1 |
|
#include <windows.h> |
2 |
|
#include <stdlib.h> |
3 |
|
#include <stdarg.h> |
4 |
< |
#include <stdint.h> |
4 |
> |
//#include <stdint.h> |
5 |
|
#include "oni_stdio.h" |
6 |
|
|
7 |
|
#include "Daodan_Utility.h" |
12 |
|
|
13 |
|
void __cdecl DDrStartupMessage(const char* fmt, ...) |
14 |
|
{ |
15 |
+ |
|
16 |
+ |
char* buffer; |
17 |
|
va_list ap; |
18 |
|
va_start(ap, fmt); |
19 |
< |
char* buffer = malloc(vsnprintf(NULL, 0, fmt, ap) + 1); |
19 |
> |
|
20 |
> |
buffer = malloc(vsnprintf(NULL, 0, fmt, ap) + 1); |
21 |
|
|
22 |
|
vsprintf(buffer, fmt, ap); |
23 |
|
va_end(ap); |
87 |
|
// return Frequency.QuadPart; |
88 |
|
} |
89 |
|
|
90 |
< |
void ONICALL DDrWeapon2Message(int* weapon, void* output_ptr) { |
90 |
> |
void ONICALL DDrWeapon2Message(int* weapon, void* output_ptr) |
91 |
> |
{ |
92 |
|
char buffer[128] = {0}; |
93 |
|
char* weapon_string = (char*)(*(weapon + 1)+0x5C); |
94 |
|
int16_t ammo = *(int16_t *)((int)weapon + 0x56); |
95 |
|
int16_t maxammo = *(int16_t *)(*(weapon + 1)+0xC0); |
96 |
|
float ratio = (float)ammo / (float)maxammo; |
97 |
< |
char ammocolor = ' '; |
98 |
< |
if(ratio >= .9) ammocolor = 'g'; |
99 |
< |
else if (ratio >= .5) ammocolor = 'y'; |
100 |
< |
else if (ratio >= .2) ammocolor = 'o'; |
101 |
< |
else ammocolor = 'r'; |
97 |
> |
|
98 |
> |
char ammocolor; |
99 |
> |
if (ratio >= .9) ammocolor = 'g'; |
100 |
> |
else if (ratio >= .5) ammocolor = 'y'; |
101 |
> |
else if (ratio >= .2) ammocolor = 'o'; |
102 |
> |
else ammocolor = 'r'; |
103 |
> |
|
104 |
|
DDrMake_Weapon_Message( weapon_string, buffer); //gets the name of the weapon and formats it...probably doesn't need to be in seperate func. |
105 |
< |
sprintf(SSrMessage_Find("autoprompt_weapon"), "%s |[%s.%i/%i]|", buffer, &ammocolor, ammo, maxammo); //copies the new string to ONGS |
105 |
> |
sprintf(SSrMessage_Find("autoprompt_weapon"), "%s |[%c.%i/%i]|", buffer, ammocolor, ammo, maxammo); //copies the new string to ONGS |
106 |
|
ONiGameState_FindAutoPromptMessage("weapon", output_ptr); //does what the code i replaced does. Basically tells the game to show the msg. |
107 |
|
} |
108 |
|
|
109 |
|
|
110 |
< |
void ONICALL DDrMake_Weapon_Message(char* weapon_string, char* output_ptr) { |
110 |
> |
void ONICALL DDrMake_Weapon_Message(char* weapon_string, char* output_ptr) |
111 |
> |
{ |
112 |
|
char* weapon_msg = NULL; //The normal "You have recieved X" message. |
113 |
|
char weapon_name[64] = {'\0'}; //The stripped weapon name |
114 |
|
//TODO, someday: dynamically detect different keybindings. |
118 |
|
weapon_msg = SSrMessage_Find(weapon_string); |
119 |
|
//this probably could be reorganized |
120 |
|
