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misc.h
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1#ifndef MISC_H
2#define MISC_H
3
4#include "compat.h"
5#include "decomp.h"
6// Long include path due to dependency of misc library on LegoOmni
8#include "mxtypes.h"
9
14class LegoGameState;
17class LegoOmni;
18class LegoPathActor;
20class LegoROI;
24class LegoWorld;
25class MxAtomId;
27class MxDSAction;
30class ViewManager;
31
35
38LegoOmni* Lego();
39
42
45
48
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66
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87
91void FUN_10015820(MxBool p_disable, MxU16 p_flags);
92
96LegoROI* FindROI(const char* p_name);
97
101void SetROIVisible(const char* p_name, MxBool p_visible);
102
105void SetUserActor(LegoPathActor* p_userActor);
106
112
114void DeleteAction();
115
120LegoWorld* FindWorld(const MxAtomId& p_atom, MxS32 p_entityid);
121
125
128void SetCurrentWorld(LegoWorld* p_world);
129
132
135void PlayMusic(JukeboxScript::Script p_objectId);
136
139void SetIsWorldActive(MxBool p_isWorldActive);
140
145void DeleteObjects(MxAtomId* p_id, MxS32 p_first, MxS32 p_last);
146
147#endif // MISC_H
[AI] Animation manager handling all world and character animation state, loading, and logic for extra...
[AI] Manages LEGO buildings in the world, including their state, animation, switching,...
[AI] Manages reference-counted characters and provides character creation, switching,...
[AI] Manages control presenters and dispatches notifications for control/input events within the LEGO...
Comprehensive persistent game state manager: handles save/load, player selection, area switching,...
Definition: legogamestate.h:78
[AI] Handles keyboard, mouse, and joystick input for the game.
[AI] Handles user navigation input (keyboard and joystick) and determines avatar movement and directi...
[AI] Central hub singleton for the LEGO Island game engine, managing all core game systems,...
Definition: legomain.h:40
[AI] An actor that moves along a predefined path, supporting boundary transitions,...
Definition: legopathactor.h:32
[AI] Manages the lifecycle, state, and properties for all plant objects (flowers, trees,...
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
Definition: legoroi.h:43
[AI] Manages 3D sound effects and music playback for LEGO Island, integrating with DirectSound and pr...
Specialized LegoContainer handling LegoTextureInfo objects and their DirectDraw/Direct3D caching.
[AI] Extends the functionality of MxVideoManager to provide LEGO Island–specific video and 3D graphic...
Represents the active 3D world, holding all entity, animation, sound, path, and ROI objects.
Definition: legoworld.h:49
[AI] Atomized (unique) string identifier, managed by reference counting.
Definition: mxatom.h:124
[AI] Background music manager that handles playback, volume, state transitions, and notifications for...
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
Definition: mxdsaction.h:17
[AI] Handles screen transitions and animations (such as dissolve, mosaic, wipe, etc....
[AI] Manages the lifecycle, lookup, and sharing of ViewLODList instances for different ROI names.
Definition: viewlodlist.h:111
[AI] Manages all ViewROI objects that are rendered in a given scene, handles frustum culling,...
Definition: viewmanager.h:16
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
Definition: misc.cpp:61
MxResult StartActionIfUnknown0x13c(MxDSAction &p_dsAction)
[AI] Triggers a DSAction if a certain unknown flag (0x13c) is set.
Definition: misc.cpp:175
LegoVideoManager * VideoManager()
[AI] Accessor for the game's LegoVideoManager subsystem. Used for managing 3D/video hardware....
Definition: misc.cpp:29
LegoCharacterManager * CharacterManager()
[AI] Accessor for the character manager, which manages in-game characters/NPCs. [AI]
Definition: misc.cpp:101
LegoAnimationManager * AnimationManager()
[AI] Accessor for the animation manager, which controls Lego character/world animation state....
Definition: misc.cpp:69
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,...
