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#include "selhero.h"
#include <algorithm>
#include <chrono>
#include <random>
#include "DiabloUI/diabloui.h"
#include "../../DiabloUI/diabloui.h"
#include "all.h"
#include "DiabloUI/dialogs.h"
#include "DiabloUI/scrollbar.h"
#include "DiabloUI/selyesno.h"
#include "DiabloUI/selok.h"
#include "DiabloUI/selgame.h"
#include "options.h"
#ifdef __3DS__
#include "../platform/ctr/keyboard.h"
#endif
namespace devilution {
static const char *selhero_GenerateName(HeroClass hero_class);
std::size_t selhero_SaveCount = 0;
_uiheroinfo selhero_heros[MAX_CHARACTERS];
_uiheroinfo selhero_heroInfo;
const size_t kMaxViewportItems = 6;
char textStats[5][4];
char title[32];
char selhero_Lable[32];
char selhero_Description[256];
_selhero_selections selhero_result;
bool selhero_endMenu;
bool selhero_isMultiPlayer;
bool selhero_navigateYesNo;
bool selhero_deleteEnabled;
bool(*gfnHeroInfo)
(bool (*fninfofunc)(_uiheroinfo *));
bool(*gfnHeroCreate)
(_uiheroinfo *);
void (*gfnHeroStats)(unsigned int, _uidefaultstats *);
namespace {
std::vector<UiItemBase *> vecSelHeroDialog;
std::vector<UiListItem *> vecSelHeroDlgItems;
std::vector<UiItemBase *> vecSelDlgItems;
UiImage *SELHERO_DIALOG_HERO_IMG;
} // namespace
bool bUIElementsLoaded = false;
void selhero_UiFocusNavigationYesNo()
{
if (selhero_deleteEnabled)
UiFocusNavigationYesNo();
}
void selhero_FreeListItems()
{
for (std::size_t i = 0; i < vecSelHeroDlgItems.size(); i++) {
UiListItem *pUIItem = vecSelHeroDlgItems[i];
delete pUIItem;
}
vecSelHeroDlgItems.clear();
}
void selhero_FreeDlgItems()
{
for (std::size_t i = 0; i < vecSelDlgItems.size(); i++) {
UiItemBase *pUIItem = vecSelDlgItems[i];
delete pUIItem;
}
vecSelDlgItems.clear();
}
void selhero_Free()
{
ArtBackground.Unload();
for (std::size_t i = 0; i < vecSelHeroDialog.size(); i++) {
UiItemBase *pUIItem = vecSelHeroDialog[i];
delete pUIItem;
}
vecSelHeroDialog.clear();
selhero_FreeDlgItems();
selhero_FreeListItems();
UnloadScrollBar();
bUIElementsLoaded = false;
}
void selhero_SetStats()
{
SELHERO_DIALOG_HERO_IMG->m_frame = static_cast<int>(selhero_heroInfo.heroclass);
snprintf(textStats[0], sizeof(textStats[0]), "%d", selhero_heroInfo.level);
snprintf(textStats[1], sizeof(textStats[1]), "%d", selhero_heroInfo.strength);
snprintf(textStats[2], sizeof(textStats[2]), "%d", selhero_heroInfo.magic);
snprintf(textStats[3], sizeof(textStats[3]), "%d", selhero_heroInfo.dexterity);
snprintf(textStats[4], sizeof(textStats[4]), "%d", selhero_heroInfo.vitality);
}
namespace {
std::size_t listOffset = 0;
UiArtTextButton *SELLIST_DIALOG_DELETE_BUTTON;
void selhero_UpdateViewportItems()
{
const std::size_t num_viewport_heroes = std::min(selhero_SaveCount - listOffset, kMaxViewportItems);
for (std::size_t i = 0; i < num_viewport_heroes; i++) {
const std::size_t index = i + listOffset;
vecSelHeroDlgItems[i]->m_text = selhero_heros[index].name;
vecSelHeroDlgItems[i]->m_value = static_cast<int>(index);
}
if (num_viewport_heroes < kMaxViewportItems) {
vecSelHeroDlgItems[num_viewport_heroes]->m_text = "New Hero";
