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GUNSHIP.vbs
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' Lost World - Bally 1977
' http://www.ipdb.org/machine.cgi?id=1476
' Lost World / IPD No. 1476 / February 10, 1977 / 4 Players
' VPX version by JPSalas 2017, version 1.0.1
' Light numbers from the table by Joe Entropy & RipleYYY
Option Explicit
'****** PuP Variables ******
Dim usePUP: Dim cPuPPack: Dim PuPlayer: Dim PUPStatus: PUPStatus=false ' dont edit this line!!!
'*************************** PuP Settings for this table ********************************
usePUP = True ' enable Pinup Player functions for this table
cPuPPack = "Gunship" ' name of the PuP-Pack / PuPVideos folder for this table
'//////////////////// PINUP PLAYER: STARTUP & CONTROL SECTION //////////////////////////
' This is used for the startup and control of Pinup Player
Sub PuPStart(cPuPPack)
If PUPStatus=true then Exit Sub
If usePUP=true then
Set PuPlayer = CreateObject("PinUpPlayer.PinDisplay")
If PuPlayer is Nothing Then
usePUP=false
PUPStatus=false
Else
PuPlayer.B2SInit "",cPuPPack 'start the Pup-Pack
PUPStatus=true
End If
End If
End Sub
Sub pupevent(EventNum)
if (usePUP=false or PUPStatus=false) then Exit Sub
PuPlayer.B2SData "E"&EventNum,1 'send event to Pup-Pack
End Sub
' ******* How to use PUPEvent to trigger / control a PuP-Pack *******
' Usage: pupevent(EventNum)
' EventNum = PuP Exxx trigger from the PuP-Pack
' Example: pupevent 102
' This will trigger E102 from the table's PuP-Pack
' DO NOT use any Exxx triggers already used for DOF (if used) to avoid any possible confusion
'************ PuP-Pack Startup **************
PuPStart(cPuPPack) 'Check for PuP - If found, then start Pinup Player / PuP-Pack
Randomize
Dim BallGuardActive
On Error Resume Next
ExecuteGlobal GetTextFile("controller.vbs")
If Err Then MsgBox "You need the controller.vbs in order to run this table, available in the vp10 package"
On Error Goto 0
Const BallSize = 50
LoadVPM "01550000", "Bally.vbs", 3.26
Dim bsTrough, bsLSaucer, bsRSaucer, cbR
Dim x
Const cGameName = "lostwrld"
'Const cGameName = "lostwrld"
Const UseSolenoids = 1
Const UseLamps = 0
Const UseGI = 0
Const UseSync = 0
Const HandleMech = 0
Dim VarHidden
If Table1.ShowDT = true then
VarHidden = 1
else
VarHidden = 0
For each x in aReels
x.Visible = 0
Next
lrail.Visible = 0
rrail.Visible = 0
end if
' Standard Sounds
Const SSolenoidOn = "fx_Solenoid"
Const SSolenoidOff = ""
Const SCoin = "fx_coin"
'************************
'Music Toggle for PupPack
'*************************
'Select True if using the PupPack to mute Music Folder Audio, False if not using Pup
Const PupEnabled = True
'************************
'Glowball
'*************************
Const ChooseBall = 7 ' *** Ball Settings **********
' *** 0 = Normal Ball
' *** 1 = Purple GlowBall
' *** 7 = Blue GlowBall
'************
' Table init.