Definition: misc.cpp:237
LegoBuildingManager * BuildingManager()
[AI] Accessor for the building manager, handles constructible buildings and structures....
Definition: misc.cpp:123
LegoSoundManager * SoundManager()
[AI] Accessor for the game's LegoSoundManager subsystem from the global LegoOmni instance....
Definition: misc.cpp:22
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
Definition: misc.cpp:208
ViewLODListManager * GetViewLODListManager()
[AI] Returns the global ViewLODListManager for view LOD (Level of Detail) resources....
Definition: misc.cpp:136
MxBackgroundAudioManager * BackgroundAudioManager()
[AI] Accessor for the background audio manager. Used for background music and ambient sounds....
Definition: misc.cpp:37
ViewManager * GetViewManager()
[AI] Accessor for the current ViewManager, managing rendering views/cameras. [AI]
Definition: misc.cpp:108
void SetUserActor(LegoPathActor *p_userActor)
[AI] Sets the user-controlled LegoPathActor in the engine.
Definition: misc.cpp:168
MxBool g_isWorldActive
Global variable indicating whether the current LegoWorld is considered active.
Definition: misc.cpp:13
MxDSAction & GetCurrentAction()
[AI] Accessor for the currently running MxDSAction (e.g.
Definition: misc.cpp:195
LegoPlantManager * PlantManager()
[AI] Accessor for the plant manager, handling in-game foliage and plants. [AI]
Definition: misc.cpp:115
LegoWorld * FindWorld(const MxAtomId &p_atom, MxS32 p_entityid)
[AI] Searches for or retrieves a LegoWorld instance based on an atom id and entity id.
Definition: misc.cpp:188
LegoControlManager * ControlManager()
[AI] Accessor for the control manager through the input manager; manages higher-level user/game contr...
Definition: misc.cpp:53
LegoWorld * CurrentWorld()
[AI] Accessor for the currently active LegoWorld instance. [AI]
Definition: misc.cpp:93
void FUN_10015820(MxBool p_disable, MxU16 p_flags)
[AI] Utility for enabling or disabling functionality in LegoOmni based on certain flags.
Definition: misc.cpp:143
void SetCurrentWorld(LegoWorld *p_world)
[AI] Sets the current LegoWorld used for all world/scene logic.
Definition: misc.cpp:201
LegoNavController * NavController()
[AI] Accessor for the navigation controller, managing player/camera navigation. [AI]
Definition: misc.cpp:77
void SetROIVisible(const char *p_name, MxBool p_visible)
[AI] Utility for setting the visibility flag of a named ROI object.
Definition: misc.cpp:158
void PlayMusic(JukeboxScript::Script p_objectId)
[AI] Starts music playback by scripting the background audio manager to play the music piece referenc...
Definition: misc.cpp:216
LegoOmni * Lego()
[AI] Retrieves the global LegoOmni singleton instance, providing access to core subsystems.
Definition: misc.cpp:16
LegoTextureContainer * TextureContainer()
[AI] Accessor for the texture container used for global texture management. [AI]
Definition: misc.cpp:130
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
Definition: misc.cpp:85
void SetIsWorldActive(MxBool p_isWorldActive)
[AI] Toggles whether the world should be considered active (enables/disables camera/user control etc)...
Definition: misc.cpp:228
LegoInputManager * InputManager()
[AI] Accessor for the input manager, which handles keyboard, mouse, and controller input....
Definition: misc.cpp:45
void DeleteAction()
[AI] Deletes (or cancels) the currently running DSAction/cutscene/event logic. [AI]
Definition: misc.cpp:181
LegoROI * FindROI(const char *p_name)
[AI] Looks up a LegoROI (Real-time Object Instance) by name in the current world or global registry.
Definition: misc.cpp:151
MxU8 MxBool
[AI]
Definition: mxtypes.h:124
MxLong MxResult
[AI]
Definition: mxtypes.h:106
signed int MxS32
[AI]
Definition: mxtypes.h:38
unsigned short MxU16
[AI]
Definition: mxtypes.h:20