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#include "DiabloUI/multi/selgame.h"
#include <cstdint>
#include <fmt/format.h>
#include "DiabloUI/diabloui.h"
#include "DiabloUI/dialogs.h"
#include "DiabloUI/hero/selhero.h"
#include "DiabloUI/scrollbar.h"
#include "DiabloUI/selok.h"
#include "config.h"
#include "control.h"
#include "menu.h"
#include "options.h"
#include "storm/storm_net.hpp"
#include "utils/language.h"
#include "utils/str_cat.hpp"
#include "utils/utf8.hpp"
namespace devilution {
char selgame_Label[32];
char selgame_Ip[129] = "";
char selgame_Password[16] = "";
char selgame_Description[512];
std::string selgame_Title;
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<std::unique_ptr<UiListItem>> vecSelGameDlgItems;
std::vector<std::unique_ptr<UiItemBase>> vecSelGameDialog;
std::vector<GameInfo> Gamelist;
uint32_t firstPublicGameInfoRequestSend = 0;
unsigned HighlightedItem;
void selgame_FreeVectors()
{
vecSelGameDlgItems.clear();
vecSelGameDialog.clear();
}
void selgame_Init()
{
LoadBackgroundArt("ui_art\\selgame");
LoadScrollBar();
}
void selgame_Free()
{
ArtBackground = std::nullopt;
UnloadScrollBar();
selgame_FreeVectors();
}
bool IsGameCompatible(const GameData &data)
{
return (data.versionMajor == PROJECT_VERSION_MAJOR
&& data.versionMinor == PROJECT_VERSION_MINOR
&& data.versionPatch == PROJECT_VERSION_PATCH
&& data.programid == GAME_ID);
return false;
}
static std::string GetErrorMessageIncompatibility(const GameData &data)
{
if (data.programid != GAME_ID) {
string_view gameMode;
switch (data.programid) {
case GameIdDiabloFull:
gameMode = _("Diablo");
break;
case GameIdDiabloSpawn:
gameMode = _("Diablo Shareware");
break;
case GameIdHellfireFull:
gameMode = _("Hellfire");
break;
case GameIdHellfireSpawn:
gameMode = _("Hellfire Shareware");
break;
default:
return std::string(_("The host is running a different game than you."));
}
return fmt::format(fmt::runtime(_("The host is running a different game mode ({:s}) than you.")), gameMode);
} else {
return fmt::format(fmt::runtime(_(/* 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, data.versionMajor, data.versionMinor, data.versionPatch);
}
}
void UiInitGameSelectionList(string_view search)
{
selgame_enteringGame = false;
selgame_selectedGame = 0;
if (provider == SELCONN_LOOPBACK) {
selgame_enteringGame = true;
selgame_GameSelection_Select(0);
return;
}
if (provider == SELCONN_ZT) {
CopyUtf8(selgame_Ip, sgOptions.Network.szPreviousZTGame, sizeof(selgame_Ip));
} else {
CopyUtf8(selgame_Ip, sgOptions.Network.szPreviousHost, sizeof(selgame_Ip));
}
selgame_FreeVectors();
UiAddBackground(&vecSelGameDialog);
UiAddLogo(&vecSelGameDialog);
const Point uiPosition = GetUIRectangle().position;
SDL_Rect rectScrollbar = { (Sint16)(uiPosition.x + 590), (Sint16)(uiPosition.y + 244), 25, 178 };
vecSelGameDialog.push_back(std::make_unique<UiScrollbar>((*ArtScrollBarBackground)[0], (*ArtScrollBarThumb)[0], *ArtScrollBarArrow, rectScrollbar));
SDL_Rect rect1 = { (Sint16)(uiPosition.x + 24), (Sint16)(uiPosition.y + 161), 590, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_(ConnectionNames[provider]).data(), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect2 = { (Sint16)(uiPosition.x + 35), (Sint16)(uiPosition.y + 211), 205, 192 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Description:").data(), rect2, UiFlags::FontSize24 | UiFlags::ColorUiSilver));
SDL_Rect rect3 = { (Sint16)(uiPosition.x + 35), (Sint16)(uiPosition.y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16));
SDL_Rect rect4 = { (Sint16)(uiPosition.x + 300), (Sint16)(uiPosition.y + 211), 295, 33 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Select Action").data(), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
#ifdef PACKET_ENCRYPTION
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Create Game"), 0, UiFlags::ColorUiGold));
#endif
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Create Public Game"), 1, UiFlags::ColorUiGold));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Join Game"), 2, UiFlags::ColorUiGold));
if (provider == SELCONN_ZT) {
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>("", -1, UiFlags::ElementDisabled));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Public Games"), -1, UiFlags::ElementDisabled | UiFlags::ColorWhitegold));
if (Gamelist.empty()) {
// We expect the game list to be received after 3 seconds
if (firstPublicGameInfoRequestSend == 0 || (SDL_GetTicks() - firstPublicGameInfoRequestSend) < 2000)
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Loading..."), -1, UiFlags::ElementDisabled | UiFlags::ColorUiSilver));
else
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("None"), -1, UiFlags::ElementDisabled | UiFlags::ColorUiSilver));
} else {
for (unsigned i = 0; i < Gamelist.size(); i++) {
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(Gamelist[i].name, i + 3, UiFlags::ColorUiGold));
}
}
}
vecSelGameDialog.push_back(std::make_unique<UiList>(vecSelGameDlgItems, 6, uiPosition.x + 305, (uiPosition.y + 255), 285, 26, UiFlags::AlignCenter | UiFlags::FontSize24));
SDL_Rect rect5 = { (Sint16)(uiPosition.x + 299), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect5, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect6 = { (Sint16)(uiPosition.x + 449), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("CANCEL"), &UiFocusNavigationEsc, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
auto selectFn = [](int index) {
// UiListItem::m_value could be different from
// the index if packet encryption is disabled
int itemValue = vecSelGameDlgItems[index]->m_value;
selgame_GameSelection_Select(itemValue);
};
if (!search.empty()) {
for (unsigned i = 0; i < vecSelGameDlgItems.size(); i++) {
int gameIndex = vecSelGameDlgItems[i]->m_value - 3;
if (gameIndex < 0)
continue;
if (search == Gamelist[gameIndex].name)
HighlightedItem = i;
}
}
if (HighlightedItem >= vecSelGameDlgItems.size()) {
HighlightedItem = vecSelGameDlgItems.size() - 1;
}
UiInitList(selgame_GameSelection_Focus, selectFn, selgame_GameSelection_Esc, vecSelGameDialog, true, nullptr, nullptr, HighlightedItem);
}
} // namespace
void selgame_GameSelection_Init()
{
UiInitGameSelectionList("");
}
void selgame_GameSelection_Focus(int value)
{
const auto index = static_cast<unsigned>(value);
HighlightedItem = index;
const UiListItem &item = *vecSelGameDlgItems[index];
switch (item.m_value) {
case 0:
CopyUtf8(selgame_Description, _("Create a new game with a difficulty setting of your choice."), sizeof(selgame_Description));
break;
case 1:
CopyUtf8(selgame_Description, _("Create a new public game that anyone can join with a difficulty setting of your choice."), sizeof(selgame_Description));
break;
case 2:
if (provider == SELCONN_ZT) {
CopyUtf8(selgame_Description, _("Enter Game ID to join a game already in progress."), sizeof(selgame_Description));
} else {
CopyUtf8(selgame_Description, _("Enter an IP or a hostname to join a game already in progress."), sizeof(selgame_Description));
}
break;
default:
const GameInfo &gameInfo = Gamelist[item.m_value - 3];
std::string infoString = std::string(_("Join the public game already in progress."));
infoString.append("\n\n");
if (IsGameCompatible(gameInfo.gameData)) {
string_view difficulty;
switch (gameInfo.gameData.nDifficulty) {
case DIFF_NORMAL:
difficulty = _("Normal");
break;
case DIFF_NIGHTMARE:
