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#if defined _store_backend_included
#endinput
#endif
#define _store_backend_included
#define STORE_MAX_NAME_LENGTH 32
#define STORE_MAX_DISPLAY_NAME_LENGTH 64
#define STORE_MAX_DESCRIPTION_LENGTH 128
#define STORE_MAX_TYPE_LENGTH 32
#define STORE_MAX_REQUIREPLUGIN_LENGTH 32
#define STORE_MAX_LOADOUTSLOT_LENGTH 32
#define STORE_MAX_LOADOUTGAME_LENGTH 32
#define STORE_MAX_LOADOUTCLASS_LENGTH 32
#define STORE_MAX_ATTRIBUTES_LENGTH 1024
functag Store_GetItemsCallback public(items[], count, any:data);
functag Store_GetUserItemsCallback public(useritems[], bool:equipped[], useritemCount[], count, loadoutId, any:data);
functag Store_GetCreditsCallback public(credits, any:data);
functag Store_GiveCreditsCallback public(accountId, any:data);
functag Store_BuyItemCallback public(bool:success, any:data);
functag Store_EquipItemCallback public(accountId, itemId, loadoutId, any:data);
functag Store_UseItemCallback public(accountId, itemId, any:data);
functag Store_GetUserItemCountCallback public(count, any:data);
forward Store_OnDatabaseInitialized();
forward Store_OnReloadItems();
forward Store_OnReloadItemsPost();
enum Store_AquireMethod
{
Store_Shop,
Store_Trade,
Store_Gift,
Store_Admin,
Store_Web,
Store_Unknown
}
/**
* Registers a player in the database:
*
* - If the player is already in the database, his name will be updated according
* to the 'name' parameter provided.
*
* - If the player is not in the database (for example, a new player who just joined
* the server for the first time), he will be added using the account ID and name
* provided.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param name The name of the player.
*
* @noreturn
*/
native Store_Register(accountId, const String:name[] = "");
/**
* Registers a player in the database, provided his client index only.
*
* This method converts the client index provided to an account id, retrieves
* the player's name, and calls Store_Register using that information.
*
* The logic of registering a player is explained in the Store_Register documentation.
*
* The store-core module calls this method every time a player joins the server.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param client Client index.
*
* @noreturn
*/
native Store_RegisterClient(client);
/**
* Retrieves all item categories from the database.
*
* The store-backend module builds a cache of the categories retrieved the first time
* this method is called, for faster access the next time it's called.
*
* You can set the loadFromCache parameter of this method to false to retrieve categories
* from the database and not from the cache.
*
* The store-core module calls this method when it is loaded to build a cache of
* categories.
*
* It also provides the store_reloaditems command to reload items and categories
* from the database.
*
* To use this method, you can provide a callback for when the categories are loaded.
* The callback will provide an array of the categories' IDs. You can then loop the array,
* and find info about each category using the Store_GetCategory* methods.
*
* For example:
*
* Store_GetCategories(OnCategoriesLoaded);
*
* public OnCategoriesLoaded(categories[], count, any:data)
* {
* for (new category = 0; category < count; category++)
* {
* decl String:displayName[32];
* Store_GetCategoryDisplayName(categories[category], displayName, sizeof(displayName));
*
* PrintToServer(displayName);
* }
* }
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param callback A callback which will be called when the categories are loaded.
* @param loadFromCache Whether to load categories from cache. If false, the method will
* query the database and rebuild its cache.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetCategories(Store_GetItemsCallback:callback = Store_GetItemsCallback:INVALID_HANDLE, bool:loadFromCache = true, any:data = 0);
/**
* Retrieves a category's display name by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all categories.
*
* @param id Category's ID.
* @param displayName Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetCategoryDisplayName(id, String:displayName[], maxlength);
/**
* Retrieves a category's description by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all categories.
*
* @param id Category's ID.
* @param description Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetCategoryDescription(id, String:description[], maxlength);
/**
* Retrieves the plugin name that is required for a specific category.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all categories.
*
* @param id Category's ID.
* @param pluginRequired Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetCategoryPluginRequired(id, String:pluginRequired[], maxlength);
/**
* Retrieves items from the database.
