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CnC_Renegade/Code/Commando/DlgMPConnect.cpp

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6.2 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* NAME
* $Archive: /Commando/Code/Commando/DlgMPConnect.cpp $
*
* DESCRIPTION
* Dialog to inform user that we are connecting to a game host.
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Tom_s $
*
* VERSION INFO
* $Revision: 12 $
* $Modtime: 2/25/02 11:29a $
*
******************************************************************************/
#include "dlgmpconnect.h"
#include "gamedata.h"
#include "gameinitmgr.h"
#include "campaign.h"
#include "cnetwork.h"
#include "resource.h"
#include <wwdebug\wwdebug.h>
#include "dlgmainmenu.h"
#include "gamespyadmin.h"
#include "specialbuilds.h"
#include "dialogtests.h"
#include "dialogmgr.h"
#include "gamemode.h"
#include "langmode.h"
#include "wolgmode.h"
/******************************************************************************
*
* NAME
* DlgMPConnect::DoDialog
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULT
* True if dialog created successfully.
*
******************************************************************************/
bool DlgMPConnect::DoDialog(int teamChoice, unsigned long clanID)
{
DlgMPConnect* popup = new DlgMPConnect(teamChoice, clanID);
if (popup)
{
popup->Start_Dialog();
popup->Release_Ref();
}
return (popup != NULL);
}
/******************************************************************************
*
* NAME
* DlgMPConnect::DlgMPConnect
*
* DESCRIPTION
* Constructor
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
DlgMPConnect::DlgMPConnect(int teamChoice, unsigned long clanID) :
PopupDialogClass(IDD_MULTIPLAY_CONNECTING),
mTeamChoice(teamChoice),
mClanID(clanID),
mTheGame(NULL),
mFailed(false)
{
WWDEBUG_SAY(("DlgMPConnect: Instantiated\n"));
}
/******************************************************************************
*
* NAME
* DlgMPConnect::~DlgMPConnect
*
* DESCRIPTION
* Destructor
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
DlgMPConnect::~DlgMPConnect()
{
WWDEBUG_SAY(("DlgMPConnect: Destructing\n"));
}
/******************************************************************************
*
* NAME
* DlgMPConnect::Connected
*
* DESCRIPTION
* Handle connection.
*
* INPUTS
* GameData - Pointer to game data instance
*
* RESULT
* NONE
*
******************************************************************************/
void DlgMPConnect::Connected(cGameData* theGame)
{
mTheGame = theGame;
}
/******************************************************************************
*
* NAME
* DlgMPConnect::Connected
*
* DESCRIPTION
* Handle connection.
*
* INPUTS
* GameData - Pointer to game data instance
*
* RESULT
* NONE
*
******************************************************************************/
void DlgMPConnect::Failed_To_Connect(void)
{
mFailed = true;
}
/******************************************************************************
*
* NAME
* DlgMPConnect::On_Command
*
* DESCRIPTION
* Process command messages from controls
*
* INPUTS
* Ctrl - ID of control
* Message -
* Param - 0 = User invoked abort. 1 = Connection refused by server.
*
* RESULT
* NONE
*
******************************************************************************/
void DlgMPConnect::On_Command(int ctrlID, int message, DWORD param)
{
if ((IDCANCEL == ctrlID) && (1 != param))
{
if (cNetwork::I_Am_Client())
{
cNetwork::Cleanup_Client();
}
if (cGameSpyAdmin::Get_Is_Launched_From_Gamespy())
{
extern void Stop_Main_Loop (int);
Stop_Main_Loop(EXIT_SUCCESS);
}
else if (DialogMgrClass::Get_Dialog_Count () == 1)
{
START_DIALOG (MainMenuDialogClass);
}
}
PopupDialogClass::On_Command(ctrlID, message, param);
}
/******************************************************************************
*
* NAME
* DlgMPConnect::On_Periodic
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULT
* NONE
*
******************************************************************************/
void DlgMPConnect::On_Periodic(void)
{
PopupDialogClass::On_Periodic();
if (mTheGame != NULL)
{
// Add a reference to keep us alive while we process the game start
Add_Ref();
// Remove the dialog from menuing system
End_Dialog();
// Check to ensure the settings are playable
WideStringClass outMsg;
if (mTheGame->Is_Valid_Settings(outMsg))
{
WWDEBUG_SAY(("DlgMPConnect: Starting the game.\n"));
CampaignManager::Select_Backdrop_Number_By_MP_Type(mTheGame->Get_Game_Type());
// Start the game!
GameInitMgrClass::Set_Is_Client_Required(true);
GameInitMgrClass::Set_Is_Server_Required(false);
GameInitMgrClass::Start_Game(mTheGame->Get_Map_Name(), mTeamChoice, mClanID);
}
else
{
WWDEBUG_SAY(("ERROR: %s\n", (const WCHAR*)outMsg));
}
// Release the keep alive reference (this will delete this object)
Release_Ref();
}
else
{
if (mFailed)
{
Add_Ref();
// Remove the dialog from menuing system
End_Dialog();
if (GameModeManager::Find("LAN")->Is_Active())
{
PLC->Refusal_Actions();
}
else
{
GameModeClass* gameMode = GameModeManager::Find("WOL");
if (gameMode && gameMode->Is_Active())
{
WolGameModeClass* wolGame = static_cast<WolGameModeClass*>(gameMode);
WWASSERT(wolGame);
wolGame->Refusal_Actions();
}
}
Release_Ref();
}
}
}