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473 lines
16 KiB
473 lines
16 KiB
#include "selgame.h" |
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#include "all.h" |
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#include "config.h" |
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#include "DiabloUI/diabloui.h" |
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#include "DiabloUI/text.h" |
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#include "DiabloUI/dialogs.h" |
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#include "DiabloUI/selok.h" |
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#include "DiabloUI/selhero.h" |
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namespace dvl { |
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char selgame_Label[32]; |
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char selgame_Ip[129] = ""; |
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char selgame_Password[16] = ""; |
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char selgame_Description[256]; |
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bool selgame_enteringGame; |
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int selgame_selectedGame; |
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bool selgame_endMenu; |
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int *gdwPlayerId; |
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int nDifficulty; |
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int nTickRate; |
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int heroLevel; |
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static _SNETPROGRAMDATA *m_client_info; |
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extern int provider; |
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#define DESCRIPTION_WIDTH 205 |
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namespace { |
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char title[32]; |
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std::vector<UiListItem *> vecSelGameDlgItems; |
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std::vector<UiItemBase *> vecSelGameDialog; |
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} // namespace |
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void selgame_FreeVectors() |
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{ |
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for (std::size_t i = 0; i < vecSelGameDlgItems.size(); i++) { |
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UiListItem *pUIItem = vecSelGameDlgItems[i]; |
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delete pUIItem; |
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} |
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vecSelGameDlgItems.clear(); |
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for (std::size_t i = 0; i < vecSelGameDialog.size(); i++) { |
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UiItemBase *pUIItem = vecSelGameDialog[i]; |
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delete pUIItem; |
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} |
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vecSelGameDialog.clear(); |
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} |
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void selgame_Free() |
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{ |
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ArtBackground.Unload(); |
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selgame_FreeVectors(); |
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} |
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void selgame_GameSelection_Init() |
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{ |
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selgame_enteringGame = false; |
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selgame_selectedGame = 0; |
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if (provider == SELCONN_LOOPBACK) { |
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selgame_enteringGame = true; |
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selgame_GameSelection_Select(0); |
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return; |
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} |
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getIniValue("Phone Book", "Entry1", selgame_Ip, 128); |
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selgame_FreeVectors(); |
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UiAddBackground(&vecSelGameDialog); |
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UiAddLogo(&vecSelGameDialog); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; |
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vecSelGameDialog.push_back(new UiArtText("Client-Server (TCP)", rect1, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 211), 205, 192 }; |
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vecSelGameDialog.push_back(new UiArtText("Description:", rect2, UIS_MED)); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; |
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vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3)); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 300), (Sint16)(UI_OFFSET_Y + 211), 295, 33 }; |
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vecSelGameDialog.push_back(new UiArtText("Select Action", rect4, UIS_CENTER | UIS_BIG)); |
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vecSelGameDlgItems.push_back(new UiListItem("Create Game", 0)); |
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vecSelGameDlgItems.push_back(new UiListItem("Join Game", 1)); |
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vecSelGameDialog.push_back(new UiList(vecSelGameDlgItems, PANEL_LEFT + 305, (UI_OFFSET_Y + 255), 285, 26, UIS_CENTER | UIS_MED | UIS_GOLD)); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect5, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(vecSelGameDlgItems.size(), selgame_GameSelection_Focus, selgame_GameSelection_Select, selgame_GameSelection_Esc, vecSelGameDialog); |
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} |
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void selgame_GameSelection_Focus(int value) |
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{ |
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switch (vecSelGameDlgItems[value]->m_value) { |
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case 0: |
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strncpy(selgame_Description, "Create a new game with a difficulty setting of your choice.", sizeof(selgame_Description) - 1); |
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break; |
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case 1: |
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strncpy(selgame_Description, "Enter an IP or a hostname and join a game already in progress at that address.", sizeof(selgame_Description) - 1); |
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break; |
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} |
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WordWrapArtStr(selgame_Description, DESCRIPTION_WIDTH); |
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} |
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/** |
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* @brief Load the current hero level from save file |
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* @param pInfo Hero info |
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* @return always true |
