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DOCUMENTATION.md
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# Documentation
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## Nomenclature
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- **Script**: SI File (it appears they wanted to use SI much more as actual scripts, but ended up hard-coding almost everything)
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- **Action**: Mostly media file inside SI
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## Classes
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### MxAtom
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Key (string) / Value (U16) pair.
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Inc()
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Dec()
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### MxAtomId
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String with lookup method (upper case/lower case/exact). Used for IDs.
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MxOmni holds an AtomSet that contains MxAtoms for every MxAtom ID created + a counter of how many instances exists.
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### MxString
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Typical string class with utility functions.
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### MxCore
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Virtual base class.
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Tickle()
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Notifiy(MyParam)
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GetId()
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ClassName()
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IsA()
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Checks ALL parents.
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### MxDSObject : MxCore
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Base Object for extracted objects from SI files.
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Adds AtomId, ObjectId, Type, Flags, ObjectName and SourceName as well as a Deserialize method.
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Deserializes SourceName and ObjectName. It also saves the flags provided as a param.
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Also provides DeserializeDSObjectDispatch which deserializes an MxOb chunk into the corresponding MxDSObject child.
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### MxDSAction : MxDSObject
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Deserializes Flags (ignores param), StartTime, Duration, LoopCount, Location (Vec3), Direction (Vec3) and Up (Vec3).
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Also if extra is available it appends it to ExtraData.
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### MxDSMediaAction : MxDSAction
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Deserializes MediaSrcPath, two U32 into an unknown struct, FramesPerSecond, MediaFormat, PaletteManagement, SustainTime.
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### MxDSMultiAction : MxDSAction
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Deserializes multiple chunks? into MxDSActions using DeserializeDSObjectDispatch
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### MxDSParallelAction : MxDSMultiAction
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Just a rename from MxDSMultiAction.
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### MxDSSelectAction : MxDSParallelAction
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Deserializes Unknown0x9c, checks if it starts with "RANDOM_" and if so, parses the number after "RANDOM_", gets a number from 0 to number. If not reads a string and saves it in the VariableTable.
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Then reads a list of strings (presumably numbers) into a list. Then reads the same number of chunks into objects (Actions), chooses nth one where N is the index of the string that equals to the random number.
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### MxDSSound : MxDSMediaAction
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Deserializes a volume.
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### MxVariableTable : MxHashTable<MxVariable*>
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MxOmni holds a VariableTable that is just a key/value store string/string.
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### LegoBuildingManager : MxCore
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#### CreateBuilding()
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### MxEntity : MxCore
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Adds EntityId (S32) and AtomID (MxAtomId).
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### LegoEntity : MxEntity
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Adds WorldDirection, WorldUp, WorldPostion, WorldSpeed, ROI, CameraFlag, Flags,
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Virtual methods:
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ClickSound(bool)
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ClickAnimation()
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SwitchVariant()
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SwitchSound()
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SwitchMove()
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SwitchColor(LegoROI*)
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SwitchMood()
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#### ParseAction(char*)
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Parses a string like ""ACTION:<action>; <filename>; <entity-id>"
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If action is not 7 (e_exit), it stores the filename into m_siFile, and if the action is not 6 (e_run) it stores the ID into m_targetEntityId.
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### ROI
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Has LODlist (a list of LODObject), Visibility and ROIList (a list of ROI-pointers, via CompoundObject).
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Provides (deleted) functions for world velocity, bounding box and bounding sphere.
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### OrientableROI : ROI
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Adds Local2World 4x4-matrix, WorldBoundingBox (and WorldBoundingSphere), WorldVelocity, ParentROI (another OrientableROI).
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Also has an unknown bounding box and u32. The u32 can be enabled/disabled which either sets bit 1 and 3 or clears only bit 1.
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WorldUp, WorldDirection and WorldPosition are within `local2world`'s second, third and forth row.
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### ViewROI : OrientableROI
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Adds Geometry saved withing a Tgl::Group and Unknown int.
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Uses the lod list with its own type ViewLODList (ref counted).
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### LegoROI : ViewROI
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Adds Name, Entity, BoundingSphere. Provides functions to color/texture every lod (also based on global handlers).
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### LegoWorld : LegoEntity
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#### PlaceActor(...)
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Goes through all controllers in m_controllerList and calls PlaceActor().
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### LegoActor : LegoEntity
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Adds Controller (LegoPathController*), Boundary, CollideBox, LastTime, ActorTime
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Has UserNavFlag which presumably defines if user controls this character. Also has an ActorState:
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```
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enum ActorState {
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// States
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c_initial = 0,
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c_one = 1,
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c_two = 2,
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c_three = 3,
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c_disabled = 4`
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c_maxState = 255,
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// Flags
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c_noCollide = 0x100
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}
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```
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UpdatePlane(LegoNamedPlane&)
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PlaceActor(LegoNamedPlane&)
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#### ParseAction(char*)
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Parses a string like ""ATTACH_CAMERA: location direction up", "SPEED speed", "SOUND sound" , "MUTE" and "VISIBILITY". Saves it into the corresponding member.
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### LegoPathController : MxCore
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Has PathBoundary (LegoPathBoundary*)
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#### PlaceActor(LegoPathActor*)
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Removes actor from current controller, and set it to this.
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#### PlaceActor(LegoPathActor*, LegoAnimPresenter*, ...)
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Removes actor from current controller, does through all boundaries, goes through all presenters of them
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### LegoEdge
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Has FaceA (LegoWEEdge*), FaceB (LegoWEEdge*), PointA (Vector3), PointB (Vector3). Also utility functions like CWVertex (LegoWEEdge&), CCWVertex (LegoWEEdge&), GetClockwiseEdge(LegoWEEdge&) and GetCounterclockwiseEdge(LegoWEEdge&).
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### LegoUnknown100db7f4 : LegoEdge
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Adds Flags, a Mx3DPointFloat and a float and some utility functions like DistanceToMidpoint.
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### LegoWEEdge
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Has Edges (LegoUnknown100db7f4*)
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### LegoWEGEdge : LegoWEEdge
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Adds EdgeNormal, Flags and other lots of other stuff.
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### LegoPathBoundary : LegoWEGEdge
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Has actors and presenters.
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### LegoNamedPlane
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Has Name (char*), Position, Direction and Up. Can be serialized.
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### LegoPathActor : LegoActor
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### Mx3DPointFloat : Vector3
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Just a Vector3, doesn't add much.
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## Global Functions
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### KeyValueStringParse(char* p_output, const char* p_command, const char* p_string)
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The function KeyValueStringParse searches a text (p_string) for a keyword (p_command).
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If it finds the keyword, it copies the value immediately after that keyword into p_output.
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It returns TRUE if it found the keyword, otherwise FALSE.
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Example:
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p_string = "foo:123, bar:456, baz:789"
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p_command = "bar"
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Result:
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p_output = "456"
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Return value: TRUE
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