CALLSET_ENTRY (slot, dev_slot_enter) { if (event_did_follow (dead_end, slot) || event_did_follow (gumball_exit, slot) || event_did_follow (piano, slot) || event_did_follow (camera, slot)) { /* dead end was recently hit, so ignore slot */ /* piano was recently hit, so ignore slot */ /* camera was recently hit, so ignore slot */ } else if (event_did_follow (skill_shot, slot)) { /* skill shot has been missed */ callset_invoke (skill_missed); } else if (timed_mode_running_p (&sslot_mode)) { sslot_award (); score (SC_10M); timed_mode_end (&sslot_mode); } else { score (SC_50K); /* Tell door.c that the slot machine was hit */ //callset_invoke (shot_slot_machine); task_create_anon (shot_slot_task); task_sleep (TIME_500MS); } }
CALLSET_ENTRY (gumball, sw_gumball_popper) { /* A right loop was completed, TODO Could be BUGGY */ timer_restart_free (GID_GUMBALL, TIME_1S); if (task_kill_gid (GID_RIGHT_LOOP_ENTERED)) task_create_anon (award_right_loop_task); }
/* The ball should be held at this point */ CALLSET_ENTRY (pb_lock, pb_lock_choose) { timer_restart_free (GID_PB_LOCK_DEBOUNCE, TIME_1S); sound_send (SND_PIANO_ENTRY_TUNE); flipper_disable (); deff_start_sync (DEFF_LOCK_POWERBALL); task_create_anon (flipper_enable_task); }
CALLSET_ENTRY (stress, minute_elapsed) { #ifdef CONFIG_STRESS_AUTO if (switch_stress_enable && !in_game && deff_get_active () == DEFF_AMODE) { dbprintf ("Stress auto start.\n"); task_create_anon (stress_start_button_task); } #endif }
static inline void show_sonny_jim (void) { amode_page_start (); dmd_alloc_pair_clean (); /* Draw a 'white' background for the transition */ dmd_invert_page (dmd_low_buffer); dmd_invert_page (dmd_high_buffer); dmd_show2 (); /* sonny_jim should emerge from the bottom */ dmd_sched_transition (&trans_scroll_up); dmd_alloc_pair (); frame_draw (IMG_SONNY_JIM); /* Start the transition */ dmd_show2 (); /* Paint the text on */ dmd_map_overlay (); dmd_clean_page_low (); font_render_string_right (&font_var5, 126, 7, "NOT AN ORDINARY DAY OR"); font_render_string_right (&font_var5, 122, 18, "AN ORDINARY PLAYER"); dmd_text_outline (); dmd_alloc_pair (); frame_draw (IMG_SONNY_JIM); dmd_overlay_outline (); dmd_show2 (); task_create_anon (amode_talking_task); amode_sleep_sec (4); /* Now just draw sonny_jim again */ dmd_alloc_pair (); frame_draw (IMG_SONNY_JIM); dmd_show2 (); /* Exit stage right */ dmd_sched_transition (&trans_scroll_down); /* Draw a 'white' background for the transition again */ dmd_alloc_pair_clean (); dmd_invert_page (dmd_low_buffer); dmd_invert_page (dmd_high_buffer); dmd_show2 (); dmd_sched_transition (&trans_bitfade_slow); }