vecSelHeroDlgItems[num_viewport_heroes]->m_value = static_cast<int>(selhero_SaveCount);
}
}
void selhero_ScrollIntoView(std::size_t index)
{
std::size_t new_offset = listOffset;
if (index >= listOffset + kMaxViewportItems)
new_offset = index - (kMaxViewportItems - 1);
if (index < listOffset)
new_offset = index;
if (new_offset != listOffset) {
listOffset = new_offset;
selhero_UpdateViewportItems();
}
}
bool SelHero_GetHeroInfo(_uiheroinfo *pInfo)
{
selhero_heros[selhero_SaveCount] = *pInfo;
selhero_SaveCount++;
return true;
}
} // namespace
void selhero_Init()
{
LoadBackgroundArt("ui_art\\selhero.pcx");
UiAddBackground(&vecSelHeroDialog);
UiAddLogo(&vecSelHeroDialog);
LoadScrollBar();
selhero_SaveCount = 0;
gfnHeroInfo(SelHero_GetHeroInfo);
std::reverse(selhero_heros, selhero_heros + selhero_SaveCount);
selhero_FreeDlgItems();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 };
vecSelHeroDialog.push_back(new UiArtText(title, rect1, UIS_CENTER | UIS_BIG));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 30), (Sint16)(UI_OFFSET_Y + 211), 180, 76 };
SELHERO_DIALOG_HERO_IMG = new UiImage(&ArtHero, static_cast<int>(enum_size<HeroClass>::value), rect2);
vecSelHeroDialog.push_back(SELHERO_DIALOG_HERO_IMG);
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 323), 110, 21 };
vecSelHeroDialog.push_back(new UiArtText("Level:", rect3, UIS_RIGHT));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 323), 110, 21 };
vecSelHeroDialog.push_back(new UiArtText("Level:", rect4, UIS_RIGHT));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 323), 40, 21 };
vecSelHeroDialog.push_back(new UiArtText(textStats[0], rect5, UIS_CENTER));
SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 358), 110, 21 };
vecSelHeroDialog.push_back(new UiArtText("Strength:", rect6, UIS_RIGHT));
SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 358), 40, 21 };
vecSelHeroDialog.push_back(new UiArtText(textStats[1], rect7, UIS_CENTER));
SDL_Rect rect8 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 380), 110, 21 };
vecSelHeroDialog.push_back(new UiArtText("Magic:", rect8, UIS_RIGHT));
SDL_Rect rect9 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 380), 40, 21 };
vecSelHeroDialog.push_back(new UiArtText(textStats[2], rect9, UIS_CENTER));
SDL_Rect rect10 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 401), 110, 21 };
vecSelHeroDialog.push_back(new UiArtText("Dexterity:", rect10, UIS_RIGHT));
SDL_Rect rect11 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 401), 40, 21 };
vecSelHeroDialog.push_back(new UiArtText(textStats[3], rect11, UIS_CENTER));
SDL_Rect rect12 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 422), 110, 21 };
vecSelHeroDialog.push_back(new UiArtText("Vitality:", rect12, UIS_RIGHT));
SDL_Rect rect13 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 422), 40, 21 };
vecSelHeroDialog.push_back(new UiArtText(textStats[4], rect13, UIS_CENTER));
}
void selhero_List_Init()
{
listOffset = 0;
selhero_FreeDlgItems();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(new UiArtText("Select Hero", rect1, UIS_CENTER | UIS_BIG));
selhero_FreeListItems();
