Change event mode to a CoinMode (since using COIN_PAY and EventMode at the same time doesn't make sense).

Split ScreenLogo and ScreenTitleMenu.
In ScreenTitleMenu, add a different animation if using COIN_HOME (for SMMAX2).
Added codes at TitleMenu to change Theme and Announcer.
This commit is contained in:
Chris Danford
2003-04-13 04:50:08 +00:00
parent 6c07fd4d68
commit 82199383a8
39 changed files with 263 additions and 192 deletions
+6 -6
View File
@@ -154,14 +154,14 @@ int GameState::GetNumStagesLeft()
{
if(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2())
return 1;
if(PREFSMAN->m_bEventMode)
if(PREFSMAN->m_iCoinMode==COIN_EVENT)
return 999;
return PREFSMAN->m_iNumArcadeStages - m_iCurrentStageIndex;
}
bool GameState::IsFinalStage()
{
if( PREFSMAN->m_bEventMode )
if( PREFSMAN->m_iCoinMode==COIN_EVENT )
return false;
int iPredictedStageForCurSong = 1;
if( m_pCurSong != NULL )
@@ -172,14 +172,14 @@ bool GameState::IsFinalStage()
bool GameState::IsExtraStage()
{
if( PREFSMAN->m_bEventMode )
if( PREFSMAN->m_iCoinMode==COIN_EVENT )
return false;
return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages;
}
bool GameState::IsExtraStage2()
{
if( PREFSMAN->m_bEventMode )
if( PREFSMAN->m_iCoinMode==COIN_EVENT )
return false;
return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages+1;
}
@@ -190,7 +190,7 @@ CString GameState::GetStageText()
else if( m_PlayMode == PLAY_MODE_ONI ) return "oni";
else if( m_PlayMode == PLAY_MODE_NONSTOP ) return "nonstop";
else if( m_PlayMode == PLAY_MODE_ENDLESS ) return "endless";
else if( PREFSMAN->m_bEventMode ) return "event";
else if( PREFSMAN->m_iCoinMode==COIN_EVENT ) return "event";
else if( IsFinalStage() ) return "final";
else if( IsExtraStage() ) return "extra1";
else if( IsExtraStage2() ) return "extra2";
@@ -299,7 +299,7 @@ bool GameState::IsCourseMode() const
bool GameState::HasEarnedExtraStage()
{
if( PREFSMAN->m_bEventMode )
if( PREFSMAN->m_iCoinMode==COIN_EVENT )
return false;
if( GAMESTATE->m_PlayMode != PLAY_MODE_ARCADE )