*
* The store-backend module builds a cache of the items retrieved the first time
* this method is called, for faster access the next time it's called.
*
* You can set the loadFromCache parameter of this method to false to retrieve categories
* from the database and not from the cache.
*
* You can use the filter parameter to filter items returned by the following properties:
* - category_id (cell)
* - is_buyable (cell)
* - is_tradeable (cell)
* - is_refundable (cell)
* - type (string)
*
* To use it, set it to a trie with some or all of the above properties.
* IMPORTANT: You are *not* resposible for closing the filter trie's handle,
* the store-backend module is.
*
* The store-backend module calls this method when it is loaded to build a cache of
* categories. It also provides the store_reloaditems command to reload items and categories
* from the database.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the items' IDs. You can then loop the array,
* and find info about each item using the Store_GetItem* methods.
*
* For example:
*
* new Handle:filter = CreateTrie();
* SetTrieString(filter, "type", "equipment");
* SetTrieValue(filter, "is_buyable", 1);
*
* Store_GetItems(filter, OnItemsLoaded);
*
* public OnItemsLoaded(items[], count, any:data)
* {
* for (new item = 0; item < count; item++)
* {
* decl String:displayName[32];
* Store_GetItemDisplayName(items[item], displayName, sizeof(displayName));
*
* PrintToServer(displayName);
* }
* }
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param filter A trie which will be used to filter the loadouts returned.
* @param callback A callback which will be called when the items are loaded.
* @param loadFromCache Whether to load items from cache. If false, the method will
* query the database and rebuild its cache.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetItems(Handle:filter = INVALID_HANDLE, Store_GetItemsCallback:callback = Store_GetItemsCallback:INVALID_HANDLE, bool:loadFromCache = true, any:data = 0);
/**
* Retrieves an item's name by its ID.
*
* The difference between an item's name and an item's display name is
* that its name is a lowered-case unique identifier of it, and
* its display name is what actually displayed in the store UI (which
* doesnt has to be unique).
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param name Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemName(id, String:name[], maxlength);
/**
* Retrieves an item's display name by its ID.
*
* The difference between an item's name and an item's display name is
* that its name is a lowered-case unique identifier of it, and
* its display name is what actually displayed in the store UI (which
* doesnt has to be unique).
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param displayName Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemDisplayName(id, String:displayName[], maxlength);
/**
* Retrieves an item's description by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param description Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemDescription(id, String:description[], maxlength);
/**
* Retrieves an item's type by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param type Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemType(id, String:type[], maxlength);
/**
* Retrieves an item's loadout slot by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
* @param loadoutSlot Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetItemLoadoutSlot(id, String:loadoutSlot[], maxlength);
/**
* Retrieves an item's price by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
*
* @return The item's price.
*/
native Store_GetItemPrice(id);
/**
* Retrieves an item's category by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Category's ID.
*
* @return The item's category ID.
*/
native Store_GetItemCategory(id);
/**
* Determines whether or not an item is buyable.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Item's ID.
*
* @return True if buyable, false otherwise.
*/
native bool:Store_IsItemBuyable(id);
/**
* Determines whether or not an item is tradeable.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Item's ID.
*
* @return True if tradeable, false otherwise.
*/
native bool:Store_IsItemTradeable(id);
/**
* Determines whether or not an item is refundable.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all items.
*
* @param id Item's ID.
*
* @return True if refundable, false otherwise.
*/
native bool:Store_IsItemRefundable(id);
/**
* Retrieves loadouts from the database.
*
* The store-backend module builds a cache of the loadouts retrieved the first time
* this method is called, for faster access the next time it's called.
*
* You can set the loadFromCache parameter of this method to false to retrieve loadouts
* from the database and not from the cache.
*
* You can use the filter parameter to filter loadouts returned by the following properties:
* - game (string)
* - team (cell)
* - class (string)
*
* To use it, set it to a trie with some or all of the above properties.
* IMPORTANT: You are *not* resposible for closing the filter trie's handle,
* the store-backend module is.
*
* The store-loadout module calls this method when it is loaded to build a cache of
* loadouts.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the loadouts' IDs. You can then loop the array,
* and find info about each item using the Store_GetLoadout* methods.