'************
Sub table1_Init
vpmInit me
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description:Exit Sub
.SplashInfoLine = "Lost World - Bally 1977" & vbNewLine & "VPX table by JPSalas v.1.0.1"
.HandleKeyboard = 0
.ShowTitle = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.HandleMechanics = 0
.Games("lostwrld").Settings.Value("sound") = 0
.Hidden = VarHidden
'.Games(cGameName).Settings.Value("rol") = 0 '1= rotated display, 0= normal
'.SetDisplayPosition 0,0, GetPlayerHWnd 'restore dmd window position
On Error Resume Next
.Run GetPlayerHWnd
If Err Then MsgBox Err.Description
On Error Goto 0
End With
' Nudging
vpmNudge.TiltSwitch = 7
vpmNudge.Sensitivity = 1
vpmNudge.TiltObj = Array(Bumper1, Bumper2, Bumper3, LeftSlingshot, RightSlingshot)
' Trough
Set bsTrough = New cvpmBallStack
With bsTrough
.InitSw 0, 8, 0, 0, 0, 0, 0, 0
.InitKick BallRelease, 80, 6
.InitEntrySnd "fx_Solenoid", "fx_Solenoid"
.InitExitSnd "fx_ballrel", "fx_Solenoid"
.Balls = 1
End With
' Captive right ball
Set cbR = New cvpmCaptiveBall
With cbR
.InitCaptive cbRtrigger, cbRwall, cbRkicker, 0
.Start
.ForceTrans = .99
.MinForce = 3.8
'.CreateEvents "cbR"
End With
' Left Saucer
Set bsLSaucer = New cvpmBallStack
With bsLSaucer
.InitSaucer sw23, 23, 145, 20
.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
.KickAngleVar = 2
.KickForceVar = 2
End With
' Right Saucer
Set bsRSaucer = New cvpmBallStack
With bsRSaucer
.InitSaucer sw24, 24, 215, 20
.InitExitSnd SoundFX("fx_kicker", DOFContactors), SoundFX("fx_Solenoid", DOFContactors)
.KickAngleVar = 2
.KickForceVar = 2
End With
' Main Timer init
PinMAMETimer.Interval = PinMAMEInterval
PinMAMETimer.Enabled = 1
BallGuardActive = False
popup.HasHitEvent = False
popup.Collidable = False
If PupEnabled=False Then MusicOn
PlayMusic "Gunship\Intro.mp3"
Glowball_Init
End Sub
Sub table1_Paused:Controller.Pause = 1:End Sub
Sub table1_unPaused:Controller.Pause = 0:End Sub
'Sub Table1_Exit:Controller.Stop:End Sub
'*******************
' PopUp Primitive
'*******************
sub startBallGuard()
if BallGuardActive = True Then
BallGuardtimer.enabled = true
lightpost()
End If
end sub
sub BallGuardtimer_Timer()
BallGuardtimer.enabled=false
endBallGuard()
end sub
sub endBallGuard()
Popupsolenoidpulse.Enabled = 1
popup.Isdropped = 1
BallGuardActive = False
end sub
sub lightpost()
posttimer.enabled=true
PopupAnimUp 0, 100
vpmtimer.addtimer 20000, "PopupAnimDown 100, 0 '"
'flashforms postlight, 20000, 150, 0
'flashforms BulbPost, 20000, 150, 0
' end if
end sub
Dim HPos, HPosEnd
Sub Popupsolenoidpulse_timer()
PopupP.Z = HPos
If Hpos < HposEnd Then
HPos = HPos + 1
Else
Popupsolenoidpulse.enabled = 0
End If
end Sub
Sub Popupsolenoidpulse2_timer()
PopupP.Z = HPos
If Hpos > HposEnd Then
HPos = HPos - 1
Else
Popupsolenoidpulse2.enabled = 0
End If
end Sub
