Adding basic coin support

This commit is contained in:
Chris Danford
2003-01-19 04:44:22 +00:00
parent 4b0fa9aae6
commit ab9f558c6e
41 changed files with 494 additions and 375 deletions
+149 -105
View File
@@ -54,7 +54,9 @@ const CString CHOICE_TEXT[ScreenTitleMenu::NUM_TITLE_MENU_CHOICES] = {
#define ZOOM_SELECTED THEME->GetMetricF("ScreenTitleMenu","ZoomSelected")
#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
#define HELP_TEXT THEME->GetMetric("ScreenTitleMenu","HelpText")
#define HELP_TEXT_HOME THEME->GetMetric("ScreenTitleMenu","HelpTextHome")
#define HELP_TEXT_PAY THEME->GetMetric("ScreenTitleMenu","HelpTextPay")
#define HELP_TEXT_FREE THEME->GetMetric("ScreenTitleMenu","HelpTextFree")
#define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
const ScreenMessage SM_PlayComment = ScreenMessage(SM_User+1);
@@ -65,33 +67,47 @@ const ScreenMessage SM_GoToAttractLoop = ScreenMessage(SM_User+13);
ScreenTitleMenu::ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
}
void ScreenTitleMenu::FirstUpdate()
{
LOG->Trace( "ScreenTitleMenu::FirstUpdate()" );
ScreenLogo::FirstUpdate();
// we have to do init here because ScreenLogo does it's initialization in FirstUpdate()
m_textHelp.LoadFromFont( THEME->GetPathTo("Fonts","help") );
m_textHelp.SetText( HELP_TEXT );
CString sHelpText;
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sHelpText = HELP_TEXT_HOME; break;
case PrefsManager::COIN_PAY: sHelpText = HELP_TEXT_PAY; break;
case PrefsManager::COIN_FREE: sHelpText = HELP_TEXT_FREE; break;
default: ASSERT(0);
}
m_textHelp.SetText( sHelpText );
m_textHelp.SetXY( HELP_X, HELP_Y );
m_textHelp.SetZoom( 0.5f );
m_textHelp.SetEffectBlinking();
m_textHelp.TurnShadowOn();
m_textHelp.SetShadowLength( 2 );
this->AddChild( &m_textHelp );
int i;
for( i=0; i< NUM_TITLE_MENU_CHOICES; i++ )
switch( PREFSMAN->m_CoinMode )
{
m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","titlemenu") );
m_textChoice[i].SetText( CHOICE_TEXT[i] );
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
float fShadowLength = CHOICES_SHADOW_LENGTH;
m_textChoice[i].SetShadowLength( fShadowLength );
this->AddChild( &m_textChoice[i] );
}
case PrefsManager::COIN_HOME:
int i;
for( i=0; i< NUM_TITLE_MENU_CHOICES; i++ )
{
m_textChoice[i].LoadFromFont( THEME->GetPathTo("Fonts","titlemenu") );
m_textChoice[i].SetText( CHOICE_TEXT[i] );
m_textChoice[i].SetXY( CHOICES_X, CHOICES_START_Y + i*CHOICES_SPACING_Y );
m_textChoice[i].SetShadowLength( CHOICES_SHADOW_LENGTH );
m_textChoice[i].TurnShadowOn();
this->AddChild( &m_textChoice[i] );
}
break;
case PrefsManager::COIN_PAY:
break;
case PrefsManager::COIN_FREE:
break;
default:
ASSERT(0);
}
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") );
@@ -103,7 +119,7 @@ void ScreenTitleMenu::FirstUpdate()
m_TitleMenuChoice = CHOICE_GAME_START;
for( i=0; i<NUM_TITLE_MENU_CHOICES; i++ )
for( int i=0; i<NUM_TITLE_MENU_CHOICES; i++ )
LoseFocus( i );
GainFocus( m_TitleMenuChoice );
@@ -124,12 +140,124 @@ ScreenTitleMenu::~ScreenTitleMenu()
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenTitleMenu::Input()" );
LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
if( m_Fade.IsClosing() )
if( type != IET_FIRST_PRESS )
return;
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
ResetGame();
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;
}
SCREENMAN->SystemMessage( sMessage );
return;
}
if( !MenuI.IsValid() )
return;
switch( MenuI.button )
{
case MENU_BUTTON_UP:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_TitleMenuChoice );
if( m_TitleMenuChoice == 0 ) // wrap around
m_TitleMenuChoice = (ScreenTitleMenu::TitleMenuChoice)((int)NUM_TITLE_MENU_CHOICES);
