diff --git a/src/GameCommand.cpp b/src/GameCommand.cpp index 4776f98736..cf94c8a23e 100644 --- a/src/GameCommand.cpp +++ b/src/GameCommand.cpp @@ -493,50 +493,6 @@ bool GameCommand::IsPlayable( RString *why ) const if ( m_pStyle ) { - int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit; - const int iNumCreditsPaid = GetNumCreditsPaid(); - const int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle); - - switch( GAMESTATE->GetCoinMode() ) - { - case CoinMode_Home: - case CoinMode_Free: - iCredits = NUM_PLAYERS; // not iNumCreditsPaid - default: break; - } - - /* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must - * be paid. (This means that enough sides must be joined.) Enabled, simply - * having enough credits lying in the machine is sufficient; we'll deduct the - * extra in Apply(). */ - int iNumCreditsAvailable = iNumCreditsPaid; - if( PREFSMAN->m_bDelayedCreditsReconcile ) - iNumCreditsAvailable += iCredits; - - if( iNumCreditsAvailable < iNumCreditsRequired ) - { - if( why ) - *why = ssprintf( "need %i credits, have %i", iNumCreditsRequired, iNumCreditsAvailable ); - return false; - } - - /* If you've paid too much already, don't allow the mode. (If we allow this, - * the credits will be "refunded" in Apply(), but that's confusing.) */ - /* Do allow the mode if they've already joined in more credits than - * are required. Otherwise, people who put in two credits to play - * doubles on a doubles-premium machiune will get locked out. - * the refund logic isn't that awkward because you never see the - * credits number jump up - the credits display is hidden if both - * sides are joined. -Chris */ - /* - if( PREFSMAN->m_iCoinMode == COIN_PAY && iNumCreditsPaid > iNumCreditsRequired ) - { - if( why ) - *why = ssprintf( "too many credits paid (%i > %i)", iNumCreditsPaid, iNumCreditsRequired ); - return false; - } - */ - /* If both sides are joined, disallow singles modes, since easy to select * them accidentally, instead of versus mode. */ if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide && @@ -662,19 +618,6 @@ void GameCommand::ApplySelf( const vector &vpns ) const { GAMESTATE->SetCurrentStyle( m_pStyle ); - // It's possible to choose a style that didn't have enough players joined. - // If enough players aren't joined, then we need to subtract credits - // for the sides that will be joined as a result of applying this option. - if( GAMESTATE->GetCoinMode() == CoinMode_Pay ) - { - int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle); - int iNumCreditsPaid = GetNumCreditsPaid(); - int iNumCreditsOwed = iNumCreditsRequired - iNumCreditsPaid; - GAMESTATE->m_iCoins.Set( GAMESTATE->m_iCoins - iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit ); - LOG->Trace( "Deducted %i coins, %i remaining", - iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit, GAMESTATE->m_iCoins.Get() ); - } - // If only one side is joined and we picked a style that requires both // sides, join the other side. switch( m_pStyle->m_StyleType ) diff --git a/src/GameConstantsAndTypes.cpp b/src/GameConstantsAndTypes.cpp index 41c2e0b6e8..4ff490610f 100644 --- a/src/GameConstantsAndTypes.cpp +++ b/src/GameConstantsAndTypes.cpp @@ -134,7 +134,6 @@ LuaXType( StageResult ); static const char *CoinModeNames[] = { "Home", - "Pay", "Free", }; XToString( CoinMode ); diff --git a/src/GameConstantsAndTypes.h b/src/GameConstantsAndTypes.h index 11c94418ba..ed460d9a11 100644 --- a/src/GameConstantsAndTypes.h +++ b/src/GameConstantsAndTypes.h @@ -432,8 +432,8 @@ const int ITEM_NONE = -1; enum CoinMode { CoinMode_Home, /**< The full range of options are available. */ - CoinMode_Pay, /**< Coins must be inserted before a game can begin. */ - CoinMode_Free, /**< It costs no money to play, but otherwise is