Sub PopupAnimUp(FrameStart, FrameEnd)
popup.Isdropped = 0
popup.HasHitEvent = True
popup.Collidable = True
HPos = FrameStart
HPosEnd = FrameEnd
Popupsolenoidpulse.enabled = 1
End Sub
Sub PopupAnimDown(FrameStart, FrameEnd)
popup.Isdropped = 1
popup.HasHitEvent = False
popup.Collidable = False
HPos = FrameStart
HPosEnd = FrameEnd
Popupsolenoidpulse2.enabled = 1
End Sub
'******************************
'* HiRez00: Music Mod *
'******************************
Dim musicNum
Sub PlayRandomMusic()
' Initialize random number generator
Randomize
' Select a random number between 0 and 15
musicNum = Int(16 * Rnd)
' Play the selected track based on the random number
Select Case musicNum
Case 0: PlayMusic "Gunship\1.mp3"
Case 1: PlayMusic "Gunship\2.mp3"
Case 2: PlayMusic "Gunship\3.mp3"
Case 3: PlayMusic "Gunship\4.mp3"
Case 4: PlayMusic "Gunship\5.mp3"
Case 5: PlayMusic "Gunship\6.mp3"
Case 6: PlayMusic "Gunship\7.mp3"
Case 7: PlayMusic "Gunship\8.mp3"
Case 8: PlayMusic "Gunship\9.mp3"
Case 9: PlayMusic "Gunship\10.mp3"
Case 10: PlayMusic "Gunship\11.mp3"
Case 11: PlayMusic "Gunship\12.mp3"
Case 12: PlayMusic "Gunship\13.mp3"
Case 13: PlayMusic "Gunship\14.mp3"
Case 14: PlayMusic "Gunship\15.mp3"
End Select
End Sub
Sub Table1_MusicDone()
' Play a random track when the current track finishes
PlayRandomMusic
End Sub
'*****************************
'* End Music Mod *
'*****************************
'**********
' Keys
'**********
Sub table1_KeyDown(ByVal Keycode)
If keycode = PlungerKey Then PlaySound "fx_PlungerPull", 0, 1, 0.1, 0.25:Plunger.Pullback
If keycode = LeftTiltKey Then Nudge 90, 5:PlaySound SoundFX("fx_nudge", 0), 0, 1, -0.1, 0.25
If keycode = RightTiltKey Then Nudge 270, 5:PlaySound SoundFX("fx_nudge", 0), 0, 1, 0.1, 0.25
If keycode = CenterTiltKey Then Nudge 0, 6:PlaySound SoundFX("fx_nudge", 0), 0, 1, 0, 0.25
If vpmKeyDown(keycode)Then Exit Sub
End Sub
Sub table1_KeyUp(ByVal Keycode)
If vpmKeyUp(keycode)Then Exit Sub
If keycode = PlungerKey Then PlaySound "fx_plunger", 0, 1, 0.1, 0.25:Plunger.Fire
End Sub
'*********
' Switches
'*********
' Slings
Dim LStep, RStep
Sub LeftSlingShot_Slingshot
PlaySound SoundFX("fx_slingshot", DOFContactors), 0, 1, -0.05, 0.05
LeftSling4.Visible = 1
Lemk.RotX = 26
LStep = 0
vpmTimer.PulseSw 37
LeftSlingShot.TimerEnabled = 1
'flash the gun
flash1.Duration 1, 150, 0
flash3.Duration 1, 150, 0
End Sub
Sub LeftSlingShot_Timer
Select Case LStep
Case 1:LeftSLing4.Visible = 0:LeftSLing3.Visible = 1:Lemk.RotX = 14
Case 2:LeftSLing3.Visible = 0:LeftSLing2.Visible = 1:Lemk.RotX = 2
Case 3:LeftSLing2.Visible = 0:Lemk.RotX = -10:LeftSlingShot.TimerEnabled = 0
End Select
LStep = LStep + 1
End Sub
Sub RightSlingShot_Slingshot
PlaySound SoundFX("fx_slingshot", DOFContactors), 0, 1, 0.05, 0.05
RightSling4.Visible = 1
Remk.RotX = 26
RStep = 0
vpmTimer.PulseSw 36
RightSlingShot.TimerEnabled = 1
