Isle
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Motocycle is an IslePathActor representing the motorcycle vehicle the user can drive in LEGO Island. More...
#include <motorcycle.h>
Public Member Functions | |
Motocycle () | |
[AI] Creates a Motocycle actor with initial default physics and fuel. More... | |
const char * | ClassName () const override |
[AI] Returns the class name string ("Motorcycle"). More... | |
MxBool | IsA (const char *p_name) const override |
[AI] Checks if this object is of the given class type name or any parent class. More... | |
MxResult | Create (MxDSAction &p_dsAction) override |
[AI] Creates and registers the Motocycle in the game world from a DS action. More... | |
void | Animate (float p_time) override |
[AI] Updates animation state and Motocycle-specific logic, including fuel and dashboard variables. More... | |
MxLong | HandleClick () override |
[AI] Handles the event when the user clicks to enter/use the motorcycle. More... | |
MxLong | HandleControl (LegoControlManagerNotificationParam &p_param) override |
[AI] Handles dashboard or control area UI interactions for the motorcycle. More... | |
MxLong | HandlePathStruct (LegoPathStructNotificationParam &) override |
[AI] Handles notifications for special-path contact, e.g. More... | |
void | Exit () override |
[AI] Handles exit and cleanup from Motocycle mode, including dashboard and HUD. More... | |
void | ActivateSceneActions () |
[AI] Triggers in-game events when scene actions should execute after transition into Motocycle. More... | |
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IslePathActor () | |
[AI] Constructs a new IslePathActor and resets its world state. More... | |
virtual MxLong | HandleClick () |
[AI] Handles a click event for interaction with this actor. More... | |
virtual MxLong | HandleNotification0 () |
[AI] Handles custom notification type 0 for this actor. More... | |
virtual MxLong | HandleControl (LegoControlManagerNotificationParam &) |
[AI] Handles in-game player controls notifications for this actor. More... | |
virtual MxLong | HandleEndAnim (LegoEndAnimNotificationParam &) |
[AI] Handles end-of-animation notifications for this actor. More... | |
virtual MxLong | HandlePathStruct (LegoPathStructNotificationParam &) |
[AI] Handles structure/path-related notifications for this actor. More... | |
virtual void | Enter () |
[AI] Called when the actor is made active in a new area or context, setting navigation and visibility state. More... | |
virtual void | Exit () |
[AI] Called when the actor is deactivated or moved out of player control, restoring previous actor if available. More... | |
virtual void | SpawnPlayer (LegoGameState::Area p_area, MxBool p_enter, MxU8 p_flags) |
[AI] Spawns the player in a specific area/location, potentially triggering music and animation. More... | |
virtual void | VTable0xec (MxMatrix p_transform, LegoPathBoundary *p_boundary, MxBool p_reset) |
[AI] Places this actor in the current world with a given transformation, resets input if requested. More... | |
~IslePathActor () override | |
[AI] Destructor; performs resource cleanup by delegating to Destroy(TRUE). More... | |
MxLong | Notify (MxParam &p_param) override |
[AI] Dispatches notifications to specialized handlers based on notification type. More... | |
const char * | ClassName () const override |
[AI] Get class name string for RTTI/comparison. More... | |
MxBool | IsA (const char *p_name) const override |
[AI] Checks if class or any superclass matches the given type string. More... | |
MxResult | Create (MxDSAction &p_dsAction) override |
[AI] Initialize this actor from a DSAction. More... | |
void | Destroy (MxBool p_fromDestructor) override |
[AI] Cleans up the actor and associated resources. More... | |
void | FUN_1001b660 () |
[AI] Synchronizes the actor's world transformation and ROI. More... | |
void | SetWorld (LegoWorld *p_world) |
[AI] Sets the current world this actor belongs to, updating its reference for placement. More... | |
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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... | |
LegoPathBoundary * | GetBoundary () |
[AI] Retrieves the current path boundary associated with this actor. More... | |
MxU32 | GetActorState () |
[AI] Gets the current navigation/animation state of the actor. More... | |
LegoPathController * | GetController () |
[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... | |
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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... | |
Additional Inherited Members | |
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enum | { c_LOCATIONS_NUM = 29 } |
enum | { c_spawnBit1 = 0x01 , c_playMusic = 0x02 , c_spawnBit3 = 0x04 } |
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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... | |
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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... | |
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static void | RegisterSpawnLocations () |
[AI] Static: Registers all known player spawn locations into the global location table. More... | |
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static const char * | GetActorName (MxU8 p_id) |
[AI] Gets the static display name of an actor by ID. More... | |
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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... | |
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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... | |
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LegoWorld * | m_world |
[AI] Pointer to the current world instance actor is existing in. [AI] More... | |
LegoPathActor * | m_previousActor |
[AI] The last active path actor before this one; for restoration after exit. [AI] More... | |
MxFloat | m_previousVel |
[AI] Stores previous navigation velocity for actor/handoffs. [AI] More... | |
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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... | |
LegoPathBoundary * | m_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... | |
LegoUnknown100db7f4 * | m_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... | |
LegoPathEdgeContainer * | m_grec |
[AI] Edge/boundary helper for tracking transitions and stateful animation. [AI] More... | |
LegoPathController * | m_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... | |
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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... | |
Motocycle is an IslePathActor representing the motorcycle vehicle the user can drive in LEGO Island.
