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#include "selhero.h"
#include <algorithm>
#include <chrono>
#include <random>
#include <fmt/format.h>
#include "DiabloUI/diabloui.h"
#include "DiabloUI/dialogs.h"
#include "DiabloUI/scrollbar.h"
#include "DiabloUI/selgame.h"
#include "DiabloUI/selok.h"
#include "DiabloUI/selyesno.h"
#include "control.h"
#include "options.h"
#include "pfile.h"
#include "utils/language.h"
#include <menu.h>
namespace devilution {
bool selhero_endMenu;
bool selhero_isMultiPlayer;
bool (*gfnHeroInfo)(bool (*fninfofunc)(_uiheroinfo *));
bool (*gfnHeroCreate)(_uiheroinfo *);
void (*gfnHeroStats)(unsigned int, _uidefaultstats *);
namespace {
std::size_t selhero_SaveCount = 0;
_uiheroinfo selhero_heros[MAX_CHARACTERS];
_uiheroinfo selhero_heroInfo;
char textStats[6][4];
const char *title = "";
_selhero_selections selhero_result;
bool selhero_navigateYesNo;
bool selhero_deleteEnabled;
std::vector<std::unique_ptr<UiItemBase>> vecSelHeroDialog;
std::vector<std::unique_ptr<UiListItem>> vecSelHeroDlgItems;
std::vector<std::unique_ptr<UiItemBase>> vecSelDlgItems;
UiImage *SELHERO_DIALOG_HERO_IMG;
void SelheroListFocus(int value);
void SelheroListSelect(int value);
void SelheroListEsc();
void SelheroLoadFocus(int value);
void SelheroLoadSelect(int value);
void SelheroNameSelect(int value);
void SelheroNameEsc();
void SelheroClassSelectorFocus(int value);
void SelheroClassSelectorSelect(int value);
void SelheroClassSelectorEsc();
const char *SelheroGenerateName(HeroClass heroClass);
void SelheroUiFocusNavigationYesNo()
{
if (selhero_deleteEnabled)
UiFocusNavigationYesNo();
}
void SelheroFree()
{
ArtBackground.Unload();
vecSelHeroDialog.clear();
vecSelDlgItems.clear();
vecSelHeroDlgItems.clear();
UnloadScrollBar();
}
void SelheroSetStats()
{
SELHERO_DIALOG_HERO_IMG->m_frame = static_cast<int>(selhero_heroInfo.heroclass);
snprintf(textStats[0], sizeof(textStats[0]), "%i", selhero_heroInfo.level);
snprintf(textStats[1], sizeof(textStats[1]), "%i", selhero_heroInfo.strength);
snprintf(textStats[2], sizeof(textStats[2]), "%i", selhero_heroInfo.magic);
snprintf(textStats[3], sizeof(textStats[3]), "%i", selhero_heroInfo.dexterity);
snprintf(textStats[4], sizeof(textStats[4]), "%i", selhero_heroInfo.vitality);
snprintf(textStats[5], sizeof(textStats[5]), "%i", selhero_heroInfo.saveNumber);
}
UiArtTextButton *SELLIST_DIALOG_DELETE_BUTTON;
bool SelHeroGetHeroInfo(_uiheroinfo *pInfo)
{
selhero_heros[selhero_SaveCount] = *pInfo;
selhero_SaveCount++;
return true;
}
void SelheroListFocus(int value)
{
const auto index = static_cast<std::size_t>(value);
UiFlags baseFlags = UiFlags::AlignCenter | UiFlags::FontSize30;
if (selhero_SaveCount != 0 && index < selhero_SaveCount) {
memcpy(&selhero_heroInfo, &selhero_heros[index], sizeof(selhero_heroInfo));
SelheroSetStats();
SELLIST_DIALOG_DELETE_BUTTON->m_iFlags = baseFlags | UiFlags::ColorUiGold;
selhero_deleteEnabled = true;
return;
}
SELHERO_DIALOG_HERO_IMG->m_frame = static_cast<int>(enum_size<HeroClass>::value);
for (char *textStat : textStats)
strcpy(textStat, "--");
SELLIST_DIALOG_DELETE_BUTTON->m_iFlags = baseFlags | UiFlags::ColorUiSilver | UiFlags::ElementDisabled;
selhero_deleteEnabled = false;
}
bool SelheroListDeleteYesNo()
{
selhero_navigateYesNo = selhero_deleteEnabled;
return selhero_navigateYesNo;
}
void SelheroListSelect(int value)
{
if (static_cast<std::size_t>(value) == selhero_SaveCount) {
vecSelDlgItems.clear();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(std::make_unique<UiArtText>(_("Choose Class"), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
vecSelHeroDlgItems.clear();
int itemH = 33;
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("Warrior"), static_cast<int>(HeroClass::Warrior)));
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("Rogue"), static_cast<int>(HeroClass::Rogue)));
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("Sorcerer"), static_cast<int>(HeroClass::Sorcerer)));
if (gbIsHellfire) {
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("Monk"), static_cast<int>(HeroClass::Monk)));
}
if (gbBard || *sgOptions.Gameplay.testBard) {
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("Bard"), static_cast<int>(HeroClass::Bard)));
}
if (gbBarbarian || *sgOptions.Gameplay.testBarbarian) {
