118 m_idLegoFlcTexturePresenter =
MxAtomId(
"LegoFlcTexturePresenter",
e_exact);
122 m_idLegoLoopingAnimPresenter =
MxAtomId(
"LegoLoopingAnimPresenter",
e_exact);
123 m_idLegoLocomotionAnimPresenter =
MxAtomId(
"LegoLocomotionAnimPresenter",
e_exact);
124 m_idLegoHideAnimPresenter =
MxAtomId(
"LegoHideAnimPresenter",
e_exact);
126 m_idLegoCarBuildAnimPresenter =
MxAtomId(
"LegoCarBuildAnimPresenter",
e_exact);
127 m_idLegoActionControlPresenter =
MxAtomId(
"LegoActionControlPresenter",
e_exact);
129 m_idLegoLoadCacheSoundPresenter =
MxAtomId(
"LegoLoadCacheSoundPresenter",
e_exact);
156 m_idLegoRaceCarBuildState =
MxAtomId(
"LegoRaceCarBuildState",
e_exact);
158 m_idLegoDuneCarBuildState =
MxAtomId(
"LegoDuneCarBuildState",
e_exact);
183 m_idAmbulanceMissionState =
MxAtomId(
"AmbulanceMissionState",
e_exact);
206 m_idMxCompositeMediaPresenter =
MxAtomId(
"MxCompositeMediaPresenter",
e_exact);
220 if (m_idLegoModelPresenter == atom) {
223 else if (m_idLegoTexturePresenter == atom) {
226 else if (m_idLegoPhonemePresenter == atom) {
229 else if (m_idLegoFlcTexturePresenter == atom) {
232 else if (m_idLegoEntityPresenter == atom) {
235 else if (m_idLegoActorPresenter == atom) {
238 else if (m_idLegoWorldPresenter == atom) {
241 else if (m_idLegoWorld == atom) {
244 else if (m_idLegoPalettePresenter == atom) {
247 else if (m_idLegoPathPresenter == atom) {
250 else if (m_idLegoAnimPresenter == atom) {
253 else if (m_idLegoLoopingAnimPresenter == atom) {
256 else if (m_idLegoLocomotionAnimPresenter == atom) {
259 else if (m_idLegoHideAnimPresenter == atom) {
262 else if (m_idLegoPartPresenter == atom) {
265 else if (m_idLegoCarBuildAnimPresenter == atom) {
268 else if (m_idLegoActionControlPresenter == atom) {
271 else if (m_idLegoMeterPresenter == atom) {
274 else if (m_idLegoLoadCacheSoundPresenter == atom) {
277 else if (m_idLego3DWavePresenter == atom) {
280 else if (m_idLegoActor == atom) {
283 else if (m_idLegoPathActor == atom) {
286 else if (m_idJetskiRace == atom) {
289 else if (m_idLegoEntity == atom) {
292 else if (m_idLegoRaceCar == atom) {
295 else if (m_idLegoJetski == atom) {
298 else if (m_idLegoCarRaceActor == atom) {
301 else if (m_idLegoJetskiRaceActor == atom) {
304 else if (m_idLegoCarBuild == atom) {
307 else if (m_idInfocenter == atom) {
310 else if (m_idLegoAnimActor == atom) {
313 else if (m_idMxControlPresenter == atom) {
316 else if (m_idRegistrationBook == atom) {
319 else if (m_idHistoryBook == atom) {
322 else if (m_idElevatorBottom == atom) {
325 else if (m_idInfocenterDoor == atom) {
328 else if (m_idScore == atom) {
329 object =
new Score();
331 else if (m_idScoreState == atom) {
334 else if (m_idHospital == atom) {
337 else if (m_idIsle == atom) {
340 else if (m_idPolice == atom) {
343 else if (m_idGasStation == atom) {
346 else if (m_idLegoAct2 == atom) {
349 else if (m_idLegoAct2State == atom) {
352 else if (m_idCarRace == atom) {
355 else if (m_idLegoRaceCarBuildState == atom || m_idLegoCopterBuildState == atom || m_idLegoDuneCarBuildState == atom || m_idLegoJetskiBuildState == atom) {
358 else if (m_idHospitalState == atom) {
361 else if (m_idInfocenterState == atom) {
364 else if (m_idPoliceState == atom) {
368 if (
object !=
NULL) {
372 if (m_idGasStationState == atom) {
375 else if (m_idSkateBoard == atom) {
378 else if (m_idHelicopter == atom) {
381 else if (m_idHelicopterState == atom) {
384 else if (m_idDuneBuggy == atom) {
387 else if (m_idPizza == atom) {
388 object =
new Pizza();
390 else if (m_idPizzaMissionState == atom) {
393 else if (m_idAct2Actor == atom) {
398 else if (m_idAct2Brick == atom) {
401 else if (m_idAct2GenActor == atom) {
404 else if (m_idAct2PoliceStation == atom) {
407 else if (m_idAct3 == atom) {
410 else if (m_idAct3State == atom) {
413 else if (m_idDoors == atom) {
414 object =
new Doors();
416 else if (m_idLegoAnimMMPresenter == atom) {
419 else if (m_idRaceCar == atom) {
422 else if (m_idJetski == atom) {
425 else if (m_idBike == atom) {
428 else if (m_idMotocycle == atom) {
431 else if (m_idAmbulance == atom) {
434 else if (m_idAmbulanceMissionState == atom) {
437 else if (m_idTowTrack == atom) {
440 else if (m_idTowTrackMissionState == atom) {
443 else if (m_idAct3Cop == atom) {
446 else if (m_idAct3Brickster == atom) {
449 else if (m_idAct3Shark == atom) {
452 else if (m_idAct3Actor == atom) {
