mirror of
https://github.com/isledecomp/isle.git
synced 2026-01-13 03:31:15 +00:00
418 lines
15 KiB
TypeScript
418 lines
15 KiB
TypeScript
import fs from "node:fs/promises";
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import path from "node:path";
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import { config } from "dotenv";
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import OpenAI from "openai";
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import pLimit from "p-limit";
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config();
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const client = new OpenAI({ apiKey: process.env.OPENAI_API_KEY });
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const getSkeleton = async (header: string, source: string): Promise<string> => {
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const response = await client.responses.create({
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model: "gpt-4.1",
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instructions: `You will receive the code of a header and source file. Add Doxygen annotations to it.
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Use the documentation and source files to understand what every class, member, method and function does. Add detailed explanations for everything in the annotations.
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- Prefix everything you add with "[AI]" so that we can validate it later
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- If there are already comment or annotations, add them to your annotations.
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- Ignore the cpp and reference files. They only there for you to give you some context for the annotations.
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- Don't add generic annotations that are not helpful. For example, if the function is getPosition, don't add an annotation like "Gets the position"
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- If you encounter a class/method or member that is unknown (e.g. m_unk0x10, FUN_10001510 etc.) and you know what it is or does, add a "[AI_SUGGESTED_NAME: <name>]" in the annotations to it.
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- Only return the annotated header file, nothing else. Do NOT return the source file. Do NOT put it into a \`\`\` markdown code block.
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I will now give you a rough documentation of the codebase to use as a reference:
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# Documentation
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This codebase is a decompilation of the 1997 game LEGO Island and implements the game's rendering, user input, game logic, and resource management. It uses a combination of custom C++ classes and the Microsoft DirectX 5 API for 3D graphics and sound.
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## Terminology and Core Concepts:
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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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* **ROI (Real-time Object Instance):** The base class for any object that can be placed in the 3D world. It handles visibility, world bounding volumes (bounding box and sphere), intrinsic importance (for LOD), and contains a list of LOD objects.
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* **Mx (Mindscape):** Prefix for general utility classes provided by Mindscape, the game developer, like \`MxString\`, \`MxMatrix\`, \`MxList\`, etc.
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* **Omni:** Name of the engine.
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## Basic Architecture:
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The code follows a component-based architecture, with separate modules for rendering, input, game logic, and resource management. The \`LegoOmni\` class acts as the central hub, coordinating the different subsystems.
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The code uses a combination of event-driven programming (for input and notifications) and a tick-based update loop (for game logic and animation). It makes heavy use of the retained mode features of Direct3DRM for scene management.
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## Core Concepts
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### Tickling
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MxCore objects can be registered to be tickled by the MxTickleManager. This is used to update them in a set interval. This is used for loading the next frame of a video, update 3D sound positions and more.
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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 MxAtomId created + a counter of how many instances exists (purpose unclear).
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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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Notify(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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### MxTickleManager : MxCore
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Holds a list of MxTickleClient*. Goes though them on Tickle() and calls Tickle() if interval time has passed.
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### MxTickleClient
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Holds a MxCore*, Interval, LastUpdateTime and Flags (only used for TICKLE_MANAGER_FLAG_DESTROY?).
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### IsleApp
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Main class and the entry point of the game.
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### MxOmni
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#### Start(MxDSAction*)
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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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### MxDSObjectAction : MxDSMediaAction
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Adds nothing.
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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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### MxPresenter : MxCore
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Abstract base class for all presenters. Separates the tickle down to ReadyTickle(), StartingTickle(), StreamingTickle(), RepeatingTickle(), FreezingTickle() and DoneTickle()
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Similar to DeserializeDSObjectDispatch, there is a PresenterNameDispatch() that reads the media format (" FLC", " SMK", " MID", " WAV") and returns the corresponding HandlerClassName().
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### MxMediaPresenter : MxPresenter
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Hold a MxDSSubscriber* and reads data from it on the tickles.
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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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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*) a set of actors and many other things. Presumably it controls the movement of actors along paths.
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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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### LegoPathActor : LegoActor
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### MxStreamer : MxCore
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MxMisc holds a MxStreamer singleton. Also holds a list of MxStreamController.
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#### Open(const char*, MxU16 p_lookupType)
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Creates and calls Open() on a MxDiskStreamController or MxRAMStreamController depending on lookupType if not already exists.
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### MxDSSubscriber : MxCore
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#### Create(MxStreamController* p_controller, MxU32 p_objectId, MxS16 p_unk0x48)
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Calls MxStreamController::AddSubscriber() and sets some properties on itself.
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### MxStreamController : MxCore
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Holds a list of subscriber.
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#### AddSubscriber(MxDSSubscriber*)
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Puts it into the subscriber list.
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#### Open(const char* p_filename)
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Removes "<letter>:" and ".SI" from filename and stores it in m_atom.
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### MxRAMStreamController : MxStreamController
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Holds an MxDSBuffer.
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### MxDSBuffer : MxCore
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### MxStreamProvider : MxCore
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Abstract base class. Holds an MxDSFile.