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("Barbarian"), static_cast<int>(HeroClass::Barbarian)));
}
if (vecSelHeroDlgItems.size() > 4)
itemH = 26;
int itemY = 246 + (176 - vecSelHeroDlgItems.size() * itemH) / 2;
vecSelDlgItems.push_back(std::make_unique<UiList>(vecSelHeroDlgItems, vecSelHeroDlgItems.size(), PANEL_LEFT + 264, (UI_OFFSET_Y + itemY), 320, itemH, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect2, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("Cancel"), &UiFocusNavigationEsc, rect3, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
UiInitList(SelheroClassSelectorFocus, SelheroClassSelectorSelect, SelheroClassSelectorEsc, vecSelDlgItems, true);
memset(&selhero_heroInfo.name, 0, sizeof(selhero_heroInfo.name));
selhero_heroInfo.saveNumber = pfile_ui_get_first_unused_save_num();
SelheroSetStats();
title = selhero_isMultiPlayer ? _("New Multi Player Hero") : _("New Single Player Hero");
return;
}
if (selhero_heroInfo.hassaved) {
vecSelDlgItems.clear();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(std::make_unique<UiArtText>(_("Save File Exists"), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
vecSelHeroDlgItems.clear();
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("Load Game"), 0));
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("New Game"), 1));
vecSelDlgItems.push_back(std::make_unique<UiList>(vecSelHeroDlgItems, vecSelHeroDlgItems.size(), PANEL_LEFT + 265, (UI_OFFSET_Y + 285), 320, 33, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect2, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 427), 140, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("Cancel"), &UiFocusNavigationEsc, rect3, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
UiInitList(SelheroLoadFocus, SelheroLoadSelect, selhero_List_Init, vecSelDlgItems, true);
title = _("Single Player Characters");
return;
}
SelheroLoadSelect(1);
}
void SelheroListEsc()
{
UiInitList_clear();
selhero_endMenu = true;
selhero_result = SELHERO_PREVIOUS;
}
void SelheroClassSelectorFocus(int value)
{
const auto heroClass = static_cast<HeroClass>(vecSelHeroDlgItems[value]->m_value);
_uidefaultstats defaults;
gfnHeroStats(static_cast<unsigned int>(heroClass), &defaults);
selhero_heroInfo.level = 1;
selhero_heroInfo.heroclass = heroClass;
selhero_heroInfo.strength = defaults.strength;
selhero_heroInfo.magic = defaults.magic;
selhero_heroInfo.dexterity = defaults.dexterity;
selhero_heroInfo.vitality = defaults.vitality;
SelheroSetStats();
}
bool ShouldPrefillHeroName()
{
#if defined(PREFILL_PLAYER_NAME)
return true;
#else
return sgbControllerActive;
#endif
}
void SelheroClassSelectorSelect(int value)
{
auto hClass = static_cast<HeroClass>(vecSelHeroDlgItems[value]->m_value);
if (gbIsSpawn && (hClass == HeroClass::Rogue || hClass == HeroClass::Sorcerer || (hClass == HeroClass::Bard && !hfbard_mpq))) {
ArtBackground.Unload();
UiSelOkDialog(nullptr, _("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");
SelheroListSelect(selhero_SaveCount);
return;
}
title = selhero_isMultiPlayer ? _("New Multi Player Hero") : _("New Single Player Hero");
memset(selhero_heroInfo.name, '\0', sizeof(selhero_heroInfo.name));
if (ShouldPrefillHeroName())
strcpy(selhero_heroInfo.name, SelheroGenerateName(selhero_heroInfo.heroclass));
vecSelDlgItems.clear();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(std::make_unique<UiArtText>(_("Enter Name"), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 265), (Sint16)(UI_OFFSET_Y + 317), 320, 33 };
vecSelDlgItems.push_back(std::make_unique<UiEdit>(_("Enter Name"), selhero_heroInfo.name, 15, false, rect2, UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 279), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect3, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 429), (Sint16)(UI_OFFSET_Y + 429), 140, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("Cancel"), &UiFocusNavigationEsc, rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
UiInitList(nullptr, SelheroNameSelect, SelheroNameEsc, vecSelDlgItems);
}
void SelheroClassSelectorEsc()
{
vecSelDlgItems.clear();
vecSelHeroDlgItems.clear();
if (selhero_SaveCount != 0) {
selhero_List_Init();
return;
}
SelheroListEsc();
}
void SelheroNameSelect(int /*value*/)
{
