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SpaceBattle2022.ino
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SpaceBattle2022.ino
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/**************************************************************************
Space Battle 2022 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
See <https://www.gnu.org/licenses/>.
*/
#include "RPU_Config.h"
#include "RPU.h"
#include "SpaceBattle2022.h"
#include "SelfTestAndAudit.h"
#include <EEPROM.h>
#define USE_SCORE_OVERRIDES
#if defined(RPU_OS_USE_WAV_TRIGGER) || defined(RPU_OS_USE_WAV_TRIGGER_1p3)
#include "SendOnlyWavTrigger.h"
SendOnlyWavTrigger wTrig; // Our WAV Trigger object
#endif
#define SPACE_BATTLE_MAJOR_VERSION 2022
#define SPACE_BATTLE_MINOR_VERSION 2
#define DEBUG_MESSAGES 0
void PlaySoundEffect(unsigned int soundEffectNum, int gain = 1000, boolean overrideSelector = false);
void PlayBackgroundSong(unsigned int songNum, unsigned long backgroundSongNumSeconds = 0);
/*********************************************************************
Game specific code
*********************************************************************/
// MachineState
// 0 - Attract Mode
// negative - self-test modes
// positive - game play
char MachineState = 0;
boolean MachineStateChanged = true;
#define MACHINE_STATE_ATTRACT 0
#define MACHINE_STATE_INIT_GAMEPLAY 1
#define MACHINE_STATE_INIT_NEW_BALL 2
#define MACHINE_STATE_NORMAL_GAMEPLAY 4
#define MACHINE_STATE_COUNTDOWN_BONUS 99
#define MACHINE_STATE_BALL_OVER 100
#define MACHINE_STATE_MATCH_MODE 110
#define MACHINE_STATE_ADJUST_FREEPLAY -21
#define MACHINE_STATE_ADJUST_BALL_SAVE -22
#define MACHINE_STATE_ADJUST_SOUND_SELECTOR -23
#define MACHINE_STATE_ADJUST_MUSIC_VOLUME -24
#define MACHINE_STATE_ADJUST_SFX_VOLUME -25
#define MACHINE_STATE_ADJUST_CALLOUTS_VOLUME -26
#define MACHINE_STATE_ADJUST_TOURNAMENT_SCORING -27
#define MACHINE_STATE_ADJUST_TILT_WARNING -28
#define MACHINE_STATE_ADJUST_AWARD_OVERRIDE -29
#define MACHINE_STATE_ADJUST_BALLS_OVERRIDE -30
#define MACHINE_STATE_ADJUST_SCROLLING_SCORES -31
#define MACHINE_STATE_ADJUST_EXTRA_BALL_AWARD -32
#define MACHINE_STATE_ADJUST_SPECIAL_AWARD -33
#define MACHINE_STATE_ADJUST_GOALS_UNTIL_WIZARD -34
#define MACHINE_STATE_ADJUST_WIZARD_TIME -35
#define MACHINE_STATE_ADJUST_IDLE_MODE -36
#define MACHINE_STATE_ADJUST_COMBOS_TO_FINISH -37
#define MACHINE_STATE_ADJUST_SPINNER_ACCELERATORS -38
#define MACHINE_STATE_ADJUST_ALLOW_RESET -39
#define MACHINE_STATE_ADJUST_DONE -40
// The lower 4 bits of the Game Mode are modes, the upper 4 are for frenzies
// and other flags that carry through different modes
#define GAME_MODE_SKILL_SHOT 0
#define GAME_MODE_UNSTRUCTURED_PLAY 1
#define GAME_MODE_BATTLE_START 2
#define GAME_MODE_BATTLE 3
#define GAME_MODE_BATTLE_ADD_ENEMY 4
#define GAME_MODE_BATTLE_WON 5
#define GAME_MODE_BATTLE_LOST 6
#define GAME_MODE_INVASION_START 7
#define GAME_MODE_INVASION 8
#define GAME_MODE_INVASION_WON 9
#define GAME_MODE_INVASION_LOST 10
#define GAME_MODE_WIZARD_START 11
#define GAME_MODE_WIZARD_WAIT_FOR_BALL 12
#define GAME_MODE_WIZARD 13
#define GAME_MODE_WIZARD_FINISHED_100 14
#define GAME_MODE_WIZARD_FINISHED_50 15
#define GAME_MODE_WIZARD_FINISHED_10 16
#define GAME_MODE_WIZARD_END_BALL_COLLECT 17
#define GAME_BASE_MODE 0x1F
#define EEPROM_BALL_SAVE_BYTE 100
#define EEPROM_FREE_PLAY_BYTE 101
#define EEPROM_SOUND_SELECTOR_BYTE 102
#define EEPROM_SKILL_SHOT_BYTE 103
#define EEPROM_TILT_WARNING_BYTE 104
#define EEPROM_AWARD_OVERRIDE_BYTE 105
#define EEPROM_BALLS_OVERRIDE_BYTE 106
#define EEPROM_TOURNAMENT_SCORING_BYTE 107
#define EEPROM_SFX_VOLUME_BYTE 108
#define EEPROM_MUSIC_VOLUME_BYTE 109
#define EEPROM_SCROLLING_SCORES_BYTE 110
#define EEPROM_CALLOUTS_VOLUME_BYTE 111
#define EEPROM_GOALS_UNTIL_WIZ_BYTE 112
#define EEPROM_IDLE_MODE_BYTE 113
#define EEPROM_WIZ_TIME_BYTE 114
#define EEPROM_SPINNER_ACCELERATOR_BYTE 115
#define EEPROM_COMBOS_GOAL_BYTE 116
#define EEPROM_ALLOW_RESET_BYTE 117
#define EEPROM_EXTRA_BALL_SCORE_UL 140
#define EEPROM_SPECIAL_SCORE_UL 144
#define SOUND_EFFECT_NONE 0
#define SOUND_EFFECT_BONUS_COUNT 1
#define SOUND_EFFECT_OUTLANE_UNLIT 4
#define SOUND_EFFECT_OUTLANE_LIT 6
#define SOUND_EFFECT_BUMPER_HIT 7
#define SOUND_EFFECT_LOWER_BUMPER_HIT 8
//#define SOUND_EFFECT_WAITING_FOR_SKILL 9
//#define SOUND_EFFECT_ADD_CREDIT 10
#define SOUND_EFFECT_TOP_LANE_REPEAT 11
#define SOUND_EFFECT_TOP_LANE_NEW 12
