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#include <stdlib.h> |
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#include "Daodan_Character.h" |
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#include "Oni_Character.h" |
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#include "BFW_Utility.h" |
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#include "Oni.h" |
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|
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int DDr_TeamToTeamID(const char* team_string) //Already something like this in the engine, but I'm reimplementing it... |
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{ |
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if (!strcmp(team_string, "Konoko")) return team_konoko; |
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else if (!strcmp(team_string, "TCTF")) return team_tctf; |
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else if (!strcmp(team_string, "Syndicate")) return team_syndicate; |
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else if (!strcmp(team_string, "Neutral")) return team_neutral; |
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else if (!strcmp(team_string, "SecurityGuard")) return team_securityguard; |
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else if (!strcmp(team_string, "RougeKonoko")) return team_rougekonoko; |
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else if (!strcmp(team_string, "Switzerland")) return team_switzerland; |
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else if (!strcmp(team_string, "SyndicateAccessory")) return team_syndicateaccessory; |
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return team_neutral; //if you enter a bad teamname, return Neutral..... |
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} |
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|
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uint32_t DDrGetCharacterIndexFromName(char* input) { |
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int i; |
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Character **characterlist = ONgGameState->PresentCharacterList; //pointer to array of Character pointers |
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int total_characters = ONgGameState->PresentCharacterListCount; //Max number of characters |
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for(i = 0; i < total_characters; i++) { |
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if (characterlist[i] != 0) //anti Blam! |
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if (!strcmp(characterlist[i]->Name, input)) { //checks for the same name |
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return characterlist[i]->Number; |
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} |
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} |
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return -1; //not found :( |
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} |
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/* |
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OniRectangle TestRect; |
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void CHARTest() |
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{ |
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|
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CharacterObject* TestCHAR = malloc(sizeof(CharacterObject)); |
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memset(TestCHAR, 0, sizeof(CharacterObject)); |
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|
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int type = 0x43484152; |
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TestCHAR->Header.Type = type; |
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memcpy(TestCHAR->OSD.Name, "Gumby", 6); |
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memcpy(TestCHAR->OSD.Class, "striker_easy_1", 15); |
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memcpy(TestCHAR->OSD.ScriptSpawn, "dmsg", 20); |
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//TestCHAR->OSD.Options = chr_unkillable; |
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TestCHAR->OSD.TeamID = team_syndicate; |
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//int* ptr = 0x005ECE70; |
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TestRect.Top = 10; |
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TestRect.Left = 10; |
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TestRect.Right = 100; |
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TestRect.Bottom = 100; |
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|
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char str[5] = "hi"; |
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str[2] = '\0'; |
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AUrMessageBox(0, "%8x", &TestRect); |
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int16_t a = TSrContext_DrawText(TestContext, str, 0xFF, &TestRect, &TestRect); |
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//ONrGameState_NewCharacter(TestCHAR, NULL, NULL, NULL); |
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return; |
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} |
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*/ |