Isle
Loading...
Searching...
No Matches
Act3Cop Class Reference

[AI] Represents a police officer actor in Act 3, supporting specific cop AI actions, path findings, and collision logic. More...

#include <act3actors.h>

Inheritance diagram for Act3Cop:
Collaboration diagram for Act3Cop:

Classes

struct  Act3CopDest
 [AI] Structure containing cop destination information for patrol paths, boundaries, and navigation points. More...
 

Public Member Functions

 Act3Cop ()
 [AI] Constructs a new police officer actor, initializing references and default patrol states. More...
 
void ParseAction (char *p_extra) override
 [AI] Parses incoming action command strings for cop-specific data and registers itself with the world, finding patrol destinations. More...
 
void Animate (float p_time) override
 [AI] Per-frame animation update, handles cop AI state switching to seek donuts, interact with Brickster or perform scene actions. More...
 
MxResult HitActor (LegoPathActor *, MxBool) override
 [AI] Processes collision with another actor, especially for handling donut pickups and Brickster interaction. More...
 
MxResult VTable0x9c () override
 [AI] Performs path container recalculation for cop AI movement. More...
 
MxFloat GetUnknown0x20 ()
 [AI] Gets a cop-specific timer used for movement or eating actions. More...
 
void SetUnknown0x20 (MxFloat p_unk0x20)
 [AI] Sets the cop timer for eating/movement delays. More...
 
MxResult FUN_10040350 (Act3Ammo &p_ammo, const Vector3 &)
 [AI] Triggers the cop to attempt to intercept or react to a thrown donut. More...
 
MxResult FUN_10040360 ()
 [AI] Internal: recalculates cop movement/path container target. More...
 
- Public Member Functions inherited from Act3Actor
 Act3Actor ()
 [AI] Constructs a new Act3Actor, initializing state. More...
 
MxU32 VTable0x90 (float p_time, Matrix4 &p_transform) override
 [AI] Handles transformation updates for the actor. More...
 
MxResult HitActor (LegoPathActor *p_actor, MxBool p_bool) override
 [AI] Called when this actor is hit/collided by another actor, such as a projectile or another character. More...
 
const char * ClassName () const override
 [AI] Returns the class name string for debugging/instancing. More...
 
MxFloat GetUnknown0x1c ()
 [AI] Gets the custom time marker or value for animation/transformation logic. More...
 
void SetUnknown0x1c (MxFloat p_unk0x1c)
 [AI] Sets the custom time marker or value. More...
 
- Public Member Functions inherited from LegoAnimActor
 LegoAnimActor ()
 [AI] Initializes LegoAnimActor and sets the current animation index to -1. More...
 
 ~LegoAnimActor () override
 [AI] Destructor cleans up all animation map structures. More...
 
void ParseAction (char *p_extra) override
 [AI] Handles extra action strings, looks for animation assignments and delegates to presenters (overrides parent). More...
 
void SetWorldSpeed (MxFloat p_worldSpeed) override
 [AI] Sets the current world speed and chooses which animation (from the animation map list) should be used; see source for selection logic. More...
 
void Animate (float p_time) override
 [AI] Performs per-frame update; applies the appropriate animation to mesh ROIs based on speed and state. More...
 
void VTable0x74 (Matrix4 &p_transform) override
 [AI] Applies the current animation's transforms to the provided matrix, propagates to mesh hierarchies. More...
 
virtual MxResult FUN_1001c1f0 (float &p_und)
 [AI] Computes the animation phase offset within the current animation, adjusts for looping. More...
 
virtual MxResult FUN_1001c360 (float p_und, Matrix4 &p_transform)
 [AI] Applies the animation transform for the current animation at the given phase, writes to matrix. More...
 
virtual MxResult FUN_1001c450 (LegoAnim *p_AnimTreePtr, float p_unk0x00, LegoROI **p_roiMap, MxU32 p_numROIs)
 [AI] Adds a new animation mapping (LegoAnimActorStruct) with a tree, threshold, and mesh mapping. More...
 
virtual void ClearMaps ()
 [AI] Deallocates all animation map structures and selects no animation; resets current animation index. More...
 
const char * ClassName () const override
 [AI] Returns the class name string for RTTI and type checking. More...
 
MxBool IsA (const char *p_name) const override
 [AI] Checks for runtime type equality ("IsA" support); matches for this class or parent. More...
 