// only check names in multiplayer, we don't care about them in single
if (selhero_isMultiPlayer && !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 {
if (gfnHeroCreate(&selhero_heroInfo)) {
SelheroLoadSelect(1);
return;
}
UiErrorOkDialog(_(/* TRANSLATORS: Error Message */ "Unable to create character."), vecSelDlgItems);
}
memset(selhero_heroInfo.name, '\0', sizeof(selhero_heroInfo.name));
SelheroClassSelectorSelect(0);
}
void SelheroNameEsc()
{
SelheroListSelect(selhero_SaveCount);
}
void SelheroLoadFocus(int value)
{
}
void SelheroLoadSelect(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;
SelheroFree();
LoadBackgroundArt("ui_art\\selgame.pcx");
selgame_GameSelection_Select(0);
}
selhero_result = SELHERO_NEW_DUNGEON;
}
const char *SelheroGenerateName(HeroClass heroClass)
{
static const char *const Names[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 Names[static_cast<std::size_t>(heroClass) % 6][iRand];
}
} // namespace
void selhero_Init()
{
LoadBackgroundArt("ui_art\\selhero.pcx");
UiAddBackground(&vecSelHeroDialog);
UiAddLogo(&vecSelHeroDialog);
LoadScrollBar();
selhero_SaveCount = 0;
gfnHeroInfo(SelHeroGetHeroInfo);
std::reverse(selhero_heros, selhero_heros + selhero_SaveCount);
vecSelDlgItems.clear();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 24), (Sint16)(UI_OFFSET_Y + 161), 590, 35 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(&title, rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 30), (Sint16)(UI_OFFSET_Y + 211), 180, 76 };
auto heroImg = std::make_unique<UiImage>(&ArtHero, rect2, UiFlags::None, /*bAnimated=*/false, static_cast<int>(enum_size<HeroClass>::value));
SELHERO_DIALOG_HERO_IMG = heroImg.get();
vecSelHeroDialog.push_back(std::move(heroImg));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 323), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Level:"), rect3, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 323), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Level:"), rect4, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 323), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[0], rect5, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 358), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Strength:"), rect6, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect7 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 358), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[1], rect7, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect8 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 380), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Magic:"), rect8, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect9 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 380), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[2], rect9, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect10 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 401), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Dexterity:"), rect10, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect11 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 401), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[3], rect11, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect12 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 422), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Vitality:"), rect12, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect13 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 422), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[4], rect13, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
#if _DEBUG
SDL_Rect rect14 = { (Sint16)(PANEL_LEFT + 39), (Sint16)(UI_OFFSET_Y + 443), 110, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(_("Savegame:"), rect14, UiFlags::AlignRight | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
SDL_Rect rect15 = { (Sint16)(PANEL_LEFT + 159), (Sint16)(UI_OFFSET_Y + 443), 40, 21 };
vecSelHeroDialog.push_back(std::make_unique<UiArtText>(textStats[5], rect15, UiFlags::AlignCenter | UiFlags::FontSize12 | UiFlags::ColorUiSilverDark));
#endif
}
void selhero_List_Init()
{
size_t selectedItem = 0;
vecSelDlgItems.clear();
SDL_Rect rect1 = { (Sint16)(PANEL_LEFT + 264), (Sint16)(UI_OFFSET_Y + 211), 320, 33 };
