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path: root/gamemode/shared/inventory.lua
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print("Hello from inventory.lua!")
local pmeta = FindMetaTable("Player")
local emeta = FindMetaTable("Entity")
local invfuncs = include("inventory_common.lua")

--A 2d array of the inventory.
pmeta.Inventory = {}

--each backpack has 1:a tbl containing items or false, 2: a tbl {width,height} and 3:name
pmeta.Inventory.Backpacks = {}
--Eqiped stuff at base, player has 1=Head, 2=Body, 3=Legs, 4=Boots, 5=Gloves, 6=Left Hand, 7=Right Hand
pmeta.Inventory.Equiped = {}
local equipedslots = {
    "Head","Body","Legs","Boots","Gloves","Left","Right"
}
for _,v in pairs(equipedslots) do
    pmeta.Inventory.Equiped[v] = false
end

function pmeta:PutInvItem(backpack,x,y,item)
    invfuncs.PutItemInBackpack(self.Inventory.Backpacks[backpack],x,y,item)
end

function pmeta:FindSpotForItem(item)
    for n,v in pairs(self.Inventory.Backpacks) do
        for row = 1,v[2][2] do
            for col = 1,v[2][1] do
                if self:CanFitInBackpack(v,row,col,item) then
                    return row,col,n
                end
            end
        end
    end
end

function pmeta:GiveItem(item)
    local x,y,b = self:FindSpotForItem(item)
    self:PutInvItem(b,x,y,item)
    self:SynchronizeInventory()
end

function pmeta:CanFitInBackpack(backpack,x,y,item)
    return invfuncs.CanFitInBackpack(backpack,x,y,item)
end

if SERVER then
    util.AddNetworkString("synchinventory")
    util.AddNetworkString("moveitem")
    util.AddNetworkString("equipitem")
    util.AddNetworkString("unequipitem")
end

net.Receive("unequipitem",function(len,ply)
    local itemslot = net.ReadString()
    local tobackpack = net.ReadUInt(16)
    local topos = {}
    topos[1] = net.ReadUInt(16)
    topos[2] = net.ReadUInt(16)
    local item = ply.Inventory.Equiped[itemslot]
    if ply:CanFitInBackpack(
                            ply.Inventory.Backpacks[tobackpack],
                            topos[1],
                            topos[2],
                            item
        ) then
        ply.Inventory.Equiped[itemslot] = false
        ply:PutInvItem(tobackpack,topos[1],topos[2],item)
        ply:SynchronizeInventory()
    end
end)

net.Receive("equipitem",function(len,ply)
    local backpacknum = net.ReadUInt(16)
    local frompos = {}
    frompos[1] = net.ReadUInt(16)
    frompos[2] = net.ReadUInt(16)
    local equippos = net.ReadString()
    local item = ply.Inventory.Backpacks[backpacknum][1][frompos[1]][frompos[2]]
    if item.Equipable ~= nil and item.Equipable == equippos then
        --Remove from the backpack
        for k = 1,#item.Shape do
            for i = 1,#(item.Shape[k]) do
                if k == 1 and i == 1 then continue end
                ply.Inventory.Backpacks[backpacknum][1][frompos[1] + k - 1][frompos[2] + i - 1] = false
            end
        end
        ply.Inventory.Backpacks[backpacknum][1][frompos[1]][frompos[2]] = false
        ply.Inventory.Equiped[equippos] = item
        if item.onEquip ~= nil then
            item:onEquip(ply)
        end
        ply:SynchronizeInventory()
    end
end)

net.Receive("moveitem",function(len,ply)
    local froment = net.ReadEntity()
    local toent = net.ReadEntity()

    local frombackpack = net.ReadUInt(16)
    local tobackpack = net.ReadUInt(16)

    local frompos = {net.ReadUInt(16),net.ReadUInt(16)}
    local topos = {net.ReadUInt(16),net.ReadUInt(16)}

    print("Moveing from ",frompos[1],frompos[2],"to",topos[1],topos[2])

    if froment:IsPlayer() and toent:IsPlayer() and (froment ~= toent) then--Just don't allow stealing between players, anything else is fine
        ply:PrintMessage( HUD_PRINTCENTER, "You can't steal from this person!" )
        return
    end
    print("Passed the stealing check")
    local item = froment.Inventory.Backpacks[frombackpack][1][frompos[1]][frompos[2]]