#define SOUND_EFFECT_TOP_LANE_LEVEL_FINISHED 13
#define SOUND_EFFECT_SW_LETTER_AWARDED 14
#define SOUND_EFFECT_DROP_TARGET_HIT 15
#define SOUND_EFFECT_DROP_TARGET_RESET 16
#define SOUND_EFFECT_BALL_OVER 19
#define SOUND_EFFECT_GAME_OVER 20
#define SOUND_EFFECT_FRENZY_BUMPER_HIT 21
#define SOUND_EFFECT_SKILL_SHOT 25
#define SOUND_EFFECT_TILT_WARNING 28
#define SOUND_EFFECT_MATCH_SPIN 30
#define SOUND_EFFECT_LEFT_SPINNER 32
#define SOUND_EFFECT_RIGHT_SPINNER 33
#define SOUND_EFFECT_SLING_SHOT 34
//#define SOUND_EFFECT_10PT_SWITCH 36
#define SOUND_EFFECT_BULLSEYE_UNLIT 37
#define SOUND_EFFECT_BULLSEYE_LIT 38
#define SOUND_EFFECT_SR_FINISHED 40
#define SOUND_EFFECT_WS_FINISHED 41
#define SOUND_EFFECT_SRWS_FINISHED 42
#define SOUND_EFFECT_CAPTIVE_BALL_UNLIT 43
#define SOUND_EFFECT_ENEMY_INVASION_ALARM 44
#define SOUND_EFFECT_INVADING_ENEMY_HIT 45
#define SOUND_EFFECT_INVADING_ENEMY_MISS 46
#define SOUND_EFFECT_SHIELD_DESTROYED 47
#define SOUND_EFFECT_NEUTRAL_ZONE_DUPLICATE 48
#define SOUND_EFFECT_NEUTRAL_ZONE_HIT 49
//#define SOUND_EFFECT_SHOOT_AGAIN 60
#define SOUND_EFFECT_TILT 61
#define SOUND_EFFECT_BATTLE_START 62
#define SOUND_EFFECT_BATTLE_ADD_ENEMY 63
#define SOUND_EFFECT_BATTLE_LOST 64
#define SOUND_EFFECT_BATTLE_WON 65
#define SOUND_EFFECT_BATTLE_ENEMY_HIT 66
#define SOUND_EFFECT_SCORE_TICK 67
//#define SOUND_EFFECT_VOICE_EXTRA_BALL 81
#define SOUND_EFFECT_WIZARD_START 82
//#define SOUND_EFFECT_WIZARD_FINISHED 83
#define SOUND_EFFECT_WAV_MANDATORY 100
#define SOUND_EFFECT_COIN_DROP_1 100
#define SOUND_EFFECT_COIN_DROP_2 101
#define SOUND_EFFECT_COIN_DROP_3 102
#define SOUND_EFFECT_WIZARD_START_SAUCER 110
#define SOUND_EFFECT_WIZARD_FINAL_SHOT_1 111
#define SOUND_EFFECT_WIZARD_FINAL_SHOT_2 112
#define SOUND_EFFECT_MACHINE_START 120
#define SOUND_EFFECT_SELF_TEST_MODE_START 132
#define SOUND_EFFECT_SELF_TEST_CPC_START 180
#define SOUND_EFFECT_SELF_TEST_AUDIO_OPTIONS_START 190
#define SOUND_EFFECT_BACKGROUND_SONG_1 200
#define NUM_BACKGROUND_SONGS 9
#define SOUND_EFFECT_BATTLE_SONG_1 250
#define NUM_BATTLE_SONGS 3
#define SOUND_EFFECT_BACKGROUND_SONG_WIZARD 275
#define SOUND_EFFECT_BACKGROUND_SONG_WIZARD_LAST_10 276
unsigned long BackgroundSongEndTime;
// Game play status callouts
#define NUM_VOICE_NOTIFICATIONS 104
byte VoiceNotificationDurations[NUM_VOICE_NOTIFICATIONS] = {
4, 3, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 4, 4, 3, 2, 4, 3, 2, 2,
3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 4, 4, 4, 4, 4, 4, 4, 4, 5,
4, 5, 5, 3, 3, 3, 3, 3, 3, 3,
3, 3, 2, 3, 2, 3, 3, 3, 3, 3,
3, 3, 3, 3, 4, 3, 3, 3, 3, 3,
3, 4, 4, 4, 4, 3, 3, 3, 3, 4,
3, 3, 3, 3, 4, 4, 4, 4, 4, 4,
4, 4, 5, 5, 4, 5, 3, 3, 3, 4,
4, 6, 4, 6
};
unsigned long NextVoiceNotificationPlayTime;
#define SOUND_EFFECT_VP_VOICE_NOTIFICATIONS_START 500
#define SOUND_EFFECT_VP_INTERCEPTING_ENEMY_TRANSMISSION 500
#define SOUND_EFFECT_VP_INTRUDER_ALERT 501
#define SOUND_EFFECT_VP_CHICKEN 502
#define SOUND_EFFECT_VP_INCOMING_ENEMY_VECTOR_S1 503
#define SOUND_EFFECT_VP_INCOMING_ENEMY_VECTOR_S2 513
#define SOUND_EFFECT_VP_BATTLE_WON 514
#define SOUND_EFFECT_VP_BATTLE_LOST 515
#define SOUND_EFFECT_VP_PRISONER_WAITING 516
#define SOUND_EFFECT_VP_SMART_BOMB 517
#define SOUND_EFFECT_VP_SR 518
#define SOUND_EFFECT_VP_WS 519
#define SOUND_EFFECT_VP_SHIELD_COMPLETE 520
#define SOUND_EFFECT_VP_SCANNER_CHARGED 521
#define SOUND_EFFECT_VP_BONUSX_INCREASED 522
#define SOUND_EFFECT_VP_BONUSX_MAX 523
#define SOUND_EFFECT_VP_BONUS_MAX 524
#define SOUND_EFFECT_VP_COMBO_1 525
#define SOUND_EFFECT_VP_COMBO_2 526
#define SOUND_EFFECT_VP_COMBO_3 527
#define SOUND_EFFECT_VP_COMBO_4 528
#define SOUND_EFFECT_VP_COMBO_5 529
#define SOUND_EFFECT_VP_COMBO_6 530
#define SOUND_EFFECT_VP_COMBOS_COMPLETE 531
#define SOUND_EFFECT_VP_SEVEN_NEUTRAL_ZONES 532
#define SOUND_EFFECT_VP_CYCLING_WS 533
#define SOUND_EFFECT_VP_HUMAN_POSITION_1 534
#define SOUND_EFFECT_VP_HUMAN_POSITION_4 537
#define SOUND_EFFECT_VP_1X_PLAYFIELD 538
#define SOUND_EFFECT_VP_5X_PLAYFIELD 542
#define SOUND_EFFECT_VP_ADD_PLAYER_1 543
#define SOUND_EFFECT_VP_ADD_PLAYER_2 (SOUND_EFFECT_VP_ADD_PLAYER_1+1)
#define SOUND_EFFECT_VP_ADD_PLAYER_3 (SOUND_EFFECT_VP_ADD_PLAYER_1+2)
#define SOUND_EFFECT_VP_ADD_PLAYER_4 (SOUND_EFFECT_VP_ADD_PLAYER_1+3)
#define SOUND_EFFECT_VP_PLAYER_1_UP 547
#define SOUND_EFFECT_VP_PLAYER_2_UP (SOUND_EFFECT_VP_PLAYER_1_UP+1)
#define SOUND_EFFECT_VP_PLAYER_3_UP (SOUND_EFFECT_VP_PLAYER_1_UP+2)
#define SOUND_EFFECT_VP_PLAYER_4_UP (SOUND_EFFECT_VP_PLAYER_1_UP+3)
