Isle
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motorcycle.cpp
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1#include "motorcycle.h"
2
3#include "isle.h"
4#include "isle_actions.h"
5#include "jukebox_actions.h"
8#include "legonavcontroller.h"
9#include "legopathstruct.h"
10#include "legoutils.h"
11#include "legovariables.h"
12#include "legoworld.h"
13#include "misc.h"
14#include "mxmisc.h"
15#include "mxtimer.h"
16#include "mxtransitionmanager.h"
17#include "mxvariabletable.h"
18
20
21// FUNCTION: LEGO1 0x100357b0
23{
24 m_maxLinearVel = 40.0;
25 m_unk0x150 = 1.75;
26 m_unk0x148 = 1;
27 m_fuel = 1.0;
28}
29
30// FUNCTION: LEGO1 0x10035a40
32{
33 MxResult result = IslePathActor::Create(p_dsAction);
35
36 if (m_world) {
37 m_world->Add(this);
38 }
39
41 m_fuel = 1.0;
42 m_time = Timer()->GetTime();
43 return result;
44}
45
46// FUNCTION: LEGO1 0x10035ad0
47void Motocycle::Animate(float p_time)
48{
50
51 if (UserActor() == this) {
52 char buf[200];
53 float speed = abs(m_worldSpeed);
54 float maxLinearVel = NavController()->GetMaxLinearVel();
55
56 sprintf(buf, "%g", speed / maxLinearVel);
58
59 m_fuel += (p_time - m_time) * -3.333333333e-06f;
60 if (m_fuel < 0) {
61 m_fuel = 0;
62 }
63
64 m_time = p_time;
65
66 sprintf(buf, "%g", m_fuel);
68 }
69}
70
71// FUNCTION: LEGO1 0x10035bc0
73{
82}
83
84// FUNCTION: LEGO1 0x10035c50
86{
87 if (!FUN_1003ef60()) {
88 return 1;
89 }
90
92
93 ((Isle*) CurrentWorld())->SetDestLocation(LegoGameState::Area::e_motocycle);
95
96 if (GameState()->GetActorId() != UserActor()->GetActorId()) {
98 }
99
100 m_time = Timer()->GetTime();
101
102 Enter();
105
106 Vector3 position = m_roi->GetWorldPosition();
107 AnimationManager()->FUN_10064670(&position);
108 AnimationManager()->FUN_10064740(&position);
109 ControlManager()->Register(this);
110 return 1;
111}
112
113// FUNCTION: LEGO1 0x10035d70
115{
116 MxLong result = 0;
117
118 if (p_param.m_unk0x28 == 1) {
119 switch (p_param.m_clickedObjectId) {
121 Exit();
123 result = 1;
124 break;
126 ((Isle*) CurrentWorld())->SetDestLocation(LegoGameState::e_infomain);
128 Exit();
129 result = 1;
130 break;
131 }
132 }
133
134 return result;
135}
136
137// FUNCTION: LEGO1 0x10035df0
139{
140 // 0x168 corresponds to the path at the gas station
141 if (p_param.GetData() == 0x168) {
142 m_fuel = 1.0f;
143 }
144
145 return 0;
146}
147
148// FUNCTION: LEGO1 0x10035e10
150{
152
153 Act1State* act1state = (Act1State*) GameState()->GetState("Act1State");
154 if (!act1state->m_unk0x022) {
155 act1state->m_unk0x022 = TRUE;
156
157 MxMatrix mat(UserActor()->GetROI()->GetLocal2World());
158 mat.TranslateBy(mat[2][0] * 2.5, mat[2][1] + 0.7, mat[2][2] * 2.5);
159
162 &mat,
163 TRUE,
165 NULL,
166 FALSE,
167 TRUE,
168 TRUE,
169 TRUE
170 );
171 }
172}
[AI] Holds state and transient gameplay data for the first act on Lego Island.
Definition: isle.h:29
MxBool m_unk0x022
[AI] Temporary state variable; persists through serialization, often used for logic gating....
Definition: isle.h:110
Derived path actor type for handling player transitions and activities on LEGO Island.
Definition: islepathactor.h:23
MxResult Create(MxDSAction &p_dsAction) override
[AI] Initialize this actor from a DSAction.
virtual void Exit()
[AI] Called when the actor is deactivated or moved out of player control, restoring previous actor if...
LegoWorld * m_world
[AI] Pointer to the current world instance actor is existing in. [AI]
virtual void Enter()
[AI] Called when the actor is made active in a new area or context, setting navigation and visibility...
[AI] Represents the main overworld (LEGO Island) in the game, acting as the central hub and state mac...
Definition: isle.h:179
virtual MxU8 GetActorId()
[AI] Gets this actor's numeric ID, corresponding to a known enumeration/actor.
Definition: legoactor.h:77
MxResult FUN_10060dc0(MxU32 p_objectId, MxMatrix *p_matrix, MxBool p_param3, MxU8 p_param4, LegoROI *p_roi, MxBool p_param6, MxBool p_param7, MxBool p_param8, MxBool p_param9)
[AI] Helper for starting a specific animation, including world matrix and camera settings.
@ e_unk0
[AI] Unknown/unspecified play mode
MxResult FUN_10064740(Vector3 *p_position)
[AI] Similar to FUN_10064670, but triggers a different special animation event for secondary location...
MxResult FUN_10064670(Vector3 *p_position)
[AI] Activates special triggered animation in response to player position near given point.
[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.
LegoROI * GetROI()
[AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI]
Definition: legoentity.h:161
MxFloat m_worldSpeed
[AI] World-relative speed (can affect animation/movement logic). [AI]
Definition: legoentity.h:212
LegoROI * m_roi
[AI] Pointer to this entity's currently assigned ROI (3D instance in the world). [AI]
Definition: legoentity.h:215
Area m_currentArea
Area/world the player is presently in. [AI].
