[AI] Holds state and transient gameplay data for the first act on Lego Island.
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| Act1State () |
| [AI] Constructs a new instance and resets default state, including initializing cutscene playlist and vehicle pointers. [AI] More...
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const char * | ClassName () const override |
| [AI] Returns class name as string literal for run-time type checking. [AI] More...
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MxBool | IsA (const char *p_name) const override |
| [AI] Returns whether the provided name matches this class or a parent class. More...
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MxBool | Reset () override |
| [AI] Resets all internal state, including planes, pointers, vehicle flags, and clears dynamic memory for re-use or unload. [AI] More...
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MxResult | Serialize (LegoStorage *p_storage) override |
| [AI] Serializes all vehicle/named plane and other gameplay state to/from given persistent storage. More...
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void | PlayCptClickDialogue () |
| [AI] Starts the "Captain Click" dialogue cutscene/playlist with audio and triggers background music fade. [AI] More...
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void | StopCptClickDialogue () |
| [AI] Stops the "Captain Click" dialogue cutscene if playing and resets background music. [AI] More...
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void | RemoveActors () |
| [AI] Serializes all current actor locations and status, disassociating them from the world for later restoration. [AI] More...
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void | PlaceActors () |
| [AI] Places all actors/vehicles in the world at their previously-serialized locations and attaches them to the world. [AI] More...
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MxU32 | GetUnknown18 () |
| [AI] Retrieves the internal state variable at offset 0x018 (purpose: current major state, e.g. current minigame/spot) More...
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ElevatorFloor | GetElevatorFloor () |
| [AI] Retrieves the current elevator floor the player is on, as an enum. [AI] More...
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MxU8 | GetUnknown21 () |
| [AI] Returns the internal state variable at 0x021 (unknown, seems to control transitions). More...
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void | SetUnknown18 (MxU32 p_unk0x18) |
| [AI] Sets the gameplay progress variable at 0x018 (controls state transitions, gameplay mode changes, e.g. minigames). More...
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void | SetElevatorFloor (ElevatorFloor p_elevFloor) |
| [AI] Sets the current elevator floor the player is on. More...
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void | SetUnknown21 (MxU8 p_unk0x21) |
| [AI] Sets the state flag at offset 0x021 (purpose: controls certain transitions and checks). More...
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| ~LegoState () override |
| [AI] Virtual destructor to allow subclass cleanup. More...
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virtual MxBool | IsSerializable () |
| [AI] Returns if this state can be serialized (for game saving/loading support). More...
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virtual MxBool | Reset () |
| [AI] Hook for returning object to default (empty) state; not implemented in this base. More...
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virtual MxResult | Serialize (LegoStorage *p_storage) |
| [AI] Serialize state to a storage (for save/load). More...
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const char * | ClassName () const override |
| [AI] Gets this class's name for RTTI/IsA functionality. More...
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MxBool | IsA (const char *p_name) const override |
| [AI] Tests if this object is of a given class name, directly or through inheritance. More...
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| MxCore () |
| [AI] Constructs a new MxCore object and assigns it a unique id. More...
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virtual | ~MxCore () |
| [AI] Virtual destructor. Required for correct polymorphic cleanup in derived classes. More...
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virtual MxLong | Notify (MxParam &p_param) |
| [AI] Virtual callback notification mechanism. More...
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virtual MxResult | Tickle () |
| [AI] Called by tickle managers to allow the object to update itself. More...
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virtual const char * | ClassName () const |
| [AI] Returns the runtime class name of this object. More...
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virtual MxBool | IsA (const char *p_name) const |
| [AI] Checks whether this object's class type or parents match the given name. More...
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MxU32 | GetId () |
| [AI] Gets the unique (per-process) id assigned to this object instance. More...
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Playlist | m_cptClickDialogue |
| [AI] Playlist object which cycles and holds available "Captain Click" audio scripts for the info center. More...
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IsleScript::Script | m_currentCptClickDialogue |
| [AI] Currently playing island script for the cutscene/voiceover event initiated by Captain Click. More...
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MxU32 | m_unk0x018 |
| [AI] Internal gameplay state variable; see Get/SetUnknown18 for usage. [AI] More...