const size_t num_viewport_heroes = std::min(selhero_SaveCount + 1, kMaxViewportItems);
for (std::size_t i = 0; i < num_viewport_heroes; i++) {
vecSelHeroDlgItems.push_back(new UiListItem("", -1));
}
selhero_UpdateViewportItems();
vecSelDlgItems.push_back(new UiList(vecSelHeroDlgItems, PANEL_LEFT + 265, (UI_OFFSET_Y + 256), 320, 26, UIS_CENTER | UIS_MED | UIS_GOLD));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 585), (Sint16)(UI_OFFSET_Y + 244), 25, 178 };
UiScrollBar *scrollBar = new UiScrollBar(&ArtScrollBarBackground, &ArtScrollBarThumb, &ArtScrollBarArrow, rect2);
vecSelDlgItems.push_back(scrollBar);
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 239), (Sint16)(UI_OFFSET_Y + 429), 120, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect3, UIS_CENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 364), (Sint16)(UI_OFFSET_Y + 429), 120, 35 };
SELLIST_DIALOG_DELETE_BUTTON = new UiArtTextButton("Delete", &selhero_UiFocusNavigationYesNo, rect4, UIS_CENTER | UIS_BIG | UIS_DISABLED);
vecSelDlgItems.push_back(SELLIST_DIALOG_DELETE_BUTTON);
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 489), (Sint16)(UI_OFFSET_Y + 429), 120, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect5, UIS_CENTER | UIS_BIG | UIS_GOLD));
UiInitList(selhero_SaveCount + 1, selhero_List_Focus, selhero_List_Select, selhero_List_Esc, vecSelDlgItems, false, selhero_List_DeleteYesNo);
UiInitScrollBar(scrollBar, kMaxViewportItems, &listOffset);
if (selhero_isMultiPlayer) {
strcpy(title, "Multi Player Characters");
} else {
strcpy(title, "Single Player Characters");
}
}
void selhero_List_Focus(int value)
{
const std::size_t index = static_cast<std::size_t>(value);
selhero_ScrollIntoView(index);
int baseFlags = UIS_CENTER | UIS_BIG;
if (selhero_SaveCount && index < selhero_SaveCount) {
memcpy(&selhero_heroInfo, &selhero_heros[index], sizeof(selhero_heroInfo));
selhero_SetStats();
SELLIST_DIALOG_DELETE_BUTTON->m_iFlags = baseFlags | UIS_GOLD;
selhero_deleteEnabled = true;
return;
}
SELHERO_DIALOG_HERO_IMG->m_frame = static_cast<int>(enum_size<HeroClass>::value);
strncpy(textStats[0], "--", sizeof(textStats[0]) - 1);
strncpy(textStats[1], "--", sizeof(textStats[1]) - 1);
strncpy(textStats[2], "--", sizeof(textStats[2]) - 1);
strncpy(textStats[3], "--", sizeof(textStats[3]) - 1);
strncpy(textStats[4], "--", sizeof(textStats[4]) - 1);
SELLIST_DIALOG_DELETE_BUTTON->m_iFlags = baseFlags | UIS_DISABLED;
selhero_deleteEnabled = false;
}
bool selhero_List_DeleteYesNo()
{
selhero_navigateYesNo = selhero_deleteEnabled;
return selhero_navigateYesNo;
}
void selhero_List_Select(int value)
{
if (static_cast<std::size_t>(value) == selhero_SaveCount) {
selhero_FreeDlgItems();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(new UiArtText("Choose Class", rect1, UIS_CENTER | UIS_BIG));
selhero_FreeListItems();
int itemH = 33;
vecSelHeroDlgItems.push_back(new UiListItem("Warrior", static_cast<int>(HeroClass::Warrior)));
vecSelHeroDlgItems.push_back(new UiListItem("Rogue", static_cast<int>(HeroClass::Rogue)));
vecSelHeroDlgItems.push_back(new UiListItem("Sorcerer", static_cast<int>(HeroClass::Sorcerer)));