- Public Member Functions inherited from LegoPathActor
 LegoPathActor ()
 [AI] Initializes the path actor, setting up default state and references. [AI] More...
 
 ~LegoPathActor () override
 [AI] Destructor, cleans up allocated containers. [AI] More...
 
void ParseAction (char *p_extra) override
 [AI] Parses a set of key-value action commands and configures path navigation and collision for this actor. More...
 
virtual MxS32 VTable0x68 (Vector3 &p_v1, Vector3 &p_v2, Vector3 &p_v3)
 [AI] Checks for collision/intersection with boundaries, geometry, and other actors along a traced segment; assists in advanced pathfinding by propagation. More...
 
virtual MxU32 VTable0x6c (LegoPathBoundary *p_boundary, Vector3 &p_v1, Vector3 &p_v2, float p_f1, float p_f2, Vector3 &p_v3)
 [AI] Trace movement or collision through presenters (edge test), then through other actors. More...
 
virtual void Animate (float p_time)
 [AI] Per-frame animation update. More...
 
virtual void VTable0x74 (Matrix4 &p_transform)
 [AI] Updates the ROI's transformation (typically matrix) with new values, applies world position/orientation changes. More...
 
virtual void SetUserNavFlag (MxBool p_userNavFlag)
 [AI] Sets whether the actor is controlled by user navigation. More...
 
virtual MxBool GetUserNavFlag ()
 [AI] Returns user navigation state (whether actor follows player input). More...
 
virtual MxResult VTable0x80 (const Vector3 &p_point1, Vector3 &p_point2, Vector3 &p_point3, Vector3 &p_point4)
 [AI] Calculates path interpolation for a set of points, updates state for path animation, and computes Bezier arc duration. More...
 
virtual MxResult VTable0x84 (LegoPathBoundary *p_boundary, float p_time, Vector3 &p_p1, Vector3 &p_p4, LegoUnknown100db7f4 &p_destEdge, float p_destScale)
 [AI] Moves actor to a destination edge. More...
 
virtual MxResult VTable0x88 (LegoPathBoundary *p_boundary, float p_time, LegoEdge &p_srcEdge, float p_srcScale, LegoUnknown100db7f4 &p_destEdge, float p_destScale)
 [AI] Moves the actor between two edges across a boundary, recalculates placement and orientation. More...
 
virtual MxS32 VTable0x8c (float p_time, Matrix4 &p_transform)
 [AI] Advance actor's position/state along the path for a given timeslice. More...
 
virtual MxU32 VTable0x90 (float, Matrix4 &)
 [AI] Placeholder for custom logic during per-timestep simulation for non-user-controlled animation. More...
 
virtual MxResult HitActor (LegoPathActor *, MxBool)
 [AI] Handles logic when this actor hits (collides with) another path actor; can be overridden for custom interaction. More...
 
virtual void SwitchBoundary (LegoPathBoundary *&p_boundary, LegoUnknown100db7f4 *&p_edge, float &p_unk0xe4)
 [AI] Switches current path boundary and destination edge, typically called on transitions or respawns. More...
 
virtual MxResult VTable0x9c ()
 [AI] Handles exit transition and next-edge search logic; also used for collision reaction and fallback. More...
 
virtual MxS32 VTable0xa0 ()
 [AI] Placeholder for custom extension. More...
 
virtual void VTable0xa4 (MxBool &p_und1, MxS32 &p_und2)
 [AI] Returns information depending on actor type. More...
 
virtual void VTable0xa8 ()
 [AI] Re-applies transform to ROI, updates camera if needed, and processes per-actor tick actions. More...
 
virtual void SetMaxLinearVel (MxFloat p_maxLinearVel)
 [AI] Sets the maximum linear velocity for actor navigation. More...
 
virtual MxFloat GetMaxLinearVel ()
 [AI] Gets the maximum allowed navigation speed for this actor. More...
 
virtual MxFloat VTable0xb4 ()
 [AI] Returns an internal value used in fallback collision/velocity calculation (proportional fudge factor). More...
 
virtual MxFloat VTable0xb8 ()
 [AI] Returns a damping/multiplier factor used for velocity reduction after collisions. More...
 
virtual void VTable0xbc (MxFloat p_unk0x140)
 [AI] Sets the fudge parameter for fallback collision push-back. More...
 
virtual void VTable0xc0 (MxFloat p_unk0x144)
 [AI] Sets the velocity damping factor after bump. More...
 
virtual void VTable0xc4 ()
 [AI] Empty handler for optional custom per-tick transition logic. More...
 
virtual void VTable0xc8 (MxU8 p_unk0x148)
 [AI] Sets the rolling state (animation index, mainly for camera turning/curves). More...
 
const char * ClassName () const override
 [AI] Returns the class name string for RTTI-style checks. More...
 
