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1819 lines
58 KiB
1819 lines
58 KiB
//========= 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 "tf_item_inventory.h" |
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#include "econ_entity_creation.h" |
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#include "tf_item_system.h" |
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#include "vgui/ILocalize.h" |
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#include "tier3/tier3.h" |
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#ifdef CLIENT_DLL |
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#include "c_tf_player.h" |
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#include "item_pickup_panel.h" |
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#include "KeyValues.h" |
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#include "filesystem.h" |
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#include "character_info_panel.h" |
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#include "ienginevgui.h" |
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#include "c_tf_gamestats.h" |
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#include "econ_notifications.h" |
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#include "achievementmgr.h" |
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#include "baseachievement.h" |
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#include "achievements_tf.h" |
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#include "econ/econ_item_preset.h" |
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#include "tf_shared_content_manager.h" |
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#include "c_playerresource.h" |
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#include "quest_log_panel.h" |
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#include "backpack_panel.h" |
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#include "materialsystem/itexture.h" |
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#else |
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#include "tf_player.h" |
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#endif |
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#include "gc_clientsystem.h" |
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#include "econ_game_account_client.h" |
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#include "gcsdk/gcclientsdk.h" |
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#include "econ_gcmessages.h" |
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#include "tf_gamerules.h" |
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#include "tf_gcmessages.h" |
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#include "econ_item.h" |
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#include "game_item_schema.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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using namespace GCSDK; |
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#ifdef CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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CEconNotification_HasNewItems::CEconNotification_HasNewItems() : CEconNotification() |
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{ |
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m_bHasTriggered = false; |
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m_flExpireTime = -1.0f; // Does not initially expire |
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m_bShowInGame = false; |
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// Check to see if any items are not drops, if so show in game |
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// do not show in game if the new items are only drops |
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CPlayerInventory *pLocalInv = InventoryManager()->GetLocalInventory(); |
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if ( pLocalInv ) |
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{ |
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// Go through the root inventory and find any items that are in the "found" position |
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int iCount = pLocalInv->GetItemCount(); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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CEconItemView *pTmp = pLocalInv->GetItem(i); |
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if ( !pTmp ) |
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continue; |
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if ( pTmp->GetStaticData()->IsHidden() ) |
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continue; |
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uint32 iPosition = pTmp->GetInventoryPosition(); |
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if ( IsUnacknowledged(iPosition) == false ) |
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continue; |
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if ( InventoryManager()->GetBackpackPositionFromBackend(iPosition) != 0 ) |
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continue; |
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// Now make sure we haven't got a clientside saved ack for this item. |
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if ( InventoryManager()->HasBeenAckedByClient( pTmp ) ) |
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continue; |
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// If item is not a drop we want to show the notification otherwise they'll get the notification on death |
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int iFoundMethod = GetUnacknowledgedReason( iPosition ); |
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if ( iFoundMethod > UNACK_ITEM_DROPPED ) |
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{ |
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m_bShowInGame = true; |
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break; |
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} |
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} |
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} |
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} |
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CEconNotification_HasNewItems::~CEconNotification_HasNewItems() |
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{ |
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if ( !m_bHasTriggered ) |
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{ |
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m_bHasTriggered = true; |
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TFInventoryManager()->ShowItemsPickedUp( true, true, true ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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CEconNotification_HasNewItemsOnKill::CEconNotification_HasNewItemsOnKill( int iVictimID ) |
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{ |
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m_bHasTriggered = false; |
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SetLifetime( 3.0f ); |
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SetText( "#TF_EnemyDroppedItem" ); |
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wchar_t wszPlayerName[MAX_PLAYER_NAME_LENGTH]; |
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g_pVGuiLocalize->ConvertANSIToUnicode( g_PR->GetPlayerName( iVictimID ), wszPlayerName, sizeof( wszPlayerName ) ); |
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AddStringToken( "victim", wszPlayerName ); |
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m_bShowInGame = true; |
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} |
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/*static*/ bool CEconNotification_HasNewItemsOnKill::HasUnacknowledgedItems () |
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{ |
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// Check to see if any items are not drops, if so show in game |
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// do not show in game if the new items are only drops |
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CPlayerInventory *pLocalInv = InventoryManager()->GetLocalInventory(); |
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if ( pLocalInv ) |
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{ |
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// Go through the root inventory and find any items that are in the "found" position |
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int iCount = pLocalInv->GetItemCount(); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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CEconItemView *pTmp = pLocalInv->GetItem( i ); |
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if ( !pTmp ) |
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continue; |
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if ( pTmp->GetStaticData()->IsHidden() ) |
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continue; |
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uint32 iPosition = pTmp->GetInventoryPosition(); |
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if ( IsUnacknowledged( iPosition ) == false ) |
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continue; |
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if ( InventoryManager()->GetBackpackPositionFromBackend( iPosition ) != 0 ) |
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continue; |
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// Now make sure we haven't got a clientside saved ack for this item. |
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if ( InventoryManager()->HasBeenAckedByClient( pTmp ) ) |
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continue; |
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// If item is not a drop we want to show the notification otherwise they'll get the notification on death |
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int iFoundMethod = GetUnacknowledgedReason( iPosition ); |
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if ( iFoundMethod > UNACK_ITEM_DROPPED ) |
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{ |
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return true; |
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} |
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} |
