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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/econ/econ_item_factory.h | |
| download | archived-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.h | 75 |
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 |