'flash the gun
flash2.Duration 1, 150, 0
flash4.Duration 1, 150, 0
End Sub
Sub RightSlingShot_Timer
Select Case RStep
Case 1:RightSLing4.Visible = 0:RightSLing3.Visible = 1:Remk.RotX = 14
Case 2:RightSLing3.Visible = 0:RightSLing2.Visible = 1:Remk.RotX = 2
Case 3:RightSLing2.Visible = 0:Remk.RotX = -10:RightSlingShot.TimerEnabled = 0
End Select
RStep = RStep + 1
End Sub
Sub r2a_Hit:vpmTimer.PulseSw 2:End Sub
Sub r2b_Hit:vpmTimer.PulseSw 2:End Sub
Sub r1a_Hit:vpmTimer.PulseSw 1:End Sub
Sub r1b_Hit:vpmTimer.PulseSw 1:End Sub
' Bumpers
Sub Bumper1_Hit:vpmTimer.PulseSw 40:PlaySound SoundFX("fx_bumper", DOFContactors), 0, 1, -0.05, 0.15 :End Sub
Sub Bumper2_Hit:vpmTimer.PulseSw 39:PlaySound SoundFX("fx_bumper", DOFContactors), 0, 1, 0, 0.15:End Sub
Sub Bumper3_Hit:vpmTimer.PulseSw 38:PlaySound SoundFX("fx_bumper", DOFContactors), 0, 1, 0.05, 0.15:End Sub
' Drain holes
Sub Drain_Hit:PlaySound "fx_drain" :PuPEvent 803:bsTrough.AddBall Me:End Sub
'Saucer
Sub sw23_Hit:PlaySound "fx_kicker_enter", 0, 1, -0.01:bsLSaucer.AddBall 0:End Sub
Sub sw24_Hit:PlaySound "fx_kicker_enter", 0, 1, 0.01:bsRSaucer.AddBall 0:End Sub
' Rollovers
Sub sw4_Hit:Controller.Switch(4) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw4_UnHit:Controller.Switch(4) = 0:End Sub
Sub sw26_Hit:Controller.Switch(26) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw26_UnHit:Controller.Switch(26) = 0:End Sub
Sub sw25_Hit:Controller.Switch(25) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw25_UnHit:Controller.Switch(25) = 0:End Sub
Sub sw3_Hit:Controller.Switch(3) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw3_UnHit:Controller.Switch(3) = 0:End Sub
Sub sw32_Hit:Controller.Switch(32) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw32_UnHit:Controller.Switch(32) = 0:End Sub
Sub sw31_Hit:Controller.Switch(31) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):End Sub
Sub sw31_UnHit:Controller.Switch(31) = 0:End Sub
Sub sw5b_Hit:Controller.Switch(5) = 1:PlaySound "fx_sensor", 0, 1, pan(ActiveBall):SetLamp 65, 1:End Sub
Sub sw5b_UnHit:Controller.Switch(5) = 0:SetLamp 65, 0:End Sub
'********************
' GIRA FONDO LOGO
'********************
Dim RotAngle5
RotAngle5 = 0
Sub TimerParaFondoLogo_Timer
RotAngle5 = (RotAngle5+ 1)MOD 360
FlasherRING.Rotz = RotAngle5
End Sub
'********************
' GIRA FONDO vp logo
'********************
Dim RotAngle4
RotAngle4 = 0
Sub TimerVueltaLogo_Timer
RotAngle4 = (RotAngle4+ 1)MOD 360
FlasherlogoVP.RotX = RotAngle4
End Sub
' Targets
Sub sw22_Hit:vpmTimer.PulseSw 22:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw27_Hit:vpmTimer.PulseSw 27:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw28_Hit:vpmTimer.PulseSw 28:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw29_Hit:vpmTimer.PulseSw 29:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw30_Hit:vpmTimer.PulseSw 30:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):End Sub
