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path: root/gamemode/client/cl_inventory.lua
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---Functions for hiding and showing inventory panels.
-- Deals with most the the things needed for inventory panels
--@module cl_inventory.lua

--[[
	Reserved inventory id's
	1 - Equipment
	2 - Prayers
	3 - Skills
	4 - Quests
]]
--local qinv = nrequire("cl_qinventory.lua")
local state = nrequire("cl_state.lua") --Holds weather or not player is in inventory
local itm = nrequire("core/inventory/common/items.lua")
--local qpray = nrequire("cl_qprayers.lua")
local inv = {}

--print("Hello from cl_inventory.lua")
--debug.Trace()

local prayerequiped = {
	false,false,false,false,false
}

net.Receive("equiphelpprayer",function()
	--print("equiphelp received client side!")
	prayerequiped[4] = "Noob Help"
end)

local lastpanel = lastpanel or 1

local qframe = nil	--The master frame
local qtabs = {}	--The tabs

local width = ScrW()
local height = ScrH()
local credits = 0
local creditslabel
local droppanel --Dpanel to drop things on when they are dropped, should be the backmost panel, and cover the entire screen.
inv.tabsheet = nil

local clt = nrequire("cl_invtracker.lua")

local player_data --The data the player needs to show the q panel
net.Receive("art_load_player_data",function()
	player_data = net.ReadTable()
	credits = player_data.credits
	if creditslabel then creditslabel:SetText(credits or 0) end
end)

local function CreateSheetTree(tabs,dpropertysheet)
	for k,v in pairs(tabs) do
		if type(k) == "string" then
			local tsheet = vgui.Create( "DPropertySheet", dpropertysheet )
			dpropertysheet:AddSheet(k,tsheet,"icon16/user.png")
			CreateSheetTree(v,tsheet)
		elseif type(k) == "number" then
			local tsheet = vgui.Create("DPanel")
			dpropertysheet:AddSheet(v.Name,tsheet,"icon16/user.png")
			local prox = v:DrawOnDPanel(tsheet)
			v:AddObserver(prox)
		else
			error("k was not a number or string, it was a " .. type(k))
		end
	end
end

local function BuildInventory()
	if qframe and IsValid(qframe) then return end
	if not player_data then print("no player data!") player_data = {credits = 0} end
	qframe = vgui.Create("DFrame")
	qframe:SetPos(0,0)
	qframe:SetSize(width / 4, height)
	qframe:SetTitle("Inventory")
	qframe:SetDraggable(true)
	qframe:MakePopup()
	qframe.OnClose = function(self)
		droppanel:Hide()
		state.invopen = false
		self:Hide()
		return
	end
	qframe.Remove = function(self)
		state.invopen = false
		self:Hide()
		droppanel:Hide()
		return
	end

	creditslabel = vgui.Create("DLabel",qframe)
	creditslabel:SetText(credits)
	creditslabel:SetPos(150,5)

	local creditstext = vgui.Create("DLabel",qframe)
	creditstext:SetText("Credits:")
	creditstext:SetPos(100,5)

	local initalsheet = vgui.Create("DPropertySheet",qframe)
	initalsheet:Dock(FILL)

	CreateSheetTree(clt.known_inventories,initalsheet)
end

---Shows the player's inventory.
-- If the player's inventory hasn't been built yet, builds the inventory, then displays it.
function inv.ShowInventory()
	--print("qframe is ", qframe)
	if not qframe then BuildInventory()
	else qframe:Show() end
	state.invopen = true
	droppanel = vgui.Create("DPanel")
	droppanel:SetSize(ScrW(),ScrH())
	droppanel:SetPos(0,0)
	droppanel:MoveToBack()
	droppanel:SetAlpha(10)
	droppanel:Receiver("item",function(self,panels,dropped,_,_,_)
		if not dropped then return end
		local froment = panels[1].info.owner
		local fromid = panels[1].info.id
		local frompos = panels[1].info.pos
		itm.DropItem(froment,fromid,frompos)
	end,{})
end

---Hides the players inventory.
-- If the player's inventory is already hidden, does nothing
function inv.HideInventory()
	droppanel:Remove()
	state.invopen = false
	qframe:Hide()
	if (not sheet) or (not sheet:GetActiveTab()) or (not sheet:GetActiveTab():GetPanel()) then return end
	lastpanel = sheet:GetActiveTab():GetPanel().sheetnum
	for k,v in pairs(LocalPlayer().invdisplays) do
		if not v.panel:IsValid() then continue end
		v.panel:Close()
		LocalPlayer().invdisplays[k] = nil
	end
end


hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",inv.ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",inv.HideInventory)

concommand.Add("showinventory",inv.ShowInventory)
local viewdistance = 100
local rotatespeed = 65
local bone = nil
local previousheadscale = Vector(1,1,1)
local toggle_arteryview = false
hook.Add("CalcView","ArteryInventoryView",function(ply,pos,ang,fov,nearz,farz)
	if not toggle_arteryview then return end
	if bone == nil then
		bone = LocalPlayer():LookupBone("ValveBiped.Bip01_Head1")
	end
	local view = {}
	local tr = util.TraceLine({
		start = pos,
	endpos =  (ang:Forward() * -100) + pos,
		filter = LocalPlayer()
	})
	view.origin = tr.HitPos or (ang:Forward() * -100) + pos
	if state.invopen then
		local trot = math.rad(CurTime() * rotatespeed)
		local xoff = viewdistance * math.sin(trot)
		local yoff = viewdistance * math.cos(trot)
		view.origin = view.origin + Vector(xoff,yoff,10)
		ang.pitch = 20
		ang.yaw = (-CurTime() * rotatespeed) - 90
	end
	view.angles = ang
	view.fov = fov
	if not state.invopen then
		LocalPlayer():ManipulateBoneScale(bone,Vector(0,0,0))
	else
		LocalPlayer():ManipulateBoneScale(bone,previousheadscale)
	end
	view.drawviewer = true--state.invopen

	return view
end)

concommand.Add("delete_inventory",function(ply,cmd,args)
	qframe = nil
end)

concommand.Add("toggle_artery_view",function(ply,cmd,args)
	toggle_arteryview = not toggle_arteryview
end)

return inv