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} |
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return false; |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool AreSlotsConsideredIdentical( EEquipType_t eEquipType, int iBaseSlot, int iTestSlot ) |
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{ |
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if ( eEquipType == EQUIP_TYPE_CLASS ) |
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{ |
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if ( iBaseSlot == LOADOUT_POSITION_MISC ) |
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{ |
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return IsMiscSlot( iTestSlot ); |
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} |
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if ( iBaseSlot == LOADOUT_POSITION_BUILDING ) |
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{ |
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return IsBuildingSlot( iTestSlot ); |
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} |
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if ( iBaseSlot == LOADOUT_POSITION_TAUNT ) |
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{ |
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return IsTauntSlot( iTestSlot ); |
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} |
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} |
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else if ( eEquipType == EQUIP_TYPE_ACCOUNT ) |
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{ |
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if ( iBaseSlot == ACCOUNT_LOADOUT_POSITION_ACCOUNT1 ) |
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{ |
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return IsQuestSlot( iTestSlot ); |
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} |
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} |
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return iBaseSlot == iTestSlot; |
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} |
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//----------------------------------------------------------------------------- |
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CTFInventoryManager g_TFInventoryManager; |
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CInventoryManager *InventoryManager( void ) |
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{ |
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return &g_TFInventoryManager; |
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} |
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CTFInventoryManager *TFInventoryManager( void ) |
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{ |
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return &g_TFInventoryManager; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFInventoryManager::CTFInventoryManager( void ) |
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{ |
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} |
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CTFInventoryManager::~CTFInventoryManager( void ) |
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{ |
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m_pBaseLoadoutItems.PurgeAndDeleteElements(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFInventoryManager::PostInit( void ) |
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{ |
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BaseClass::PostInit(); |
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GenerateBaseItems(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Generate & store the base item details for each class & loadout slot |
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//----------------------------------------------------------------------------- |
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void CTFInventoryManager::GenerateBaseItems( void ) |
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{ |
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// Purge our lists and make new |
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m_pBaseLoadoutItems.PurgeAndDeleteElements(); |
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// Load a base top level invalid item |
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{ |
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m_pDefaultItem = new CEconItemView; |
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m_pDefaultItem->Invalidate(); |
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} |
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// |
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const CEconItemSchema::BaseItemDefinitionMap_t& mapItems = GetItemSchema()->GetBaseItemDefinitionMap(); |
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int iStart = 0; |
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for ( int it = iStart; it != mapItems.InvalidIndex(); it = mapItems.NextInorder( it ) ) |
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{ |
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CEconItemView *pItem = new CEconItemView; |
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pItem->Init( mapItems[it]->GetDefinitionIndex(), AE_USE_SCRIPT_VALUE, AE_USE_SCRIPT_VALUE, false ); |
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m_pBaseLoadoutItems.AddToTail( pItem ); |
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} |
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} |
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#ifdef CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CTFInventoryManager::EquipItemInLoadout( int iClass, int iSlot, itemid_t iItemID ) |
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{ |
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if ( !steamapicontext || !steamapicontext->SteamUser() ) |
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return false; |
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// If they pass in a INVALID_ITEM_ID item id, we're just clearing the loadout slot |
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if ( iItemID == INVALID_ITEM_ID ) |
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return m_LocalInventory.ClearLoadoutSlot( iClass, iSlot ); |
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CEconItemView *pItem = m_LocalInventory.GetInventoryItemByItemID( iItemID ); |
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if ( !pItem ) |
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return false; |
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// We check for validity on the GC when we equip items, but we can't really trust anyone |
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// and so we check here as well. |
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if ( !AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItem->GetStaticData()->GetLoadoutSlot(iClass), iSlot ) ) |
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{ |
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return false; |
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} |
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if ( !pItem->GetStaticData()->CanBeUsedByClass( iClass ) ) |
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{ |
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return false; |
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} |
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// Equip the new item |
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UpdateInventoryEquippedState( &m_LocalInventory, iItemID, iClass, iSlot ); |
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// TODO: Prediction |
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// Item has been moved, so update our loadout. |
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//m_LoadoutItems[iClass][iSlot] = iItemID; |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Fills out pList with all inventory items that could fit into the specified loadout slot for a given class |
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//----------------------------------------------------------------------------- |
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int CTFInventoryManager::GetAllUsableItemsForSlot( int iClass, int iSlot, CUtlVector<CEconItemView*> *pList ) |
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{ |
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bool bIsAccountIndex = iClass == GEconItemSchema().GetAccountIndex(); |
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if ( bIsAccountIndex ) |
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{ |
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Assert( IsQuestSlot( iSlot ) ); |
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} |
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else |
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{ |
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Assert( iClass >= TF_FIRST_NORMAL_CLASS && iClass < TF_CLASS_COUNT ); |
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Assert( iSlot >= -1 && iSlot < CLASS_LOADOUT_POSITION_COUNT ); |
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} |
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int iCount = m_LocalInventory.GetItemCount(); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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CEconItemView *pItem = m_LocalInventory.GetItem(i); |
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CTFItemDefinition *pItemData = pItem->GetStaticData(); |
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if ( bIsAccountIndex != ( pItemData->GetEquipType() == EEquipType_t::EQUIP_TYPE_ACCOUNT ) ) |
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continue; |
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if ( !bIsAccountIndex && !pItemData->CanBeUsedByClass(iClass) ) |
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continue; |
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// Passing in iSlot of -1 finds all items usable by the class |
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if ( iSlot >= 0 && pItem->GetStaticData()->GetLoadoutSlot( iClass ) != iSlot ) |
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continue; |
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// Ignore unpack'd items |
