simplify, comment

This commit is contained in:
Glenn Maynard
2003-02-12 08:29:52 +00:00
parent 5d6c8e0b64
commit 566a89f23c
+23 -15
View File
@@ -267,31 +267,39 @@ void ScreenSelectStyle::MenuStart( PlayerNumber pn )
{
if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
{
if ( PREFSMAN->m_CoinMode == PrefsManager::COIN_HOME || PREFSMAN->m_CoinMode == PrefsManager::COIN_FREE )
{ /* Home and free do not require credits..fall thru */
}
else if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
/* I think JP should allow playing two-pad singleplayer modes (doubles),
* but not two-pad two-player modes (battle). (Battle mode isn't "joint".)
* That means we should leave player-entry logic alone and simply enable
* couples mode if JP is on and only one person has clicked in. (However,
* that means we'll display couples even if we don't really know if we have
* a second pad, which is a little annoying.)
*
* Also, credit deduction should be handled in StepMania.cpp (along with
* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
* are other screens you can join (eg ScreenCaution). -glenn */
if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
{
if( !PREFSMAN->m_bJointPremium && GAMESTATE->m_iCoins >= PREFSMAN->m_iCoinsPerCredit )
{ /* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
if( !PREFSMAN->m_bJointPremium )
{
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
{
/* Joint Premium is NOT enabled, and we do not have enough credits */
return;
}
/* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
}
else if( !PREFSMAN->m_bJointPremium && GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
{ /* Joint Premium is NOT enabled, and we do not enough credits */
return;
}
}
/* If credits had to be used, it's already taken care of.. add the player */
/* If credits had to be used, it's already taken care of.. add the player */
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu start") );
GAMESTATE->m_bSideIsJoined[pn] = true;
SCREENMAN->RefreshCreditsMessages();
UpdateEnabledDisabled();
return;
return; // don't fall through
}
GAMESTATE->m_CurStyle = GetSelectedStyle();
CString sCurStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName;