===============================================================================
Universal Doom Map Format ZDoom extensions v1.15 - 14.12.2010


    Copyright (c) 2008 Christoph Oelckers.
    Permission is granted to copy, distribute and/or modify this document
    under the terms of the GNU Free Documentation License, Version 1.2
    or any later version published by the Free Software Foundation;
    with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
    
===============================================================================

This document discusses only the additions ZDoom makes to the UDMF 
specification.

=======================================
I. Grammar / Syntax
=======================================

    No changes.

=======================================
II. Implementation Semantics
=======================================

------------------------------------
II.A : Storage and Retrieval of Data
------------------------------------

Any TEXTMAP lump in the described namespaces must be encoded in ISO 8859-1 which
as of this writing is the only character encoding supported by ZDoom.

-----------------------------------
II.B : Storage Within Archive Files
-----------------------------------

In addition to the base specification ZDoom recognizes the following lumps
between the TEXTMAP and ENDMAP lumps:

    BEHAVIOR = contains compiled ACS code
    DIALOGUE = contains compiled Strife or USDF conversation scripts.
    ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed
                    but deprecated for portability reasons.)
    BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps.
    REJECT = reject table. Recommended use is for special effects only.
    
    Lumps starting with 'SCRIPT' are guaranteed to be ignored by ZDoom so they
    can be used to store ACS and dialogue script sources.
    
--------------------------------
II.C : Implementation Dependence
--------------------------------

ZDoom supports all namespaces defined in the base specification and adds two new
ones:
    "ZDoom"
    "ZDoomTranslated"
    
The only difference between these two namespaces is how line, thing and sector
specials are handled:

'ZDoom' uses Hexen type specials which are ZDoom's native implementation.

'ZDoomTranslated' uses Doom-type specials. Such maps have to be processed by
a special translator. A special translator is a text lump that defines how
Doom-format specials are translated into Hexen-format specials. By default
each game defines its own translation table but these can be overridden in
MAPINFO. It is the mapper's responsibility to choose the correct translation
table for a map.


=======================================
III. Standardized Fields
=======================================

ZDoom's namespaces implement all fields from the standard, regardless of
any restrictions mentioned in the spec.
In particular, the 'ZDoomTranslated' namespaces implements thing specials.
These will ignore the implicit trigger type and triggering semantics are the
same as for native maps.
The only field not fully supported is the thing's 'friend' field. ZDoom does
not offer MBF's friendly monster implementation and will remap any use of this
field to 'strifeally', even for the 'Doom' namespace.

In addition to the standard fields, ZDoom defines the following:
Note: All <bool> fields default to false unless mentioned otherwise.

   vertex
   {
      zfloor = <float>;         // Floor height at this vertex. Only applies to triangular sectors
      zceiling = <float>;       // Ceiling height at this vertex. Only applies to triangular sectors
   }

   linedef
   {
      alpha = <float>;            // Translucency of this line, default is 1.0
      renderstyle = <string>;     // Render style, can be "translucent" or "add",
                                  // default is "translucent".
      playeruseback = <bool> ;    // New SPAC flag, true = player can use from back side.
      anycross = <bool>;          // New SPAC flag, true = any non-projectile 
                                  // crossing will trigger this line
      monsteractivate = <bool>;   // Monsters can trigger this line.
                                  // For compatibility only because this flag's 
                                  // semantics can not be fully reproduced with
                                  // explicit trigger flags.
      blockplayers = <bool>;      // Line blocks players' movement.
      blockeverything = <bool>;   // Line blocks everything.
      firstsideonly = <bool>;     // Line can only be triggered from the front side.
      zoneboundary = <bool>;      // Line is a boundary for sound reverb zones.
      clipmidtex = <bool>;        // Line's mid textures are clipped to floor and ceiling.
      wrapmidtex = <bool>;        // Line's mid textures are wrapped.
      midtex3d = <bool>;          // Actors can walk on mid texture.
      midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
                                  // texture to behave like an impassible line (projectiles
                                  // pass through it).
      checkswitchrange = <bool>;  // Switches can only be activated when vertically reachable.
      blockprojectiles = <bool>;  // Line blocks all projectiles
      blockuse = <bool>;          // Line blocks all use actions
      blocksight = <bool>;        // Line blocks monster line of sight
      blockhitscan = <bool>;      // Line blocks hitscan attacks
      locknumber = <int>;         // Line special is locked
      arg0str = <string>;         // Alternate string-based version of arg0
	  moreids = <string>;         // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")

      transparent   = <bool>; // true = line is a Strife transparent line (alpha 0.25)

      * Note about arg0str

      For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
      will be used as the name of the script to execute, and arg0 will be ignored.
   }

   sidedef
   {
      scalex_top = <float>;    // X scale for upper texture, Default = 1.0.
      scaley_top = <float>;    // y scale for upper texture, Default = 1.0.
      scalex_mid = <float>;    // X scale for mid texture, Default = 1.0.
      scaley_mid = <float>;    // y scale for mid texture, Default = 1.0.
      scalex_bottom = <float>; // X scale for lower texture, Default = 1.0.
      scaley_bottom = <float>; // y scale for lower texture, Default = 1.0.
      offsetx_top = <float>;    // X offset for upper texture, Default = 0.0.
      offsety_top = <float>;    // y offset for upper texture, Default = 0.0.
      offsetx_mid = <float>;    // X offset for mid texture, Default = 0.0.
      offsety_mid = <float>;    // y offset for mid texture, Default = 0.0.
      offsetx_bottom = <float>; // X offset for lower texture, Default = 0.0.
      offsety_bottom = <float>; // y offset for lower texture, Default = 0.0.
                                // When global texture offsets are used they will
                                // be added on top of these values.
      light = <integer>;        // This side's light level. Default is 0.
      lightabsolute = <bool>;   // true = 'light' is an absolute value. Default is 
                                // relative to the owning sector's light level.
      lightfog = <bool>;        // true = This side's relative lighting is used even in
                                // foggy sectors. Default is to disable relative
                                // lighting in foggy sectors.
      nofakecontrast = <bool>;  // Disables use of fake contrast on this sidedef.
      smoothlighting = <bool>;  // Use smooth fake contrast.
      clipmidtex = <bool>;      // Side's mid textures are clipped to floor and ceiling.
      wrapmidtex = <bool>;      // Side's mid textures are wrapped.
      nodecals = <bool>;        // Disables decals on the sidedef.
   }

   sector
   {
      xpanningfloor = <float>;        // X texture offset of floor texture, Default = 0.0.
      ypanningfloor = <float>;        // Y texture offset of floor texture, Default = 0.0.
      xpanningceiling = <float>;      // X texture offset of ceiling texture, Default = 0.0.
      ypanningceiling = <float>;      // Y texture offset of ceiling texture, Default = 0.0.
      xscalefloor = <float>;          // X texture scale of floor texture, Default = 1.0.
      yscalefloor = <float>;          // Y texture scale of floor texture, Default = 1.0.
      xscaleceiling = <float>;        // X texture scale of ceiling texture, Default = 1.0.
      yscaleceiling = <float>;        // Y texture scale of ceiling texture, Default = 1.0.
      rotationfloor = <float>;        // Rotation of floor texture in degrees, Default = 0.0.
      rotationceiling = <float>;      // Rotation of ceiling texture in degrees, Default = 0.0.
	  ceilingplane_a = <float>;       // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
	  ceilingplane_b = <float>;       // 'heightceiling' will still be used to calculate texture alignment.
	  ceilingplane_c = <float>;       // The plane equation will only be used if all 4 values are given.
	  ceilingplane_d = <float>;
	  floorplane_a = <float>;         // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
	  floorplane_b = <float>;         // 'heightfloor' will still be used to calculate texture alignment.
	  floorplane_c = <float>;         // The plane equation will only be used if all 4 values are given.
	  floorplane_d = <float>;
      lightfloor = <integer>;         // The floor's light level. Default is 0.
      lightceiling = <integer>;       // The ceiling's light level. Default is 0.
      lightfloorabsolute = <bool>;    // true = 'lightfloor' is an absolute value. Default is 
                                      // relative to the owning sector's light level.
      lightceilingabsolute = <bool>;  // true = 'lightceiling' is an absolute value. Default is 
                                      // relative to the owning sector's light level.
      alphafloor = <float>;           // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
      alphaceiling = <float>;         // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
      renderstylefloor = <string>;    // floor plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
                                      // can be "translucent" or "add", default is "translucent".
      renderstyleceiling = <string>;  // ceiling plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
                                      // can be "translucent" or "add", default is "translucent".
      gravity = <float>;              // Sector's gravity. Default is 1.0.
      lightcolor = <integer>;         // Sector's light color as RRGGBB value, default = 0xffffff.
      fadecolor = <integer>;          // Sector's fog color as RRGGBB value, default = 0x000000.
      desaturation = <float>;         // Color desaturation factor. 0 = none, 1 = full, default = 0.
      silent = <bool>;                // Actors in this sector make no sound,
      nofallingdamage = <bool>;		  // Falling damage is disabled in this sector
      dropactors = <bool>;            // Actors drop with instantly moving floors (*)
      norespawn = <bool>;             // Players can not respawn in this sector
      soundsequence = <string>;       // The sound sequence to play when this sector moves. Placing a
                                      // sound sequence thing in the sector will override this property.
      hidden = <bool>;                // if true this sector will not be drawn on the textured automap.
      waterzone = <bool>;             // Sector is under water and swimmable
      moreids = <string>;             // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
      damageamount = <int>;           // Amount of damage inflicted by this sector, default = 0. If this is 0, all other damage properties will be ignored.
                                      // Setting damage through these properties will override any damage set through 'special'.
                                      // Setting damageamount to a negative value will create a healing sector.
      damagetype = <string>;          // Damage type for sector damage, Default = "None". (generic damage)
      damageinterval = <int>;         // Interval in tics between damage application, default = 32.
      leakiness = <int>;              // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
      damageterraineffect = <bool>;   // Will spawn a terrain splash when damage is inflicted. Default = false.
      damagehazard = <bool>;          // Changes damage model to Strife's delayed damage for the given sector. Default = false.
      floorterrain = <string>;        // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
      ceilingterrain = <string>;      // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
	  floor_reflect = <float>;        // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
	  ceiling_reflect = <float>;      // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
	  floorglowcolor = <integer>;     // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
	  floorglowheight = <float>;      // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
	  ceilingglowcolor = <integer>;   // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
	  ceilingglowheight = <float>;    // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
	  fogdensity = <integer>;         // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
	                                  // 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
	                                  // a light level of 0.

      portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
      portal_ceil_disabled = <bool>   // ceiling portal disabled.
      portal_ceil_nopass = <bool>     // ceiling portal blocks movement if true.
      portal_ceil_norender = <bool>   // ceiling portal not rendered.
      portal_ceil_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
      portal_floor_blocksound = <bool> // floor portal blocks sound.
      portal_floor_disabled = <bool>   // floor portal disabled.
      portal_floor_nopass = <bool>     // ceiling portal blocks movement if true.
      portal_floor_norender = <bool>   // ceiling portal not rendered.
      portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
	  
      
      * Note about dropactors

      The spec requires this to be false by default. Currently, however, ZDoom assumes this to be true
      for Doom format maps so any map converter converting to the ZDoomTranslated namespace should
      set this flag for each tagged sector.

   }

   thing
   {
      skill# = <bool>			// Unlike the base spec, # can range from 1-16.
      class# = <bool>			// Unlike the base spec, # can range from 1-16.
      conversation = <int>		// Assigns a conversation dialogue to this thing.
                                // Parameter is the conversation ID, 0 meaning none.
      countsecret = <bool>;     // Picking up this actor counts as a secret.
      arg0str = <string>;       // Alternate string-based version of arg0
	  gravity = <float>;		// Set per-actor gravity. Positive values are multiplied with the class's property, 
	                            // negative values are used as their absolute. Default = 1.0.
								
	  health = <int>;			// Set per-actor health. Positive values are multiplied with the class's property,
								// negative values are used as their absolute. Default = 1.
								
	  renderstyle = <string>;	// Set per-actor render style, overriding the class default. Possible values can be "normal",
								// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil", 
								// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow". 
								// Default is an empty string for no change.
	  fillcolor = <integer>;    // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
	  alpha = <float>;          // Translucency of this actor (if applicable to renderstyle), default is 1.0.
	  score = <int>;			// Score value of this actor, overriding the class default if not null. Default = 0.
      pitch = <integer>; 		// Pitch of thing in degrees. Default = 0 (horizontal).
      roll = <integer>; 		// Pitch of thing in degrees. Default = 0 (horizontal).
	  scalex = <float>;         // Vertical scaling on thing. Default = 0 (ignored).
	  scaley = <float>;         // Horizontal scaling on thing. Default = 0 (ignored).
	  scale = <float>;        	// Vertical and horizontal scaling on thing. Default = 0 (ignored).
	  floatbobphase = <int>;	// Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).

