[AI] Holds state and transient gameplay data for the first act on Lego Island.
void SetElevatorFloor(ElevatorFloor p_elevFloor)
[AI] Sets the current elevator floor the player is on.
[AI] This class represents the "Elevator Bottom" area in the LEGO Island game.
MxLong Notify(MxParam &p_param) override
[AI] Handles notifications received while this world is active, such as control interactions and tran...
void Enable(MxBool p_enable) override
[AI] Enables or disables the world, updating input manager links and world activation state.
~ElevatorBottom() override
[AI] Destroys the ElevatorBottom object, unregistering it from input, control, and notification manag...
MxBool Escape() override
[AI] Handles the user's "escape" action (such as pressing ESC), transitioning out of this area,...
void ReadyWorld() override
[AI] Prepares the world for activation (e.g., starts music, disables input/3D as needed)....
MxResult Create(MxDSAction &p_dsAction) override
[AI] Initializes the world with a given action, registers input/world, and sets initial area state.
[AI] Notification parameter for the LegoControlManager, used to propagate information about control e...
MxS32 m_clickedObjectId
[AI] Object ID of the clicked control/presenter (or -1 if not set). [AI]
MxS16 m_unk0x28
[AI] Undetermined; settable via SetUnknown0x28. [AI]
void Register(MxCore *p_listener)
[AI] Adds a listener to be notified of control events.
void Unregister(MxCore *p_listener)
[AI] Removes a listener so it no longer receives control events.
Comprehensive persistent game state manager: handles save/load, player selection, area switching,...
void SwitchArea(Area p_area)
Switches the whole game state into a new area/world; manages transitions/scene loads.
Area m_currentArea
Area/world the player is presently in. [AI].
LegoState * CreateState(const char *p_stateName)
Creates an instance of given state, registers it, and returns pointer.
void StopArea(Area p_area)
Calls cleanup logic for the specified area (removes actors, VMs, closes handles, etc....
LegoState * GetState(const char *p_stateName)
Find an existing state (LegoState-derived) object by its registered script/class name.
@ e_infomain
Information Center, main screen. [AI].
@ e_previousArea
Alias: go to previous area. [AI].
@ e_undefined
Undefined or unset area. [AI].
@ e_elevride
Elevator ride/cab up (animated). [AI].
@ e_elevbott
Elevator bottom. [AI].
@ e_infodoor
Info Center door/title view. [AI].
@ c_clearScreen
[AI] When set, clears the display surface. [AI]
@ c_disable3d
[AI] When set, disables 3D rendering. [AI]
@ c_disableInput
[AI] When set, disables input processing. [AI]
virtual void ReadyWorld()
Called when the world is ready to be used—typically for custom scene setup after startup.
virtual void Enable(MxBool p_enable)
Enables or disables (pauses) the world and its main components.
MxBool m_worldStarted
Indicates if the world has successfully started and is considered active.
MxLong Notify(MxParam &p_param) override
Notification callback responding to registered events such as EndAction and NewPresenter.
MxResult Create(MxDSAction &p_dsAction) override
Initializes the world using an action, creating entity and sound lists, and camera controller.
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
MxAtomId m_atomId
The AtomId associated with this entity, used for resource and script identification.
void Unregister(MxCore *p_listener)
[AI] Removes a previously registered listener and flushes any pending notifications for it.
void Register(MxCore *p_listener)
[AI] Registers a listener object to receive notifications.
[AI] Parameter object representing a single notification or event, carrying an identifier and sender ...
NotificationId GetNotification() const
[AI] Retrieves the current notification type of this parameter.
[AI] MxParam serves as a polymorphic base class for parameter passing in event and notification syste...
MxResult StartTransition(TransitionType p_animationType, MxS32 p_speed, MxBool p_doCopy, MxBool p_playMusicInAnim)
[AI] Begins a new transition animation of type p_animationType at the specified speed,...
@ e_mosaic
[AI] Complex mosaic block-out effect.
void SetVariable(const char *p_key, const char *p_value)
Sets a variable by key and value, replacing or updating if it exists.
#define DECOMP_SIZE_ASSERT(T, S)
[AI] Contains enumeration of script actions for ElevbottScript.
#define NULL
[AI] Null pointer value (C/C++ semantics).
#define SUCCESS
[AI] Used to indicate a successful operation in result codes.
const char * g_varCAMERALOCATION
[AI] Global variable key for the camera location.
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
void DeleteObjects(MxAtomId *p_id, MxS32 p_first, MxS32 p_last)
[AI] Batch deletes objects, given by atom id, and within the entity id range [p_first,...
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
LegoControlManager * ControlManager()
[AI] Accessor for the control manager through the input manager; manages higher-level user/game contr...
void FUN_10015820(MxBool p_disable, MxU16 p_flags)
[AI] Utility for enabling or disabling functionality in LegoOmni based on certain flags.
void PlayMusic(JukeboxScript::Script p_objectId)
[AI] Starts music playback by scripting the background audio manager to play the music piece referenc...
void SetIsWorldActive(MxBool p_isWorldActive)
[AI] Toggles whether the world should be considered active (enables/disables camera/user control etc)...
LegoInputManager * InputManager()
[AI] Accessor for the input manager, which handles keyboard, mouse, and controller input....
MxVariableTable * VariableTable()
[AI] Returns the variable table used for script variables and global key/value state.
MxNotificationManager * NotificationManager()
[AI] Returns the notification manager for system-wide state/update notifications.
@ c_notificationControl
[AI] UI control event [AI]
@ c_notificationTransitioned
[AI] Object has transitioned states or locations [AI]
@ c_ElevBott_Elevator_Ctl
[AI] Elevator control interaction in Elevbott script logic.
@ c_LeftArrow_Ctl
[AI] Left arrow control input event.
@ c_iica31in_PlayWav
[AI] Command for playing a specific wav sound ("iica31in"), possibly the elevator entrance sound effe...
@ c_RightArrow_Ctl
[AI] Right arrow control input event.
@ c_InformationCenter_Music
[AI] Background music for the information center.