+2
-1
@@ -1813,7 +1813,8 @@
|
||||
</Enum>
|
||||
<Enum name='CoinMode'>
|
||||
<EnumValue name=''CoinMode_Home'' value='0'/>
|
||||
<EnumValue name=''CoinMode_Free'' value='1'/>
|
||||
<EnumValue name=''CoinMode_Pay'' value='1'/>
|
||||
<EnumValue name=''CoinMode_Free'' value='2'/>
|
||||
</Enum>
|
||||
<Enum name='CourseSortOrders'>
|
||||
<EnumValue name=''CourseSortOrders_Preferred'' 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");
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 )
|
||||
|
||||
@@ -134,6 +134,7 @@ LuaXType( StageResult );
|
||||
|
||||
static const char *CoinModeNames[] = {
|
||||
"Home",
|
||||
"Pay",
|
||||
"Free",
|
||||
};
|
||||
XToString( CoinMode );
|
||||
|
||||
@@ -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
@@ -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");
|
||||
|
||||
@@ -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() )
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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 )
|
||||
|
||||
Reference in New Issue
Block a user