#define SOUND_EFFECT_VP_SHOOT_AGAIN 551
#define SOUND_EFFECT_VP_JACKPOT 552
#define SOUND_EFFECT_VP_SUPER_JACKPOT 553
#define SOUND_EFFECT_VP_EXTRA_BALL 554
#define SOUND_EFFECT_VP_LAUNCH_PROMPT_1_1 555
#define SOUND_EFFECT_VP_LAUNCH_PROMPT_2_1 559
#define SOUND_EFFECT_VP_LAUNCH_PROMPT_3_1 563
#define SOUND_EFFECT_VP_ENEMY_ADVANCING 567
#define SOUND_EFFECT_VP_ENEMY_INVASION_DEFEATED 568
#define SOUND_EFFECT_VP_ENEMY_DESTROYED_SHIELD 569
#define SOUND_EFFECT_VP_SPINNER_GOAL_REACHED 570
#define SOUND_EFFECT_VP_BASES_GOAL_REACHED 571
#define SOUND_EFFECT_VP_ADVERTISE_BATTLE 572
#define SOUND_EFFECT_VP_ADVERTISE_INVASION 573
#define SOUND_EFFECT_VP_ADVERTISE_COMBOS 574
#define SOUND_EFFECT_VP_ADVERTISE_SPINS 575
#define SOUND_EFFECT_VP_ADVERTISE_NZS 576
#define SOUND_EFFECT_VP_ADVERTISE_SHIELD 577
#define SOUND_EFFECT_VP_ADVERTISE_BASES 578
#define SOUND_EFFECT_VP_FIVE_COMBOS_LEFT 579
#define SOUND_EFFECT_VP_SEVEN_GOALS_FOR_ENEMY 584
#define SOUND_EFFECT_VP_ONE_GOAL_FOR_ENEMY 590
#define SOUND_EFFECT_VP_ALL_GOALS_DONE 591
#define SOUND_EFFECT_VP_WIZARD_20_SECONDS 592
#define SOUND_EFFECT_VP_WIZARD_30_SECONDS 593
#define SOUND_EFFECT_VP_WIZARD_45_SECONDS 594
#define SOUND_EFFECT_VP_WIZARD_60_SECONDS 595
#define SOUND_EFFECT_VP_WIZARD_10_SECONDS_LEFT 596
#define SOUND_EFFECT_VP_WIZARD_100_PERCENT_HIT 597
#define SOUND_EFFECT_VP_WIZARD_50_PERCENT_HIT 598
#define SOUND_EFFECT_VP_WIZARD_10_PERCENT_HIT 599
#define SOUND_EFFECT_VP_ORBIT_ABANDONED 600
#define SOUND_EFFECT_VP_SAUCER_TO_ORBIT 601
#define SOUND_EFFECT_VP_PREPARING_MISSLES 602
#define SOUND_EFFECT_VP_WIZARD_END_COLLECT 603
#define MAX_DISPLAY_BONUS 39
#define TILT_WARNING_DEBOUNCE_TIME 1000
/*********************************************************************
Machine state and options
*********************************************************************/
byte Credits = 0;
byte SoundSelector = 3;
byte BallSaveNumSeconds = 0;
byte MaximumCredits = 40;
byte BallsPerGame = 3;
byte ScoreAwardReplay = 0;
byte MusicVolume = 6;
byte SoundEffectsVolume = 8;
byte CalloutsVolume = 10;
byte ChuteCoinsInProgress[3];
boolean FreePlayMode = false;
boolean HighScoreReplay = true;
boolean MatchFeature = true;
boolean TournamentScoring = false;
boolean ScrollingScores = true;
unsigned long ExtraBallValue = 0;
unsigned long SpecialValue = 0;
unsigned long CurrentTime = 0;
unsigned long HighScore = 0;
unsigned long AwardScores[3];
/*********************************************************************
Game State
*********************************************************************/
byte CurrentPlayer = 0;
byte CurrentBallInPlay = 1;
byte CurrentNumPlayers = 0;
byte Bonus[4];
byte CurrentBonus;
byte BonusX[4];
byte GameMode = GAME_MODE_SKILL_SHOT;
byte MaxTiltWarnings = 2;
byte NumTiltWarnings = 0;
boolean SamePlayerShootsAgain = false;
boolean BallSaveUsed = false;
boolean ExtraBallCollected = false;
boolean SpecialCollected = false;
boolean TimersPaused = true;
boolean AllowResetAfterBallOne = true;
unsigned long CurrentScores[4];
unsigned long BallFirstSwitchHitTime = 0;
unsigned long BallTimeInTrough = 0;
unsigned long GameModeStartTime = 0;
unsigned long GameModeEndTime = 0;
unsigned long LastTiltWarningTime = 0;
unsigned long ScoreAdditionAnimation;
unsigned long ScoreAdditionAnimationStartTime;
unsigned long LastRemainingAnimatedScoreShown;
unsigned long PlayfieldMultiplier;
unsigned long LastTimeThroughLoop;
unsigned long LastSwitchHitTime;
unsigned long BallSaveEndTime;
#define BALL_SAVE_GRACE_PERIOD 3000
/*********************************************************************
Game Specific State Variables
*********************************************************************/
int NumCarryWizardGoals[4];
byte TotalSpins[4];
byte SpinnerMaxGoal = 250;
byte LastAwardShotCalloutPlayed;
byte LastWizardTimer;
byte TopLaneStatus[4];
byte TopLaneSkillShot;
byte LeftDropTargetStatus;
byte CenterDropTargetStatus;
byte RightDropTargetStatus;
byte SkillShotLane;
byte NumLeftDTClears[4];
byte NumCenterDTClears[4];
byte NumRightDTClears[4];
byte LowerPopStatus[4];
byte CombosAchieved[4];
byte HoldoverAwards[4];
byte SWLettersLevel[4];
byte NeutralZoneHits[4];
byte SaucerValue[4];
byte WizardGoals[4];
byte UsedWizardGoals[4];
byte BasesVisited;
byte IdleMode;
byte CombosToFinishGoal = 6;
#define NUM_BALL_SEARCH_SOLENOIDS 8
byte BallSearchSolenoidToTry;