difficulty = _("Nightmare");
break;
case DIFF_HELL:
difficulty = _("Hell");
break;
}
infoString.append(fmt::format(fmt::runtime(_(/* TRANSLATORS: {:s} means: Game Difficulty. */ "Difficulty: {:s}")), difficulty));
infoString += '\n';
switch (gameInfo.gameData.nTickRate) {
case 20:
AppendStrView(infoString, _("Speed: Normal"));
break;
case 30:
AppendStrView(infoString, _("Speed: Fast"));
break;
case 40:
AppendStrView(infoString, _("Speed: Faster"));
break;
case 50:
AppendStrView(infoString, _("Speed: Fastest"));
break;
default:
// This should not occure, so no translations is needed
infoString.append(StrCat("Speed: ", gameInfo.gameData.nTickRate));
break;
}
infoString += '\n';
AppendStrView(infoString, _("Players: "));
for (auto &playerName : gameInfo.players) {
infoString.append(playerName);
infoString += ' ';
}
} else {
infoString.append(GetErrorMessageIncompatibility(gameInfo.gameData));
}
CopyUtf8(selgame_Description, infoString, sizeof(selgame_Description));
break;
}
CopyUtf8(selgame_Description, WordWrapString(selgame_Description, DESCRIPTION_WIDTH), sizeof(selgame_Description));
}
/**
* @brief Load the current hero level from save file
* @param pInfo Hero info
* @return always true
*/
bool UpdateHeroLevel(_uiheroinfo *pInfo)
{
if (pInfo->saveNumber == gSaveNumber)
heroLevel = pInfo->level;
return true;
}
void selgame_GameSelection_Select(int value)
{
selgame_enteringGame = true;
selgame_selectedGame = value;
gfnHeroInfo(UpdateHeroLevel);
selgame_FreeVectors();
if (value > 2) {
CopyUtf8(selgame_Ip, Gamelist[value - 3].name, sizeof(selgame_Ip));
selgame_Password_Select(value);
return;
}
UiAddBackground(&vecSelGameDialog);
UiAddLogo(&vecSelGameDialog);
const Point uiPosition = GetUIRectangle().position;
SDL_Rect rect1 = { (Sint16)(uiPosition.x + 24), (Sint16)(uiPosition.y + 161), 590, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(&title, rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect2 = { (Sint16)(uiPosition.x + 34), (Sint16)(uiPosition.y + 211), 205, 33 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(selgame_Label, rect2, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect3 = { (Sint16)(uiPosition.x + 35), (Sint16)(uiPosition.y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16));
switch (value) {
case 0:
case 1: {
title = _("Create Game").data();
SDL_Rect rect4 = { (Sint16)(uiPosition.x + 299), (Sint16)(uiPosition.y + 211), 295, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Select Difficulty").data(), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Normal"), DIFF_NORMAL));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Nightmare"), DIFF_NIGHTMARE));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Hell"), DIFF_HELL));
vecSelGameDialog.push_back(std::make_unique<UiList>(vecSelGameDlgItems, vecSelGameDlgItems.size(), uiPosition.x + 300, (uiPosition.y + 282), 295, 26, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect5 = { (Sint16)(uiPosition.x + 299), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect5, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect6 = { (Sint16)(uiPosition.x + 449), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("CANCEL"), &UiFocusNavigationEsc, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
UiInitList(selgame_Diff_Focus, selgame_Diff_Select, selgame_Diff_Esc, vecSelGameDialog, true);
break;
}
case 2: {
selgame_Title = fmt::format(fmt::runtime(_("Join {:s} Games")), _(ConnectionNames[provider]));
title = selgame_Title.c_str();
const char *inputHint;
if (provider == SELCONN_ZT) {
inputHint = _("Enter Game ID").data();
} else {
inputHint = _("Enter address").data();
}