455 else if (m_idBumpBouy == atom) {
458 else if (m_idJetskiRaceState == atom) {
461 else if (m_idCarRaceState == atom) {
464 else if (m_idAct1State == atom) {
467 else if (m_idPizzeria == atom) {
470 else if (m_idPizzeriaState == atom) {
473 else if (m_idInfoCenterEntity == atom) {
476 else if (m_idHospitalEntity == atom) {
479 else if (m_idGasStationEntity == atom) {
482 else if (m_idPoliceEntity == atom) {
485 else if (m_idBeachHouseEntity == atom) {
488 else if (m_idJukeBoxEntity == atom) {
491 else if (m_idRaceStandsEntity == atom) {
494 else if (m_idRadioState == atom) {
497 else if (m_idCaveEntity == atom) {
500 else if (m_idJailEntity == atom) {
503 else if (m_idMxCompositeMediaPresenter == atom) {
506 else if (m_idJukeBox == atom) {
509 else if (m_idJukeBoxState == atom) {
512 else if (m_idRaceSkel == atom) {
515 else if (m_idAnimState == atom) {
523 assert(
object!=
NULL);
[AI] Holds state and transient gameplay data for the first act on Lego Island.
[AI] Act2 mission-specific actor class, with custom state and animation handling for Act 2 of the sto...
[AI] Represents a special 'brick' object in the LEGO Island "Act 2" sequence, derived from LegoPathAc...
[AI] An actor that extends LegoPathActor with special collision logic for "Act2Gen" scene logic.
[AI] Represents the Act 2 Police Station entity in LEGO Island.
[AI] Represents a generic animatable actor in Act 3, supporting path following and custom animation t...
[AI] Represents the Brickster actor in Act 3, with AI and scene logic for stealing pizzas and causing...
[AI] Represents a police officer actor in Act 3, supporting specific cop AI actions,...
[AI] Represents the shark actor for Act 3 of the LEGO Island game.
[AI] Holds persistent state and status variables for Act 3 mission, saved between world reloads and p...
[AI] Controls all main logic and progression of Act 3 in LEGO Island, including objects,...
Holds state and scoring information for the Ambulance mission.
Main game logic and control entity for the Ambulance gameplay activity.
[AI] Persistent serializable animation state for resuming animations and restoring global animation p...
[AI] Entity for the Beach House building in LEGO Island.
[AI] Represents the player's bicycle vehicle in LEGO Island, allowing for in-world interactions such ...
[AI] Represents a bumpable buoy in the world that handles user interactions, specifically the Jetski ...
The state object used for the car race mini-game.
Implements the LEGO Island car race game mode.
[AI] Entity for the Cave building in LEGO Island.
[AI] Represents a special LegoPathActor controlling the animation and logic of a pair of doors,...
[AI] Represents the player-controllable dune buggy vehicle in LEGO Island, inheriting movement and in...
[AI] This class represents the "Elevator Bottom" area in the LEGO Island game.
[AI] Entity for the Gas Station building in LEGO Island.
Maintains persistent, serializable state information for the gas station/garage area,...
The in-game gas station (garage) area/world logic controller, handling all interactive gameplay,...
[AI] Game state entity specialized for tracking Helicopter-related state during gameplay.
[AI] Represents the flyable helicopter vehicle/path actor in the game, handling all in-game behaviors...
[AI] The HistoryBook class represents the "History Book" world/scene shown in LEGO Island,...
[AI] Entity for the Hospital building in LEGO Island.
[AI] State-holding class for the hospital area; persists area-specific progress and variables between...
[AI] Implements the main 3D area and logic flow for the Hospital location/scene in LEGO Island.
[AI] Entity for the Information Center building in LEGO Island.
[AI] Represents the door world for the information center, handling control, transitions and area swi...
[AI] Represents the state of the Infocenter area, storing scripts, dialogue playlists and UI letter p...
[AI] Manages Infocenter world logic, UI, cutscenes, dialogue, and area transitions.
[AI] Represents the main overworld (LEGO Island) in the game, acting as the central hub and state mac...
[AI] Entity for the Jail building in LEGO Island.
[AI] Per-race state data and logic holder for JetskiRace, used for tracking player and AI standings,...
[AI] LEGO Island's "Jetski" racing game logic and presenter class, derived from LegoRace.