byte BallSearchSols[NUM_BALL_SEARCH_SOLENOIDS] = {SOL_BOTTOM_LEFT_POP, SOL_SAUCER, SOL_UPPER_LEFT_POP, SOL_UPPER_RIGHT_POP, SOL_CENTER_POP, SOL_BOTTOM_RIGHT_POP, SOL_RIGHT_SLING, SOL_LEFT_SLING};
byte GoalsUntilWizard;
byte WizardModeTime;
boolean IdleModeOn = true;
boolean SpinnerAccelerators = true;
boolean OutlaneSpecialLit[4];
boolean CaptiveBallLit[4];
boolean BullseyeSpecialLit[4];
unsigned long LastInlaneHitTime;
unsigned long BonusXAnimationStart;
unsigned long LastSpinnerHit;
unsigned long ResetLeftDropTargetStatusTime;
unsigned long ResetCenterDropTargetStatusTime;
unsigned long ResetRightDropTargetStatusTime;
unsigned long TopCenterPopLastHit;
unsigned long TopLeftPopLastHit;
unsigned long TopRightPopLastHit;
unsigned long TopLaneAnimationStartTime[4];
unsigned long SWLettersAnimationStartTime[11];
unsigned long SaucerScoreAnimationStart;
unsigned long BattleAward;
unsigned long SaucerEjectTime;
unsigned long PlayfieldMultiplierExpiration;
unsigned long UpperPopFrenzyFinish;
unsigned long SpinnerFrenzyEndTime;
unsigned long ShieldDestroyedAnimationStart;
unsigned long TicksCountedTowardsInvasion;
unsigned long TicksCountedTowardsStatus;
unsigned long SWLettersExpirationTime[11];
unsigned long BallSearchNextSolenoidTime;
unsigned long BallSearchSolenoidFireTime[NUM_BALL_SEARCH_SOLENOIDS];
unsigned long WizardBonus;
unsigned long LastWizardBonus;
unsigned long LastTimeWizardBonusShown;
unsigned long TimeInSaucer;
// Combo tracking variables
unsigned long LastLeftInlane;
unsigned long LastRightInlane;
unsigned short SWStatus[4];
unsigned short BattleLetter;
unsigned short InvasionPosition;
unsigned short InvasionFlashLevel;
#define INVASION_POSITION_NONE 0x0000
#define INVASION_POSITION_TOP_1 0x0001
#define INVASION_POSITION_TOP_2 0x0002
#define INVASION_POSITION_TOP_3 0x0004
#define INVASION_POSITION_TOP_4 0x0008
#define INVASION_POSITION_TOP_LANE_MASK 0x000F
#define INVASION_POSITION_TL_POP 0x0010
#define INVASION_POSITION_TR_POP 0x0020
#define INVASION_POSITION_MIDDLE_POP 0x0040
#define INVASION_POSITION_CAPTIVE 0x0080
#define INVASION_POSITION_BULLSEYE 0x0100
#define INVASION_POSITION_LOWER_POPS 0x0200
#define INVASION_START_WAIT_TIME 20000
#define COMBO_AVAILABLE_TIME 3500
#define COMBO_LEFT_TO_RIGHT_ALLEY_PASS 0
#define COMBO_RIGHT_TO_LEFT_ALLEY_PASS 1
#define COMBO_LEFT_TO_RIGHT_SPINNER 2
#define COMBO_RIGHT_TO_LEFT_SPINNER 3
#define COMBO_LEFT_TO_BULLSEYE 4
#define COMBO_RIGHT_TO_CAPTIVE 5
#define COMBO_AWARD 10000
#define COMBOS_COMPLETE_AWARD 75000
#define SW_LETTER_S1_INDEX 0
#define SW_LETTER_T_INDEX 1
#define SW_LETTER_E_INDEX 2
#define SW_LETTER_L1_INDEX 3
#define SW_LETTER_L2_INDEX 4
#define SW_LETTER_A1_INDEX 5
#define SW_LETTER_R1_INDEX 6
#define SW_LETTER_W_INDEX 7
#define SW_LETTER_A2_INDEX 8
#define SW_LETTER_R2_INDEX 9
#define SW_LETTER_S2_INDEX 10
#define SW_STATUS_WS_MASK 0x0780
#define SW_LETTERS_SHIELD_COMPLETE_TIME 30000
#define SW_LETTERS_EXPIRATION_BASE 60000
#define SRWS_COMPLETION_BONUS 50000
#define WIZARD_MODE_QUALIFY_TICKS 45000
#define WIZARD_START_DURATION 5000
#define WIZARD_DURATION 39000
#define WIZARD_DURATION_SECONDS 39
#define WIZARD_FINISHED_DURATION 5000
#define WIZARD_SWITCH_SCORE 5000
#define WIZARD_MODE_REWARD_SCORE 250000
#define HOLDOVER_BONUS_X 0x01
#define HOLDOVER_BONUS 0x02
#define NEUTRAL_ZONE_1 0
#define NEUTRAL_ZONE_2 1
#define NEUTRAL_ZONE_3 2
#define NEUTRAL_ZONE_4 3
#define NEUTRAL_ZONE_5 4
#define NEUTRAL_ZONE_6 5
#define NEUTRAL_ZONE_7 6
#define WIZARD_GOAL_7_NZ 0x01
#define WIZARD_GOAL_SPINS 0x02
#define WIZARD_GOAL_BATTLE 0x04
#define WIZARD_GOAL_INVASION 0x08
#define WIZARD_GOAL_SHIELD 0x10
#define WIZARD_GOAL_COMBOS 0x20
#define WIZARD_GOAL_POP_BASES 0x40
#define BASE_VISIT_BOTTOM_LEFT_POP 0x01
#define BASE_VISIT_BOTTOM_RIGHT_POP 0x02
#define BASE_VISIT_TOP_CENTER_POP 0x04
#define BASE_VISIT_TOP_LEFT_POP 0x08
#define BASE_VISIT_TOP_RIGHT_POP 0x10
#define BASES_ALL_VISITED 0x1F
#define IDLE_MODE_NONE 0
#define IDLE_MODE_ANNOUNCE_GOALS 1
#define IDLE_MODE_ADVERTISE_BATTLE 2
#define IDLE_MODE_ADVERTISE_INVASION 3
#define IDLE_MODE_ADVERTISE_COMBOS 4
#define IDLE_MODE_ADVERTISE_BASES 5
#define IDLE_MODE_ADVERTISE_NZS 6
#define IDLE_MODE_ADVERTISE_SPINS 7
#define IDLE_MODE_ADVERTISE_SHIELD 8
#define IDLE_MODE_BALL_SEARCH 9
#define SAUCER_VALUE_1K 0
#define SAUCER_VALUE_2K 1
#define SAUCER_VALUE_5K 2
#define SAUCER_VALUE_10K 3
#define SAUCER_VALUE_EB 4
void ReadStoredParameters() {
for (byte count=0; count<3; count++) {
