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Storm23.h
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122 lines (112 loc) · 4.76 KB
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#define LAMP_BONUS_MULT_1 11
#define LAMP_BONUS_MULT_2 12
#define LAMP_BONUS_MULT_3 13
#define LAMP_BONUS_MULT_4 14
#define LAMP_BONUS_MULT_5 15
#define LAMP_123_FOR_SPECIAL 16
#define LAMP_TARGET_1 19
#define LAMP_TARGET_2 20
#define LAMP_TARGET_3 21
#define LAMP_TARGET_4 22
#define LAMP_TARGET_5 23
#define LAMP_TARGET_6 24
#define LAMP_TARGET_7 25
#define LAMP_TARGET_8 26
#define LAMP_TARGET_9 27
#define LAMP_TOP_DROP_SPECIAL 28
#define LAMP_MIDDLE_DROP_SPECIAL 29
#define LAMP_LEFT_DROP_SPECIAL 30
#define LAMP_TOP_EXTRA_BALL 31
#define LAMP_MIDDLE_EXTRA_BALL 32
#define LAMP_LEFT_EXTRA_BALL 33
#define LAMP_TOP_DROP_BANK 34
#define LAMP_MIDDLE_DROP_BANK 35
#define LAMP_LEFT_DROP_BANK 36
#define LAMP_TOP_DROP_BANK_COMPLETE 37
#define LAMP_MIDDLE_DROP_BANK_COMPLETE 38
#define LAMP_LEFT_DROP_BANK_COMPLETE 39
#define LAMP_SHOOT_AGAIN 40
#define LAMP_RIGHT_ADV_MULTIPLIER 41
#define LAMP_LEFT_ADV_MULTIPLIER 42
#define LAMP_SPINNER 43
#define LAMP_RIGHT_INLANE_BOTTOM 44
#define LAMP_LEFT_INLANE_BOTTOM 45
#define LAMP_RIGHT_RETURN_TOP 46
#define LAMP_LEFT_RETURN_TOP 47
#define LAMP_HEAD_HIGH_SCORE 48
#define LAMP_ADV_BONUS_MULTIPLIER 49
#define LAMP_HEAD_GAME_OVER 50
#define LAMP_HEAD_TILT 51
#define LAMP_PLAYFIELD_1X 52
#define LAMP_PLAYFIELD_2X 53
#define LAMP_PLAYFIELD_3X 54
#define LAMP_PLAYFIELD_4X 55
#define SW_COIN_1 0
#define SW_COIN_2 1
#define SW_COIN_3 2
#define SW_OUTHOLE 3
#define SW_SPINNER 4
#define SW_CREDIT_RESET 5
#define SW_PLUMB_TILT 6
#define SW_TILT 6
#define SW_SLAM 6
#define SW_TARGET_9 7
#define SW_RIGHT_INLANE_BOTTOM 8
#define SW_LEFT_INLANE_BOTTOM 9
#define SW_LOOP 10
#define SW_OUTLANES_BOTTOM 11
#define SW_LEFT_SLING_BOTTOM 12
#define SW_LEFT_SLING_TOP 13
#define SW_RIGHT_SLING_BOTTOM 14
#define SW_RIGHT_SLING_TOP 15
#define SW_RIGHT_RETURN_LANE_TOP 16
#define SW_LEFT_RETURN_LANE_TOP 17
#define SW_DROP_2_3 18
#define SW_DROP_2_2 19
#define SW_DROP_2_1 20
#define SW_DROP_1_3 21
#define SW_DROP_1_2 22
#define SW_DROP_1_1 23
#define SW_TARGET_8 24
#define SW_TARGET_7 25
#define SW_TARGET_6 26
#define SW_TARGET_5 27
#define SW_TARGET_4 28
#define SW_TARGET_3 29
#define SW_TARGET_2 30
#define SW_TARGET_1 31
#define SW_TROUGH_3 32
#define SW_TROUGH_2 33
#define SW_TROUGH_1 34
#define SW_SAUCER_2 35
#define SW_SAUCER_1 36
#define SW_DROP_3_3 37
#define SW_DROP_3_2 38
#define SW_DROP_3_1 39
#define SOL_RIGHT_SLING_TOP 0
#define SOL_RIGHT_SLING 1
#define SOL_LEFT_SLING_TOP 2
#define SOL_LEFT_SLING 3
#define SOL_DROP_1_RESET 4
#define SOL_KNOCKER 5
#define SOL_OUTHOLE 6
#define SOL_BALL_SERVE 7
#define SOL_DROP_2_RESET 8
#define SOL_DROP_3_RESET 9
#define SOL_SAUCER_1 10
#define SOL_SAUCER_2 11
#define CONTSOL_BONUS_BOARD_TOGGLE 0x80
// SWITCHES_WITH_TRIGGERS are for switches that will automatically
// activate a solenoid (like in the case of a chime that rings on a rollover)
// but SWITCHES_WITH_TRIGGERS are fully debounced before being activated
#define NUM_SWITCHES_WITH_TRIGGERS 4
// PRIORITY_SWITCHES_WITH_TRIGGERS are switches that trigger immediately
// (like for pop bumpers or slings) - they are not debounced completely
#define NUM_PRIORITY_SWITCHES_WITH_TRIGGERS 4
// Define automatic solenoid triggers (switch, solenoid, number of 1/120ths of a second to fire)
struct PlayfieldAndCabinetSwitch SolenoidAssociatedSwitches[] = {
{ SW_LEFT_SLING_TOP, SOL_LEFT_SLING_TOP, 4 },
{ SW_LEFT_SLING_BOTTOM, SOL_LEFT_SLING, 4 },
{ SW_RIGHT_SLING_TOP, SOL_RIGHT_SLING_TOP, 4 },
{ SW_RIGHT_SLING_BOTTOM, SOL_RIGHT_SLING, 4 },
};