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661 lines
21 KiB
661 lines
21 KiB
#include "selhero.h" |
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#include <algorithm> |
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#include <chrono> |
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#include <random> |
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#include "DiabloUI/diabloui.h" |
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#include "../../DiabloUI/diabloui.h" |
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#include "all.h" |
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#include "DiabloUI/dialogs.h" |
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#include "DiabloUI/scrollbar.h" |
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#include "DiabloUI/selyesno.h" |
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#include "DiabloUI/selok.h" |
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#include "DiabloUI/selgame.h" |
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#ifdef __3DS__ |
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#include "../platform/ctr/keyboard.h" |
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#endif |
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namespace dvl { |
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static const char *selhero_GenerateName(uint8_t hero_class); |
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std::size_t selhero_SaveCount = 0; |
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_uiheroinfo selhero_heros[MAX_CHARACTERS]; |
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_uiheroinfo selhero_heroInfo; |
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const size_t kMaxViewportItems = 6; |
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char textStats[5][4]; |
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char title[32]; |
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char selhero_Lable[32]; |
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char selhero_Description[256]; |
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int selhero_result; |
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bool selhero_endMenu; |
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bool selhero_isMultiPlayer; |
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bool selhero_navigateYesNo; |
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bool selhero_deleteEnabled; |
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BOOL(*gfnHeroInfo) |
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(BOOL (*fninfofunc)(_uiheroinfo *)); |
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BOOL(*gfnHeroCreate) |
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(_uiheroinfo *); |
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void (*gfnHeroStats)(unsigned int, _uidefaultstats *); |
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namespace { |
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std::vector<UiItemBase *> vecSelHeroDialog; |
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std::vector<UiListItem *> vecSelHeroDlgItems; |
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std::vector<UiItemBase *> vecSelDlgItems; |
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UiImage *SELHERO_DIALOG_HERO_IMG; |
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} // namespace |
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bool bUIElementsLoaded = false; |
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void selhero_UiFocusNavigationYesNo() |
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{ |
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if (selhero_deleteEnabled) |
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UiFocusNavigationYesNo(); |
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} |
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void selhero_FreeListItems() |
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{ |
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for (std::size_t i = 0; i < vecSelHeroDlgItems.size(); i++) { |
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UiListItem *pUIItem = vecSelHeroDlgItems[i]; |
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delete pUIItem; |
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} |
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vecSelHeroDlgItems.clear(); |
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} |
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void selhero_FreeDlgItems() |
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{ |
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for (std::size_t i = 0; i < vecSelDlgItems.size(); i++) { |
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UiItemBase *pUIItem = vecSelDlgItems[i]; |
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delete pUIItem; |
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} |
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vecSelDlgItems.clear(); |
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} |
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void selhero_Free() |
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{ |
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ArtBackground.Unload(); |
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for (std::size_t i = 0; i < vecSelHeroDialog.size(); i++) { |
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UiItemBase *pUIItem = vecSelHeroDialog[i]; |
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delete pUIItem; |
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} |
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vecSelHeroDialog.clear(); |
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selhero_FreeDlgItems(); |
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selhero_FreeListItems(); |
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UnloadScrollBar(); |
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bUIElementsLoaded = false; |
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} |
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void selhero_SetStats() |
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{ |
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int heroclass = selhero_heroInfo.heroclass; |
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if (heroclass == PC_BARBARIAN) { |
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heroclass = PC_WARRIOR; // The graphics is missing from heros.pcx |
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} |