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if ( IsUnacknowledged( pItem->GetInventoryPosition() ) ) |
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continue; |
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pList->AddToTail( m_LocalInventory.GetItem(i) ); |
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} |
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return pList->Count(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Fills out pList with all quest item in the local inventory |
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//----------------------------------------------------------------------------- |
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int CTFInventoryManager::GetAllQuestItems( CUtlVector<CEconItemView*> *pList ) |
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{ |
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if ( !pList ) |
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return 0; |
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pList->RemoveAll(); |
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for ( int i = 0 ; i < m_LocalInventory.GetItemCount() ; ++i ) |
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{ |
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CEconItemView *pItem = m_LocalInventory.GetItem( i ); |
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// Cheapest test |
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if ( pItem->GetItemDefinition()->GetQuestDef() == NULL ) |
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continue; |
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pList->AddToTail( pItem ); |
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} |
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return pList->Count(); |
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} |
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#endif // CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CEconItemView *CTFInventoryManager::GetItemInLoadoutForClass( int iClass, int iSlot, CSteamID *pID ) |
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{ |
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#ifdef CLIENT_DLL |
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if ( !pID ) |
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{ |
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// If they didn't specify a steamID, use the local player |
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if ( !steamapicontext || !steamapicontext->SteamUser() ) |
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return NULL; |
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CSteamID localSteamID = steamapicontext->SteamUser()->GetSteamID(); |
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pID = &localSteamID; |
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} |
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#endif |
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CTFPlayerInventory *pInv = GetInventoryForPlayer( *pID ); |
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if ( !pInv ) |
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return GetBaseItemForClass( iClass, iSlot ); |
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return pInv->GetItemInLoadout( iClass, iSlot ); |
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} |
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CEconItemView *CTFInventoryManager::GetItemInLoadoutForAccount( int iSlot, CSteamID *pID ) |
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{ |
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#ifdef CLIENT_DLL |
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if ( !pID ) |
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{ |
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// If they didn't specify a steamID, use the local player |
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if ( !steamapicontext || !steamapicontext->SteamUser() ) |
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return NULL; |
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CSteamID localSteamID = steamapicontext->SteamUser()->GetSteamID(); |
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pID = &localSteamID; |
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} |
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#endif |
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CTFPlayerInventory *pInv = GetInventoryForPlayer( *pID ); |
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if ( !pInv ) |
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return NULL; |
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return pInv->GetItemInLoadout( GEconItemSchema().GetAccountIndex(), iSlot ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFPlayerInventory *CTFInventoryManager::GetInventoryForPlayer( const CSteamID &playerID ) |
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{ |
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for ( int i = 0; i < m_pInventories.Count(); i++ ) |
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{ |
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if ( m_pInventories[i].pInventory->GetOwner() != playerID ) |
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continue; |
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return assert_cast<CTFPlayerInventory*>( m_pInventories[i].pInventory ); |
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} |
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return NULL; |
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} |
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#ifdef CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CTFInventoryManager::GetNumItemPickedUpItems( void ) |
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{ |
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int iResult = 0; |
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int iCount = m_LocalInventory.GetItemCount(); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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if ( IsUnacknowledged( m_LocalInventory.GetItem(i)->GetInventoryPosition() ) && !m_LocalInventory.GetItem(i)->GetStaticData()->IsHidden() ) |
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{ |
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++iResult; |
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} |
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} |
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return iResult; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CTFInventoryManager::ShowItemsPickedUp( bool bForce, bool bReturnToGame, bool bNoPanel ) |
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{ |
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// don't show new items in training, unless forced to do so |
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// i.e. purchased something or traded... |
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if ( bForce == false && TFGameRules() && ( TFGameRules()->IsInTraining() || TFGameRules()->IsCompetitiveMode() ) ) |
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{ |
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return false; |
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} |
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// Don't bring it up if we're already browsing something in the gameUI |
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vgui::VPANEL gameuiPanel = enginevgui->GetPanel( PANEL_GAMEUIDLL ); |
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if ( !bForce && vgui::ipanel()->IsVisible( gameuiPanel ) ) |
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return false; |
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CUtlVector<CEconItemView*> aItemsFound; |
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// Go through the root inventory and find any items that are in the "found" position |
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int iCount = m_LocalInventory.GetItemCount(); |
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for ( int i = 0; i < iCount; i++ ) |
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{ |
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CEconItemView *pTmp = m_LocalInventory.GetItem(i); |
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if ( !pTmp ) |
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continue; |
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if ( pTmp->GetStaticData()->IsHidden() ) |
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continue; |
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uint32 iPosition = pTmp->GetInventoryPosition(); |
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if ( IsUnacknowledged(iPosition) == false ) |
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continue; |
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if ( GetBackpackPositionFromBackend(iPosition) != 0 ) |
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continue; |
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// Now make sure we haven't got a clientside saved ack for this item. |
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// This makes sure we don't show multiple pickups for items that we've found, |
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// but haven't been able to move out of unack'd position due to the GC being unavailable. |
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if ( HasBeenAckedByClient( pTmp ) ) |
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continue; |
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aItemsFound.AddToTail( pTmp ); |
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} |
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if ( !aItemsFound.Count() ) |
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return CheckForRoomAndForceDiscard(); |
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// We're not forcing the player to make room yet. Just show the pickup panel. |
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NotificationQueue_Remove( &CEconNotification_HasNewItems::IsNotificationType ); |
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CItemPickupPanel *pItemPanel = bNoPanel ? NULL : EconUI()->OpenItemPickupPanel(); |
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if ( pItemPanel ) |
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{ |
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pItemPanel->SetReturnToGame( bReturnToGame ); |