ChuteCoinsInProgress[count] = 0;
}
HighScore = RPU_ReadULFromEEProm(RPU_HIGHSCORE_EEPROM_START_BYTE, 10000);
Credits = RPU_ReadByteFromEEProm(RPU_CREDITS_EEPROM_BYTE);
if (Credits > MaximumCredits) Credits = MaximumCredits;
ReadSetting(EEPROM_FREE_PLAY_BYTE, 0);
FreePlayMode = (EEPROM.read(EEPROM_FREE_PLAY_BYTE)) ? true : false;
BallSaveNumSeconds = ReadSetting(EEPROM_BALL_SAVE_BYTE, 15);
if (BallSaveNumSeconds > 20) BallSaveNumSeconds = 20;
SoundSelector = ReadSetting(EEPROM_SOUND_SELECTOR_BYTE, 3);
if (SoundSelector > 8) SoundSelector = 3;
MusicVolume = ReadSetting(EEPROM_MUSIC_VOLUME_BYTE, 10);
if (MusicVolume>10) MusicVolume = 10;
SoundEffectsVolume = ReadSetting(EEPROM_SFX_VOLUME_BYTE, 10);
if (SoundEffectsVolume>10) SoundEffectsVolume = 10;
CalloutsVolume = ReadSetting(EEPROM_CALLOUTS_VOLUME_BYTE, 10);
if (CalloutsVolume>10) CalloutsVolume = 10;
GoalsUntilWizard = ReadSetting(EEPROM_GOALS_UNTIL_WIZ_BYTE, 5);
if (GoalsUntilWizard>7) GoalsUntilWizard = 7;
CombosToFinishGoal = ReadSetting(EEPROM_COMBOS_GOAL_BYTE, 6);
if (CombosToFinishGoal>6) CombosToFinishGoal = 6;
IdleModeOn = (ReadSetting(EEPROM_IDLE_MODE_BYTE, 1)!=0) ? true:false;
WizardModeTime = ReadSetting(EEPROM_WIZ_TIME_BYTE, 30);
if (WizardModeTime>60) WizardModeTime = 30;
TournamentScoring = (ReadSetting(EEPROM_TOURNAMENT_SCORING_BYTE, 0)) ? true : false;
MaxTiltWarnings = ReadSetting(EEPROM_TILT_WARNING_BYTE, 2);
if (MaxTiltWarnings > 2) MaxTiltWarnings = 2;
AllowResetAfterBallOne = (ReadSetting(EEPROM_ALLOW_RESET_BYTE, 1)) ? true : false;
byte awardOverride = ReadSetting(EEPROM_AWARD_OVERRIDE_BYTE, 99);
if (awardOverride != 99) {
ScoreAwardReplay = awardOverride;
}
byte ballsOverride = ReadSetting(EEPROM_BALLS_OVERRIDE_BYTE, 99);
if (ballsOverride == 3 || ballsOverride == 5) {
BallsPerGame = ballsOverride;
} else {
if (ballsOverride != 99) EEPROM.write(EEPROM_BALLS_OVERRIDE_BYTE, 99);
}
ScrollingScores = (ReadSetting(EEPROM_SCROLLING_SCORES_BYTE, 1)) ? true : false;
ExtraBallValue = RPU_ReadULFromEEProm(EEPROM_EXTRA_BALL_SCORE_UL);
if (ExtraBallValue % 1000 || ExtraBallValue > 100000) ExtraBallValue = 20000;
SpecialValue = RPU_ReadULFromEEProm(EEPROM_SPECIAL_SCORE_UL);
if (SpecialValue % 1000 || SpecialValue > 100000) SpecialValue = 40000;
AwardScores[0] = RPU_ReadULFromEEProm(RPU_AWARD_SCORE_1_EEPROM_START_BYTE);
AwardScores[1] = RPU_ReadULFromEEProm(RPU_AWARD_SCORE_2_EEPROM_START_BYTE);
AwardScores[2] = RPU_ReadULFromEEProm(RPU_AWARD_SCORE_3_EEPROM_START_BYTE);
}
void setup() {
if (DEBUG_MESSAGES) {
Serial.begin(57600);
}
// Set up the chips and interrupts
RPU_InitializeMPU(RPU_CMD_BOOT_ORIGINAL_IF_CREDIT_RESET | RPU_CMD_PERFORM_MPU_TEST, SW_CREDIT_RESET);
RPU_DisableSolenoidStack();
RPU_SetDisableFlippers(true);
// Read parameters from EEProm
ReadStoredParameters();
RPU_SetCoinLockout((Credits >= MaximumCredits) ? true : false);
CurrentScores[0] = SPACE_BATTLE_MAJOR_VERSION;
CurrentScores[1] = SPACE_BATTLE_MINOR_VERSION;
CurrentScores[2] = RPU_OS_MAJOR_VERSION;
CurrentScores[3] = RPU_OS_MINOR_VERSION;
#if defined(RPU_OS_USE_WAV_TRIGGER) || defined(RPU_OS_USE_WAV_TRIGGER_1p3)
// WAV Trigger startup at 57600
wTrig.start();
wTrig.stopAllTracks();
delayMicroseconds(10000);
#endif
InitSoundEffectQueue();
StopAudio();
CurrentTime = millis();
PlaySoundEffect(SOUND_EFFECT_MACHINE_START);
}
byte ReadSetting(byte setting, byte defaultValue) {
byte value = EEPROM.read(setting);
if (value == 0xFF) {
EEPROM.write(setting, defaultValue);
return defaultValue;
}
return value;
}
// This function is useful for checking the status of drop target switches
byte CheckSequentialSwitches(byte startingSwitch, byte numSwitches) {
byte returnSwitches = 0;
for (byte count = 0; count < numSwitches; count++) {
returnSwitches |= (RPU_ReadSingleSwitchState(startingSwitch + count) << count);
}
return returnSwitches;
}
////////////////////////////////////////////////////////////////////////////
//
// Lamp Management functions
//
////////////////////////////////////////////////////////////////////////////
void ShowLampAnimation(byte animationNum, unsigned long divisor, unsigned long baseTime, byte subOffset, boolean dim, boolean reverse = false, byte keepLampOn = 99) {
byte currentStep = (baseTime / divisor) % LAMP_ANIMATION_STEPS;
if (reverse) currentStep = (LAMP_ANIMATION_STEPS - 1) - currentStep;
byte lampNum = 0;
for (int byteNum = 0; byteNum < 8; byteNum++) {
byte bitMask = 0x01;
