Make Pay mode work like Free

Third time's a charm.  Removing Pay mode without causing breakage to the Lua API.
This is the first step.
This commit is contained in:
Devin J. Pohly
2013-06-08 16:11:02 -04:00
parent 259e9b1e00
commit 00e6f6e924
5 changed files with 19 additions and 121 deletions
+5 -22
View File
@@ -361,13 +361,7 @@ void GameState::Reset()
void GameState::JoinPlayer( PlayerNumber pn )
{
/* If joint premium and we're not taking away a credit for the 2nd join,
* give the new player the same number of stage tokens that the old player
* has. */
if( GetCoinMode() == CoinMode_Pay && GetPremium() == Premium_2PlayersFor1Credit && GetNumSidesJoined() == 1 )
m_iPlayerStageTokens[pn] = m_iPlayerStageTokens[this->GetMasterPlayerNumber()];
else
m_iPlayerStageTokens[pn] = PREFSMAN->m_iSongsPerPlay;
m_iPlayerStageTokens[pn] = PREFSMAN->m_iSongsPerPlay;
m_bSideIsJoined[pn] = true;
@@ -489,17 +483,7 @@ bool GameState::JoinPlayers()
int GameState::GetCoinsNeededToJoin() const
{
int iCoinsToCharge = 0;
if( GetCoinMode() == CoinMode_Pay )
iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
// If joint premium, don't take away a credit for the second join.
if( GetPremium() == Premium_2PlayersFor1Credit &&
GetNumSidesJoined() == 1 )
iCoinsToCharge = 0;
return iCoinsToCharge;
return 0;
}
/* Game flow:
@@ -2055,10 +2039,9 @@ bool GameState::IsEventMode() const
CoinMode GameState::GetCoinMode() const
{
if( IsEventMode() && GamePreferences::m_CoinMode == CoinMode_Pay )
return CoinMode_Free;
else
return GamePreferences::m_CoinMode;
if( GamePreferences::m_CoinMode == CoinMode_Home )
return CoinMode_Home;
return CoinMode_Free;
}
ThemeMetric<bool> DISABLE_PREMIUM_IN_EVENT_MODE("GameState","DisablePremiumInEventMode");