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SELHERO_DIALOG_HERO_IMG->m_frame = heroclass; |
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snprintf(textStats[0], sizeof(textStats[0]), "%d", selhero_heroInfo.level); |
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snprintf(textStats[1], sizeof(textStats[1]), "%d", selhero_heroInfo.strength); |
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snprintf(textStats[2], sizeof(textStats[2]), "%d", selhero_heroInfo.magic); |
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snprintf(textStats[3], sizeof(textStats[3]), "%d", selhero_heroInfo.dexterity); |
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snprintf(textStats[4], sizeof(textStats[4]), "%d", selhero_heroInfo.vitality); |
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} |
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namespace { |
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std::size_t listOffset = 0; |
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UiArtTextButton *SELLIST_DIALOG_DELETE_BUTTON; |
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void selhero_UpdateViewportItems() |
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{ |
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const std::size_t num_viewport_heroes = std::min(selhero_SaveCount - listOffset, kMaxViewportItems); |
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for (std::size_t i = 0; i < num_viewport_heroes; i++) { |
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const std::size_t index = i + listOffset; |
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vecSelHeroDlgItems[i]->m_text = selhero_heros[index].name; |
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vecSelHeroDlgItems[i]->m_value = static_cast<int>(index); |
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} |
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if (num_viewport_heroes < kMaxViewportItems) { |
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vecSelHeroDlgItems[num_viewport_heroes]->m_text = "New Hero"; |
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vecSelHeroDlgItems[num_viewport_heroes]->m_value = static_cast<int>(selhero_SaveCount); |
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} |
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} |
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void selhero_ScrollIntoView(std::size_t index) |
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{ |
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std::size_t new_offset = listOffset; |
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if (index >= listOffset + kMaxViewportItems) |
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new_offset = index - (kMaxViewportItems - 1); |
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if (index < listOffset) |
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new_offset = index; |
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if (new_offset != listOffset) { |
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listOffset = new_offset; |
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selhero_UpdateViewportItems(); |
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} |
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} |
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} // namespace |
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void selhero_Init() |
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{ |
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LoadBackgroundArt("ui_art\\selhero.pcx"); |
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UiAddBackground(&vecSelHeroDialog); |
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UiAddLogo(&vecSelHeroDialog); |
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LoadScrollBar(); |
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selhero_FreeDlgItems(); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 }; |
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vecSelHeroDialog.push_back(new UiArtText(title, rect1, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 30), (Sint16)(UI_OFFSET_Y + 211), 180, 76 }; |
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if (hellfire_mpq) { |
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SELHERO_DIALOG_HERO_IMG = new UiImage(&ArtHero, 5, rect2); |
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} else { |
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SELHERO_DIALOG_HERO_IMG = new UiImage(&ArtHero, 3, rect2); |
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} |
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vecSelHeroDialog.push_back(SELHERO_DIALOG_HERO_IMG); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 323), 110, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText("Level:", rect3, UIS_RIGHT)); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 323), 110, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText("Level:", rect4, UIS_RIGHT)); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 323), 40, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText(textStats[0], rect5, UIS_CENTER)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 358), 110, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText("Strength:", rect6, UIS_RIGHT)); |
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SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 358), 40, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText(textStats[1], rect7, UIS_CENTER)); |
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SDL_Rect rect8 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 380), 110, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText("Magic:", rect8, UIS_RIGHT)); |
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SDL_Rect rect9 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 380), 40, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText(textStats[2], rect9, UIS_CENTER)); |
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SDL_Rect rect10 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 401), 110, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText("Dexterity:", rect10, UIS_RIGHT)); |
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SDL_Rect rect11 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 401), 40, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText(textStats[3], rect11, UIS_CENTER)); |
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SDL_Rect rect12 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 422), 110, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText("Vitality:", rect12, UIS_RIGHT)); |
