COIN_ -> COIN_MODE_

This commit is contained in:
Chris Danford
2005-05-20 17:45:44 +00:00
parent b761f6abb0
commit 50717c6ee9
10 changed files with 32 additions and 20 deletions
+3 -3
View File
@@ -482,8 +482,8 @@ bool GameCommand::IsPlayable( CString *why ) const
switch( GAMESTATE->GetCoinMode() )
{
case COIN_HOME:
case COIN_FREE:
case COIN_MODE_HOME:
case COIN_MODE_FREE:
iCredits = NUM_PLAYERS; /* not iNumCreditsPaid */
}
@@ -685,7 +685,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
// 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( PREFSMAN->m_CoinMode == COIN_PAY )
if( PREFSMAN->m_CoinMode == COIN_MODE_PAY )
{
int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
int iNumCreditsPaid = GetNumCreditsPaid();
+1 -1
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@@ -104,7 +104,7 @@ static void LuaCoinMode(lua_State* L)
{
CString s = CoinModeNames[i];
s.MakeUpper();
LUA->SetGlobal( "COIN_"+s, i );
LUA->SetGlobal( "COIN_MODE_"+s, i );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaCoinMode );
+14 -2
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@@ -267,7 +267,13 @@ const int ITEM_NONE = -1;
// Coin stuff
//
enum CoinMode { COIN_HOME, COIN_PAY, COIN_FREE, NUM_COIN_MODES };
enum CoinMode
{
COIN_MODE_HOME,
COIN_MODE_PAY,
COIN_MODE_FREE,
NUM_COIN_MODES
};
#define FOREACH_CoinMode( i ) FOREACH_ENUM( CoinMode, NUM_COIN_MODES, i )
const CString& CoinModeToString( CoinMode cm );
@@ -275,7 +281,13 @@ const CString& CoinModeToString( CoinMode cm );
//
// Premium
//
enum Premium { PREMIUM_NONE, PREMIUM_DOUBLE, PREMIUM_JOINT, NUM_PREMIUMS };
enum Premium
{
PREMIUM_NONE,
PREMIUM_DOUBLE,
PREMIUM_JOINT,
NUM_PREMIUMS
};
#define FOREACH_Premium( i ) FOREACH_ENUM( Premium, NUM_PREMIUMS, i )
const CString& PremiumToString( Premium p );
+3 -3
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@@ -253,7 +253,7 @@ int GameState::GetCoinsNeededToJoin() const
{
int iCoinsToCharge = 0;
if( GAMESTATE->GetCoinMode() == COIN_PAY )
if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY )
iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
// If joint premium don't take away a credit for the 2nd join.
@@ -1835,8 +1835,8 @@ bool GameState::IsEventMode() const
CoinMode GameState::GetCoinMode()
{
if( IsEventMode() && PREFSMAN->m_CoinMode == COIN_PAY )
return COIN_FREE;
if( IsEventMode() && PREFSMAN->m_CoinMode == COIN_MODE_PAY )
return COIN_MODE_FREE;
else
return PREFSMAN->m_CoinMode;
}
+1 -1
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@@ -196,7 +196,7 @@ PrefsManager::PrefsManager() :
m_iCoinsPerCredit ( "CoinsPerCredit", 1 ),
m_iSongsPerPlay ( "SongsPerPlay", 3 ),
m_CoinMode ( "CoinMode", COIN_HOME ),
m_CoinMode ( "CoinMode", COIN_MODE_HOME ),
m_Premium ( "Premium", PREMIUM_NONE ),
m_bDelayedCreditsReconcile ( "DelayedCreditsReconcile", false ),
m_bPickExtraStage ( "PickExtraStage", false ),
+3 -3
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@@ -72,13 +72,13 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
case MENU_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case COIN_PAY:
case COIN_MODE_PAY:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case COIN_HOME:
case COIN_FREE:
case COIN_MODE_HOME:
case COIN_MODE_FREE:
if( pScreen->IsTransitioning() )
return;
+2 -2
View File
@@ -322,13 +322,13 @@ static void MarvelousTiming( int &sel, bool ToSel, const ConfOption *pConfOption
static void CoinModeM( int &sel, bool ToSel, const ConfOption *pConfOption )
{
const CoinMode mapping[] = { COIN_HOME, COIN_PAY, COIN_FREE };
const CoinMode mapping[] = { COIN_MODE_HOME, COIN_MODE_PAY, COIN_MODE_FREE };
MoveMap( sel, PREFSMAN->m_CoinMode, ToSel, mapping, ARRAYSIZE(mapping) );
}
static void CoinModeNoHome( int &sel, bool ToSel, const ConfOption *pConfOption )
{
const CoinMode mapping[] = { COIN_PAY, COIN_FREE };
const CoinMode mapping[] = { COIN_MODE_PAY, COIN_MODE_FREE };
MoveMap( sel, PREFSMAN->m_CoinMode, ToSel, mapping, ARRAYSIZE(mapping) );
}
+1 -1
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@@ -116,7 +116,7 @@ void ScreenSelect::Update( float fDelta )
}
// don't time out on this screen is coin mode is pay.
// If we're here, then there's a credit in the machine.
if( GAMESTATE->GetCoinMode() != COIN_PAY )
if( GAMESTATE->GetCoinMode() != COIN_MODE_PAY )
{
if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS )
{
+3 -3
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@@ -180,13 +180,13 @@ CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
{
switch( GAMESTATE->GetCoinMode() )
{
case COIN_HOME:
case COIN_MODE_HOME:
if( GAMESTATE->PlayersCanJoin() )
return CREDITS_PRESS_START.GetValue();
else
return CREDITS_NOT_PRESENT.GetValue();
case COIN_PAY:
case COIN_MODE_PAY:
{
int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
@@ -197,7 +197,7 @@ CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit.Get() );
return sCredits;
}
case COIN_FREE:
case COIN_MODE_FREE:
if( GAMESTATE->PlayersCanJoin() )
return CREDITS_FREE_PLAY.GetValue();
else
+1 -1
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@@ -37,7 +37,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
// Don't show screen title menu (says "Press Start")
// if there are 0 credits and inserted and CoinMode is pay.
if( GAMESTATE->GetCoinMode() == COIN_PAY &&
if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY &&
GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
{
SCREENMAN->SetNewScreen( INITIAL_SCREEN );