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-- --[[
-- Some functions that are needed multiple places in the code, to deal with player inventories.
-- ]]
-- do return end
-- print("Hello from inventory_common.lua")
-- local invfuncs = {}
--
-- --Forcibly put an item in a backpack, you should check to make sure there's room first
-- invfuncs.PutItemInBackpack = function(backpack,x,y,item)
-- backpack[1][x][y] = item
-- for k = 1,#item.Shape do
-- for i = 1,#(item.Shape[k]) do
-- if k == 1 and i == 1 then continue end
-- backpack[1][x + k - 1][y + i - 1] = item.Shape[k][i]
-- end
-- end
-- end
--
-- --Writes a backpack to the net stream
-- invfuncs.SerializeBackpack = function(backpack)
-- net.WriteString(backpack[3]) --Name
-- net.WriteUInt(backpack[2][1],16) --width
-- net.WriteUInt(backpack[2][2],16) --height
-- for k,v in pairs(backpack[1]) do
-- for i,j in pairs(v) do
-- if type(j) ~= "table" then continue end
-- net.WriteString(j.Name)
-- net.WriteUInt(k,16)
-- net.WriteUInt(i,16)
-- local data = j:Serialize()
-- net.WriteUInt(#data,32)
-- net.WriteData(data,#data)
-- end
-- end
-- net.WriteString("END_ITEMS")
-- end
--
-- --Loads a backpack from the net stream
-- invfuncs.DeSerializeBackpack = function()
-- local backpackname = net.ReadString()
-- local width = net.ReadUInt(16)
-- local height = net.ReadUInt(16)
-- --Build the backpack
-- local tb = {}
-- tb[1] = {}
-- tb[2] = {width,height}
-- tb[3] = backpackname
-- for x = 1,width do
-- tb[1][x] = {}
-- for y = 1,height do
-- tb[1][x][y] = false
-- end
-- end
--
-- local nitemname = net.ReadString()
-- while nitemname ~= "END_ITEMS" do
-- local xpos = net.ReadUInt(16)
-- local ypos = net.ReadUInt(16)
-- local data = net.ReadData(net.ReadUInt(32))
-- local nitem = ART.GetItemByName(nitemname):DeSerialize(data)
-- invfuncs.PutItemInBackpack(tb,xpos,ypos,nitem)
-- nitemname = net.ReadString()
-- end
--
-- return tb
--
-- end
--
-- --Checks to see if an item can fit in the backpack at a certain position
-- invfuncs.CanFitInBackpack = function(backpack,x,y,item)
-- for k,v in pairs(item.Shape) do
-- for i,j in pairs(v) do
-- if not j then continue end
-- if backpack[1][x + k - 1] == nil then
-- return false
-- end
-- if backpack[1][x + k - 1][y + i - 1] or backpack[1][x + k - 1][y + i - 1] == nil then
-- return false
-- end
-- end
-- end
-- return true
-- end
--
-- --Creates a new backpack, this is NOT called when players join the server, even new ones.
-- invfuncs.CreateBackpack = function(name,width,height)
-- local backpack = {}
-- backpack[1] = {}
-- backpack[2] = {width,height}
-- backpack[3] = name
-- for i = 1,width do --the width of the backpack.
-- backpack[1][i] = {}
-- end
-- for k,v in pairs(backpack[1]) do
-- for i = 1,height do --the height of the backpack.
-- backpack[1][k][i] = false
-- end
-- end
-- return backpack
-- end
--
-- --Draws a backpack on the dpanel, client side only
-- invfuncs.DrawBackpackOnDPanel = function(dp, backpack, backpacknum, tent)
-- local width = ScrW()
-- local height = ScrH()
-- local slotsize = math.Round(width / 32)
-- local backgrid = vgui.Create( "DGrid", dp )
-- backgrid:SetPos( 10, 30 )
-- backgrid:SetCols( backpack[2][1] )
-- backgrid:SetColWide( backpack[2][2] )
-- backgrid:Dock(FILL)
-- for i = 1,#(backpack[1]) do
-- for j = 1,#(backpack[1][i]) do
-- local item = backpack[1][j][i]
-- if type(backpack[1][j][i]) == "table" then
-- local itemwidth = 0
-- for _,l in pairs(item.Shape) do
-- itemwidth = math.Max(itemwidth,#l)
-- end
-- local itemheight = #item.Shape
-- local invicon = vgui.Create( "DButton", dp )
-- invicon:SetSize(slotsize * itemwidth, slotsize * itemheight)
-- invicon:SetPos(slotsize * (i - 1), slotsize * (j - 1))
-- invicon:SetText(item.Name)
-- if item.Tooltip then
-- invicon:SetTooltip(item.Tooltip)
-- end
-- --invicon.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,100,0)) end
-- invicon.DoClick = function()
-- if not item.GetOptions then return end
-- local menu = vgui.Create("DMenu")
-- createMenuFor(menu,item:GetOptions())
-- menu:Open()
-- end
-- invicon.Item = item
-- invicon.invpos = {j,i}
-- invicon.ent = tent
-- invicon.backpacknum = backpacknum
-- invicon:Droppable("Inventory")
-- elseif not backpack[1][j][i] then
-- local emptyslot = vgui.Create("DPanel", dp)
-- emptyslot:SetSize(slotsize,slotsize)
-- emptyslot:SetPos(slotsize * (i - 1), slotsize * (j - 1))
-- --emptyslot.Paint = function(self, w, h) draw.RoundedBox(4, 0,0,w,h,Color(0,0,100)) end
-- emptyslot:Receiver( "Inventory", function( receiver, tableOfDroppedPanels, isDropped, menuIndex, mouseX, mouseY )
-- if not isDropped then return end
-- local icon = tableOfDroppedPanels[1]
-- local item = icon.Item
-- local curpos = icon.invpos
-- --Set the shape it was at to false
-- if not icon.wasequiped and icon.ent == tent then
-- assert(curpos ~= nil, "print curpos was nil when not equiped")
-- for k = 1,#item.Shape do
-- for l = 1,#(item.Shape[k]) do
-- if k == 1 and l == 1 then continue end
-- backpack[1][curpos[1] + k - 1][curpos[2] + l - 1] = false
-- end
-- end
-- backpack[1][curpos[1]][curpos[2]] = false
-- end
-- if invfuncs.CanFitInBackpack(backpack,j,i,item) then
-- local fromtbl = icon.invpos
-- local wasequiped = icon.wasequiped
-- if wasequiped then
-- net.Start("unequipitem")
-- net.WriteString(wasequiped)
-- net.WriteUInt(backpacknum,16)
-- net.WriteUInt(i,16)
-- net.WriteUInt(j,16)
-- net.SendToServer()
-- else
-- net.Start("moveitem")
-- net.WriteEntity(icon.ent) -- from ent
-- net.WriteEntity(tent) -- to ent
-- net.WriteUInt(icon.backpacknum,16) -- from backpack number
-- net.WriteUInt(backpacknum,16) -- to backpack number
-- net.WriteUInt(fromtbl[1],16) -- From position
-- net.WriteUInt(fromtbl[2],16)
-- net.WriteUInt(j,16) -- To position
-- net.WriteUInt(i,16)
-- net.SendToServer()
-- if item.onEquip ~= nil then
-- item:onEquip(LocalPlayer())
-- end
-- end
-- end
-- end, {} )
-- end
-- end
-- end
-- end
-- ART.invfuncs = invfuncs
-- return invfuncs
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