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/**
* @file plrmsg.cpp
*
* Implementation of functionality for printing the ingame chat messages.
*/
#include "plrmsg.h"
#include <fmt/format.h>
#include "control.h"
#include "engine/render/text_render.hpp"
#include "inv.h"
#include "utils/language.h"
namespace devilution {
namespace {
#define PMSG_COUNT 8
uint8_t plr_msg_slot;
_plrmsg plr_msgs[PMSG_COUNT];
/** Maps from player_num to text color, as used in chat messages. */
const UiFlags TextColorFromPlayerId[MAX_PLRS + 1] = { UIS_SILVER, UIS_SILVER, UIS_SILVER, UIS_SILVER, UIS_GOLD };
void PrintChatMessage(const Surface &out, int x, int y, int width, char *text, uint16_t style)
{
int length = strlen(text);
for (int i = 0; i < length; i++) {
if (text[i] == '\n')
text[i] = ' ';
}
WordWrapGameString(text, width);
DrawString(out, text, { { x, y }, { width, 0 } }, style, 1, 10);
}
} // namespace
void plrmsg_delay(bool delay)
{
static uint32_t plrmsgTicks;
if (delay) {
plrmsgTicks = -SDL_GetTicks();
return;
}
plrmsgTicks += SDL_GetTicks();
_plrmsg *pMsg = plr_msgs;
for (int i = 0; i < PMSG_COUNT; i++, pMsg++)
pMsg->time += plrmsgTicks;
}
void ErrorPlrMsg(const char *pszMsg)
{
_plrmsg *pMsg = &plr_msgs[plr_msg_slot];
plr_msg_slot = (plr_msg_slot + 1) & (PMSG_COUNT - 1);
pMsg->player = MAX_PLRS;
pMsg->time = SDL_GetTicks();
strncpy(pMsg->str, pszMsg, sizeof(pMsg->str));
pMsg->str[sizeof(pMsg->str) - 1] = '\0';
}
size_t EventPlrMsg(const char *pszFmt, ...)
{
_plrmsg *pMsg;
va_list va;
va_start(va, pszFmt);
pMsg = &plr_msgs[plr_msg_slot];
plr_msg_slot = (plr_msg_slot + 1) & (PMSG_COUNT - 1);
pMsg->player = MAX_PLRS;
pMsg->time = SDL_GetTicks();
vsprintf(pMsg->str, pszFmt, va);
va_end(va);
return strlen(pMsg->str);
}
void SendPlrMsg(int pnum, const char *pszStr)
{
_plrmsg *pMsg = &plr_msgs[plr_msg_slot];
plr_msg_slot = (plr_msg_slot + 1) & (PMSG_COUNT - 1);
pMsg->player = pnum;
pMsg->time = SDL_GetTicks();
assert(strlen(Players[pnum]._pName) < PLR_NAME_LEN);
assert(strlen(pszStr) < MAX_SEND_STR_LEN);
strcpy(pMsg->str, fmt::format(_(/* TRANSLATORS: Shown if player presses "v" button. {:s} is player name, {:d} is level, {:s} is location */ "{:s} (lvl {:d}): {:s}"), Players[pnum]._pName, Players[pnum]._pLevel, pszStr).c_str());
}
void ClearPlrMsg()
{
_plrmsg *pMsg = plr_msgs;
uint32_t tick = SDL_GetTicks();
for (int i = 0; i < PMSG_COUNT; i++, pMsg++) {
if ((int)(tick - pMsg->time) > 10000)
pMsg->str[0] = '\0';
}
}
void InitPlrMsg()
{
memset(plr_msgs, 0, sizeof(plr_msgs));
plr_msg_slot = 0;
}
void DrawPlrMsg(const Surface &out)
{
DWORD x = 10;
DWORD y = 70;
DWORD width = gnScreenWidth - 20;
_plrmsg *pMsg;
if (chrflag || QuestLogIsOpen) {
x += SPANEL_WIDTH;
width -= SPANEL_WIDTH;
}
if (invflag || sbookflag)
width -= SPANEL_WIDTH;
if (width < 300)
return;
pMsg = plr_msgs;
for (int i = 0; i < PMSG_COUNT; i++) {
if (pMsg->str[0] != '\0')
PrintChatMessage(out, x, y, width, pMsg->str, TextColorFromPlayerId[pMsg->player]);
pMsg++;
y += 35;
}
}
} // namespace devilution