/* ** g_level.cpp ** Parses MAPINFO ** **--------------------------------------------------------------------------- ** Copyright 1998-2016 Randy Heit ** Copyright 2009-2021 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include "mapinfo.h" #include "g_mapinfo.h" #include "filesystem.h" #include "cmdlib.h" #include "v_video.h" #include "gi.h" #include "gstrings.h" #include "autosegs.h" #include "i_system.h" #include "gamecontrol.h" #include "coreactor.h" #include "texinfo.h" #include "buildtiles.h" extern TArray clusters; extern TArray volumes; extern TArray> mapList; // must be allocated as pointers because it can whack the currentlLevel pointer if this was a flat array. static MapRecord TheDefaultLevelInfo; static ClusterDef TheDefaultClusterInfo; TArray ParsedLumps(8); //========================================================================== // // //========================================================================== void FMapInfoParser::ParseOpenBrace() { sc.MustGetStringName("{"); sc.SetCMode(true); } //========================================================================== // // //========================================================================== bool FMapInfoParser::ParseCloseBrace() { return sc.Compare("}"); } //========================================================================== // // //========================================================================== bool FMapInfoParser::CheckAssign() { return sc.CheckString("="); } //========================================================================== // // //========================================================================== void FMapInfoParser::ParseAssign() { sc.MustGetStringName("="); } //========================================================================== // // //========================================================================== void FMapInfoParser::MustParseAssign() { sc.MustGetStringName("="); } //========================================================================== // // //========================================================================== void FMapInfoParser::ParseComma() { sc.MustGetStringName(","); } //========================================================================== // // //========================================================================== bool FMapInfoParser::CheckNumber() { if (sc.CheckString(",")) { sc.MustGetNumber(); return true; } return false; } //========================================================================== // // //========================================================================== bool FMapInfoParser::CheckFloat() { if (sc.CheckString(",")) { sc.MustGetFloat(); return true; } return false; } //========================================================================== // // skips an entire parameter list that's separated by commas // //========================================================================== void FMapInfoParser::SkipToNext() { if (sc.CheckString("=")) { do { sc.MustGetString(); } while (sc.CheckString(",")); } } //========================================================================== // // checks if the current block was properly terminated // //========================================================================== void FMapInfoParser::CheckEndOfFile(const char *block) { if (sc.End) { sc.ScriptError("Unexpected end of file in %s definition", block); } } //========================================================================== // // ParseLookupname // //========================================================================== bool FMapInfoParser::ParseLookupName(FString &dest) { sc.MustGetString(); dest = sc.String; return true; } //========================================================================== // // //========================================================================== void