Revert "Round 2 of this."

This reverts commit 1d7b5fe852.
This commit is contained in:
Devin J. Pohly
2013-06-04 23:47:49 -04:00
parent 1220dbe085
commit 259e9b1e00
10 changed files with 87 additions and 5 deletions
+2 -1
View File
@@ -1813,7 +1813,8 @@
</Enum>
<Enum name='CoinMode'>
<EnumValue name='&apos;CoinMode_Home&apos;' value='0'/>
<EnumValue name='&apos;CoinMode_Free&apos;' value='1'/>
<EnumValue name='&apos;CoinMode_Pay&apos;' value='1'/>
<EnumValue name='&apos;CoinMode_Free&apos;' value='2'/>
</Enum>
<Enum name='CourseSortOrders'>
<EnumValue name='&apos;CourseSortOrders_Preferred&apos;' value='0'/>
@@ -48,7 +48,13 @@ return Def.ActorFrame {
LoadFont("_arial black 20px")..{
InitCommand=cmd(xy,SCREEN_CENTER_X,SCREEN_HEIGHT-20;zoom,1;shadowlength,0;playcommand,"Text");
TextCommand=function(self)
if GAMESTATE:GetCoinMode() == 'CoinMode_Free' then
if GAMESTATE:GetCoinMode() == 'CoinMode_Pay' 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")
else --homemode
self:settext("Home Mode");
+2 -1
View File
@@ -20,7 +20,8 @@ function EvaluationNext()
end
function GameOverNext()
if GAMESTATE:GetCoinMode() == 'CoinMode_Free'
if (GAMESTATE:GetCoinMode() == 'CoinMode_Pay' and GAMESTATE:GetCoins() > 0)
or GAMESTATE:GetCoinMode() == 'CoinMode_Free'
then
return "ScreenTitleMenu"
else
+30
View File
@@ -520,6 +520,23 @@ bool GameCommand::IsPlayable( RString *why ) const
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 &&
@@ -645,6 +662,19 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &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 )
+1
View File
@@ -134,6 +134,7 @@ LuaXType( StageResult );
static const char *CoinModeNames[] = {
"Home",
"Pay",
"Free",
};
XToString( CoinMode );
+1
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@@ -432,6 +432,7 @@ 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. */
NUM_CoinMode,
CoinMode_Invalid
+14 -2
View File
@@ -361,7 +361,13 @@ void GameState::Reset()
void GameState::JoinPlayer( PlayerNumber pn )
{
m_iPlayerStageTokens[pn] = PREFSMAN->m_iSongsPerPlay;
/* 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_bSideIsJoined[pn] = true;
@@ -485,6 +491,9 @@ 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 )
@@ -2046,7 +2055,10 @@ bool GameState::IsEventMode() const
CoinMode GameState::GetCoinMode() const
{
return GamePreferences::m_CoinMode;
if( IsEventMode() && GamePreferences::m_CoinMode == CoinMode_Pay )
return CoinMode_Free;
else
return GamePreferences::m_CoinMode;
}
ThemeMetric<bool> DISABLE_PREMIUM_IN_EVENT_MODE("GameState","DisablePremiumInEventMode");
+8
View File
@@ -85,6 +85,14 @@ 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() )
+14
View File
@@ -106,6 +106,20 @@ 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();
+8
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@@ -134,6 +134,14 @@ 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 )