Round 2 of this.

This commit is contained in:
Jason Felds
2013-04-15 23:26:05 -04:00
parent 26399964cb
commit 1d7b5fe852
10 changed files with 5 additions and 87 deletions
+1 -2
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@@ -1813,8 +1813,7 @@
</Enum> </Enum>
<Enum name='CoinMode'> <Enum name='CoinMode'>
<EnumValue name='&apos;CoinMode_Home&apos;' value='0'/> <EnumValue name='&apos;CoinMode_Home&apos;' value='0'/>
<EnumValue name='&apos;CoinMode_Pay&apos;' value='1'/> <EnumValue name='&apos;CoinMode_Free&apos;' value='1'/>
<EnumValue name='&apos;CoinMode_Free&apos;' value='2'/>
</Enum> </Enum>
<Enum name='CourseSortOrders'> <Enum name='CourseSortOrders'>
<EnumValue name='&apos;CourseSortOrders_Preferred&apos;' value='0'/> <EnumValue name='&apos;CourseSortOrders_Preferred&apos;' value='0'/>
@@ -48,13 +48,7 @@ return Def.ActorFrame {
LoadFont("_arial black 20px")..{ LoadFont("_arial black 20px")..{
InitCommand=cmd(xy,SCREEN_CENTER_X,SCREEN_HEIGHT-20;zoom,1;shadowlength,0;playcommand,"Text"); InitCommand=cmd(xy,SCREEN_CENTER_X,SCREEN_HEIGHT-20;zoom,1;shadowlength,0;playcommand,"Text");
TextCommand=function(self) TextCommand=function(self)
if GAMESTATE:GetCoinMode() == 'CoinMode_Pay' then if GAMESTATE:GetCoinMode() == 'CoinMode_Free' then
local Coins = GAMESTATE:GetCoins()
local CoinForCredit = GAMESTATE:GetCoinsNeededToJoin()
local Credits = math.floor(Coins/CoinForCredit)
local Remain = Coins % CoinForCredit
self:settext(string.format("CREDIT(S) %i[%i/%i]", Credits, Remain, CoinForCredit))
elseif GAMESTATE:GetCoinMode() == 'CoinMode_Free' then
self:settext("Free Play") self:settext("Free Play")
else --homemode else --homemode
self:settext("Home Mode"); self:settext("Home Mode");
+1 -2
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@@ -20,8 +20,7 @@ function EvaluationNext()
end end
function GameOverNext() function GameOverNext()
if (GAMESTATE:GetCoinMode() == 'CoinMode_Pay' and GAMESTATE:GetCoins() > 0) if GAMESTATE:GetCoinMode() == 'CoinMode_Free'
or GAMESTATE:GetCoinMode() == 'CoinMode_Free'
then then
return "ScreenTitleMenu" return "ScreenTitleMenu"
else else
-30
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@@ -520,23 +520,6 @@ bool GameCommand::IsPlayable( RString *why ) const
return false; 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 /* If both sides are joined, disallow singles modes, since easy to select
* them accidentally, instead of versus mode. */ * them accidentally, instead of versus mode. */
if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide && if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide &&
@@ -662,19 +645,6 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
{ {
GAMESTATE->SetCurrentStyle( m_pStyle ); 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 // If only one side is joined and we picked a style that requires both
// sides, join the other side. // sides, join the other side.
switch( m_pStyle->m_StyleType ) switch( m_pStyle->m_StyleType )
-1
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@@ -134,7 +134,6 @@ LuaXType( StageResult );
static const char *CoinModeNames[] = { static const char *CoinModeNames[] = {
"Home", "Home",
"Pay",
"Free", "Free",
}; };
XToString( CoinMode ); XToString( CoinMode );
-1
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@@ -432,7 +432,6 @@ const int ITEM_NONE = -1;
enum CoinMode enum CoinMode
{ {
CoinMode_Home, /**< The full range of options are available. */ 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, /**< It costs no money to play, but otherwise is similar to Pay mode. */
NUM_CoinMode, NUM_CoinMode,
CoinMode_Invalid CoinMode_Invalid
-12
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@@ -361,12 +361,6 @@ void GameState::Reset()
void GameState::JoinPlayer( PlayerNumber pn ) 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; m_bSideIsJoined[pn] = true;
@@ -491,9 +485,6 @@ int GameState::GetCoinsNeededToJoin() const
{ {
int iCoinsToCharge = 0; 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 joint premium, don't take away a credit for the second join.
if( GetPremium() == Premium_2PlayersFor1Credit && if( GetPremium() == Premium_2PlayersFor1Credit &&
GetNumSidesJoined() == 1 ) GetNumSidesJoined() == 1 )
@@ -2055,9 +2046,6 @@ bool GameState::IsEventMode() const
CoinMode GameState::GetCoinMode() const CoinMode GameState::GetCoinMode() const
{ {
if( IsEventMode() && GamePreferences::m_CoinMode == CoinMode_Pay )
return CoinMode_Free;
else
return GamePreferences::m_CoinMode; return GamePreferences::m_CoinMode;
} }
-8
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@@ -85,14 +85,6 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
case GAME_BUTTON_COIN: case GAME_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() ) 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_Home:
case CoinMode_Free: case CoinMode_Free:
if( pScreen->IsTransitioning() ) if( pScreen->IsTransitioning() )
-14
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@@ -106,20 +106,6 @@ namespace
else else
return CREDITS_NOT_PRESENT.GetValue(); 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: case CoinMode_Free:
if( GAMESTATE->PlayersCanJoin() ) if( GAMESTATE->PlayersCanJoin() )
return CREDITS_FREE_PLAY.GetValue(); return CREDITS_FREE_PLAY.GetValue();
-8
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@@ -134,14 +134,6 @@ void ScreenWithMenuElements::BeginScreen()
/* Evaluate FirstUpdateCommand. */ /* Evaluate FirstUpdateCommand. */
this->PlayCommand( "FirstUpdate" ); 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 ) void ScreenWithMenuElements::HandleScreenMessage( const ScreenMessage SM )