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CnC_Renegade/Code/Commando/gdsingleplayer.cpp

98 lines
3.8 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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/gdsingleplayer.cpp $*
* *
* $Author:: Denzil_l $*
* *
* $Modtime:: 12/13/01 2:35p $*
* *
* $Revision:: 22 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "gdsingleplayer.h" // I WANNA BE FIRST!
#include "cnetwork.h"
#include "translatedb.h"
#include "string_ids.h"
#include "playertype.h"
//-----------------------------------------------------------------------------
cGameDataSinglePlayer::cGameDataSinglePlayer(void) : cGameData()
{
//WWDEBUG_SAY(("cGameDataSinglePlayer::cGameDataSinglePlayer\n"));
IsFriendlyFirePermitted.Set(true);
IsTeamChangingAllowed.Set(false);
SpawnWeapons.Set(true);
Set_Max_Players(1);
}
//-----------------------------------------------------------------------------
cGameDataSinglePlayer::~cGameDataSinglePlayer(void)
{
//WWDEBUG_SAY(("cGameDataSinglePlayer::~cGameDataSinglePlayer\n"));
}
//-----------------------------------------------------------------------------
cGameDataSinglePlayer& cGameDataSinglePlayer::operator=(const cGameDataSinglePlayer& rhs)
{
//
// Call the base class
//
cGameData::operator=(rhs);
return (*this);
}
//-----------------------------------------------------------------------------
const WCHAR* cGameDataSinglePlayer::Get_Static_Game_Name(void)
{
return TRANSLATION(IDS_MP_GAME_TYPE_SINGLE_PLAYER);
}
//-----------------------------------------------------------------------------
int cGameDataSinglePlayer::Choose_Player_Type(cPlayer* player, int team_choice, bool is_grunt)
{
WWASSERT(cNetwork::I_Am_Server());
int team;
if (is_grunt) {
team = PLAYERTYPE_NOD;
} else {
team = PLAYERTYPE_GDI;
}
return team;
}