      * Note about arg0str

      For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
      will be used as the name of the script to execute, and arg0 will be ignored.
   }



*** Special notes for map format conversions:

   Setting the line's ID via special is not supported so any special using
   this option must be converted to use the line's ID field instead.
   Unless mentioned differently the arg being used to define the line ID
   should be set to 0.
   The following line specials are affected:

   121: Line_SetIdentification, arg 0
   208: TranslucentLine, arg0 (arg0 must be preserved)
     1: Polyobj_StartLine, arg3
     5: Polyobj_ExplicitLine, arg4
   181: Plane_Align, arg2
   215: Teleport_Line, arg0
   222: Scroll_Texture_Model, arg0 (arg0 must be preserved)
   160: Sector_3DFloor, arg4 (both uses as high-byte of tag and line ID are not supported in UDMF and must be remapped)

   Some specials also allow setting the extended flags. These must also be
   converted to explicitly setting the flags through the defined map fields.
   This affects the following specials:

   121: Line_SetIdentification, arg1
   208: TranslucentLine, arg3

   These args are to be converted as follows to flags, bit by bit:

   Bit 0 (Value   1): zoneboundary
   Bit 1 (Value   2): jumpover
   Bit 2 (Value   4): blockfloaters
   Bit 3 (Value   8): clipmidtex
   Bit 4 (Value  16): wrapmidtex
   Bit 5 (Value  32): midtex3d
   Bit 6 (Value  64): checkswitchrange
   Bit 7 (Value 128): firstsideonly

   When used in special 208 this arg should be cleared afterward.

   Special 121 is not being used by UDMF maps in ZDoom and should be completely
   deleted after conversion.


=======================================
Changelog
=======================================

1.1: 27.05.2008
Changed default light mode for sectors and sidedefs to relative and renamed
associated properties to avoid having a non-intuitive standard value for the
light field.
Added 'nofakecontrast' option to sidedefs.

1.2 21.08.2008
Added smooth lighting option to linedefs

1.3 12.12.2008
Added NoRespawn sector flag
Fixed lightfloor and lightceiling properties for sectors. They are of type 
integer, not float

1.4 27.01.2009
Changed description of class and skill thing flags to avoid the impression that
this uses array syntax. No functional changes

1.5 22.02.2009
Added blockprojectiles to lines and firstsideonly to conversion notes

1.6 28.04.2009
Added blockuse line flag.

1.7 07.06.2009
Added sidedef scaling properties and side specific clipmidtex and wrapmidtex.

1.8 16.07.2009
Added NoDecals sidedef option
Fixed conversion specifications for TranslucentLine special.

1.9 17.04.2010
Changed node specifications to deprecate compression of node lump.

1.10 25.04.2010
Added 'playeruseback' line trigger flag.

1.11 07.08.2010
Added 'soundsequence' sector property.

1.12 22.08.2010
Added 'conversation' thing property.

1.13 29.08.2010
Added 'hidden' sector property.

1.14 19.09.2010
Added 'countsecret' actor property.

1.15 14.12.2010
Added vertex floor and ceiling height properties

1.16 23.01.2011
Added alphaceiling and alphafloor sector properties
Added blocksight linedef flag
Removed remarks of 8 being the maximum number of player classes/skill levels the menu can handle so the spec now properly lists 16 as limit.

1.17 12.02.2011
Added renderstyleceiling and renderstylefloor sector properties
Added Sector_Set3DFloor to list of specials that need to be handled for line ID remapping

1.18 17.02.2012
Added arg0str linedef property.
Standardized whitespace.

1.19 24.02.2012
Added back locknumber property.

1.20 25.02.2012
Added arg0str thing property.

1.21 09.08.2013
Added waterzone sector property.

1.22 12.04.2014
Added transparent line property (to be folded back to core UDMF standard), and health, score, renderstyle, fillcolor, alpha, scale, scalex, scaley, pitch and roll thing properties.

1.24 14.05.2014
Added plane equations for sector slopes. (Please read carefully to ensure proper use!)
Changed language describing the DIALOGUE lump to mention USDF as an option.

1.25 19.04.2015
Added 'moreids' for linedefs and sectors.

1.26 05.01.2016
added clarification about character encoding
added sector damage properties.

1.27 05.01.2016
floor_reflect and ceiling_reflect.

===============================================================================
EOF
===============================================================================