FMapInfoParser::ParseLumpOrTextureName(FString &name) { sc.MustGetString(); name = sc.String; } //========================================================================== // // //========================================================================== void FMapInfoParser::ParseMusic(FString &name, int &order) { sc.MustGetString(); name = sc.String; if (CheckNumber()) { order = sc.Number; } } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseConstants() { int num = -1; // this block deliberately uses a 'flag = texture, texture...' syntax because it is a lot easier to handle than doing the reverse sc.MustGetStringName("{"); while (!sc.CheckString("}")) { // Do not use internal lookup here because this code must be able to gracefully skip the definition if the flag constant does not exist. // This also blocks passing in literal numbers which is quite intentional. sc.MustGetString(); FString cname = sc.String; ParseAssign(); sc.MustGetNumber(true); sc.AddSymbol(cname, sc.Number); } while (sc.CheckString(",")); } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseSpawnClasses() { FString fn; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { // This will need some reworking once we can use real textures. int clipdist = -1; int num = -1; int base = -1; int basetex = -1; int brokentex = -1; int fullbright = 0; int flags = 0; FSoundID sound = NO_SOUND; PClassActor* actor = nullptr; sc.MustGetString(); char* p; num = (int)strtol(sc.String, &p, 10); if (num < 0 || *p) { sc.ScriptMessage("Invalid spawn number. Must be positive integer, but got '%s'", sc.String); SkipToNext(); continue; } ParseAssign(); sc.MustGetString(); actor = PClass::FindActor(sc.String); if (actor == nullptr) { sc.ScriptMessage("Unknown actor class '%s' for spawn ID # %d", sc.String, num); } if (sc.CheckString(",")) { // prefixing the texture names here with a '*' will render them fullbright. sc.MustGetString(); const char* p = sc.String; if (*p == '*') { fullbright |= 1; p++; } basetex = tileForName(p); if (basetex < 0) sc.ScriptMessage("Unknown texture '%s' in definition for spawn ID # %d", sc.String, num); if (sc.CheckString(",")) { sc.MustGetString(); const char* p = sc.String; if (*p) { if (*p == '*') { fullbright |= 2; p++; } brokentex = tileForName(p); if (brokentex < 0) sc.ScriptMessage("Unknown texture '%s' in definition for spawn ID # %d", sc.String, num); } if (sc.CheckString(",")) { sc.MustGetString(); sound = S_FindSound(sc.String); if (*sc.String && !sound.isvalid()) Printf(TEXTCOLOR_RED "Unknown sound '%s' in definition for spawn ID # %d\n", sc.String, num); if (sc.CheckString(",")) { bool cont = true; if (sc.CheckNumber()) { clipdist = sc.Number; cont = sc.CheckString(","); } if (cont) do { sc.MustGetString(); if (sc.Compare("damaging")) flags |= 1; else if (sc.Compare("solid") || sc.Compare("blocking")) flags |= 2; else if (sc.Compare("unblocking")) flags |= 4; else if (sc.Compare("spawnglass")) flags |= 8; else if (sc.Compare("spawnscrap")) flags |= 16; else if (sc.Compare("spawnsmoke")) flags |= 32; else if (sc.Compare("spawnglass2")) flags |= 64; // Duke has 2 ways of spawning glass debris... else sc.ScriptMessage("'%s': Unknown actor class flag", sc.String); } while (sc.CheckString(",")); } } } } if (actor != 0 && num >= 0) { // todo: check for proper base class spawnMap.Insert(num, { actor, basetex, brokentex, sound, int8_t(fullbright), int8_t(clipdist), int16_t(flags) }); } } } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseBreakWall() { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { int basetile = -1; int breaktile = -1; int flags = 0; FSoundID sound = NO_SOUND; VMFunction* handler = nullptr; sc.MustGetString(); FString basename = sc.String; // save for printing error messages. basetile = tileForName(sc.String); if (basetile < 