for (byte bitNum = 0; bitNum < 8; bitNum++) {
// if there's a subOffset, turn off lights at that offset
if (subOffset) {
byte lampOff = true;
lampOff = LampAnimations[animationNum][(currentStep + subOffset) % LAMP_ANIMATION_STEPS][byteNum] & bitMask;
if (lampOff && lampNum != keepLampOn) RPU_SetLampState(lampNum, 0);
}
byte lampOn = false;
lampOn = LampAnimations[animationNum][currentStep][byteNum] & bitMask;
if (lampOn) RPU_SetLampState(lampNum, 1, dim);
lampNum += 1;
bitMask *= 2;
}
}
}
unsigned long ToplaneDeltaTicks = 0;
unsigned long ToplaneLastTicks = 0;
unsigned long ToplaneCycle = 0;
void ShowTopLaneLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
for (byte count = 0; count < 4; count++) {
RPU_SetLampState(LAMP_1 + count, count == SkillShotLane, 0, 250);
}
} else if (IdleMode != IDLE_MODE_NONE) {
for (byte count = 0; count < 4; count++) {
RPU_SetLampState(LAMP_1 + count, IdleMode == IDLE_MODE_ADVERTISE_INVASION, 0, 250);
}
} else if (InvasionPosition & INVASION_POSITION_TOP_LANE_MASK) {
unsigned short laneMask = 0x0001;
for (byte count = 0; count < 4; count++) {
RPU_SetLampState(LAMP_1 + count, (InvasionPosition & laneMask) ? true : false, 0, InvasionFlashLevel);
laneMask *= 2;
}
} else if ((GameMode & GAME_BASE_MODE) == GAME_MODE_UNSTRUCTURED_PLAY && TicksCountedTowardsInvasion != 0) {
unsigned long period = 50 + ((INVASION_START_WAIT_TIME - TicksCountedTowardsInvasion) / 150);
ToplaneDeltaTicks += (CurrentTime - ToplaneLastTicks);
if (ToplaneDeltaTicks > period) {
ToplaneCycle += ToplaneDeltaTicks / period;
ToplaneDeltaTicks = ToplaneDeltaTicks % period;
}
ToplaneLastTicks = CurrentTime;
byte lampPhase = ToplaneCycle % 24;
byte lampNum = lampPhase / 4;
if (lampNum > 3) lampNum = 6 - lampNum;
for (byte count = 0; count < 4; count++) {
RPU_SetLampState(LAMP_1 + count, ((lampPhase % 4) == 0) && (count == lampNum));
}
} else {
byte bitMask = 0x01;
for (byte count = 0; count < 4; count++) {
if (TopLaneAnimationStartTime[count] != 0) {
RPU_SetLampState(LAMP_1 + count, 1, 0, 100);
if ((CurrentTime - TopLaneAnimationStartTime[count]) > 5000) TopLaneAnimationStartTime[count] = 0;
} else {
byte laneOn = (TopLaneStatus[CurrentPlayer] & bitMask);
RPU_SetLampState(LAMP_1 + count, laneOn);
}
bitMask *= 2;
}
}
}
void ShowBonusLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
byte lampPhase = ((CurrentTime - GameModeStartTime) / 50) % 25;
for (byte count = 0; count < 9; count++) {
RPU_SetLampState(LAMP_BONUS_1 + count, count >= (22 - lampPhase) && count <= (24 - lampPhase));
}
RPU_SetLampState(LAMP_BONUS_10, 0);
RPU_SetLampState(LAMP_BONUS_20, 0);
} else {
RPU_SetLampState(LAMP_BONUS_10, ((CurrentBonus / 10) % 2) == 1);
RPU_SetLampState(LAMP_BONUS_20, (CurrentBonus / 10) > 1);
for (byte count = 0; count < 9; count++) {
RPU_SetLampState(LAMP_BONUS_1 + count, count < (CurrentBonus % 10));
}
}
}
// 0 1 2 3 4 5 6 0 1 2 3
// S T E L L A R W A R S
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
// 29 28 27 26 25 24 23 22 21 20 19 18 17
unsigned short lastSWStatusReported = 0;
void ShowSRWSCircleLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
byte lampPhase = ((CurrentTime - GameModeStartTime) / 50) % 25;
for (byte count = 0; count < 7; count++) {
if (lampPhase < 23) RPU_SetLampState(LAMP_CIRCLE_S1 + count, count >= lampPhase && count <= (lampPhase + 2));
else RPU_SetLampState(LAMP_CIRCLE_S1 + count, count <= (lampPhase - 23));
}
for (byte count = 0; count < 4; count++) {
RPU_SetLampState(LAMP_CIRCLE_W + count, count >= (lampPhase - 8) && count <= (lampPhase - 6));
}
} else if (IdleMode == IDLE_MODE_ADVERTISE_SHIELD) {
for (byte count = 0; count < 7; count++) {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, 1, 0, 250);
}
for (byte count = 0; count < 4; count++) {
RPU_SetLampState(LAMP_CIRCLE_W + count, 1, 0, 250);
}
} else if ((GameMode & GAME_BASE_MODE) == GAME_MODE_BATTLE_START || (GameMode & GAME_BASE_MODE) == GAME_MODE_BATTLE_ADD_ENEMY) {
int lampPhase = ((CurrentTime - GameModeStartTime) / 75) % 30;
unsigned short bitMask = 0x0001;
for (int count = 0; count < 7; count++) {
boolean battleLetterOn = (BattleLetter & bitMask) ? true : false;
if (battleLetterOn) {
if (lampPhase < 15) {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, (lampPhase + 2) >= (count + 3) && (lampPhase - 2) <= (count + 3), 0, 25);
} else {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, (27 - lampPhase) <= (count) && (31 - lampPhase) >= (count), 0, 25);
}