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} |
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// Only acknowledge items if there is no panel |
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// Panel will make calls to acknowledge items itself |
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for ( int i = 0; i < aItemsFound.Count(); i++ ) |
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{ |
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if ( pItemPanel ) |
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{ |
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pItemPanel->AddItem( aItemsFound[i] ); |
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} |
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else |
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{ |
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AcknowledgeItem( aItemsFound[i] ); |
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} |
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} |
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if ( pItemPanel ) |
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{ |
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pItemPanel->MoveToFront(); |
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} |
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else |
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{ |
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SaveAckFile(); |
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} |
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aItemsFound.Purge(); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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void CTFInventoryManager::AcknowledgeItem( CEconItemView *pItem, bool bMoveToBackpack /* = true */ ) |
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{ |
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SetAckedByClient( pItem ); |
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int iMethod = GetUnacknowledgedReason( pItem->GetInventoryPosition() ) - 1; |
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if ( iMethod >= ARRAYSIZE( g_pszItemPickupMethodStringsUnloc ) || iMethod < 0 ) |
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iMethod = 0; |
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EconUI()->Gamestats_ItemTransaction( IE_ITEM_RECEIVED, pItem, g_pszItemPickupMethodStringsUnloc[iMethod] ); |
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if ( iMethod+1 == UNACK_ITEM_PREVIEW_ITEM_PURCHASED ) |
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{ |
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// If we found a purchased preview item, we want to refresh the store view to remove the discount indicator. |
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CStorePage* pStorePage = dynamic_cast<CStorePage*>( EconUI()->GetStorePanel()->GetActivePage() ); |
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if ( pStorePage ) |
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{ |
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pStorePage->UpdateModelPanels(); |
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} |
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} |
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// Move it to the first empty backpack position. |
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if ( bMoveToBackpack ) |
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{ |
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SetItemBackpackPosition( pItem, 0, false, true ); |
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} |
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} |
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void CTFInventoryManager::Update( float frametime ) |
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{ |
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TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 ); |
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m_LocalInventory.UpdateWeaponSkinRequest(); |
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BaseClass::Update( frametime ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFInventoryManager::ShowItemsCrafted( CUtlVector<itemid_t> *vecCraftedIndices ) |
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{ |
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CUtlVector<CEconItemView*> aItemsFound; |
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FOR_EACH_VEC( *vecCraftedIndices, i ) |
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{ |
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CEconItemView *pItem = m_LocalInventory.GetInventoryItemByItemID( vecCraftedIndices->Element(i) ); |
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if ( pItem ) |
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{ |
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// Now make sure we haven't got a clientside saved ack for this item. |
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// This makes sure we don't show multiple pickups for items that we've found, |
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// but haven't been able to move out of unack'd position due to the GC being unavailable. |
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if ( !HasBeenAckedByClient( pItem ) ) |
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{ |
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aItemsFound.AddToTail( pItem ); |
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} |
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} |
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} |
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|
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if ( !aItemsFound.Count() ) |
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return; |
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|
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NotificationQueue_Remove( &CEconNotification_HasNewItems::IsNotificationType ); |
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CItemPickupPanel *pItemPanel = EconUI()->OpenItemPickupPanel(); |
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for ( int i = 0; i < aItemsFound.Count(); i++ ) |
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{ |
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pItemPanel->AddItem( aItemsFound[i] ); |
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|
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SetAckedByClient( aItemsFound[i] ); |
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|
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#ifdef CLIENT_DLL |
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EconUI()->Gamestats_ItemTransaction( IE_ITEM_RECEIVED, aItemsFound[i], "crafted" ); |
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#endif |
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|
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// Then move it to the first empty backpack position |
|
SetItemBackpackPosition( aItemsFound[i], 0, false, true ); |
|
} |
|
SaveAckFile(); |
|
pItemPanel->MoveToFront(); |
|
|
|
aItemsFound.Purge(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CTFInventoryManager::CheckForRoomAndForceDiscard( void ) |
|
{ |
|
// Go through the inventory and attempt to move any items outside the backpack into valid positions. |
|
// Remember the first item that we failed to move, so we can force a discard later. |
|
CEconItemView *pItem = NULL; |
|
const int iMaxItems = m_LocalInventory.GetMaxItemCount(); |
|
int iCount = m_LocalInventory.GetItemCount(); |
|
for ( int i = 0; i < iCount; i++ ) |
|
{ |
|
CEconItemView *pTmp = m_LocalInventory.GetItem(i); |
|
if ( !pTmp ) |
|
continue; |
|
|
|
if ( pTmp->GetStaticData()->IsHidden() ) |
|
continue; |
|
|
|
uint32 iPosition = pTmp->GetInventoryPosition(); |
|
if ( IsUnacknowledged(iPosition) || GetBackpackPositionFromBackend(iPosition) > iMaxItems ) |
|
{ |
|
if ( !SetItemBackpackPosition( pTmp, 0, false, false ) ) |
|
{ |
|
pItem = pTmp; |
|
break; |
|
} |
|
} |
|
} |
|
|
|
// If we're not over the limit, we're done. |
|
if ( ( iCount - m_iPredictedDiscards ) <= iMaxItems ) |
|
return false; |
|
|
|
if ( !pItem ) |
|
return false; |
|
|
|
// We're forcing the player to make room for items he's found. Bring up that panel with the first item over the limit. |
|
CItemDiscardPanel *pDiscardPanel = EconUI()->OpenItemDiscardPanel(); |
|
pDiscardPanel->SetItem( pItem ); |
|
return true; |
|
} |
|
#endif |
|
|
|
bool CTFInventoryManager::SlotContainsBaseItems( EEquipType_t eType, int iSlot ) |
|
{ |
|
Assert( eType != EEquipType_t::EQUIP_TYPE_INVALID ); |
|
|
|
if ( eType == EEquipType_t::EQUIP_TYPE_ACCOUNT ) |
|
{ |
|
return !IsQuestSlot( iSlot ); |
|
} |
|
|
|
// Passtime gun |
|
if ( (iSlot == LOADOUT_POSITION_UTILITY) && TFGameRules() && TFGameRules()->IsPasstimeMode() ) |
|
{ |
|
return true; |
|
} |
|
|
|
// Halloween spellbook |
|
if ( iSlot == LOADOUT_POSITION_ACTION ) |
|
{ |
|
if ( TFGameRules() && TFGameRules()->IsUsingSpells() ) |
|
return true; |
|
|
|
if ( TFGameRules() && TFGameRules()->IsUsingGrapplingHook() ) |
|
return true; |
|
} |
|
#ifdef STAGING_ONLY |
|
return ( ( iSlot < LOADOUT_POSITION_HEAD && iSlot != LOADOUT_POSITION_UTILITY && !IsTauntSlot( iSlot ) ) // Allow utility slots to be empty |
|
|| iSlot == LOADOUT_POSITION_PDA3 ); |
|
#else // STAGING_ONLY |
|
// Normal game |
|
return iSlot < LOADOUT_POSITION_HEAD; |
|
#endif // #else |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the item data for the base item in the loadout slot for a given class |
|
//----------------------------------------------------------------------------- |
|
CEconItemView *CTFInventoryManager::GetBaseItemForClass( int iClass, int iSlot ) |
|
{ |
|
// There is no base account item |
|
if ( iClass == GEconItemSchema().GetAccountIndex() ) |
|
return m_pDefaultItem; |
|
|
|
if ( !HushAsserts() ) |
|
{ |
|
AssertMsg( iClass >= TF_FIRST_NORMAL_CLASS && iClass < TF_CLASS_COUNT, "Invalid TF_CLASS_: %d", iClass ); |
|
} |
|
Assert( iSlot >= 0 && iSlot < CLASS_LOADOUT_POSITION_COUNT ); |
|
|
|
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_CLASS_COUNT || iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT ) |
|
return m_pDefaultItem; |
|
|
|
// Halloween spellbook |
|
if ( iSlot == LOADOUT_POSITION_ACTION ) |
|
{ |
|
CUtlVector< item_definition_index_t > stockActionItemDefIndices; |
