[AI] Defines enumerated script action identifiers for Act 3 of LEGO Island scripting system.
IsleScript::Script g_nextCavedoorAction
IsleScript::Script g_nextChestAction
[AI] Holds state and transient gameplay data for the first act on Lego Island.
void SetUnknown18(MxU32 p_unk0x18)
[AI] Sets the gameplay progress variable at 0x018 (controls state transitions, gameplay mode changes,...
MxU32 GetUnknown18()
[AI] Retrieves the internal state variable at offset 0x018 (purpose: current major state,...
[AI] Controls all main logic and progression of Act 3 in LEGO Island, including objects,...
void SetDestLocation(LegoGameState::Area p_destLocation)
[AI] Sets the destination area/location for the next world switch.
[AI] Entity for the Beach House building in LEGO Island.
MxLong HandleClick(LegoEventNotificationParam &p_param) override
[AI] Handles click events specific to the Beach House building.
[AI] Entity for the Gas Station building in LEGO Island.
MxLong HandleClick(LegoEventNotificationParam &p_param) override
[AI] Handles click events specific to the Gas Station building.
[AI] Entity for the Hospital building in LEGO Island.
MxLong HandleClick(LegoEventNotificationParam &p_param) override
[AI] Handles click events specific to the Hospital building.
[AI] Entity for the Information Center building in LEGO Island.
Derived path actor type for handling player transitions and activities on LEGO Island.
[AI] Represents the main overworld (LEGO Island) in the game, acting as the central hub and state mac...
void SetDestLocation(LegoGameState::Area p_destLocation)
[AI] Sets destination location for world transitions (are used after certain cutscenes/buttons).
void FUN_10033350()
[AI] Performs world cleanup related to transitions and resets (see source for transition/actor logic)...
[AI] Entity for the Jail building in LEGO Island.
Represents the state object for Act 2 of the game.
MxBool m_enabled
[AI] TRUE if this state is currently enabled/active. [AI]
Implements the world and game logic for Act 2.
void SetDestLocation(LegoGameState::Area p_destLocation)
Sets the destination location for area transition upon completion.
virtual MxU8 GetActorId()
[AI] Gets this actor's numeric ID, corresponding to a known enumeration/actor.
void FUN_10061010(MxBool p_und)
[AI] Cancels all camera/transition animations and resets camera after completion.
Notification parameter class for LEGO event notifications such as mouse events and modifier keys.
LegoROI * GetROI()
Returns the ROI (3D Object) associated with this event, if any.
@ e_act3
Act 3: final main story segment. [AI].
@ e_act1
Act 1: the first main segment of the game. [AI].
@ e_act2
Act 2: main story segment two. [AI].
MxU8 GetActorId()
Returns the current selected actor ID. [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].
@ e_racecarbuild
Vehicle construction: racecar. [AI].
@ e_police
Police Station interior. [AI].
@ e_garage
Garage (build vehicle) interior. [AI].
@ e_jetskibuild
Vehicle construction: jetski. [AI].
@ e_hospital
Hospital interior. [AI].
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
const LegoChar * GetName() const
[AI] Gets this ROI's name.
void LowerVolume()
[AI] Requests a reduction in current background music volume, queuing for fade out (increments suppre...
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.
[AI] Entity for the Police building in LEGO Island.
MxLong HandleClick(LegoEventNotificationParam &p_param) override
[AI] Handles click events specific to the Police building.
[AI] Entity for the Race Stands (grandstands) building in LEGO Island.
#define DECOMP_SIZE_ASSERT(T, S)
MxBool FUN_1003ef60()
[AI] Determines if the current actor can exit their area, based on state/zone/vehicle.
void PlayCamAnim(LegoPathActor *p_actor, MxBool p_unused, MxU32 p_location, MxBool p_bool)
[AI] Initiates a camera animation for a specific path actor, or falls back to default animation trigg...
void StartIsleAction(IsleScript::Script p_objectId)
[AI] Helper to invoke a 'start' action for an Isle script object by its script ID.
MxAtomId * g_isleScript
[AI] Node used in hierarchical scene graphs and animation trees. [AI]
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
LegoAnimationManager * AnimationManager()
[AI] Accessor for the animation manager, which controls Lego character/world animation state....
void DeleteObjects(MxAtomId *p_id, MxS32 p_first, MxS32 p_last)
[AI] Batch deletes objects, given by atom id, and within the entity id range [p_first,...
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
MxBackgroundAudioManager * BackgroundAudioManager()
[AI] Accessor for the background audio manager. Used for background music and ambient sounds....
LegoWorld * FindWorld(const MxAtomId &p_atom, MxS32 p_entityid)
[AI] Searches for or retrieves a LegoWorld instance based on an atom id and entity id.
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
@ c__Act2Main
[AI] Root script or entry point for Act2Main actions.
@ c__Act3
[AI] Reserved or unnamed root action for Act 3 scripting context. [AI]
[AI] Contains global script AtomId pointers and utility functions for managing script AtomIds in LEGO...
MxAtomId * g_act3Script
[AI] Script AtomId for Act 3 (endgame/helicopter chase) scripting.
MxAtomId * g_act2mainScript
[AI] Script AtomId for main script of Act 2 (island event progression).