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*/ |
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BOOL UpdateHeroLevel(_uiheroinfo *pInfo) |
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{ |
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if (strcasecmp(pInfo->name, gszHero) == 0) |
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heroLevel = pInfo->level; |
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return true; |
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} |
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void selgame_GameSelection_Select(int value) |
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{ |
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selgame_enteringGame = true; |
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selgame_selectedGame = value; |
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gfnHeroInfo(UpdateHeroLevel); |
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selgame_FreeVectors(); |
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UiAddBackground(&vecSelGameDialog); |
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UiAddLogo(&vecSelGameDialog); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; |
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vecSelGameDialog.push_back(new UiArtText(title, rect1, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 34), (Sint16)(UI_OFFSET_Y + 211), 205, 33 }; |
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vecSelGameDialog.push_back(new UiArtText(selgame_Label, rect2, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; |
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vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3)); |
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switch (value) { |
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case 0: { |
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strncpy(title, "Create Game", sizeof(title) - 1); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 211), 295, 35 }; |
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vecSelGameDialog.push_back(new UiArtText("Select Difficulty", rect4, UIS_CENTER | UIS_BIG)); |
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vecSelGameDlgItems.push_back(new UiListItem("Normal", DIFF_NORMAL)); |
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vecSelGameDlgItems.push_back(new UiListItem("Nightmare", DIFF_NIGHTMARE)); |
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vecSelGameDlgItems.push_back(new UiListItem("Hell", DIFF_HELL)); |
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vecSelGameDialog.push_back(new UiList(vecSelGameDlgItems, PANEL_LEFT + 300, (UI_OFFSET_Y + 282), 295, 26, UIS_CENTER | UIS_MED | UIS_GOLD)); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect5, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(vecSelGameDlgItems.size(), selgame_Diff_Focus, selgame_Diff_Select, selgame_Diff_Esc, vecSelGameDialog, true); |
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break; |
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} |
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case 1: { |
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strncpy(title, "Join TCP Games", sizeof(title) - 1); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 211), 285, 33 }; |
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vecSelGameDialog.push_back(new UiArtText("Enter address", rect4, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 }; |
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vecSelGameDialog.push_back(new UiEdit(selgame_Ip, 128, rect5, UIS_MED | UIS_GOLD)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect7, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(0, NULL, selgame_Password_Init, selgame_GameSelection_Init, vecSelGameDialog); |
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break; |
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} |
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} |
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} |
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void selgame_GameSelection_Esc() |
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{ |
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UiInitList_clear(); |
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selgame_enteringGame = false; |
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selgame_endMenu = true; |
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} |
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void selgame_Diff_Focus(int value) |
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{ |
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switch (vecSelGameDlgItems[value]->m_value) { |
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case DIFF_NORMAL: |
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strncpy(selgame_Label, "Normal", sizeof(selgame_Label) - 1); |
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strncpy(selgame_Description, "Normal Difficulty\nThis is where a starting character should begin the quest to defeat Diablo.", sizeof(selgame_Description) - 1); |
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break; |
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case DIFF_NIGHTMARE: |
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strncpy(selgame_Label, "Nightmare", sizeof(selgame_Label) - 1); |
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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); |
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break; |
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case DIFF_HELL: |
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strncpy(selgame_Label, "Hell", sizeof(selgame_Label) - 1); |
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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); |
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break; |
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} |
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WordWrapArtStr(selgame_Description, DESCRIPTION_WIDTH); |
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} |
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bool IsDifficultyAllowed(int value) |
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{ |
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if (value == 0 || (value == 1 && heroLevel >= 20) || (value == 2 && heroLevel >= 30)) { |
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return true; |
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} |
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selgame_Free(); |
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if (value == 1) |
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UiSelOkDialog(title, "Your character must reach level 20 before you can enter a multiplayer game of Nightmare difficulty.", false); |
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if (value == 2) |
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UiSelOkDialog(title, "Your character must reach level 30 before you can enter a multiplayer game of Hell difficulty.", false); |
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LoadBackgroundArt("ui_art\\selgame.pcx"); |
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return false; |
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} |
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void selgame_Diff_Select(int value) |
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{ |
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if (selhero_isMultiPlayer && !IsDifficultyAllowed(vecSelGameDlgItems[value]->m_value)) { |