|
|
|
static CSchemaItemDefHandle pItemDef_SpellBook( "TF_WEAPON_SPELLBOOK" ); |
|
if ( TFGameRules() && TFGameRules()->IsUsingSpells() && pItemDef_SpellBook ) |
|
{ |
|
stockActionItemDefIndices.AddToTail( pItemDef_SpellBook->GetDefinitionIndex() ); |
|
} |
|
|
|
static CSchemaItemDefHandle pItemDef_GrapplingHook( "TF_WEAPON_GRAPPLINGHOOK" ); |
|
if ( TFGameRules() && TFGameRules()->IsUsingGrapplingHook() && pItemDef_GrapplingHook ) |
|
{ |
|
stockActionItemDefIndices.AddToTail( pItemDef_GrapplingHook->GetDefinitionIndex() ); |
|
} |
|
|
|
static CSchemaItemDefHandle pItemDef_MvMCanteen( "Default Power Up Canteen (MvM)" ); |
|
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && pItemDef_MvMCanteen ) |
|
{ |
|
stockActionItemDefIndices.AddToTail( pItemDef_MvMCanteen->GetDefinitionIndex() ); |
|
} |
|
|
|
// Traverse List |
|
for ( CEconItemView *pActionItem : m_pBaseLoadoutItems ) |
|
{ |
|
for ( item_definition_index_t defIndex : stockActionItemDefIndices ) |
|
{ |
|
if ( pActionItem->GetItemDefIndex() == defIndex ) |
|
return pActionItem; |
|
} |
|
} |
|
} |
|
|
|
if ( iSlot >= LOADOUT_POSITION_HEAD ) |
|
return m_pDefaultItem; |
|
|
|
// Traverse List |
|
FOR_EACH_VEC( m_pBaseLoadoutItems, iItem ) |
|
{ |
|
if ( m_pBaseLoadoutItems[iItem]->GetItemDefinition()->GetLoadoutSlot( iClass ) == iSlot ) |
|
return m_pBaseLoadoutItems[iItem]; |
|
} |
|
|
|
return m_pDefaultItem; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Fills out the vector with the sets that are currently active on the specified player & class |
|
//----------------------------------------------------------------------------- |
|
void CTFInventoryManager::GetActiveSets( CUtlVector<const CEconItemSetDefinition *> *pItemSets, CSteamID steamIDForPlayer, int iClass ) |
|
{ |
|
pItemSets->Purge(); |
|
|
|
CEconItemSchema *pSchema = ItemSystem()->GetItemSchema(); |
|
if ( !pSchema ) |
|
return; |
|
|
|
// Loop through all the items we have equipped, and build a list of only set items |
|
// Accumulate a list of our equipped set items. |
|
CUtlVector<CEconItemView*> equippedSetItems; |
|
for ( int i = 0; i < CLASS_LOADOUT_POSITION_COUNT; i++ ) |
|
{ |
|
CEconItemView *pItem = NULL; |
|
|
|
#ifdef GAME_DLL |
|
// On the server we need to look at what the player actually has equipped |
|
// because they might be on a tournament server that's using an item_whitelist |
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( steamIDForPlayer ) ); |
|
if ( pPlayer && pPlayer->Inventory() ) |
|
{ |
|
pItem = pPlayer->GetEquippedItemForLoadoutSlot( i ); |
|
} |
|
#else |
|
pItem = TFInventoryManager()->GetItemInLoadoutForClass( iClass, i, &steamIDForPlayer ); |
|
#endif |
|
|
|
if ( !pItem ) |
|
continue; |
|
|
|
CEconItemDefinition* pData = pItem->GetStaticData(); |
|
if ( !pData ) |
|
continue; |
|
|
|
// Ignore items that don't have set bonuses. |
|
if ( !pData->GetItemSetDefinition() ) |
|
continue; |
|
|
|
// Make sure this item isn't failing a Holiday restriction before giving out the set bonus! |
|
if ( pData->GetHolidayRestriction() ) |
|
{ |
|
int iHolidayRestriction = UTIL_GetHolidayForString( pData->GetHolidayRestriction() ); |
|
if ( iHolidayRestriction != kHoliday_None && (!TFGameRules() || !TFGameRules()->IsHolidayActive( iHolidayRestriction )) ) |
|
continue; |
|
} |
|
|
|
equippedSetItems.AddToTail( pItem ); |
|
} |
|
|
|
// Find out which sets to apply. |
|
CUtlVector<const char*> testedSets; |
|
for ( int inv = 0; inv < equippedSetItems.Count(); inv++ ) |
|
{ |
|
CEconItemView *pItem = equippedSetItems[inv]; |
|
if ( !pItem ) |
|
continue; |
|
|
|
const CEconItemSetDefinition *pItemSet = pItem->GetStaticData()->GetItemSetDefinition(); |
|
if ( !pItemSet ) |
|
continue; |
|
|
|
if ( testedSets.HasElement( pItemSet->m_pszName ) ) |
|
continue; // Don't try to apply set bonuses we have already tested. |
|
|
|
testedSets.AddToTail( pItemSet->m_pszName ); |
|
|
|
// Count how much of this set we have equipped. |
|
int iSetItemsEquipped = 0; |
|
for ( int i=0; i<pItemSet->m_iItemDefs.Count(); i++ ) |
|
{ |
|
unsigned int iIndex = pItemSet->m_iItemDefs[i]; |
|
|
|
for ( int j=0; j<equippedSetItems.Count(); j++ ) |
|
{ |
|
const CEconItemView *pTestItem = equippedSetItems[j]; |
|
const item_definition_index_t unEquippedItemSetDefIndex = pTestItem->GetItemDefinition()->GetSetItemRemap(); |
|
|
|
if ( iIndex == unEquippedItemSetDefIndex ) |
|
{ |
|
iSetItemsEquipped++; |
|
break; |
|
} |
|
} |
|
} |
|
|
|
// Note: this logic will break if we ever have sets that have misc-slot items where we can have multiple items |
|
// of the same type with different remaps equipped. |
|
if ( iSetItemsEquipped == pItemSet->m_iItemDefs.Count() ) |
|
{ |
|
// The entire set is equipped. |
|
pItemSets->AddToTail( pItemSet ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: We're generating a base item. We need to add the game-specific keys to the criteria so that it'll find the right base item. |
|
//----------------------------------------------------------------------------- |
|
void CTFInventoryManager::AddBaseItemCriteria( baseitemcriteria_t *pCriteria, CItemSelectionCriteria *pSelectionCriteria ) |
|
{ |
|
pSelectionCriteria->BAddCondition( "used_by_classes", k_EOperator_Subkey_Contains, ItemSystem()->GetItemSchema()->GetClassUsabilityStrings()[pCriteria->iClass], true ); |
|
pSelectionCriteria->BAddCondition( "item_slot", k_EOperator_String_EQ, ItemSystem()->GetItemSchema()->GetLoadoutStrings( EEquipType_t::EQUIP_TYPE_CLASS )[pCriteria->iSlot], true ); |
|
} |
|
|
|
|
|
//======================================================================================================================= |
|
// TF PLAYER INVENTORY |
|
//======================================================================================================================= |
|
// Inventory Less function. |
|
// Used to sort the inventory items into their positions. |
|
class CTFInventoryListLess |
|
{ |
|
public: |
|
bool Less( const CEconItemView &src1, const CEconItemView &src2, void *pCtx ) |
|
{ |
|
if ( src1.GetInventoryPosition() > src2.GetInventoryPosition() ) |
|
return true; |
|
|
|
return false; |
|
} |
|
}; |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CTFPlayerInventory::CTFPlayerInventory() |
|
{ |
|
m_aInventoryItems.SetLessContext( this ); |
|
#ifdef CLIENT_DLL |
|
for ( int i = 0; i < TF_TEAM_COUNT; ++i ) |
|
m_CachedBaseTextureLowRes[ i ].SetLessFunc( DefLessFunc( itemid_t ) ); |
|
#endif |
|
|
|
memset( m_LoadoutItems, LOADOUT_SLOT_USE_BASE_ITEM, sizeof( m_LoadoutItems ) ); |
|
memset( m_AccountLoadoutItems, LOADOUT_SLOT_USE_BASE_ITEM, sizeof( m_AccountLoadoutItems ) ); |
|
ClearClassLoadoutChangeTracking(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CTFPlayerInventory::~CTFPlayerInventory() |
|
{ |
|
#ifdef CLIENT_DLL |
|
for ( int iTeam = 0; iTeam < TF_TEAM_COUNT; ++iTeam ) |
|
{ |
|
FOR_EACH_MAP_FAST( m_CachedBaseTextureLowRes[ iTeam ], i ) |
|
m_CachedBaseTextureLowRes[ iTeam ][ i ]->Release(); |
|
m_CachedBaseTextureLowRes[ iTeam ].RemoveAll(); |
|
} |
|
#endif |
|
} |
|
|
|
|
|
#ifdef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::CheckSaxtonMaskAchievement( const CEconItem *pEconItem ) |
|
{ |
|
if ( pEconItem ) |
|
{ |
|
if ( pEconItem->GetDefinitionIndex() == 277 && pEconItem->GetOrigin() == kEconItemOrigin_Crafted ) // Saxton mask is item index 277 |
|
{ |
|
g_AchievementMgrTF.OnAchievementEvent( ACHIEVEMENT_TF_HALLOWEEN_CRAFT_SAXTON_MASK ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::UpdateCachedServerLoadoutItems() |
|
{ |
|
V_memcpy( m_CachedServerLoadoutItems, m_LoadoutItems, sizeof( itemid_t ) * ARRAYSIZE( m_CachedServerLoadoutItems ) * ARRAYSIZE( m_CachedServerLoadoutItems[0] ) ); |
|
} |
|
#endif // CLIENT_DLL |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::SOUpdated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) |
|
{ |
|
BaseClass::SOUpdated( steamIDOwner, pObject, eEvent ); |
|
|
|
#ifdef CLIENT_DLL |
|
if ( pObject->GetTypeID() != CEconItem::k_nTypeID ) |
|
return; |
|
|
|
// Clear out any predicted backpack slots when items move into them |
|
CEconItem *pEconItem = (CEconItem *)pObject; |
|
if ( eEvent == eSOCacheEvent_Incremental ) |
|
{ |
|
EconUI()->GetBackpackPanel()->MarkItemIDDirty( pEconItem->GetItemID() ); |
|
} |
|
int iBackpackPos = TFInventoryManager()->GetBackpackPositionFromBackend( pEconItem->GetInventoryToken() ); |
|
TFInventoryManager()->PredictedBackpackPosFilled( iBackpackPos ); |
|
#endif // CLIENT_DLL |
|
} |
|
|
|
void CTFPlayerInventory::OnHasNewItems() |
|
{ |
|
BaseClass::OnHasNewItems(); |
|
#ifdef CLIENT_DLL |
|
if ( TFGameRules() && TFGameRules()->IsInTraining() ) |
|
return; |
|
|
|
NotificationQueue_Remove( &CEconNotification_HasNewItems::IsNotificationType ); |
|
CEconNotification_HasNewItems *pNotification = new CEconNotification_HasNewItems(); |
|
pNotification->SetText( "TF_HasNewItems" ); |
|
pNotification->SetLifetime( 7.0f ); |
|
NotificationQueue_Add( pNotification ); |
|
#endif |
|
} |
|
|
|
void CTFPlayerInventory::OnHasNewQuest() |
|
{ |
|
#ifdef CLIENT_DLL |
|
|
|
#endif |
|
} |
|
|
|
#ifdef _DEBUG |
|
#ifdef CLIENT_DLL |
|
CON_COMMAND( cl_newitem_test, "Tests the new item ui notification." ) |
|
{ |
|
if ( steamapicontext == NULL || steamapicontext->SteamUser() == NULL ) |
|
return; |
|
|
|
CEconNotification_HasNewItems *pNotification = new CEconNotification_HasNewItems(); |
|
pNotification->SetText( "TF_HasNewItems" ); |
|
pNotification->SetLifetime( 7.0f ); |
|
NotificationQueue_Add( pNotification ); |
|
} |
|
#endif |
|
#endif // _DEBUG |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::ValidateInventoryPositions( void ) |
|
{ |
|
BaseClass::ValidateInventoryPositions(); |
|
|
|
#ifdef CLIENT_DLL |
|
bool bHasNewItems = false; |
|
const int iMaxItems = GetMaxItemCount(); |
|
// First, check for duplicate positions |
|
int iCount = m_aInventoryItems.Count(); |
|
for ( int i = iCount-1; i >= 0; i-- ) |
|
{ |
|
CEconItemView *pEconItemView = &m_aInventoryItems[i]; |
|
|
|
CheckSaxtonMaskAchievement( pEconItemView->GetSOCData() ); |
|
|
|
uint32 iPosition = pEconItemView->GetInventoryPosition(); |
|
|
|
// Waiting to be acknowledged? |
|
if ( IsUnacknowledged(iPosition) ) |
|
{ |
|
if ( !pEconItemView->GetStaticData()->IsHidden() ) |
|
{ |
|
bHasNewItems = true; |
|
} |
|
continue; |
|
} |
|
|
|
bool bInvalidSlot = false; |
|
if ( !IsNewPositionFormat(iPosition) ) |
|
{ |
|
ConvertOldFormatInventoryToNew(); |
|
break; |
|
} |
|
|
|
// Inside the backpack? |
|
if ( i < (iCount-1) ) |