SDL_Rect rect4 = { (Sint16)(uiPosition.x + 305), (Sint16)(uiPosition.y + 211), 285, 33 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(inputHint, rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect5 = { (Sint16)(uiPosition.x + 305), (Sint16)(uiPosition.y + 314), 285, 33 };
vecSelGameDialog.push_back(std::make_unique<UiEdit>(inputHint, selgame_Ip, 128, false, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect6 = { (Sint16)(uiPosition.x + 299), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect7 = { (Sint16)(uiPosition.x + 449), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("CANCEL"), &UiFocusNavigationEsc, rect7, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
HighlightedItem = 0;
#ifdef PACKET_ENCRYPTION
UiInitList(nullptr, selgame_Password_Init, selgame_GameSelection_Init, vecSelGameDialog);
#else
UiInitList(nullptr, selgame_Password_Select, selgame_GameSelection_Init, vecSelGameDialog);
#endif
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:
CopyUtf8(selgame_Label, _("Normal"), sizeof(selgame_Label));
CopyUtf8(selgame_Description, _("Normal Difficulty\nThis is where a starting character should begin the quest to defeat Diablo."), sizeof(selgame_Description));
break;
case DIFF_NIGHTMARE:
CopyUtf8(selgame_Label, _("Nightmare"), sizeof(selgame_Label));
CopyUtf8(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));
break;
case DIFF_HELL:
CopyUtf8(selgame_Label, _("Hell"), sizeof(selgame_Label));
CopyUtf8(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));
break;
}
CopyUtf8(selgame_Description, WordWrapString(selgame_Description, DESCRIPTION_WIDTH), sizeof(selgame_Description));
}
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.").data(), false);
if (value == 2)
UiSelOkDialog(title, _("Your character must reach level 30 before you can enter a multiplayer game of Hell difficulty.").data(), false);
selgame_Init();
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;
}
HighlightedItem = 0;
selgame_GameSelection_Init();
}
void selgame_GameSpeedSelection()
{
gfnHeroInfo(UpdateHeroLevel);
selgame_FreeVectors();
UiAddBackground(&vecSelGameDialog);
UiAddLogo(&vecSelGameDialog);
const Point uiPosition = GetUIRectangle().position;
SDL_Rect rect1 = { (Sint16)(uiPosition.x + 24), (Sint16)(uiPosition.y + 161), 590, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Create Game").data(), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect2 = { (Sint16)(uiPosition.x + 34), (Sint16)(uiPosition.y + 211), 205, 33 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(selgame_Label, rect2, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect3 = { (Sint16)(uiPosition.x + 35), (Sint16)(uiPosition.y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16));
SDL_Rect rect4 = { (Sint16)(uiPosition.x + 299), (Sint16)(uiPosition.y + 211), 295, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Select Game Speed").data(), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Normal"), 20));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Fast"), 30));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Faster"), 40));
vecSelGameDlgItems.push_back(std::make_unique<UiListItem>(_("Fastest"), 50));
vecSelGameDialog.push_back(std::make_unique<UiList>(vecSelGameDlgItems, vecSelGameDlgItems.size(), uiPosition.x + 300, (uiPosition.y + 279), 295, 26, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect5 = { (Sint16)(uiPosition.x + 299), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect5, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect6 = { (Sint16)(uiPosition.x + 449), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("CANCEL"), &UiFocusNavigationEsc, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
