diff --git a/src/GameCommand.cpp b/src/GameCommand.cpp index cf94c8a23e..4776f98736 100644 --- a/src/GameCommand.cpp +++ b/src/GameCommand.cpp @@ -493,6 +493,50 @@ 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 && @@ -618,6 +662,19 @@ 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 4ff490610f..41c2e0b6e8 100644 --- a/src/GameConstantsAndTypes.cpp +++ b/src/GameConstantsAndTypes.cpp @@ -134,6 +134,7 @@ LuaXType( StageResult ); static const char *CoinModeNames[] = { "Home", + "Pay", "Free", }; XToString( CoinMode ); diff --git a/src/GameConstantsAndTypes.h b/src/GameConstantsAndTypes.h index ed460d9a11..11c94418ba 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_Free, /**< Players cannot access the options menu. */ - CoinMode_Pay = 1, /**< For backwards compatibility only. Identical to CoinMode_Free. */ + 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 }; diff --git a/src/GameState.cpp b/src/GameState.cpp index 3ef25fb84a..7da1e2dd0a 100644 --- a/src/GameState.cpp +++ b/src/GameState.cpp @@ -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; @@ -483,7 +489,17 @@ bool GameState::JoinPlayers() int GameState::GetCoinsNeededToJoin() const { - return 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( GetPremium() == Premium_2PlayersFor1Credit && + GetNumSidesJoined() == 1 ) + iCoinsToCharge = 0; + + return iCoinsToCharge; } /* Game flow: @@ -2039,7 +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 DISABLE_PREMIUM_IN_EVENT_MODE("GameState","DisablePremiumInEventMode"); diff --git a/src/ScreenAttract.cpp b/src/ScreenAttract.cpp index d52bd9da85..8f122c104c 100644 --- a/src/ScreenAttract.cpp +++ b/src/ScreenAttract.cpp @@ -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() ) diff --git a/src/ScreenOptionsMasterPrefs.cpp b/src/ScreenOptionsMasterPrefs.cpp index 5988c69daa..7ad0da9665 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","Free Play" ) ); - ADD( ConfOption( "CoinModeNoHome", CoinModeNoHome, "Free Play" ) ); + ADD( ConfOption( "CoinMode", MovePref, "Home","Pay","Free Play" ) ); + ADD( ConfOption( "CoinModeNoHome", CoinModeNoHome, "Pay","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 0008ddc266..830ad78f18 100644 --- a/src/ScreenSystemLayer.cpp +++ b/src/ScreenSystemLayer.cpp @@ -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(); diff --git a/src/ScreenWithMenuElements.cpp b/src/ScreenWithMenuElements.cpp index f435f15ec2..6ec6ca04cd 100644 --- a/src/ScreenWithMenuElements.cpp +++ b/src/ScreenWithMenuElements.cpp @@ -135,6 +135,13 @@ 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 )