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selgame_GameSelection_Select(0); |
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return; |
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} |
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nDifficulty = value; |
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if (!selhero_isMultiPlayer) { |
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selhero_endMenu = true; |
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return; |
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} |
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selgame_GameSpeedSelection(); |
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} |
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void selgame_Diff_Esc() |
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{ |
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if (!selhero_isMultiPlayer) { |
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selgame_Free(); |
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selhero_Init(); |
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selhero_List_Init(); |
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return; |
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} |
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if (provider == SELCONN_LOOPBACK) { |
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selgame_GameSelection_Esc(); |
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return; |
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} |
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selgame_GameSelection_Init(); |
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} |
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void selgame_GameSpeedSelection() |
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{ |
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gfnHeroInfo(UpdateHeroLevel); |
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selgame_FreeVectors(); |
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UiAddBackground(&vecSelGameDialog); |
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UiAddLogo(&vecSelGameDialog); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; |
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vecSelGameDialog.push_back(new UiArtText("Create Game", rect1, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 34), (Sint16)(UI_OFFSET_Y + 211), 205, 33 }; |
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vecSelGameDialog.push_back(new UiArtText(selgame_Label, rect2, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; |
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vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3)); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 211), 295, 35 }; |
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vecSelGameDialog.push_back(new UiArtText("Select Game Speed", rect4, UIS_CENTER | UIS_BIG)); |
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vecSelGameDlgItems.push_back(new UiListItem("Normal", 20)); |
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vecSelGameDlgItems.push_back(new UiListItem("Fast", 30)); |
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vecSelGameDlgItems.push_back(new UiListItem("Faster", 40)); |
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vecSelGameDlgItems.push_back(new UiListItem("Fastest", 50)); |
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vecSelGameDialog.push_back(new UiList(vecSelGameDlgItems, PANEL_LEFT + 300, (UI_OFFSET_Y + 279), 295, 26, UIS_CENTER | UIS_MED | UIS_GOLD)); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect5, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(vecSelGameDlgItems.size(), selgame_Speed_Focus, selgame_Speed_Select, selgame_Speed_Esc, vecSelGameDialog, true); |
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} |
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void selgame_Speed_Focus(int value) |
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{ |
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switch (vecSelGameDlgItems[value]->m_value) { |
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case 20: |
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strncpy(selgame_Label, "Normal", sizeof(selgame_Label) - 1); |
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strncpy(selgame_Description, "Normal Speed\nThis is where a starting character should begin the quest to defeat Diablo.", sizeof(selgame_Description) - 1); |
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break; |
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case 30: |
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strncpy(selgame_Label, "Fast", sizeof(selgame_Label) - 1); |
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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); |
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break; |
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case 40: |
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strncpy(selgame_Label, "Faster", sizeof(selgame_Label) - 1); |
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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); |
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break; |
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case 50: |
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strncpy(selgame_Label, "Fastest", sizeof(selgame_Label) - 1); |
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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); |
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break; |
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} |
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WordWrapArtStr(selgame_Description, DESCRIPTION_WIDTH); |
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} |
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void selgame_Speed_Esc() |
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{ |
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selgame_GameSelection_Select(0); |
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} |
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void selgame_Speed_Select(int value) |
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{ |
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nTickRate = vecSelGameDlgItems[value]->m_value; |
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if (provider == SELCONN_LOOPBACK) { |
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selgame_Password_Select(0); |
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return; |
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} |
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selgame_Password_Init(0); |
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} |
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void selgame_Password_Init(int value) |
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{ |
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memset(&selgame_Password, 0, sizeof(selgame_Password)); |
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selgame_FreeVectors(); |
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UiAddBackground(&vecSelGameDialog); |
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UiAddLogo(&vecSelGameDialog); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; |
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vecSelGameDialog.push_back(new UiArtText("Client-Server (TCP)", rect1, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 211), 205, 192 }; |