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SDL_Rect rect13 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 422), 40, 21 }; |
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vecSelHeroDialog.push_back(new UiArtText(textStats[4], rect13, UIS_CENTER)); |
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} |
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void selhero_List_Init() |
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{ |
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listOffset = 0; |
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selhero_FreeDlgItems(); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 }; |
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vecSelDlgItems.push_back(new UiArtText("Select Hero", rect1, UIS_CENTER | UIS_BIG)); |
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selhero_FreeListItems(); |
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const size_t num_viewport_heroes = std::min(selhero_SaveCount + 1, kMaxViewportItems); |
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for (std::size_t i = 0; i < num_viewport_heroes; i++) { |
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vecSelHeroDlgItems.push_back(new UiListItem("", -1)); |
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} |
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selhero_UpdateViewportItems(); |
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vecSelDlgItems.push_back(new UiList(vecSelHeroDlgItems, PANEL_LEFT + 265, (UI_OFFSET_Y + 256), 320, 26, UIS_CENTER | UIS_MED | UIS_GOLD)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 585), (Sint16)(UI_OFFSET_Y + 244), 25, 178 }; |
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UiScrollBar *scrollBar = new UiScrollBar(&ArtScrollBarBackground, &ArtScrollBarThumb, &ArtScrollBarArrow, rect2); |
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vecSelDlgItems.push_back(scrollBar); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 239), (Sint16)(UI_OFFSET_Y + 429), 120, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect3, UIS_CENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 364), (Sint16)(UI_OFFSET_Y + 429), 120, 35 }; |
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SELLIST_DIALOG_DELETE_BUTTON = new UiArtTextButton("Delete", &selhero_UiFocusNavigationYesNo, rect4, UIS_CENTER | UIS_BIG | UIS_DISABLED); |
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vecSelDlgItems.push_back(SELLIST_DIALOG_DELETE_BUTTON); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 489), (Sint16)(UI_OFFSET_Y + 429), 120, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect5, UIS_CENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(selhero_SaveCount + 1, selhero_List_Focus, selhero_List_Select, selhero_List_Esc, vecSelDlgItems, false, selhero_List_DeleteYesNo); |
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UiInitScrollBar(scrollBar, kMaxViewportItems, &listOffset); |
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if (selhero_isMultiPlayer) { |
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strcpy(title, "Multi Player Characters"); |
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} else { |
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strcpy(title, "Single Player Characters"); |
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} |
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} |
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void selhero_List_Focus(int value) |
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{ |
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const std::size_t index = static_cast<std::size_t>(value); |
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selhero_ScrollIntoView(index); |
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int baseFlags = UIS_CENTER | UIS_BIG; |
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if (selhero_SaveCount && index < selhero_SaveCount) { |
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memcpy(&selhero_heroInfo, &selhero_heros[index], sizeof(selhero_heroInfo)); |
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selhero_SetStats(); |
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SELLIST_DIALOG_DELETE_BUTTON->m_iFlags = baseFlags | UIS_GOLD; |
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selhero_deleteEnabled = true; |
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return; |
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} |
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SELHERO_DIALOG_HERO_IMG->m_frame = hellfire_mpq ? 5 : 3; |
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strncpy(textStats[0], "--", sizeof(textStats[0]) - 1); |
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strncpy(textStats[1], "--", sizeof(textStats[1]) - 1); |
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strncpy(textStats[2], "--", sizeof(textStats[2]) - 1); |
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strncpy(textStats[3], "--", sizeof(textStats[3]) - 1); |
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strncpy(textStats[4], "--", sizeof(textStats[4]) - 1); |
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SELLIST_DIALOG_DELETE_BUTTON->m_iFlags = baseFlags | UIS_DISABLED; |
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selhero_deleteEnabled = false; |
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} |
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bool selhero_List_DeleteYesNo() |
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{ |
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selhero_navigateYesNo = selhero_deleteEnabled; |
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return selhero_navigateYesNo; |
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} |
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void selhero_List_Select(int value) |
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{ |
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if (static_cast<std::size_t>(value) == selhero_SaveCount) { |
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selhero_FreeDlgItems(); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 }; |
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vecSelDlgItems.push_back(new UiArtText("Choose Class", rect1, UIS_CENTER | UIS_BIG)); |
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selhero_FreeListItems(); |
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int itemH = 33; |
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vecSelHeroDlgItems.push_back(new UiListItem("Warrior", PC_WARRIOR)); |
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vecSelHeroDlgItems.push_back(new UiListItem("Rogue", PC_ROGUE)); |
