don't trap users in the jukebox

also, the jukebox could be used as an alternate "attract sequence",
so let's handle the attract coin logic there, too
This commit is contained in:
Glenn Maynard
2003-03-17 04:17:30 +00:00
parent 7252a63b28
commit f04507a017
+23 -1
View File
@@ -160,11 +160,33 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
{
switch( MenuI.button )
{
case MENU_BUTTON_START:
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
SCREENMAN->SendMessageToTopScreen( SM_NotesEnded, 0 );
break;
/* XXX: this is a copy-and-paste from ScreenAttract */
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
case MENU_BUTTON_COIN:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
SOUNDMAN->StopMusic();
/* We already played the it was a coin was inserted. Don't play it again. */
if( MenuI.button != MENU_BUTTON_COIN )
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common coin") );
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default:
ASSERT(0);
}
break;
}
}
}