*
* For example:
*
* new Handle:filter = CreateTrie();
* SetTrieString(filter, "game", "tf");
* SetTrieValue(filter, "team", GetClientTeam(client));
*
* Store_GetLoadouts(filter, OnLoadoutsLoaded);
*
* public OnLoadoutsLoaded(loadouts[], count, any:data)
* {
* for (new loadout = 0; loadout < count; loadout++)
* {
* decl String:displayName[32];
* Store_GetLoadoutDisplayName(loadouts[loadout], displayName, sizeof(displayName));
*
* PrintToServer(displayName);
* }
* }
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param filter A trie which will be used to filter the loadouts returned.
* @param callback A callback which will be called when the items are loaded.
* @param loadFromCache Whether to load items from cache. If false, the method will
* query the database and rebuild its cache.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetLoadouts(Handle:filter = INVALID_HANDLE, Store_GetItemsCallback:callback, bool:loadFromCache = true, any:data = 0);
/**
* Retrieves a loadout's display name by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
* @param displayName Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetLoadoutDisplayName(id, String:displayName[], maxlength);
/**
* Retrieves a loadout's game by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
* @param game Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetLoadoutGame(id, String:game[], maxlength);
/**
* Retrieves a loadout's class by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
* @param class Buffer to store string in.
* @param maxlength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetLoadoutClass(id, String:class[], maxlength);
/**
* Retrieves a loadout's team by its ID.
*
* IMPORTANT: This method only works if the store-backend module has a cache
* of all loadouts.
*
* @param id Category's ID.
*
* @return The loadout's team.
*/
native Store_GetLoadoutTeam(id);
/**
* Retrieves items of a specific player in a specific category.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the items' IDs. You can then loop the array,
* and find info about each item using the Store_GetItem* methods.
*
* You can use the filter parameter to filter items returned by the following properties:
* - category_id (cell)
* - is_buyable (cell)
* - is_tradeable (cell)
* - is_refundable (cell)
* - type (string)
*
* To use it, set it to a trie with some or all of the above properties.
* IMPORTANT: You are *not* resposible for closing the filter trie's handle,
* the store-backend module is.
*
* The items returned by this method are grouped by the item's name. That means that
* if a player has multiple items with the same name (the unique identifier of the item, NOT its
* display name), then the array will only have one element of that item.
*
* To determine how many items the player has of the same name, the callback provides the
* itemCount[] array.
*
* To deremine whether or not an item is equipped in the loadout specified, the callback
* provides the equipped[] array.
*
* For example:
*
* new Handle:filter = CreateTrie();
* SetTrieString(filter, "type", "equipment");
* SetTrieValue(filter, "is_refundable", 1);
*
* Store_GetUserItems(filter,
* Store_GetClientAccountID(client),
* Store_GetClientLoadout(client),
* GetUserItemsCallback);
*
* public GetUserItemsCallback(items[], bool:equipped[], itemCount[], count, loadoutId, any:data)
* {
* PrintToServer("Player's Inventory");
*
* for (new item = 0; item < count; item++)
* {
* decl String:displayName[32];
* Store_GetItemDisplayName(items[item], displayName, sizeof(displayName));
*
* PrintToServer("Item: %s, Equipped: %b, Count: %d", displayName, equipped[item], itemCount[item]);
* }
* }
*
* For a full example of a usage of this method, see the store-inventory module.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param filter A trie which will be used to filter the loadouts returned.
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param loadoutId The loadout which will be used to determine whether an item is equipped or not.
* @param callback A callback which will be called when the items are loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetUserItems(Handle:filter, accountId, loadoutId, Store_GetUserItemsCallback:callback, any:data = 0);
/**
* Retrieves the amount of the same item a user has.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemName The name of the item.
* @param callback A callback which will be called when the items are loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetUserItemCount(accountId, const String:itemName[], Store_GetUserItemCountCallback:callback, any:data = 0);
/**
* Retrieves the amount of credits that a player currently has.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param callback A callback which will be called when the credits amount is loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetCredits(accountId, Store_GetCreditsCallback:callback, any:data = 0);
/**
* Gives a player a specific amount of credits.
