mirror of
https://github.com/isledecomp/isle-portable.git
synced 2024-12-19 04:12:26 -05:00
7ece9cf37b
* First batch * Second batch
136 lines
4.1 KiB
C++
136 lines
4.1 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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// FUNCTION: BETA10 0x10038c37
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MxLong JukeBoxEntity::Notify(MxParam& p_param)
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{
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MxNotificationParam& param = (MxNotificationParam&) p_param;
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if (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, IsleScript::c__Isle))->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, MxPresenter::e_repeating);
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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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