55 if (pizzeriaState ==
NULL) {
58 m_pizzeriaState = pizzeriaState;
62 if (pizzaMissionState ==
NULL) {
65 m_pizzaMissionState = pizzaMissionState;
126 for (
MxS16 i = 0; i < 5; i++) {
131 for (
MxS16 i = 0; i < 5; i++) {
MxResult Create(MxDSAction &p_dsAction) override
[AI] Initializes this IsleActor with a given action.
Derived path actor type for handling player transitions and activities on LEGO Island.
virtual MxU8 GetActorId()
[AI] Gets this actor's numeric ID, corresponding to a known enumeration/actor.
void FUN_10061010(MxBool p_und)
[AI] Cancels all camera/transition animations and resets camera after completion.
Comprehensive persistent game state manager: handles save/load, player selection, area switching,...
LegoState * CreateState(const char *p_stateName)
Creates an instance of given state, registers it, and returns pointer.
MxU8 GetActorId()
Returns the current selected actor ID. [AI].
LegoState * GetState(const char *p_stateName)
Find an existing state (LegoState-derived) object by its registered script/class name.
virtual MxResult Serialize(LegoStorage *p_storage)
[AI] Serialize state to a storage (for save/load).
Abstract base class providing an interface for file-like storage with binary and text read/write oper...
LegoStorage * WriteS16(LegoS16 p_data)
Writes a 16-bit signed value to storage.
LegoStorage * ReadS16(LegoS16 &p_data)
Reads a 16-bit signed value from storage.
virtual LegoBool IsReadMode()
Returns TRUE if object was opened in read mode.
MxCore * Find(const char *p_class, const char *p_name)
Finds an object of a given class and name in the world.
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
Pizza mission state for the pizza delivery minigame and related characters.
undefined4 m_unk0x0c
Used for internal state machine; controls mission flow/progress (e.g., 0=idle, 1=proposed,...
Interactive pizza entity actor; manages the in-game pizza delivery sequence and reacts to mission tri...
void FUN_10038220(IsleScript::Script p_objectId)
Starts mission flow for Pizza with the given action script object.
[AI] Stores all state information for the pizzeria (Pizza Shop) minigame.
static IsleScript::Script g_mamaActions[]
[AI] Static list of script IDs for Mama's actions/animations in the pizzeria minigame.
MxS32 m_unk0x44[5]
[AI] Per-actor state counters.
static IsleScript::Script g_lauraActions[]
[AI] Static list of script IDs for Laura's actions/animations in the pizzeria minigame.
MxU32 NextAction()
[AI] Advance and fetch the next action (animation script) for the player's actor in the pizzeria.
static IsleScript::Script g_papaActions[]
[AI] Static list of script IDs for Papa's actions/animations in the pizzeria minigame.
Playlist m_unk0x08[5]
[AI] Playlists (one for each actor in the pizzeria: Pepper, Mama, Papa, Nick, Laura) holding the list...
PizzeriaState()
[AI] Constructor that initializes the playlists for each pizzeria actor and resets progress state.
MxResult Serialize(LegoStorage *p_storage) override
[AI] Serializes Playlist progress/state for all actors to/from the provided storage.
static IsleScript::Script g_nickActions[]
[AI] Static list of script IDs for Nick's actions/animations in the pizzeria minigame.
static IsleScript::Script g_pepperActions[]
[AI] Static list of script IDs for Pepper's actions/animations in the pizzeria minigame.
MxS16 FUN_10017d50()
[AI] Returns the per-actor progress state index for the actor corresponding to the current player's a...
[AI] Actor representing the pizzeria (Pizza Shop) as an interactive entity in the LEGO Island world.
MxLong HandleClick() override
[AI] Handles click/interact actions on the Pizzeria actor, triggering minigame logic.
MxBool IsA(const char *p_name) const override
[AI] Checks if this object is a Pizzeria or a base type.
void CreateState()
[AI] Searches the game state for existing state objects for "PizzeriaState" and "PizzaMissionState",...
MxResult Create(MxDSAction &p_dsAction) override
[AI] Handles the initialization of the Pizzeria actor in response to a data source action (SI script ...
#define DECOMP_SIZE_ASSERT(T, S)
#define NULL
[AI] Null pointer value (C/C++ semantics).
#define SUCCESS
[AI] Used to indicate a successful operation in result codes.
MxBool FUN_1003ef60()
[AI] Determines if the current actor can exit their area, based on state/zone/vehicle.
MxAtomId * g_isleScript
[AI] Node used in hierarchical scene graphs and animation trees. [AI]
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
LegoAnimationManager * AnimationManager()
[AI] Accessor for the animation manager, which controls Lego character/world animation state....
LegoWorld * CurrentWorld()
[AI] Accessor for the currently active LegoWorld instance. [AI]
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
[AI] Contains global script AtomId pointers and utility functions for managing script AtomIds in LEGO...
[AI] Playlist structure representing an indexed list of object IDs with next-item selection strategie...
MxU32 Next()
[AI] Retrieves the object ID at the current position, advances next index according to playlist mode.