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MxS16 | m_elevFloor |
| [AI] Current floor of the elevator, using enum ElevatorFloor. More...
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MxBool | m_unk0x01e |
| [AI] Temporary flag for info center elevator; used to determine if elevator is currently active/transitioning. [AI] More...
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MxBool | m_unk0x01f |
| [AI] Temporary flag for info center elevator; often used as a "ready for transition" check. [AI] More...
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MxBool | m_planeActive |
| [AI] Indicates that the airplane cutscene is currently active (info center window). [AI] More...
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undefined | m_unk0x021 |
| [AI] Internal state/transition flag, possibly for initializing/handling world entry. [AI] More...
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MxBool | m_unk0x022 |
| [AI] Temporary state variable; persists through serialization, often used for logic gating. [AI] More...
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undefined | m_unk0x023 |
| [AI] State variable for plane/channel transitions; exact meaning unknown. [AI] More...
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LegoNamedPlane | m_motocyclePlane |
| [AI] Serialized/deserialized world placement state for motorcycle. More...
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LegoNamedPlane | m_bikePlane |
| [AI] Serialized/deserialized world placement state for bike. More...
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LegoNamedPlane | m_skateboardPlane |
| [AI] Serialized/deserialized world placement state for skateboard. More...
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LegoNamedPlane | m_helicopterPlane |
| [AI] Serialized/deserialized world placement state for helicopter. More...
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LegoNamedTexture * | m_helicopterWindshield |
| [AI] Named texture for helicopter windshield (needed for state restoration, texture streaming). [AI] More...
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LegoNamedTexture * | m_helicopterJetLeft |
| [AI] Named texture for left jet on helicopter (needed for restoration/streaming). [AI] More...
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LegoNamedTexture * | m_helicopterJetRight |
| [AI] Named texture for right jet on helicopter (needed for restoration/streaming). [AI] More...
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Helicopter * | m_helicopter |
| [AI] Serializable pointer to current helicopter object (NULL when not held in state). [AI] More...
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LegoNamedPlane | m_jetskiPlane |
| [AI] Placement state for jetski in world (serializable). [AI] More...
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LegoNamedTexture * | m_jetskiFront |
| [AI] Named texture for jetski front (state restoration, streaming). [AI] More...
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LegoNamedTexture * | m_jetskiWindshield |
| [AI] Named texture for jetski windshield (state restoration, streaming). [AI] More...
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Jetski * | m_jetski |
| [AI] Serializable pointer to current jetski object (NULL when not held in state). [AI] More...
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LegoNamedPlane | m_dunebuggyPlane |
| [AI] Placement state for dune buggy in world (serializable). [AI] More...
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LegoNamedTexture * | m_dunebuggyFront |
| [AI] Named texture for dune buggy front (state restoration, streaming). [AI] More...
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DuneBuggy * | m_dunebuggy |
| [AI] Serializable pointer to current dune buggy object (NULL when not held in state). [AI] More...
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LegoNamedPlane | m_racecarPlane |
| [AI] Placement state for racecar in world (serializable). [AI] More...
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LegoNamedTexture * | m_racecarFront |
| [AI] Named texture for racecar front (state restoration, streaming). [AI] More...
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LegoNamedTexture * | m_racecarBack |
| [AI] Named texture for racecar back (state restoration, streaming). [AI] More...
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LegoNamedTexture * | m_racecarTail |
| [AI] Named texture for racecar tail (state restoration, streaming). [AI] More...
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RaceCar * | m_racecar |
| [AI] Serializable pointer to current racecar object (NULL when not held in state). [AI] More...
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[AI] Holds state and transient gameplay data for the first act on Lego Island.
Manages elevator floor logic, cutscene dialogue cycling, and serialization of all vehicle/named planes for state restoration. Closely tied to "Isle" and used per-"Act" state management.
[AI] Responsible for saving/loading the locations and statuses of various actors/vehicles during Act 1, as well as for session gameplay variables such as which elevator floor is active and which cutscene dialogue is being played.
Definition at line 29 of file isle.h.