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
+5 -9
View File
@@ -136,18 +136,14 @@ bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventTy
return false;
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
(int&)PREFSMAN->m_iCoinMode = (PREFSMAN->m_iCoinMode+1) % NUM_COIN_MODES;
/* ResetGame();
This causes problems on ScreenIntroMovie, which results in the
movie being restarted and/or becoming out-of-synch -- Miryokuteki */
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
CString sMessage = CoinModeToString( (CoinMode)PREFSMAN->m_iCoinMode );
sMessage.MakeUpper();
sMessage = "Coin Mode: " + sMessage;
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return true;
@@ -168,7 +164,7 @@ bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, c
/* subtract coins */
int iCoinsToCharge = 0;
if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
if( PREFSMAN->m_iCoinMode == COIN_PAY )
iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
if( PREFSMAN->m_bJointPremium )