vecSelDlgItems.push_back(std::make_unique<UiArtText>(_("Select Hero"), rect1, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3));
vecSelHeroDlgItems.clear();
for (std::size_t i = 0; i < selhero_SaveCount; i++) {
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(selhero_heros[i].name, static_cast<int>(i)));
if (selhero_heros[i].saveNumber == selhero_heroInfo.saveNumber)
selectedItem = i;
}
vecSelHeroDlgItems.push_back(std::make_unique<UiListItem>(_("New Hero"), static_cast<int>(selhero_SaveCount)));
vecSelDlgItems.push_back(std::make_unique<UiList>(vecSelHeroDlgItems, 6, PANEL_LEFT + 265, (UI_OFFSET_Y + 256), 320, 26, UiFlags::AlignCenter | UiFlags::FontSize24 | UiFlags::ColorUiGold));
SDL_Rect rect2 = { (Sint16)(PANEL_LEFT + 585), (Sint16)(UI_OFFSET_Y + 244), 25, 178 };
vecSelDlgItems.push_back(std::make_unique<UiScrollbar>(&ArtScrollBarBackground, &ArtScrollBarThumb, &ArtScrollBarArrow, rect2));
SDL_Rect rect3 = { (Sint16)(PANEL_LEFT + 239), (Sint16)(UI_OFFSET_Y + 429), 120, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect3, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
SDL_Rect rect4 = { (Sint16)(PANEL_LEFT + 364), (Sint16)(UI_OFFSET_Y + 429), 120, 35 };
auto setlistDialogDeleteButton = std::make_unique<UiArtTextButton>(_("Delete"), &SelheroUiFocusNavigationYesNo, rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver | UiFlags::ElementDisabled);
SELLIST_DIALOG_DELETE_BUTTON = setlistDialogDeleteButton.get();
vecSelDlgItems.push_back(std::move(setlistDialogDeleteButton));
SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 489), (Sint16)(UI_OFFSET_Y + 429), 120, 35 };
vecSelDlgItems.push_back(std::make_unique<UiArtTextButton>(_("Cancel"), &UiFocusNavigationEsc, rect5, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold));
UiInitList(SelheroListFocus, SelheroListSelect, SelheroListEsc, vecSelDlgItems, false, SelheroListDeleteYesNo, selectedItem);
if (selhero_isMultiPlayer) {
title = _("Multi Player Characters");
} else {
title = _("Single Player Characters");
}
}
static void UiSelHeroDialog(
bool (*fninfo)(bool (*fninfofunc)(_uiheroinfo *)),
bool (*fncreate)(_uiheroinfo *),
void (*fnstats)(unsigned int, _uidefaultstats *),
bool (*fnremove)(_uiheroinfo *),
_selhero_selections *dlgresult,
uint32_t *saveNumber)
{
do {
gfnHeroInfo = fninfo;
gfnHeroCreate = fncreate;
gfnHeroStats = fnstats;
selhero_result = *dlgresult;
selhero_navigateYesNo = false;
selhero_Init();
if (selhero_SaveCount != 0) {
selhero_heroInfo = {};
// Search last used save and remember it as selected item
for (size_t i = 0; i < selhero_SaveCount; i++) {
if (selhero_heros[i].saveNumber == *saveNumber) {
memcpy(&selhero_heroInfo, &selhero_heros[i], sizeof(selhero_heroInfo));
break;
}
}
selhero_List_Init();
} else {
SelheroListSelect(selhero_SaveCount);
}
selhero_endMenu = false;
while (!selhero_endMenu && !selhero_navigateYesNo) {
UiClearScreen();
UiRenderItems(vecSelHeroDialog);
UiPollAndRender();
}
SelheroFree();
if (selhero_navigateYesNo) {
char dialogTitle[128];
char dialogText[256];
if (selhero_isMultiPlayer) {
strcpy(dialogTitle, _("Delete Multi Player Hero"));
} else {
strcpy(dialogTitle, _("Delete Single Player Hero"));
}
strcpy(dialogText, fmt::format(_("Are you sure you want to delete the character \"{:s}\"?"), selhero_heroInfo.name).c_str());
if (UiSelHeroYesNoDialog(dialogTitle, dialogText))
fnremove(&selhero_heroInfo);
}
} while (selhero_navigateYesNo);
*dlgresult = selhero_result;
*saveNumber = selhero_heroInfo.saveNumber;
}
void UiSelHeroSingDialog(
bool (*fninfo)(bool (*fninfofunc)(_uiheroinfo *)),
bool (*fncreate)(_uiheroinfo *),
bool (*fnremove)(_uiheroinfo *),
void (*fnstats)(unsigned int, _uidefaultstats *),
_selhero_selections *dlgresult,
uint32_t *saveNumber,
_difficulty *difficulty)
{
selhero_isMultiPlayer = false;
UiSelHeroDialog(fninfo, fncreate, fnstats, fnremove, dlgresult, saveNumber);
*difficulty = nDifficulty;
}
void UiSelHeroMultDialog(
bool (*fninfo)(bool (*fninfofunc)(_uiheroinfo *)),
bool (*fncreate)(_uiheroinfo *),
bool (*fnremove)(_uiheroinfo *),
void (*fnstats)(unsigned int, _uidefaultstats *),
_selhero_selections *dlgresult,
uint32_t *saveNumber)
{
selhero_isMultiPlayer = true;
UiSelHeroDialog(fninfo, fncreate, fnstats, fnremove, dlgresult, saveNumber);
}
} // namespace devilution