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### MxRAMStreamProvider : MxStreamProvider
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#### SetResourceToGet(MxStreamController*)
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Gets the stream controllers Atom, adds ".SI". Tries to load it first from HDD and then from disk. Sets BufferSize to MxDSFile.BufferSize. Then reads the entire file into m_pContentsOfFile.
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#### MxU32 ReadData(MxU8* p_buffer, MxU32 p_size)
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Return total size of MxOb. Rearranged p_buffer so that split chunks are merged.
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### MxDSStreamingAction : MxDSAction
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Mostly unknown.
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### MxDiskStreamProvider : MxStreamProvider
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Holds a list of MxDSStreamingAction.
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#### SetResourceToGet(MxStreamController*)
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Gets the stream controllers Atom, adds ".SI". Tries to load it first from HDD and then from disk. Then starts a MxDiskStreamProviderThread with target this.
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#### MxDiskStreamProvider::WaitForWorkToComplete()
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Called by the thread. Run indefinitely until object is destroyed. Streams data, code mostly unknown.
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### MxThread
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Abstract base class for threads. Starts and manages one. Has abstract Run() method.
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### MxDiskStreamProviderThread : MxThread
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Calls MxDiskStreamProvider::WaitForWorkToComplete.
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### MxDSChunk : MxCore
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Holds Flags, ObjectId, Time, Data (U8*) and Length. Also some static utility functions.
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### MxDSSource : MxCore
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Holds a buffer, length and position and offers abstract function to read and write.
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### MxDSFile : MxDSSource
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Presumably this represents an SI file. Holds a MXIOINFO and on Open() opens m_filename and starts reading the starting chunks ("OMNI" etc.) also checks SI version (2.2). Then it reads the length of the MxOf chunk and puts it into m_pBuffer from parent class.
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Also holds the header chunk as ChunkHeader. GetBufferSize() returns the buffer size from the header.
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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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Adds 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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### LegoStorage
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Abstract base class for a file-file object with positioning, reading/writing basic data types etc.
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### LegoMemory : LegoStorage
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LegoStorage operating on a U8 pointer.
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### LegoFile : LegoStorage
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LegoStorage operating on a File.
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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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Return just the annotated header file, nothing else. Do NOT return the source file. Do NOT put it into a \`\`\` markdown code block.
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Here are some relevant source and header files. They are just a reference for you to better understand the code:`,
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input: `Header: ${header}
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Source: $source
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Now return just the annotated header file, nothing else. Do NOT return the source file. Do NOT put it into a \`\`\` markdown code block.`,
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});
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return response.output_text;
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};
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const extensions = new Set([".h", ".hpp", ".hh", ".hxx"]);
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const walk = async (dir: string, acc: string[] = []): Promise<string[]> => {
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const entries = await fs.readdir(dir, { withFileTypes: true });
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for (const e of entries) {
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const p = path.join(dir, e.name);
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if (p.includes(`${path.sep}skeleton${path.sep}`)) {
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continue;
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}
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if (e.isDirectory()) {
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await walk(p, acc);
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} else {
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if (extensions.has(path.extname(e.name))) {
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acc.push(p);
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}
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}
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}
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return acc;
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};
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const exists = async (p: string): Promise<boolean> => {
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try {
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await fs.access(p);
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return true;
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} catch {
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return false;
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}
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};
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const ensureDir = async (dir: string): Promise<void> => {
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await fs.mkdir(dir, { recursive: true });
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};
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const handle = async (
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n: number,
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h: string,
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total: number,
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root: string,
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outRoot: string,
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): Promise<void> => {
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let s = `${h.slice(0, -path.extname(h).length)}.cpp`;
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if (!(await exists(s))) {
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const rel = path.relative(root, h);
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const parts = rel.split(path.sep);
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const idx = parts.indexOf("include");
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if (idx !== -1) {
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parts[idx] = "source";
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s = `${path.join(root, ...parts)}.cpp`;
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}
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}
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if (!(await exists(s))) {
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const base = `${path.basename(h, path.extname(h))}.cpp`;
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const all = await walk(root);
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const match = all.find((p) => path.basename(p) === base);
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if (match) {
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s = match;
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}
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}
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if (!(await exists(s))) {
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return;
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}
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const relH = path.relative(root, h);
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const oh = path.join(outRoot, relH);
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await ensureDir(path.dirname(oh));
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if (!(await exists(oh))) {
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const skeleton = await getSkeleton(
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await fs.readFile(h, "utf8"),
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await fs.readFile(s, "utf8"),
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);
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await fs.writeFile(oh, skeleton);
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}
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const relS = path.relative(root, s);
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const os = path.join(outRoot, relS);
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await ensureDir(path.dirname(os));
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if (!(await exists(os))) {
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await fs.copyFile(s, os);
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}
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console.log(`processed ${n}/${total}`);
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};
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const main = async (): Promise<void> => {
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const root = process.cwd();
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const outRoot = path.join(root, "skeleton");
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const headers = await walk(root);
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const total = headers.length;
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const limit = pLimit(1);
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await Promise.all(
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headers.map((h, i) => limit(() => handle(i + 1, h, total, root, outRoot))),
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);
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};
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main();
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