Persistent Coins (#1405)

On Coin Insert, a file Save/Coin.ini is created if it does not exist, which stores the number of coins currrently in m_iCoins. Whenever m_iCoins is update, the Coin.ini is updated.

On boot, Coin.ini is read and m_iCoins is set to that value. If coins in coin.ini file is greater then MAX_NUM_CREDITS then reset the value to 0.
This commit is contained in:
Tyler Brekke
2017-02-17 08:21:38 -08:00
committed by Colby Klein
parent 4b3507f195
commit 8f332653e1
7 changed files with 49 additions and 1 deletions
+7 -1
View File
@@ -1281,9 +1281,12 @@ void StepMania::InsertCoin( int iNum, bool bCountInBookkeeping )
{
GAMESTATE->m_iCoins.Set( MAX_NUM_CREDITS * PREFSMAN->m_iCoinsPerCredit );
}
LOG->Trace("%i coins inserted, %i needed to play", GAMESTATE->m_iCoins.Get(), PREFSMAN->m_iCoinsPerCredit.Get() );
// On InsertCoin, make sure to update Coins file
BOOKKEEPER->WriteCoinsFile(GAMESTATE->m_iCoins.Get());
// If inserting coins, play an appropriate sound; if deducting coins, don't play anything.
if (iNum > 0)
{
@@ -1323,6 +1326,9 @@ void StepMania::ClearCredits()
GAMESTATE->m_iCoins.Set( 0 );
SCREENMAN->PlayInvalidSound();
// Update Coins file to make sure credits are cleared.
BOOKKEEPER->WriteCoinsFile(GAMESTATE->m_iCoins.Get());
// TODO: remove this redundant message and things that depend on it
Message msg( "CoinInserted" );
// below params are unused