gdsingleplayer.cpp 3.8 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Commando *
  23. * *
  24. * $Archive:: /Commando/Code/Commando/gdsingleplayer.cpp $*
  25. * *
  26. * $Author:: Denzil_l $*
  27. * *
  28. * $Modtime:: 12/13/01 2:35p $*
  29. * *
  30. * $Revision:: 22 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "gdsingleplayer.h" // I WANNA BE FIRST!
  36. #include "cnetwork.h"
  37. #include "translatedb.h"
  38. #include "string_ids.h"
  39. #include "playertype.h"
  40. //-----------------------------------------------------------------------------
  41. cGameDataSinglePlayer::cGameDataSinglePlayer(void) : cGameData()
  42. {
  43. //WWDEBUG_SAY(("cGameDataSinglePlayer::cGameDataSinglePlayer\n"));
  44. IsFriendlyFirePermitted.Set(true);
  45. IsTeamChangingAllowed.Set(false);
  46. SpawnWeapons.Set(true);
  47. Set_Max_Players(1);
  48. }
  49. //-----------------------------------------------------------------------------
  50. cGameDataSinglePlayer::~cGameDataSinglePlayer(void)
  51. {
  52. //WWDEBUG_SAY(("cGameDataSinglePlayer::~cGameDataSinglePlayer\n"));
  53. }
  54. //-----------------------------------------------------------------------------
  55. cGameDataSinglePlayer& cGameDataSinglePlayer::operator=(const cGameDataSinglePlayer& rhs)
  56. {
  57. //
  58. // Call the base class
  59. //
  60. cGameData::operator=(rhs);
  61. return (*this);
  62. }
  63. //-----------------------------------------------------------------------------
  64. const WCHAR* cGameDataSinglePlayer::Get_Static_Game_Name(void)
  65. {
  66. return TRANSLATION(IDS_MP_GAME_TYPE_SINGLE_PLAYER);
  67. }
  68. //-----------------------------------------------------------------------------
  69. int cGameDataSinglePlayer::Choose_Player_Type(cPlayer* player, int team_choice, bool is_grunt)
  70. {
  71. WWASSERT(cNetwork::I_Am_Server());
  72. int team;
  73. if (is_grunt) {
  74. team = PLAYERTYPE_NOD;
  75. } else {
  76. team = PLAYERTYPE_GDI;
  77. }
  78. return team;
  79. }