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87 lines
2.9 KiB
87 lines
2.9 KiB
![]()
4 years ago
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//========= 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_SYSTEM_H
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#define ECON_ITEM_SYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "econ_item_view.h"
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#include "game_item_schema.h"
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//==================================================================================
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// ITEM SYSTEM
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//==================================================================================
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#define GC_MOTD_CACHE_FILE "cfg/motd_entries.txt"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEconItemSystem
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{
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public:
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CEconItemSystem( void );
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virtual ~CEconItemSystem( void );
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// Setup & parse in the item data files.
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void Init( void );
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void Shutdown( void );
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// Return the static item data for the specified item index
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GameItemDefinition_t *GetStaticDataForItemByDefIndex( item_definition_index_t iItemDefIndex )
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{
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return (GameItemDefinition_t *)m_itemSchema.GetItemDefinition( iItemDefIndex );
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}
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CEconItemDefinition *GetStaticDataForItemByName( const char *pszDefName )
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{
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return m_itemSchema.GetItemDefinitionByName( pszDefName );
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}
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CEconItemAttributeDefinition *GetStaticDataForAttributeByDefIndex( attrib_definition_index_t iAttribDefinitionIndex )
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{
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return m_itemSchema.GetAttributeDefinition( iAttribDefinitionIndex );
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}
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CEconItemAttributeDefinition *GetStaticDataForAttributeByName( const char *pszDefName )
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{
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return m_itemSchema.GetAttributeDefinitionByName( pszDefName );
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}
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// Select and return a random item's definition index matching the specified criteria
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item_definition_index_t GenerateRandomItem( CItemSelectionCriteria *pCriteria, entityquality_t *outEntityQuality );
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// Select and return the base item definition index for a class's load-out slot
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// Note: baseitemcriteria_t is game-specific and/or may not exist!
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virtual item_definition_index_t GenerateBaseItem( struct baseitemcriteria_t *pCriteria ) { return INVALID_ITEM_DEF_INDEX; }
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// Return a random item quality
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entityquality_t GetRandomQualityForItem( bool bPreventUnique = false );
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// Decrypt the item files and return the keyvalue
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bool DecryptItemFiles( KeyValues *pKV, const char *pName );
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GameItemSchema_t *GetItemSchema() { return &m_itemSchema; }
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// Open the server's whitelist, and if it exists, set the appropriate items allowed.
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void ReloadWhitelist( void );
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void ResetAttribStringCache( void );
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protected:
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// Read the specified item schema file. Init the item schema with the contents
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void ParseItemSchemaFile( const char *pFilename );
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// Key to decrypt the item description files
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const unsigned char *GetEncryptionKey( void ) { return (unsigned char *)"A5fSXbf7"; }
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private:
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GameItemSchema_t m_itemSchema;
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};
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CEconItemSystem *ItemSystem( void );
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#endif // ECON_ITEM_SYSTEM_H
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