Sub sw5_Hit:vpmTimer.PulseSw 5:PlaySound SoundFX("fx_target", DOFDropTargets), 0, 1, pan(ActiveBall):BallGuardActive = True:startBallGuard():End Sub
' Captive Ball
Sub cbRtrigger_Hit:cbR.TrigHit ActiveBall:End Sub
Sub cbRtrigger_UnHit:cbR.TrigHit 0:End Sub
Sub cbRwall_Hit:PlaySound "fx_collide", 0, 1, pan(ActiveBall):cbR.BallHit ActiveBall:End Sub
Sub cbRkicker_Hit:cbR.BallReturn Me:End Sub
'Spinner
Sub sw17_Spin:vpmTimer.PulseSw 17:PlaySound "spinner", 0, 1, -0.01:End Sub
'*********
'Solenoids
'*********
SolCallback(6) = "vpmSolSound ""fx_knocker"","
SolCallback(7) = "bsTrough.SolOut"
SolCallBack(8) = "SolLeftHole"
SolCallback(13) = "SolRightHole"
SolCallback(19) = "vpmNudge.SolGameOn"
Sub SolLeftHole(Enabled)
If Enabled Then
bsLSaucer.SolOut 1
sw23a.IsDropped = 0
sw23a.TimerEnabled = 1
End If
End Sub
Sub sw23a_Timer:sw23a.IsDropped = 1:Me.TimerEnabled = 0:End Sub
Sub SolRightHole(Enabled)
If Enabled Then
bsRSaucer.SolOut 1
sw24a.IsDropped = 0
sw24a.TimerEnabled = 1
End If
End Sub
Sub sw24a_Timer:sw24a.IsDropped = 1:Me.TimerEnabled = 0:End Sub
'**************
' Flipper Subs
'**************
SolCallback(sLRFlipper) = "SolRFlipper"
SolCallback(sLLFlipper) = "SolLFlipper"
Sub SolLFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_flipperup", DOFFlippers), 0, 1, -0.1, 0.25
LeftFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_flipperdown", DOFFlippers), 0, 1, -0.1, 0.25
LeftFlipper.RotateToStart
End If
End Sub
Sub SolRFlipper(Enabled)
If Enabled Then
PlaySound SoundFX("fx_flipperup", DOFFlippers), 0, 1, 0.1, 0.25
RightFlipper.RotateToEnd
Else
PlaySound SoundFX("fx_flipperdown", DOFFlippers), 0, 1, 0.1, 0.25
RightFlipper.RotateToStart
End If
End Sub
Sub LeftFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 10, -0.1, 0.25
End Sub
Sub RightFlipper_Collide(parm)
PlaySound "fx_rubber_flipper", 0, parm / 10, 0.1, 0.25
End Sub
dim countr
countr = 0
Cartimer.enabled = 1
'***************************************************
' JP's VP10 Fading Lamps & Flashers
' Based on PD's Fading Light System
' SetLamp 0 is Off
' SetLamp 1 is On
' fading for non opacity objects is 4 steps
'***************************************************
Dim LampState(200), FadingLevel(200)
Dim FlashSpeedUp(200), FlashSpeedDown(200), FlashMin(200), FlashMax(200), FlashLevel(200), FlashRepeat(200)
InitLamps() ' turn off the lights and flashers and reset them to the default parameters
LampTimer.Interval = 10 'lamp fading speed
LampTimer.Enabled = 1
' Lamp & Flasher Timers
Sub LampTimer_Timer()
Dim chgLamp, num, chg, ii
chgLamp = Controller.ChangedLamps
If Not IsEmpty(chgLamp)Then
For ii = 0 To UBound(chgLamp)
LampState(chgLamp(ii, 0)) = chgLamp(ii, 1) 'keep the real state in an array
