isle-portable/LEGO1/lego/legoomni/src/actors/jukeboxentity.cpp
Christian Semmler 419bc2a44e
Updates from isledecomp/isle (#23)
* Fix remaining vtordisp issues (#1016)

* Fix LegoRaceActor

* Fix LegoRaceMap

* Fix LegoCarRaceActor

* Fix LegoJetskiRaceActor

* Fix LegoJetski

* Fix LegoRaceCar

* Downgrade orig addr unique message to debug

* Implement/match Ambulance::HandleEndAction (#1018)

* Implement/match Ambulance::HandleClick (#1019)

* Implement/match Ambulance::HandleClick

* Remove junk

* Add Ambulance::FUN_10036e60

* Implement/match Ambulance::Tickle (#1021)

* Match LegoMeterPresenter::ParseExtra (#1022)

* Match LegoMeterPresenter::ParseExtra

* Add LegoMeterPresenter to factory

* Add call to parent

* Add missing TODO

* Implement/match Ambulance::ActivateSceneActions (#1023)

* Fix CaveEntity class (#1024)

* Fix CaveEntity class

* Rename function

* Implement/match JailEntity::HandleClick and CaveEntity::HandleClick (#1025)

* Implement/match JailEntity::HandleClick and CaveEntity::HandleClick

* Fix

* Add remaining classes, implement/match LegoObjectFactory (#1026)

* Add missing classes

* Match LegoObjectFactory

* Remove semicolon

* Add symbol

* Fix

* Implement/match Ambulance::VTable0x70 (#1027)

* Implement/match Ambulance::HandleButtonDown (#1028)

* Implement/match Ambulance::HandlePathStruct (#1029)

* Implement/match Ambulance::HandlePathStruct

* Add annotation

* Implement/match remaining Ambulance functions (#1030)

* Fix camera glitch (#1031)

* Implement LegoAnimScene::FUN_1009f490 (#1032)

* Implement LegoAnimScene::FUN_1009f490

* Update legoanim.cpp

* Update legoanim.cpp

* Update legoanim.cpp

* Bugfix for LegoMeterPresenter::DrawMeter (#1033)

* feat: Implement several ::Serialize functions (#1017)

* feat: Implement many ::Serialize functions

* address review comments, part 1 [skip ci]

* address review comments, part 2 [skip ci]

* review comments (final part)

* refactor: Remove Read/Write duplication

* fix merge conflict

* Match PizzeriaState::Serialize again

* Remove unused variable, add LegoVehicleBuildState::Serialize

* Implement AnimState::Serialize

* fix: Conform with naming scheme

* refactor: change names back

* refactor: int to MxS32

---------

Co-authored-by: jonschz <jonschz@users.noreply.github.com>

---------

Co-authored-by: MS <disinvite@users.noreply.github.com>
Co-authored-by: jonschz <17198703+jonschz@users.noreply.github.com>
Co-authored-by: jonschz <jonschz@users.noreply.github.com>
2024-06-16 15:15:03 +02:00

134 lines
4.0 KiB
C++

#include "jukeboxentity.h"
#include "isle.h"
#include "isle_actions.h"
#include "islepathactor.h"
#include "jukebox.h"
#include "jukebox_actions.h"
#include "legogamestate.h"
#include "legoutils.h"
#include "misc.h"
#include "mxbackgroundaudiomanager.h"
#include "mxmisc.h"
#include "mxnotificationmanager.h"
#include "mxnotificationparam.h"
#include "mxtransitionmanager.h"
#include "scripts.h"
DECOMP_SIZE_ASSERT(JukeBoxEntity, 0x6c)
// FUNCTION: LEGO1 0x10085bc0
JukeBoxEntity::JukeBoxEntity()
{
NotificationManager()->Register(this);
}
// FUNCTION: LEGO1 0x10085dd0
JukeBoxEntity::~JukeBoxEntity()
{
NotificationManager()->Unregister(this);
}
// FUNCTION: LEGO1 0x10085e40
MxLong JukeBoxEntity::Notify(MxParam& p_param)
{
if (((MxNotificationParam&) p_param).GetNotification() == c_notificationClick) {
if (!FUN_1003ef60()) {
return 1;
}
if (UserActor()->GetActorId() != GameState()->GetActorId()) {
((IslePathActor*) UserActor())->Exit();
}
((Isle*) FindWorld(*g_isleScript, 0))->SetDestLocation(LegoGameState::e_jukeboxw);
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
return 1;
}
return 0;
}
// FUNCTION: LEGO1 0x10085ed0
void JukeBoxEntity::StartAction()
{
MxDSAction action;
BackgroundAudioManager()->Stop();
JukeBoxState* state = (JukeBoxState*) GameState()->GetState("JukeBoxState");
state->m_active = TRUE;
switch (state->m_music) {
case JukeBoxState::e_pasquell:
InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz001bd_RunAnim, NULL);
GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic1;
break;
case JukeBoxState::e_right:
InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz006bd_RunAnim, NULL);
GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic2;
break;
case JukeBoxState::e_decal:
InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz003bd_RunAnim, NULL);
GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic3;
break;
case JukeBoxState::e_wallis:
InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz002bd_RunAnim, NULL);
GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic4;
break;
case JukeBoxState::e_nelson:
InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz007bd_RunAnim, NULL);
GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic5;
break;
case JukeBoxState::e_torpedos:
InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz004bd_RunAnim, NULL);
GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic6;
break;
}
action.SetAtomId(*g_jukeboxScript);
action.SetObjectId(GameState()->m_jukeboxMusic);
m_audioEnabled = BackgroundAudioManager()->GetEnabled();
if (!m_audioEnabled) {
BackgroundAudioManager()->Enable(TRUE);
}
BackgroundAudioManager()->PlayMusic(action, 5, 4);
}
// FUNCTION: LEGO1 0x100860f0
void JukeBoxEntity::StopAction(JukeboxScript::Script p_script)
{
JukeBoxState* state = (JukeBoxState*) GameState()->GetState("JukeBoxState");
if (state && state->m_active) {
switch (p_script) {
case JukeboxScript::c_JBMusic1:
state->m_active = FALSE;
InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz001bd_RunAnim, NULL);
break;
case JukeboxScript::c_JBMusic2:
state->m_active = FALSE;
InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz006bd_RunAnim, NULL);
break;
case JukeboxScript::c_JBMusic3:
state->m_active = FALSE;
InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz003bd_RunAnim, NULL);
break;
case JukeboxScript::c_JBMusic4:
state->m_active = FALSE;
InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz002bd_RunAnim, NULL);
break;
case JukeboxScript::c_JBMusic5:
state->m_active = FALSE;
InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz007bd_RunAnim, NULL);
break;
case JukeboxScript::c_JBMusic6:
state->m_active = FALSE;
InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz004bd_RunAnim, NULL);
break;
}
BackgroundAudioManager()->Enable(IsBackgroundAudioEnabled());
}
}