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#include "selgame.h"
#include <fmt/format.h>
#include "DiabloUI/diabloui.h"
#include "DiabloUI/dialogs.h"
#include "DiabloUI/selhero.h"
#include "DiabloUI/selok.h"
#include "DiabloUI/text.h"
#include "config.h"
#include "control.h"
#include "mainmenu.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<UiListItem *> vecSelGameDlgItems;
std::vector<UiItemBase *> vecSelGameDialog;
} // namespace
void selgame_FreeVectors()
{
for (auto *pUIItem : vecSelGameDlgItems) {
delete pUIItem;
}
vecSelGameDlgItems.clear();
for (auto *pUIItem : vecSelGameDialog) {
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: {
title = _("Create Game");
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: {
title = _("Join TCP Games");
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(_("Enter address"), 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, nullptr, 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 = (_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;
}
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(_("Enter Password"), 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, nullptr, 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];
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, PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR, PROJECT_VERSION_PATCH).c_str());
UiSelOkDialog(title, msg, false);
}
LoadBackgroundArt("ui_art\\selgame.pcx");
return false;
}
void selgame_Password_Select(int /*value*/)
{
if (selgame_selectedGame != 0) {
strcpy(sgOptions.Network.szPreviousHost, selgame_Ip);
if (SNetJoinGame(selgame_Ip, selgame_Password, 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, selgame_Password, (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 == 1)
selgame_GameSelection_Select(1);
else
selgame_GameSpeedSelection();
}
bool UiSelectGame(GameData *gameData, int *playerId)
{
gdwPlayerId = playerId;
m_game_data = gameData;
LoadBackgroundArt("ui_art\\selgame.pcx");
selgame_GameSelection_Init();
selgame_endMenu = false;
while (!selgame_endMenu) {
UiClearScreen();
UiPollAndRender();
}
selgame_Free();
return selgame_enteringGame;
}
} // namespace devilution