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CnC_Renegade/Code/Commando/dlgevaencyclopedia.cpp

329 lines
9.2 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/commando/dlgevaencyclopedia.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 12/02/01 10:45a $*
* *
* $Revision:: 26 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dlgevaencyclopedia.h"
#include "dialogresource.h"
#include "tabctrl.h"
#include "dlgevaobjectivestab.h"
#include "dlgevamaptab.h"
#include "dlgevadatatab.h"
#include "dlgevacharacterstab.h"
#include "dlgevaweaponstab.h"
#include "dlgevavehiclestab.h"
#include "dlgevabuildingstab.h"
#include "cnetwork.h"
#include "gamemode.h"
#include "wolgmode.h"
#include "dialogmgr.h"
#include "gameinitmgr.h"
#include "gametype.h"
#include "suicideevent.h"
#include "changeteamevent.h"
#include "cstextobj.h"
#include "wwaudio.h"
#include "dlghelpscreen.h"
#include "crandom.h"
#include "slavemaster.h"
#include "string_ids.h"
#include "translatedb.h"
////////////////////////////////////////////////////////////////
// Static member initialization
////////////////////////////////////////////////////////////////
EVAEncyclopediaMenuClass * EVAEncyclopediaMenuClass::_TheInstance = NULL;
int EVAEncyclopediaMenuClass::_NextTabIndex = -4;
////////////////////////////////////////////////////////////////
//
// EVAEncyclopediaMenuClass
//
////////////////////////////////////////////////////////////////
EVAEncyclopediaMenuClass::EVAEncyclopediaMenuClass (void) :
MenuDialogClass (IDD_MENU_EVA_ENCYCLOPEDIA)
{
_TheInstance = this;
return ;
}
////////////////////////////////////////////////////////////////
//
// EVAEncyclopediaMenuClass
//
////////////////////////////////////////////////////////////////
EVAEncyclopediaMenuClass::~EVAEncyclopediaMenuClass (void)
{
_TheInstance = NULL;
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Init_Dialog
//
////////////////////////////////////////////////////////////////
void
EVAEncyclopediaMenuClass::On_Init_Dialog (void)
{
TabCtrlClass *tab_ctrl = (TabCtrlClass *)Get_Dlg_Item (IDC_GENERIC_TABCTRL);
if (tab_ctrl != NULL) {
//
// Add the tabs to the control
//
TABCTRL_ADD_TAB (tab_ctrl, EvaObjectivesTabClass);
TABCTRL_ADD_TAB (tab_ctrl, EvaMapTabClass);
TABCTRL_ADD_TAB (tab_ctrl, EvaDataTabClass);
TABCTRL_ADD_TAB (tab_ctrl, EvaCharactersTabClass);
TABCTRL_ADD_TAB (tab_ctrl, EvaWeaponsTabClass);
TABCTRL_ADD_TAB (tab_ctrl, EvaVehiclesTabClass);
TABCTRL_ADD_TAB (tab_ctrl, EvaBuildingsTabClass);
//
// Determine which tab to show be default
//
int tab_index = _NextTabIndex;
if (_NextTabIndex < 0) {
tab_index = 0;
}
tab_ctrl->Set_Curr_Tab (tab_index);
}
//
// Remove the save/load options for multiplay
//
if (!IS_MISSION) {
Get_Dlg_Item (IDC_MENU_LOAD_SP_GAME_BUTTON)->Show (false);
Get_Dlg_Item (IDC_MENU_LOAD_SP_GAME_BUTTON)->Enable (false);
Get_Dlg_Item (IDC_MENU_SAVE_SP_GAME_BUTTON)->Show (false);
Get_Dlg_Item (IDC_MENU_SAVE_SP_GAME_BUTTON)->Enable (false);
}
//
// Enable or disable the suicide button
//
bool is_suicide_enabled =
The_Game() != NULL &&
!IS_MISSION &&
cNetwork::I_Am_Client() &&
GameModeManager::Find("Combat") != NULL &&
GameModeManager::Find("Combat")->Is_Active();
Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_SUICIDE)->Enable(is_suicide_enabled);
Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_SUICIDE)->Show(is_suicide_enabled);
//
// Enable or disable the change teams button
//
bool is_team_change_enabled =
The_Game() != NULL &&
!IS_MISSION &&
cNetwork::I_Am_Client() &&
//The_Game()->Is_Team_Game() &&
The_Game()->IsTeamChangingAllowed.Is_True() &&
(!(GameModeManager::Find("WOL") != NULL && GameModeManager::Find("WOL")->Is_Active()) || The_Game()->IsLaddered.Is_False()) &&
GameModeManager::Find("Combat") != NULL &&
GameModeManager::Find("Combat")->Is_Active();
Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_CHANGE_TEAMS)->Enable(is_team_change_enabled);
Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_CHANGE_TEAMS)->Show(is_team_change_enabled);
MenuDialogClass::On_Init_Dialog ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Destroy
//
////////////////////////////////////////////////////////////////
void
EVAEncyclopediaMenuClass::On_Destroy (void)
{
TabCtrlClass *tab_ctrl = (TabCtrlClass *)Get_Dlg_Item (IDC_GENERIC_TABCTRL);
if (tab_ctrl == NULL) {
return ;
}
//
// Remember what tab the user left on...