FadingLevel(chgLamp(ii, 0)) = chgLamp(ii, 1) + 4 'actual fading step
Next
End If
UpdateLeds
UpdateLamps
GIUpdate
RollingUpdate
End Sub
Sub UpdateLamps()
NFadeL 1, l1
NFadeL 2, l2
NFadeL 3, l3
NFadeL 4, l4
NFadeL 5, l5
NFadeL 7, l7
NFadeL 8, l8
NFadeL 9, l9
NFadeLm 10, bumper1a
NFadeLm 10, bumper1b
NFadeLm 10, bumper2a
NFadeL 10, bumper2b
NFadeL 12, l12
NFadeL 17, l17
NFadeL 18, l18
NFadeL 19, l19
NFadeL 20, l20
NFadeL 22, l22
NFadeL 23, l23
NFadeL 24, l24
NFadeL 25, l25
NFadeLm 26, bumper3a
NFadeL 26, bumper3b
NFadeL 28, l28
NFadeL 33, l33
NFadeL 34, l34
NFadeL 35, l35
NFadeL 36, l36
NFadeL 37, l37
NFadeL 38, l38
NFadeL 39, l39
NFadeL 40, l40
NFadeL 41, l41
NFadeL 42, l42
NFadeL 43, l43
NFadeL 44, l44
NFadeL 49, l49
NFadeL 50, l50
NFadeL 52, l52
NFadeL 53, l53
NFadeL 54, l54
NFadeL 55, l55
NFadeL 57, l57
NFadeL 58, l58
NFadeL 59, l59
NFadeL 60, l60
NFadeL 65, ltop
' backdrop lights
If VarHidden Then
NFadeT 11, l11, "SAME PLAYER SHOOTS AGAIN"
NFadeT 13, l13, "BALL IN PLAY"
NFadeT 14, l14, "1"
NFadeL 15, l15
NFadeT 27, l27, "MATCH"
NFadeT 29, l29, "HI SCORE TO DATE"
NFadeT 45, l45, "GAME OVER"
NFadeT 30, l30, "2"
NFadeL 31, l31
NFadeT 46, l46, "3"
NFadeL 47, l47
NFadeT 61, l61, "TILT"
NFadeT 62, l62, "4"
NFadeL 63, l63
End If
'not used
' 6, 16, 21, 32, 48, 51, 56
End Sub
' div lamp subs
Sub InitLamps()
Dim x
For x = 0 to 200
LampState(x) = 0 ' current light state, independent of the fading level. 0 is off and 1 is on
FadingLevel(x) = 4 ' used to track the fading state
FlashSpeedUp(x) = 0.2 ' faster speed when turning on the flasher
FlashSpeedDown(x) = 0.1 ' slower speed when turning off the flasher
FlashMax(x) = 1 ' the maximum value when on, usually 1
FlashMin(x) = 0 ' the minimum value when off, usually 0
FlashLevel(x) = 0 ' the intensity of the flashers, usually from 0 to 1
FlashRepeat(x) = 20 ' how many times the flash repeats
Next
End Sub
Sub AllLampsOff
Dim x
For x = 0 to 200
SetLamp x, 0
Next
End Sub
Sub SetLamp(nr, value)
If value <> LampState(nr)Then
LampState(nr) = abs(value)
FadingLevel(nr) = abs(value) + 4
End If
End Sub
' Lights: used for VP10 standard lights, the fading is handled by VP itself
Sub NFadeL(nr, object)
Select Case FadingLevel(nr)
Case 4:object.state = 0:FadingLevel(nr) = 0
Case 5:object.state = 1:FadingLevel(nr) = 1
End Select
End Sub
Sub NFadeLm(nr, object) ' used for multiple lights
Select Case FadingLevel(nr)
Case 4:object.state = 0
Case 5:object.state = 1
End Select
End Sub
'Lights, Ramps & Primitives used as 4 step fading lights
'a,b,c,d are the images used from on to off
Sub FadeObj(nr, object, a, b, c, d)
Select Case FadingLevel(nr)
Case 4:object.image = b:FadingLevel(nr) = 6 'fading to off...
Case 5:object.image = a:FadingLevel(nr) = 1 'ON
Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 9:object.image = c:FadingLevel(nr) = FadingLevel(nr) + 1 'fading...
Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 13:object.image = d:FadingLevel(nr) = 0 'Off
End Select
End Sub
Sub FadeObjm(nr, object, a, b, c, d)
Select Case FadingLevel(nr)
Case 4:object.image = b
Case 5:object.image = a
Case 9:object.image = c
Case 13:object.image = d
End Select
End Sub
Sub NFadeObj(nr, object, a, b)
Select Case FadingLevel(nr)
Case 4:object.image = b:FadingLevel(nr) = 0 'off
Case 5:object.image = a:FadingLevel(nr) = 1 'on
End Select
End Sub
Sub NFadeObjm(nr, object, a, b)
Select Case FadingLevel(nr)
Case 4:object.image = b
Case 5:object.image = a
End Select
End Sub
' Flasher objects
Sub Flash(nr, object)
Select Case FadingLevel(nr)
Case 4 'off
FlashLevel(nr) = FlashLevel(nr)- FlashSpeedDown(nr)
If FlashLevel(nr) < FlashMin(nr)Then
FlashLevel(nr) = FlashMin(nr)
FadingLevel(nr) = 0 'completely off
End if
Object.IntensityScale = FlashLevel(nr)
Case 5 ' on
FlashLevel(nr) = FlashLevel(nr) + FlashSpeedUp(nr)
If FlashLevel(nr) > FlashMax(nr)Then
FlashLevel(nr) = FlashMax(nr)
FadingLevel(nr) = 1 'completely on
End if
Object.IntensityScale = FlashLevel(nr)
End Select
End Sub
Sub Flashm(nr, object) 'multiple flashers, it doesn't change anything, it just follows the main flasher
Select Case FadingLevel(nr)
Case 4, 5
Object.IntensityScale = FlashLevel(nr)
End Select
End Sub
Sub FlashBlink(nr, object)
Select Case FadingLevel(nr)
Case 4 'off
FlashLevel(nr) = FlashLevel(nr)- FlashSpeedDown(nr)
If FlashLevel(nr) < FlashMin(nr)Then
FlashLevel(nr) = FlashMin(nr)
FadingLevel(nr) = 0 'completely off
End if
Object.IntensityScale = FlashLevel(nr)
If FadingLevel(nr) = 0 AND FlashRepeat(nr)Then 'repeat the flash
FlashRepeat(nr) = FlashRepeat(nr)-1
If FlashRepeat(nr)Then FadingLevel(nr) = 5
End If
Case 5 ' on
FlashLevel(nr) = FlashLevel(nr) + FlashSpeedUp(nr)
If FlashLevel(nr) > FlashMax(nr)Then
FlashLevel(nr) = FlashMax(nr)
FadingLevel(nr) = 1 'completely on
End if
Object.IntensityScale = FlashLevel(nr)
If FadingLevel(nr) = 1 AND FlashRepeat(nr)Then FadingLevel(nr) = 4
End Select
End Sub
' Desktop Objects: Reels & texts (you may also use lights on the desktop)
' Reels
Sub FadeR(nr, object)
Select Case FadingLevel(nr)
Case 4:object.SetValue 1:FadingLevel(nr) = 6 'fading to off...
Case 5:object.SetValue 0:FadingLevel(nr) = 1 'ON
Case 6, 7, 8:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 9:object.SetValue 2:FadingLevel(nr) = FadingLevel(nr) + 1 'fading...
Case 10, 11, 12:FadingLevel(nr) = FadingLevel(nr) + 1 'wait
Case 13:object.SetValue 3:FadingLevel(nr) = 0 'Off
End Select
End Sub
Sub FadeRm(nr, object)
Select Case FadingLevel(nr)
Case 4:object.SetValue 1
Case 5:object.SetValue 0
Case 9:object.SetValue 2
Case 3:object.SetValue 3
End Select
End Sub
'Texts
Sub NFadeT(nr, object, message)
Select Case FadingLevel(nr)
Case 4:object.Text = "":FadingLevel(nr) = 0
Case 5:object.Text = message:FadingLevel(nr) = 1
End Select
End Sub
Sub NFadeTm(nr, object, b)
Select Case FadingLevel(nr)
Case 4:object.Text = ""
Case 5:object.Text = message
End Select
End Sub
'*****************
' Gi Effects
'*****************
Dim OldGiState
OldGiState = -1 'start witht he Gi off
Sub GiON
For each x in aGiLights
x.State = 1
Next
End Sub
Sub GiOFF
For each x in aGiLights
x.State = 0
Next
End Sub
Sub GiEffect
For each x in aGiLights
x.Duration 2, 2000, 1
Next
End Sub
Sub GIUpdate
Dim tmp, obj
tmp = Getballs
If UBound(tmp) <> OldGiState Then
OldGiState = Ubound(tmp)
If UBound(tmp) = 0 Then 'in this table we increase the value from -1 to 0 since there is a captive ball.
