aboutsummaryrefslogtreecommitdiff
path: root/gamemode/client/cl_inventory.lua
blob: 390b92367b572a6787054b6de41a79e355b03d6a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
--[[
    Displays the inventory, for more information see /gamemode/shared/inventory.lua
]]
--[[
	Reserved inventory id's
	1 - Equipment
	2 - Prayers
]]
local qinv = nrequire("cl_qinventory.lua")
local qpray = nrequire("cl_qprayers.lua")

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

--A master list of inventory sheets
local inventorysheets = {}

--Wether the player is in the inventory or not
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 qframe = nil	--The master frame
local qtabs = {}	--The tabs

local width = ScrW()
local height = ScrH()

local player_data --The data the player needs to show the q panel
net.Receive("art_load_player_data",function()
	print("Got player data")
	player_data = net.ReadTable()
	print("It was")
	PrintTable(player_data)
end)

local function BuildInventory()
	print("Building inventory")
	if qframe then return end
	if not player_data then print("no player data!") return 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)
		plyisininventory = false
		self:Hide()
		return
	end
	local tabsheet = vgui.Create("DPropertySheet",qframe)
	tabsheet:Dock(FILL)

	local invsheet = qinv.CreateInventorySheet(tabsheet)
	local invid = #qtabs + 1
	invsheet.id = invid
	qtabs[invid] = invsheet
	tabsheet:AddSheet("Inventory",invsheet,"icon16/user.png")

end

local function ShowInventory()
	print("qframe is ", qframe)
    if not qframe then BuildInventory()
	else qframe:Show() end
	plyisininventory = true
end



hook.Add("OnSpawnMenuOpen","ArteryOpenInventory",ShowInventory)
hook.Add("OnSpawnMenuClose","ArteryCloseInventory",function()
	plyisininventory = 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
        --PrintTable(v)
        v.panel:Close()
        LocalPlayer().invdisplays[k] = nil
    end
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)