//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: EconItemFactory: Manages rolling for items requested by the game server // //============================================================================= #include "cbase.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #include "econ/econ_assetapi_context.h" using namespace GCSDK; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CEconItemFactory::CEconItemFactory( ) : m_ulNextObjID( 0 ) , m_bIsInitialized( false ) { } //----------------------------------------------------------------------------- // Purpose: Initializes the item factory and schema. Return false if init failed //----------------------------------------------------------------------------- bool CEconItemFactory::BYieldingInit() { CUtlVector< CUtlString > vecErrors; bool bRet = m_schema.BInit( "scripts/items/unencrypted/items_master.txt", "GAME", &vecErrors ); FOR_EACH_VEC( vecErrors, nError ) { EmitError( SPEW_GC, "%s\n", vecErrors[nError].Get() ); } static const char *pchMaxIDQuery = "SELECT MAX( ID ) FROM " "( select max(ID) AS ID FROM Item UNION SELECT MAX(ID) AS ID FROM ForeignItem ) as tbl"; CSQLAccess sqlAccess; if( !sqlAccess.BYieldingExecuteSingleResult( NULL, pchMaxIDQuery, k_EGCSQLType_int64, &m_ulNextObjID, NULL ) ) { EmitError( SPEW_GC, "Failed to read max item ID" ); return false; } m_ulNextObjID++; // our next ID is one past the current max ID m_bIsInitialized = bRet; return bRet; } static const CEconItemQualityDefinition *GetQualityDefinitionForItemCreation( const CItemSelectionCriteria *pOptionalCriteria, const CEconItemDefinition *pItemDef ) { Assert( pItemDef ); // Do we have a quality specified? If so, is it a valid quality? If not, we fall back to the // quality specified by the item definition, the schema, etc. uint8 unQuality = k_unItemQuality_Any; // Quality specified in generation request via criteria? if ( pOptionalCriteria && pOptionalCriteria->BQualitySet() ) { unQuality = pOptionalCriteria->GetQuality(); } // If not: quality specified in item definition? if ( unQuality == k_unItemQuality_Any ) { unQuality = pItemDef->GetQuality(); } // Final fallback: default quality in schema. if ( unQuality == k_unItemQuality_Any ) { unQuality = GetItemSchema()->GetDefaultQuality(); } AssertMsg( unQuality != k_unItemQuality_Any, "Unable to locate valid quality!" ); return GetItemSchema()->GetQualityDefinition( unQuality ); } //----------------------------------------------------------------------------- // Purpose: Creates an item matching the incoming item selection criteria // Input: pItem - Pointer to the item to fill in // criteria - The criteria that the generated item must match // Output: True if a matching item could be generated, false otherwise //----------------------------------------------------------------------------- CEconItem *CEconItemFactory::CreateRandomItem( const CEconGameAccount *pGameAccount, const CItemSelectionCriteria &criteria ) { // Find a matching item definition. const CEconItemDefinition *pItemDef = RollItemDefinition( criteria ); if ( NULL == pItemDef ) { EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateRandomItem(): Item creation request with no matching definition\n" ); return NULL; } const CEconItemQualityDefinition *pQualityDef = GetQualityDefinitionForItemCreation( &criteria, pItemDef ); if ( NULL == pQualityDef ) { EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateRandomItem(): Item creation request with unknown quality\n" ); return NULL; } // At this point we have everything that can fail will already have failed, so we can safely // create an item and just move properties over to it. CEconItem *pItem = new