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error.cpp
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/**
* @file error.cpp
*
* Implementation of in-game message functions.
*/
#include <cstdint>
#include <deque>
#include "error.h"
#include "DiabloUI/ui_flags.hpp"
#include "engine/render/clx_render.hpp"
#include "engine/render/text_render.hpp"
#include "panels/info_box.hpp"
#include "stores.h"
#include "utils/algorithm/container.hpp"
#include "utils/language.h"
#include "utils/timer.hpp"
namespace devilution {
namespace {
std::deque<std::string> DiabloMessages;
std::vector<std::string> TextLines;
uint32_t msgdelay;
int ErrorWindowHeight = 54;
const int LineHeight = 12;
const int LineWidth = 418;
void InitNextLines()
{
msgdelay = GetMillisecondsSinceStartup();
TextLines.clear();
const std::string paragraphs = WordWrapString(DiabloMessages.front(), LineWidth, GameFont12, 1);
size_t previous = 0;
while (true) {
size_t next = paragraphs.find('\n', previous);
TextLines.emplace_back(paragraphs.substr(previous, next - previous));
if (next == std::string::npos)
break;
previous = next + 1;
}
ErrorWindowHeight = std::max(54, static_cast<int>((TextLines.size() * LineHeight) + 42));
}
} // namespace
/** Maps from error_id to error message. */
const char *const MsgStrings[] = {
"",
N_("No automap available in town"),
N_("No multiplayer functions in demo"),
N_("Direct Sound Creation Failed"),
N_("Not available in shareware version"),
N_("Not enough space to save"),
N_("No Pause in town"),
N_("Copying to a hard disk is recommended"),
N_("Multiplayer sync problem"),
N_("No pause in multiplayer"),
N_("Loading..."),
N_("Saving..."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Some are weakened as one grows strong"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "New strength is forged through destruction"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Those who defend seldom attack"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "The sword of justice is swift and sharp"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "While the spirit is vigilant the body thrives"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "The powers of mana refocused renews"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Time cannot diminish the power of steel"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Magic is not always what it seems to be"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "What once was opened now is closed"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Intensity comes at the cost of wisdom"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Arcane power brings destruction"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "That which cannot be held cannot be harmed"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Crimson and Azure become as the sun"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Knowledge and wisdom at the cost of self"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Drink and be refreshed"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Wherever you go, there you are"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Energy comes at the cost of wisdom"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Riches abound when least expected"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Where avarice fails, patience gains reward"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Blessed by a benevolent companion!"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "The hands of men may be guided by fate"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Strength is bolstered by heavenly faith"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "The essence of life flows from within"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "The way is made clear when viewed from above"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Salvation comes at the cost of wisdom"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Mysteries are revealed in the light of reason"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Those who are last may yet be first"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Generosity brings its own rewards"),
N_("You must be at least level 8 to use this."),
N_("You must be at least level 13 to use this."),
N_("You must be at least level 17 to use this."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Arcane knowledge gained!"),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "That which does not kill you..."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Knowledge is power."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Give and you shall receive."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Some experience is gained by touch."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "There's no place like home."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "Spiritual energy is restored."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "You feel more agile."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "You feel stronger."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "You feel wiser."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "You feel refreshed."),
N_(/* TRANSLATORS: Shrine Text. Keep atmospheric. :) */ "That which can break will."),
};
void InitDiabloMsg(diablo_message e)
{
InitDiabloMsg(LanguageTranslate(MsgStrings[e]));
}
void InitDiabloMsg(std::string_view msg)
{
if (DiabloMessages.size() >= MAX_SEND_STR_LEN)
return;
if (c_find(DiabloMessages, msg) != DiabloMessages.end())
return;
DiabloMessages.push_back(std::string(msg));
if (DiabloMessages.size() == 1)
InitNextLines();
}
bool IsDiabloMsgAvailable()
{
return !DiabloMessages.empty();
}
void CancelCurrentDiabloMsg()
{
msgdelay = 0;
}
void ClrDiabloMsg()
{
DiabloMessages.clear();
}
void DrawDiabloMsg(const Surface &out)
{
auto &uiRectanglePosition = GetUIRectangle().position;
int dialogStartY = ((gnScreenHeight - GetMainPanel().size.height) / 2) - (ErrorWindowHeight / 2) + 9;
ClxDraw(out, { uiRectanglePosition.x + 101, dialogStartY }, (*pSTextSlidCels)[0]);
ClxDraw(out, { uiRectanglePosition.x + 101, dialogStartY + ErrorWindowHeight - 6 }, (*pSTextSlidCels)[1]);
ClxDraw(out, { uiRectanglePosition.x + 527, dialogStartY + ErrorWindowHeight - 6 }, (*pSTextSlidCels)[2]);
ClxDraw(out, { uiRectanglePosition.x + 527, dialogStartY }, (*pSTextSlidCels)[3]);
int sx = uiRectanglePosition.x + 109;
for (int i = 0; i < 35; i++) {
ClxDraw(out, { sx, dialogStartY }, (*pSTextSlidCels)[4]);
ClxDraw(out, { sx, dialogStartY + ErrorWindowHeight - 6 }, (*pSTextSlidCels)[6]);
sx += 12;
}
int drawnYborder = 12;
while ((drawnYborder + 12) < ErrorWindowHeight) {
ClxDraw(out, { uiRectanglePosition.x + 101, dialogStartY + drawnYborder }, (*pSTextSlidCels)[5]);
ClxDraw(out, { uiRectanglePosition.x + 527, dialogStartY + drawnYborder }, (*pSTextSlidCels)[7]);
drawnYborder += 12;
}
DrawHalfTransparentRectTo(out, uiRectanglePosition.x + 104, dialogStartY - 8, 432, ErrorWindowHeight);
int lineNumber = 0;
for (auto &line : TextLines) {
DrawString(out, line, { { uiRectanglePosition.x + 109, dialogStartY + 12 + lineNumber * LineHeight }, { LineWidth, LineHeight } }, UiFlags::AlignCenter, 1, LineHeight);
lineNumber += 1;
}
if (msgdelay > 0 && msgdelay <= GetMillisecondsSinceStartup() - 3500) {
msgdelay = 0;
}
if (msgdelay == 0) {
DiabloMessages.pop_front();
if (!DiabloMessages.empty())
InitNextLines();
}
}
} // namespace devilution