|
{ |
|
// We're not in an invalid slot yet. But if we're in the same position as another item, we should be moved too. |
|
int iPos1 = TFInventoryManager()->GetBackpackPositionFromBackend(iPosition); |
|
int iPos2 = TFInventoryManager()->GetBackpackPositionFromBackend(m_aInventoryItems[i+1].GetInventoryPosition()); |
|
if ( iPos1 == iPos2 ) |
|
{ |
|
Warning("WARNING: Found item in a duplicate backpack position. Moving to the backpack end.\n" ); |
|
bInvalidSlot = true; |
|
} |
|
} |
|
|
|
// Make sure it's not outside the backpack extents |
|
if ( !bInvalidSlot ) |
|
{ |
|
bInvalidSlot = (TFInventoryManager()->GetBackpackPositionFromBackend(iPosition) > iMaxItems); |
|
} |
|
|
|
if ( bInvalidSlot ) |
|
{ |
|
// The item is NOT hidden and is in an invalid slot. Move it back to the backpack. |
|
if ( pEconItemView->GetItemDefinition() && !pEconItemView->GetItemDefinition()->IsHidden() && !TFInventoryManager()->SetItemBackpackPosition( pEconItemView, 0, true ) ) |
|
{ |
|
// We failed to move it to the backpack, because the player has no room. |
|
// Force them to "refind" the item, which will make them throw something out. |
|
TFInventoryManager()->UpdateInventoryPosition( this, pEconItemView->GetItemID(), GetUnacknowledgedPositionFor(UNACK_ITEM_DROPPED) ); |
|
} |
|
} |
|
|
|
// Make sure it isn't equipped by any invalid classes. |
|
for ( int j = TF_FIRST_NORMAL_CLASS; j <= TF_LAST_NORMAL_CLASS; j++ ) |
|
{ |
|
if ( !pEconItemView->GetStaticData()->CanBeUsedByClass( j ) && |
|
pEconItemView->IsEquippedForClass( j ) ) |
|
{ |
|
// Unequip this item from this class. |
|
InventoryManager()->UpdateInventoryEquippedState( this, INVALID_ITEM_ID, j, pEconItemView->GetEquippedPositionForClass( j ) ); |
|
} |
|
} |
|
} |
|
|
|
if ( bHasNewItems ) |
|
{ |
|
OnHasNewItems(); |
|
} |
|
#endif |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::ConvertOldFormatInventoryToNew( void ) |
|
{ |
|
uint32 iBackpackPos = 1; |
|
|
|
// Loop through all items in the inventory. Move them all to the backpack, and in order. |
|
int iCount = m_aInventoryItems.Count(); |
|
for ( int i = 0; i < iCount; i++ ) |
|
{ |
|
uint32 iPosition = m_aInventoryItems[i].GetInventoryPosition(); |
|
|
|
// Waiting to be acknowledged? |
|
if ( IsUnacknowledged(iPosition) ) |
|
continue; |
|
|
|
TFInventoryManager()->SetItemBackpackPosition( &m_aInventoryItems[i], iBackpackPos, true ); |
|
iBackpackPos++; |
|
} |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Creates a script item and associates it with this econ item |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::SOCreated( const CSteamID & steamIDOwner, const GCSDK::CSharedObject *pObject, GCSDK::ESOCacheEvent eEvent ) |
|
{ |
|
BaseClass::SOCreated( steamIDOwner, pObject, eEvent ); |
|
|
|
if ( pObject->GetTypeID() != CEconItem::k_nTypeID ) |
|
return; |
|
|
|
CEconItem *pEconItem = (CEconItem *)pObject; |
|
// CEconItem *pEconItem = assert_cast<CEconItem*>( pObject ); |
|
|
|
#ifdef CLIENT_DLL |
|
if ( InventoryManager()->GetLocalInventory() == this && GetOwner() == steamIDOwner ) |
|
{ |
|
if ( pObject->GetTypeID() == CEconItem::k_nTypeID ) |
|
{ |
|
CheckSaxtonMaskAchievement( (CEconItem*)pObject ); |
|
} |
|
} |
|
|
|
// CSteamID ownerSteamID( pEconItem->GetAccountID(), GetUniverse(), k_EAccountTypeIndividual ); |
|
// if ( ownerSteamID == ClientSteamContext().GetLocalPlayerSteamID() ) |
|
// { |
|
// CheckSaxtonMaskAchievement( pEconItem ); |
|
// } |
|
|
|
static CSchemaItemDefHandle pItemDef_HardyLaurel( "The Hardy Laurel" ); |
|
if ( pEconItem->GetItemDefinition() == pItemDef_HardyLaurel ) |
|
{ |
|
if ( TFSharedContentManager() ) |
|
{ |
|
TFSharedContentManager()->OfferSharedVision( TF_VISION_FILTER_ROME, pEconItem->GetAccountID() ); |
|
} |
|
} |
|
#else |
|
// Summer 2015 Operation Pass so players can display the coin |
|
//tagES remove this when we have a coin equip slot |
|
static CSchemaItemDefHandle pItemDef_Summer2015Operation( "Activated Summer 2015 Operation Pass" ); |
|
if ( pEconItem->GetItemDefinition() == pItemDef_Summer2015Operation ) |
|
{ |
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) ); |
|
if ( pPlayer ) |
|
{ |
|
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_SUMMER2015 ); |
|
} |
|
} |
|
|
|
// Invasion Community Update Pass so players can display the coin |
|
//tagES remove this when we have a coin equip slot |
|
static CSchemaItemDefHandle pItemDef_InvasionPass( "Activated Invasion Pass" ); |
|
if ( pEconItem->GetItemDefinition() == pItemDef_InvasionPass ) |
|
{ |
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) ); |
|
if ( pPlayer ) |
|
{ |
|
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_INVASION ); |
|
} |
|
} |
|
|
|
// Halloween Pass so players can display the coin |
|
//tagES remove this when we have a coin equip slot |
|
static CSchemaItemDefHandle pItemDef_HalloweenPass( "Activated Halloween Pass" ); |
|
if ( pEconItem->GetItemDefinition() == pItemDef_HalloweenPass ) |
|
{ |
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) ); |
|
if ( pPlayer ) |
|
{ |
|
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_HALLOWEEN ); |
|
} |
|
} |
|
|
|
// Winter2016 Pass so players can display the stamp |
|
//tagES remove this when we have a coin equip slot |
|
static CSchemaItemDefHandle pItemDef_Winter2016Pass( "Activated Operation Tough Break Pass" ); |
|
if ( pEconItem->GetItemDefinition() == pItemDef_Winter2016Pass ) |
|
{ |
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerBySteamID( GetOwner() ) ); |
|
if ( pPlayer ) |
|
{ |
|
pPlayer->SetCampaignMedalActive( CAMPAIGN_MEDAL_WINTER2016 ); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::DumpInventoryToConsole( bool bRoot ) |
|
{ |
|
if ( bRoot ) |
|
{ |
|
Msg("========================================\n"); |
|
#ifdef CLIENT_DLL |
|
Msg("(CLIENT) Inventory:\n"); |
|
#else |
|
Msg("(SERVER) Inventory for account (%d):\n", m_OwnerID.GetAccountID() ); |
|
#endif |
|
Msg(" Version: %llu:\n", m_pSOCache ? m_pSOCache->GetVersion() : -1 ); |
|
} |
|
|
|
int iCount = m_aInventoryItems.Count(); |
|
Msg(" Num items: %d\n", iCount ); |
|
for ( int i = 0; i < iCount; i++ ) |
|
{ |
|
Msg(" %s (ID %llu) at backpack slot %d\n", m_aInventoryItems[i].GetStaticData()->GetDefinitionName(), m_aInventoryItems[i].GetItemID(), TFInventoryManager()->GetBackpackPositionFromBackend( m_aInventoryItems[i].GetInventoryPosition() ) ); |
|
|
|
int iEquipped = 0; |
|
for ( equipped_class_t eq = TF_FIRST_NORMAL_CLASS; eq < TF_LAST_NORMAL_CLASS; eq++ ) |
|
{ |
|
if ( m_aInventoryItems[i].IsEquippedForClass( eq ) ) |
|
{ |
|
if ( iEquipped == 0 ) |
|
{ |
|
iEquipped++; |
|
Msg(" -> EQUIPPED: "); |
|
} |
|
Msg("%s ", g_aPlayerClassNames_NonLocalized[eq] ); |
|
} |
|
} |
|
|
|
if ( iEquipped ) |
|
{ |
|
Msg("\n"); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::ClearClassLoadoutChangeTracking( void ) |
|
{ |
|
memset(m_bLoadoutChanged,0, sizeof(m_bLoadoutChanged)); |
|
#ifdef CLIENT_DLL |
|
UpdateCachedServerLoadoutItems(); |
|
#endif // CLIENT_DLL |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Find the low res |
|
//----------------------------------------------------------------------------- |
|
ITexture *CTFPlayerInventory::GetWeaponSkinBaseLowRes( itemid_t nItemId, int iTeam ) const |
|
{ |
|
Assert( iTeam >= 0 && iTeam < TF_TEAM_COUNT ); |
|
int index = m_CachedBaseTextureLowRes[ iTeam ].Find( nItemId ); |
|
if ( index == m_CachedBaseTextureLowRes[ iTeam ].InvalidIndex() ) |
|
return NULL; |
|
|
|
return m_CachedBaseTextureLowRes[ iTeam ][ index ]; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Find the first item in the local user's inventory with the given def index |
|
//----------------------------------------------------------------------------- |
|
CEconItemView *CTFPlayerInventory::GetFirstItemOfItemDef( item_definition_index_t nDefIndex, CPlayerInventory* pInventory ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
if ( pInventory == NULL ) |
|
{ |
|
pInventory = InventoryManager()->GetLocalInventory(); |
|
} |
|
#endif |
|
|
|
if ( !pInventory ) |
|
return NULL; |
|
|
|
for ( int i = 0; i < pInventory->GetItemCount(); i++ ) |
|
{ |
|
CEconItemView *pItem = pInventory->GetItem(i); |
|
if ( pItem->GetItemDefIndex() == nDefIndex ) |
|
{ |
|
return pItem; |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the item in the specified loadout slot for a given class |
|
//----------------------------------------------------------------------------- |
|
CEconItemView *CTFPlayerInventory::GetItemInLoadout( int iClass, int iSlot ) |
|
{ |
|
if ( iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT ) |
|
return NULL; |
|
|
|
if ( iClass == GEconItemSchema().GetAccountIndex() ) |
|
{ |
|
return GetInventoryItemByItemID( m_AccountLoadoutItems[ iSlot ] ); |
|
} |
|
else |
|
{ |
|
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_LAST_NORMAL_CLASS ) |
|
return NULL; |
|
|
|
// If we don't have an item in the loadout at that slot, we return the base item |
|
if ( m_LoadoutItems[iClass][iSlot] != LOADOUT_SLOT_USE_BASE_ITEM ) |
|
{ |
|
CEconItemView *pItem = GetInventoryItemByItemID( m_LoadoutItems[iClass][iSlot] ); |
|
|
|
// To protect against users lying to the backend about the position of their items, |
|
// we need to validate their position on the server when we retrieve them. |
|
if ( pItem && AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItem->GetStaticData()->GetLoadoutSlot( iClass ), iSlot ) ) |
|
return pItem; |
|
} |
|
} |
|
|
|
return TFInventoryManager()->GetBaseItemForClass( iClass, iSlot ); |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
CEconItemView *CTFPlayerInventory::GetCacheServerItemInLoadout( int iClass, int iSlot ) |
|
{ |
|
if ( iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT ) |
|
return NULL; |
|
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_LAST_NORMAL_CLASS ) |
|
return NULL; |
|
|
|
// If we don't have an item in the loadout at that slot, we return the base item |
|
if ( m_CachedServerLoadoutItems[iClass][iSlot] != LOADOUT_SLOT_USE_BASE_ITEM ) |
|
{ |
|
CEconItemView *pItem = GetInventoryItemByItemID( m_CachedServerLoadoutItems[iClass][iSlot] ); |
|
|
|
// To protect against users lying to the backend about the position of their items, |
|
// we need to validate their position on the server when we retrieve them. |
|
if ( pItem && AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItem->GetStaticData()->GetLoadoutSlot( iClass ), iSlot ) ) |
|
return pItem; |
|
} |
|
|
|
return TFInventoryManager()->GetBaseItemForClass( iClass, iSlot ); |
|
