mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-02-03 12:31:15 +00:00
* 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>
134 lines
4.0 KiB
C++
134 lines
4.0 KiB
C++
#include "jukeboxentity.h"
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#include "isle.h"
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#include "isle_actions.h"
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#include "islepathactor.h"
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#include "jukebox.h"
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#include "jukebox_actions.h"
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#include "legogamestate.h"
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#include "legoutils.h"
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#include "misc.h"
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#include "mxbackgroundaudiomanager.h"
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#include "mxmisc.h"
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#include "mxnotificationmanager.h"
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#include "mxnotificationparam.h"
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#include "mxtransitionmanager.h"
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#include "scripts.h"
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DECOMP_SIZE_ASSERT(JukeBoxEntity, 0x6c)
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// FUNCTION: LEGO1 0x10085bc0
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JukeBoxEntity::JukeBoxEntity()
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{
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NotificationManager()->Register(this);
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}
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// FUNCTION: LEGO1 0x10085dd0
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JukeBoxEntity::~JukeBoxEntity()
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{
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NotificationManager()->Unregister(this);
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}
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// FUNCTION: LEGO1 0x10085e40
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MxLong JukeBoxEntity::Notify(MxParam& p_param)
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{
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if (((MxNotificationParam&) p_param).GetNotification() == c_notificationClick) {
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if (!FUN_1003ef60()) {
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return 1;
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}
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if (UserActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) UserActor())->Exit();
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}
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((Isle*) FindWorld(*g_isleScript, 0))->SetDestLocation(LegoGameState::e_jukeboxw);
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TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
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return 1;
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}
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return 0;
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}
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// FUNCTION: LEGO1 0x10085ed0
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void JukeBoxEntity::StartAction()
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{
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MxDSAction action;
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BackgroundAudioManager()->Stop();
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JukeBoxState* state = (JukeBoxState*) GameState()->GetState("JukeBoxState");
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state->m_active = TRUE;
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switch (state->m_music) {
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case JukeBoxState::e_pasquell:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz001bd_RunAnim, NULL);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic1;
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break;
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case JukeBoxState::e_right:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz006bd_RunAnim, NULL);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic2;
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break;
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case JukeBoxState::e_decal:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz003bd_RunAnim, NULL);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic3;
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break;
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case JukeBoxState::e_wallis:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz002bd_RunAnim, NULL);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic4;
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break;
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case JukeBoxState::e_nelson:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz007bd_RunAnim, NULL);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic5;
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break;
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case JukeBoxState::e_torpedos:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz004bd_RunAnim, NULL);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic6;
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break;
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}
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action.SetAtomId(*g_jukeboxScript);
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action.SetObjectId(GameState()->m_jukeboxMusic);
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m_audioEnabled = BackgroundAudioManager()->GetEnabled();
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if (!m_audioEnabled) {
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BackgroundAudioManager()->Enable(TRUE);
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}
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BackgroundAudioManager()->PlayMusic(action, 5, 4);
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}
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// FUNCTION: LEGO1 0x100860f0
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void JukeBoxEntity::StopAction(JukeboxScript::Script p_script)
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{
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JukeBoxState* state = (JukeBoxState*) GameState()->GetState("JukeBoxState");
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if (state && state->m_active) {
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switch (p_script) {
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case JukeboxScript::c_JBMusic1:
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz001bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic2:
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz006bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic3:
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz003bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic4:
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz002bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic5:
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz007bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic6:
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz004bd_RunAnim, NULL);
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break;
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}
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BackgroundAudioManager()->Enable(IsBackgroundAudioEnabled());
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}
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}
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