#include "selgame.h" #include #include "DiabloUI/diabloui.h" #include "DiabloUI/dialogs.h" #include "DiabloUI/selhero.h" #include "DiabloUI/selok.h" #include "config.h" #include "control.h" #include "menu.h" #include "options.h" #include "storm/storm.h" #include "utils/language.h" namespace devilution { char selgame_Label[32]; char selgame_Ip[129] = ""; char selgame_Password[16] = ""; char selgame_Description[256]; bool selgame_enteringGame; int selgame_selectedGame; bool selgame_endMenu; int *gdwPlayerId; _difficulty nDifficulty; int nTickRate; int heroLevel; static GameData *m_game_data; extern int provider; #define DESCRIPTION_WIDTH 205 namespace { const char *title = ""; std::vector> vecSelGameDlgItems; std::vector> vecSelGameDialog; std::vector Gamelist; int HighlightedItem; } // namespace void selgame_FreeVectors() { vecSelGameDlgItems.clear(); vecSelGameDialog.clear(); } void selgame_Free() { ArtBackground.Unload(); selgame_FreeVectors(); } void selgame_GameSelection_Init() { selgame_enteringGame = false; selgame_selectedGame = 0; if (provider == SELCONN_LOOPBACK) { selgame_enteringGame = true; selgame_GameSelection_Select(0); return; } strcpy(selgame_Ip, sgOptions.Network.szPreviousHost); selgame_FreeVectors(); UiAddBackground(&vecSelGameDialog); UiAddLogo(&vecSelGameDialog); SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; vecSelGameDialog.push_back(std::make_unique(_(ConnectionNames[provider]), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 211), 205, 192 }; vecSelGameDialog.push_back(std::make_unique(_("Description:"), rect2, UiFlags::FontSize24 | UiFlags::ColorUiSilver)); SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; vecSelGameDialog.push_back(std::make_unique(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16)); SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 300), (Sint16)(UI_OFFSET_Y + 211), 295, 33 }; vecSelGameDialog.push_back(std::make_unique(_("Select Action"), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); #ifdef PACKET_ENCRYPTION vecSelGameDlgItems.push_back(std::make_unique(_("Create Game"), 0)); #endif vecSelGameDlgItems.push_back(std::make_unique(_("Create Public Game"), 1)); vecSelGameDlgItems.push_back(std::make_unique(_("Join Game"), 2)); for (unsigned i = 0; i < Gamelist.size(); i++) { vecSelGameDlgItems.push_back(std::make_unique(Gamelist[i].c_str(), i + 3)); } vecSelGameDialog.push_back(std::make_unique(vecSelGameDlgItems, PANEL_LEFT + 305, (UI_OFFSET_Y + 255), 285, 26, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold)); SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("OK"), &UiFocusNavigationSelect, rect5, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("CANCEL"), &UiFocusNavigationEsc, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); auto selectFn = [](int index) { // UiListItem::m_value could be different from // the index if packet encryption is disabled int itemValue = vecSelGameDlgItems[index]->m_value; selgame_GameSelection_Select(itemValue); }; UiInitList(vecSelGameDlgItems.size(), selgame_GameSelection_Focus, selectFn, selgame_GameSelection_Esc, vecSelGameDialog, true, nullptr, HighlightedItem); } void selgame_GameSelection_Focus(int value) { HighlightedItem = value; switch (vecSelGameDlgItems[value]->m_value) { case 0: strncpy(selgame_Description, _("Create a new game with a difficulty setting of your choice."), sizeof(selgame_Description) - 1); break; case 1: strncpy(selgame_Description, _("Create a new public game that anyone can join with a difficulty setting of your choice."), sizeof(selgame_Description) - 1); break; case 2: strncpy(selgame_Description, _("Enter an IP or a hostname and join a game already in progress at that address."), sizeof(selgame_Description) - 1); break; default: strncpy(selgame_Description, _("Join the public game already in progress at this address."), sizeof(selgame_Description) - 1); break; } const std::string wrapped = WordWrapString(selgame_Description, DESCRIPTION_WIDTH); strncpy(selgame_Description, wrapped.data(), sizeof(selgame_Description) - 1); } /** * @brief Load the current hero level from save file * @param pInfo Hero info * @return always true */ bool UpdateHeroLevel(_uiheroinfo *pInfo) { if (pInfo->saveNumber == gSaveNumber) heroLevel = pInfo->level; return true; } void selgame_GameSelection_Select(int value) { selgame_enteringGame = true; selgame_selectedGame = value; if (value > 2) { strcpy(selgame_Ip, Gamelist[value - 3].c_str()); selgame_Password_Select(value); return; } gfnHeroInfo(UpdateHeroLevel); selgame_FreeVectors(); UiAddBackground(&vecSelGameDialog); UiAddLogo(&vecSelGameDialog); SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; vecSelGameDialog.push_back(std::make_unique(&title, rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 34), (Sint16)(UI_OFFSET_Y + 211), 205, 33 }; vecSelGameDialog.push_back(std::make_unique(selgame_Label, rect2, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; vecSelGameDialog.push_back(std::make_unique(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16)); switch (value) { case 0: case 1: { title = _("Create Game"); SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 211), 295, 35 }; vecSelGameDialog.push_back(std::make_unique(_("Select Difficulty"), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); vecSelGameDlgItems.push_back(std::make_unique(_("Normal"), DIFF_NORMAL)); vecSelGameDlgItems.push_back(std::make_unique(_("Nightmare"), DIFF_NIGHTMARE)); vecSelGameDlgItems.push_back(std::make_unique(_("Hell"), DIFF_HELL)); vecSelGameDialog.push_back(std::make_unique(vecSelGameDlgItems, PANEL_LEFT + 300, (UI_OFFSET_Y + 282), 295, 26, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold)); SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("OK"), &UiFocusNavigationSelect, rect5, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("CANCEL"), &UiFocusNavigationEsc, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); UiInitList(vecSelGameDlgItems.size(), selgame_Diff_Focus, selgame_Diff_Select, selgame_Diff_Esc, vecSelGameDialog, true); break; } case 2: { title = _("Join TCP Games"); SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 211), 285, 33 }; vecSelGameDialog.push_back(std::make_unique(_("Enter address"), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 }; vecSelGameDialog.push_back(std::make_unique(_("Enter address"), selgame_Ip, 128, false, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold)); SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("OK"), &UiFocusNavigationSelect, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("CANCEL"), &UiFocusNavigationEsc, rect7, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); HighlightedItem = 0; #ifdef PACKET_ENCRYPTION UiInitList(0, nullptr, selgame_Password_Init, selgame_GameSelection_Init, vecSelGameDialog); #else UiInitList(0, nullptr, selgame_Password_Select, selgame_GameSelection_Init, vecSelGameDialog); #endif break; } } } void selgame_GameSelection_Esc() { UiInitList_clear(); selgame_enteringGame = false; selgame_endMenu = true; } void selgame_Diff_Focus(int value) { switch (vecSelGameDlgItems[value]->m_value) { case DIFF_NORMAL: strncpy(selgame_Label, _("Normal"), sizeof(selgame_Label) - 1); strncpy(selgame_Description, _("Normal Difficulty\nThis is where a starting character should begin the quest to defeat Diablo."), sizeof(selgame_Description) - 1); break; case DIFF_NIGHTMARE: strncpy(selgame_Label, _("Nightmare"), sizeof(selgame_Label) - 1); strncpy(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."), sizeof(selgame_Description) - 1); break; case DIFF_HELL: strncpy(selgame_Label, _("Hell"), sizeof(selgame_Label) - 1); strncpy(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."), sizeof(selgame_Description) - 1); break; } const std::string wrapped = WordWrapString(selgame_Description, DESCRIPTION_WIDTH); strncpy(selgame_Description, wrapped.data(), sizeof(selgame_Description) - 1); } bool IsDifficultyAllowed(int value) { if (value == 0 || (value == 1 && heroLevel >= 20) || (value == 2 && heroLevel >= 30)) { return true; } selgame_Free(); if (value == 1) UiSelOkDialog(title, _("Your character must reach level 20 before you can enter a multiplayer game of Nightmare difficulty."), false); if (value == 2) UiSelOkDialog(title, _("Your character must reach level 30 before you can enter a multiplayer game of Hell difficulty."), false); LoadBackgroundArt("ui_art\\selgame.pcx"); return false; } void selgame_Diff_Select(int value) { if (selhero_isMultiPlayer && !IsDifficultyAllowed(vecSelGameDlgItems[value]->m_value)) { selgame_GameSelection_Select(0); return; } nDifficulty = (_difficulty)vecSelGameDlgItems[value]->m_value; if (!selhero_isMultiPlayer) { // This is part of a dangerous hack to enable difficulty selection