Веб-сайт самохостера Lotigara

summaryrefslogtreecommitdiff
path: root/lib/windows/include/steam/isteaminventory.h
diff options
context:
space:
mode:
Diffstat (limited to 'lib/windows/include/steam/isteaminventory.h')
-rw-r--r--lib/windows/include/steam/isteaminventory.h357
1 files changed, 357 insertions, 0 deletions
diff --git a/lib/windows/include/steam/isteaminventory.h b/lib/windows/include/steam/isteaminventory.h
new file mode 100644
index 0000000..5d236a5
--- /dev/null
+++ b/lib/windows/include/steam/isteaminventory.h
@@ -0,0 +1,357 @@
+//====== Copyright 1996-2014 Valve Corporation, All rights reserved. =======
+//
+// Purpose: interface to Steam Inventory
+//
+//=============================================================================
+
+#ifndef ISTEAMINVENTORY_H
+#define ISTEAMINVENTORY_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "isteamclient.h"
+
+// callbacks
+#if defined( VALVE_CALLBACK_PACK_SMALL )
+#pragma pack( push, 4 )
+#elif defined( VALVE_CALLBACK_PACK_LARGE )
+#pragma pack( push, 8 )
+#else
+#error isteamclient.h must be included
+#endif
+
+
+// Every individual instance of an item has a globally-unique ItemInstanceID.
+// This ID is unique to the combination of (player, specific item instance)
+// and will not be transferred to another player or re-used for another item.
+typedef uint64 SteamItemInstanceID_t;
+
+static const SteamItemInstanceID_t k_SteamItemInstanceIDInvalid = (SteamItemInstanceID_t)~0;
+
+// Types of items in your game are identified by a 32-bit "item definition number".
+// Valid definition numbers are between 1 and 999999999; numbers less than or equal to
+// zero are invalid, and numbers greater than or equal to one billion (1x10^9) are
+// reserved for internal Steam use.
+typedef int32 SteamItemDef_t;
+
+
+enum ESteamItemFlags
+{
+ // Item status flags - these flags are permanently attached to specific item instances
+ k_ESteamItemNoTrade = 1 << 0, // This item is account-locked and cannot be traded or given away.
+
+ // Action confirmation flags - these flags are set one time only, as part of a result set
+ k_ESteamItemRemoved = 1 << 8, // The item has been destroyed, traded away, expired, or otherwise invalidated
+ k_ESteamItemConsumed = 1 << 9, // The item quantity has been decreased by 1 via ConsumeItem API.
+
+ // All other flag bits are currently reserved for internal Steam use at this time.
+ // Do not assume anything about the state of other flags which are not defined here.
+};
+
+struct SteamItemDetails_t
+{
+ SteamItemInstanceID_t m_itemId;
+ SteamItemDef_t m_iDefinition;
+ uint16 m_unQuantity;
+ uint16 m_unFlags; // see ESteamItemFlags
+};
+
+typedef int32 SteamInventoryResult_t;
+
+static const SteamInventoryResult_t k_SteamInventoryResultInvalid = -1;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Steam Inventory query and manipulation API
+//-----------------------------------------------------------------------------
+class ISteamInventory
+{
+public:
+
+ // INVENTORY ASYNC RESULT MANAGEMENT
+ //
+ // Asynchronous inventory queries always output a result handle which can be used with
+ // GetResultStatus, GetResultItems, etc. A SteamInventoryResultReady_t callback will
+ // be triggered when the asynchronous result becomes ready (or fails).
+ //
+
+ // Find out the status of an asynchronous inventory result handle. Possible values:
+ // k_EResultPending - still in progress
+ // k_EResultOK - done, result ready
+ // k_EResultExpired - done, result ready, maybe out of date (see DeserializeResult)
+ // k_EResultInvalidParam - ERROR: invalid API call parameters
+ // k_EResultServiceUnavailable - ERROR: service temporarily down, you may retry later
+ // k_EResultLimitExceeded - ERROR: operation would exceed per-user inventory limits
+ // k_EResultFail - ERROR: unknown / generic error
+ METHOD_DESC(Find out the status of an asynchronous inventory result handle.)
