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75 lines
2.3 KiB
75 lines
2.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: EconItemFactory: Manages rolling for items requested by the game server |
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// |
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//============================================================================= |
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#ifndef ECONITEMFACTORY_H |
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#define ECONITEMFACTORY_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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class CEconItem; |
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class CEconGameAccount; |
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namespace GCSDK |
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{ |
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class CGCSharedObjectCache; |
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} |
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#include "game_item_schema.h" |
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//----------------------------------------------------------------------------- |
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// CEconItemFactory |
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// Factory responsible for rolling random items |
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//----------------------------------------------------------------------------- |
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class CEconItemFactory |
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{ |
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public: |
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CEconItemFactory( ); |
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// Gets a pointer to the underlying item schema the factory is using |
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GameItemSchema_t &GetSchema() { return m_schema; } |
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// Create a random item based on the incoming item selection criteria |
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CEconItem *CreateRandomItem( const CEconGameAccount *pGameAccount, const CItemSelectionCriteria &criteria ); |
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// Create an item from a specific definition index |
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CEconItem *CreateSpecificItem( const CEconGameAccount *pGameAccount, item_definition_index_t unDefinitionIndex ); |
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CEconItem *CreateSpecificItem( GCSDK::CGCSharedObjectCache *pUserSOCache, item_definition_index_t unDefinitionIndex ) |
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{ |
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return CreateSpecificItem( pUserSOCache->GetSingleton<CEconGameAccount>(), unDefinitionIndex ); |
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} |
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uint64 GetNextID() { Assert( m_bIsInitialized ); return m_ulNextObjID++; } |
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bool BYieldingInit(); |
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bool BIsInitialized() { return m_bIsInitialized; } |
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#ifdef DBGFLAG_VALIDATE |
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virtual void Validate( CValidator &validator, const char *pchName ) |
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{ |
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VALIDATE_SCOPE(); |
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ValidateObj( m_schema ); |
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} |
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#endif // DBGFLAG_VALIDATE |
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void ApplyStaticAttributeToItem( CEconItem *pItem, const static_attrib_t& staticAttrib, const CEconGameAccount *pGameAccount ) const; |
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const CEconItemDefinition *RollItemDefinition( const CItemSelectionCriteria &criteria ) const; |
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private: |
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bool BAddGCGeneratedAttributesToItem( const CEconGameAccount *pGameAccount, CEconItem *pItem ) const; |
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private: |
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// The schema this factory uses to create items |
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GameItemSchema_t m_schema; |
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// the next item ID to give out |
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itemid_t m_ulNextObjID; |
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bool m_bIsInitialized; |
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}; |
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#endif //ECONITEMFACTORY_H
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