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RaceCar Class Reference

[AI] Represents the drivable race car entity in the LEGO Island world. More...

#include <racecar.h>

Inheritance diagram for RaceCar:
Collaboration diagram for RaceCar:

Public Member Functions

 RaceCar ()
 [AI] Constructs a RaceCar and initializes its properties, such as velocity. More...
 
 ~RaceCar () override
 [AI] Destructor which unregisters the RaceCar from the control manager and performs cleanup. More...
 
const char * ClassName () const override
 [AI] Returns the class name, "RaceCar". More...
 
MxBool IsA (const char *p_name) const override
 [AI] Checks if the object is of or derives from the class name provided. More...
 
MxResult Create (MxDSAction &p_dsAction) override
 [AI] Initializes the RaceCar from an MxDSAction. More...
 
MxLong HandleClick () override
 [AI] Handles click interaction with the RaceCar. More...
 
- Public Member Functions inherited from IslePathActor
 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...
 
- 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 IslePathActor
enum  { c_LOCATIONS_NUM = 29 }
 
enum  { c_spawnBit1 = 0x01 , c_playMusic = 0x02 , c_spawnBit3 = 0x04 }
 
- 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 IslePathActor
static void RegisterSpawnLocations ()
 [AI] Static: Registers all known player spawn locations into the global location table. 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 IslePathActor
LegoWorldm_world
 [AI] Pointer to the current world instance actor is existing in. [AI] More...
 
LegoPathActorm_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...
 
- 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 the drivable race car entity in the LEGO Island world.

Inherits from IslePathActor, providing specialized logic for interaction and behavior as a race car, such as unique handling in race areas and transition management when clicked.

[AI] RaceCar extends IslePathActor, representing the user/drivable car used in the racing mini-game of LEGO Island. It registers itself in the control manager, adds itself to the world upon creation, and handles input to trigger transitions into the car race area. The class leverages IslePathActor's path-following and entity logic, but introduces custom parameters such as increased maximum speed.

Definition at line 24 of file racecar.h.

Constructor & Destructor Documentation

◆ RaceCar()

RaceCar::RaceCar ( )

[AI] Constructs a RaceCar and initializes its properties, such as velocity.

Definition at line 14 of file racecar.cpp.

◆ ~RaceCar()

RaceCar::~RaceCar ( )
override

[AI] Destructor which unregisters the RaceCar from the control manager and performs cleanup.

Definition at line 20 of file racecar.cpp.

Member Function Documentation

◆ ClassName()

const char * RaceCar::ClassName ( ) const
inlineoverridevirtual

[AI] Returns the class name, "RaceCar".

Returns
[AI] Pointer to the static string "RaceCar".

Reimplemented from IslePathActor.

Definition at line 40 of file racecar.h.

◆ Create()

MxResult RaceCar::Create ( MxDSAction p_dsAction)
overridevirtual

[AI] Initializes the RaceCar from an MxDSAction.

Registers itself with the current world and the global control manager.

Parameters
p_dsActionThe action describing initialization/deserialization state. [AI]
Return values
MxResultStatus of creation.

Reimplemented from IslePathActor.

Definition at line 27 of file racecar.cpp.

◆ HandleClick()

MxLong RaceCar::HandleClick ( )
overridevirtual

[AI] Handles click interaction with the RaceCar.

Triggers the game transition into the car race mini-game area if the world is in the proper state.

Return values
1Always returns 1 on handled event. [AI]

Reimplemented from IslePathActor.

Definition at line 41 of file racecar.cpp.

◆ IsA()

MxBool RaceCar::IsA ( const char *  p_name) const
inlineoverridevirtual

[AI] Checks if the object is of or derives from the class name provided.

Parameters
p_nameThe queried class name. [AI]
Return values
TRUEif class name matches or is a parent class. [AI]

Reimplemented from IslePathActor.

Definition at line 51 of file racecar.h.


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