CEconItem(); pItem->SetItemID( GetNextID() ); pItem->SetDefinitionIndex( pItemDef->GetDefinitionIndex() ); pItem->SetItemLevel( criteria.BItemLevelSet() ? criteria.GetItemLevel() : pItemDef->RollItemLevel() ); pItem->SetQuality( pQualityDef->GetDBValue() ); pItem->SetInventoryToken( criteria.GetInitialInventory() ); pItem->SetQuantity( criteria.BInitialQuantitySet() ? criteria.GetInitialQuantity() : pItemDef->GetDefaultDropQuantity() ); // don't set account ID // Add any custom attributes we need if( !BAddGCGeneratedAttributesToItem( pGameAccount, pItem ) ) { delete pItem; EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Failed to generate attributes\n" ); return NULL; } return pItem; } //----------------------------------------------------------------------------- // Purpose: Creates an item based on a specific item definition index // Input: pItem - Pointer to the item to fill in // unDefinitionIndex - The definition index of the item to create // Output: True if a matching item could be generated, false otherwise //----------------------------------------------------------------------------- CEconItem *CEconItemFactory::CreateSpecificItem( const CEconGameAccount *pGameAccount, item_definition_index_t unDefinitionIndex ) { // Find the matching index const CEconItemDefinition *pItemDef = m_schema.GetItemDefinition( unDefinitionIndex ); if ( NULL == pItemDef ) { EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Item creation request with no matching definition (def index %u)\n", unDefinitionIndex ); return NULL; } const CEconItemQualityDefinition *pQualityDef = GetQualityDefinitionForItemCreation( NULL, pItemDef ); if ( NULL == pQualityDef ) { EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Item creation request with unknown quality\n" ); return NULL; } CEconItem *pItem = new CEconItem(); if ( pGameAccount != NULL ) pItem->SetItemID( GetNextID() ); pItem->SetDefinitionIndex( unDefinitionIndex ); pItem->SetItemLevel( pItemDef->RollItemLevel() ); pItem->SetQuality( pQualityDef->GetDBValue() ); // don't set inventory token pItem->SetQuantity( MAX( 1, pItemDef->GetDefaultDropQuantity() ) ); // Startup test code calls this with a null pGameAccount. if ( pGameAccount != NULL ) { pItem->SetAccountID( pGameAccount->Obj().m_unAccountID ); // Add any custom attributes we need if( !BAddGCGeneratedAttributesToItem( pGameAccount, pItem ) ) { delete pItem; EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Failed to generate attributes\n" ); return NULL; } } return pItem; } //----------------------------------------------------------------------------- // Purpose: Randomly chooses an item definition that matches the criteria // Input: sCriteria - The criteria that the generated item must match // Output: The chosen item definition, or NULL if no item could be selected //----------------------------------------------------------------------------- const CEconItemDefinition *CEconItemFactory::RollItemDefinition( const CItemSelectionCriteria &criteria ) const { // Determine which item templates match the criteria CUtlVector vecMatches; const CEconItemSchema::ItemDefinitionMap_t &mapDefs = m_schema.GetItemDefinitionMap(); FOR_EACH_MAP_FAST( mapDefs, i ) { if ( criteria.BEvaluate( mapDefs[i] ) ) { vecMatches.AddToTail( mapDefs.Key( i ) ); } } if ( 0 == vecMatches.Count() ) return NULL; // Choose a random match int iIndex = RandomInt( 0, vecMatches.Count() - 1 ); return m_schema.GetItemDefinition( vecMatches[iIndex] ); } //----------------------------------------------------------------------------- // Purpose: Generates attributes that the item definition insists it always has, but must be generated by the GC // Input: //----------------------------------------------------------------------------- bool CEconItemFactory::BAddGCGeneratedAttributesToItem( const CEconGameAccount *pGameAccount, CEconItem *pItem ) const { const CEconItemDefinition *pDef = m_schema.GetItemDefinition( pItem->GetDefinitionIndex() ); if ( !pDef ) return false; const CUtlVector &vecStaticAttribs = pDef->GetStaticAttributes(); // Only generate attributes that force the GC