if (gbIsHellfire) {
vecSelHeroDlgItems.push_back(new UiListItem("Monk", static_cast<int>(HeroClass::Monk)));
}
if (gbBard || sgOptions.Gameplay.bTestBard) {
vecSelHeroDlgItems.push_back(new UiListItem("Bard", static_cast<int>(HeroClass::Bard)));
}
if (gbBarbarian || sgOptions.Gameplay.bTestBarbarian) {
vecSelHeroDlgItems.push_back(new UiListItem("Barbarian", static_cast<int>(HeroClass::Barbarian)));
}
if (vecSelHeroDlgItems.size() > 4)
itemH = 26;
int itemY = 246 + (176 - vecSelHeroDlgItems.size() * itemH) / 2;
vecSelDlgItems.push_back(new UiList(vecSelHeroDlgItems, PANEL_LEFT + 264, (UI_OFFSET_Y + itemY), 320, itemH, UIS_CENTER | UIS_MED | UIS_GOLD));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect2, UIS_CENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect3, UIS_CENTER | UIS_BIG | UIS_GOLD));
UiInitList(vecSelHeroDlgItems.size(), selhero_ClassSelector_Focus, selhero_ClassSelector_Select, selhero_ClassSelector_Esc, vecSelDlgItems);
memset(&selhero_heroInfo.name, 0, sizeof(selhero_heroInfo.name));
strncpy(title, "New Single Player Hero", sizeof(title) - 1);
if (selhero_isMultiPlayer) {
strncpy(title, "New Multi Player Hero", sizeof(title) - 1);
}
return;
}
if (selhero_heroInfo.hassaved) {
selhero_FreeDlgItems();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(new UiArtText("Save File Exists", rect1, UIS_CENTER | UIS_BIG));
selhero_FreeListItems();
vecSelHeroDlgItems.push_back(new UiListItem("Load Game", 0));
vecSelHeroDlgItems.push_back(new UiListItem("New Game", 1));
vecSelDlgItems.push_back(new UiList(vecSelHeroDlgItems, PANEL_LEFT + 265, (UI_OFFSET_Y + 285), 320, 33, UIS_CENTER | UIS_MED | UIS_GOLD));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect2, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect3, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD));
UiInitList(vecSelHeroDlgItems.size(), selhero_Load_Focus, selhero_Load_Select, selhero_List_Init, vecSelDlgItems, true);
strncpy(title, "Single Player Characters", sizeof(title) - 1);
return;
}
selhero_Load_Select(1);
}
void selhero_List_Esc()
{
UiInitList_clear();
selhero_endMenu = true;
selhero_result = SELHERO_PREVIOUS;
}
void selhero_ClassSelector_Focus(int value)
{
const auto hero_class = static_cast<HeroClass>(vecSelHeroDlgItems[value]->m_value);
_uidefaultstats defaults;
gfnHeroStats(static_cast<unsigned int>(hero_class), &defaults);
selhero_heroInfo.level = 1;
selhero_heroInfo.heroclass = hero_class;
selhero_heroInfo.strength = defaults.strength;
selhero_heroInfo.magic = defaults.magic;
selhero_heroInfo.dexterity = defaults.dexterity;
selhero_heroInfo.vitality = defaults.vitality;
selhero_SetStats();
}
static bool shouldPrefillHeroName()
{
#if defined __3DS__
return false;
#elif defined(PREFILL_PLAYER_NAME)
return true;
#else
return sgbControllerActive;
#endif
}
void selhero_ClassSelector_Select(int value)
{
auto hClass = static_cast<HeroClass>(vecSelHeroDlgItems[value]->m_value);
if (gbSpawned && (hClass == HeroClass::Rogue || hClass == HeroClass::Sorcerer || (hClass == HeroClass::Bard && !hfbard_mpq))) {
