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442 lines
17 KiB
Text
Executable file
442 lines
17 KiB
Text
Executable file
===============================================================================
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Universal Doom Map Format Specification v1.1 - 03/29/09
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Written by James "Quasar" Haley - haleyjd@hotmail.com
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Defined with input from:
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CodeImp
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esselfortium
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Graf Zahl
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Kaiser
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SlayeR
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SoM
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et al.
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Copyright (c) 2009 James Haley.
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Permission is granted to copy, distribute and/or modify this document
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under the terms of the GNU Free Documentation License, Version 1.2
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or any later version published by the Free Software Foundation;
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with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
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===============================================================================
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=======================================
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Preface
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=======================================
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The Universal Doom Map Format specification is a collaborative effort to
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create and maintain a cross-port standardized textual representation for Doom
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engine maps.
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The basic UDMF standard contains a superset of the features of all commercial
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Doom engine games, and provides facilities for seamless extension in source
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ports, allowing in-editor access to custom map data which would otherwise be
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squirreled away in external lumps.
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=======================================
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Changes in v1.1
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=======================================
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This is version 1.1 of the UDMF specification, superceding the previous version
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1.0 with the following adjustments:
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* Added Preface.
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* Grammar for identifiers altered to forbid initial numerals.
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* Made use of true/false keywords for boolean-type fields more explicit.
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* Rule added for user-defined fields.
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=======================================
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I. Grammar / Syntax
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=======================================
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translation_unit := global_expr_list
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global_expr_list := global_expr global_expr_list
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global_expr := block | assignment_expr
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block := identifier '{' expr_list '}'
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expr_list := assignment_expr expr_list
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assignment_expr := identifier '=' value ';' | nil
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identifier := [A-Za-z_]+[A-Za-z0-9_]*
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value := integer | float | quoted_string | keyword
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integer := [+-]?[1-9]+[0-9]* | 0[0-9]+ | 0x[0-9A-Fa-f]+
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float := [+-]?[0-9]+'.'[0-9]*([eE][+-]?[0-9]+)?
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quoted_string := "([^"\\]*(\\.[^"\\]*)*)"
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keyword := [^{}();"'\n\t ]+
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Global assignments and named/indexed global blocks are the only top-level
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entities supported. Whitespace is strictly ignored.
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Keywords are currently restricted to the values true and false, which are
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used as the values of all boolean fields.
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Comments are supported as C-style single and multi-line comments:
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// single line comment
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/*
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multi
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line
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comment
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*/
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Multi-line comments may not be nested.
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Implementing editors are not required (but are allowed) to maintain syntactic
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comments when rewriting UDMF map lumps. These comments are provided chiefly for
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hand-writing and debugging purposes.
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Blocks begin with a keyword identifier. An example of a minimally-defined
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entity follows:
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linedef { id = 1; }
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Compliant parsers will ignore all unknown keywords in global assignments,
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block-level assignments, and block headers. Compliant parsers should attempt
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to preserve as much of such information as is possible by using a flexible
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mapping such as hashing.
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For purposes of forward compatibility, user-defined fields are restricted to
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beginning with the string "user_", but are otherwise normal identifiers.
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Implementing editors should not restrict the entry of custom field names to
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those beginning with "user_", however, in order to avoid problems with
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out-of-date configurations.
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Identifiers and keywords are to be treated as case-insensitive.
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A field which specifies "boolean" semantics shall accept keyword value
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true to mean that the field is asserted, and keyword value false to
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mean that the field is unasserted. Keyword values can only be defined in
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this specification, and not by implementing ports. Use quoted strings
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instead.
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Fields which do not appear in a block take on their default value. This
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allows minimal specification. Note that the default values specified by
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UDMF are not necessarily the default values which editors may wish to
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apply to those fields during the creation of new entities during editing.
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Such editing defaults are not part of this specification.
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=======================================
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II. Implementation Semantics
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=======================================
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------------------------------------
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II.A : Storage and Retrieval of Data
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------------------------------------
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Block-defined entities are written and read in top-to-bottom order. For
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example, the following linedefs can be assigned in order to a contiguous
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block of memory serving as the implementing port's lines array:
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linedef { id = 1; }
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linedef { id = 2; }
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linedef { id = 3; }
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linedef { id = 4; }
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Data types:
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For purposes of internal storage:
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---------------------------------
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Integers should be considered signed with a range of at least 32 bits.
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Floating-point numbers should be considered double precision.
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Strings have no reasonable length limitations.
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Hard Data Type Limits
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---------------------
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No limits on number of definitions are defined as part of this specification,
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but implementors may face the need to impose such limitations due to
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restrictions on the amount of memory available, or the amount that can be
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allocated through a single pointer on the host machine or in a private heap
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implementation.
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In the event that a map exceeds such an internal engine limitation, an
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implementing port or editor should not continue to attempt loading the map, as
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doing so could destabilize the program.
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-----------------------------------
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II.B : Storage Within Archive Files
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-----------------------------------
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UDMF maps shall be layed out within the archive directory as follows:
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(HEADER)
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TEXTMAP
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...
