Isle
Loading...
Searching...
No Matches
bike.cpp
Go to the documentation of this file.
1#include "bike.h"
2
3#include "isle.h"
4#include "isle_actions.h"
5#include "jukebox_actions.h"
8#include "legogamestate.h"
9#include "legoutils.h"
10#include "legoworld.h"
11#include "misc.h"
12#include "mxsoundpresenter.h"
13#include "mxtransitionmanager.h"
14#include "scripts.h"
15
17
18// FUNCTION: LEGO1 0x10076670
20{
21 m_maxLinearVel = 20.0;
22 m_unk0x150 = 3.0;
23 m_unk0x148 = 1;
24}
25
26// FUNCTION: LEGO1 0x100768f0
28{
29 MxResult result = IslePathActor::Create(p_dsAction);
31
32 if (m_world) {
33 m_world->Add(this);
34 }
35
36 return result;
37}
38
39// FUNCTION: LEGO1 0x10076920
41{
50}
51
52// FUNCTION: LEGO1 0x100769a0
54{
55 if (FUN_1003ef60()) {
56 Act1State* state = (Act1State*) GameState()->GetState("Act1State");
58
59 ((Isle*) CurrentWorld())->SetDestLocation(LegoGameState::Area::e_bike);
61
62 if (GameState()->GetActorId() != UserActor()->GetActorId()) {
64 }
65
66 Enter();
69
70 Vector3 position = m_roi->GetWorldPosition();
71 AnimationManager()->FUN_10064670(&position);
72 AnimationManager()->FUN_10064740(&position);
73 ControlManager()->Register(this);
74 }
75
76 return 1;
77}
78
79// FUNCTION: LEGO1 0x10076aa0
81{
82 MxLong result = 0;
83
84 if (p_param.m_unk0x28 == 1) {
85 switch (p_param.m_clickedObjectId) {
87 Exit();
89 result = 1;
90 break;
92 ((Isle*) CurrentWorld())->SetDestLocation(LegoGameState::e_infomain);
94 Exit();
95 result = 1;
96 break;
98 MxSoundPresenter* presenter =
99 (MxSoundPresenter*) CurrentWorld()->Find("MxSoundPresenter", "BikeHorn_Sound");
100 presenter->Enable(p_param.m_unk0x28);
101 break;
102 }
103 }
104
105 return result;
106}
107
108// FUNCTION: LEGO1 0x10076b60
110{
112
113 Act1State* act1state = (Act1State*) GameState()->GetState("Act1State");
114 if (!act1state->m_unk0x022) {
115 act1state->m_unk0x022 = TRUE;
116
117 MxMatrix mat(UserActor()->GetROI()->GetLocal2World());
118 mat.TranslateBy(mat[2][0] * 2.5, mat[2][1] + 0.7, mat[2][2] * 2.5);
119
122 &mat,
123 TRUE,
125 NULL,
126 FALSE,
127 TRUE,
128 TRUE,
129 TRUE
130 );
131 }
132}
[AI] Holds state and transient gameplay data for the first act on Lego Island.
Definition: isle.h:29
MxBool m_unk0x022
[AI] Temporary state variable; persists through serialization, often used for logic gating....
Definition: isle.h:110
[AI] Represents the player's bicycle vehicle in LEGO Island, allowing for in-world interactions such ...
Definition: bike.h:15
void ActivateSceneActions()
[AI] Triggers the bike's area-specific actions, such as playing background music and starting scripte...
Definition: bike.cpp:109
void Exit() override
[AI] Cleans up and removes the bike actor from the world and updates the global game state to indicat...
Definition: bike.cpp:40
MxLong HandleClick() override
[AI] Handles response when the bike actor is clicked (e.g.
Definition: bike.cpp:53
MxResult Create(MxDSAction &p_dsAction) override
[AI] Handles initialization and placement of the bike into the world.
Definition: bike.cpp:27
MxLong HandleControl(LegoControlManagerNotificationParam &p_param) override
[AI] Responds to control events from the LegoControlManager related to the Bike, such as horn,...
Definition: bike.cpp:80
Derived path actor type for handling player transitions and activities on LEGO Island.
Definition: islepathactor.h:23
MxResult Create(MxDSAction &p_dsAction) override
[AI] Initialize this actor from a DSAction.
virtual void Exit()
[AI] Called when the actor is deactivated or moved out of player control, restoring previous actor if...
LegoWorld * m_world
[AI] Pointer to the current world instance actor is existing in. [AI]
virtual void Enter()
[AI] Called when the actor is made active in a new area or context, setting navigation and visibility...
[AI] Represents the main overworld (LEGO Island) in the game, acting as the central hub and state mac...
Definition: isle.h:179
virtual MxU8 GetActorId()
[AI] Gets this actor's numeric ID, corresponding to a known enumeration/actor.
Definition: legoactor.h:77
MxResult FUN_10060dc0(MxU32 p_objectId, MxMatrix *p_matrix, MxBool p_param3, MxU8 p_param4, LegoROI *p_roi, MxBool p_param6, MxBool p_param7, MxBool p_param8, MxBool p_param9)
[AI] Helper for starting a specific animation, including world matrix and camera settings.
@ e_unk0
[AI] Unknown/unspecified play mode
MxResult FUN_10064740(Vector3 *p_position)
[AI] Similar to FUN_10064670, but triggers a different special animation event for secondary location...
