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-rw-r--r--gamemode/shared/inventory_common.lua193
1 files changed, 0 insertions, 193 deletions
diff --git a/gamemode/shared/inventory_common.lua b/gamemode/shared/inventory_common.lua
deleted file mode 100644
index c5b8fc3..0000000
--- a/gamemode/shared/inventory_common.lua
+++ /dev/null
@@ -1,193 +0,0 @@
--- --[[
--- Some functions that are needed multiple places in the code, to deal with player inventories.
--- ]]
--- do return end
--- print("Hello from inventory_common.lua")
--- local invfuncs = {}
---
--- --Forcibly put an item in a backpack, you should check to make sure there's room first
--- invfuncs.PutItemInBackpack = function(backpack,x,y,item)
--- backpack[1][x][y] = item
--- for k = 1,#item.Shape do
--- for i = 1,#(item.Shape[k]) do
--- if k == 1 and i == 1 then continue end
--- backpack[1][x + k - 1][y + i - 1] = item.Shape[k][i]
--- end
--- end
--- end
---
--- --Writes a backpack to the net stream
--- invfuncs.SerializeBackpack = function(backpack)
--- net.WriteString(backpack[3]) --Name
--- net.WriteUInt(backpack[2][1],16) --width
--- net.WriteUInt(backpack[2][2],16) --height
--- for k,v in pairs(backpack[1]) do
--- for i,j in pairs(v) do
--- if type(j) ~= "table" then continue end
--- net.WriteString(j.Name)
--- net.WriteUInt(k,16)
--- net.WriteUInt(i,16)
--- local data = j:Serialize()
--- net.WriteUInt(#data,32)
--- net.WriteData(data,#data)
--- end
--- end
--- net.WriteString("END_ITEMS")
--- end
---
--- --Loads a backpack from the net stream
--- invfuncs.DeSerializeBackpack = function()
--- local backpackname = net.ReadString()
--- local width = net.ReadUInt(16)
--- local height = net.ReadUInt(16)
--- --Build the backpack
--- local tb = {}
--- tb[1] = {}
--- tb[2] = {width,height}
--- tb[3] = backpackname
--- for x = 1,width do
--- tb[1][x] = {}
--- for y = 1,height do
--- tb[1][x][y] = false
--- end
--- end
---
--- local nitemname = net.ReadString()
--- while nitemname ~= "END_ITEMS" do
--- local xpos = net.ReadUInt(16)
--- local ypos = net.ReadUInt(16)
--- local data = net.ReadData(net.ReadUInt(32))
--- local nitem = ART.GetItemByName(nitemname):DeSerialize(data)
--- invfuncs.PutItemInBackpack(tb,xpos,ypos,nitem)
--- nitemname = net.ReadString()
--- end
---
--- return tb
---
--- end
---
--- --Checks to see if an item can fit in the backpack at a certain position
--- invfuncs.CanFitInBackpack = function(backpack,x,y,item)
--- for k,v in pairs(item.Shape) do
--- for i,j in pairs(v) do
--- if not j then continue end
--- if backpack[1][x + k - 1] == nil then
--- return false
--- end
--- if backpack[1][x + k - 1][y + i - 1] or backpack[1][x + k - 1][y + i - 1] == nil then
--- return false
--- end
--- end
--- end
--- return true
--- end
---
--- --Creates a new backpack, this is NOT called when players join the server, even new ones.
--- invfuncs.CreateBackpack = function(name,width,height)
--- local backpack = {}
--- backpack[1] = {}
--- backpack[2] = {width,height}
--- backpack[3] = name
--- for i = 1,width do --the width of the backpack.
--- backpack[1][i] = {}
--- end
--- for k,v in pairs(backpack[1]) do
--- for i = 1,height do --the height of the backpack.
--- backpack[1][k][i] = false
--- end
--- end
--- return backpack
--- end
---
--- --Draws a backpack on the dpanel, client side only
--- invfuncs.DrawBackpackOnDPanel = function(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( "DButton", 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
--- --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
--- ART.invfuncs = invfuncs
--- return invfuncs