Isle
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[AI] Represents an actor (character) entity in the LEGO Island 3D world, providing specific actor logic, such as sound, camera, and identity. More...
#include <legoactor.h>
Public Types | |
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... | |
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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... | |
Public Member Functions | |
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... | |
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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... | |
LegoROI * | GetROI () |
[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... | |
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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... | |
MxAtomId & | GetAtomId () |
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... | |
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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... | |
Static Public Member Functions | |
static const char * | GetActorName (MxU8 p_id) |
[AI] Gets the static display name of an actor by ID. More... | |
Protected Attributes | |
MxFloat | m_frequencyFactor |
[AI] The frequency/pitch scaling factor for the actor's sound (default 0 == normal). More... | |
LegoCacheSound * | m_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... | |
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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... | |
LegoROI * | m_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... | |
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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... | |
Additional Inherited Members | |
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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... | |
[AI] Represents an actor (character) entity in the LEGO Island 3D world, providing specific actor logic, such as sound, camera, and identity.
Inherits from LegoEntity.
[AI] LegoActor encapsulates information about game actors, including type (character), actor-specific sound control, and actor identity (ID and name). It also implements logic for camera attachment, speed setting, and sound muting based on parsed actions. Typical actor types are Pepper, Mama, Papa, Nick, Laura, and Brickster.
Definition at line 12 of file legoactor.h.
anonymous enum |
[AI] Enumeration of actor IDs for known characters.
Enumerator | |
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c_none | No actor ([AI]) |
c_pepper | Pepper Roni ([AI]) |
c_mama | Mama ([AI]) |
c_papa | Papa ([AI]) |
c_nick | Nick ([AI]) |
c_laura | Laura ([AI]) |
c_brickster | The Brickster ([AI]) |
Definition at line 15 of file legoactor.h.
LegoActor::LegoActor | ( | ) |
[AI] Constructs new LegoActor, initializes members.
Definition at line 16 of file legoactor.cpp.
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override |
[AI] Cleans up LegoActor; stops sound if active.
Definition at line 26 of file legoactor.cpp.
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inlineoverridevirtual |
[AI] Gets the class name of this object.
[AI] Used for run-time identification within the engine.
Reimplemented from MxCore.
Reimplemented in LegoAnimActor, LegoExtraActor, LegoPathActor, LegoRaceActor, LegoJetski, LegoRaceCar, LegoCarRaceActor, LegoJetskiRaceActor, Motocycle, Pizza, Pizzeria, RaceCar, SkateBoard, and TowTrack.
Definition at line 33 of file legoactor.h.
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inlinevirtual |
[AI] Gets this actor's numeric ID, corresponding to a known enumeration/actor.
Definition at line 77 of file legoactor.h.
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static |
[AI] Gets the static display name of an actor by ID.
[AI] Used for actor name lookup by scripting and user interface.
p_id | Numeric actor ID as per the enum. [AI] |
Definition at line 119 of file legoactor.cpp.
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inlinevirtual |
[AI] Returns the current frequency factor for the actor's sound.
Definition at line 60 of file legoactor.h.
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inlineoverridevirtual |
[AI] Determines if the class is or derives from the given name.
[AI] Checks for "LegoActor" or any base class using IsA.
p_name | The name of the type to test. [AI] |
Reimplemented from MxCore.
Reimplemented in LegoAnimActor, LegoExtraActor, LegoPathActor, LegoRaceActor, LegoJetski, LegoRaceCar, LegoCarRaceActor, LegoJetskiRaceActor, Motocycle, Pizza, Pizzeria, RaceCar, SkateBoard, and TowTrack.
Definition at line 43 of file legoactor.h.
void LegoActor::Mute | ( | MxBool | p_muted | ) |
[AI] Mutes or unmutes the actor's current sound.
p_muted | True to mute/stop, false to enable (potentially resumes playback). [AI] |
Definition at line 144 of file legoactor.cpp.
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overridevirtual |
[AI] Parses an action string and applies parsed behaviors to the actor.
[AI] Supports key-value pairs for camera attachment, speed, sound, mute, and visibility. Used by game scripts for dynamic behavior.
p_extra | The key-value action string. [AI] |
Reimplemented from LegoEntity.
Reimplemented in LegoAnimActor, LegoPathActor, LegoRaceMap, LegoJetski, LegoRaceCar, and RaceSkel.
Definition at line 34 of file legoactor.cpp.
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inlinevirtual |
[AI] Sets the actor's numeric ID.
p_actorId | The value to set as actor ID. [AI] |
Definition at line 81 of file legoactor.h.
[AI] Sets the Region of Interest (ROI, i.e.
visual representation) for the actor, updating actor ID/type if name matches known actor names.
p_roi | Pointer to LegoROI to assign. [AI] |
p_bool1 | If true, perform extra logic (see base class). [AI] |
p_bool2 | If true, perform extra logic (see base class). [AI] |
Reimplemented from LegoEntity.
Definition at line 125 of file legoactor.cpp.
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inlinevirtual |
[AI] Sets the frequency factor for the actor's sound playback (e.g., to alter pitch).
p_frequencyFactor | The desired frequency factor. [AI] |
Definition at line 64 of file legoactor.h.
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inlinevirtual |
[AI] Sets a floating point property, unknown usage (possibly animation or audio parameter).
p_unk0x70 | Value to store in m_unk0x70. [AI] [AI_SUGGESTED_NAME: SetVoicePitchModifier] |
Definition at line 71 of file legoactor.h.
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inlinevirtual |
[AI] Gets the unknown floating point property set by VTable0x58. [AI] [AI_SUGGESTED_NAME: GetVoicePitchModifier]
Definition at line 74 of file legoactor.h.
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protected |
[AI] Unique identifier for this actor, corresponding to enum above.
Definition at line 97 of file legoactor.h.
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protected |
[AI] The frequency/pitch scaling factor for the actor's sound (default 0 == normal).
Definition at line 94 of file legoactor.h.
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protected |
[AI] Pointer to a currently active sound instance played by the actor, if any.
Definition at line 95 of file legoactor.h.
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protected |
[AI] Unknown float property, likely used for advanced audio/animation control. [AI_SUGGESTED_NAME: m_voicePitchModifier]
Definition at line 96 of file legoactor.h.