} else {
if (lampPhase < 15) {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, (lampPhase + 2) >= (count + 3) && (lampPhase) <= (count + 3));
} else {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, (27 - lampPhase) <= (count) && (29 - lampPhase) >= (count));
}
}
bitMask *= 2;
}
bitMask = 0x0080;
for (int count = 0; count < 4; count++) {
boolean battleLetterOn = (BattleLetter & bitMask) ? true : false;
if (battleLetterOn) {
if (lampPhase < 15) {
RPU_SetLampState(LAMP_CIRCLE_W + count, (lampPhase + 2) >= (count + 11) && (lampPhase - 2) <= (count + 11), 0, 25);
} else {
RPU_SetLampState(LAMP_CIRCLE_W + count, (19 - lampPhase) <= (count) && (23 - lampPhase) >= (count), 0, 25);
}
} else {
if (lampPhase < 15) {
RPU_SetLampState(LAMP_CIRCLE_W + count, (lampPhase + 2) >= (count + 11) && (lampPhase) <= (count + 11));
} else {
RPU_SetLampState(LAMP_CIRCLE_W + count, (19 - lampPhase) <= (count) && (21 - lampPhase) >= (count));
}
}
bitMask *= 2;
}
} else if (ShieldDestroyedAnimationStart) {
byte letterPhase = ((CurrentTime - ShieldDestroyedAnimationStart) / 500) % 7;
for (int count = 0; count < 12; count++) {
if (count == 7) continue;
if (count < 7) RPU_SetLampState(LAMP_CIRCLE_S1 + count, (count < (6 - letterPhase)) || (count > (5 + letterPhase)) );
else RPU_SetLampState(LAMP_CIRCLE_S1 + (count - 1), (count < (6 - letterPhase)) || (count > (5 + letterPhase)) );
}
if (CurrentTime > (ShieldDestroyedAnimationStart + 4000)) ShieldDestroyedAnimationStart = 0;
} else {
unsigned short bitMask = 0x0001;
for (int count = 0; count < 11; count++) {
if ((BattleLetter & bitMask)) {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, 1, 0, 25);
} else {
if (SWLettersAnimationStartTime[count] != 0) {
int flashPeriod = 300;
if ((CurrentTime - SWLettersAnimationStartTime[count]) > 3000) flashPeriod = 100;
RPU_SetLampState(LAMP_CIRCLE_S1 + count, 1, 0, flashPeriod);
if ((CurrentTime - SWLettersAnimationStartTime[count]) > 5000) SWLettersAnimationStartTime[count] = 0;
} else if (SWLettersExpirationTime[count] != 0 && (CurrentTime + 10000) > SWLettersExpirationTime[count]) {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, (SWStatus[CurrentPlayer]&bitMask) ? true : false, 0, 175);
} else {
RPU_SetLampState(LAMP_CIRCLE_S1 + count, (SWStatus[CurrentPlayer]&bitMask) ? true : false);
}
}
bitMask *= 2;
}
}
}
boolean BonusXLamp2[] = {0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1};
boolean BonusXLamp3[] = {0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1};
boolean BonusXLamp4[] = {0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1};
boolean BonusXLamp5[] = {0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1};
void ShowBonusXLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
RPU_SetLampState(LAMP_BONUS_2X, BonusXLamp2[BonusX[CurrentPlayer]]);
RPU_SetLampState(LAMP_BONUS_3X, BonusXLamp3[BonusX[CurrentPlayer]]);
RPU_SetLampState(LAMP_BONUS_4X, BonusXLamp4[BonusX[CurrentPlayer]]);
RPU_SetLampState(LAMP_BONUS_5X, BonusXLamp5[BonusX[CurrentPlayer]]);
} else {
int flashSpeed = 0;
if (BonusXAnimationStart != 0) flashSpeed = 200;
if ((CurrentTime - BonusXAnimationStart) > 3000) BonusXAnimationStart = 0;
RPU_SetLampState(LAMP_BONUS_2X, BonusXLamp2[BonusX[CurrentPlayer]], 0, flashSpeed);
RPU_SetLampState(LAMP_BONUS_3X, BonusXLamp3[BonusX[CurrentPlayer]], 0, flashSpeed);
RPU_SetLampState(LAMP_BONUS_4X, BonusXLamp4[BonusX[CurrentPlayer]], 0, flashSpeed);
RPU_SetLampState(LAMP_BONUS_5X, BonusXLamp5[BonusX[CurrentPlayer]], 0, flashSpeed);
}
}
void ShowLaneRolloverAndTargetLamps() {
if ((GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
RPU_SetLampState(LAMP_W_ROLLOVER, 0);
RPU_SetLampState(LAMP_A_ROLLOVER, 0);
RPU_SetLampState(LAMP_R_ROLLOVER, 0);
RPU_SetLampState(LAMP_S_ROLLOVER, 0);
RPU_SetLampState(LAMP_CAPTIVE_BALL, 0);
RPU_SetLampState(LAMP_OUTLANE_SPECIAL, 0);
RPU_SetLampState(LAMP_BULLSEYE_SPECIAL, 0);
} else if (IdleMode != IDLE_MODE_NONE) {
RPU_SetLampState(LAMP_W_ROLLOVER, IdleMode == IDLE_MODE_ADVERTISE_COMBOS, 0, 250);
RPU_SetLampState(LAMP_A_ROLLOVER, IdleMode == IDLE_MODE_ADVERTISE_COMBOS, 0, 250);
RPU_SetLampState(LAMP_R_ROLLOVER, IdleMode == IDLE_MODE_ADVERTISE_COMBOS, 0, 250);
RPU_SetLampState(LAMP_S_ROLLOVER, IdleMode == IDLE_MODE_ADVERTISE_COMBOS, 0, 250);
RPU_SetLampState(LAMP_CAPTIVE_BALL, IdleMode == IDLE_MODE_ADVERTISE_COMBOS, 0, 250);
RPU_SetLampState(LAMP_OUTLANE_SPECIAL, 0);