GiOff
Else
GiOn
End If
End If
End Sub
'************************************
' LEDs Display
' Based on Scapino's LEDs
'************************************
Dim Digits(32)
Dim Patterns(11)
Dim Patterns2(11)
Patterns(0) = 0 'empty
Patterns(1) = 63 '0
Patterns(2) = 6 '1
Patterns(3) = 91 '2
Patterns(4) = 79 '3
Patterns(5) = 102 '4
Patterns(6) = 109 '5
Patterns(7) = 125 '6
Patterns(8) = 7 '7
Patterns(9) = 127 '8
Patterns(10) = 111 '9
Patterns2(0) = 128 'empty
Patterns2(1) = 191 '0
Patterns2(2) = 134 '1
Patterns2(3) = 219 '2
Patterns2(4) = 207 '3
Patterns2(5) = 230 '4
Patterns2(6) = 237 '5
Patterns2(7) = 253 '6
Patterns2(8) = 135 '7
Patterns2(9) = 255 '8
Patterns2(10) = 239 '9
Set Digits(0) = a0
Set Digits(1) = a1
Set Digits(2) = a2
Set Digits(3) = a3
Set Digits(4) = a4
Set Digits(5) = a5
Set Digits(6) = b0
Set Digits(7) = b1
Set Digits(8) = b2
Set Digits(9) = b3
Set Digits(10) = b4
Set Digits(11) = b5
Set Digits(12) = c0
Set Digits(13) = c1
Set Digits(14) = c2
Set Digits(15) = c3
Set Digits(16) = c4
Set Digits(17) = c5
Set Digits(18) = d0
Set Digits(19) = d1
Set Digits(20) = d2
Set Digits(21) = d3
Set Digits(22) = d4
Set Digits(23) = d5
Set Digits(24) = e0
Set Digits(25) = e1
Set Digits(26) = e2
Set Digits(27) = e3
Sub UpdateLeds
On Error Resume Next
Dim ChgLED, ii, jj, chg, stat
ChgLED = Controller.ChangedLEDs(&HFF, &HFFFF)
If Not IsEmpty(ChgLED)Then
For ii = 0 To UBound(ChgLED)
chg = chgLED(ii, 1):stat = chgLED(ii, 2)
For jj = 0 to 10
If stat = Patterns(jj)OR stat = Patterns2(jj)then Digits(chgLED(ii, 0)).SetValue jj
Next
Next
End IF
End Sub
'******************************
' Diverse Collection Hit Sounds
'******************************
Sub aMetals_Hit(idx):PlaySound "fx_MetalHit", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aRubber_Bands_Hit(idx):PlaySound "fx_rubber_band", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aRubber_Posts_Hit(idx):PlaySound "fx_rubber", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aRubber_Pins_Hit(idx):PlaySound "fx_postrubber", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aPlastics_Hit(idx):PlaySound "fx_PlasticHit", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aGates_Hit(idx):PlaySound "fx_Gate", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
Sub aWoods_Hit(idx):PlaySound "fx_Woodhit", 0, Vol(ActiveBall), pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0:End Sub
'***********************
' Idols follow the ball
'***********************
' they do not move during multiball
Sub aIdolPos_Hit(idx)
If NOT bMultiBallMode Then
Idol1.Rotz = -(idx * 2) -32
Idol2.RotZ = idx * 2 + 32
End If
End Sub
' *********************************************************************
' Supporting Ball & Sound Functions
' *********************************************************************
Function Vol(ball) ' Calculates the Volume of the sound based on the ball speed
Vol = Csng(BallVel(ball) ^2 / 2000)
End Function
Function Pan(ball) ' Calculates the pan for a ball based on the X position on the table. "table1" is the name of the table
Dim tmp
tmp = ball.x * 2 / table1.width-1
If tmp > 0 Then
Pan = Csng(tmp ^10)
Else
Pan = Csng(-((- tmp) ^10))
End If
End Function
Function Pitch(ball) ' Calculates the pitch of the sound based on the ball speed
Pitch = BallVel(ball) * 20
End Function
Function BallVel(ball) 'Calculates the ball speed
BallVel = INT(SQR((ball.VelX ^2) + (ball.VelY ^2)))
End Function
'*****************************************
' JP's VP10 Rolling Sounds
'*****************************************
Const tnob = 5 ' total number of balls
ReDim rolling(tnob)
InitRolling