[AI]
[AI] The Motocycle class allows the player to control the motorcycle within the game. It manages the interactive dashboard, fuel system, player transitions for entering/exiting, handles dashboard control interactions and supports scene activation logic specific to the motorcycle. It tracks the vehicle's current fuel, last update time, and notifies scene and world state changes as the player enters or leaves the motorcycle mode. [AI]
Definition at line 15 of file motorcycle.h.
Motocycle::Motocycle | ( | ) |
[AI] Creates a Motocycle actor with initial default physics and fuel.
[AI] Sets up the base navigation parameters (max speed, acceleration, etc.) and initializes fuel to full (1.0). [AI]
Definition at line 22 of file motorcycle.cpp.
void Motocycle::ActivateSceneActions | ( | ) |
[AI] Triggers in-game events when scene actions should execute after transition into Motocycle.
[AI]
[AI] Plays relevant music, triggers unique one-time animations, and ensures contextual actions for Act 1 are marked as done (e.g. NPC animations). [AI]
Definition at line 149 of file motorcycle.cpp.
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overridevirtual |
[AI] Updates animation state and Motocycle-specific logic, including fuel and dashboard variables.
[AI]
p_time | Updated time for the animation tick. [AI] |
[AI] Updates underlying animation, updates on-screen speed/fuel variables if the motorcycle is user-controlled, and decreases fuel over time. [AI]
Reimplemented from LegoPathActor.
Definition at line 47 of file motorcycle.cpp.
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inlineoverridevirtual |
[AI] Returns the class name string ("Motorcycle").
[AI]
[AI] Used for run-time type checks/casting in the LEGO1 engine class system. [AI]
Reimplemented from IslePathActor.
Definition at line 28 of file motorcycle.h.
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overridevirtual |
[AI] Creates and registers the Motocycle in the game world from a DS action.
[AI]
p_dsAction | SI/DS action info parsed from script. [AI] |
[AI] Calls IslePathActor::Create, registers the motobike in the game world, and sets up its variables for fuel and timer reset. [AI]
Reimplemented from IslePathActor.
Definition at line 31 of file motorcycle.cpp.
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overridevirtual |
[AI] Handles exit and cleanup from Motocycle mode, including dashboard and HUD.
[AI]
[AI] Unregisters HUD/dashboard controls, sets area in game state, and removes motobike controls from world/hud. [AI]
Reimplemented from IslePathActor.
Definition at line 72 of file motorcycle.cpp.
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overridevirtual |
[AI] Handles the event when the user clicks to enter/use the motorcycle.
[AI]
[AI] Starts the dashboard/actor transition, triggers transition and actor handoff, hands control to the Motocycle, resets its time base, and registers dashboard controls. [AI]
Reimplemented from IslePathActor.
Definition at line 85 of file motorcycle.cpp.
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overridevirtual |
[AI] Handles dashboard or control area UI interactions for the motorcycle.
[AI]
p_param | Control notification parameter object (which object was clicked). [AI] |
[AI] Handles exit (arms), info button actions, and triggers corresponding transitions and scene changes.
Reimplemented from IslePathActor.
Definition at line 114 of file motorcycle.cpp.
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overridevirtual |
[AI] Handles notifications for special-path contact, e.g.
refueling at the gas station. [AI]
p_param | Path structure notification parameter. [AI] |
[AI] If the Motocycle is driven onto the gas station path, refuels to full. [AI]
Reimplemented from IslePathActor.
Definition at line 138 of file motorcycle.cpp.
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inlineoverridevirtual |
[AI] Checks if this object is of the given class type name or any parent class.
[AI]
p_name | Class name to test (case-sensitive). [AI] |
[AI] Returns true if p_name
is "Motorcycle" or any base class of Motocycle. [AI]
Reimplemented from IslePathActor.
Definition at line 40 of file motorcycle.h.