MxBool IsA (const char *p_name) const override
 [AI] RTTI-like check, matches against own or base class name for IsA hierarchy checks. More...
 
LegoPathBoundaryGetBoundary ()
 [AI] Retrieves the current path boundary associated with this actor. More...
 
MxU32 GetActorState ()
 [AI] Gets the current navigation/animation state of the actor. More...
 
LegoPathControllerGetController ()
 [AI] Retrieves pointer to the path controller which governs this actor's movement. More...
 
MxBool GetCollideBox ()
 [AI] Gets the actor's collision box flag (if TRUE, actor uses a precise collision shape). More...
 
MxFloat GetLastTime ()
 [AI] Gets the previous animation time value from last simulation tick. More...
 
MxFloat GetActorTime ()
 [AI] Returns the current animation time of the actor. More...
 
void SetBoundary (LegoPathBoundary *p_boundary)
 [AI] Assigns a new boundary for the actor (for path switching). More...
 
void SetActorState (MxU32 p_actorState)
 [AI] Sets the navigation/path state of the actor. More...
 
void SetController (LegoPathController *p_pathController)
 [AI] Assigns a new path controller (used for actor transitions between paths). More...
 
void SetLastTime (MxFloat p_lastTime)
 [AI] Sets the time value for the last performed simulation tick. More...
 
void SetActorTime (MxFloat p_actorTime)
 [AI] Sets the global actor animation time value, adjusting how far along the animation is. More...
 
void UpdatePlane (LegoNamedPlane &p_namedPlane)
 [AI] Updates a named plane to match this actor's world position, direction, and up vector. More...
 
void PlaceActor (LegoNamedPlane &p_namedPlane)
 [AI] Places this actor into the world at the given plane's name, location, and orientation. More...
 
- Public Member Functions inherited from LegoActor
 LegoActor ()
 [AI] Constructs new LegoActor, initializes members. More...
 
 ~LegoActor () override
 [AI] Cleans up LegoActor; stops sound if active. More...
 
const char * ClassName () const override
 [AI] Gets the class name of this object. More...
 
MxBool IsA (const char *p_name) const override
 [AI] Determines if the class is or derives from the given name. More...
 
void ParseAction (char *p_extra) override
 [AI] Parses an action string and applies parsed behaviors to the actor. More...
 
void SetROI (LegoROI *p_roi, MxBool p_bool1, MxBool p_bool2) override
 [AI] Sets the Region of Interest (ROI, i.e. More...
 
virtual MxFloat GetSoundFrequencyFactor ()
 [AI] Returns the current frequency factor for the actor's sound. More...
 
virtual void SetSoundFrequencyFactor (MxFloat p_frequencyFactor)
 [AI] Sets the frequency factor for the actor's sound playback (e.g., to alter pitch). More...
 
virtual void VTable0x58 (MxFloat p_unk0x70)
 [AI] Sets a floating point property, unknown usage (possibly animation or audio parameter). More...
 
virtual MxFloat VTable0x5c ()
 [AI] Gets the unknown floating point property set by VTable0x58. [AI] [AI_SUGGESTED_NAME: GetVoicePitchModifier] More...
 
virtual MxU8 GetActorId ()
 [AI] Gets this actor's numeric ID, corresponding to a known enumeration/actor. More...
 
virtual void SetActorId (MxU8 p_actorId)
 [AI] Sets the actor's numeric ID. More...
 
void Mute (MxBool p_muted)
 [AI] Mutes or unmutes the actor's current sound. More...
 
- Public Member Functions inherited from LegoEntity
 LegoEntity ()
 [AI] Default constructor. Initializes the LegoEntity with default values. [AI] More...
 
 ~LegoEntity () override
 [AI] Destructor. Cleans up resources and ensures ROI and script state are released. [AI] More...
 