} |
|
#endif // CLIENT_DLL |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
static CEconGameAccountClient *GetSOCacheGameAccountClient( CGCClientSharedObjectCache *pSOCache ) |
|
{ |
|
if ( !pSOCache ) |
|
return NULL; |
|
|
|
return pSOCache->GetSingleton<CEconGameAccountClient>(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
int CTFPlayerInventory::GetPreviewItemDef( void ) const |
|
{ |
|
CEconGameAccountClient *pGameAccountClient = GetSOCacheGameAccountClient( m_pSOCache ); |
|
if ( !pGameAccountClient ) |
|
return 0; |
|
|
|
return pGameAccountClient->Obj().preview_item_def(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CTFPlayerInventory::CanPurchaseItems( int iItemCount ) const |
|
{ |
|
// If we're not a free trial account, we fall back to our default logic of "do |
|
// we have enough empty slots?". |
|
CEconGameAccountClient *pGameAccountClient = GetSOCacheGameAccountClient( m_pSOCache ); |
|
if ( !pGameAccountClient || !pGameAccountClient->Obj().trial_account() ) |
|
return BaseClass::CanPurchaseItems( iItemCount ); |
|
|
|
// We're a free trial account, so when we purchase these items, our inventory |
|
// will actually expand. We check to make sure that we have room for these |
|
// items against what will be our new maximum backpack size, not our current |
|
// backpack limit. |
|
int iNewItemCount = GetItemCount() + iItemCount, |
|
iAfterPurchaseMaxItemCount = DEFAULT_NUM_BACKPACK_SLOTS |
|
+ (pGameAccountClient ? pGameAccountClient->Obj().additional_backpack_slots() : 0); |
|
|
|
return iNewItemCount <= iAfterPurchaseMaxItemCount; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
int CTFPlayerInventory::GetMaxItemCount( void ) const |
|
{ |
|
int iMaxItems = DEFAULT_NUM_BACKPACK_SLOTS; |
|
CEconGameAccountClient *pGameAccountClient = GetSOCacheGameAccountClient( m_pSOCache ); |
|
if ( pGameAccountClient ) |
|
{ |
|
if ( pGameAccountClient->Obj().trial_account() ) |
|
{ |
|
iMaxItems = DEFAULT_NUM_BACKPACK_SLOTS_FREE_TRIAL_ACCOUNT; |
|
} |
|
iMaxItems += pGameAccountClient->Obj().additional_backpack_slots(); |
|
} |
|
return MIN( iMaxItems, MAX_NUM_BACKPACK_SLOTS ); |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Removes any item in a loadout slot. If the slot has a base item, |
|
// the player essentially returns to using that item. |
|
//----------------------------------------------------------------------------- |
|
bool CTFPlayerInventory::ClearLoadoutSlot( int iClass, int iSlot ) |
|
{ |
|
if ( iSlot < 0 || iSlot >= CLASS_LOADOUT_POSITION_COUNT ) |
|
return false; |
|
|
|
if ( iClass == GEconItemSchema().GetAccountIndex() ) |
|
{ |
|
if ( m_AccountLoadoutItems[iSlot] == LOADOUT_SLOT_USE_BASE_ITEM ) |
|
return false; |
|
} |
|
else |
|
{ |
|
if ( iClass < TF_FIRST_NORMAL_CLASS || iClass >= TF_LAST_NORMAL_CLASS ) |
|
return false; |
|
|
|
if ( m_LoadoutItems[iClass][iSlot] == LOADOUT_SLOT_USE_BASE_ITEM ) |
|
return false; |
|
} |
|
|
|
CEconItemView *pItemInSlot = GetItemInLoadout( iClass, iSlot ); |
|
if ( !pItemInSlot ) |
|
return false; |
|
|
|
InventoryManager()->UpdateInventoryEquippedState( this, INVALID_ITEM_ID, iClass, iSlot ); |
|
|
|
// TODO: Prediction |
|
// It's been moved to the backpack, so clear out loadout entry |
|
//m_LoadoutItems[iClass][iSlot] = LOADOUT_SLOT_USE_BASE_ITEM; |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Update weapon skin request list |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::UpdateWeaponSkinRequest() |
|
{ |
|
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 ); |
|
|
|
FOR_EACH_VEC_BACK( m_vecWeaponSkinRequestList, i ) |
|
{ |
|
SkinRequest_t &req = m_vecWeaponSkinRequestList[i]; |
|
CEconItemView *pItem = GetInventoryItemByItemID( req.m_nID ); |
|
Assert( pItem ); |
|
if ( !pItem ) |
|
{ |
|
m_vecWeaponSkinRequestList.Remove( i ); |
|
continue; |
|
} |
|
|
|
// Have we loaded this one yet? If not, do it here. |
|
if ( mdlcache->IsErrorModel( req.m_hModel ) ) |
|
{ |
|
const char *pszModelName = pItem->GetPlayerDisplayModel( 0, 0 ); |
|
if ( pszModelName ) |
|
{ |
|
MDLHandle_t hItemMDL = mdlcache->FindMDL( pszModelName ); |
|
if ( mdlcache->IsErrorModel( hItemMDL ) ) |
|
{ |
|
AssertMsg( 0, "failed to find %s from mdlcache", pszModelName ); |
|
m_vecWeaponSkinRequestList.Remove( i ); |
|
continue; |
|
} |
|
|
|
req.m_hModel = hItemMDL; |
|
} |
|
else |
|
{ |
|
AssertMsg( 0, "failed to precache weapon skin because there's no model" ); |
|
m_vecWeaponSkinRequestList.Remove( i ); |
|
} |
|
} |
|
|
|
// Draw! |
|
{ |
|
CMDL mdl; |
|
mdl.SetMDL( req.m_hModel ); |
|
mdl.m_pProxyData = static_cast<IClientRenderable*>( pItem ); |
|
|
|
pItem->SetWeaponSkinUseLowRes( true ); |
|
int nRestoreTeam = pItem->GetTeamNumber(); |
|
pItem->SetTeamNumber( req.m_nTeam ); |
|
|
|
matrix3x4_t matIdentity; |
|
SetIdentityMatrix( matIdentity ); |
|
IMaterial *pOverrideMaterial = pItem->GetMaterialOverride( pItem->GetTeamNumber() ); |
|
|
|
if ( pOverrideMaterial ) |
|
modelrender->ForcedMaterialOverride( pOverrideMaterial ); |
|
|
|
mdl.Draw( matIdentity ); |
|
|
|
if ( pOverrideMaterial ) |
|
modelrender->ForcedMaterialOverride( NULL ); |
|
|
|
pItem->SetTeamNumber( nRestoreTeam ); |
|
pItem->SetWeaponSkinUseLowRes( false ); |
|
} |
|
|
|
// Don't remove until it's complete. |
|
if ( pItem->GetWeaponSkinBase() ) |
|
{ |
|
Assert( pItem->GetWeaponSkinBaseCompositor() == NULL ); |
|
ITexture* pTex = pItem->GetWeaponSkinBase(); |
|
if ( pTex ) |
|
{ |
|
pTex->AddRef(); // We need to hold a ref to the texture. |
|
m_CachedBaseTextureLowRes[ req.m_nTeam ].Insert( req.m_nID, pTex ); |
|
pItem->SetWeaponSkinBase( NULL ); // Clean up. |
|
} |
|
|
|
// We do RED, then BLUE. Then drop it out of the list. |
|
if ( req.m_nTeam == TF_TEAM_BLUE ) |
|
{ |
|
Assert( !mdlcache->IsErrorModel( req.m_hModel ) ); |
|
mdlcache->Release( req.m_hModel ); |
|
m_vecWeaponSkinRequestList.Remove( i ); |
|
} |
|
else |
|
{ |
|
Assert( req.m_nTeam == TF_TEAM_RED ); |
|
req.m_nTeam = TF_TEAM_BLUE; |
|
} |
|
} |
|
|
|
// Only do one of these per frame to avoid hitching. |
|
break; |
|
} |
|
} |
|
|
|
#endif // CLIENT_DLL |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::ItemHasBeenUpdated( CEconItemView *pItem, bool bUpdateAckFile, bool bWriteAckFile ) |
|
{ |
|
Assert( pItem ); |
|
|
|
BaseClass::ItemHasBeenUpdated( pItem, bUpdateAckFile, bWriteAckFile ); |
|
const CEconItem *pEconItem = pItem->GetSOCData(); |
|
|
|
#ifdef CLIENT_DLL |
|
static CSchemaAttributeDefHandle pAttrib_WeaponAllowInspect( "weapon_allow_inspect" ); |
|
bool bLocalInv = InventoryManager()->GetLocalInventory() == this; |
|
#endif // CLIENT_DLL |
|
|
|
for ( equipped_class_t iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ ) |
|
{ |
|
equipped_slot_t unSlot = pEconItem ? pEconItem->GetEquippedPositionForClass( iClass ) : INVALID_EQUIPPED_SLOT; |
|
|
|
Assert( GetInventoryItemByItemID( pItem->GetItemID() ) ); |
|
|
|
bool bThisClassLoadoutChanged = UpdateEquipStateForClass( pItem->GetItemID(), unSlot, m_LoadoutItems[iClass], ARRAYSIZE( m_LoadoutItems[iClass] ) ); |
|
|
|
if ( bThisClassLoadoutChanged ) |
|
{ |
|
m_bLoadoutChanged[iClass] = true; |
|
|
|
#ifdef CLIENT_DLL |
|
// if we can inspect this item, it has unique skin. |
|
// draw it once per team to tell the system to generate unique skin |
|
float flInspect = 0; |
|
if ( bLocalInv && FindAttribute_UnsafeBitwiseCast<attrib_value_t>( pItem, pAttrib_WeaponAllowInspect, &flInspect ) ) |
|
{ |
|
SkinRequest_t req = { TF_TEAM_RED, pItem->GetItemID(), MDLHANDLE_INVALID }; |
|
m_vecWeaponSkinRequestList.AddToTail( req ); |
|
} |
|
#endif // CLIENT_DLL |
|
} |
|
} |
|
|
|
// Update account items as well |
|
equipped_slot_t unSlot = pEconItem ? pEconItem->GetEquippedPositionForClass( GEconItemSchema().GetAccountIndex() ) : INVALID_EQUIPPED_SLOT; |
|
UpdateEquipStateForClass( pItem->GetItemID(), unSlot, m_AccountLoadoutItems, ARRAYSIZE( m_AccountLoadoutItems ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CTFPlayerInventory::UpdateEquipStateForClass( const itemid_t& itemID, equipped_slot_t nSlot, itemid_t *pLoadout, int nCount ) |
|
{ |
|
bool bThisClassLoadoutChanged = false; |
|
|
|
// For each slot this item may have been equipped in, set to the base item, unless that slot |
|
// is the current slot. (ie., if an item moves from slot 10 to slot 12, slot 10 will be set to |
|
// base item, and slot 12 will be set to this item ID) |
|
for ( int i = 0; i < nCount; i++ ) |
|
{ |
|
itemid_t& refLoadoutItemID = *( pLoadout + i ); |
|
|
|
if ( i == nSlot ) |
|
{ |
|
// This may be an invalid slot for the item, but CTFPlayerInventory::InventoryReceived() |
|
// will have detected that and sent off a request already to move it. The response |
|
// to that will clear this loadout slot. |
|
refLoadoutItemID = itemID; |
|
bThisClassLoadoutChanged = true; |
|
} |
|
else if ( refLoadoutItemID == itemID ) |
|
{ |
|
refLoadoutItemID = LOADOUT_SLOT_USE_BASE_ITEM; |
|
bThisClassLoadoutChanged = true; |
|
} |
|
} |
|
|
|
return bThisClassLoadoutChanged; |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::PostSOUpdate( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) |
|
{ |
|
BaseClass::PostSOUpdate( steamIDOwner, eEvent ); |
|
|
|
VerifyChangedLoadoutsAreValid(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::SOCacheSubscribed( const CSteamID & steamIDOwner, GCSDK::ESOCacheEvent eEvent ) |
|
{ |
|
BaseClass::SOCacheSubscribed( steamIDOwner, eEvent ); |
|
|
|
VerifyChangedLoadoutsAreValid(); |
|
UpdateCachedServerLoadoutItems(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Helper function to add a new item for a econ item |
|
//----------------------------------------------------------------------------- |
|
bool CTFPlayerInventory::AddEconItem( CEconItem * pItem, bool bUpdateAckFile, bool bWriteAckFile, bool bCheckForNewItems ) |
|
{ |
|
if ( BaseClass::AddEconItem( pItem, bUpdateAckFile, bWriteAckFile, bCheckForNewItems ) ) |
|
{ |
|
if ( bCheckForNewItems && InventoryManager()->GetLocalInventory() == this ) |
|
{ |
|
if ( IsUnacknowledged( pItem->GetInventoryToken() ) ) |
|
{ |
|
OnHasNewQuest(); |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::VerifyLoadoutItemsAreValid( int iClass ) |
|
{ |
|
// Important note: currently this function walks the loadout slots in order causing slots towards |
|
// the beginning of the list to take priority over slots later in the list. This means that currently |
|
// weapons take priority over hats, hats take priority over misc slots, etc. which is all well and good. |
|