similar to Pay mode. */ + CoinMode_Free, /**< Players cannot access the options menu. */ + CoinMode_Pay = 1, /**< For backwards compatibility only. Identical to CoinMode_Free. */ NUM_CoinMode, CoinMode_Invalid }; diff --git a/src/GameState.cpp b/src/GameState.cpp index 7da1e2dd0a..3ef25fb84a 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -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 +2039,7 @@ bool GameState::IsEventMode() const CoinMode GameState::GetCoinMode() const { - if( IsEventMode() && GamePreferences::m_CoinMode == CoinMode_Pay ) - return CoinMode_Free; - else - return GamePreferences::m_CoinMode; + return GamePreferences::m_CoinMode; } ThemeMetric DISABLE_PREMIUM_IN_EVENT_MODE("GameState","DisablePremiumInEventMode"); diff --git a/src/ScreenAttract.cpp b/src/ScreenAttract.cpp index 8f122c104c..d52bd9da85 100644 --- a/src/ScreenAttract.cpp +++ b/src/ScreenAttract.cpp @@ -85,14 +85,6 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle case GAME_BUTTON_COIN: switch( GAMESTATE->GetCoinMode() ) { - case CoinMode_Pay: - LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)", - GAMESTATE->m_iCoins.Get(), - PREFSMAN->m_iCoinsPerCredit.Get(), - GAMESTATE->GetNumSidesJoined() ); - if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 ) - return true; - // fall through case CoinMode_Home: case CoinMode_Free: if( pScreen->IsTransitioning() ) diff --git a/src/ScreenOptionsMasterPrefs.cpp b/src/ScreenOptionsMasterPrefs.cpp index 7ad0da9665..5988c69daa 100644 --- a/src/ScreenOptionsMasterPrefs.cpp +++ b/src/ScreenOptionsMasterPrefs.cpp @@ -714,8 +714,8 @@ static void InitializeConfOptions() // Machine options ADD( ConfOption( "MenuTimer", MovePref, "Off","On" ) ); - ADD( ConfOption( "CoinMode", MovePref, "Home","Pay","Free Play" ) ); - ADD( ConfOption( "CoinModeNoHome", CoinModeNoHome, "Pay","Free Play" ) ); + ADD( ConfOption( "CoinMode", MovePref, "Home","Free Play" ) ); + ADD( ConfOption( "CoinModeNoHome", CoinModeNoHome, "Free Play" ) ); g_ConfOptions.back().m_sPrefName = "CoinMode"; ADD( ConfOption( "SongsPerPlay", SongsPerPlay, "|1","|2","|3","|4","|5" ) ); diff --git a/src/ScreenSystemLayer.cpp b/src/ScreenSystemLayer.cpp index 830ad78f18..0008ddc266 100644 --- a/src/ScreenSystemLayer.cpp +++ b/src/ScreenSystemLayer.cpp @@ -106,20 +106,6 @@ namespace else return CREDITS_NOT_PRESENT.GetValue(); - case CoinMode_Pay: - { - int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit; - int iCoins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit; - RString sCredits = CREDITS_CREDITS; - // todo: allow themers to change these strings -aj - if( iCredits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 ) - sCredits += ssprintf(" %d", iCredits); - if( PREFSMAN->m_iCoinsPerCredit > 1 ) - sCredits += ssprintf(" %d/%d", iCoins, PREFSMAN->m_iCoinsPerCredit.Get() ); - if( iCredits >= MAX_NUM_CREDITS ) - sCredits += " " + CREDITS_MAX.GetValue(); - return sCredits; - } case CoinMode_Free: if( GAMESTATE->PlayersCanJoin() ) return CREDITS_FREE_PLAY.GetValue(); diff --git a/src/ScreenWithMenuElements.cpp b/src/ScreenWithMenuElements.cpp index 6ec6ca04cd..f435f15ec2 100644 --- a/src/ScreenWithMenuElements.cpp +++ b/src/ScreenWithMenuElements.cpp @@ -135,13 +135,6 @@ void ScreenWithMenuElements::BeginScreen() /* Evaluate FirstUpdateCommand. */ this->PlayCommand( "FirstUpdate" ); - /* If AutoJoin and a player is already joined, then try to join a player. (If no players - * are joined, they'll join on the first JoinInput.) */ - if( GAMESTATE->GetCoinMode() == CoinMode_Pay && GAMESTATE->m_bAutoJoin.Get() ) - { - if( GAMESTATE->GetNumSidesJoined() > 0 && GAMESTATE->JoinPlayers() ) - SCREENMAN->PlayStartSound(); - } } void ScreenWithMenuElements::HandleScreenMessage( const ScreenMessage SM )