//====== Copyright © 1996-2014 Valve Corporation, All rights reserved. ======= // // Purpose: interface to Steam Inventory // //============================================================================= #ifndef ISTEAMINVENTORY_H #define ISTEAMINVENTORY_H #ifdef STEAM_WIN32 #pragma once #endif #include "steam_api_common.h" // callbacks #if defined( VALVE_CALLBACK_PACK_SMALL ) #pragma pack( push, 4 ) #elif defined( VALVE_CALLBACK_PACK_LARGE ) #pragma pack( push, 8 ) #else #error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx #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; typedef uint64 SteamInventoryUpdateHandle_t; const SteamInventoryUpdateHandle_t k_SteamInventoryUpdateHandleInvalid = 0xffffffffffffffffull; //----------------------------------------------------------------------------- // 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 STEAM_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. STEAM_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, STEAM_OUT_ARRAY_COUNT( punOutItemsArraySize,Output array) SteamItemDetails_t *pOutItemsArray, uint32 *punOutItemsArraySize ) = 0; // In combination with GetResultItems, you can use GetResultItemProperty to retrieve // dynamic string properties for a given item returned in the result set. // // 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 GetResultItemProperty( SteamInventoryResult_t resultHandle, uint32 unItemIndex, const char *pchPropertyName, STEAM_OUT_STRING_COUNT( punValueBufferSizeOut ) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0; // Returns the server time at which the result was generated. Compare against // the value of IClientUtils::GetServerRealTime() to determine age. STEAM_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. STEAM_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. STEAM_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. STEAM_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. STEAM_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, STEAM_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, STEAM_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, STEAM_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 only intended // for prototyping - it is only usable by Steam accounts that belong to the publisher group // for your game. // 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, STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_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. STEAM_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, STEAM_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. STEAM_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 item generation and consumption. // It can be used to implement crafting recipes or transmutations, or items which unpack // themselves into other items (e.g., a chest). // Exchange recipes are defined in the ItemDef, and explicitly list the required item // types and resulting generated type. // Exchange recipes are evaluated atomically by the Inventory Service; if the supplied // components do not match the recipe, or do not contain sufficient quantity, the // exchange will fail. virtual bool ExchangeItems( SteamInventoryResult_t *pResultHandle, STEAM_ARRAY_COUNT(unArrayGenerateLength) const SteamItemDef_t *pArrayGenerate, STEAM_ARRAY_COUNT(unArrayGenerateLength) const uint32 *punArrayGenerateQuantity, uint32 unArrayGenerateLength, STEAM_ARRAY_COUNT(unArrayDestroyLength) const SteamItemInstanceID_t *pArrayDestroy, STEAM_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 // // Deprecated. Calling this method is not required for proper playtime accounting. STEAM_METHOD_DESC( Deprecated method. Playtime accounting is performed on the Steam servers. ) 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. // See your Steamworks configuration to set playtime drop rates for individual itemdefs. // The client library will suppress too-frequent calls to this method. STEAM_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; // Deprecated. This method is not supported. virtual bool TradeItems( SteamInventoryResult_t *pResultHandle, CSteamID steamIDTradePartner, STEAM_ARRAY_COUNT(nArrayGiveLength) const SteamItemInstanceID_t *pArrayGive, STEAM_ARRAY_COUNT(nArrayGiveLength) const uint32 *pArrayGiveQuantity, uint32 nArrayGiveLength, STEAM_ARRAY_COUNT(nArrayGetLength) const SteamItemInstanceID_t *pArrayGet, STEAM_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. STEAM_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( STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs, STEAM_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, STEAM_OUT_STRING_COUNT(punValueBufferSizeOut) char *pchValueBuffer, uint32 *punValueBufferSizeOut ) = 0; // Request the list of "eligible" promo items that can be manually granted to the given // user. These are promo items of type "manual" that won't be granted automatically. // An