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