280 const char* p_cameraLocation,
[AI] Holds state and transient gameplay data for the first act on Lego Island.
MxBool Reset() override
[AI] Resets all internal state, including planes, pointers, vehicle flags, and clears dynamic memory ...
LegoNamedTexture * m_jetskiWindshield
[AI] Named texture for jetski windshield (state restoration, streaming). [AI]
LegoNamedTexture * m_racecarFront
[AI] Named texture for racecar front (state restoration, streaming). [AI]
MxBool IsA(const char *p_name) const override
[AI] Returns whether the provided name matches this class or a parent class.
void RemoveActors()
[AI] Serializes all current actor locations and status, disassociating them from the world for later ...
undefined m_unk0x021
[AI] Internal state/transition flag, possibly for initializing/handling world entry....
DuneBuggy * m_dunebuggy
[AI] Serializable pointer to current dune buggy object (NULL when not held in state)....
LegoNamedTexture * m_jetskiFront
[AI] Named texture for jetski front (state restoration, streaming). [AI]
Playlist m_cptClickDialogue
[AI] Playlist object which cycles and holds available "Captain Click" audio scripts for the info cent...
LegoNamedPlane m_bikePlane
[AI] Serialized/deserialized world placement state for bike.
MxU8 GetUnknown21()
[AI] Returns the internal state variable at 0x021 (unknown, seems to control transitions).
void SetUnknown18(MxU32 p_unk0x18)
[AI] Sets the gameplay progress variable at 0x018 (controls state transitions, gameplay mode changes,...
Helicopter * m_helicopter
[AI] Serializable pointer to current helicopter object (NULL when not held in state)....
RaceCar * m_racecar
[AI] Serializable pointer to current racecar object (NULL when not held in state)....
void SetElevatorFloor(ElevatorFloor p_elevFloor)
[AI] Sets the current elevator floor the player is on.
MxBool m_unk0x022
[AI] Temporary state variable; persists through serialization, often used for logic gating....
LegoNamedPlane m_motocyclePlane
[AI] Serialized/deserialized world placement state for motorcycle.
void PlayCptClickDialogue()
[AI] Starts the "Captain Click" dialogue cutscene/playlist with audio and triggers background music f...
MxS16 m_elevFloor
[AI] Current floor of the elevator, using enum ElevatorFloor.
IsleScript::Script m_currentCptClickDialogue
[AI] Currently playing island script for the cutscene/voiceover event initiated by Captain Click.
LegoNamedTexture * m_helicopterJetLeft
[AI] Named texture for left jet on helicopter (needed for restoration/streaming). [AI]
LegoNamedTexture * m_dunebuggyFront
[AI] Named texture for dune buggy front (state restoration, streaming). [AI]
MxResult Serialize(LegoStorage *p_storage) override
[AI] Serializes all vehicle/named plane and other gameplay state to/from given persistent storage.
void SetUnknown21(MxU8 p_unk0x21)
[AI] Sets the state flag at offset 0x021 (purpose: controls certain transitions and checks).
MxU32 m_unk0x018
[AI] Internal gameplay state variable; see Get/SetUnknown18 for usage. [AI]
LegoNamedTexture * m_helicopterWindshield
[AI] Named texture for helicopter windshield (needed for state restoration, texture streaming)....
LegoNamedPlane m_helicopterPlane
[AI] Serialized/deserialized world placement state for helicopter.
undefined m_unk0x023
[AI] State variable for plane/channel transitions; exact meaning unknown. [AI]
LegoNamedPlane m_skateboardPlane
[AI] Serialized/deserialized world placement state for skateboard.
void PlaceActors()
[AI] Places all actors/vehicles in the world at their previously-serialized locations and attaches th...
LegoNamedTexture * m_racecarTail
[AI] Named texture for racecar tail (state restoration, streaming). [AI]
LegoNamedPlane m_jetskiPlane
[AI] Placement state for jetski in world (serializable). [AI]
MxBool m_unk0x01e
[AI] Temporary flag for info center elevator; used to determine if elevator is currently active/trans...