example usage of this is an item that becomes available every week. STEAM_CALL_RESULT( SteamInventoryEligiblePromoItemDefIDs_t ) virtual SteamAPICall_t RequestEligiblePromoItemDefinitionsIDs( CSteamID steamID ) = 0; // After handling a SteamInventoryEligiblePromoItemDefIDs_t call result, use this // function to pull out the list of item definition ids that the user can be // manually granted via the AddPromoItems() call. virtual bool GetEligiblePromoItemDefinitionIDs( CSteamID steamID, STEAM_OUT_ARRAY_COUNT(punItemDefIDsArraySize,List of item definition IDs) SteamItemDef_t *pItemDefIDs, STEAM_DESC(Size of array is passed in and actual size used is returned in this param) uint32 *punItemDefIDsArraySize ) = 0; // Starts the purchase process for the given item definitions. The callback SteamInventoryStartPurchaseResult_t // will be posted if Steam was able to initialize the transaction. // // Once the purchase has been authorized and completed by the user, the callback SteamInventoryResultReady_t // will be posted. STEAM_CALL_RESULT( SteamInventoryStartPurchaseResult_t ) virtual SteamAPICall_t StartPurchase( STEAM_ARRAY_COUNT(unArrayLength) const SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) const uint32 *punArrayQuantity, uint32 unArrayLength ) = 0; // Request current prices for all applicable item definitions STEAM_CALL_RESULT( SteamInventoryRequestPricesResult_t ) virtual SteamAPICall_t RequestPrices() = 0; // Returns the number of items with prices. Need to call RequestPrices() first. virtual uint32 GetNumItemsWithPrices() = 0; // Returns item definition ids and their prices in the user's local currency. // Need to call RequestPrices() first. virtual bool GetItemsWithPrices( STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pArrayItemDefs, Items with prices) SteamItemDef_t *pArrayItemDefs, STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pCurrentPrices, STEAM_ARRAY_COUNT(unArrayLength) STEAM_OUT_ARRAY_COUNT(pPrices, List of prices for the given item defs) uint64 *pBasePrices, uint32 unArrayLength ) = 0; // Retrieves the price for the item definition id // Returns false if there is no price stored for the item definition. virtual bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pCurrentPrice, uint64 *pBasePrice ) = 0; // Create a request to update properties on items virtual SteamInventoryUpdateHandle_t StartUpdateProperties() = 0; // Remove the property on the item virtual bool RemoveProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName ) = 0; // Accessor methods to set properties on items STEAM_FLAT_NAME( SetPropertyString ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, const char *pchPropertyValue ) = 0; STEAM_FLAT_NAME( SetPropertyBool ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, bool bValue ) = 0; STEAM_FLAT_NAME( SetPropertyInt64 ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, int64 nValue ) = 0; STEAM_FLAT_NAME( SetPropertyFloat ) virtual bool SetProperty( SteamInventoryUpdateHandle_t handle, SteamItemInstanceID_t nItemID, const char *pchPropertyName, float flValue ) = 0; // Submit the update request by handle virtual bool SubmitUpdateProperties( SteamInventoryUpdateHandle_t handle, SteamInventoryResult_t * pResultHandle ) = 0; STEAM_METHOD_DESC(Look up the given token and return a pseudo-Inventory item.) virtual bool InspectItem( SteamInventoryResult_t *pResultHandle, const char *pchItemToken ) = 0; }; #define STEAMINVENTORY_INTERFACE_VERSION "STEAMINVENTORY_INTERFACE_V003" #ifndef STEAM_API_EXPORTS // Global interface accessor inline ISteamInventory *SteamInventory(); STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamInventory *, SteamInventory, STEAMINVENTORY_INTERFACE_VERSION ); // Global accessor for the gameserver client inline ISteamInventory *SteamGameServerInventory(); STEAM_DEFINE_GAMESERVER_INTERFACE_ACCESSOR( ISteamInventory *, SteamGameServerInventory, STEAMINVENTORY_INTERFACE_VERSION ); #endif // 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_iSteamInventoryCallbacks + 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_iSteamInventoryCallbacks + 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_iSteamInventoryCallbacks + 2 }; }; // Returned struct SteamInventoryEligiblePromoItemDefIDs_t { enum { k_iCallback = k_iSteamInventoryCallbacks + 3 }; EResult m_result; CSteamID m_steamID; int m_numEligiblePromoItemDefs; bool m_bCachedData; // indicates that the data was retrieved from the cache and not the server }; // Triggered from StartPurchase call struct SteamInventoryStartPurchaseResult_t { enum { k_iCallback = k_iSteamInventoryCallbacks + 4 }; EResult m_result; uint64 m_ulOrderID; uint64 m_ulTransID; }; // Triggered from RequestPrices struct SteamInventoryRequestPricesResult_t { enum { k_iCallback = k_iSteamInventoryCallbacks + 5 }; EResult m_result; char m_rgchCurrency[4]; }; #pragma pack( pop ) #endif // ISTEAMCONTROLLER_H