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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
329
Code/Commando/dlgevaencyclopedia.cpp
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329
Code/Commando/dlgevaencyclopedia.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/commando/dlgevaencyclopedia.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 12/02/01 10:45a $*
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* *
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* $Revision:: 26 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "dlgevaencyclopedia.h"
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#include "dialogresource.h"
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#include "tabctrl.h"
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#include "dlgevaobjectivestab.h"
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#include "dlgevamaptab.h"
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#include "dlgevadatatab.h"
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#include "dlgevacharacterstab.h"
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#include "dlgevaweaponstab.h"
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#include "dlgevavehiclestab.h"
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#include "dlgevabuildingstab.h"
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#include "cnetwork.h"
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#include "gamemode.h"
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#include "wolgmode.h"
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#include "dialogmgr.h"
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#include "gameinitmgr.h"
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#include "gametype.h"
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#include "suicideevent.h"
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#include "changeteamevent.h"
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#include "cstextobj.h"
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#include "wwaudio.h"
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#include "dlghelpscreen.h"
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#include "crandom.h"
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#include "slavemaster.h"
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#include "string_ids.h"
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#include "translatedb.h"
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////////////////////////////////////////////////////////////////
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// Static member initialization
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////////////////////////////////////////////////////////////////
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EVAEncyclopediaMenuClass * EVAEncyclopediaMenuClass::_TheInstance = NULL;
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int EVAEncyclopediaMenuClass::_NextTabIndex = -4;
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////////////////////////////////////////////////////////////////
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//
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// EVAEncyclopediaMenuClass
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//
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////////////////////////////////////////////////////////////////
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EVAEncyclopediaMenuClass::EVAEncyclopediaMenuClass (void) :
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MenuDialogClass (IDD_MENU_EVA_ENCYCLOPEDIA)
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{
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_TheInstance = this;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// EVAEncyclopediaMenuClass
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//
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////////////////////////////////////////////////////////////////
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EVAEncyclopediaMenuClass::~EVAEncyclopediaMenuClass (void)
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{
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_TheInstance = NULL;
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Init_Dialog
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//
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////////////////////////////////////////////////////////////////
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void
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EVAEncyclopediaMenuClass::On_Init_Dialog (void)
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{
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TabCtrlClass *tab_ctrl = (TabCtrlClass *)Get_Dlg_Item (IDC_GENERIC_TABCTRL);
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if (tab_ctrl != NULL) {
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//
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// Add the tabs to the control
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//
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TABCTRL_ADD_TAB (tab_ctrl, EvaObjectivesTabClass);
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TABCTRL_ADD_TAB (tab_ctrl, EvaMapTabClass);
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TABCTRL_ADD_TAB (tab_ctrl, EvaDataTabClass);
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TABCTRL_ADD_TAB (tab_ctrl, EvaCharactersTabClass);
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TABCTRL_ADD_TAB (tab_ctrl, EvaWeaponsTabClass);
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TABCTRL_ADD_TAB (tab_ctrl, EvaVehiclesTabClass);
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TABCTRL_ADD_TAB (tab_ctrl, EvaBuildingsTabClass);
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//
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// Determine which tab to show be default
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//
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int tab_index = _NextTabIndex;
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if (_NextTabIndex < 0) {
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tab_index = 0;
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}
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tab_ctrl->Set_Curr_Tab (tab_index);
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}
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//
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// Remove the save/load options for multiplay
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//
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if (!IS_MISSION) {
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Get_Dlg_Item (IDC_MENU_LOAD_SP_GAME_BUTTON)->Show (false);
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Get_Dlg_Item (IDC_MENU_LOAD_SP_GAME_BUTTON)->Enable (false);
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Get_Dlg_Item (IDC_MENU_SAVE_SP_GAME_BUTTON)->Show (false);
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Get_Dlg_Item (IDC_MENU_SAVE_SP_GAME_BUTTON)->Enable (false);
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}
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//
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// Enable or disable the suicide button
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//
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bool is_suicide_enabled =
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The_Game() != NULL &&
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!IS_MISSION &&
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cNetwork::I_Am_Client() &&
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GameModeManager::Find("Combat") != NULL &&
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GameModeManager::Find("Combat")->Is_Active();
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Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_SUICIDE)->Enable(is_suicide_enabled);
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Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_SUICIDE)->Show(is_suicide_enabled);
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//
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// Enable or disable the change teams button
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//
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bool is_team_change_enabled =
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The_Game() != NULL &&
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!IS_MISSION &&
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cNetwork::I_Am_Client() &&
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//The_Game()->Is_Team_Game() &&
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The_Game()->IsTeamChangingAllowed.Is_True() &&
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(!(GameModeManager::Find("WOL") != NULL && GameModeManager::Find("WOL")->Is_Active()) || The_Game()->IsLaddered.Is_False()) &&
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GameModeManager::Find("Combat") != NULL &&
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GameModeManager::Find("Combat")->Is_Active();
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Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_CHANGE_TEAMS)->Enable(is_team_change_enabled);
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Get_Dlg_Item(IDC_OPTIONS_MULTIPLAY_CHANGE_TEAMS)->Show(is_team_change_enabled);
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MenuDialogClass::On_Init_Dialog ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Destroy
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//
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////////////////////////////////////////////////////////////////
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void
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EVAEncyclopediaMenuClass::On_Destroy (void)
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{
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TabCtrlClass *tab_ctrl = (TabCtrlClass *)Get_Dlg_Item (IDC_GENERIC_TABCTRL);
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if (tab_ctrl == NULL) {
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return ;
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}
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//
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// Remember what tab the user left on...