    --Set the shape it was at to false
    for k = 1,#item.Shape do
        for i = 1,#(item.Shape[k]) do
            if k == 1 and i == 1 then continue end
            froment.Inventory.Backpacks[frombackpack][1][frompos[1] + k - 1][frompos[2] + i - 1] = false
        end
    end
    froment.Inventory.Backpacks[frombackpack][1][frompos[1]][frompos[2]] = false
    print("Set shape to false")
    --now check if it can fit in the backpack
    if  invfuncs.CanFitInBackpack(toent.Inventory.Backpacks[tobackpack],topos[1],topos[2],item) then
        print("It can fit there")
        invfuncs.PutItemInBackpack(toent.Inventory.Backpacks[tobackpack],topos[1],topos[2],item)
    else
        invfuncs.PutItemInBackpack(froment.Inventory.Backpacks[frombackpack],frompos[1],frompos[2],item)
    end
    froment:SynchronizeInventory()
    toent:SynchronizeInventory()
end)

function pmeta:LoadInventory(json)
    local reinv = util.JSONToTable(json)
    for k,v in pairs(reinv) do
        self.Inventory[k] = v
    end
    self:SynchronizeInventory()
end

function pmeta:SynchronizeInventory()
    print("Player synchronize called")
    net.Start("synchinventory")
        net.WriteEntity(self)
        net.WriteFloat(#self.Inventory.Backpacks)
        for k,v in pairs(self.Inventory.Backpacks) do
            invfuncs.SerializeBackpack(v)
        end
        for k,v in pairs(equipedslots) do
            if self.Inventory.Equiped and self.Inventory.Equiped[v] ~= false then
                net.WriteString(v)
                local data = self.Inventory.Equiped[v]:Serialize()
                net.WriteString(self.Inventory.Equiped[v].Name)
                net.WriteUInt(#data,32)
                net.WriteData(data,#data)
            end
        end
        net.WriteString("END_EQUIPED")
    net.Send(self)
end
if CLIENT then
    net.Receive("synchinventory",function(len,ply)
        if LocalPlayer().invdisplays == nil then
            LocalPlayer().invdisplays = {}
        end
        local what = net.ReadEntity()
        what.Inventory.Backpacks = {}
        local numbackpacks = net.ReadFloat()
        for k = 1,numbackpacks do
            local tbackpack = invfuncs.DeSerializeBackpack()
            table.insert(what.Inventory.Backpacks,tbackpack)
        end
        local neq = net.ReadString()
        local updated_slots = {}
        while neq ~= "END_EQUIPED" do
            local itemslot = neq
            local itemname = net.ReadString()
            local itemdata = net.ReadData(net.ReadUInt(32))
            local item = ART.GetItemByName(itemname):DeSerialize(itemdata)
            what.Inventory.Equiped[itemslot] = item
            updated_slots[itemslot] = true
            neq = net.ReadString()
        end
        if what.Inventory.Equiped ~= nil then
            for k,v in pairs(equipedslots) do
                if updated_slots[v] then continue end
                what.Inventory.Equiped[v] = false
            end
        end
        local discopy = LocalPlayer().invdisplays
        LocalPlayer().invdisplays = {}
        PrintTable(discopy)
        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)
end

concommand.Add("artery_showinventory",function(ply,cmd,args)
    PrintTable(ply.Inventory)
    PrintTable(ply.ClientInventory)
end)