual CEconItemView *GetItemInLoadout( int iClass, int iSlot ) const;
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CEconItemView* GetItemInLoadoutFilteredByProhibition( int iClass, int iSlot ) const;
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#ifdef CLIENT_DLL
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// Removes any item in a loadout slot. If the slot has a base item,
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// the player essentially returns to using that item.
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// NOTE: This can fail if the player has no backpack space to contain the equipped item.
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bool ClearLoadoutSlot( int iClass, int iSlot );
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int GetLastCompletedNodeForCampaign( uint32 unCampaignID ) const;
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#endif
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virtual int GetMaxItemCount( void ) const;
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virtual bool CanPurchaseItems( int iItemCount ) const;
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virtual int GetPreviewItemDef( void ) const;
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bool IsMissionRefuseAllowed( void ) const;
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// Derived inventory hooks
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virtual void ItemHasBeenUpdated( CEconItemView *pItem, bool bUpdateAckFile, bool bWriteAckFile, EInventoryItemEvent eEventType ) OVERRIDE;
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virtual void ItemIsBeingRemoved( CEconItemView *pItem ) OVERRIDE;
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virtual void DefaultEquippedDefinitionHasBeenUpdated( CEconDefaultEquippedDefinitionInstanceClient *pDefaultEquippedDefinition ) OVERRIDE;
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// Debugging
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virtual void DumpInventoryToConsole( bool bRoot );
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virtual void NotifyHasNewItems() { OnHasNewItems(); }
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public:
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float FindInventoryItemWithMaxAttributeValue( char const *szItemType, char const *szAttrClass, CEconItemView **ppItemFound = NULL );
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void FindInventoryItemsWithAttribute( char const *szAttrClass, CUtlVector< CEconItemView* > &foundItems, bool bMatchValue = false, uint32 unValue = 0 ); // DEPRECATED. Use CSchemaAttributeDefHandle version instead and use static handles.
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void FindInventoryItemsWithAttribute( CSchemaAttributeDefHandle pAttr, CUtlVector< CEconItemView* > &foundItems, CUtlVector< CEconItemView* > *searchSet = NULL, bool bMatchValue = false, uint32 unValue = 0 );
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itemid_t GetActiveSeasonItemId( bool bCoin = true /* false is the Pass */ );
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uint32 GetActiveQuestID( void ) const;
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void RefreshActiveQuestID( void );
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bool IsEquipped( CEconItemView * pEconItem, int nTeam );
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bool IsEquipped( CEconItemView * pEconItem );
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protected:
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#ifdef CLIENT_DLL
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// Converts an old format inventory to the new format.
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void ConvertOldFormatInventoryToNew( void );
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#endif
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int m_nActiveQuestID;
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virtual void OnHasNewItems();
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virtual void ValidateInventoryPositions( void );
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virtual void SOCacheSubscribed( GCSDK::SOID_t owner, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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// Extracts the position that should be used to sort items in the inventory from the backend position.
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// Necessary if your inventory packs a bunch of info into the position instead of using it just as a position.
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virtual int ExtractInventorySortPosition( uint32 iBackendPosition )
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{
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// Consider unack'd items as -1, so they get stacked up before the 0th slot item
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if ( IsUnacknowledged(iBackendPosition) )
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return -1;
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return ExtractBackpackPositionFromBackend(iBackendPosition);
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}
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virtual void SOCreated( GCSDK::SOID_t owner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void SOUpdated( GCSDK::SOID_t owner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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virtual void SODestroyed( GCSDK::SOID_t owner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) OVERRIDE;
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protected:
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// Global indices of the items in our inventory in the loadout slots
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itemid_t m_LoadoutItems[ LOADOUT_COUNT ][ LOADOUT_POSITION_COUNT ];
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friend class CCSInventoryManager;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CCSInventoryManager : public CInventoryManager
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{
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DECLARE_CLASS( CCSInventoryManager, CInventoryManager );
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public:
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CCSInventoryManager();
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virtual bool Init( void );
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virtual void PostInit( void );
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virtual void Shutdown( void );
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virtual void LevelInitPreEntity( void ) OVERRIDE;
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#ifdef CLIENT_DLL
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virtual CPlayerInventory *GeneratePlayerInventoryObject() const { return new CCSPlayerInventory; }
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// Get the number of items picked up
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virtual int GetNumItemPickedUpItems( void );
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// Show the player a pickup screen with any items they've collected recently, if any
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virtual bool ShowItemsPickedUp( bool bForce = false, bool bReturnToGame = true, bool bNoPanel = false );
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void UpdateUnacknowledgedItems( void );
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void RebuildUnacknowledgedItemList( CUtlVector< CEconItemView* > *pVecItemsAckedOnClientOnly = NULL );
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// Get list of unacknowledged items. Optionally will rebuild the list before returning.