[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] Represents the music selection state for the Jukebox in the game.
[AI] Represents the Jukebox world environment in the game—handles display, state, notifications,...
[AI] Handles the presentation of 3D positional audio using DirectSound buffers within the LEGO Island...
Represents the state object for Act 2 of the game.
Implements the world and game logic for Act 2.
[AI] Presenter for controlling action logic (e.g., invoking named actions such as "RUN",...
[AI] Handles presentation logic specific to LegoActor entities, such as their instantiation,...
[AI] Represents an actor (character) entity in the LEGO Island 3D world, providing specific actor log...
[AI] Path-based actor which supports skeletal/mesh animation via an animation tree and multiple anima...
[AI] Composite presenter class that manages a multi-media animation sequence.
[AI] Handles playback and synchronization of animated LEGO objects, including variable substitution,...
[AI] Handles the logic and animation presentation for the LEGO Island car-building activity,...
[AI] World implementation for the LEGO vehicle builder (Racecar, Copter, Dune Car,...
[AI] Specialized actor class for car-based racing in LEGO Island racing sequences....
[AI] Presenter responsible for managing the lifecycle, location, and logic for a LegoEntity instance ...
[AI] Represents an entity that can be placed and managed in the LEGO Island world.
[AI] Presenter for rendering FLC animation frames as textures in the LEGO engine.
[AI] Presenter class responsible for controlling animations that hide or show actors based on animati...
[AI] A racing actor subclass representing jetski (water-based) vehicles. Modifies car parameters and ...
[AI] Represents a Jetski actor in the race, combining behavior from LegoJetskiRaceActor and LegoRaceM...
Derived presenter class used for loading and creating cached sound objects from streamed audio data.
[AI] Specialized presenter class for handling locomotion animation playback and state in the LEGO Isl...
[AI] Presenter for looping animated sequences in the LEGO Island engine.
Presenter class for displaying and updating a graphical meter element, such as a progress bar or heal...
[AI] Presenter class for managing 3D model (ROI) presentation and their relationship with entities in...
[AI] Object factory for the LEGO Island game, responsible for instantiating all game-specific entitie...
void Destroy(MxCore *p_object) override
[AI] Destroys an object that was previously created by this factory.
MxCore * Create(const char *p_name) override
[AI] Creates an object by name.
Class responsible for presenting and handling palettes for video sequences that require palette manag...
[AI] Presents and loads Lego part definitions from SI chunks and manages their installation in ViewLO...
[AI] An actor that moves along a predefined path, supporting boundary transitions,...
[AI] Presenter class for loading and managing path data from scripts/actions, used for actor pathing ...
Class responsible for presenting lip-synced ("phoneme") mouth animations on LEGO character head textu...
[AI] Represents a Race Car actor in the game, combining advanced pathing, skeleton kick logic,...
[AI] Manages the loading, storage, and management of named textures for the LEGO Island engine.
[AI] Represents the persistent state of the LEGO vehicle build world, tracking animation and part pla...
[AI] Presenter for the entire LEGO world, responsible for loading, parsing, and managing world entiti...
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] Atomized (unique) string identifier, managed by reference counting.
[AI] Presenter for UI controls, supporting toggles, grids, and "map" style controls with multiple int...
[AI] Base virtual class for all Mindscape engine (Mx) objects.
virtual MxCore * Create(const char *p_name)
[AI] Creates a new instance of the class matching the provided string name.
Pizza mission state for the pizza delivery minigame and related characters.
Interactive pizza entity actor; manages the in-game pizza delivery sequence and reacts to mission tri...
[AI] Stores all state information for the pizzeria (Pizza Shop) minigame.
[AI] Actor representing the pizzeria (Pizza Shop) as an interactive entity in the LEGO Island world.
[AI] Entity for the Police building in LEGO Island.
[AI] Represents the state information specific to the Police area of the game.
[AI] Main world object for the Police Station area in LEGO Island.
[AI] Represents the drivable race car entity in the LEGO Island world.
[AI] Specialized skeleton animation actor for LEGO Island car racing sequences.
[AI] Entity for the Race Stands (grandstands) building in LEGO Island.
[AI] Handles and stores state for the in-game radio, including track playlists, cycling,...
Derived world for handling the user registration book/infocenter name entry interface.
[AI] State object used to track the status of the Score/High Score area, particularly whether the edu...
[AI] Implements the InfoScore/High Score game world/area, including score table display and handling ...
[AI] Represents the skateboard vehicle actor used in the minigame and cutscenes.
[AI] State class for the TowTrack mini-game, storing scores by character and handling their serializa...
[AI] 3D world actor for the Tow Track mini-game; manages Tow Track mission logic, scene activation an...
#define DECOMP_SIZE_ASSERT(T, S)
#define NULL
[AI] Null pointer value (C/C++ semantics).
LegoWorld * CurrentWorld()
[AI] Accessor for the currently active LegoWorld instance. [AI]
@ e_exact
[AI] Match the string exactly, no case change.