MxLong Notify (MxParam &p_param) override
 [AI] Handles event notification for the entity, most notably user clicks, using polymorphic dispatch. More...
 
const char * ClassName () const override
 [AI] Returns the class name string. Used in entity runtime type identification. [AI] More...
 
MxBool IsA (const char *p_name) const override
 [AI] Polymorphic type check for this entity given a string. More...
 
virtual MxResult Create (MxDSAction &p_dsAction)
 [AI] Initializes the entity from a DSAction object, typically from a script or file load. More...
 
virtual void Destroy (MxBool p_fromDestructor)
 [AI] Cleans up the entity, detaching ROI and releasing references. More...
 
virtual void ParseAction (char *p_extra)
 [AI] Parses an action description string (usually from script "extra" data) and sets up this entity's action state. More...
 
virtual void SetROI (LegoROI *p_roi, MxBool p_bool1, MxBool p_bool2)
 [AI] Assigns a 3D ROI (3D object instance) to this entity, controlling how it appears/acts in the world. More...
 
virtual void SetWorldTransform (const Vector3 &p_location, const Vector3 &p_direction, const Vector3 &p_up)
 [AI] Explicitly sets the world transformation (location, direction, up vector) for this entity. More...
 
virtual void ResetWorldTransform (MxBool p_cameraFlag)
 [AI] Resets the transformation for this entity (e.g., used with camera transitions). More...
 
virtual void SetWorldSpeed (MxFloat p_worldSpeed)
 [AI] Sets the current world speed value for this entity (used to control motion/animation rate). More...
 
virtual void ClickSound (MxBool p_und)
 [AI] Plays a click sound, typically in response to user/AI actions, according to entity type. More...
 
virtual void ClickAnimation ()
 [AI] Plays a context-sensitive click animation, driven by current entity type and state. [AI] More...
 
virtual void SwitchVariant ()
 [AI] Switches variants for this entity (e.g., different animation, mesh, or texture variant), based on type. [AI] More...
 
virtual void SwitchSound ()
 [AI] Triggers a context-dependent audio/sound variant switch for this entity. [AI] More...
 
virtual void SwitchMove ()
 [AI] Switches movement/animation variant for this entity, if applicable (e.g., walking/running state). [AI] More...
 
virtual void SwitchColor (LegoROI *p_roi)
 [AI] Switches the color or texture variant for this entity (or target ROI). More...
 
virtual void SwitchMood ()
 [AI] Triggers a mood/state switch for this entity (if supported), often for characters. [AI] More...
 
void FUN_10010c30 ()
 [AI] Updates the camera transformation when this entity is the camera target. Used after movement or position updates. [AI] More...
 
void SetType (MxU8 p_type)
 [AI] Sets the entity's type (actor/plant/building/etc.) [AI] More...
 
void SetLocation (const Vector3 &p_location, const Vector3 &p_direction, const Vector3 &p_up, MxBool p_und)
 [AI] Sets the world-space location, direction, and up, applying normalization and transformation. More...
 
Mx3DPointFloat GetWorldDirection ()
 [AI] Gets the normalized world-space direction vector, optionally updating from ROI. [AI] More...
 
Mx3DPointFloat GetWorldUp ()
 [AI] Gets the normalized world-space up vector, optionally updating from ROI. [AI] More...
 
Mx3DPointFloat GetWorldPosition ()
 [AI] Gets the world-space position vector, optionally updating from ROI. [AI] More...
 
MxBool GetUnknown0x10IsSet (MxU8 p_flag)
 [AI] Checks if a bit flag in m_unk0x10 is set (purpose: state/animation suppression lock). More...
 
MxBool GetFlagsIsSet (MxU8 p_flag)
 [AI] Checks if a flag is set in the primary flags byte (m_flags). More...
 
MxU8 GetFlags ()
 [AI] Returns the value of the flag byte. [AI] More...
 
MxFloat GetWorldSpeed ()
 [AI] Gets the entity's current world speed state. [AI] More...
 
LegoROIGetROI ()
 [AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI] More...
 
MxU8 GetType ()
 [AI] Gets the type of this entity (one of the enum Type values). [AI] More...
 