// If later we want the order in which slots claim their equip regions to change, we'll want to change |
|
// the iteration order here and also change GenerateEquipRegionMaskUpToSlot(), which is used for |
|
// filling out the UI. |
|
equip_region_mask_t unCumulativeRegionMask = 0; |
|
for ( int i = 0; i < CLASS_LOADOUT_POSITION_COUNT; i++ ) |
|
{ |
|
CEconItemView *pEquippedItemView = GetItemInLoadout( iClass, i ); |
|
if ( !pEquippedItemView ) |
|
continue; |
|
|
|
// Does this item use the same regions as some item that we already have equipped? |
|
equip_region_mask_t unItemEquipMask = pEquippedItemView->GetItemDefinition()->GetEquipRegionMask(); |
|
if ( unItemEquipMask & unCumulativeRegionMask ) |
|
{ |
|
// Unequip this item. This will wind up calling into ::ItemHasBeenUpdated() once the |
|
// unequip makes it to the GC and back. |
|
InventoryManager()->UpdateInventoryEquippedState( this, INVALID_ITEM_ID, iClass, pEquippedItemView->GetEquippedPositionForClass( iClass ) ); |
|
} |
|
else |
|
{ |
|
unCumulativeRegionMask |= unItemEquipMask; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CTFPlayerInventory::VerifyChangedLoadoutsAreValid() |
|
{ |
|
// We maybe changed equip state for an item and it's possible if we're sending bad messages and/or |
|
// hacking state that we'll now have conflicting items equipped. Walk all of our items for this class |
|
// to verify our state is good. |
|
for ( equipped_class_t iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ ) |
|
{ |
|
if ( m_bLoadoutChanged[iClass] ) |
|
{ |
|
VerifyLoadoutItemsAreValid( iClass ); |
|
} |
|
} |
|
} |
|
#endif // CLIENT_DLL |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFPlayerInventory::ItemIsBeingRemoved( CEconItemView *pItem ) |
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{ |
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for ( int iClass = TF_FIRST_NORMAL_CLASS; iClass < TF_LAST_NORMAL_CLASS; iClass++ ) |
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{ |
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if ( pItem->IsEquippedForClass( iClass ) ) |
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{ |
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for ( int iSlot = 0; iSlot < CLASS_LOADOUT_POSITION_COUNT; iSlot++ ) |
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{ |
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if ( m_LoadoutItems[iClass][iSlot] == pItem->GetItemID() ) |
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{ |
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m_LoadoutItems[iClass][iSlot] = LOADOUT_SLOT_USE_BASE_ITEM; |
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m_bLoadoutChanged[iClass] = true; |
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} |
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} |
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} |
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} |
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} |
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//======================================================================================================================= |
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// TF PLAYER INVENTORY |
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//======================================================================================================================= |
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#ifdef CLIENT_DLL |
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// WTF: Declaring this inline caused a compiler bug. |
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CTFPlayerInventory *CTFInventoryManager::GetLocalTFInventory( void ) |
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{ |
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return &m_LocalInventory; |
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} |
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#endif |
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#ifdef _DEBUG |
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#if defined(CLIENT_DLL) |
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CON_COMMAND_F( item_dumpinv_other, "Dumps the contents of a specified client inventory. Format: item_dumpinv_other <player index>", FCVAR_NONE ) |
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{ |
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if ( args.ArgC() > 1 ) |
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{ |
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C_TFPlayer *pOther = ToTFPlayer( UTIL_PlayerByIndex( atoi(args[1]) ) ); |
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if ( pOther ) |
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{ |
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pOther->Inventory()->DumpInventoryToConsole( true ); |
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return; |
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} |
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} |
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Msg("Couldn't find specified player.\nFormat: item_dumpinv_other <player index>\n"); |
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} |
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#endif |
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#endif // _DEBUG |
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#ifdef _DEBUG |
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#if defined(CLIENT_DLL) |
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CON_COMMAND_F( item_dumpinv, "Dumps the contents of a specified client inventory. Format: item_dumpinv", FCVAR_CHEAT ) |
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#else |
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CON_COMMAND_F( item_dumpinv_sv, "Dumps the contents of a specified server inventory. Format: item_dumpinv_sv", FCVAR_CHEAT ) |
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#endif |
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{ |
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#if defined(CLIENT_DLL) |
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CSteamID steamID = steamapicontext->SteamUser()->GetSteamID(); |
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#else |
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CSteamID steamID; |
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_GetCommandClient() ); |
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pPlayer->GetSteamID( &steamID ); |
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#endif |
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CPlayerInventory *pInventory = TFInventoryManager()->GetInventoryForPlayer( steamID ); |
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if ( !pInventory ) |
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{ |
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Msg("No inventory for that player.\n"); |
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return; |
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} |
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pInventory->DumpInventoryToConsole( true ); |
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} |
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#endif |
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#ifdef _DEBUG |
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#if defined(CLIENT_DLL) |
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CON_COMMAND_F( item_deleteunknowns, "Deletes all items in your inventory that we don't have static data for. Useful for removing items that have been removed from the backend.", FCVAR_CHEAT ) |
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{ |
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int iDeleted = TFInventoryManager()->DeleteUnknowns( InventoryManager()->GetLocalInventory() ); |
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Msg("Deleted %d unknown items.\n", iDeleted); |
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} |
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#endif |
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#endif |
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#if defined( TF_CLIENT_DLL ) |
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CON_COMMAND( load_itempreset, "Equip all items for a given preset on the player." ) |
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{ |
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); |
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if ( !pPlayer ) |
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return; |
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if ( args.ArgC() != 2 ) |
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{ |
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Msg( "Usage: \"load_itempreset <preset index>\" - <preset index> can be 0 to 3." ); |
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return; |
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} |
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if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) ) |
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return; |
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equipped_class_t unClass = pPlayer->GetPlayerClass()->GetClassIndex(); |
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equipped_preset_t unPreset = atoi( args[1] ); |
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if ( TFInventoryManager()->LoadPreset( unClass, unPreset ) ) |
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{ |
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// Tell the GC to tell server that we should respawn if we're in a respawn room |
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extern ConVar tf_respawn_on_loadoutchanges; |
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if ( tf_respawn_on_loadoutchanges.GetBool() ) |
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{ |
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GCSDK::CGCMsg< ::MsgGCEmpty_t > msg( k_EMsgGCRespawnPostLoadoutChange ); |
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GCClientSystem()->BSendMessage( msg ); |
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} |
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} |
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} |
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#endif // TF_CLIENT_DLL
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