m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice-1 );
m_soundChange.PlayRandom();
GainFocus( m_TitleMenuChoice );
break;
case PrefsManager::COIN_PAY:
case PrefsManager::COIN_FREE:
return; // ignore
}
break;
case MENU_BUTTON_DOWN:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME:
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_TitleMenuChoice );
if( m_TitleMenuChoice == (int)ScreenTitleMenu::NUM_TITLE_MENU_CHOICES-1 )
m_TitleMenuChoice = (TitleMenuChoice)-1; // wrap around
m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice+1 );
m_soundChange.PlayRandom();
GainFocus( m_TitleMenuChoice );
break;
case PrefsManager::COIN_PAY:
case PrefsManager::COIN_FREE:
return; // ignore
}
break;
case MENU_BUTTON_BACK:
m_Fade.CloseWipingRight( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // not enough coins
else
GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
// fall through
case PrefsManager::COIN_HOME:
case PrefsManager::COIN_FREE:
GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
GAMESTATE->m_MasterPlayerNumber = MenuI.player;
GAMESTATE->m_bPlayersCanJoin = false;
switch( m_TitleMenuChoice )
{
case CHOICE_GAME_START:
case CHOICE_SELECT_GAME:
case CHOICE_MAP_INSTRUMENTS:
case CHOICE_INPUT_OPTIONS:
case CHOICE_MACHINE_OPTIONS:
case CHOICE_GRAPHIC_OPTIONS:
case CHOICE_APPEARANCE_OPTIONS:
#ifdef _DEBUG
case CHOICE_SANDBOX:
#endif
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case CHOICE_EDIT:
if( SONGMAN->m_pSongs.empty() )
{
m_soundInvalid.PlayRandom();
}
else
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
}
break;
case CHOICE_EXIT:
m_soundSelect.PlayRandom();
ExitGame();
LOG->Trace("CHOICE_EXIT: shutting down");
return;
default:
ASSERT(0);
}
break;
default:
ASSERT(0);
}
break;
}
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
@@ -218,87 +346,3 @@ void ScreenTitleMenu::GainFocus( int iChoiceIndex )
m_textChoice[iChoiceIndex].SetEffectCamelion( 2.5f, color1, color2 );
}
void ScreenTitleMenu::MenuUp( PlayerNumber pn )
{
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_TitleMenuChoice );
if( m_TitleMenuChoice == 0 ) // wrap around
m_TitleMenuChoice = (ScreenTitleMenu::TitleMenuChoice)((int)NUM_TITLE_MENU_CHOICES);
m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice-1 );
m_soundChange.PlayRandom();
GainFocus( m_TitleMenuChoice );
}
void ScreenTitleMenu::MenuDown( PlayerNumber pn )
{
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_TitleMenuChoice );
if( m_TitleMenuChoice == (int)ScreenTitleMenu::NUM_TITLE_MENU_CHOICES-1 )
m_TitleMenuChoice = (TitleMenuChoice)-1; // wrap around
m_TitleMenuChoice = TitleMenuChoice( m_TitleMenuChoice+1 );
m_soundChange.PlayRandom();
GainFocus( m_TitleMenuChoice );
}
void ScreenTitleMenu::MenuStart( PlayerNumber pn )
{
GAMESTATE->m_bSideIsJoined[pn] = true;
GAMESTATE->m_MasterPlayerNumber = pn;
GAMESTATE->m_bPlayersCanJoin = false;
switch( m_TitleMenuChoice )
{
case CHOICE_GAME_START:
case CHOICE_SELECT_GAME:
case CHOICE_MAP_INSTRUMENTS:
case CHOICE_INPUT_OPTIONS:
case CHOICE_MACHINE_OPTIONS:
case CHOICE_GRAPHIC_OPTIONS:
case CHOICE_APPEARANCE_OPTIONS:
#ifdef _DEBUG
case CHOICE_SANDBOX:
#endif
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case CHOICE_EDIT:
if( SONGMAN->m_pSongs.empty() )
{
m_soundInvalid.PlayRandom();
}
else
{
m_soundSelect.PlayRandom();
m_Fade.CloseWipingRight( SM_GoToNextScreen );
}
break;
case CHOICE_EXIT: {
m_soundSelect.PlayRandom();
Exit();
LOG->Trace("CHOICE_EXIT: shutting down");
}
return;
default:
ASSERT(0);
}
}
void ScreenTitleMenu::MenuBack( PlayerNumber pn )
{
this->m_Fade.CloseWipingRight( SM_GoToAttractLoop );
}