//
if (_NextTabIndex >= 0) {
_NextTabIndex = tab_ctrl->Get_Curr_Tab ();
}
MenuDialogClass::On_Destroy ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Command
//
////////////////////////////////////////////////////////////////
void
EVAEncyclopediaMenuClass::On_Command (int ctrl_id, int message_id, DWORD param)
{
bool allow_default_processing = true;
switch (ctrl_id)
{
case IDC_HELP_BUTTON:
START_DIALOG (HelpScreenDialogClass);
break;
case IDC_MENU_MAIN_MENU_BUTTON:
Prompt_User ();
allow_default_processing = false;
break;
case IDCANCEL:
ctrl_id = IDC_MENU_BACK_BUTTON;
case IDC_MENU_BACK_BUTTON:
GameInitMgrClass::Continue_Game();
break;
}
//
// Allow the base class to process the message (if necessary)
//
if (allow_default_processing) {
MenuDialogClass::On_Command (ctrl_id, message_id, param);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Display
//
////////////////////////////////////////////////////////////////
void
EVAEncyclopediaMenuClass::Display (TAB_ID tab_id)
{
//
// Create the dialog if necessary, otherwise simply bring it to the front
//
if (_TheInstance == NULL) {
if (tab_id != TAB_NONE) {
_NextTabIndex = tab_id;
}
START_DIALOG (EVAEncyclopediaMenuClass);
} else {
if (_TheInstance->Is_Active_Menu () == false) {
DialogMgrClass::Rollback (_TheInstance);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Prompt_User
//
////////////////////////////////////////////////////////////////
void
EVAEncyclopediaMenuClass::Prompt_User (void)
{
//
// Display the message box
//
DlgMsgBox::DoDialog (TRANSLATE (IDS_MENU_TEXT054), TRANSLATE (IDS_EXIT_GAME_VERIFICATION), DlgMsgBox::YesNo, this);
return ;
}
////////////////////////////////////////////////////////////////
//
// HandleNotification
//
////////////////////////////////////////////////////////////////
void
EVAEncyclopediaMenuClass::HandleNotification (DlgMsgBoxEvent &event)
{
if (event.Event () == DlgMsgBoxEvent::Yes) {
Exit_Game ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Exit_Game
//
////////////////////////////////////////////////////////////////
void
EVAEncyclopediaMenuClass::Exit_Game (void)
{
bool stop = false;
if (GameModeManager::Find("WOL")->Is_Active() || GameModeManager::Find("LAN")->Is_Active()) {
if (cNetwork::I_Am_Server() && The_Game() && The_Game()->IsDedicated.Is_True() && SlaveMaster.Am_I_Slave()) {
stop = true;
}
}
//
// Close the dialog
//
End_Dialog ();
GameInitMgrClass::End_Game();
//
// Dedicated slave servers should just quit here.
//
if (stop) {
extern void Stop_Main_Loop (int exitCode);
Stop_Main_Loop (EXIT_SUCCESS);
}
GameInitMgrClass::Display_End_Game_Menu();
return ;
}