summaryrefslogtreecommitdiff
path: root/game/shared/econ/econ_item_factory.h
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/econ/econ_item_factory.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/econ/econ_item_factory.h')
-rw-r--r--game/shared/econ/econ_item_factory.h75
1 files changed, 75 insertions, 0 deletions
diff --git a/game/shared/econ/econ_item_factory.h b/game/shared/econ/econ_item_factory.h
new file mode 100644
index 0000000..5673f28
--- /dev/null
+++ b/game/shared/econ/econ_item_factory.h
@@ -0,0 +1,75 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: EconItemFactory: Manages rolling for items requested by the game server
+//
+//=============================================================================
+
+#ifndef ECONITEMFACTORY_H
+#define ECONITEMFACTORY_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class CEconItem;
+class CEconGameAccount;
+
+namespace GCSDK
+{
+ class CGCSharedObjectCache;
+}
+
+#include "game_item_schema.h"
+
+//-----------------------------------------------------------------------------
+// CEconItemFactory
+// Factory responsible for rolling random items
+//-----------------------------------------------------------------------------
+class CEconItemFactory
+{
+public:
+ CEconItemFactory( );
+
+ // Gets a pointer to the underlying item schema the factory is using
+ GameItemSchema_t &GetSchema() { return m_schema; }
+
+ // Create a random item based on the incoming item selection criteria
+ CEconItem *CreateRandomItem( const CEconGameAccount *pGameAccount, const CItemSelectionCriteria &criteria );
+
+ // Create an item from a specific definition index
+ CEconItem *CreateSpecificItem( const CEconGameAccount *pGameAccount, item_definition_index_t unDefinitionIndex );
+
+ CEconItem *CreateSpecificItem( GCSDK::CGCSharedObjectCache *pUserSOCache, item_definition_index_t unDefinitionIndex )
+ {
+ return CreateSpecificItem( pUserSOCache->GetSingleton<CEconGameAccount>(), unDefinitionIndex );
+ }
+
+ uint64 GetNextID() { Assert( m_bIsInitialized ); return m_ulNextObjID++; }
+
+ bool BYieldingInit();
+ bool BIsInitialized() { return m_bIsInitialized; }
+
+#ifdef DBGFLAG_VALIDATE
+ virtual void Validate( CValidator &validator, const char *pchName )
+ {
+ VALIDATE_SCOPE();
+ ValidateObj( m_schema );
+ }
+#endif // DBGFLAG_VALIDATE
+
+ void ApplyStaticAttributeToItem( CEconItem *pItem, const static_attrib_t& staticAttrib, const CEconGameAccount *pGameAccount ) const;
+ const CEconItemDefinition *RollItemDefinition( const CItemSelectionCriteria &criteria ) const;
+
+private:
+ bool BAddGCGeneratedAttributesToItem( const CEconGameAccount *pGameAccount, CEconItem *pItem ) const;
+
+private:
+
+ // The schema this factory uses to create items
+ GameItemSchema_t m_schema;
+
+ // the next item ID to give out
+ itemid_t m_ulNextObjID;
+ bool m_bIsInitialized;
+};
+
+#endif //ECONITEMFACTORY_H