MxResult FUN_10064670(Vector3 *p_position)
[AI] Activates special triggered animation in response to player position near given point.
[AI] Notification parameter for the LegoControlManager, used to propagate information about control e...
MxS32 m_clickedObjectId
[AI] Object ID of the clicked control/presenter (or -1 if not set). [AI]
MxS16 m_unk0x28
[AI] Undetermined; settable via SetUnknown0x28. [AI]
void Register(MxCore *p_listener)
[AI] Adds a listener to be notified of control events.
void Unregister(MxCore *p_listener)
[AI] Removes a listener so it no longer receives control events.
LegoROI * GetROI()
[AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI]
Definition: legoentity.h:161
LegoROI * m_roi
[AI] Pointer to this entity's currently assigned ROI (3D instance in the world). [AI]
Definition: legoentity.h:215
Area m_currentArea
Area/world the player is presently in. [AI].
LegoState * GetState(const char *p_stateName)
Find an existing state (LegoState-derived) object by its registered script/class name.
@ e_infomain
Information Center, main screen. [AI].
Definition: legogamestate.h:96
@ e_bike
Bike minigame (spawns). [AI].
@ e_unk66
Used for some spawn locations. [AI].
virtual void Add(MxCore *p_object)
Adds an object (entity, presenter, ROI, etc.) to the appropriate world-managed list or set.
Definition: legoworld.cpp:418
MxCore * Find(const char *p_class, const char *p_name)
Finds an object of a given class and name in the world.
Definition: legoworld.cpp:573
virtual void TranslateBy(const float &p_x, const float &p_y, const float &p_z)
Applies translation by amounts along X, Y, Z axes.
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
Definition: mxdsaction.h:17
void SetObjectId(MxU32 p_objectId)
[AI] Sets the object id (for serialization or lookup).
Definition: mxdsobject.h:147
[AI] Represents a 4x4 transformation matrix, specialized for the LEGO Island engine and derived from ...
Definition: mxmatrix.h:16
void Enable(MxBool p_enable) override
[AI] Enables or disables media stream playback and transitions state as needed.
[AI] Concrete presenter for sound playback and control within the LEGO Island engine.
MxResult StartTransition(TransitionType p_animationType, MxS32 p_speed, MxBool p_doCopy, MxBool p_playMusicInAnim)
[AI] Begins a new transition animation of type p_animationType at the specified speed,...
@ e_mosaic
[AI] Complex mosaic block-out effect.
const float * GetWorldPosition() const
Returns a pointer to the world position from the transformation matrix (translation row).
[AI] 3D vector class, providing vector and cross-product operations in 3D space.
Definition: vector.h:249
#define TRUE
Definition: d3drmdef.h:28
#define FALSE
Definition: d3drmdef.h:27
#define DECOMP_SIZE_ASSERT(T, S)
Definition: decomp.h:19
#define NULL
[AI] Null pointer value (C/C++ semantics).
Definition: legotypes.h:26
void InvokeAction(Extra::ActionType p_actionId, const MxAtomId &p_pAtom, MxS32 p_streamId, LegoEntity *p_sender)
[AI] Dispatches and triggers a game action on the given script or object.
Definition: legoutils.cpp:271
MxBool RemoveFromCurrentWorld(const MxAtomId &p_atomId, MxS32 p_id)
[AI] Removes an entity or presenter with specified AtomId and ID from the current world; triggers End...
Definition: legoutils.cpp:495
MxBool FUN_1003ef60()
[AI] Determines if the current actor can exit their area, based on state/zone/vehicle.
Definition: legoutils.cpp:572
MxAtomId * g_isleScript
[AI] Node used in hierarchical scene graphs and animation trees. [AI]
Definition: scripts.cpp:32
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
Definition: misc.cpp:61
LegoAnimationManager * AnimationManager()
[AI] Accessor for the animation manager, which controls Lego character/world animation state....
Definition: misc.cpp:69
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
Definition: misc.cpp:208
MxDSAction & GetCurrentAction()
[AI] Accessor for the currently running MxDSAction (e.g.
Definition: misc.cpp:195
LegoControlManager * ControlManager()
[AI] Accessor for the control manager through the input manager; manages higher-level user/game contr...
Definition: misc.cpp:53
LegoWorld * CurrentWorld()
[AI] Accessor for the currently active LegoWorld instance. [AI]
Definition: misc.cpp:93
void FUN_10015820(MxBool p_disable, MxU16 p_flags)
[AI] Utility for enabling or disabling functionality in LegoOmni based on certain flags.
Definition: misc.cpp:143
void PlayMusic(JukeboxScript::Script p_objectId)
[AI] Starts music playback by scripting the background audio manager to play the music piece referenc...
Definition: misc.cpp:216
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
Definition: misc.cpp:85
MxLong MxResult
[AI]
Definition: mxtypes.h:106
int MxLong
[AI]
Definition: mxtypes.h:83
@ c_sns006in_RunAnim
Definition: isle_actions.h:877
@ c_BikeHorn_Sound
Definition: isle_actions.h:36
@ c_BikeDashboard_Bitmap
Definition: isle_actions.h:33
@ c_InformationCenter_Music
[AI] Background music for the information center.
[AI] Contains global script AtomId pointers and utility functions for managing script AtomIds in LEGO...
@ e_start
[AI] Start an activity or playback [AI]
Definition: extra.h:30