#include "selgame.h" char selgame_Lable[32]; char selgame_Description[256]; bool selgame_start; bool selgame_endMenu; UI_Item SELUDPGAME_DIALOG[] = { { { 0, 0, 640, 480 }, UI_IMAGE, 0, 0, NULL, &ArtBackground }, { { 25, 161, 590, 35 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Join UDP Games" }, { { 300, 211, 295, 33 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Select Action" }, { { 305, 255, 285, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD, 0, "Create Game" }, { { 305, 281, 285, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD, 1, "Enter IP" }, { { 305, 307, 285, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD, 2, "Localhost" }, { { 305, 333, 285, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD }, { { 305, 359, 285, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD }, { { 305, 385, 285, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD }, { { 35, 211, 205, 33 }, UI_TEXT, UIS_MED, 0, "Description:" }, { { 35, 256, 205, 192 }, UI_TEXT, 0, 0, selgame_Description }, // Description { { 299, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "OK", UiFocusNavigationSelect }, { { 449, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "Cancel", UiFocusNavigationEsc }, }; UI_Item SELDIFF_DIALOG[] = { { { 0, 0, 640, 480 }, UI_IMAGE, 0, 0, NULL, &ArtBackground }, { { 24, 161, 590, 35 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Create Game" }, { { 299, 211, 295, 35 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Select Difficulty" }, { { 300, 282, 295, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD, DIFF_NORMAL, "Normal" }, { { 300, 308, 295, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD, DIFF_NIGHTMARE, "Nightmare" }, { { 300, 334, 295, 26 }, UI_LIST, UIS_CENTER | UIS_MED | UIS_GOLD, DIFF_HELL, "Hell" }, { { 34, 211, 205, 33 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, selgame_Lable }, // DIFF { { 35, 256, 205, 192 }, UI_TEXT, 0, 0, selgame_Description }, // Description { { 299, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "OK", UiFocusNavigationSelect }, { { 449, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "Cancel", UiFocusNavigationEsc }, }; UI_Item ENTERIP_DIALOG[] = { { { 305, 210, 285, 33 }, UI_TEXT, UIS_CENTER, 0, "Enter IP" }, { { 305, 314, 285, 33 }, UI_EDIT, UIS_LIST, 128 }, // input { { 300, 426, 140, 35 }, UI_BUTTON, 0, 0, "OK" }, { { 450, 426, 140, 35 }, UI_BUTTON, 0, 0, "Cancel" }, }; void selgame_Free() { mem_free_dbg(ArtBackground.data); ArtBackground.data = NULL; } void selgame_GameSelection_Init() { UiInitList(0, 2, selgame_GameSelection_Focus, selgame_GameSelection_Select, selgame_GameSelection_Esc, SELUDPGAME_DIALOG, size(SELUDPGAME_DIALOG)); } void selgame_GameSelection_Focus(int value) { switch (value) { case 0: sprintf(selgame_Description, "Create a new game with a difficulty setting of your choice."); break; case 1: sprintf(selgame_Description, "Join a game directly via a know host IP."); break; default: sprintf(selgame_Description, "%s.\nCreated by %s, a level %d %s.", "Normal Difficulty", "Localhost", 1, "Warrior"); break; } for (auto &item : SELUDPGAME_DIALOG) { if (item.caption != NULL && !(item.flags & (UIS_VCENTER | UIS_CENTER))) WordWrap(&item); } } void selgame_GameSelection_Select(int value) { UiInitList(0, 2, selgame_Diff_Focus, selgame_Diff_Select, selgame_GameSelection_Init, SELDIFF_DIALOG, size(SELDIFF_DIALOG)); } void selgame_GameSelection_Esc() { selgame_endMenu = true; selgame_start = false; } void selgame_Diff_Focus(int value) { switch (value) { case DIFF_NORMAL: sprintf(selgame_Lable, "Normal"); sprintf(selgame_Description, "Normal Difficulty\nThis is where a starting character should begin the quest to defeat Diablo."); break; case DIFF_NIGHTMARE: sprintf(selgame_Lable, "Nightmare"); sprintf(selgame_Description, "Nightmare Difficulty\nThe denizens of the Labyrinth have been bolstered and will prove to be a greater challenge. This is recommended for experienced characters only."); break; case DIFF_HELL: sprintf(selgame_Lable, "Hell"); sprintf(selgame_Description, "Hell Difficulty\nThe most powerful of the underworld's creatures lurk at the gateway into Hell. Only the most experienced characters should venture in this realm."); break; } for (auto &item : SELDIFF_DIALOG) { if (item.caption != NULL && !(item.flags & (UIS_VCENTER | UIS_CENTER))) WordWrap(&item); } } void selgame_Diff_Select(int value) { selgame_endMenu = true; selgame_start = true; gnDifficulty = value; } int __stdcall UiSelectGame(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *playerId) { LoadBackgroundArt("ui_art\\selgame.pcx"); selgame_GameSelection_Init(); selgame_start = false; selgame_endMenu = false; while (!selgame_endMenu) { UiRender(); } BlackPalette(); selgame_Free(); if (selgame_start) SNetCreateGame(NULL, NULL, NULL, 0, NULL, 0, MAX_PLRS, NULL, NULL, playerId); return selgame_start; }