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ENDMAP
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(HEADER) = Any lump name from 1 to 8 characters. Serves as the name of the map.
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TEXTMAP = Single UDMF lump containing all data for the map.
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... = Blockmap, reject, BSP tree, and port-specific lumps, if any. The
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format and presence of these resources are not defined by UDMF.
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ENDMAP = Required closing lump.
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Implementing editors and source ports may distinguish a UDMF map from a
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traditional binary map by testing the name of the first directory entry
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following the map header. Implementing resource editors will be capable of
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keeping all lumps for the map, even non-standard ones, together by properly
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scanning for the ENDMAP entry. Non-implementing resource editors will not
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recognize the sequence of lumps as a map, and may thus be less likely to
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interfere with the order or presence of the lumps.
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Use of non-implementing resource editors to manipulate UDMF-map-containing WAD
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files is not recommended, however.
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--------------------------------
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II.C : Implementation Dependence
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--------------------------------
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A port's list of supported non-standard fields must be provided to implementing
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editors, where they can be provided to the end user as controls, as options
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in a dropbox, or through the ability to input any arbitrary
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"identifier = value;" pair in a text box.
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Every UDMF map should contain as the first statement in the file the "namespace"
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identifier statement, which declares the source port implementation relative to
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which this map is to be interpreted.
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Example:
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namespace = "ZDoom";
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Implementing source ports may ignore this information, or they may use it to
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perform automatic runtime translation of maps they would otherwise be unable to
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support.
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Implementing source ports should publicly document the value of the "namespace"
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variable they intend to identify with when establishing support for UDMF, and
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avoid conflicts with existing implementations at all costs.
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The following namespaces are considered reserved for compatibility purposes:
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Doom
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Heretic
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Hexen
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Strife
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The use of one of these namespaces indicates that all line specials, sector
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specials, thing types, and if applicable, thing specials contained in the UDMF
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map conform to the "vanilla" types for the respective gamemode (with an
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exception for Doom) and are therefore 100% compatible with all UDMF
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implementors which support the specified gamemode.
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An exception is made for the "Doom" translation type. It is considered to
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represent the final fork of the v1.9 Doom engine, and therefore it includes
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all line types added in DOOM II. It is also additionally considered to
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include all specials defined in the BOOM and MBF source ports. Implementors
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who support BOOM linedef types can handle these in the normal manner; ports
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which do not support them should zero or otherwise ignore the offending
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specials.
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Documentation of the precise meanings of these standardized namespaces will
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be provided in separate documents.
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This feature is provided in order to facilitate a universal and lossless
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conversion of all existing Doom-engine-game maps to and from UDMF format,
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independent of any implementing ports' specific namespaces.
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=======================================
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III. Standardized Fields
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=======================================
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The UDMF v1.0 specification considers the following fields standard. They must
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be recognized by all implementing ports and editors (support for the features
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they signify is not necessarily required, such as for ports which do not
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implement Hexen support - all fields unknown to a given port should be
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ignored and not treated as an error).
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All boolean fields take the keyword values true and false.
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linedef
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{
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id = <integer>; // ID of line. Interpreted as tag or scripting id.
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// Default = -1. *** see below.
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v1 = <integer>; // Index of first vertex. No valid default.
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v2 = <integer>; // Index of second vertex. No valid default.
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// All flags default to false.
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blocking = <bool>; // true = line blocks things.
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blockmonsters = <bool>; // true = line blocks monsters.
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twosided = <bool>; // true = line is 2S.
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dontpegtop = <bool>; // true = upper texture unpegged.
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dontpegbottom = <bool>; // true = lower texture unpegged.
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secret = <bool>; // true = drawn as 1S on map.
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blocksound = <bool>; // true = blocks sound.
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dontdraw = <bool>; // true = line never drawn on map.
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mapped = <bool>; // true = always appears on map.
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// BOOM passuse flag not supported in Strife/Heretic/Hexen namespaces.
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passuse = <bool>; // true = passes use action.
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// Strife specific flags. Support for other games is not defined by
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// default and these flags should be ignored when reading maps not for
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// the Strife namespace or maps for a port which supports these flags.
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translucent = <bool>; // true = line is a Strife translucent line.
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jumpover = <bool>; // true = line is a Strife railing.
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blockfloaters = <bool>; // true = line is a Strife float-blocker.
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// Note: SPAC flags should be set false in Doom/Heretic/Strife
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// namespace maps. Specials in those games do not support this
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// mechanism and instead imply activation parameters through the
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// special number. All flags default to false.
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playercross = <bool>; // true = player can cross.
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playeruse = <bool>; // true = player can use.
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monstercross = <bool>; // true = monster can cross.
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monsteruse = <bool>; // true = monster can use.
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impact = <bool>; // true = projectile can activate.
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playerpush = <bool>; // true = player can push.
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monsterpush = <bool>; // true = monster can push.
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missilecross = <bool>; // true = projectile can cross.
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repeatspecial = <bool>; // true = repeatable special.
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special = <integer>; // Special. Default = 0.
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arg0 = <integer>; // Argument 0. Default = 0.