MxBool GetCameraFlag ()
 [AI] Returns whether this entity is flagged as camera (affects world/camera synchronization). [AI] More...
 
void SetFlags (MxU8 p_flags)
 [AI] Sets all entity flags at once (replaces previous). More...
 
void SetFlag (MxU8 p_flag)
 [AI] Sets the given flag in the flags byte. More...
 
void ClearFlag (MxU8 p_flag)
 [AI] Clears the given flag in the flags byte. More...
 
void SetUnknown0x10Flag (MxU8 p_flag)
 [AI] Sets the given bit in the unknown (usually internal action suppression) flag byte. More...
 
void ClearUnknown0x10Flag (MxU8 p_flag)
 [AI] Clears the given bit in the unknown flag byte. More...
 
- Public Member Functions inherited from MxEntity
 MxEntity ()
 Default constructor. More...
 
 ~MxEntity () override
 Virtual destructor for MxEntity. More...
 
const char * ClassName () const override
 Returns the class name for type introspection. More...
 
MxBool IsA (const char *p_name) const override
 Checks if the object is of the given class name or a parent type. More...
 
virtual MxResult Create (MxS32 p_entityId, const MxAtomId &p_atomId)
 Initializes the entity from a given entity ID and AtomId. More...
 
MxResult Create (MxDSAction &p_dsAction)
 Initializes the entity from a MxDSAction object. More...
 
MxS32 GetEntityId ()
 Returns the current entity ID. More...
 
MxAtomIdGetAtomId ()
 Returns a reference to the entity AtomId. More...
 
void SetEntityId (MxS32 p_entityId)
 Sets the entity ID to the given value. More...
 
void SetAtomId (const MxAtomId &p_atomId)
 Sets the AtomId to the given value. More...
 
- Public Member Functions inherited from MxCore
 MxCore ()
 [AI] Constructs a new MxCore object and assigns it a unique id. More...
 
virtual ~MxCore ()
 [AI] Virtual destructor. Required for correct polymorphic cleanup in derived classes. More...
 
virtual MxLong Notify (MxParam &p_param)
 [AI] Virtual callback notification mechanism. More...
 
virtual MxResult Tickle ()
 [AI] Called by tickle managers to allow the object to update itself. More...
 
virtual const char * ClassName () const
 [AI] Returns the runtime class name of this object. More...
 
virtual MxBool IsA (const char *p_name) const
 [AI] Checks whether this object's class type or parents match the given name. More...
 
MxU32 GetId ()
 [AI] Gets the unique (per-process) id assigned to this object instance. More...
 

Additional Inherited Members

- Public Types inherited from LegoPathActor
enum  ActorState {
  c_initial = 0 , c_one = 1 , c_two = 2 , c_three = 3 ,
  c_disabled = 4 , c_maxState = 255 , c_noCollide = 0x100
}
 [AI] State and flags for a LegoPathActor during navigation along a path. [AI] More...
 
- Public Types inherited from LegoActor
enum  {
  c_none = 0 , c_pepper , c_mama , c_papa ,
  c_nick , c_laura , c_brickster
}
 [AI] Enumeration of actor IDs for known characters. More...
 
- Public Types inherited from LegoEntity
enum  Type {
  e_actor = 0 , e_unk1 , e_plant , e_building ,
  e_autoROI
}
 [AI] Types of LegoEntity (Actor, Plant, Building, Auto ROI, etc.) [AI] More...
 
enum  { c_bit1 = 0x01 , c_managerOwned = 0x02 }
 [AI] Bit flag constants for entity state management [AI] More...
 
enum  { c_altBit1 = 0x01 }
 [AI] Secondary bit flag constants [AI] More...
 
- Static Public Member Functions inherited from LegoActor
static const char * GetActorName (MxU8 p_id)
 [AI] Gets the static display name of an actor by ID. More...
 
- Protected Member Functions inherited from LegoPathActor
MxU32 FUN_1002edd0 (list< LegoPathBoundary * > &p_boundaries, LegoPathBoundary *p_boundary, Vector3 &p_v1, Vector3 &p_v2, float p_f1, float p_f2, Vector3 &p_v3, MxS32 p_und)
 [AI] Recursively checks boundaries for collisions or collision path propagation up to a certain recursion depth. More...
 
- Protected Member Functions inherited from LegoEntity
void Init ()
 [AI] Initializes the entity's members to default/neutral values (utility for constructors and resets). [AI] More...
 
void SetWorld ()
 [AI] Registers/attaches this entity to the current world if not already; called on create or location change. [AI] More...
 
- Protected Attributes inherited from LegoAnimActor
vector< LegoAnimActorStruct * > m_animMaps
 [AI] List of animation structures, each representing a valid animation for different speed/phase ranges. [AI] More...
 
MxS16 m_curAnim
 [AI] Index of currently selected animation map (-1 if none active). [AI] More...
 
- Protected Attributes inherited from LegoPathActor
MxFloat m_BADuration
 [AI] Duration of current Bezier arc (distance along path/current edge). [AI] More...
 
MxFloat m_unk0x7c
 [AI] Interpolator/progress state along curve segment. [AI] More...
 
MxFloat m_actorTime
 [AI] Animation time for current path segment. [AI] More...
 
MxFloat m_lastTime
 [AI] Time of last update (used for delta calculations). [AI] More...
 
LegoPathBoundarym_boundary
 [AI] Current boundary the actor is navigating on. [AI] More...
 
LegoUnknown m_unk0x8c
 [AI] Helper object for path curve interpolation and evaluation. [AI] More...
 
MxU32 m_actorState
 [AI] State and flags bitfield for path following logic. [AI] More...
 
LegoUnknown100db7f4m_destEdge
 [AI] Current or target edge for path traversal. [AI] More...
 
MxFloat m_unk0xe4
 [AI] Position scalar on destination edge (0-1 across the edge). [AI] More...
 
MxBool m_collideBox
 [AI] Use bounding-box for more accurate collision. [AI] More...
 
MxBool m_unk0xe9
 [AI] Stores latest intersection/collision status/type. [AI] More...
 
MxBool m_userNavFlag
 [AI] TRUE if this actor is currently user/player controlled. [AI] More...
 
MxMatrix m_unk0xec
 [AI] World-to-local transformation matrix for this actor/ROI. [AI] More...
 
LegoPathEdgeContainerm_grec
 [AI] Edge/boundary helper for tracking transitions and stateful animation. [AI] More...
 
LegoPathControllerm_pathController
 [AI] Path controller/manages permitted boundaries for transitions. [AI] More...
 
MxFloat m_maxLinearVel
 [AI] Maximum speed of actor while moving along path. [AI] More...
 
MxFloat m_unk0x140
 [AI] Scaling factor for fallback/collision response logic. [AI] More...
 
MxFloat m_unk0x144
 [AI] Damping factor for velocity after collision ("bounce" friction). [AI] More...
 
MxU8 m_unk0x148
 [AI] Angle/animation mode for rolling/camera tilting. [AI] More...
 
MxS32 m_unk0x14c
 [AI] Rolling angle delta (variant for camera logic). [AI] More...
 
MxFloat m_unk0x150
 [AI] Scalar factor for camera turn velocity logic. [AI] More...
 
- Protected Attributes inherited from LegoActor
MxFloat m_frequencyFactor
 [AI] The frequency/pitch scaling factor for the actor's sound (default 0 == normal). More...
 
LegoCacheSoundm_sound
 [AI] Pointer to a currently active sound instance played by the actor, if any. More...
 
MxFloat m_unk0x70
 [AI] Unknown float property, likely used for advanced audio/animation control. [AI_SUGGESTED_NAME: m_voicePitchModifier] More...
 
MxU8 m_actorId
 [AI] Unique identifier for this actor, corresponding to enum above. More...
 
- Protected Attributes inherited from LegoEntity
MxU8 m_unk0x10
 [AI] Unknown state/flag, used mainly to guard against repeated actions or manage animation/sound state. [AI] More...
 
MxU8 m_flags
 [AI] Primary entity flags (bitfield); tracks per-entity management status, internal update locks, etc. [AI] More...
 
Mx3DPointFloat m_worldLocation
 [AI] Entity location in world coordinates. [AI] More...
 
Mx3DPointFloat m_worldDirection
 [AI] Entity direction vector in world space (normalized). [AI] More...
 
Mx3DPointFloat m_worldUp
 [AI] Entity up vector in world space (normalized). [AI] More...
 
MxFloat m_worldSpeed
 [AI] World-relative speed (can affect animation/movement logic). [AI] More...
 
LegoROIm_roi
 [AI] Pointer to this entity's currently assigned ROI (3D instance in the world). [AI] More...
 