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vecSelGameDialog.push_back(new UiArtText("Description:", rect2, UIS_MED)); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 }; |
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vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3)); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 211), 285, 33 }; |
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vecSelGameDialog.push_back(new UiArtText("Enter Password", rect4, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 }; |
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vecSelGameDialog.push_back(new UiEdit(selgame_Password, 15, rect5, UIS_MED | UIS_GOLD)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect7, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(0, NULL, selgame_Password_Select, selgame_Password_Esc, vecSelGameDialog); |
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} |
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static bool IsGameCompatible(GameData *data) |
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{ |
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if (data->versionMajor == PROJECT_VERSION_MAJOR |
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&& data->versionMinor == PROJECT_VERSION_MINOR |
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&& data->versionPatch == PROJECT_VERSION_PATCH |
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&& data->programid == GAME_ID) { |
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return IsDifficultyAllowed(data->nDifficulty); |
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} |
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selgame_Free(); |
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if (data->programid != GAME_ID) { |
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UiSelOkDialog(title, "The host is running a different game than you.", false); |
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} else { |
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char msg[64]; |
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sprintf(msg, "Your version %s does not match the host %d.%d.%d.", PROJECT_VERSION, PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR, PROJECT_VERSION_PATCH); |
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UiSelOkDialog(title, msg, false); |
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} |
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LoadBackgroundArt("ui_art\\selgame.pcx"); |
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return false; |
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} |
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void selgame_Password_Select(int value) |
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{ |
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if (selgame_selectedGame) { |
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setIniValue("Phone Book", "Entry1", selgame_Ip); |
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if (SNetJoinGame(selgame_selectedGame, selgame_Ip, selgame_Password, NULL, NULL, gdwPlayerId)) { |
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if (!IsGameCompatible(m_client_info->initdata)) { |
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selgame_GameSelection_Select(1); |
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return; |
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} |
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UiInitList_clear(); |
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selgame_endMenu = true; |
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} else { |
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selgame_Free(); |
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UiSelOkDialog("Multi Player Game", SDL_GetError(), false); |
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LoadBackgroundArt("ui_art\\selgame.pcx"); |
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selgame_Password_Init(selgame_selectedGame); |
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} |
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return; |
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} |
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GameData *data = m_client_info->initdata; |
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data->nDifficulty = nDifficulty; |
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data->nTickRate = nTickRate; |
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data->bJogInTown = sgOptions.Gameplay.bJogInTown; |
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data->bTheoQuest = sgOptions.Gameplay.bTheoQuest; |
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data->bCowQuest = sgOptions.Gameplay.bCowQuest; |
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if (SNetCreateGame(NULL, selgame_Password, NULL, 0, (char *)data, sizeof(GameData), MAX_PLRS, NULL, NULL, gdwPlayerId)) { |
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UiInitList_clear(); |
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selgame_endMenu = true; |
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} else { |
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selgame_Free(); |
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UiSelOkDialog("Multi Player Game", SDL_GetError(), false); |
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LoadBackgroundArt("ui_art\\selgame.pcx"); |
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selgame_Password_Init(0); |
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} |
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} |
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void selgame_Password_Esc() |
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{ |
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if (selgame_selectedGame == 1) |
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selgame_GameSelection_Select(1); |
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else |
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selgame_GameSpeedSelection(); |
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} |
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int UiSelectGame(int a1, _SNETPROGRAMDATA *client_info, _SNETPLAYERDATA *user_info, _SNETUIDATA *ui_info, |
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_SNETVERSIONDATA *file_info, int *playerId) |
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{ |
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gdwPlayerId = playerId; |
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m_client_info = client_info; |
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LoadBackgroundArt("ui_art\\selgame.pcx"); |
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selgame_GameSelection_Init(); |
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|
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selgame_endMenu = false; |
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while (!selgame_endMenu) { |
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UiClearScreen(); |
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UiPollAndRender(); |
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} |
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selgame_Free(); |
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|
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return selgame_enteringGame; |
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} |
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} // namespace dvl
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