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arg1 = <integer>; // Argument 1. Default = 0.
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arg2 = <integer>; // Argument 2. Default = 0.
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arg3 = <integer>; // Argument 3. Default = 0.
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arg4 = <integer>; // Argument 4. Default = 0.
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sidefront = <integer>; // Sidedef 1 index. No valid default.
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sideback = <integer>; // Sidedef 2 index. Default = -1.
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comment = <string>; // A comment. Implementors should attach no special
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// semantic meaning to this field.
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}
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sidedef
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{
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offsetx = <integer>; // X Offset. Default = 0.
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offsety = <integer>; // Y Offset. Default = 0.
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texturetop = <string>; // Upper texture. Default = "-".
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texturebottom = <string>; // Lower texture. Default = "-".
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texturemiddle = <string>; // Middle texture. Default = "-".
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sector = <integer>; // Sector index. No valid default.
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comment = <string>; // A comment. Implementors should attach no special
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// semantic meaning to this field.
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}
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vertex
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{
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x = <float>; // X coordinate. No valid default.
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y = <float>; // Y coordinate. No valid default.
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}
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sector
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{
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heightfloor = <integer>; // Floor height. Default = 0.
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heightceiling = <integer>; // Ceiling height. Default = 0.
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texturefloor = <string>; // Floor flat. No valid default.
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textureceiling = <string>; // Ceiling flat. No valid default.
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lightlevel = <integer>; // Light level. Default = 160.
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special = <integer>; // Sector special. Default = 0.
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id = <integer>; // Sector tag/id. Default = 0.
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comment = <string>; // A comment. Implementors should attach no special
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// semantic meaning to this field.
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}
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thing
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{
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id = <integer>; // Thing ID. Default = 0.
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x = <float>; // X coordinate. No valid default.
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y = <float>; // Y coordinate. No valid default.
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height = <float>; // Z height relative to floor. Default = 0.
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// (Relative to ceiling for SPAWNCEILING items).
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angle = <integer>; // Map angle of thing in degrees. Default = 0 (East).
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type = <integer>; // DoomedNum. No valid default.
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// All flags default to false.
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skill1 = <bool>; // true = in skill 1.
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skill2 = <bool>; // true = in skill 2.
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skill3 = <bool>; // true = in skill 3.
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skill4 = <bool>; // true = in skill 4.
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skill5 = <bool>; // true = in skill 5.
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ambush = <bool>; // true = thing is deaf.
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single = <bool>; // true = in SP mode.
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dm = <bool>; // true = in DM mode.
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coop = <bool>; // true = in Coop.
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// MBF friend flag not supported in Strife/Heretic/Hexen namespaces.
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friend = <bool>; // true = MBF friend.
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// Hexen flags; not supported in Doom/Strife/Heretic namespaces.
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dormant = <bool>; // true = dormant thing.
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class1 = <bool>; // true = Present for pclass 1.
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class2 = <bool>; // true = Present for pclass 2.
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class3 = <bool>; // true = Present for pclass 3.
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// Strife specific flags. Support for other games is not defined by
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// default and these flags should be ignored when reading maps not for
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// the Strife namespace or maps for a port which supports these flags.
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standing = <bool>; // true = Strife NPC flag.
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strifeally = <bool>; // true = Strife ally flag.
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translucent = <bool>; // true = Strife translucency flag.
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invisible = <bool>; // true = Strife invisibility flag.
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// Note: suggested editor defaults for all skill, gamemode, and player
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// class flags is true rather than the UDMF default of false.
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// Thing special semantics are only defined for the Hexen namespace or
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// ports which implement this feature in their own namespace.
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special = <integer>; // Scripting special. Default = 0;
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arg0 = <integer>; // Argument 0. Default = 0.
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arg1 = <integer>; // Argument 1. Default = 0.
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arg2 = <integer>; // Argument 2. Default = 0.
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arg3 = <integer>; // Argument 3. Default = 0.
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arg4 = <integer>; // Argument 4. Default = 0.
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comment = <string>; // A comment. Implementors should attach no special
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// semantic meaning to this field.
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}
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*** Tag / ID Behavior for Map Conversion:
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Unlike traditional Doom maps UDMF makes a clear distinction between a line's
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ID and the parameter which identifies the object the line's special is
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supposed to affect.
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The id will be used to identify this line, and arg0 will be used to identify
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the line or sector that this line is to affect or otherwise reference, i.e.
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it is effectively a parameter to the line's special.
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Boom used the linedef's tag for both due to lack of other options so in
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order to ensure compatibility any map converter converting maps for the
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Doom/Heretic/Strife namespaces must store the linedef's tag field as both
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the id and as arg0 in each line. The default value of the id field under
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these namespaces is defined as 0 rather than -1.
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Since UDMF provides a line id field, the Hexen line special #121
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(Line_SetIdentification) is obsolete. When converting maps to UDMF under
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Hexen namespace, special 121 should be written as zero, and the arg0 of
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the binary linedef should be written as the id field of the UDMF line.
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The arg0 value of the UDMF line should also then be set to zero.
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===============================================================================
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EOF
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===============================================================================
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