#include "selgame.h" #include "devilution.h" #include "DiabloUI/diabloui.h" namespace dvl { char selgame_Lable[32]; char selgame_Ip[129] = ""; char selgame_Password[16] = ""; char selgame_Description[256]; bool selgame_enteringGame; int selgame_selectedGame; bool selgame_endMenu; int *gdwPlayerId; int gbDifficulty; static _SNETPROGRAMDATA *m_client_info; extern DWORD provider; UI_Item SELUDPGAME_DIALOG[] = { { { 0, 0, 640, 480 }, UI_IMAGE, 0, 0, NULL, &ArtBackground }, { { 24, 161, 590, 35 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Join TCP/UDP Games" }, { { 35, 211, 205, 33 }, UI_TEXT, UIS_MED, 0, "Description:" }, { { 35, 256, 205, 192 }, UI_TEXT, 0, 0, selgame_Description }, // Description { { 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 }, { { 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 }, { { 299, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "OK", (void *)UiFocusNavigationSelect }, { { 449, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "Cancel", (void *)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" }, { { 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, 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" }, { { 299, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "OK", (void *)UiFocusNavigationSelect }, { { 449, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "Cancel", (void *)UiFocusNavigationEsc }, }; UI_Item ENTERIP_DIALOG[] = { { { 0, 0, 640, 480 }, UI_IMAGE, 0, 0, NULL, &ArtBackground }, { { 24, 161, 590, 35 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Join TCP/UDP Games" }, { { 35, 211, 205, 33 }, UI_TEXT, UIS_MED, 0, "Description:" }, { { 35, 256, 205, 192 }, UI_TEXT, 0, 0, selgame_Description }, // Description { { 305, 211, 285, 33 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Enter IP" }, { { 305, 314, 285, 33 }, UI_EDIT, UIS_LIST | UIS_MED | UIS_GOLD, 128, selgame_Ip }, { { 299, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "OK", (void *)UiFocusNavigationSelect }, { { 449, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "Cancel", (void *)UiFocusNavigationEsc }, }; UI_Item ENTERPASSWORD_DIALOG[] = { { { 0, 0, 640, 480 }, UI_IMAGE, 0, 0, NULL, &ArtBackground }, { { 24, 161, 590, 35 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Join TCP/UDP Games" }, { { 35, 211, 205, 33 }, UI_TEXT, UIS_MED, 0, "Description:" }, { { 35, 256, 205, 192 }, UI_TEXT, 0, 0, selgame_Description }, // Description { { 305, 211, 285, 33 }, UI_TEXT, UIS_CENTER | UIS_BIG, 0, "Enter Password" }, { { 305, 314, 285, 33 }, UI_EDIT, UIS_LIST | UIS_MED | UIS_GOLD, 15, selgame_Password }, { { 299, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "OK", (void *)UiFocusNavigationSelect }, { { 449, 427, 140, 35 }, UI_BUTTON, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD, 0, "Cancel", (void *)UiFocusNavigationEsc }, }; void selgame_Free() { mem_free_dbg(ArtBackground.data); ArtBackground.data = NULL; } void selgame_GameSelection_Init() { selgame_enteringGame = false; selgame_selectedGame = 0; if (provider == 'SCBL') { selgame_enteringGame = true; selgame_GameSelection_Select(0); return; } SRegLoadString("Phone Book", "Entry1", 0, selgame_Ip, 128); UiInitList(0, 1, 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, "Enter an IP and join a game already in progress at that address."); break; } for (auto &item : SELUDPGAME_DIALOG) { if (item.caption != NULL && !(item.flags & (UIS_VCENTER | UIS_CENTER))) WordWrap(&item); } } void selgame_GameSelection_Select(int value) { selgame_enteringGame = true; selgame_selectedGame = value; switch (value) { case 0: UiInitList(0, 2, selgame_Diff_Focus, selgame_Diff_Select, selgame_Diff_Esc, SELDIFF_DIALOG, size(SELDIFF_DIALOG)); break; case 1: UiInitList(0, 0, NULL, selgame_Password_Init, selgame_GameSelection_Init, ENTERIP_DIALOG, size(ENTERIP_DIALOG)); break; } } void selgame_GameSelection_Esc() { UiInitList(0, 0, NULL, NULL, NULL, NULL, 0); selgame_enteringGame = false; selgame_endMenu = true; } 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) { gbDifficulty = value; if (provider == 'SCBL') { selgame_Password_Select(0); return; } selgame_Password_Init(0); } void selgame_Diff_Esc() { if (provider == 'SCBL') { selgame_GameSelection_Esc(); return; } selgame_GameSelection_Init(); } void selgame_Password_Init(int value) { memset(&selgame_Password, 0, sizeof(selgame_Password)); UiInitList(0, 0, NULL, selgame_Password_Select, selgame_Password_Esc, ENTERPASSWORD_DIALOG, size(ENTERPASSWORD_DIALOG)); } void selgame_Password_Select(int value) { UiInitList(0, 0, NULL, NULL, NULL, NULL, 0); selgame_endMenu = true; if (selgame_selectedGame) { SRegSaveString("Phone Book", "Entry1", 0, selgame_Ip); if (!SNetJoinGame(selgame_selectedGame, selgame_Ip, selgame_Password, NULL, NULL, gdwPlayerId)) { DrawDlg("Unable to establish a connection. A game of Devilution 0.2.0 was not detected at the specified IP address."); selgame_Password_Init(selgame_selectedGame); } return; } _gamedata *info = m_client_info->initdata; info->bDiff = gbDifficulty; if (!SNetCreateGame(NULL, selgame_Password, NULL, 0, (char *)info, sizeof(_gamedata), MAX_PLRS, NULL, NULL, gdwPlayerId)) { DrawDlg("Unable to create game."); selgame_Password_Init(0); } } void selgame_Password_Esc() { selgame_GameSelection_Select(selgame_selectedGame); } int UiSelectGame(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, _SNETVERSIONDATA *file_info, int *playerId) { gdwPlayerId = playerId; m_client_info = client_info; LoadBackgroundArt("ui_art\\selgame.pcx"); selgame_GameSelection_Init(); selgame_endMenu = false; while (!selgame_endMenu) { UiRender(); } BlackPalette(); selgame_Free(); return selgame_enteringGame; } }