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vecSelHeroDlgItems.push_back(new UiListItem("Sorcerer", PC_SORCERER)); |
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if (gbIsHellfire) { |
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vecSelHeroDlgItems.push_back(new UiListItem("Monk", PC_MONK)); |
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} |
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if (gbBard || sgOptions.Gameplay.bTestBard) { |
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vecSelHeroDlgItems.push_back(new UiListItem("Bard", PC_BARD)); |
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} |
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if (gbBarbarian || sgOptions.Gameplay.bTestBarbarian) { |
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vecSelHeroDlgItems.push_back(new UiListItem("Barbarian", PC_BARBARIAN)); |
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} |
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if (vecSelHeroDlgItems.size() > 4) |
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itemH = 26; |
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int itemY = 246 + (176 - vecSelHeroDlgItems.size() * itemH) / 2; |
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vecSelDlgItems.push_back(new UiList(vecSelHeroDlgItems, PANEL_LEFT + 264, (UI_OFFSET_Y + itemY), 320, itemH, UIS_CENTER | UIS_MED | UIS_GOLD)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 429), 140, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect2, UIS_CENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 429), 140, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect3, UIS_CENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(vecSelHeroDlgItems.size(), selhero_ClassSelector_Focus, selhero_ClassSelector_Select, selhero_ClassSelector_Esc, vecSelDlgItems); |
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memset(&selhero_heroInfo.name, 0, sizeof(selhero_heroInfo.name)); |
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strncpy(title, "New Single Player Hero", sizeof(title) - 1); |
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if (selhero_isMultiPlayer) { |
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strncpy(title, "New Multi Player Hero", sizeof(title) - 1); |
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} |
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return; |
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} |
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if (selhero_heroInfo.hassaved) { |
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selhero_FreeDlgItems(); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 }; |
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vecSelDlgItems.push_back(new UiArtText("Save File Exists", rect1, UIS_CENTER | UIS_BIG)); |
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selhero_FreeListItems(); |
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vecSelHeroDlgItems.push_back(new UiListItem("Load Game", 0)); |
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vecSelHeroDlgItems.push_back(new UiListItem("New Game", 1)); |
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vecSelDlgItems.push_back(new UiList(vecSelHeroDlgItems, PANEL_LEFT + 265, (UI_OFFSET_Y + 285), 320, 33, UIS_CENTER | UIS_MED | UIS_GOLD)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect2, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect3, UIS_CENTER | UIS_VCENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(vecSelHeroDlgItems.size(), selhero_Load_Focus, selhero_Load_Select, selhero_List_Init, vecSelDlgItems, true); |
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strncpy(title, "Single Player Characters", sizeof(title) - 1); |
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return; |
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} |
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selhero_Load_Select(1); |
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} |
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void selhero_List_Esc() |
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{ |
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UiInitList_clear(); |
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selhero_endMenu = true; |
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selhero_result = SELHERO_PREVIOUS; |
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} |
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void selhero_ClassSelector_Focus(int value) |
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{ |
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_uidefaultstats defaults; |
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gfnHeroStats(value, &defaults); |
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selhero_heroInfo.level = 1; |
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selhero_heroInfo.heroclass = (plr_class)vecSelHeroDlgItems[value]->m_value; |
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selhero_heroInfo.strength = defaults.strength; |
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selhero_heroInfo.magic = defaults.magic; |
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selhero_heroInfo.dexterity = defaults.dexterity; |
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selhero_heroInfo.vitality = defaults.vitality; |
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selhero_SetStats(); |
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} |
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static bool shouldPrefillHeroName() { |
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#ifdef PREFILL_PLAYER_NAME |
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return true; |
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#else |
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return sgbControllerActive; |
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#endif |
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} |
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void selhero_ClassSelector_Select(int value) |
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{ |
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int hClass = vecSelHeroDlgItems[value]->m_value; |
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if (gbSpawned && (hClass == PC_ROGUE || hClass == PC_SORCERER || hClass == PC_BARD)) { |
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ArtBackground.Unload(); |
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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); |
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LoadBackgroundArt("ui_art\\selhero.pcx"); |