*
* You can also set the credits parameter to a negative value to take credits
* from the player.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param credits The amount of credits to give to the player.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GiveCredits(accountId, credits, Store_GiveCreditsCallback:callback = Store_GiveCreditsCallback:INVALID_HANDLE, any:data = 0);
/**
* Gives multiple players a specific amount of credits.
*
* You can also set the credits parameter to a negative value to take credits
* from the players.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountIds The account IDs of the players, use Store_GetClientAccountID to convert a client index to account ID.
* @param accountIdsLength Players count.
* @param credits The amount of credits to give to the players.
*
* @noreturn
*/
native Store_GiveCreditsToUsers(accountIds[], accountIdsLength, credits);
/**
* Gives multiple players different amounts of credits.
*
* You can also set the credits parameter to a negative value to take credits
* from the players.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountIds The account IDs of the players, use Store_GetClientAccountID to convert a client index to account ID.
* @param accountIdsLength Players count.
* @param credits Amount of credits per player.
*
* @noreturn
*/
native Store_GiveDifferentCreditsToUsers(accountIds[], accountIdsLength, credits[]);
/**
* Gives player an item.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to give to the player.
* @param aquireMethod
* @param callback A callback which will be called when the operation is finished.
* @param plugin The plugin owner of the callback.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GiveItem(accountId, itemId, Store_AquireMethod:aquireMethod = Store_Unknown, Store_GiveCreditsCallback:callback = Store_GiveCreditsCallback:INVALID_HANDLE, any:data = 0);
/**
* Buys an item for a player, using his credits.
*
* To determine whether or not the process of buying that item was successful,
* use the 'success' parameter that is provided by the callback.
* A false value of that parameter probably means that the user didn't have enough credits.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to buy.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_BuyItem(accountId, itemId, Store_BuyItemCallback:callback, any:data = 0);
/**
* Removes one copy of an item from a player's inventory.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to use.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_RemoveUserItem(accountId, itemId, Store_UseItemCallback:callback, any:data = 0);
/**
* Changes item equipped state in a specific loadout for a player.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param itemId The ID of the item to change equipped state to.
* @param loadoutId The loadout to equip the item in.
* @param isEquipped Whether or not the item is equipped in the specified loadout.
* @param callback A callback which will be called when the operation is finished.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_SetItemEquippedState(accountId, itemId, loadoutId, bool:isEquipped, Store_EquipItemCallback:callback, any:data = 0);
/**
* Retrieves equipped items of a specific player in a specific type.
*
* To use this method, you can provide a callback for when the items are loaded.
* The callback will provide an array of the items' IDs. You can then loop the array,
* and find info about each item using the Store_GetItem* methods.
*
* The items returned by this method are grouped by the item's name. That means that
* if a player has multiple items with the same name (the unique identifier of the item, NOT its
* display name), then the array will only have one element of that item.
*
* To determine how many items the player has of the same name, the callback provides the
* itemCount[] array.
*
* To deremine whether or not an item is equipped in the loadout specified, the callback
* provides the equipped[] array.
*
* For example:
*
* Store_GetUserItems(Store_GetClientAccountID(client),
* categoryId,
* Store_GetClientLoadout(client),
* GetUserItemsCallback);
*
* public GetUserItemsCallback(items[], bool:equipped[], itemCount[], count, loadoutId, any:data)
* {
* PrintToServer("Player's Inventory");
*
* for (new item = 0; item < count; item++)
* {
* decl String:displayName[32];
* Store_GetItemDisplayName(items[item], displayName, sizeof(displayName));
*
* PrintToServer("Item: %s, Equipped: %b, Count: %d", displayName, equipped[item], itemCount[item]);
* }
* }
*
* For a full example of a usage of this method, see the store-inventory module.
*
* As with all other store-backend methods, this method is completely asynchronous.
*
* @param accountId The account ID of the player, use Store_GetClientAccountID to convert a client index to account ID.
* @param type The category of the items you want to retrieve.
* @param loadoutId The loadout which will be used to determine whether an item is equipped or not.
* @param callback A callback which will be called when the items are loaded.
* @param data Extra data value to pass to the callback.
