Exemple #1
0
void burnin_sound_thread (void)
{
	for (;;)
	{
		music_set (1);
		task_sleep_sec (5);
		music_set (2);
		task_sleep_sec (5);
		music_set (3);
		task_sleep_sec (5);
	}
}
Exemple #2
0
void amode_kill_music (void)
{
    music_set (MUS_OFF);
    amode_page_end (0);
}
Exemple #3
0
void rules_deff (void)
{
	music_disable ();
	music_set (MUS_RESTART_PLUNGER);
	sol_request (SOL_EYELIDS_OPEN);

	rule_begin ();
	rule_msg ("HOW TO PLAY", "FUNHOUSE");
	task_create_gid1 (GID_RULES_LEFF, rules_flasher_leff);
	rule_complete ();

	rule_begin ();
	rule_msg ("ALL TARGETS", "ADVANCE CLOCK");
	task_create_gid1 (GID_RULES_LEFF, rules_clock_leff);
	rule_complete ();

	rule_begin ();
	rule_msg ("REACH 11:30", "TO LIGHT LOCK");
	fh_clock_set (11, TIME_30_MIN);
	lamp_tristate_flash (LM_LOCK);
	rule_complete ();

	rule_begin ();
	rule_msg ("LOCK BALL 1", "FOR 11:45");
	fh_clock_set (11, TIME_45_MIN);
	lamp_tristate_flash (LM_LOCK);
	rule_complete ();

	rule_begin ();
	rule_msg ("LOCK BALL 2", " FOR 12:00");
	fh_clock_set (12, TIME_0_MIN);
	lamp_tristate_flash (LM_MILLION);
	sol_request (SOL_EYELIDS_CLOSED);
	rule_complete ();

	rule_begin ();
	rule_msg ("WAKE RUDY", "FOR MULTIBALL");
	sol_request (SOL_EYELIDS_OPEN);
	rule_complete ();

	rule_begin ();
	rule_msg ("SHOOT TRAP DOOR", "FOR JACKPOTS");
	lamp_tristate_flash (LM_MILLION_PLUS);
	rule_complete ();

	rule_begin ();
	rule_msg ("SHOOT MIRROR TO", "COLLECT AWARDS");
	lamplist_apply (LAMPLIST_MIRROR_AWARDS, lamp_flash_on);
	lamp_tristate_flash (LM_MIRROR_VALUE);
	rule_complete ();

	rule_begin ();
	rule_msg ("HIT RUDY TO", "RELIGHT MIRROR");
	lamplist_apply (LAMPLIST_MIRROR_AWARDS, lamp_on);
	rule_complete ();

	rule_begin ();
	rule_msg ("BLUE TARGETS", "LIGHT THE STEPS");
	lamplist_apply (LAMPLIST_STEP_TARGETS, lamp_flash_on);
	lamplist_apply (LAMPLIST_STEPS_AWARDS, lamp_flash_on);
	rule_complete ();

	rule_begin ();
	rule_msg ("SHOOT STEPS FROM", "LEFT PLUNGER");
	lamplist_apply (LAMPLIST_STEPS_AWARDS, lamp_flash_on);
	lamp_tristate_flash (LM_STEPS_GATE_OPEN);
	lamp_tristate_flash (LM_RAMP_STEPS);
	rule_complete ();

	rule_begin ();
	rule_msg ("SHOOT LOOPS TO", "COLLECT GANGWAYS");
	lamp_flash_on (LM_LEFT_GANGWAY);
	lamp_flash_on (LM_RIGHT_GANGWAY);
	lamplist_apply (LAMPLIST_GANGWAYS, lamp_on);
	rule_complete ();

	rule_begin ();
	rule_msg ("EXTRA BALLS LIT", "AT TOP LOOP");
	lamp_on (LM_EXTRA_BALL);
	lamp_flash_on (LM_MIRROR_EX_BALL);
	lamp_flash_on (LM_GANGWAY_EX_BALL);
	lamp_flash_on (LM_STEPS_EB);
	rule_complete ();

	rule_begin ();
	rule_msg ("PLAY", "FUNHOUSE");
	task_create_gid1 (GID_RULES_LEFF, rules_flasher_leff);
	task_create_gid1 (GID_RULES_LEFF, rules_clock_leff);
	rule_complete ();

	sol_request (SOL_EYELIDS_CLOSED);
	music_enable ();
	deff_exit ();
}