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181 lines
6.4 KiB
181 lines
6.4 KiB
5 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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#include "cbase.h"
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#include "econ_entity_creation.h"
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#include "utldict.h"
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#include "filesystem.h"
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#include "gamestringpool.h"
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#include "KeyValues.h"
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#include "attribute_manager.h"
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#include "vgui/ILocalize.h"
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#include "tier3/tier3.h"
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#include "util_shared.h"
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#ifdef TF_CLIENT_DLL
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#include "c_tf_player.h"
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#endif // TF_CLIENT_DLL
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//==================================================================================
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// GENERATION SYSTEM
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//==================================================================================
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CItemGeneration g_ItemGenerationSystem;
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CItemGeneration *ItemGeneration( void )
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{
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return &g_ItemGenerationSystem;
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}
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CItemGeneration::CItemGeneration( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generate a random item matching the specified criteria
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//-----------------------------------------------------------------------------
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CBaseEntity *CItemGeneration::GenerateRandomItem( CItemSelectionCriteria *pCriteria, const Vector &vecOrigin, const QAngle &vecAngles )
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{
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entityquality_t iQuality;
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int iChosenItem = ItemSystem()->GenerateRandomItem( pCriteria, &iQuality );
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if ( iChosenItem == INVALID_ITEM_DEF_INDEX )
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return NULL;
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return SpawnItem( iChosenItem, vecOrigin, vecAngles, pCriteria->GetItemLevel(), iQuality, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generate a random item matching the specified definition index
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//-----------------------------------------------------------------------------
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CBaseEntity *CItemGeneration::GenerateItemFromDefIndex( int iDefIndex, const Vector &vecOrigin, const QAngle &vecAngles )
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{
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return SpawnItem( iDefIndex, vecOrigin, vecAngles, 1, AE_UNIQUE, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generate an item from the specified item data
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//-----------------------------------------------------------------------------
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CBaseEntity *CItemGeneration::GenerateItemFromScriptData( const CEconItemView *pData, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszOverrideClassName )
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{
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return SpawnItem( pData, vecOrigin, vecAngles, pszOverrideClassName );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generate the base item for a class's loadout slot
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//-----------------------------------------------------------------------------
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CBaseEntity *CItemGeneration::GenerateBaseItem( struct baseitemcriteria_t *pCriteria )
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{
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int iChosenItem = ItemSystem()->GenerateBaseItem( pCriteria );
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if ( iChosenItem == INVALID_ITEM_DEF_INDEX )
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return NULL;
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return SpawnItem( iChosenItem, vec3_origin, vec3_angle, 1, AE_NORMAL, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a new instance of the chosen item
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//-----------------------------------------------------------------------------
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CBaseEntity *CItemGeneration::SpawnItem( int iChosenItem, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles, int iItemLevel, entityquality_t entityQuality, const char *pszOverrideClassName )
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{
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CEconItemDefinition *pData = ItemSystem()->GetStaticDataForItemByDefIndex( iChosenItem );
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if ( !pData )
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return NULL;
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if ( !pszOverrideClassName )
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{
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pszOverrideClassName = pData->GetItemClass();
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}
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if ( !pszOverrideClassName )
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return NULL;
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CBaseEntity *pItem = CreateEntityByName( pszOverrideClassName );
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if ( !pItem )
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return NULL;
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// Set the item level & quality
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IHasAttributes *pItemInterface = GetAttribInterface( pItem );
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Assert( pItemInterface );
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if ( pItemInterface )
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{
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// Setup the script item. Don't generate attributes here, because it'll be done during entity spawn.
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CEconItemView *pScriptItem = pItemInterface->GetAttributeContainer()->GetItem();
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pScriptItem->Init( iChosenItem, entityQuality, iItemLevel, false );
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}
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return PostSpawnItem( pItem, pItemInterface, vecAbsOrigin, vecAbsAngles );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a base entity for the specified item data
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//-----------------------------------------------------------------------------
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CBaseEntity *CItemGeneration::SpawnItem( const CEconItemView *pData, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles, const char *pszOverrideClassName )
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{
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if ( !pData->GetStaticData() )
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return NULL;
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if ( !pszOverrideClassName )
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{
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pszOverrideClassName = pData->GetStaticData()->GetItemClass();
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}
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if ( !pszOverrideClassName )
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return NULL;
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CBaseEntity *pItem = CreateEntityByName( pszOverrideClassName );
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if ( !pItem )
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return NULL;
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// Set the item level & quality
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IHasAttributes *pItemInterface = GetAttribInterface( pItem );
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Assert( pItemInterface );
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if ( pItemInterface )
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{
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pItemInterface->GetAttributeContainer()->SetItem( pData );
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}
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return PostSpawnItem( pItem, pItemInterface, vecAbsOrigin, vecAbsAngles );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEntity *CItemGeneration::PostSpawnItem( CBaseEntity *pItem, IHasAttributes *pItemInterface, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles )
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{
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#ifdef CLIENT_DLL
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const char *pszPlayerModel = NULL;
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if ( pItemInterface )
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{
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CEconItemView *pScriptItem = pItemInterface->GetAttributeContainer()->GetItem();
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int iClass = 0;
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int iTeam = 0;
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#ifdef TF_CLIENT_DLL
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C_TFPlayer *pTFPlayer = ToTFPlayer( GetPlayerByAccountID( pScriptItem->GetAccountID() ) );
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if ( pTFPlayer )
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{
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iClass = pTFPlayer->GetPlayerClass()->GetClassIndex();
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iTeam = pTFPlayer->GetTeamNumber();
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}
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#endif // TF_CLIENT_DLL
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pszPlayerModel = pScriptItem->GetPlayerDisplayModel( iClass, iTeam );
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}
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// If we create a clientside item, we need to force it to initialize attributes
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if ( pItem->InitializeAsClientEntity( pszPlayerModel, RENDER_GROUP_OPAQUE_ENTITY ) == false )
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return NULL;
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#endif // CLIENT_DLL
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pItem->SetAbsOrigin( vecAbsOrigin );
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pItem->SetAbsAngles( vecAbsAngles );
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pItem->Spawn();
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pItem->Activate();
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return pItem;
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}
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