*
* @noreturn
*/
native Store_GetEquippedItemsByType(accountId, const String:type[], loadoutId, Store_GetItemsCallback:callback, any:data = 0);
/**
* Query the database for items and categories, so that
* the store-backend module will have a cache of them.
*
* @noreturn
*/
native Store_ReloadItemCache();
stock Store_GetAccountIDFromAuthString(String:authString[])
{
decl String:toks[3][16];
ExplodeString(authString, ":", toks, sizeof(toks), sizeof(toks[]));
new odd = StringToInt(toks[1]);
new halfAID = StringToInt(toks[2]);
return (halfAID*2) + odd;
}
stock Store_GetClientAccountID(client)
{
decl String:buffer[32];
GetClientAuthString(client, buffer, sizeof(buffer));
return Store_GetAccountIDFromAuthString(buffer);
}
public SharedPlugin:__pl_store_backend =
{
name = "store-backend",
file = "store-backend.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_backend_SetNTVOptional()
{
MarkNativeAsOptional("Store_Register");
MarkNativeAsOptional("Store_RegisterClient");
MarkNativeAsOptional("Store_GetCategories");
MarkNativeAsOptional("Store_GetCategoryDisplayName");
MarkNativeAsOptional("Store_GetCategoryDescription");
MarkNativeAsOptional("Store_GetItems");
MarkNativeAsOptional("Store_GetItemDisplayName");
MarkNativeAsOptional("Store_GetItemDescription");
MarkNativeAsOptional("Store_GetItemType");
MarkNativeAsOptional("Store_GetItemLoadoutSlot");
MarkNativeAsOptional("Store_GetItemPrice");
MarkNativeAsOptional("Store_GetItemAttributes");
MarkNativeAsOptional("Store_IsItemTradeable");
MarkNativeAsOptional("Store_IsItemBuyable");
MarkNativeAsOptional("Store_IsItemRefundable");
MarkNativeAsOptional("Store_GetUserItems");
MarkNativeAsOptional("Store_GetUserItemCount");
MarkNativeAsOptional("Store_GetCredits");
MarkNativeAsOptional("Store_GiveCredits");
MarkNativeAsOptional("Store_GiveCreditsToUsers");
MarkNativeAsOptional("Store_GiveDifferentCreditsToUsers");
MarkNativeAsOptional("Store_BuyItem");
MarkNativeAsOptional("Store_RemoveUserItem");
MarkNativeAsOptional("Store_SetItemEquippedState");
MarkNativeAsOptional("Store_GetEquippedItemsByType");
MarkNativeAsOptional("Store_ReloadItemCache");
}
#endif

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#if defined _store_core_included
#endinput
#endif
#define _store_core_included
#define STORE_VERSION "1.1-alpha"
#define STORE_PREFIX "\x04[Store] \x01"
funcenum Store_MenuItemClickCallback
{
public(client, const String:value[])
}
/**
* Opens the main menu for a player.
*
* @param client Client Index
*
* @noreturn
*/
native Store_OpenMainMenu(client);
/**
* Adds an item to the main menu.
*
* @param displayName The text of the item, as it is shown to the player.
* @param description A short description of the item.
* @param value Item information string that will be sent to the callback.
* @param callback Callback to the item click event.
* @param order Preferred position of the item in the menu.
*
* @noreturn
*/
native Store_AddMainMenuItem(const String:displayName[], const String:description[] = "", const String:value[] = "", Store_MenuItemClickCallback:callback, order = 32);
/**
* Retrieve currency name as it is defined in the core condig file.
*
* @param currencyName Buffer to store the currency name in.
* @param maxLength Maximum length of string buffer.
*
* @noreturn
*/
native Store_GetCurrencyName(String:currencyName[], maxLength);
public SharedPlugin:__pl_store =
{
name = "store",
file = "store-core.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_SetNTVOptional()
{
MarkNativeAsOptional("Store_OpenMainMenu");
MarkNativeAsOptional("Store_AddMainMenuItem");
MarkNativeAsOptional("Store_GetCurrencyName");
}
#endif

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#if defined _store_inventory_included
#endinput
#endif
#define _store_inventory_included
enum Store_ItemUseAction
{
Store_EquipItem,
Store_UnequipItem,
Store_DeleteItem,
Store_DoNothing
}
functag Store_ItemGetAttributesCallback public(const String:itemName[], const String:attrs[]);
functag Store_ItemUseCallback Store_ItemUseAction:public(client, itemId, bool:equipped);
/**
* Opens the inventory menu for a client.
