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path: root/gamemode/client/cl_inventory.lua
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--[[
    Displays the inventory, for more information see /gamemode/shared/inventory.lua
]]
print("Hello from cl_inventory.lua")
--debug.Trace()

ART.PrayerEquiped = ART.PrayerEquiped or {
    false,false,false,false
}
net.Receive("equiphelpprayer",function()
    print("equiphelp received client side!")
    ART.PrayerEquiped[4] = "Noob Help"
end)


local lastpanel = lastpanel or 1

local inventorysheets = {}
ART.RegisterInventorySheet = function(func)
    inventorysheets[#inventorysheets + 1] = func
end


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

function ART.RefreshDisplays()
    local discopy = LocalPlayer().invdisplays
    LocalPlayer().invdisplays = {}
    for k,ptbl in pairs(discopy) do
        if not ptbl.panel:IsValid() then continue end
        if ptbl.panel.Close ~= nil then
            ptbl.panel:Close()
        else
            print(ptbl.panel)
            error("panel has no close method")
            ptbl.panel:Remove()
        end
        ptbl.redraw()
    end
end

local sheet
function ShowInventory(ply,cmd,args)
    if plyisininventory then return end
    LocalPlayer().invdisplays = LocalPlayer().invdisplays or {}
    plyisininventory = true
    local width = ScrW()
    local height = ScrH()
    local dat = {}
    dat.panel = vgui.Create( "DFrame" )
    dat.redraw = ShowInventory
    table.insert(LocalPlayer().invdisplays,dat)
    local invpanel = dat.panel
    invpanel:SetPos( 0, 0 )
    invpanel:SetSize( width / 4, height )
    invpanel:SetTitle( "Inventory" )
    invpanel:SetDraggable( true )
    invpanel:MakePopup()
    invpanel.OnClose = function(self)
        plyisininventory = false
    end

    sheet = vgui.Create( "DPropertySheet", invpanel )
    sheet:Dock( FILL )

    for k,v in pairs(inventorysheets) do
        local name,tsheet,image = v()
        sheet:AddSheet(name,tsheet,image)
        tsheet.sheetnum = name
    end
    sheet:SwitchToName(lastpanel)

    --[[

    local prayersheet = vgui.Create( "DListLayout", sheet)
    sheet:AddSheet( "Prayers", prayersheet, "icon16/coins.png")

    --Prayers
    local prayergridscroll = vgui.Create("DScrollPanel")
    prayergridscroll:SetSize( (width / 4) - 20, height / 3 )
    prayergridscroll:SetPos( 5, 5 )
    prayersheet:Add(prayergridscroll)
    local prayergrid = vgui.Create( "DGrid", prayergridscroll )
    prayergrid:SetPos( 5 , 5 )
    prayergrid:Dock(FILL)

    prayergrid:SetCols( (width / 4) / 64 )
    prayergrid:SetColWide( 64 )
    prayergrid:SetRowHeight(64)
    prayergridscroll:AddItem(prayergrid)

    for k,v in pairs(ART.Prayer) do
        local but = vgui.Create( "DButton", prayergrid )
        but:SetText( v.Name )
        but:SetSize( 64, 64 )
        but:SetWrap(true)
        prayergrid:AddItem( but )
        but.PrayerName = v.Name
        but:Droppable("PrayerBind")
    end

    local prayerbindgrid = vgui.Create("DGrid")
    prayerbindgrid:SetPos(height * (2 / 3),5)
    prayerbindgrid:SetSize((width / 4) - 20, height / 3)
    prayerbindgrid:SetColWide(64)
    prayerbindgrid:SetRowHeight(64)
    function prayerbindgrid:Paint(w,h)
        draw.RoundedBox( 8, 0, 0, w, h, Color( 0, 255, 0 ) )
    end
    local n = 0
    for k,v in pairs(ART.PrayerEquiped) do
        n = n + 1
        local but = vgui.Create( "DPanel", prayerbindgrid )
        but:SetSize(64, 64)
        if v ~= false then
            local prayerbut = vgui.Create( "DLabel", but )
            prayerbut:SetText( v.Name )
            prayerbut:SetSize( 64, 64 )
            prayerbut:SetWrap(true)
        else
            local blabel = vgui.Create( "DLabel", but )
            blabel:SetText( "F" .. k )
            blabel:SetDark(true)
            but:Receiver( "PrayerBind", function( self, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY )
                if not isDropped then return end
                ART.PrayerEquiped[k] = tableOfDroppedPanels.PrayerName
                print("Prayer bound to " .. k)
            end)
        end
        prayerbindgrid:AddItem(but)
    end
    prayersheet:Add(prayerbindgrid)

    --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: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 = {
        ["Head"] = {(width / 8) - slotsize, 25},
        ["Body"] = {(width / 8) - slotsize, slotsize + 26},
        ["Legs"] = {(width / 8) - slotsize, (slotsize * 2) + 27},
        ["Boots"] = {(width / 8) - slotsize, (slotsize * 3) + 28},
        ["Gloves"] = {(width / 8) + (slotsize), (slotsize * 2) + 27},
        ["Left"] = {(width / 8) - (1.5 * slotsize), (slotsize * 4) + 29},
        ["Right"] = {(width / 8) - (0.5 * slotsize), (slotsize * 4) + 29}
    }
    print("Displaying inventory:")
    PrintTable(LocalPlayer().Inventory.Equiped)
    for k,v in pairs (LocalPlayer().Inventory.Equiped) do
        if v == false then
            local eqslot = vgui.Create( "DPanel", invsheet )
            eqslot:SetSize( slotsize, slotsize )
            eqslot:SetPos(displaypos[k][1],displaypos[k][2])
            eqslot:Receiver( "Inventory", function( receiver, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY )
                if not isDropped then return end
                print("Attempting to equip")
                local icon = tableOfDroppedPanels[1]
                local item = icon.Item
                PrintTable(item)
                print("In",k)
                if item.Equipable == k then
                    net.Start("equipitem")
                    net.WriteUInt(icon.backpacknum,16) -- Backpack number
                    local fromtbl = icon.invpos
                    net.WriteUInt(fromtbl[1],16) -- From position
                    net.WriteUInt(fromtbl[2],16)
                    print("Writing string",k)
                    net.WriteString(k)
                    net.SendToServer()
                end
            end, {} )
        else
            print("eqslot",k,"was not false, it was")
            PrintTable(v)
            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:Droppable("Inventory")
            eqslot.Item = v
            eqslot.wasequiped = k
        end
    end

    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" )

        DrawBackpackOnDPanel(tbacksheet,v,k,LocalPlayer())
    end

    ]]

end



hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",function()
    lastpanel = sheet:GetActiveTab():GetPanel().sheetnum
    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
    plyisininventory = false
end)

concommand.Add("showinventory",ShowInventory)
local viewdistance = 100
local rotatespeed = 65
local bone = nil
local previousheadscale = Vector(1,1,1)
hook.Add("CalcView","ArteryInventoryView",function(ply,pos,ang,fov,nearz,farz)
    if bone == nil then
        bone = LocalPlayer():LookupBone("ValveBiped.Bip01_Head1")
    end
    local view = {}
    --view.origin = LocalPlayer():GetBonePosition(bone) + LocalPlayer():GetUp() * 2
    view.origin = pos
    if plyisininventory 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 plyisininventory then
        LocalPlayer():ManipulateBoneScale(bone,Vector(0,0,0))
    else
        LocalPlayer():ManipulateBoneScale(bone,previousheadscale)
    end
    view.drawviewer = plyisininventory

    return view
end)