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
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@@ -482,8 +482,8 @@ bool GameCommand::IsPlayable( CString *why ) const
switch( GAMESTATE->GetCoinMode() ) switch( GAMESTATE->GetCoinMode() )
{ {
case COIN_HOME: case COIN_MODE_HOME:
case COIN_FREE: case COIN_MODE_FREE:
iCredits = NUM_PLAYERS; /* not iNumCreditsPaid */ 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 // players joined. If enough players aren't joined, then
// we need to subtract credits for the sides that will be // we need to subtract credits for the sides that will be
// joined as a result of applying this option. // 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 iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
int iNumCreditsPaid = GetNumCreditsPaid(); int iNumCreditsPaid = GetNumCreditsPaid();
+1 -1
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@@ -104,7 +104,7 @@ static void LuaCoinMode(lua_State* L)
{ {
CString s = CoinModeNames[i]; CString s = CoinModeNames[i];
s.MakeUpper(); s.MakeUpper();
LUA->SetGlobal( "COIN_"+s, i ); LUA->SetGlobal( "COIN_MODE_"+s, i );
} }
} }
REGISTER_WITH_LUA_FUNCTION( LuaCoinMode ); REGISTER_WITH_LUA_FUNCTION( LuaCoinMode );
+14 -2
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@@ -267,7 +267,13 @@ const int ITEM_NONE = -1;
// Coin stuff // 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 ) #define FOREACH_CoinMode( i ) FOREACH_ENUM( CoinMode, NUM_COIN_MODES, i )
const CString& CoinModeToString( CoinMode cm ); const CString& CoinModeToString( CoinMode cm );
@@ -275,7 +281,13 @@ const CString& CoinModeToString( CoinMode cm );
// //
// Premium // 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 ) #define FOREACH_Premium( i ) FOREACH_ENUM( Premium, NUM_PREMIUMS, i )
const CString& PremiumToString( Premium p ); const CString& PremiumToString( Premium p );
+3 -3
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@@ -253,7 +253,7 @@ int GameState::GetCoinsNeededToJoin() const
{ {
int iCoinsToCharge = 0; int iCoinsToCharge = 0;
if( GAMESTATE->GetCoinMode() == COIN_PAY ) if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY )
iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit; iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
// If joint premium don't take away a credit for the 2nd join. // If joint premium don't take away a credit for the 2nd join.
@@ -1835,8 +1835,8 @@ bool GameState::IsEventMode() const
CoinMode GameState::GetCoinMode() CoinMode GameState::GetCoinMode()
{ {
if( IsEventMode() && PREFSMAN->m_CoinMode == COIN_PAY ) if( IsEventMode() && PREFSMAN->m_CoinMode == COIN_MODE_PAY )
return COIN_FREE; return COIN_MODE_FREE;
else else
return PREFSMAN->m_CoinMode; return PREFSMAN->m_CoinMode;
} }
+1 -1
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@@ -196,7 +196,7 @@ PrefsManager::PrefsManager() :
m_iCoinsPerCredit ( "CoinsPerCredit", 1 ), m_iCoinsPerCredit ( "CoinsPerCredit", 1 ),
m_iSongsPerPlay ( "SongsPerPlay", 3 ), m_iSongsPerPlay ( "SongsPerPlay", 3 ),
m_CoinMode ( "CoinMode", COIN_HOME ), m_CoinMode ( "CoinMode", COIN_MODE_HOME ),
m_Premium ( "Premium", PREMIUM_NONE ), m_Premium ( "Premium", PREMIUM_NONE ),
m_bDelayedCreditsReconcile ( "DelayedCreditsReconcile", false ), m_bDelayedCreditsReconcile ( "DelayedCreditsReconcile", false ),
m_bPickExtraStage ( "PickExtraStage", 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: case MENU_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() ) 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() ); LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through break; // don't fall through
// fall through // fall through
case COIN_HOME: case COIN_MODE_HOME:
case COIN_FREE: case COIN_MODE_FREE:
if( pScreen->IsTransitioning() ) if( pScreen->IsTransitioning() )
return; return;
+2 -2
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@@ -322,13 +322,13 @@ static void MarvelousTiming( int &sel, bool ToSel, const ConfOption *pConfOption
static void CoinModeM( 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) ); MoveMap( sel, PREFSMAN->m_CoinMode, ToSel, mapping, ARRAYSIZE(mapping) );
} }
static void CoinModeNoHome( int &sel, bool ToSel, const ConfOption *pConfOption ) 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) ); 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. // 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 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 ) 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() ) switch( GAMESTATE->GetCoinMode() )
{ {
case COIN_HOME: case COIN_MODE_HOME:
if( GAMESTATE->PlayersCanJoin() ) if( GAMESTATE->PlayersCanJoin() )
return CREDITS_PRESS_START.GetValue(); return CREDITS_PRESS_START.GetValue();
else else
return CREDITS_NOT_PRESENT.GetValue(); return CREDITS_NOT_PRESENT.GetValue();
case COIN_PAY: case COIN_MODE_PAY:
{ {
int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit; int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
int Coins = 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() ); sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit.Get() );
return sCredits; return sCredits;
} }
case COIN_FREE: case COIN_MODE_FREE:
if( GAMESTATE->PlayersCanJoin() ) if( GAMESTATE->PlayersCanJoin() )
return CREDITS_FREE_PLAY.GetValue(); return CREDITS_FREE_PLAY.GetValue();
else else
+1 -1
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@@ -37,7 +37,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
// Don't show screen title menu (says "Press Start") // Don't show screen title menu (says "Press Start")
// if there are 0 credits and inserted and CoinMode is pay. // 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 ) GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
{ {
SCREENMAN->SetNewScreen( INITIAL_SCREEN ); SCREENMAN->SetNewScreen( INITIAL_SCREEN );