ArtBackground.Unload();
UiSelOkDialog(NULL, "The Rogue and Sorcerer are only available in the full retail version of Diablo. Visit https://www.gog.com/game/diablo to purchase.", false);
LoadBackgroundArt("ui_art\\selhero.pcx");
selhero_List_Select(selhero_SaveCount);
return;
}
strncpy(title, "New Single Player Hero", sizeof(title) - 1);
if (selhero_isMultiPlayer) {
strncpy(title, "New Multi Player Hero", sizeof(title) - 1);
}
memset(selhero_heroInfo.name, '\0', sizeof(selhero_heroInfo.name));
#if defined __3DS__
ctr_vkbdInput("Enter Hero name..", selhero_GenerateName(selhero_heroInfo.heroclass), selhero_heroInfo.name);
#endif
if (shouldPrefillHeroName())
strncpy(selhero_heroInfo.name, selhero_GenerateName(selhero_heroInfo.heroclass), sizeof(selhero_heroInfo.name) - 1);
selhero_FreeDlgItems();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(new UiArtText("Enter Name", rect1, UIS_CENTER | UIS_BIG));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 265), (Sint16)(UI_OFFSET_Y + 317), 320, 33 };
vecSelDlgItems.push_back(new UiEdit(selhero_heroInfo.name, 15, rect2, UIS_MED | UIS_GOLD));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect3, UIS_CENTER | UIS_BIG | UIS_GOLD));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect4, UIS_CENTER | UIS_BIG | UIS_GOLD));
UiInitList(0, NULL, selhero_Name_Select, selhero_Name_Esc, vecSelDlgItems);
}
void selhero_ClassSelector_Esc()
{
selhero_FreeDlgItems();
selhero_FreeListItems();
if (selhero_SaveCount) {
selhero_List_Init();
return;
}
selhero_List_Esc();
}
void selhero_Name_Select(int value)
{
if (!UiValidPlayerName(selhero_heroInfo.name)) {
ArtBackground.Unload();
UiSelOkDialog(title, "Invalid name. A name cannot contain spaces, reserved characters, or reserved words.\n", false);
LoadBackgroundArt("ui_art\\selhero.pcx");
} else {
bool overwrite = true;
for (std::size_t i = 0; i < selhero_SaveCount; i++) {
if (strcasecmp(selhero_heros[i].name, selhero_heroInfo.name) == 0) {
ArtBackground.Unload();
char dialogText[256];
snprintf(dialogText, sizeof(dialogText), "Character already exists. Do you want to overwrite \"%s\"?", selhero_heroInfo.name);
overwrite = UiSelHeroYesNoDialog(title, dialogText);
LoadBackgroundArt("ui_art\\selhero.pcx");
break;
}
}
if (overwrite) {
if (gfnHeroCreate(&selhero_heroInfo)) {
selhero_Load_Select(1);
return;
} else {
UiErrorOkDialog("Unable to create character.", vecSelDlgItems);
}
}
}
memset(selhero_heroInfo.name, '\0', sizeof(selhero_heroInfo.name));
selhero_ClassSelector_Select(0);
}
void selhero_Name_Esc()
{
selhero_List_Select(selhero_SaveCount);
}
void selhero_Load_Focus(int value)
{
}
void selhero_Load_Select(int value)
{
UiInitList_clear();
selhero_endMenu = true;
if (vecSelHeroDlgItems[value]->m_value == 0) {
selhero_result = SELHERO_CONTINUE;
return;
}
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 disable `selhero_endMenu` and replace the background and art
// and the item list with the difficulty selection ones.
//
// This means selhero's render loop will render selgame's items,
// which happens to work because the render loops are similar.