UiInitList(selgame_Speed_Focus, selgame_Speed_Select, selgame_Speed_Esc, vecSelGameDialog, true);
}
void selgame_Speed_Focus(int value)
{
switch (vecSelGameDlgItems[value]->m_value) {
case 20:
CopyUtf8(selgame_Label, _("Normal"), sizeof(selgame_Label));
CopyUtf8(selgame_Description, _("Normal Speed\nThis is where a starting character should begin the quest to defeat Diablo."), sizeof(selgame_Description));
break;
case 30:
CopyUtf8(selgame_Label, _("Fast"), sizeof(selgame_Label));
CopyUtf8(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));
break;
case 40:
CopyUtf8(selgame_Label, _("Faster"), sizeof(selgame_Label));
CopyUtf8(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));
break;
case 50:
CopyUtf8(selgame_Label, _("Fastest"), sizeof(selgame_Label));
CopyUtf8(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));
break;
}
CopyUtf8(selgame_Description, WordWrapString(selgame_Description, DESCRIPTION_WIDTH), sizeof(selgame_Description));
}
void selgame_Speed_Esc()
{
selgame_GameSelection_Select(0);
}
void selgame_Speed_Select(int value)
{
nTickRate = vecSelGameDlgItems[value]->m_value;
if (provider == SELCONN_LOOPBACK || selgame_selectedGame == 1) {
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);
const Point uiPosition = GetUIRectangle().position;
SDL_Rect rect1 = { (Sint16)(uiPosition.x + 24), (Sint16)(uiPosition.y + 161), 590, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_(ConnectionNames[provider]).data(), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect2 = { (Sint16)(uiPosition.x + 35), (Sint16)(uiPosition.y + 211), 205, 192 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Description:").data(), rect2, UiFlags::FontSize24 | UiFlags::ColorUiSilver));
SDL_Rect rect3 = { (Sint16)(uiPosition.x + 35), (Sint16)(uiPosition.y + 256), DESCRIPTION_WIDTH, 192 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(selgame_Description, rect3, UiFlags::FontSize12 | UiFlags::ColorUiSilverDark, 1, 16));
SDL_Rect rect4 = { (Sint16)(uiPosition.x + 305), (Sint16)(uiPosition.y + 211), 285, 33 };
vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Enter Password").data(), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
// Allow password to be empty only when joining games
bool allowEmpty = selgame_selectedGame == 2;
SDL_Rect rect5 = { (Sint16)(uiPosition.x + 305), (Sint16)(uiPosition.y + 314), 285, 33 };
vecSelGameDialog.push_back(std::make_unique<UiEdit>(_("Enter Password"), selgame_Password, 15, allowEmpty, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect6 = { (Sint16)(uiPosition.x + 299), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect7 = { (Sint16)(uiPosition.x + 449), (Sint16)(uiPosition.y + 427), 140, 35 };
vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("CANCEL"), &UiFocusNavigationEsc, rect7, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
UiInitList(nullptr, selgame_Password_Select, selgame_Password_Esc, vecSelGameDialog);
}
static bool IsGameCompatibleWithErrorMessage(const GameData &data)
{
if (IsGameCompatible(data))
return IsDifficultyAllowed(data.nDifficulty);
selgame_Free();
std::string errorMessage = GetErrorMessageIncompatibility(data);
UiSelOkDialog(title, errorMessage.c_str(), false);
selgame_Init();
return false;
}
void selgame_Password_Select(int /*value*/)
{
char *gamePassword = nullptr;
if (selgame_selectedGame == 0)
gamePassword = selgame_Password;
if (selgame_selectedGame == 2 && strlen(selgame_Password) > 0)
gamePassword = selgame_Password;
// If there is an error, the error message won't necessarily be set.
// Clear the error so that we display "Unknown network error"
// instead of an arbitrary message in that case.
SDL_ClearError();
if (selgame_selectedGame > 1) {
bool allowJoin = true;
if (selgame_selectedGame > 2)
allowJoin = IsGameCompatible(Gamelist[selgame_selectedGame - 3].gameData);
if (provider == SELCONN_ZT) {
for (unsigned int i = 0; i < (sizeof(selgame_Ip) / sizeof(selgame_Ip[0])); i++) {
selgame_Ip[i] = (selgame_Ip[i] >= 'A' && selgame_Ip[i] <= 'Z') ? selgame_Ip[i] + 'a' - 'A' : selgame_Ip[i];
}
strcpy(sgOptions.Network.szPreviousZTGame, selgame_Ip);
} else {
strcpy(sgOptions.Network.szPreviousHost, selgame_Ip);
}
if (allowJoin && SNetJoinGame(selgame_Ip, gamePassword, gdwPlayerId)) {
if (!IsGameCompatibleWithErrorMessage(*m_game_data)) {
InitGameInfo();
selgame_GameSelection_Select(1);
return;
}
UiInitList_clear();
selgame_endMenu = true;
} else {
InitGameInfo();
selgame_Free();
std::string error;
if (!allowJoin)
error = GetErrorMessageIncompatibility(Gamelist[selgame_selectedGame - 3].gameData);
else
error = SDL_GetError();
if (error.empty())
error = "Unknown network error";
UiSelOkDialog(_("Multi Player Game").data(), error.c_str(), false);
selgame_Init();
if (selgame_selectedGame == 2)
selgame_Password_Init(selgame_selectedGame);
else
UiInitGameSelectionList("");
}
return;
}
m_game_data->nDifficulty = nDifficulty;
m_game_data->nTickRate = nTickRate;
m_game_data->bRunInTown = *sgOptions.Gameplay.runInTown ? 1 : 0;
m_game_data->bTheoQuest = *sgOptions.Gameplay.theoQuest ? 1 : 0;
m_game_data->bCowQuest = *sgOptions.Gameplay.cowQuest ? 1 : 0;
if (SNetCreateGame(nullptr, gamePassword, (char *)m_game_data, sizeof(*m_game_data), gdwPlayerId)) {
UiInitList_clear();
selgame_endMenu = true;
} else {
selgame_Free();
std::string error = SDL_GetError();
if (error.empty())
error = "Unknown network error";
UiSelOkDialog(_("Multi Player Game").data(), error.c_str(), false);
selgame_Init();
selgame_Password_Init(0);
}
}
void selgame_Password_Esc()
{
if (selgame_selectedGame == 2)
selgame_GameSelection_Select(2);
else
selgame_GameSpeedSelection();
}
void RefreshGameList()
{
static uint32_t lastRequest = 0;
static uint32_t lastUpdate = 0;
if (selgame_enteringGame)
return;
uint32_t currentTime = SDL_GetTicks();
if ((lastRequest == 0 || currentTime - lastRequest > 30000) && DvlNet_SendInfoRequest()) {
lastRequest = currentTime;
lastUpdate = currentTime - 3000; // Give 2 sec for responses, but don't wait 5
if (firstPublicGameInfoRequestSend == 0)
firstPublicGameInfoRequestSend = currentTime;
}
if (lastUpdate == 0 || currentTime - lastUpdate > 5000) {
int gameIndex = vecSelGameDlgItems[HighlightedItem]->m_value - 3;
std::string gameSearch = gameIndex >= 0 ? Gamelist[gameIndex].name : "";
std::vector<GameInfo> gamelist = DvlNet_GetGamelist();
Gamelist.clear();
for (unsigned i = 0; i < gamelist.size(); i++) {
Gamelist.push_back(gamelist[i]);
}
UiInitGameSelectionList(gameSearch);
lastUpdate = currentTime;
}
}
bool UiSelectGame(GameData *gameData, int *playerId)
{
firstPublicGameInfoRequestSend = 0;
gdwPlayerId = playerId;
m_game_data = gameData;
selgame_Init();
HighlightedItem = 0;
selgame_GameSelection_Init();
selgame_endMenu = false;
DvlNet_ClearPassword();
DvlNet_ClearGamelist();
while (!selgame_endMenu) {
UiClearScreen();
UiPollAndRender();
if (provider == SELCONN_ZT)
RefreshGameList();
}
selgame_Free();
return selgame_enteringGame;
}
} // namespace devilution