LegoNamedTexture * m_racecarBack
[AI] Named texture for racecar back (state restoration, streaming). [AI]
MxU32 GetUnknown18()
[AI] Retrieves the internal state variable at offset 0x018 (purpose: current major state,...
LegoNamedPlane m_dunebuggyPlane
[AI] Placement state for dune buggy in world (serializable). [AI]
ElevatorFloor
[AI] Floor numbers for the info center elevator.
ElevatorFloor GetElevatorFloor()
[AI] Retrieves the current elevator floor the player is on, as an enum. [AI]
MxBool m_planeActive
[AI] Indicates that the airplane cutscene is currently active (info center window)....
Act1State()
[AI] Constructs a new instance and resets default state, including initializing cutscene playlist and...
const char * ClassName() const override
[AI] Returns class name as string literal for run-time type checking. [AI]
LegoNamedPlane m_racecarPlane
[AI] Placement state for racecar in world (serializable). [AI]
Jetski * m_jetski
[AI] Serializable pointer to current jetski object (NULL when not held in state). [AI]
MxBool m_unk0x01f
[AI] Temporary flag for info center elevator; often used as a "ready for transition" check....
LegoNamedTexture * m_helicopterJetRight
[AI] Named texture for right jet on helicopter (needed for restoration/streaming)....
void StopCptClickDialogue()
[AI] Stops the "Captain Click" dialogue cutscene if playing and resets background music....
Main game logic and control entity for the Ambulance gameplay activity.
[AI] Represents the player's bicycle vehicle in LEGO Island, allowing for in-world interactions such ...
[AI] Represents the player-controllable dune buggy vehicle in LEGO Island, inheriting movement and in...
[AI] Represents the flyable helicopter vehicle/path actor in the game, handling all in-game behaviors...
[AI] Represents the main overworld (LEGO Island) in the game, acting as the central hub and state mac...
Pizzeria * m_pizzeria
[AI] Pointer to pizzeria scene.
void CreateState()
[AI] Reinstantiates/reset the play state in all child objects (radio, vehicles, pizzeria,...
LegoGameState::Area m_destLocation
[AI] Next requested world/area to transition to after animation/dialogue/cutscene currently in progre...
Act1State * m_act1state
[AI] Points to active Act1State, holding currently serialized vehicle and gameplay data.
~Isle() override
[AI] Cleans up Isle world, unregistering notifications and releasing allocated resources/pointer stat...
MxLong Notify(MxParam &p_param) override
[AI] Handles incoming notifications from various event sources, dispatches to specialized handlers wh...
SkateBoard * m_skateboard
[AI] Pointer to skateboard actor.
Jetski * m_jetski
[AI] Pointer to jetski actor.
MxLong HandleControl(LegoControlManagerNotificationParam &p_param)
[AI] Processes control notifications (e.g., elevator, arrow buttons, environment toggles),...
void FUN_10032620()
[AI] Internal utility to setup camera/actor state after some transitions (e.g., resets view and spawn...
MxBool HasHelicopter()
[AI] Returns TRUE if the helicopter is currently present and assigned in this world.
Ambulance * m_ambulance
[AI] Pointer to ambulance actor.
Radio m_radio
[AI] In-world radio/audio playback manager.
Pizza * m_pizza
[AI] Pointer to pizza actor.
MxBool VTable0x5c() override
[AI] Returns TRUE, marks Isle as valid for 0x5c world-table vtable slot (possibly is-player-world che...
void SetDestLocation(LegoGameState::Area p_destLocation)
[AI] Sets destination location for world transitions (are used after certain cutscenes/buttons).
MxLong HandleTransitionEnd()
[AI] Handles transitions for all destination logic (scene swaps with audio/video cut,...
MxLong HandlePathStruct(LegoPathStructNotificationParam &p_param)
[AI] Dispatches Lego path structure notifications (actor/path region completed, unique triggers) to v...
Helicopter * m_helicopter
[AI] Pointer to helicopter actor (if present).
void FUN_10032d30(IsleScript::Script p_script, JukeboxScript::Script p_music, const char *p_cameraLocation, MxBool p_und)
[AI] Facilitates transitions with visual and audio state, camera positioning and palette reset for th...
void Add(MxCore *p_object) override
[AI] Adds an object/actor to the Isle world, binding pointers for special-cased vehicles or entities.
