/** Draw the current credits full screen */ void credits_draw (void) { dmd_alloc_pair (); dmd_clean_page_low (); credits_render (); font_render_string_center (&font_fixed6, 64, 9, sprintf_buffer); dmd_copy_low_to_high (); if (!has_credits_p ()) { if (price_config.payment_method == PAY_COIN) sprintf ("INSERT COINS"); else if (price_config.payment_method == PAY_TOKEN) sprintf ("INSERT TOKENS"); else if (price_config.payment_method == PAY_CARD) sprintf ("SWIPE CARD"); else if (price_config.payment_method == PAY_BILL) sprintf ("INSERT BILLS"); } else { sprintf ("PRESS START"); } font_render_string_center (&font_fixed6, 64, 22, sprintf_buffer); }
CALLSET_ENTRY (coin, sw_buyin_button) { #if 0 #ifdef MACHINE_BUYIN_SWITCH if (!in_buyin_mode) return; if (!has_credits_p ()) { signal player to enter button, restart buyin timer return; }
/** Update the start button lamp. It will flash when a new game * can be started, or be solid on during a game. It will be * off only when there are no credits. */ void lamp_start_update (void) { #ifdef MACHINE_START_LAMP if (has_credits_p ()) { if (!in_game) lamp_tristate_flash (MACHINE_START_LAMP); else lamp_tristate_on (MACHINE_START_LAMP); } else lamp_tristate_off (MACHINE_START_LAMP); #endif }