*
* @param client Client index.
*
* @noreturn
*/
native Store_OpenInventory(client);
/**
* Opens the inventory menu for a client in a specific category.
*
* @param client Client index.
* @param categoryId The category that you want to open.
*
* @noreturn
*/
native Store_OpenInventoryCategory(client, categoryId);
/**
* Registers an item type.
*
* A type of an item defines its behaviour. Once you register a type,
* the store will provide two callbacks for you:
* - Use callback: called when a player selects your item in his inventory.
* - Attributes callback: called when the store loads the attributes of your item (optional).
*
* It is recommended that each plugin registers *one* item type.
*
* @param type Item type unique identifer - maximum 32 characters, no whitespaces, lower case only.
* @param useCallback Called when a player selects your item in his inventory.
* @param attrsCallback Called when the store loads the attributes of your item.
*
* @noreturn
*/
native Store_RegisterItemType(const String:type[], Store_ItemUseCallback:useCallback, Store_ItemGetAttributesCallback:attrsCallback = Store_ItemGetAttributesCallback:0);
/**
* Determines whether or not a specific item type string is registered.
*
* @param type Item type unique identifer.
*
* @return True if registered, false otherwise.
*/
native bool:Store_IsItemTypeRegistered(const String:type[]);
/**
* Calls item type's attributes callback.
*
* This method is designed for store-database, that loads attributes from the database.
* It shouldn't be used anywhere else.
*
* @param type Item type unique identifer.
* @param itemName
* @param attrs
*
* @return True if successful, false otherwise.
*/
native bool:Store_CallItemAttrsCallback(const String:type[], const String:itemName[], const String:attrs[]);
public SharedPlugin:__pl_store_inventory =
{
name = "store-inventory",
file = "store-inventory.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_inventory_SetNTVOptional()
{
MarkNativeAsOptional("Store_OpenInventory");
MarkNativeAsOptional("Store_OpenInventoryCategory");
MarkNativeAsOptional("Store_RegisterItemType");
MarkNativeAsOptional("Store_IsItemTypeRegistered");
// MarkNativeAsOptional("Store_CallItemAttrsCallback");
}
#endif

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#if defined _store_loadout_included
#endinput
#endif
#define _store_loadout_included
forward Store_OnClientLoadoutChanged(client);
/**
* Opens the loadout menu for a client.
*
* @param client Client index.
*
* @noreturn
*/
native Store_OpenLoadoutMenu(client);
/**
* Gets client current loadout.
*
* @param client Client index.
*
* @return Loadout index.
*/
native Store_GetClientLoadout(client);
public SharedPlugin:__pl_loadout_store =
{
name = "store-loadout",
file = "store-loadout.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_loadout_SetNTVOptional()
{
MarkNativeAsOptional("Store_OpenLoadoutMenu");
MarkNativeAsOptional("Store_GetClientLoadout");
}
#endif

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#if defined _store_loadouts_included
#endinput
#endif
#define _store_loadouts_included
//Forwards
forward void Store_OnClientLoadoutChanged(int client);
/**
* Opens the loadout menu for a client.
*
* @param client Client index.
*
* @noreturn
*/
native void Store_OpenLoadoutMenu(int client);
/**
* Gets client current loadout.
*
* @param client Client index.
*
* @return Loadout index.