selhero_endMenu = false;
selhero_Free();
LoadBackgroundArt("ui_art\\selgame.pcx");
selgame_GameSelection_Select(0);
}
selhero_result = SELHERO_NEW_DUNGEON;
}
static void UiSelHeroDialog(
bool (*fninfo)(bool (*fninfofunc)(_uiheroinfo *)),
bool (*fncreate)(_uiheroinfo *),
void (*fnstats)(unsigned int, _uidefaultstats *),
bool (*fnremove)(_uiheroinfo *),
_selhero_selections *dlgresult,
char (*name)[16])
{
bUIElementsLoaded = true;
do {
gfnHeroInfo = fninfo;
gfnHeroCreate = fncreate;
gfnHeroStats = fnstats;
selhero_result = *dlgresult;
selhero_navigateYesNo = false;
selhero_Init();
if (selhero_SaveCount) {
selhero_List_Init();
} else {
selhero_List_Select(selhero_SaveCount);
}
selhero_endMenu = false;
while (!selhero_endMenu && !selhero_navigateYesNo) {
UiClearScreen();
UiRenderItems(vecSelHeroDialog);
UiPollAndRender();
}
selhero_Free();
if (selhero_navigateYesNo) {
char dialogTitle[32];
char dialogText[256];
if (selhero_isMultiPlayer) {
strncpy(dialogTitle, "Delete Multi Player Hero", sizeof(dialogTitle) - 1);
} else {
strncpy(dialogTitle, "Delete Single Player Hero", sizeof(dialogTitle) - 1);
}
snprintf(dialogText, sizeof(dialogText), "Are you sure you want to delete the character \"%s\"?", selhero_heroInfo.name);
if (UiSelHeroYesNoDialog(dialogTitle, dialogText))
fnremove(&selhero_heroInfo);
}
} while (selhero_navigateYesNo);
*dlgresult = selhero_result;
strncpy(*name, selhero_heroInfo.name, sizeof(*name));
}
void UiSelHeroSingDialog(
bool (*fninfo)(bool (*fninfofunc)(_uiheroinfo *)),
bool (*fncreate)(_uiheroinfo *),
bool (*fnremove)(_uiheroinfo *),
void (*fnstats)(unsigned int, _uidefaultstats *),
_selhero_selections *dlgresult,
char (*name)[16],
_difficulty *difficulty)
{
selhero_isMultiPlayer = false;
UiSelHeroDialog(fninfo, fncreate, fnstats, fnremove, dlgresult, name);
*difficulty = nDifficulty;
}
void UiSelHeroMultDialog(
bool (*fninfo)(bool (*fninfofunc)(_uiheroinfo *)),
bool (*fncreate)(_uiheroinfo *),
bool (*fnremove)(_uiheroinfo *),
void (*fnstats)(unsigned int, _uidefaultstats *),
_selhero_selections *dlgresult,
char (*name)[16])
{
selhero_isMultiPlayer = true;
UiSelHeroDialog(fninfo, fncreate, fnstats, fnremove, dlgresult, name);
}
static const char *selhero_GenerateName(HeroClass hero_class)
{
static const char *const kNames[6][10] = {
{
// Warrior
"Aidan",
"Qarak",
"Born",
"Cathan",
"Halbu",
"Lenalas",
"Maximus",
"Vane",
"Myrdgar",
"Rothat",
},
{
// Rogue
"Moreina",
"Akara",
"Kashya",
"Flavie",
"Divo",
"Oriana",
"Iantha",
"Shikha",
"Basanti",
"Elexa",
},
{
// Sorcerer
"Jazreth",
"Drognan",
"Armin",
"Fauztin",
"Jere",
"Kazzulk",
"Ranslor",
"Sarnakyle",
"Valthek",
"Horazon",
},
{
// Monk
"Akyev",
"Dvorak",
"Kekegi",
"Kharazim",
"Mikulov",
"Shenlong",
"Vedenin",
"Vhalit",
"Vylnas",
"Zhota",
},
{
// Bard (uses Rogue names)
"Moreina",
"Akara",
"Kashya",
"Flavie",
"Divo",
"Oriana",
"Iantha",
"Shikha",
"Basanti",
"Elexa",
},
{
// Barbarian
"Alaric",
"Barloc",
"Egtheow",
"Guthlaf",
"Heorogar",
"Hrothgar",
"Oslaf",
"Qual-Kehk",
"Ragnar",
"Ulf",
},
};
int iRand = rand() % 10;
return kNames[static_cast<std::size_t>(hero_class) % 6][iRand];
}
} // namespace devilution