RaceCar * m_racecar
[AI] Pointer to racecar actor.
Bike * m_bike
[AI] Pointer to bike actor.
MxBool Escape() override
[AI] Handles exiting from this world (Escape key, area transition, etc.). Manages background audio/sc...
@ c_playMusic
[AI] If set, background music plays.
@ c_playCamAnims
[AI] If set, enables camera animation sequences.
virtual void VTable0x6c(LegoPathActor *p_actor)
[AI] Removes a path-based actor (vehicle, etc.) from the Isle world and unbinds pointers as needed.
MxResult Create(MxDSAction &p_dsAction) override
[AI] Sets up the Isle world based on the given MxDSAction (content/scene/act loading entry).
MxBool IsA(const char *p_name) const override
[AI] Returns whether this or a base class matches the string argument.
MxLong HandleEndAction(MxEndActionNotificationParam &p_param)
[AI] Processes notifications marking the end of actions (animations, audio, transitions),...
void UpdateGlobe()
[AI] Updates the globe UI in the observation area, enabling the correct presenter's bitmap representi...
void FUN_10033350()
[AI] Performs world cleanup related to transitions and resets (see source for transition/actor logic)...
Isle()
[AI] Creates a new Isle world, initializing all vehicle pointers, radio, and registering for notifica...
Motocycle * m_motocycle
[AI] Pointer to motorcycle actor.
void VTable0x60() override
[AI] Stub function slot; no operation in current implementation. [AI]
void ReadyWorld() override
[AI] Prepares the world for play, switching areas if needed and handling music, cutscene,...
DuneBuggy * m_dunebuggy
[AI] Pointer to dune buggy actor.
const char * ClassName() const override
[AI] Returns class name as string literal for RTTI.
JukeBoxEntity * m_jukebox
[AI] Pointer to in-world jukebox entity.
void Enable(MxBool p_enable) override
[AI] Enables or disables Isle world objects/logic, forcibly setting input and world activation status...
void HandleElevatorEndAction()
[AI] Handles the completion of elevator actions, progressing the game/area as appropriate for the cur...
TowTrack * m_towtrack
[AI] Pointer to tow track actor.
[AI] Represents the jetski vehicle placed in the 3D world of LEGO Island.
[AI] Represents the jukebox interactive entity in LEGO Island, handling click events,...
[AI] Notification parameter for the LegoControlManager, used to propagate information about control e...
Area
Enumeration of all major in-game locations ("areas") for area/scene management and serialization.
[AI] Associates a named string with a LegoTexture instance, allowing textures to be referenced symbol...
[AI] An actor that moves along a predefined path, supporting boundary transitions,...
[AI] Specialized notification parameter used for path structure related events in LEGO Island.
[AI] Base class for game state blocks which encapsulate serializable and/or resettable aspects of the...
Abstract base class providing an interface for file-like storage with binary and text read/write oper...
Represents the active 3D world, holding all entity, animation, sound, path, and ROI objects.
Motocycle is an IslePathActor representing the motorcycle vehicle the user can drive in LEGO Island.
[AI] Base virtual class for all Mindscape engine (Mx) objects.
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
[AI] Notification parameter marking the end of an action, specialization of MxActionNotificationParam...
[AI] MxParam serves as a polymorphic base class for parameter passing in event and notification syste...
Interactive pizza entity actor; manages the in-game pizza delivery sequence and reacts to mission tri...
[AI] Actor representing the pizzeria (Pizza Shop) as an interactive entity in the LEGO Island world.
[AI] Represents the drivable race car entity in the LEGO Island world.
[AI] High-level manager for the in-game radio, handling notifications, playing/stopping,...
[AI] Represents the skateboard vehicle actor used in the minigame and cutscenes.
[AI] 3D world actor for the Tow Track mini-game; manages Tow Track mission logic, scene activation an...
#define NULL
[AI] Null pointer value (C/C++ semantics).
[AI] Represents a named 3D plane with orientation and position, used to describe places or camera tar...
[AI] Playlist structure representing an indexed list of object IDs with next-item selection strategie...