+ virtual EResult GetResultStatus( SteamInventoryResult_t resultHandle ) = 0;
+
+ // Copies the contents of a result set into a flat array. The specific
+ // contents of the result set depend on which query which was used.
+ METHOD_DESC(Copies the contents of a result set into a flat array. The specific contents of the result set depend on which query which was used.)
+ virtual bool GetResultItems( SteamInventoryResult_t resultHandle,
+ OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray,
+ uint32 *punOutItemsArraySize ) = 0;
+
+ // Returns the server time at which the result was generated. Compare against
+ // the value of IClientUtils::GetServerRealTime() to determine age.
+ METHOD_DESC(Returns the server time at which the result was generated. Compare against the value of IClientUtils::GetServerRealTime() to determine age.)
+ virtual uint32 GetResultTimestamp( SteamInventoryResult_t resultHandle ) = 0;
+
+ // Returns true if the result belongs to the target steam ID, false if the
+ // result does not. This is important when using DeserializeResult, to verify
+ // that a remote player is not pretending to have a different user's inventory.
+ METHOD_DESC(Returns true if the result belongs to the target steam ID or false if the result does not. This is important when using DeserializeResult to verify that a remote player is not pretending to have a different users inventory.)
+ virtual bool CheckResultSteamID( SteamInventoryResult_t resultHandle, CSteamID steamIDExpected ) = 0;
+
+ // Destroys a result handle and frees all associated memory.
+ METHOD_DESC(Destroys a result handle and frees all associated memory.)
+ virtual void DestroyResult( SteamInventoryResult_t resultHandle ) = 0;
+
+
+ // INVENTORY ASYNC QUERY
+ //
+
+ // Captures the entire state of the current user's Steam inventory.
+ // You must call DestroyResult on this handle when you are done with it.
+ // Returns false and sets *pResultHandle to zero if inventory is unavailable.
+ // Note: calls to this function are subject to rate limits and may return
+ // cached results if called too frequently. It is suggested that you call
+ // this function only when you are about to display the user's full inventory,
+ // or if you expect that the inventory may have changed.
+ METHOD_DESC(Captures the entire state of the current users Steam inventory.)
+ virtual bool GetAllItems( SteamInventoryResult_t *pResultHandle ) = 0;
+
+
+ // Captures the state of a subset of the current user's Steam inventory,
+ // identified by an array of item instance IDs. The results from this call
+ // can be serialized and passed to other players to "prove" that the current
+ // user owns specific items, without exposing the user's entire inventory.
+ // For example, you could call GetItemsByID with the IDs of the user's
+ // currently equipped cosmetic items and serialize this to a buffer, and
+ // then transmit this buffer to other players upon joining a game.
+ METHOD_DESC(Captures the state of a subset of the current users Steam inventory identified by an array of item instance IDs.)
+ virtual bool GetItemsByID( SteamInventoryResult_t *pResultHandle, ARRAY_COUNT( unCountInstanceIDs ) const SteamItemInstanceID_t *pInstanceIDs, uint32 unCountInstanceIDs ) = 0;
+
+
+ // RESULT SERIALIZATION AND AUTHENTICATION
+ //
+ // Serialized result sets contain a short signature which can't be forged
+ // or replayed across different game sessions. A result set can be serialized
+ // on the local client, transmitted to other players via your game networking,
+ // and deserialized by the remote players. This is a secure way of preventing
+ // hackers from lying about posessing rare/high-value items.
+
+ // Serializes a result set with signature bytes to an output buffer. Pass
+ // NULL as an output buffer to get the required size via punOutBufferSize.
+ // The size of a serialized result depends on the number items which are being
+ // serialized. When securely transmitting items to other players, it is
+ // recommended to use "GetItemsByID" first to create a minimal result set.
+ // Results have a built-in timestamp which will be considered "expired" after
+ // an hour has elapsed. See DeserializeResult for expiration handling.
+ virtual bool SerializeResult( SteamInventoryResult_t resultHandle, OUT_BUFFER_COUNT(punOutBufferSize) void *pOutBuffer, uint32 *punOutBufferSize ) = 0;
+
+ // Deserializes a result set and verifies the signature bytes. Returns false
+ // if bRequireFullOnlineVerify is set but Steam is running in Offline mode.
+ // Otherwise returns true and then delivers error codes via GetResultStatus.
+ //
+ // The bRESERVED_MUST_BE_FALSE flag is reserved for future use and should not
+ // be set to true by your game at this time.
+ //
+ // DeserializeResult has a potential soft-failure mode where the handle status
+ // is set to k_EResultExpired. GetResultItems() still succeeds in this mode.
+ // The "expired" result could indicate that the data may be out of date - not
+ // just due to timed expiration (one hour), but also because one of the items
+ // in the result set may have been traded or consumed since the result set was
+ // generated. You could compare the timestamp from GetResultTimestamp() to
+ // ISteamUtils::GetServerRealTime() to determine how old the data is. You could
+ // simply ignore the "expired" result code and continue as normal, or you
+ // could challenge the player with expired data to send an updated result set.
+ virtual bool DeserializeResult( SteamInventoryResult_t *pOutResultHandle, BUFFER_COUNT(punOutBufferSize) const void *pBuffer, uint32 unBufferSize, bool bRESERVED_MUST_BE_FALSE = false ) = 0;
+
+
+ // INVENTORY ASYNC MODIFICATION
+ //
+
+ // GenerateItems() creates one or more items and then generates a SteamInventoryCallback_t
+ // notification with a matching nCallbackContext parameter. This API is insecure, and could
+ // be abused by hacked clients. It is, however, very useful as a development cheat or as
+ // a means of prototyping item-related features for your game. The use of GenerateItems can
+ // be restricted to certain item definitions or fully blocked via the Steamworks website.
+ // If punArrayQuantity is not NULL, it should be the same length as pArrayItems and should
+ // describe the quantity of each item to generate.
+ virtual bool GenerateItems( SteamInventoryResult_t *pResultHandle, ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0;
+
+ // GrantPromoItems() checks the list of promotional items for which the user may be eligible
+ // and grants the items (one time only). On success, the result set will include items which
+ // were granted, if any. If no items were granted because the user isn't eligible for any
+ // promotions, this is still considered a success.
+ METHOD_DESC(GrantPromoItems() checks the list of promotional items for which the user may be eligible and grants the items (one time only).)
+ virtual bool GrantPromoItems( SteamInventoryResult_t *pResultHandle ) = 0;
+
+ // AddPromoItem() / AddPromoItems() are restricted versions of GrantPromoItems(). Instead of
+ // scanning for all eligible promotional items, the check is restricted to a single item
+ // definition or set of item definitions. This can be useful if your game has custom UI for
+ // showing a specific promo item to the user.
+ virtual bool AddPromoItem( SteamInventoryResult_t *pResultHandle, SteamItemDef_t itemDef ) = 0;
+ virtual bool AddPromoItems( SteamInventoryResult_t *pResultHandle, ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, uint32 unArrayLength ) = 0;
+
+ // ConsumeItem() removes items from the inventory, permanently. They cannot be recovered.
+ // Not for the faint of heart - if your game implements item removal at all, a high-friction
+ // UI confirmation process is highly recommended. Similar to GenerateItems, punArrayQuantity
+ // can be NULL or else an array of the same length as pArrayItems which describe the quantity
+ // of each item to destroy. ConsumeItem can be restricted to certain item definitions or
+ // fully blocked via the Steamworks website to minimize support/abuse issues such as the
+ // clasic "my brother borrowed my laptop and deleted all of my rare items".
+ METHOD_DESC(ConsumeItem() removes items from the inventory permanently.)
+ virtual bool ConsumeItem( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemConsume, uint32 unQuantity ) = 0;
+
+ // ExchangeItems() is an atomic combination of GenerateItems and DestroyItems. It can be
+ // used to implement crafting recipes or transmutations, or items which unpack themselves
+ // into other items. Like GenerateItems, this is a flexible and dangerous API which is
+ // meant for rapid prototyping. You can configure restrictions on ExchangeItems via the
+ // Steamworks website, such as limiting it to a whitelist of input/output combinations
+ // corresponding to recipes.
+ // (Note: although GenerateItems may be hard or impossible to use securely in your game,
+ // ExchangeItems is perfectly reasonable to use once the whitelists are set accordingly.)
+ virtual bool ExchangeItems( SteamInventoryResult_t *pResultHandle,
+ ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength,
+ ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, ARRAY_COUNT(unArrayDestroyLength) const uint32 *punArrayDestroyQuantity, uint32 unArrayDestroyLength ) = 0;
+
+
+ // TransferItemQuantity() is intended for use with items which are "stackable" (can have
+ // quantity greater than one). It can be used to split a stack into two, or to transfer
+ // quantity from one stack into another stack of identical items. To split one stack into
+ // two, pass k_SteamItemInstanceIDInvalid for itemIdDest and a new item will be generated.
+ virtual bool TransferItemQuantity( SteamInventoryResult_t *pResultHandle, SteamItemInstanceID_t itemIdSource, uint32 unQuantity, SteamItemInstanceID_t itemIdDest ) = 0;
+
+
+ // TIMED DROPS AND PLAYTIME CREDIT
+ //
+
+ // Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when
+ // active gameplay begins, and at least once every two minutes afterwards. The backend
+ // performs its own time calculations, so the precise timing of the heartbeat is not
+ // critical as long as you send at least one heartbeat every two minutes. Calling the
+ // function more often than that is not harmful, it will simply have no effect. Note:
+ // players may be able to spoof this message by hacking their client, so you should not
+ // attempt to use this as a mechanism to restrict playtime credits. It is simply meant
+ // to distinguish between being in any kind of gameplay situation vs the main menu or
+ // a pre-game launcher window. (If you are stingy with handing out playtime credit, it
+ // will only encourage players to run bots or use mouse/kb event simulators.)
+ //
+ // Playtime credit accumulation can be capped on a daily or weekly basis through your
+ // Steamworks configuration.
+ //
+ METHOD_DESC(Applications which use timed-drop mechanics should call SendItemDropHeartbeat() when active gameplay begins and at least once every two minutes afterwards.)
+ virtual void SendItemDropHeartbeat() = 0;
+
+ // Playtime credit must be consumed and turned into item drops by your game. Only item
+ // definitions which are marked as "playtime item generators" can be spawned. The call
+ // will return an empty result set if there is not enough playtime credit for a drop.
+ // Your game should call TriggerItemDrop at an appropriate time for the user to receive
+ // new items, such as between rounds or while the player is dead. Note that players who
+ // hack their clients could modify the value of "dropListDefinition", so do not use it
+ // to directly control rarity. It is primarily useful during testing and development,
+ // where you may wish to perform experiments with different types of drops.
+ METHOD_DESC(Playtime credit must be consumed and turned into item drops by your game.)
+ virtual bool TriggerItemDrop( SteamInventoryResult_t *pResultHandle, SteamItemDef_t dropListDefinition ) = 0;
+
+
+ // IN-GAME TRADING
+ //
+ // TradeItems() implements limited in-game trading of items, if you prefer not to use
+ // the overlay or an in-game web browser to perform Steam Trading through the website.
+ // You should implement a UI where both players can see and agree to a trade, and then
+ // each client should call TradeItems simultaneously (+/- 5 seconds) with matching
+ // (but reversed) parameters. The result is the same as if both players performed a
+ // Steam Trading transaction through the web. Each player will get an inventory result
+ // confirming the removal or quantity changes of the items given away, and the new
+ // item instance id numbers and quantities of the received items.