MxBool m_cameraFlag
 [AI] Set to TRUE if this entity is currently the camera target. [AI] More...
 
MxU8 m_type
 [AI] The entity type (Type enum value). [AI] More...
 
Extra::ActionType m_actionType
 [AI] Action type, parsed from script/extra string (e.g., openram/run/exit); guides Notify() and click logic. [AI] More...
 
char * m_siFile
 [AI] When parsing ACTION command, this is the SI script/filename to execute (owned, heap-allocated). [AI] More...
 
MxS32 m_targetEntityId
 [AI] When parsing ACTION command, this is the target entity ID for the action (or -1 for none). [AI] More...
 
- Protected Attributes inherited from MxEntity
MxS32 m_entityId
 The unique entity ID, typically used for lookup and reference. More...
 
MxAtomId m_atomId
 The AtomId associated with this entity, used for resource and script identification. More...
 

Detailed Description

[AI] Represents a police officer actor in Act 3, supporting specific cop AI actions, path findings, and collision logic.

Cop actors seek donuts, can "eat" them, and interact with the Brickster for possible endings. Provides additional destination data for scene logic.

Definition at line 158 of file act3actors.h.

Constructor & Destructor Documentation

◆ Act3Cop()

Act3Cop::Act3Cop ( )

[AI] Constructs a new police officer actor, initializing references and default patrol states.

Definition at line 177 of file act3actors.cpp.

Member Function Documentation

◆ Animate()

void Act3Cop::Animate ( float  p_time)
overridevirtual

[AI] Per-frame animation update, handles cop AI state switching to seek donuts, interact with Brickster or perform scene actions.

Parameters
p_timeCurrent time in milliseconds [AI]

Reimplemented from LegoPathActor.

Definition at line 283 of file act3actors.cpp.

◆ FUN_10040350()

MxResult Act3Cop::FUN_10040350 ( Act3Ammo p_ammo,
const Vector3  
)

[AI] Triggers the cop to attempt to intercept or react to a thrown donut.

Calls re-path finding if the AI logic requires.

Parameters
p_ammoDonut (Act3Ammo) being thrown/interacted with [AI]
Vector3&Reference position for the action (destination) [AI]
Returns
Result of the handling [AI]

Definition at line 319 of file act3actors.cpp.

◆ FUN_10040360()

MxResult Act3Cop::FUN_10040360 ( )

[AI] Internal: recalculates cop movement/path container target.

Returns
SUCCESS if path found [AI]

Definition at line 326 of file act3actors.cpp.

◆ GetUnknown0x20()

MxFloat Act3Cop::GetUnknown0x20 ( )
inline

[AI] Gets a cop-specific timer used for movement or eating actions.

Returns
m_unk0x20 [AI]

Definition at line 205 of file act3actors.h.

◆ HitActor()

MxResult Act3Cop::HitActor ( LegoPathActor p_actor,
MxBool  p_bool 
)
overridevirtual

[AI] Processes collision with another actor, especially for handling donut pickups and Brickster interaction.

Parameters
p_actorThe actor that hit this cop [AI]
p_boolWhether to process the hit [AI]
Returns
Result of the hit event (success/failure) [AI]

Reimplemented from Act3Actor.

Definition at line 186 of file act3actors.cpp.

◆ ParseAction()

void Act3Cop::ParseAction ( char *  p_extra)
overridevirtual

[AI] Parses incoming action command strings for cop-specific data and registers itself with the world, finding patrol destinations.

Parameters
p_extraAction string containing cop instructions [AI]

Reimplemented from LegoEntity.

Definition at line 221 of file act3actors.cpp.

◆ SetUnknown0x20()

void Act3Cop::SetUnknown0x20 ( MxFloat  p_unk0x20)
inline

[AI] Sets the cop timer for eating/movement delays.

Parameters
p_unk0x20New timer value [AI]

Definition at line 211 of file act3actors.h.

◆ VTable0x9c()

MxResult Act3Cop::VTable0x9c ( )
overridevirtual

[AI] Performs path container recalculation for cop AI movement.

Used for re-pathing after updates or state transitions.

Returns
SUCCESS if update performed, otherwise base call [AI]

Reimplemented from LegoPathActor.

Definition at line 511 of file act3actors.cpp.


The documentation for this class was generated from the following files: