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Diffstat (limited to 'gamemode/client/cl_inventory.lua')
-rw-r--r--gamemode/client/cl_inventory.lua238
1 files changed, 160 insertions, 78 deletions
diff --git a/gamemode/client/cl_inventory.lua b/gamemode/client/cl_inventory.lua
index 6db72dd..837f7a1 100644
--- a/gamemode/client/cl_inventory.lua
+++ b/gamemode/client/cl_inventory.lua
@@ -2,11 +2,127 @@
Displays the inventory, for more information see /gamemode/shared/inventory.lua
]]
print("Hello from cl_inventory.lua")
-local invfuncs = include("../shared/inventory_common.lua")
+--debug.Trace()
+local invfuncs
+invfuncs = ART.invfuncs
+--invfuncs = include("../gamemodes/artery/gamemode/shared/inventory_common.lua")
+--invfuncs = include("../shared/inventory_common.lua")
+assert(invfuncs ~= nil, "Dependency failed")
local plyisininventory = false
+--Displays a dropdown of options under the players mouse, if the option is clicked, does the function
+--Requires a table of strings to functions, or strings to tables of strings to functions.
+--Be careful not to make this a recursive table.
+local function createMenuFor(menu, tbl)
+ for k,v in pairs(tbl) do
+ if(isfunction(v)) then --This is a dead-end, add the menu
+ local thisoption = menu:AddOption(k,v)
+ else --Otherwise it should be a table, recursively call to create
+ local submenu = menu:AddSubMenu(k)
+ createMenuFor(submenu,v)
+ end
+ end
+end
+
+local function DrawBackpackOnDPanel(dp, backpack, backpacknum, tent)
+ local width = ScrW()
+ local height = ScrH()
+ local slotsize = math.Round(width / 32)
+ local backgrid = vgui.Create( "DGrid", dp )
+ backgrid:SetPos( 10, 30 )
+ backgrid:SetCols( backpack[2][1] )
+ backgrid:SetColWide( backpack[2][2] )
+ backgrid:Dock(FILL)
+ for i = 1,#(backpack[1]) do
+ for j = 1,#(backpack[1][i]) do
+ local item = backpack[1][j][i]
+ if type(backpack[1][j][i]) == "table" then
+ local itemwidth = 0
+ for _,l in pairs(item.Shape) do
+ itemwidth = math.Max(itemwidth,#l)
+ end
+ local itemheight = #item.Shape
+ local invicon = vgui.Create( "DImageButton", dp )
+ invicon:SetSize(slotsize * itemwidth, slotsize * itemheight)
+ invicon:SetPos(slotsize * (i - 1), slotsize * (j - 1))
+ invicon:SetText(item.Name)
+ if item.Tooltip then
+ invicon:SetTooltip(item.Tooltip)
+ end
+ if item.Paint then
+ invicon.Paint = item.Paint
+ end
+ if item.DoOnPanel then
+ item.DoOnPanel(invicon)
+ end
+ --invicon.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,100,0)) end
+ invicon.DoClick = function()
+ if not item.GetOptions then return end
+ local menu = vgui.Create("DMenu")
+ createMenuFor(menu,item:GetOptions())
+ menu:Open()
+ end
+ invicon.Item = item
+ invicon.invpos = {j,i}
+ invicon.ent = tent
+ invicon.backpacknum = backpacknum
+ invicon:Droppable("Inventory")
+ elseif not backpack[1][j][i] then
+ local emptyslot = vgui.Create("DPanel", dp)
+ emptyslot:SetSize(slotsize,slotsize)
+ emptyslot:SetPos(slotsize * (i - 1), slotsize * (j - 1))
+ --emptyslot.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,0,100)) end
+ emptyslot:Receiver( "Inventory", function( receiver, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY )
+ if not isDropped then return end
+ local icon = tableOfDroppedPanels[1]
+ local item = icon.Item
+ local curpos = icon.invpos
+ --Set the shape it was at to false
+ if not icon.wasequiped and icon.ent == tent then
+ assert(curpos ~= nil, "print curpos was nil when not equiped")
+ for k = 1,#item.Shape do
+ for l = 1,#(item.Shape[k]) do
+ if k == 1 and l == 1 then continue end
+ backpack[1][curpos[1] + k - 1][curpos[2] + l - 1] = false
+ end
+ end
+ backpack[1][curpos[1]][curpos[2]] = false
+ end
+ if invfuncs.CanFitInBackpack(backpack,j,i,item) then
+ local fromtbl = icon.invpos
+ local wasequiped = icon.wasequiped
+ if wasequiped then
+ net.Start("unequipitem")
+ net.WriteString(wasequiped)
+ net.WriteUInt(backpacknum,16)
+ net.WriteUInt(i,16)
+ net.WriteUInt(j,16)
+ net.SendToServer()
+ else
+ net.Start("moveitem")
+ net.WriteEntity(icon.ent) -- from ent
+ net.WriteEntity(tent) -- to ent
+ net.WriteUInt(icon.backpacknum,16) -- from backpack number
+ net.WriteUInt(backpacknum,16) -- to backpack number
+ net.WriteUInt(fromtbl[1],16) -- From position
+ net.WriteUInt(fromtbl[2],16)
+ net.WriteUInt(j,16) -- To position
+ net.WriteUInt(i,16)
+ net.SendToServer()
+ if item.onEquip ~= nil then
+ item:onEquip(LocalPlayer())
+ end
+ end
+ end
+ end, {} )
+ end
+ end
+ end
+end
+
function ShowInventory(ply,cmd,args)
if plyisininventory then return end
+ LocalPlayer().invdisplays = LocalPlayer().invdisplays or {}
plyisininventory = true
local width = ScrW()
local height = ScrH()
@@ -35,6 +151,30 @@ function ShowInventory(ply,cmd,args)
skillsheet.Paint = function( self, w, h ) draw.RoundedBox( 4, 0, 0, w, h, Color( 157, 160, 167 ) ) end
sheet:AddSheet( "Skills", skillsheet, "icon16/tick.png" )
+ local questsheet = vgui.Create( "DPanel", sheet)
+ questsheet.Paint = function(self,w,h) draw.RoundedBox(4,0,0,w,h,Color(157,160,167)) end
+ sheet:AddSheet( "Quests", questsheet, "icon16/house.png")
+
+ --Display quests
+ local questselector = vgui.Create( "DScrollPanel", questsheet )
+ questselector:SetSize((width / 4) - 20, (height / 2) - 40)
+ questselector:SetPos(0,0)
+ local questinfo = vgui.Create("DScrollPanel", questsheet)
+ questinfo:SetSize(width / 4, (height / 2))
+ --questinfo.Paint = function(self,w,h) draw.RoundedBox(4,0,0,w,h,Color(0,160,167)) end
+ questinfo:SetPos(0,height / 2)
+ for k,v in pairs(LocalPlayer().Quests or {}) do
+ print("Displaying quest:" .. k)
+ local questbutton = vgui.Create( "DButton" , questselector )
+ questbutton:Dock(TOP)
+ questbutton:SetText(k)
+ questbutton.DoClick = function()
+ print("At point of clicking, art is:")
+ PrintTable(ART)
+ ART.GetQuest(k).DrawQuestInfo(questinfo,v)
+ end
+ end
+
--Display gear
local slotsize = math.Round(width / 32)
local displaypos = {
@@ -74,9 +214,15 @@ function ShowInventory(ply,cmd,args)
else
print("eqslot",k,"was not false, it was")
PrintTable(v)
- local eqslot = vgui.Create("DPanel",invsheet)
+ local eqslot = vgui.Create("DImageButton",invsheet)
eqslot:SetSize(slotsize,slotsize)
eqslot:SetPos(displaypos[k][1],displaypos[k][2])
+ if v.PaintEquiped then
+ eqslot.Paint = v.PaintEquiped
+ end
+ if v.DoOnEqupPanel then
+ v.DoOnEqupPanel(eqslot)
+ end
--eqslot:SetImage( "overviews/de_inferno", "vgui/avatar_default" )
--eqslot.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(100,0,0)) end
eqslot:Droppable("Inventory")
@@ -88,93 +234,29 @@ function ShowInventory(ply,cmd,args)
local backpacksheet = vgui.Create( "DPropertySheet", invsheet )
backpacksheet:SetPos(0,slotsize * 6)
backpacksheet:SetSize((width / 4) - 25, height - (slotsize * 6) - 50)
-
+ print("Displaying backpacks:")
+ PrintTable(LocalPlayer().Inventory.Backpacks)
+ print("That was all the backpacks")
for k,v in pairs(LocalPlayer().Inventory.Backpacks) do
local tbacksheet = vgui.Create( "DPanel", backpacksheet )
tbacksheet.Paint = function( self, w, h ) draw.RoundedBox( 4, 0, 0, w, h, Color( 157, 160, 167 ) ) end
backpacksheet:AddSheet( v[3], tbacksheet, "icon16/cross.png" )
- invfuncs.DrawBackpackOnDPanel(tbacksheet,v,k,LocalPlayer())
-
- --[[
- local backgrid = vgui.Create( "DGrid", tbacksheet )
- backgrid:SetPos( 10, 30 )
- backgrid:SetCols( v[2][1] )
- backgrid:SetColWide( v[2][2] )
- backgrid:Dock(FILL)
-
- for i=1,#(v[1]) do
- for j=1,#(v[1][i]) do
- if type(v[1][j][i]) == "table" then
- print("Loading icon")
- local item = v[1][j][i]
- print("Item is:")
- PrintTable(item)
- local itemwidth = 0
- for _,l in pairs(item.Shape) do
- itemwidth = math.Max(itemwidth,#l)
- end
- local itemheight = #item.Shape
- local invicon = vgui.Create( "DButton", tbacksheet )
- invicon:SetSize(slotsize*itemwidth,slotsize*itemheight)
- invicon:SetPos(slotsize*(i-1),slotsize*(j-1))
- --invicon.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,100,0)) end
- invicon.Item = item
- invicon.invpos = {j,i}
- invicon.backpack = k
- invicon:Droppable("Inventory")
- elseif not v[1][j][i] then
- local emptyslot = vgui.Create("DPanel", tbacksheet)
- emptyslot:SetSize(slotsize,slotsize)
- emptyslot:SetPos(slotsize*(i-1),slotsize*(j-1))
- --emptyslot.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,0,100)) end
- emptyslot:Receiver( "Inventory", function( receiver, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY )
- if not isDropped then return end
- print("receiver",receiver)
- print("menuIndex",menuIndex)
- print("tableOfDroppedPanels",tableOfDroppedPanels)
- PrintTable(tableOfDroppedPanels)
- local item = tableOfDroppedPanels[1].Item
- print("Checking if item:")
- PrintTable(item)
- print("Can fit in pack:",j,i)
- if invfuncs.CanFitInBackpack(v,j,i,item) then
- local fromtbl = tableOfDroppedPanels[1].invpos
- local wasequiped = tableOfDroppedPanels[1].wasequiped
- if wasequiped then
- print("wasequiped",wasequiped)
- net.Start("unequipitem")
- net.WriteString(wasequiped)
- net.WriteUInt(k,16)
- net.WriteUInt(i,16)
- net.WriteUInt(j,16)
- net.SendToServer()
- else
- net.Start("moveitem")
- net.WriteUInt(k,16) -- Backpack number
- net.WriteUInt(fromtbl[1],16) -- From position
- net.WriteUInt(fromtbl[2],16)
- net.WriteUInt(j,16) -- To position
- net.WriteUInt(i,16)
- net.SendToServer()
- if item.onEquip ~= nil then
- item:onEquip(LocalPlayer())
- end
- end
- end
- end, {} )
- end
- end
- end
- ]]
+ DrawBackpackOnDPanel(tbacksheet,v,k,LocalPlayer())
end
end
hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",function()
- if LocalPlayer().invpanel == nil then return end
- LocalPlayer().invpanel:Remove()
+ for k,v in pairs(LocalPlayer().invdisplays) do
+ if not v.panel:IsValid() then continue end
+ PrintTable(v)
+ v.panel:Close()
+ LocalPlayer().invdisplays[k] = nil
+ end
+ --if LocalPlayer().invpanel == nil then return end
+ --LocalPlayer().invpanel:Remove()
plyisininventory = false
end)