*/
native int Store_GetClientCurrentLoadout(int client);
native int Store_GetClientLoadout(int client);
public SharedPlugin __pl_store_loadouts =
{
name = "store-loadouts",
file = "store-loadouts.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_loadouts_SetNTVOptional()
{
MarkNativeAsOptional("Store_OpenLoadoutMenu");
MarkNativeAsOptional("Store_GetClientCurrentLoadout");
MarkNativeAsOptional("Store_GetClientLoadout");
}
#endif

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#if defined _store_logging_included
#endinput
#endif
#define _store_logging_included
/**
* Logging levels
*/
enum Store_LogLevel
{
Store_LogLevelNone = 0, /**< Logging disabled */
Store_LogLevelError, /**< Log only errors */
Store_LogLevelWarning, /**< Log errors and warnings */
Store_LogLevelInfo, /**< Log errors, warnings and info messages */
Store_LogLevelDebug, /**< Log errors, warnings, info and debug messages */
Store_LogLevelTrace /**< Log errors, warnings, info, debug and trace messages */
};
/**
* Returns the current logging level.
*
* @return Current logging level
*/
native Store_LogLevel:Store_GetLogLevel();
/**
* Logs a message to the Store log file. Depending on the log level provided, this is equivalent
* to calling any of the logging functions below (Store_LogError(), Store_LogWarning(), etc).
*
* @param log_level The severity of the message being logged.
* @param format A format string. See http://wiki.alliedmods.net/Format_Class_Functions_(SourceMod_Scripting)
* @param ... Variable number of format parameters.
* @noreturn
*/
native Store_Log(Store_LogLevel:log_level, const String:format[] , any:...);
/**
* Logs an error message to the Store log file. Error logs are either fatal unrecoverable errors
* or notifications about major problems that significantly hinder a plugin's functionality. For
* example, not being able to connect to the Store service.
*
* @param format A format string. See http://wiki.alliedmods.net/Format_Class_Functions_(SourceMod_Scripting)
* @param ... Variable number of format parameters.
* @noreturn
*/
native Store_LogError(const String:format[] , any:...);
/**
* Logs a warning message to the Store log file. Warnings should notify the server operator of
* malfunctions that are not critical to the plugin's operation but do require attention. For
* example, too much text disaplyed in a menu (and truncated).
*
* @param format A format string. See http://wiki.alliedmods.net/Format_Class_Functions_(SourceMod_Scripting)
* @param ... Variable number of format parameters.
* @noreturn
*/
native Store_LogWarning(const String:format[] , any:...);
/**
* Logs an info message to the Store log file. Info messages should enable the server operator
* to drill in and track activity that occured on his server in details. For example, client
* dis/connections, client billing operations, awards granted to clients, etc.
*
* @param format A format string. See http://wiki.alliedmods.net/Format_Class_Functions_(SourceMod_Scripting)
* @param ... Variable number of format parameters.
* @noreturn
*/
native Store_LogInfo(const String:format[] , any:...);
/**
* Logs a debug message to the Store log file. Debug logs are low-level messages primarily used
* by developers to debug the execution of their plugins. Debug logs typically describe the
* parameters and outcome of some algorithmic computation, or some event that occured. Debug logs
* may generate large volumes of data.
*
* @param format A format string. See http://wiki.alliedmods.net/Format_Class_Functions_(SourceMod_Scripting)
* @param ... Variable number of format parameters.
* @noreturn
*/
native Store_LogDebug(const String:format[] , any:...);
/**
* Logs a particularly low-level trace message to the Store log file. Trace logs are low-level
* messages primarily used by developers to trace the execution of their plugins. They typically
* describe a position in the code and the value of surrounding parameters. Trace logs WILL generate
* large volumes of data quickly.
*
* @param format A format string. See http://wiki.alliedmods.net/Format_Class_Functions_(SourceMod_Scripting)
* @param ... Variable number of format parameters.
* @noreturn
*/
native Store_LogTrace(const String:format[] , any:...);
public SharedPlugin:__pl_store_logging =
{
name = "store-logging",
file = "store-logging.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_logging_SetNTVOptional()
{
MarkNativeAsOptional("Store_GetLogLevel");
MarkNativeAsOptional("Store_Log");
MarkNativeAsOptional("Store_LogError");
MarkNativeAsOptional("Store_LogWarning");
MarkNativeAsOptional("Store_LogInfo");
MarkNativeAsOptional("Store_LogDebug");
MarkNativeAsOptional("Store_LogDebug2");
}
#endif

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#if defined _store_shop_included
#endinput
#endif
#define _store_shop_included
/**
* Opens the shop menu for a client.