+ // (Note: new item instance IDs are generated whenever an item changes ownership.)
+ virtual bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner,
+ ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength,
+ ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, ARRAY_COUNT(nArrayGetLength) const uint32 *pArrayGetQuantity, uint32 nArrayGetLength ) = 0;
+
+
+ // ITEM DEFINITIONS
+ //
+ // Item definitions are a mapping of "definition IDs" (integers between 1 and 1000000)
+ // to a set of string properties. Some of these properties are required to display items
+ // on the Steam community web site. Other properties can be defined by applications.
+ // Use of these functions is optional; there is no reason to call LoadItemDefinitions
+ // if your game hardcodes the numeric definition IDs (eg, purple face mask = 20, blue
+ // weapon mod = 55) and does not allow for adding new item types without a client patch.
+ //
+
+ // LoadItemDefinitions triggers the automatic load and refresh of item definitions.
+ // Every time new item definitions are available (eg, from the dynamic addition of new
+ // item types while players are still in-game), a SteamInventoryDefinitionUpdate_t
+ // callback will be fired.
+ METHOD_DESC(LoadItemDefinitions triggers the automatic load and refresh of item definitions.)
+ virtual bool LoadItemDefinitions() = 0;
+
+ // GetItemDefinitionIDs returns the set of all defined item definition IDs (which are
+ // defined via Steamworks configuration, and not necessarily contiguous integers).
+ // If pItemDefIDs is null, the call will return true and *punItemDefIDsArraySize will
+ // contain the total size necessary for a subsequent call. Otherwise, the call will
+ // return false if and only if there is not enough space in the output array.
+ virtual bool GetItemDefinitionIDs(
+ OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs,
+ DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) = 0;
+
+ // GetItemDefinitionProperty returns a string property from a given item definition.
+ // Note that some properties (for example, "name") may be localized and will depend
+ // on the current Steam language settings (see ISteamApps::GetCurrentGameLanguage).
+ // Property names are always composed of ASCII letters, numbers, and/or underscores.
+ // Pass a NULL pointer for pchPropertyName to get a comma - separated list of available
+ // property names. If pchValueBuffer is NULL, *punValueBufferSize will contain the
+ // suggested buffer size. Otherwise it will be the number of bytes actually copied
+ // to pchValueBuffer. If the results do not fit in the given buffer, partial
+ // results may be copied.
+ virtual bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName,
+ OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0;
+};
+
+#define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V001"
+
+
+// SteamInventoryResultReady_t callbacks are fired whenever asynchronous
+// results transition from "Pending" to "OK" or an error state. There will
+// always be exactly one callback per handle.
+struct SteamInventoryResultReady_t
+{
+ enum { k_iCallback = k_iClientInventoryCallbacks + 0 };
+ SteamInventoryResult_t m_handle;
+ EResult m_result;
+};
+
+
+// SteamInventoryFullUpdate_t callbacks are triggered when GetAllItems
+// successfully returns a result which is newer / fresher than the last
+// known result. (It will not trigger if the inventory hasn't changed,
+// or if results from two overlapping calls are reversed in flight and
+// the earlier result is already known to be stale/out-of-date.)
+// The normal ResultReady callback will still be triggered immediately
+// afterwards; this is an additional notification for your convenience.
+struct SteamInventoryFullUpdate_t
+{
+ enum { k_iCallback = k_iClientInventoryCallbacks + 1 };
+ SteamInventoryResult_t m_handle;
+};
+
+
+// A SteamInventoryDefinitionUpdate_t callback is triggered whenever
+// item definitions have been updated, which could be in response to
+// LoadItemDefinitions() or any other async request which required
+// a definition update in order to process results from the server.
+struct SteamInventoryDefinitionUpdate_t
+{
+ enum { k_iCallback = k_iClientInventoryCallbacks + 2 };
+};
+
+#pragma pack( pop )
+
+
+#endif // ISTEAMCONTROLLER_H