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
+7 -4
View File
@@ -149,9 +149,9 @@ void ScreenSystemLayer::RefreshCreditsMessages()
// update joined
for( int p=0; p<NUM_PLAYERS; p++ )
{
switch( PREFSMAN->m_CoinMode )
switch( PREFSMAN->m_iCoinMode )
{
case PrefsManager::COIN_HOME:
case COIN_HOME:
if( GAMESTATE->m_bSideIsJoined[p] )
m_textCreditInfo[p].SetText( "" );
else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
@@ -159,7 +159,7 @@ void ScreenSystemLayer::RefreshCreditsMessages()
else
m_textCreditInfo[p].SetText( "NOT PRESENT" );
break;
case PrefsManager::COIN_PAY:
case COIN_PAY:
{
int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
CString txt = ssprintf("CREDIT(S) %d", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
@@ -168,9 +168,12 @@ void ScreenSystemLayer::RefreshCreditsMessages()
m_textCreditInfo[p].SetText(txt);
}
break;
case PrefsManager::COIN_FREE:
case COIN_FREE:
m_textCreditInfo[p].SetText( "FREE PLAY" );
break;
case COIN_EVENT:
m_textCreditInfo[p].SetText( "EVENT MODE" );
break;
default:
ASSERT(0);
}