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#include "selgame.h"
#include "all.h"
#include "../3rdParty/Storm/Source/storm.h"
#include "config.h"
#include "DiabloUI/diabloui.h"
#include "DiabloUI/text.h"
#include "DiabloUI/dialogs.h"
#include "DiabloUI/selok.h"
#include "DiabloUI/selhero.h"
#include "options.h"
namespace dvl {
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;
int nDifficulty;
int nTickRate;
int heroLevel;
static _SNETPROGRAMDATA *m_client_info;
extern int provider;
#define DESCRIPTION_WIDTH 205
namespace {
char title[32];
std::vector<UiListItem *> vecSelGameDlgItems;
std::vector<UiItemBase *> vecSelGameDialog;
} // namespace
void selgame_FreeVectors()
{
for (std::size_t i = 0; i < vecSelGameDlgItems.size(); i++) {
UiListItem *pUIItem = vecSelGameDlgItems[i];
delete pUIItem;
}
vecSelGameDlgItems.clear();
for (std::size_t i = 0; i < vecSelGameDialog.size(); i++) {
UiItemBase *pUIItem = vecSelGameDialog[i];
delete pUIItem;
}
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(new UiArtText("Client-Server (TCP)", rect1, UIS_CENTER | UIS_BIG));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 211), 205, 192 };
vecSelGameDialog.push_back(new UiArtText("Description:", rect2, UIS_MED));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 300), (Sint16)(UI_OFFSET_Y + 211), 295, 33 };
vecSelGameDialog.push_back(new UiArtText("Select Action", rect4, UIS_CENTER | UIS_BIG));
vecSelGameDlgItems.push_back(new UiListItem("Create Game", 0));
vecSelGameDlgItems.push_back(new UiListItem("Join Game", 1));
vecSelGameDialog.push_back(new UiList(vecSelGameDlgItems, PANEL_LEFT + 305, (UI_OFFSET_Y + 255), 285, 26, UIS_CENTER | UIS_MED | UIS_GOLD));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect5, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
UiInitList(vecSelGameDlgItems.size(), selgame_GameSelection_Focus, selgame_GameSelection_Select, selgame_GameSelection_Esc, vecSelGameDialog);
}
void selgame_GameSelection_Focus(int 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, "Enter an IP or a hostname and join a game already in progress at that address.", sizeof(selgame_Description) - 1);
break;
}
WordWrapArtStr(selgame_Description, DESCRIPTION_WIDTH);
}
/**
* @brief Load the current hero level from save file
* @param pInfo Hero info
* @return always true
*/
BOOL UpdateHeroLevel(_uiheroinfo *pInfo)
{
if (strcasecmp(pInfo->name, gszHero) == 0)
heroLevel = pInfo->level;
return true;
}
void selgame_GameSelection_Select(int value)
{
selgame_enteringGame = true;
selgame_selectedGame = value;
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(new UiArtText(title, rect1, UIS_CENTER | UIS_BIG));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 34), (Sint16)(UI_OFFSET_Y + 211), 205, 33 };
vecSelGameDialog.push_back(new UiArtText(selgame_Label, rect2, UIS_CENTER | UIS_BIG));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3));
switch (value) {
case 0: {
strncpy(title, "Create Game", sizeof(title) - 1);
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 211), 295, 35 };
vecSelGameDialog.push_back(new UiArtText("Select Difficulty", rect4, UIS_CENTER | UIS_BIG));
vecSelGameDlgItems.push_back(new UiListItem("Normal", DIFF_NORMAL));
vecSelGameDlgItems.push_back(new UiListItem("Nightmare", DIFF_NIGHTMARE));
vecSelGameDlgItems.push_back(new UiListItem("Hell", DIFF_HELL));
vecSelGameDialog.push_back(new UiList(vecSelGameDlgItems, PANEL_LEFT + 300, (UI_OFFSET_Y + 282), 295, 26, UIS_CENTER | UIS_MED | UIS_GOLD));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect5, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
UiInitList(vecSelGameDlgItems.size(), selgame_Diff_Focus, selgame_Diff_Select, selgame_Diff_Esc, vecSelGameDialog, true);
break;
}
case 1: {
strncpy(title, "Join TCP Games", sizeof(title) - 1);
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 211), 285, 33 };
vecSelGameDialog.push_back(new UiArtText("Enter address", rect4, UIS_CENTER | UIS_BIG));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 };
vecSelGameDialog.push_back(new UiEdit(selgame_Ip, 128, rect5, UIS_MED | UIS_GOLD));
SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect7, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
UiInitList(0, NULL, selgame_Password_Init, selgame_GameSelection_Init, vecSelGameDialog);
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;
}
WordWrapArtStr(selgame_Description, DESCRIPTION_WIDTH);
}
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 = 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;
}
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(new UiArtText("Create Game", rect1, UIS_CENTER | UIS_BIG));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 34), (Sint16)(UI_OFFSET_Y + 211), 205, 33 };
vecSelGameDialog.push_back(new UiArtText(selgame_Label, rect2, UIS_CENTER | UIS_BIG));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 211), 295, 35 };
vecSelGameDialog.push_back(new UiArtText("Select Game Speed", rect4, UIS_CENTER | UIS_BIG));
vecSelGameDlgItems.push_back(new UiListItem("Normal", 20));
vecSelGameDlgItems.push_back(new UiListItem("Fast", 30));
vecSelGameDlgItems.push_back(new UiListItem("Faster", 40));
vecSelGameDlgItems.push_back(new UiListItem("Fastest", 50));
vecSelGameDialog.push_back(new UiList(vecSelGameDlgItems, PANEL_LEFT + 300, (UI_OFFSET_Y + 279), 295, 26, UIS_CENTER | UIS_MED | UIS_GOLD));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect5, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
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;
}
WordWrapArtStr(selgame_Description, DESCRIPTION_WIDTH);
}
void selgame_Speed_Esc()
{
selgame_GameSelection_Select(0);
}
void selgame_Speed_Select(int value)
{
nTickRate = vecSelGameDlgItems[value]->m_value;
if (provider == SELCONN_LOOPBACK) {
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(new UiArtText("Client-Server (TCP)", rect1, UIS_CENTER | UIS_BIG));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 211), 205, 192 };
vecSelGameDialog.push_back(new UiArtText("Description:", rect2, UIS_MED));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 35), (Sint16)(UI_OFFSET_Y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(new UiArtText(selgame_Description, rect3));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 211), 285, 33 };
vecSelGameDialog.push_back(new UiArtText("Enter Password", rect4, UIS_CENTER | UIS_BIG));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 };
vecSelGameDialog.push_back(new UiEdit(selgame_Password, 15, rect5, UIS_MED | UIS_GOLD));
SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect6, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 449), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelGameDialog.push_back(new UiArtTextButton("CANCEL", &UiFocusNavigationEsc, rect7, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
UiInitList(0, NULL, selgame_Password_Select, selgame_Password_Esc, vecSelGameDialog);
}
static bool IsGameCompatible(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[64];
sprintf(msg, "Your version %s does not match the host %d.%d.%d.", PROJECT_VERSION, PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR, PROJECT_VERSION_PATCH);
UiSelOkDialog(title, msg, false);
}
LoadBackgroundArt("ui_art\\selgame.pcx");
return false;
}
void selgame_Password_Select(int value)
{
if (selgame_selectedGame) {
strcpy(sgOptions.Network.szPreviousHost, selgame_Ip);
if (SNetJoinGame(selgame_selectedGame, selgame_Ip, selgame_Password, NULL, NULL, gdwPlayerId)) {
if (!IsGameCompatible(m_client_info->initdata)) {
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;
}
GameData *data = m_client_info->initdata;
data->nDifficulty = nDifficulty;
data->nTickRate = nTickRate;
data->bRunInTown = sgOptions.Gameplay.bRunInTown;
data->bTheoQuest = sgOptions.Gameplay.bTheoQuest;
data->bCowQuest = sgOptions.Gameplay.bCowQuest;
if (SNetCreateGame(NULL, selgame_Password, NULL, 0, (char *)data, sizeof(GameData), MAX_PLRS, NULL, NULL, 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 == 1)
selgame_GameSelection_Select(1);
else
selgame_GameSpeedSelection();
}
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) {
UiClearScreen();
UiPollAndRender();
}
selgame_Free();
return selgame_enteringGame;
}
} // namespace dvl