*
* @param client Client index.
*
* @noreturn
*/
native Store_OpenShop(client);
/**
* Opens the shop menu for a client in a specific category.
*
* @param client Client index.
* @param categoryId The category that you want to open.
*
* @noreturn
*/
native Store_OpenShopCategory(client, categoryId);
public SharedPlugin:__pl_store_shop =
{
name = "store-shop",
file = "store-shop.smx",
#if defined REQUIRE_PLUGIN
required = 1,
#else
required = 0,
#endif
};
#if defined REQUIRE_PLUGIN
public __pl_store_shop_SetNTVOptional()
{
MarkNativeAsOptional("Store_OpenShop");
MarkNativeAsOptional("Store_OpenShopCategory");
}
#endif

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#if defined _store_stocks_included
#endinput
#endif
#define _store_stocks_included
//////////////////////////////////////////////
//General Stocks for the Store system to use. Some are from SMLib, some are from other places.
#define SIZE_OF_INT 2147483647 // without 0
//From SMLib
stock int String_GetRandom(char[] buffer, int size, int length = 32, const char[] chrs = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ01234556789")
{
int random; int len;
size--;
if (chrs[0] != '\0')
{
len = strlen(chrs) - 1;
}
int n = 0;
while (n < length && n < size)
{
if (chrs[0] == '\0')
{
random = Math_GetRandomInt(33, 126);
buffer[n] = random;
}
else
{
random = Math_GetRandomInt(0, len);
buffer[n] = chrs[random];
}
n++;
}
buffer[length] = '\0';
}
//From SMLib
stock Math_GetRandomInt(min, max)
{
new random = GetURandomInt();
if (random == 0) {
random++;
}
return RoundToCeil(float(random) / (float(SIZE_OF_INT) / float(max - min + 1))) + min - 1;
}
//My own Invention (Drixevel) (Designed for handles)
stock bool ClearArray2(Handle hGlobalArray)
{
if (hGlobalArray != null)
{
for (int i = 0; i < GetArraySize(hGlobalArray); i++)
{
Handle hArray = GetArrayCell(hGlobalArray, i);
if (hArray != null)
{
CloseHandle(hArray);
hArray = null;
}
}
ClearArray(hGlobalArray);
return true;
}
return false;
}
//Debug Stock... Don't ask why.
stock void GenerateDebugPrint(const char[] sFunc = "N/A")
{
char sName[64];
GetPluginFilename(INVALID_HANDLE, sName, sizeof(sName));
PrintToServer("Name: %s - Function Call: %s", sName, sFunc);
}
//Because Useful (Kappas all around to KissLick)
stock void PushMenuCell(Handle hndl, const char[] id, int data)
{
char DataString[64];
IntToString(data, DataString, sizeof(DataString));
AddMenuItem(hndl, id, DataString, ITEMDRAW_IGNORE);
}
stock int GetMenuCell(Handle hndl, const char[] id, int DefaultValue = 0)
{
int ItemCount = GetMenuItemCount(hndl);
char info[64]; char data[64];
for (int i = 0; i < ItemCount; i++)
{
GetMenuItem(hndl, i, info, sizeof(info), _, data, sizeof(data));
if (StrEqual(info, id))
{
return StringToInt(data);
}
}
return DefaultValue;
}
stock bool AddMenuItemFormat(Handle &menu, const char[] info, int style = ITEMDRAW_DEFAULT, const char[] format, any...)
{
char display[128];
VFormat(display, sizeof(display), format, 5);
return AddMenuItem(menu, info, display, style);
}
stock void PushMenuString(Handle hndl, const char[] id, const char[] data)
{
AddMenuItem(hndl, id, data, ITEMDRAW_IGNORE);
}
stock bool GetMenuString(Handle hndl, const char[] id, char[] Buffer, int size)
{
int ItemCount = GetMenuItemCount(hndl);
char info[64]; char data[64];
for (int i = 0; i < ItemCount; i++)
{
GetMenuItem(hndl, i, info, sizeof(info), _, data, sizeof(data));
if (StrEqual(info, id))
{
strcopy(Buffer, size, data);
return true;
}
}
return false;
}