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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)
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