[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,...
[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,...
[AI] An actor that moves along a predefined path, supporting boundary transitions,...
[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.
[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.
[AI] Atomized (unique) string identifier, managed by reference counting.
[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...
[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.
[AI] Manages all ViewROI objects that are rendered in a given scene, handles frustum culling,...
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
MxResult StartActionIfUnknown0x13c(MxDSAction &p_dsAction)
[AI] Triggers a DSAction if a certain unknown flag (0x13c) is set.
LegoVideoManager * VideoManager()
[AI] Accessor for the game's LegoVideoManager subsystem. Used for managing 3D/video hardware....
LegoCharacterManager * CharacterManager()
[AI] Accessor for the character manager, which manages in-game characters/NPCs. [AI]
LegoAnimationManager * AnimationManager()
[AI] Accessor for the animation manager, which controls Lego character/world animation state....
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,...
LegoBuildingManager * BuildingManager()
[AI] Accessor for the building manager, handles constructible buildings and structures....
LegoSoundManager * SoundManager()
[AI] Accessor for the game's LegoSoundManager subsystem from the global LegoOmni instance....
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
ViewLODListManager * GetViewLODListManager()
[AI] Returns the global ViewLODListManager for view LOD (Level of Detail) resources....
MxBackgroundAudioManager * BackgroundAudioManager()
[AI] Accessor for the background audio manager. Used for background music and ambient sounds....
ViewManager * GetViewManager()
[AI] Accessor for the current ViewManager, managing rendering views/cameras. [AI]
void SetUserActor(LegoPathActor *p_userActor)
[AI] Sets the user-controlled LegoPathActor in the engine.
MxBool g_isWorldActive
Global variable indicating whether the current LegoWorld is considered active.
MxDSAction & GetCurrentAction()
[AI] Accessor for the currently running MxDSAction (e.g.
LegoPlantManager * PlantManager()
[AI] Accessor for the plant manager, handling in-game foliage and plants. [AI]
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.
LegoControlManager * ControlManager()
[AI] Accessor for the control manager through the input manager; manages higher-level user/game contr...
LegoWorld * CurrentWorld()
[AI] Accessor for the currently active LegoWorld instance. [AI]
void FUN_10015820(MxBool p_disable, MxU16 p_flags)
[AI] Utility for enabling or disabling functionality in LegoOmni based on certain flags.
void SetCurrentWorld(LegoWorld *p_world)
[AI] Sets the current LegoWorld used for all world/scene logic.
LegoNavController * NavController()
[AI] Accessor for the navigation controller, managing player/camera navigation. [AI]
void SetROIVisible(const char *p_name, MxBool p_visible)
[AI] Utility for setting the visibility flag of a named ROI object.
void PlayMusic(JukeboxScript::Script p_objectId)
[AI] Starts music playback by scripting the background audio manager to play the music piece referenc...
LegoOmni * Lego()
[AI] Retrieves the global LegoOmni singleton instance, providing access to core subsystems.
LegoTextureContainer * TextureContainer()
[AI] Accessor for the texture container used for global texture management. [AI]
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
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....
void DeleteAction()
[AI] Deletes (or cancels) the currently running DSAction/cutscene/event logic. [AI]
LegoROI * FindROI(const char *p_name)
[AI] Looks up a LegoROI (Real-time Object Instance) by name in the current world or global registry.