CoinMode_Pay->CoinMode_Free, step 1.
CoinMode_Pay is still a value for the CoinMode enum but is now the same as CoinMode_Free. Any code that checks for CoinMode_Pay is gone.
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@@ -493,50 +493,6 @@ bool GameCommand::IsPlayable( RString *why ) const
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if ( m_pStyle )
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{
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int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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const int iNumCreditsPaid = GetNumCreditsPaid();
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const int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Home:
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case CoinMode_Free:
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iCredits = NUM_PLAYERS; // not iNumCreditsPaid
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default: break;
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}
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/* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must
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* be paid. (This means that enough sides must be joined.) Enabled, simply
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* having enough credits lying in the machine is sufficient; we'll deduct the
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* extra in Apply(). */
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int iNumCreditsAvailable = iNumCreditsPaid;
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if( PREFSMAN->m_bDelayedCreditsReconcile )
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iNumCreditsAvailable += iCredits;
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if( iNumCreditsAvailable < iNumCreditsRequired )
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{
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if( why )
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*why = ssprintf( "need %i credits, have %i", iNumCreditsRequired, iNumCreditsAvailable );
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return false;
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}
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/* If you've paid too much already, don't allow the mode. (If we allow this,
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* the credits will be "refunded" in Apply(), but that's confusing.) */
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/* Do allow the mode if they've already joined in more credits than
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* are required. Otherwise, people who put in two credits to play
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* doubles on a doubles-premium machiune will get locked out.
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* the refund logic isn't that awkward because you never see the
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* credits number jump up - the credits display is hidden if both
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* sides are joined. -Chris */
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/*
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if( PREFSMAN->m_iCoinMode == COIN_PAY && iNumCreditsPaid > iNumCreditsRequired )
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{
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if( why )
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*why = ssprintf( "too many credits paid (%i > %i)", iNumCreditsPaid, iNumCreditsRequired );
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return false;
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}
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*/
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/* If both sides are joined, disallow singles modes, since easy to select
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* them accidentally, instead of versus mode. */
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if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide &&
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@@ -662,19 +618,6 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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{
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GAMESTATE->SetCurrentStyle( m_pStyle );
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// It's possible to choose a style that didn't have enough players joined.
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// If enough players aren't joined, then we need to subtract credits
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// for the sides that will be joined as a result of applying this option.
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if( GAMESTATE->GetCoinMode() == CoinMode_Pay )
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{
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int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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int iNumCreditsPaid = GetNumCreditsPaid();
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int iNumCreditsOwed = iNumCreditsRequired - iNumCreditsPaid;
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GAMESTATE->m_iCoins.Set( GAMESTATE->m_iCoins - iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit );
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LOG->Trace( "Deducted %i coins, %i remaining",
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iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit, GAMESTATE->m_iCoins.Get() );
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}
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// If only one side is joined and we picked a style that requires both
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// sides, join the other side.
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switch( m_pStyle->m_StyleType )
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