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//
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if (_NextTabIndex >= 0) {
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_NextTabIndex = tab_ctrl->Get_Curr_Tab ();
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}
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MenuDialogClass::On_Destroy ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Command
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//
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////////////////////////////////////////////////////////////////
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void
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EVAEncyclopediaMenuClass::On_Command (int ctrl_id, int message_id, DWORD param)
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{
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bool allow_default_processing = true;
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switch (ctrl_id)
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{
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case IDC_HELP_BUTTON:
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START_DIALOG (HelpScreenDialogClass);
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break;
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case IDC_MENU_MAIN_MENU_BUTTON:
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Prompt_User ();
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allow_default_processing = false;
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break;
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case IDCANCEL:
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ctrl_id = IDC_MENU_BACK_BUTTON;
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case IDC_MENU_BACK_BUTTON:
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GameInitMgrClass::Continue_Game();
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break;
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}
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//
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// Allow the base class to process the message (if necessary)
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//
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if (allow_default_processing) {
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MenuDialogClass::On_Command (ctrl_id, message_id, param);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Display
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//
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////////////////////////////////////////////////////////////////
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void
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EVAEncyclopediaMenuClass::Display (TAB_ID tab_id)
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{
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//
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// Create the dialog if necessary, otherwise simply bring it to the front
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//
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if (_TheInstance == NULL) {
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if (tab_id != TAB_NONE) {
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_NextTabIndex = tab_id;
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}
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START_DIALOG (EVAEncyclopediaMenuClass);
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} else {
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if (_TheInstance->Is_Active_Menu () == false) {
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DialogMgrClass::Rollback (_TheInstance);
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Prompt_User
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//
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////////////////////////////////////////////////////////////////
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void
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EVAEncyclopediaMenuClass::Prompt_User (void)
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{
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//
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// Display the message box
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//
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DlgMsgBox::DoDialog (TRANSLATE (IDS_MENU_TEXT054), TRANSLATE (IDS_EXIT_GAME_VERIFICATION), DlgMsgBox::YesNo, this);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// HandleNotification
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//
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////////////////////////////////////////////////////////////////
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void
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EVAEncyclopediaMenuClass::HandleNotification (DlgMsgBoxEvent &event)
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{
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if (event.Event () == DlgMsgBoxEvent::Yes) {
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Exit_Game ();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Exit_Game
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//
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////////////////////////////////////////////////////////////////
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void
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EVAEncyclopediaMenuClass::Exit_Game (void)
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{
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bool stop = false;
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if (GameModeManager::Find("WOL")->Is_Active() || GameModeManager::Find("LAN")->Is_Active()) {
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if (cNetwork::I_Am_Server() && The_Game() && The_Game()->IsDedicated.Is_True() && SlaveMaster.Am_I_Slave()) {
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stop = true;
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}
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}
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//
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// Close the dialog
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//
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End_Dialog ();
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GameInitMgrClass::End_Game();
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//
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// Dedicated slave servers should just quit here.
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//
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if (stop) {
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extern void Stop_Main_Loop (int exitCode);
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Stop_Main_Loop (EXIT_SUCCESS);
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}
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GameInitMgrClass::Display_End_Game_Menu();
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return ;
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}
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