in single-player. // FIXME: Dialogs should not refer to each other's variables. // We're in the selhero loop instead of the selgame one. // Free the selgame data and flag the end of the selhero loop. selhero_endMenu = true; // We only call FreeVectors because ArtBackground.Unload() // will be called by selheroFree(). selgame_FreeVectors(); // We must clear the InitList because selhero's loop will perform // one more iteration after this function exits. UiInitList_clear(); return; } selgame_GameSpeedSelection(); } void selgame_Diff_Esc() { if (!selhero_isMultiPlayer) { selgame_Free(); selhero_Init(); selhero_List_Init(); return; } if (provider == SELCONN_LOOPBACK) { selgame_GameSelection_Esc(); return; } HighlightedItem = 0; selgame_GameSelection_Init(); } void selgame_GameSpeedSelection() { gfnHeroInfo(UpdateHeroLevel); selgame_FreeVectors(); UiAddBackground(&vecSelGameDialog); UiAddLogo(&vecSelGameDialog); SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; vecSelGameDialog.push_back(std::make_unique(_("Create Game"), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 34), (Sint16)(UI_OFFSET_Y + 211), 205, 33 }; vecSelGameDialog.push_back(std::make_unique(selgame_Label, rect2, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; vecSelGameDialog.push_back(std::make_unique(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16)); SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 211), 295, 35 }; vecSelGameDialog.push_back(std::make_unique(_("Select Game Speed"), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); vecSelGameDlgItems.push_back(std::make_unique(_("Normal"), 20)); vecSelGameDlgItems.push_back(std::make_unique(_("Fast"), 30)); vecSelGameDlgItems.push_back(std::make_unique(_("Faster"), 40)); vecSelGameDlgItems.push_back(std::make_unique(_("Fastest"), 50)); vecSelGameDialog.push_back(std::make_unique(vecSelGameDlgItems, PANEL_LEFT + 300, (UI_OFFSET_Y + 279), 295, 26, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold)); SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("OK"), &UiFocusNavigationSelect, rect5, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("CANCEL"), &UiFocusNavigationEsc, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); UiInitList(vecSelGameDlgItems.size(), selgame_Speed_Focus, selgame_Speed_Select, selgame_Speed_Esc, vecSelGameDialog, true); } void selgame_Speed_Focus(int value) { switch (vecSelGameDlgItems[value]->m_value) { case 20: strncpy(selgame_Label, _("Normal"), sizeof(selgame_Label) - 1); strncpy(selgame_Description, _("Normal Speed\nThis is where a starting character should begin the quest to defeat Diablo."), sizeof(selgame_Description) - 1); break; case 30: strncpy(selgame_Label, _("Fast"), sizeof(selgame_Label) - 1); strncpy(selgame_Description, _("Fast Speed\nThe denizens of the Labyrinth have been hastened and will prove to be a greater challenge. This is recommended for experienced characters only."), sizeof(selgame_Description) - 1); break; case 40: strncpy(selgame_Label, _("Faster"), sizeof(selgame_Label) - 1); strncpy(selgame_Description, _("Faster Speed\nMost monsters of the dungeon will seek you out quicker than ever before. Only an experienced champion should try their luck at this speed."), sizeof(selgame_Description) - 1); break; case 50: strncpy(selgame_Label, _("Fastest"), sizeof(selgame_Label) - 1); strncpy(selgame_Description, _("Fastest Speed\nThe minions of the underworld will rush to attack without hesitation. Only a true speed demon should enter at this pace."), sizeof(selgame_Description) - 1); break; } const std::string wrapped = WordWrapString(selgame_Description, DESCRIPTION_WIDTH); strncpy(selgame_Description, wrapped.data(), sizeof(selgame_Description) - 1); } void selgame_Speed_Esc() { selgame_GameSelection_Select(0); } void selgame_Speed_Select(int value) { nTickRate = vecSelGameDlgItems[value]->m_value; if (provider == SELCONN_LOOPBACK || selgame_selectedGame == 1) { selgame_Password_Select(0); return; } selgame_Password_Init(0); } void selgame_Password_Init(int /*value*/) { memset(&selgame_Password, 0, sizeof(selgame_Password)); selgame_FreeVectors(); UiAddBackground(&vecSelGameDialog); UiAddLogo(&vecSelGameDialog); SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; vecSelGameDialog.push_back(std::make_unique(_(ConnectionNames[provider]), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 211), 205, 192 }; vecSelGameDialog.push_back(std::make_unique(_("Description:"), rect2, UiFlags::FontSize24 | UiFlags::ColorUiSilver)); SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; vecSelGameDialog.push_back(std::make_unique(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16)); SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 211), 285, 33 }; vecSelGameDialog.push_back(std::make_unique(_("Enter Password"), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); // Allow password to be empty only when joining games bool allowEmpty = selgame_selectedGame == 2; SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 }; vecSelGameDialog.push_back(std::make_unique(_("Enter Password"), selgame_Password, 15, allowEmpty, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold)); SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("OK"), &UiFocusNavigationSelect, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; vecSelGameDialog.push_back(std::make_unique(_("CANCEL"), &UiFocusNavigationEsc, rect7, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); UiInitList(0, nullptr, selgame_Password_Select, selgame_Password_Esc, vecSelGameDialog); } static bool IsGameCompatible(const GameData &data) { if (data.versionMajor == PROJECT_VERSION_MAJOR && data.versionMinor == PROJECT_VERSION_MINOR && data.versionPatch == PROJECT_VERSION_PATCH && data.programid == GAME_ID) { return IsDifficultyAllowed(data.nDifficulty); } selgame_Free(); if (data.programid != GAME_ID) { UiSelOkDialog(title, _("The host is running a different game than you."), false); } else { char msg[128]; strcpy(msg, fmt::format(_(/* TRANSLATORS: Error message when somebody tries to join a game running another version. */ "Your version {:s} does not match the host {:d}.{:d}.{:d}."), PROJECT_VERSION, data.versionMajor, data.versionMinor, data.versionPatch).c_str()); UiSelOkDialog(title, msg, false); } LoadBackgroundArt("ui_art\\selgame.pcx"); return false; } void selgame_Password_Select(int /*value*/) { char *gamePassword = nullptr; if (selgame_selectedGame == 0) gamePassword = selgame_Password; if (selgame_selectedGame == 2 && strlen(selgame_Password) > 0) gamePassword = selgame_Password; if (selgame_selectedGame > 1) { strcpy(sgOptions.Network.szPreviousHost, selgame_Ip); if (SNetJoinGame(selgame_Ip, gamePassword, gdwPlayerId)) { if (!IsGameCompatible(*m_game_data)) { selgame_GameSelection_Select(1); return; } UiInitList_clear(); selgame_endMenu = true; } else { selgame_Free(); UiSelOkDialog(_("Multi Player Game"), SDL_GetError(), false); LoadBackgroundArt("ui_art\\selgame.pcx"); selgame_Password_Init(selgame_selectedGame); } return; } m_game_data->nDifficulty = nDifficulty; m_game_data->nTickRate = nTickRate; m_game_data->bRunInTown = sgOptions.Gameplay.bRunInTown ? 1 : 0; m_game_data->bTheoQuest = sgOptions.Gameplay.bTheoQuest ? 1 : 0; m_game_data->bCowQuest = sgOptions.Gameplay.bCowQuest ? 1 : 0; if (SNetCreateGame(nullptr, gamePassword, (char *)m_game_data, sizeof(*m_game_data), gdwPlayerId)) { UiInitList_clear(); selgame_endMenu = true; } else { selgame_Free(); UiSelOkDialog(_("Multi Player Game"), SDL_GetError(), false); LoadBackgroundArt("ui_art\\selgame.pcx"); selgame_Password_Init(0); } } void selgame_Password_Esc() { if (selgame_selectedGame == 2) selgame_GameSelection_Select(2); else selgame_GameSpeedSelection(); } void RefreshGameList() { static uint32_t lastRequest = 0; static uint32_t lastUpdate = 0; if (selgame_enteringGame) return; uint32_t currentTime = SDL_GetTicks(); if (lastRequest == 0 || currentTime - lastRequest > 30000) { DvlNet_SendInfoRequest(); lastRequest = currentTime; lastUpdate = currentTime - 3000; // Give 2 sec for responses, but don't wait 5 } if (lastUpdate == 0 || currentTime - lastUpdate > 5000) { std::vector gamelist = DvlNet_GetGamelist(); Gamelist.clear(); for (unsigned i = 0; i < gamelist.size(); i++) { Gamelist.push_back(gamelist[i]); } selgame_GameSelection_Init(); lastUpdate = currentTime; } } bool UiSelectGame(GameData *gameData, int *playerId) { gdwPlayerId = playerId; m_game_data = gameData; LoadBackgroundArt("ui_art\\selgame.pcx"); HighlightedItem = 0; selgame_GameSelection_Init(); selgame_endMenu = false; DvlNet_ClearPassword(); DvlNet_ClearGamelist(); while (!selgame_endMenu) { UiClearScreen(); UiPollAndRender(); RefreshGameList(); } selgame_Free(); return selgame_enteringGame; } } // namespace devilution