to generate them (so they vary per item created) FOR_EACH_VEC( vecStaticAttribs, i ) { if ( vecStaticAttribs[i].bForceGCToGenerate ) { ApplyStaticAttributeToItem( pItem, vecStaticAttribs[i], pGameAccount ); } } const IEconTool* pTool = pDef->GetEconTool(); if( pTool ) { if( !pTool->BGenerateDynamicAttributes( pItem, pGameAccount ) ) return false; } if ( !pDef->BApplyPropertyGenerators( pItem ) ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEconItemFactory::ApplyStaticAttributeToItem( CEconItem *pItem, const static_attrib_t& staticAttrib, const CEconGameAccount *pGameAccount ) const { static CSchemaAttributeDefHandle pAttr_ElevateQuality( "elevate quality" ); static CSchemaAttributeDefHandle pAttr_ElevateToUnusual( "elevate to unusual if applicable" ); static CSchemaAttributeDefHandle pAttr_Particle( "attach particle effect" ); static CSchemaAttributeDefHandle pAttr_HatUnusual( "hat only unusual effect" ); static CSchemaAttributeDefHandle pAttrDef_TauntUnusual( "taunt only unusual effect" ); static CSchemaAttributeDefHandle pAttrDef_TauntUnusualAttr( "on taunt attach particle index" ); const CEconItemAttributeDefinition *pAttrDef = GetItemSchema()->GetAttributeDefinition( staticAttrib.iDefIndex ); Assert( pAttrDef ); // Special-case the elevate-quality attribute. if ( pAttrDef == pAttr_ElevateQuality ) { //AssertMsg( CEconItem::GetTypedAttributeType( pAttrDef ), "Elevate quality attribute doesn't have the right type!" ); int iQuality = (int)staticAttrib.m_value.asFloat; // Do not change the quality of an item to Strange if it is not basic if ( iQuality == AE_STRANGE ) { if ( pItem->GetQuality() == AE_UNIQUE || pItem->GetQuality() == AE_PAINTKITWEAPON || pItem->GetQuality() == AE_NORMAL ) { pItem->SetQuality( iQuality ); } // If the quality is strange, strangify this item StrangifyItemInPlace( pItem ); } else { pItem->SetQuality( iQuality ); } return; } // Special-case to elevate-quality only if item has particles. This 'attr' needs to be added LAST in a lootlist // Or rather after particles may have been granted else if ( pAttrDef == pAttr_ElevateToUnusual ) { // Scan all attributes. if ( pItem->FindAttribute( pAttr_Particle ) || pItem->FindAttribute( pAttrDef_TauntUnusualAttr ) ) { pItem->SetQuality( AE_UNUSUAL ); } return; } else if ( pAttrDef == pAttr_HatUnusual ) { // Ensure the target item is a hat, if it is not bail, if it is setup a particle effect attr (Whole head items are considered 'hats' for purposes of unusuals ) if ( !(pItem->GetItemDefinition()->GetEquipRegionMask() & GetItemSchema()->GetEquipRegionBitMaskByName( "hat" ) ) && !(pItem->GetItemDefinition()->GetEquipRegionMask() & GetItemSchema()->GetEquipRegionBitMaskByName( "whole_head" ) ) ) { // does not match, bail return; } // create a new static attrib static_attrib_t unusualAttr( staticAttrib ); // load the normal attach effect instead pAttr_Particle->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttr_Particle, unusualAttr, pGameAccount ); return; } else if ( pAttrDef == pAttrDef_TauntUnusual ) { // Ensure the target item is a taunt, if it is not bail if ( pItem->GetItemDefinition()->GetLoadoutSlot( 0 ) != LOADOUT_POSITION_TAUNT ) { // does not match, bail CFmtStr fmtStr( "Attempted to put an unusual taunt effect onto item %s, but it's not a taunt! Check which lootlists it appears in and remove it from any that are trying to unusualize it!", pItem->GetItemDefinition()->GetItemDefinitionName() ); EmitError( SPEW_GC, "%s\n", fmtStr.Get() ); return; } // create a new static attrib static_attrib_t unusualAttr( staticAttrib ); // load the normal attach effect instead pAttrDef_TauntUnusualAttr->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttrDef_TauntUnusualAttr, unusualAttr, pGameAccount ); return; } // Custom attribute initialization code? pAttrDef->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttrDef, staticAttrib, pGameAccount ); }