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].
Definition: legogamestate.h:96
@ e_motocycle
Motorcycle (vehicle, spawn). [AI].
@ e_unk66
Used for some spawn locations. [AI].
MxFloat GetMaxLinearVel()
[AI] Returns the current maximum linear velocity (units per sec).
virtual void Animate(float p_time)
[AI] Per-frame animation update.
[AI] Specialized notification parameter used for path structure related events in LEGO Island.
MxS16 GetData()
[AI] Retrieves the supplemental data associated with the notification.
virtual void Add(MxCore *p_object)
Adds an object (entity, presenter, ROI, etc.) to the appropriate world-managed list or set.
Definition: legoworld.cpp:418
virtual void TranslateBy(const float &p_x, const float &p_y, const float &p_z)
Applies translation by amounts along X, Y, Z axes.
Motocycle is an IslePathActor representing the motorcycle vehicle the user can drive in LEGO Island.
Definition: motorcycle.h:15
void ActivateSceneActions()
[AI] Triggers in-game events when scene actions should execute after transition into Motocycle.
Definition: motorcycle.cpp:149
void Animate(float p_time) override
[AI] Updates animation state and Motocycle-specific logic, including fuel and dashboard variables.
Definition: motorcycle.cpp:47
MxLong HandlePathStruct(LegoPathStructNotificationParam &) override
[AI] Handles notifications for special-path contact, e.g.
Definition: motorcycle.cpp:138
MxResult Create(MxDSAction &p_dsAction) override
[AI] Creates and registers the Motocycle in the game world from a DS action.
Definition: motorcycle.cpp:31
MxLong HandleClick() override
[AI] Handles the event when the user clicks to enter/use the motorcycle.
Definition: motorcycle.cpp:85
void Exit() override
[AI] Handles exit and cleanup from Motocycle mode, including dashboard and HUD.
Definition: motorcycle.cpp:72
MxLong HandleControl(LegoControlManagerNotificationParam &p_param) override
[AI] Handles dashboard or control area UI interactions for the motorcycle.
Definition: motorcycle.cpp:114
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
Definition: mxdsaction.h:17
void SetObjectId(MxU32 p_objectId)
[AI] Sets the object id (for serialization or lookup).
Definition: mxdsobject.h:147
[AI] Represents a 4x4 transformation matrix, specialized for the LEGO Island engine and derived from ...
Definition: mxmatrix.h:16
MxLong GetTime()
Returns the current timer value in ms, depending on running state.
Definition: mxtimer.h:50
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.
const float * GetWorldPosition() const
Returns a pointer to the world position from the transformation matrix (translation row).
[AI] 3D vector class, providing vector and cross-product operations in 3D space.
Definition: vector.h:249
#define TRUE
Definition: d3drmdef.h:28
#define FALSE
Definition: d3drmdef.h:27
#define DECOMP_SIZE_ASSERT(T, S)
Definition: decomp.h:19
#define NULL
[AI] Null pointer value (C/C++ semantics).
Definition: legotypes.h:26
void InvokeAction(Extra::ActionType p_actionId, const MxAtomId &p_pAtom, MxS32 p_streamId, LegoEntity *p_sender)
[AI] Dispatches and triggers a game action on the given script or object.
Definition: legoutils.cpp:271
MxBool RemoveFromCurrentWorld(const MxAtomId &p_atomId, MxS32 p_id)
[AI] Removes an entity or presenter with specified AtomId and ID from the current world; triggers End...
Definition: legoutils.cpp:495
MxBool FUN_1003ef60()
[AI] Determines if the current actor can exit their area, based on state/zone/vehicle.
Definition: legoutils.cpp:572
MxAtomId * g_isleScript
[AI] Node used in hierarchical scene graphs and animation trees. [AI]
Definition: scripts.cpp:32
const char * g_varMOTOSPEED
[AI] Global variable key for the motorcycle's speed.
const char * g_varMOTOFUEL
[AI] Global variable key for the motorcycle's fuel value.
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
Definition: misc.cpp:61
LegoAnimationManager * AnimationManager()
[AI] Accessor for the animation manager, which controls Lego character/world animation state....
Definition: misc.cpp:69
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
Definition: misc.cpp:208
MxDSAction & GetCurrentAction()
[AI] Accessor for the currently running MxDSAction (e.g.
Definition: misc.cpp:195
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
LegoNavController * NavController()
[AI] Accessor for the navigation controller, managing player/camera navigation. [AI]
Definition: misc.cpp:77
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
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
Definition: misc.cpp:85
MxTimer * Timer()
[AI] Returns the global simulation timer.
Definition: mxmisc.cpp:33
MxVariableTable * VariableTable()
[AI] Returns the variable table used for script variables and global key/value state.
Definition: mxmisc.cpp:73
MxLong MxResult
[AI]
Definition: mxtypes.h:106
int MxLong
[AI]
Definition: mxtypes.h:83
@ c_MotoBikeInfo_Ctl
Definition: isle_actions.h:172
@ c_sns006in_RunAnim
Definition: isle_actions.h:877
@ c_MotoBikeFuelMeter
Definition: isle_actions.h:174
@ c_MotoBikeSpeedMeter
Definition: isle_actions.h:173
@ c_MotoBikeDashboard
Definition: isle_actions.h:169
@ c_MotoBikeArms_Ctl
Definition: isle_actions.h:171
@ c_MotoBikeDashboard_Bitmap
Definition: isle_actions.h:170
@ c_PoliceStation_Music
[AI] Music played inside or near the police station.
@ e_start
[AI] Start an activity or playback [AI]
Definition: extra.h:30