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selhero_List_Select(selhero_SaveCount); |
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return; |
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} |
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strncpy(title, "New Single Player Hero", sizeof(title) - 1); |
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if (selhero_isMultiPlayer) { |
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strncpy(title, "New Multi Player Hero", sizeof(title) - 1); |
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} |
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memset(selhero_heroInfo.name, '\0', sizeof(selhero_heroInfo.name)); |
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#if defined __3DS__ |
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ctr_vkbdInput("Enter Hero name..", selhero_GenerateName(selhero_heroInfo.heroclass), selhero_heroInfo.name); |
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#else |
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if (shouldPrefillHeroName()) |
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strncpy(selhero_heroInfo.name, selhero_GenerateName(selhero_heroInfo.heroclass), sizeof(selhero_heroInfo.name) - 1); |
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#endif |
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selhero_FreeDlgItems(); |
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SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 }; |
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vecSelDlgItems.push_back(new UiArtText("Enter Name", rect1, UIS_CENTER | UIS_BIG)); |
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SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 265), (Sint16)(UI_OFFSET_Y + 317), 320, 33 }; |
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vecSelDlgItems.push_back(new UiEdit(selhero_heroInfo.name, 15, rect2, UIS_MED | UIS_GOLD)); |
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SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 429), 140, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("OK", &UiFocusNavigationSelect, rect3, UIS_CENTER | UIS_BIG | UIS_GOLD)); |
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SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 429), 140, 35 }; |
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vecSelDlgItems.push_back(new UiArtTextButton("Cancel", &UiFocusNavigationEsc, rect4, UIS_CENTER | UIS_BIG | UIS_GOLD)); |
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UiInitList(0, NULL, selhero_Name_Select, selhero_Name_Esc, vecSelDlgItems); |
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} |
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void selhero_ClassSelector_Esc() |
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{ |
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selhero_FreeDlgItems(); |
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selhero_FreeListItems(); |
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if (selhero_SaveCount) { |
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selhero_List_Init(); |
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return; |
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} |
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selhero_List_Esc(); |
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} |
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void selhero_Name_Select(int value) |
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{ |
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if (!UiValidPlayerName(selhero_heroInfo.name)) { |
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ArtBackground.Unload(); |
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UiSelOkDialog(title, "Invalid name. A name cannot contain spaces, reserved characters, or reserved words.\n", false); |
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LoadBackgroundArt("ui_art\\selhero.pcx"); |
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} else { |
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bool overwrite = true; |
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for (std::size_t i = 0; i < selhero_SaveCount; i++) { |
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if (strcasecmp(selhero_heros[i].name, selhero_heroInfo.name) == 0) { |
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ArtBackground.Unload(); |
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char dialogText[256]; |
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snprintf(dialogText, sizeof(dialogText), "Character already exists. Do you want to overwrite \"%s\"?", selhero_heroInfo.name); |
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overwrite = UiSelHeroYesNoDialog(title, dialogText); |
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LoadBackgroundArt("ui_art\\selhero.pcx"); |
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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 = 0; |
|
} |
|
|
|
BOOL SelHero_GetHeroInfo(_uiheroinfo *pInfo) |
|
{ |
|
selhero_heros[selhero_SaveCount] = *pInfo; |
|
selhero_SaveCount++; |
|
|
|
return true; |
|
} |
|
|
|
static void UiSelHeroDialog( |
|
BOOL (*fninfo)(BOOL (*fninfofunc)(_uiheroinfo *)), |
|
BOOL (*fncreate)(_uiheroinfo *), |
|
void (*fnstats)(unsigned int, _uidefaultstats *), |
|
BOOL (*fnremove)(_uiheroinfo *), |
|
int *dlgresult, |
|
char (*name)[16]) |
|
{ |
|
bUIElementsLoaded = true; |
|
|
|
do { |
|
selhero_Init(); |
|
|
|
gfnHeroInfo = fninfo; |
|
gfnHeroCreate = fncreate; |
|
gfnHeroStats = fnstats; |
|
selhero_result = *dlgresult; |
|
|
|
selhero_navigateYesNo = false; |
|
|
|
selhero_SaveCount = 0; |
|
gfnHeroInfo(SelHero_GetHeroInfo); |
|
std::reverse(selhero_heros, selhero_heros + selhero_SaveCount); |
|
|
|
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; |
|
snprintf(*name, sizeof(*name), selhero_heroInfo.name); |
|
} |
|
|
|
void UiSelHeroSingDialog( |
|
BOOL (*fninfo)(BOOL (*fninfofunc)(_uiheroinfo *)), |
|
BOOL (*fncreate)(_uiheroinfo *), |
|
BOOL (*fnremove)(_uiheroinfo *), |
|
void (*fnstats)(unsigned int, _uidefaultstats *), |
|
int *dlgresult, |
|
char (*name)[16], |
|
int *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 *), |
|
int *dlgresult, |
|
BOOL *hero_is_created, |
|
char (*name)[16]) |
|
{ |
|
selhero_isMultiPlayer = true; |
|
UiSelHeroDialog(fninfo, fncreate, fnstats, fnremove, dlgresult, name); |
|
} |
|
|
|
static const char *selhero_GenerateName(uint8_t 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[hero_class % 6][iRand]; |
|
} |
|
|
|
} // namespace dvl
|
|
|