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CUtlVector<CEconItemView*> &GetUnacknowledgedItems( bool bRefreshList );
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void AcknowledgeUnacknowledgedItems( void );
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bool AcknowledgeUnacknowledgedItem( itemid_t ui64ItemID );
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// Show the player a pickup screen with the items they've crafted
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virtual void ShowItemsCrafted( CUtlVector<itemid_t> *vecCraftedIndices );
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// Force the player to discard an item to make room for a new item, if they have one
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virtual bool CheckForRoomAndForceDiscard( void );
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#endif
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// Does a mapping to a "class" index based on a class index and a preset index, so that presets can be stored in the GC.
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virtual equipped_class_t DoClassMapping( equipped_class_t unClass, equipped_preset_t unPreset );
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// Returns the item data for the base item in the loadout slot for a given class
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CEconItemView *GetBaseItemForTeam( int iClass, int iSlot );
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void GenerateBaseItems( void );
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// Gets the specified inventory for the steam ID
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CCSPlayerInventory *GetInventoryForPlayer( const CSteamID &playerID );
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// Returns the item in the specified loadout slot for a given class
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CEconItemView *GetItemInLoadoutForTeam( int iClass, int iSlot, CSteamID *pID = NULL );
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int GetSlotForBaseOrDefaultEquipped( int iClass, item_definition_index_t );
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// Fills out the vector with the sets that are currently active on the specified player & class
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void GetActiveSets( CUtlVector<const CEconItemSetDefinition *> *pItemSets, CSteamID steamIDForPlayer, int iClass );
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// 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.
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virtual void AddBaseItemCriteria( baseitemcriteria_t *pCriteria, CItemSelectionCriteria *pSelectionCriteria );
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private:
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// Base items, returned for slots that the player doesn't have anything in
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CEconItemView m_pBaseLoadoutItems[ LOADOUT_COUNT ][ LOADOUT_POSITION_COUNT ];
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#ifdef CLIENT_DLL
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// On the client, we have a single inventory for the local player. Stored here, instead of in the
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// local player entity, because players need to access it while not being connected to a server.
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public:
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CPlayerInventory *GetLocalInventory( void ) { Assert( m_pLocalInventory ); return m_pLocalInventory; }
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CCSPlayerInventory *GetLocalCSInventory( void ) { Assert( m_pLocalInventory ); return m_pLocalInventory; }
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// Try and equip the specified item in the specified class's loadout slot
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bool EquipItemInLoadout( int iClass, int iSlot, itemid_t iItemID, bool bSwap = false );
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bool CleanupDuplicateBaseItems( int iClass );
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// Fills out pList with all inventory items that could fit into the specified loadout slot for a given class
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int GetAllUsableItemsForSlot( int iClass, int iSlot, unsigned int unUsedEquipRegionMask, CUtlVector<CEconItemView*> *pList );
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virtual int GetBackpackPositionFromBackend( uint32 iBackendPosition ) { return ExtractBackpackPositionFromBackend(iBackendPosition); }
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private:
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CCSPlayerInventory *m_pLocalInventory;
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CUtlVector<CEconItemView*> m_UnacknowledgedItems;
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#endif // CLIENT_DLL
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};
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CCSInventoryManager *CSInventoryManager( void );
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bool AreSlotsConsideredIdentical( int iBaseSlot, int iTestSlot );
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