if(weapon_msg) { //SSrMsgblah returns NULL if it can't find the message key |
121 |
< |
memcpy(weapon_name, weapon_msg, (strstr(weapon_msg," received.") - weapon_msg )); //strips uneeded characters |
121 |
> |
memcpy(weapon_name, weapon_msg, (strstr(weapon_msg,"] ") - weapon_msg + 1)); //strips uneeded characters |
122 |
|
sprintf(output_ptr, "Press [c.Q] to pick up %s", weapon_name); |
123 |
|
} |
124 |
|
else { |
126 |
|
} |
127 |
|
|
128 |
|
} |
129 |
+ |
|
130 |
+ |
typedef struct |
131 |
+ |
{ |
132 |
+ |
uint16_t x; |
133 |
+ |
uint16_t y; |
134 |
+ |
|
135 |
+ |
} IMtPoint2D; |
136 |
+ |
IMtPoint2D Point = {256, 250}; |
137 |
+ |
extern void* TSrTest; |
138 |
+ |
extern void* TSrScores; |
139 |
+ |
unsigned int lastPasteTime; |
140 |
+ |
|
141 |
+ |
//TODO: Fix what happens when you hold down paste |
142 |
+ |
//Check if console is open |
143 |
+ |
void DDrPasteHack() |
144 |
+ |
{ |
145 |
+ |
COtTextArea* cons = *(COtTextArea**)0x00571B74; |
146 |
+ |
char* clipboardText = 0; |
147 |
+ |
if(ONgGameState->Input.Current.Actions1 & Action_Console && GetKeyState(0x56) & 0x80 && GetKeyState(VK_CONTROL) & 0x80 ) |
148 |
+ |
{ |
149 |
+ |
if(cons && cons->text_entries && cons->num_text_entries) |
150 |
+ |
{ |
151 |
+ |
//why abs()? so we dont have to reset the timer after a level load. |
152 |
+ |
if( abs(ONgGameState->GameTime - lastPasteTime) > 60) { |
153 |
+ |
//DDrConsole_Print(cons->text_entries[0].text); |
154 |
+ |
if(OpenClipboard(ONgPlatformData.Window)) |
155 |
+ |
{ |
156 |
+ |
unsigned short charsUsed = strlen(cons->text_entries[0].text); |
157 |
+ |
//get rid of the v character |
158 |
+ |
if(charsUsed) charsUsed--; |
159 |
+ |
clipboardText = GetClipboardData(CF_TEXT); |
160 |
+ |
if(clipboardText && strlen(clipboardText) + charsUsed < 502) |
161 |
+ |
{ |
162 |
+ |
strcpy_s( cons->text_entries[0].text + charsUsed, 502 - charsUsed - 1, clipboardText); |
163 |
+ |
lastPasteTime = ONgGameState->GameTime; |
164 |
+ |
} |
165 |
+ |
CloseClipboard(); |
166 |
+ |
} |
167 |
+ |
|
168 |
+ |
} |
169 |
+ |
else |
170 |
+ |
{ |
171 |
+ |
//need to hook whatever controls however often you can repeat characters...i guess. |
172 |
+ |
//cons->text_entries[0].text[strlen(cons->text_entries[0].text) - 1] = 0; |
173 |
+ |
} |
174 |
+ |
} |
175 |
+ |
} |
176 |
+ |
} |
177 |
+ |
|
178 |
+ |
void ONICALL DDrText_Hook() |
179 |
+ |
{ |
180 |
+ |
|
181 |
+ |
if(TSrTest) |
182 |
+ |
{ |
183 |
+ |
TSrContext_DrawText(TSrTest, "FINALLY THIS BLOODY TEXT THING WORKS\n Gotta call it at the right point...", 128, 0, &Point); |
184 |
+ |
|
185 |
+ |
} |
186 |
+ |
|
187 |
+ |
|
188 |
+ |
DDrPasteHack(); |
189 |
+ |
|
190 |
+ |
COrConsole_StatusLine_Display(); |
191 |
+ |
|
192 |
+ |
} |