RPU_SetLampState(LAMP_BULLSEYE_SPECIAL, IdleMode == IDLE_MODE_ADVERTISE_COMBOS, 0, 250);
} else {
boolean lampWHandled = false;
boolean lampSHandled = false;
byte lampPhase = 255;
lampPhase = ((CurrentTime - LastLeftInlane) / 140) % 3;
if (InvasionPosition != INVASION_POSITION_NONE) {
RPU_SetLampState(LAMP_BULLSEYE_SPECIAL, (InvasionPosition & INVASION_POSITION_BULLSEYE) ? true : false, 0, InvasionFlashLevel);
RPU_SetLampState(LAMP_CAPTIVE_BALL, (InvasionPosition & INVASION_POSITION_CAPTIVE) ? true : false, 0, InvasionFlashLevel);
} else if ((GameMode & GAME_BASE_MODE) == GAME_MODE_WIZARD) {
RPU_SetLampState(LAMP_BULLSEYE_SPECIAL, 1, 0, 100);
RPU_SetLampState(LAMP_CAPTIVE_BALL, 1, 0, 100);
} else {
if (LastLeftInlane && CurrentTime < (LastLeftInlane + COMBO_AVAILABLE_TIME)) {
RPU_SetLampState(LAMP_BULLSEYE_SPECIAL, lampPhase == 1 && !(CombosAchieved[CurrentPlayer] & (1 << COMBO_LEFT_TO_BULLSEYE)));
} else {
RPU_SetLampState(LAMP_BULLSEYE_SPECIAL, BullseyeSpecialLit[CurrentPlayer]);
}
if (LastRightInlane && CurrentTime < (LastRightInlane + COMBO_AVAILABLE_TIME)) {
RPU_SetLampState(LAMP_CAPTIVE_BALL, lampPhase == 1 && !(CombosAchieved[CurrentPlayer] & (1 << COMBO_RIGHT_TO_CAPTIVE)));
} else {
RPU_SetLampState(LAMP_CAPTIVE_BALL, CaptiveBallLit[CurrentPlayer]);
}
}
if (LastRightInlane && CurrentTime < (LastRightInlane + COMBO_AVAILABLE_TIME)) {
if ( (CombosAchieved[CurrentPlayer] & (1 << COMBO_RIGHT_TO_LEFT_ALLEY_PASS)) == 0 ) {
RPU_SetLampState(LAMP_W_ROLLOVER, lampPhase == 2);
lampWHandled = true;
}
}
if (LastLeftInlane && CurrentTime < (LastLeftInlane + COMBO_AVAILABLE_TIME)) {
if ( (CombosAchieved[CurrentPlayer] & (1 << COMBO_LEFT_TO_RIGHT_ALLEY_PASS)) == 0 ) {
RPU_SetLampState(LAMP_S_ROLLOVER, lampPhase == 2);
lampSHandled = true;
}
}
unsigned short bitMask = 0x0080;
for (int count = 0; count < 4; count++) {
if (count == 0 && lampWHandled) {
bitMask *= 2;
continue;
}
if (count == 3 && lampSHandled) {
bitMask *= 2;
continue;
}
boolean lampOn = (((SWStatus[CurrentPlayer])&bitMask) != 0) ? false : true;
int flashValue = 0;
if (BattleLetter & bitMask) {
flashValue = 50;
lampOn = true;
}
RPU_SetLampState(LAMP_W_ROLLOVER + count, lampOn, 0, flashValue);
bitMask *= 2;
}
RPU_SetLampState(LAMP_OUTLANE_SPECIAL, OutlaneSpecialLit[CurrentPlayer]);
}
}
void ShowSpinnerLamps() {
if ( (GameMode & GAME_BASE_MODE) == GAME_MODE_SKILL_SHOT) {
RPU_SetLampState(LAMP_SPINNERS, 0);
} else if (IdleMode != IDLE_MODE_NONE) {
RPU_SetLampState(LAMP_SPINNERS, (IdleMode == IDLE_MODE_ADVERTISE_SPINS) || (IdleMode == IDLE_MODE_ADVERTISE_COMBOS), 0, 250);
} else {
if (LastLeftInlane && CurrentTime < (LastLeftInlane + COMBO_AVAILABLE_TIME)) {
byte lampPhase = ((CurrentTime - LastLeftInlane) / 140) % 3;
RPU_SetLampState(LAMP_SPINNERS, lampPhase == 0 && !(CombosAchieved[CurrentPlayer] & (1 << COMBO_LEFT_TO_RIGHT_SPINNER)));
} else if (LastRightInlane && CurrentTime < (LastRightInlane + COMBO_AVAILABLE_TIME)) {
byte lampPhase = ((CurrentTime - LastRightInlane) / 140) % 3;
RPU_SetLampState(LAMP_SPINNERS, lampPhase == 0 && !(CombosAchieved[CurrentPlayer] & (1 << COMBO_RIGHT_TO_LEFT_SPINNER)));
} else if (SpinnerFrenzyEndTime) {
int flash = 250;
if ( (CurrentTime + 2000) > SpinnerFrenzyEndTime ) flash = 150;
RPU_SetLampState(LAMP_SPINNERS, 1, 0, flash);
} else if (WizardGoals[CurrentPlayer]&WIZARD_GOAL_SPINS) {
RPU_SetLampState(LAMP_SPINNERS, 1);
} else {
RPU_SetLampState(LAMP_SPINNERS, 0);
}
}
}
void ShowShootAgainLamps() {
if (!BallSaveUsed && (BallSaveEndTime||BallSaveNumSeconds) && (CurrentTime<BallSaveEndTime) ) {
unsigned long msRemaining = 5000;
if (BallSaveEndTime!=0) msRemaining = BallSaveEndTime - CurrentTime;
RPU_SetLampState(LAMP_SHOOT_AGAIN, 1, 0, (msRemaining < 5000) ? 100 : 500);
RPU_SetLampState(LAMP_HEAD_SAME_PLAYER_SHOOTS_AGAIN, 1, 0, (msRemaining < 5000) ? 100 : 500);
} else if ( (GameMode & GAME_BASE_MODE) == GAME_MODE_WIZARD ) {
RPU_SetLampState(LAMP_SHOOT_AGAIN, 1);
RPU_SetLampState(LAMP_HEAD_SAME_PLAYER_SHOOTS_AGAIN, 1);
} else {
RPU_SetLampState(LAMP_SHOOT_AGAIN, SamePlayerShootsAgain);
RPU_SetLampState(LAMP_HEAD_SAME_PLAYER_SHOOTS_AGAIN, SamePlayerShootsAgain);
}
}
void ShowPopBumperLamps() {
if (InvasionPosition != INVASION_POSITION_NONE) {
RPU_SetLampState(LAMP_TOP_LEFT_POP_BUMPER, (InvasionPosition & INVASION_POSITION_TL_POP) ? true : false, 0, InvasionFlashLevel);
RPU_SetLampState(LAMP_TOP_CENTER_POP_BUMPER, (InvasionPosition & INVASION_POSITION_MIDDLE_POP) ? true : false, 0, InvasionFlashLevel);