0) { sc.ScriptMessage("Unknown texture '%s' in breakwall definition", sc.String, basetile); SkipToNext(); } ParseAssign(); sc.MustGetString(); breaktile = tileForName(sc.String); if (*sc.String && breaktile < 0) sc.ScriptMessage("Unknown texture '%s' in breakwall definition", sc.String, breaktile); if (sc.CheckString(",")) { sc.MustGetString(); sound = S_FindSound(sc.String); if (*sc.String && !sound.isvalid()) Printf(TEXTCOLOR_RED "Unknown sound '%s' in definition for breakable wall '5s'\n", basename.GetChars()); auto saved = sc.SavePos(); if (sc.CheckString(",")) { sc.MustGetString(); size_t p = strcspn(sc.String, "."); if (sc.String[p] != 0) { FName clsname(sc.String, p, false); FName funcname = sc.String + p + 1; handler = PClass::FindFunction(clsname, funcname); if (handler == nullptr) sc.ScriptMessage("Call to undefined function %s", sc.String); // todo: validate the function's signature. Must be (walltype, TextureID, Sound, DukeActor) } else sc.RestorePos(saved); while (sc.CheckString(",")) { sc.MustGetString(); if (sc.Compare("twosided")) flags |= 1; else if (sc.Compare("maskedonly")) flags |= 2; else sc.ScriptMessage("'%s': Unknown breakable flag", sc.String); } } } breakWallMap.Insert(basetile, { breaktile, sound, handler, flags }); } } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseBreakCeiling() { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { int basetile = -1; int breaktile = -1; int flags = 0; FSoundID sound = NO_SOUND; VMFunction* handler = nullptr; sc.MustGetString(); FString basename = sc.String; // save for printing error messages. basetile = tileForName(sc.String); if (basetile < 0) { sc.ScriptMessage("Unknown texture '%s' in breakceiling definition", sc.String, basetile); SkipToNext(); } ParseAssign(); sc.MustGetString(); breaktile = tileForName(sc.String); if (*sc.String && breaktile < 0) sc.ScriptMessage("Unknown texture '%s' in breakceiling definition", sc.String, breaktile); if (sc.CheckString(",")) { sc.MustGetString(); sound = S_FindSound(sc.String); if (*sc.String && !sound.isvalid()) Printf(TEXTCOLOR_RED "Unknown sound '%s' in definition for breakable ceiling '5s'\n", basename.GetChars()); auto saved = sc.SavePos(); if (sc.CheckString(",")) { sc.MustGetString(); size_t p = strcspn(sc.String, "."); if (sc.String[p] != 0) { FName clsname(sc.String, p, false); FName funcname = sc.String + p + 1; handler = PClass::FindFunction(clsname, funcname); if (handler == nullptr) sc.ScriptMessage("Call to undefined function %s", sc.String); // todo: validate the function's signature. Must be (sectortype) } else sc.RestorePos(saved); while (sc.CheckString(",")) { sc.MustGetString(); if (sc.Compare("lightsout")) flags |= 1; // all internal definitions have these two flags. else if (sc.Compare("ceilingglass")) flags |= 2; else sc.ScriptMessage("'%s': Unknown breakable flag", sc.String); } } } breakCeilingMap.Insert(basetile, { breaktile, sound, handler, flags }); } } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseTextureFlags() { int num = -1; // this block deliberately uses a 'flag = texture, texture...' syntax because it is a lot easier to handle than doing the reverse sc.MustGetStringName("{"); while (!sc.CheckString("}")) { // Do not use internal lookup here because this code must be able to gracefully skip the definition if the flag constant does not exist. // This also blocks passing in literal numbers which is quite intentional. sc.MustGetString(); FName cname(sc.String, true); auto lookup = cname == NAME_None ? nullptr : sc.LookupSymbol(cname); num = 0; if (lookup) num = int(lookup->Number); else sc.ScriptMessage("'%s': Unknown texture flag", sc.String); ParseAssign(); do { sc.MustGetString(); // this must also get null textures and ones not yet loaded. auto tex = TexMan.CheckForTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_ReturnAll | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ForceLookup); if (!tex.isValid()) { sc.ScriptMessage("textureflags:Unknown texture name '%s'", sc.String); } else { AccessExtInfo(tex).flags |= num; } } while (sc.CheckString(",")); } } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseCutscene(CutsceneDef& cdef) { FString sound; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("video")) { ParseAssign(); sc.MustGetString(); cdef.video = sc.String; cdef.function = ""; } else if (sc.Compare("function")) { ParseAssign(); sc.SetCMode(false); sc.MustGetString(); sc.SetCMode(true); cdef.function = sc.String; cdef.video = ""; } else if (sc.Compare("sound")) { ParseAssign(); sc.MustGetString(); cdef.soundName = sc.String; } else if (sc.Compare("soundid")) { ParseAssign(); sc.MustGetNumber(); cdef.soundID = sc.Number; } else if (sc.Compare("fps")) { ParseAssign(); sc.MustGetNumber(); cdef.framespersec = sc.Number; } else if (sc.Compare("transitiononly")) cdef.transitiononly = true; else if (sc.Compare("delete")) { cdef.function = "none"; cdef.video = ""; } // this means 'play nothing', not 'not defined'. else if (sc.Compare("clear")) cdef = {}; } } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseCluster() { sc.MustGetNumber (); auto clusterinfo = MustFindCluster(sc.Number); ParseOpenBrace(); while (sc.GetString()) { if (sc.Compare("clear")) { *clusterinfo = {}; } else if (sc.Compare("name")) { ParseAssign(); ParseLookupName(clusterinfo->name); } else if (sc.Compare("intro")) { ParseCutscene(clusterinfo->intro); } else if (sc.Compare("outro")) { ParseCutscene(clusterinfo->outro); } else if (sc.Compare("gameover")) { ParseCutscene(clusterinfo->gameover); } else if (sc.Compare("interbackground")) { ParseAssign(); ParseLookupName(clusterinfo->InterBackground); } else if (!ParseCloseBrace()) { // Unknown sc.ScriptMessage("Unknown property '%s' found in cluster definition\n", sc.String); SkipToNext(); } else { break; } } CheckEndOfFile("cluster"); } //========================================================================== // // allow modification of maps defined through legacy means. // //========================================================================== bool FMapInfoParser::CheckLegacyMapDefinition(FString& mapname) { if (Internal && (g_gameType & (GAMEFLAG_BLOOD | GAMEFLAG_DUKECOMPAT | GAMEFLAG_SW)) && sc.CheckString("{")) { sc.MustGetNumber(); int vol = sc.Number; if (!isSWALL()) { // Blood and Duke use volume/level pairs sc.MustGetStringName(","); sc.MustGetNumber(); int indx = sc.Number; auto map = FindMapByIndexOnly(vol, indx); if (!map) mapname = ""; else mapname = map->labelName; } else { // SW only uses the level number auto map = FindMapByLevelNum(vol); if (!map) mapname = ""; else mapname = map->labelName; } sc.MustGetStringName("}"); return true; } return false; } //========================================================================== // // ParseNextMap // Parses a next map field // //========================================================================== void FMapInfoParser::ParseMapName(FString &mapname) { if (!CheckLegacyMapDefinition(mapname)) { sc.MustGetString(); mapname = ExtractFileBase(sc.String); } } //========================================================================== // // Map options // //========================================================================== DEFINE_MAP_OPTION(clear, true) { // Save the names, reset and restore the names FString fn = info->fileName; FString dn = info->name; FString ln = info->labelName; *info = *parse.defaultinfoptr; info->fileName = fn; info->name = dn; info->labelName = ln; } DEFINE_MAP_OPTION(levelnum, true) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->levelNumber = parse.sc.Number; } DEFINE_MAP_OPTION(next, true) { parse.ParseAssign(); parse.ParseMapName(info->NextMap); } DEFINE_MAP_OPTION(author, true) { parse.ParseAssign(); parse.sc.MustGetString(); info->Author = parse.sc.String; } DEFINE_MAP_OPTION(secretnext, true) { parse.ParseAssign(); parse.ParseMapName(info->NextSecret); } DEFINE_MAP_OPTION(cluster, true) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->cluster = parse.sc.Number; // If this cluster hasn't been defined yet, add it. MustFindCluster(info->cluster); } DEFINE_MAP_OPTION(fade, true) { parse.ParseAssign(); parse.sc.MustGetString(); info->fadeto = V_GetColor(parse.sc); } DEFINE_MAP_OPTION(partime, true) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->parTime = parse.sc.Number; } DEFINE_MAP_OPTION(designertime, true) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->designerTime = parse.sc.Number; } DEFINE_MAP_OPTION(music, true) { parse.ParseAssign(); parse.ParseMusic(info->music, info->musicorder); } DEFINE_MAP_OPTION(cdtrack, true) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->cdSongId = parse.sc.Number; } DEFINE_MAP_OPTION(intro, true) { parse.ParseCutscene(info->intro); } DEFINE_MAP_OPTION(outro, true) { parse.ParseCutscene(info->outro); } DEFINE_MAP_OPTION(interbackground, true) { parse.ParseAssign(); parse.sc.MustGetString(); info->InterBackground = parse.sc.String; } /* currently all sounds are precached. This requires significant work on sound management and info collection. DEFINE_MAP_OPTION(PrecacheSounds, true) { parse.ParseAssign(); do { parse.sc.MustGetString(); FSoundID snd = parse.sc.String; if (snd == 0) { parse.sc.ScriptMessage("Unknown sound \"%s\"", parse.sc.String); } else { info->PrecacheSounds.Push(snd); } } while (parse.sc.CheckString(",")); } */ DEFINE_MAP_OPTION(PrecacheTextures, true) { parse.ParseAssign(); do { parse.sc.MustGetString(); //the texture manager is not initialized here so all we can do is store the texture's name. info->PrecacheTextures.Push(parse.sc.String); } while (parse.sc.CheckString(",")); } DEFINE_MAP_OPTION(bordertexture, true) { parse.ParseAssign(); parse.ParseLumpOrTextureName(info->BorderTexture); } DEFINE_MAP_OPTION(fogdensity, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->fogdensity = clamp(parse.sc.Number, 0, 512) >> 1; } DEFINE_MAP_OPTION(skyfog, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->skyfog = parse.sc.Number; } DEFINE_MAP_OPTION(message, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); if (parse.sc.Number < 1 || parse.sc.Number > MAX_MESSAGES) parse.sc.ScriptError("Invalid message ID %d - must be 1..32", parse.sc.Number); int num = parse.sc.Number; parse.ParseComma(); parse.sc.MustGetString(); info->messages[num] = parse.sc.String; } /* stuff for later when the new renderer is done. DEFINE_MAP_OPTION(lightmode, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); if ((parse.sc.Number >= 0 && parse.sc.Number <= 4) || parse.sc.Number == 8 || parse.sc.Number == 16) { info->lightmode = ELightMode(parse.sc.Number); } else { parse.sc.ScriptMessage("Invalid light mode %d", parse.sc.Number); } } */ DEFINE_MAP_OPTION(skyrotate, false) { parse.ParseAssign(); parse.sc.MustGetFloat(); info->skyrotatevector.X = (float)parse.sc.Float; parse.sc.MustGetStringName(","); parse.sc.MustGetFloat(); info->skyrotatevector.Y = (float)parse.sc.Float; parse.sc.MustGetStringName(","); parse.sc.MustGetFloat(); info->skyrotatevector.Z = (float)parse.sc.Float; info->skyrotatevector.W = 0; info->skyrotatevector.MakeUnit(); parse.sc.MustGetStringName(","); parse.sc.MustGetFloat(); info->skyrotatevector.W = (float)parse.sc.Float; // W is the rotation speed. This must not be normalized } DEFINE_MAP_OPTION(rr_startsound, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->rr_startsound = parse.sc.Number; } DEFINE_MAP_OPTION(rr_mamaspawn, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->rr_mamaspawn = parse.sc.Number; } DEFINE_MAP_OPTION(ex_ramses_horiz, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->ex_ramses_horiz = maphoriz(parse.sc.Number); } DEFINE_MAP_OPTION(ex_ramses_cdtrack, false) { parse.ParseAssign(); parse.sc.MustGetNumber(); info->ex_ramses_cdtrack = parse.sc.Number; } DEFINE_MAP_OPTION(ex_ramses_pup, false) { parse.ParseAssign(); parse.sc.MustGetString(); info->ex_ramses_pup = parse.sc.String; } DEFINE_MAP_OPTION(ex_ramses_text, false) { parse.ParseAssign(); parse.sc.MustGetString(); info->ex_ramses_text = parse.sc.String; } FString ex_ramses_pup; FString ex_ramses_text; //========================================================================== // // All flag based map options // //========================================================================== enum EMIType { MITYPE_IGNORE, MITYPE_EATNEXT, MITYPE_SETFLAG, MITYPE_CLRFLAG, MITYPE_SCFLAGS, MITYPE_SETFLAGG, MITYPE_CLRFLAGG, MITYPE_SCFLAGSG, MITYPE_COMPATFLAG, }; struct MapInfoFlagHandler { const char *name; EMIType type; uint32_t data1, data2; int gameflagmask; } MapFlagHandlers[] = { { "nointermission", MITYPE_SETFLAG, LEVEL_NOINTERMISSION, 0, -1 }, { "secretexitoverride", MITYPE_SETFLAG, LEVEL_SECRETEXITOVERRIDE, 0, -1 }, { "clearinventory", MITYPE_SETFLAG, LEVEL_CLEARINVENTORY, 0, -1 }, { "clearweapons", MITYPE_SETFLAG, LEVEL_CLEARWEAPONS, 0, -1 }, { "forcenoeog", MITYPE_SETFLAG, LEVEL_FORCENOEOG, 0, -1 }, { "wt_bossspawn", MITYPE_SETFLAG, LEVEL_WT_BOSSSPAWN, 0, -1 }, { "rrra_hulkspawn", MITYPE_SETFLAGG,LEVEL_RR_HULKSPAWN, 0, GAMEFLAG_RRRA }, { "rr_clearmoonshine", MITYPE_SETFLAGG,LEVEL_RR_CLEARMOONSHINE, 0, GAMEFLAG_RR }, { "ex_training", MITYPE_SETFLAGG,LEVEL_EX_TRAINING, 0, GAMEFLAG_PSEXHUMED }, { "ex_altsound", MITYPE_SETFLAGG,LEVEL_EX_ALTSOUND, 0, GAMEFLAG_PSEXHUMED }, { "ex_countdown", MITYPE_SETFLAGG,LEVEL_EX_COUNTDOWN, 0, GAMEFLAG_PSEXHUMED }, { "ex_multi", MITYPE_SETFLAGG,LEVEL_EX_MULTI, 0, GAMEFLAG_PSEXHUMED }, { "sw_bossmeter_serpent", MITYPE_SETFLAGG,LEVEL_SW_BOSSMETER_SERPENT, 0, GAMEFLAG_SW }, { "sw_bossmeter_sumo", MITYPE_SETFLAGG,LEVEL_SW_BOSSMETER_SUMO, 0, GAMEFLAG_SW }, { "sw_bossmeter_zilla", MITYPE_SETFLAGG,LEVEL_SW_BOSSMETER_ZILLA, 0, GAMEFLAG_SW }, { "sw_deathexit_serpent", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SERPENT, 0, GAMEFLAG_SW }, { "sw_deathexit_serpent_next", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SERPENT | LEVEL_SW_DEATHEXIT_SERPENT_NEXT, 0, GAMEFLAG_SW }, { "sw_deathexit_sumo", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SUMO, 0, GAMEFLAG_SW }, { "sw_deathexit_zilla", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_ZILLA, 0, GAMEFLAG_SW }, { "sw_spawnmines", MITYPE_SETFLAGG,LEVEL_SW_SPAWNMINES, 0, GAMEFLAG_SW }, { "bossonlycutscene", MITYPE_SETFLAGG,LEVEL_BOSSONLYCUTSCENE, 0, -1 }, { NULL, MITYPE_IGNORE, 0, 0} }; void PrintCutscene(const char* name, CutsceneDef& cut) { if (cut.function.IsEmpty() && cut.video.IsEmpty()) return; Printf("\t%s\n\t{\n", name); if (cut.function.IsNotEmpty()) { Printf("\t\tfunction = %s\n", cut.function.GetChars()); } if (cut.video.IsNotEmpty()) { Printf("\t\tvideo = \"%s\"\n", cut.video.GetChars()); } if (cut.soundName.IsNotEmpty()) { Printf("\t\tsound = \"%s\"\n", cut.soundName.GetChars()); } Printf("\t}\n"); } CCMD(mapinfo) { for (auto& vol : volumes) { Printf("episode %s\n{\n", vol.startmap.GetChars()); if (vol.name.IsNotEmpty()) Printf("\tname = \"%s\"\n", vol.name.GetChars()); if (vol.subtitle.IsNotEmpty()) Printf("\tsubtitle = \"%s\"\n{\n", vol.subtitle.GetChars()); Printf("}\n"); } for (auto& clust : clusters) { Printf("cluster %d\n{\n", clust.index); if (clust.name.IsNotEmpty()) Printf("\tname = \"%s\"\n", clust.name.GetChars()); if (clust.InterBackground.IsNotEmpty()) Printf("\tInterBackground = %s\n", clust.InterBackground.GetChars()); PrintCutscene("intro", clust.intro); PrintCutscene("outro", clust.outro); PrintCutscene("gameover", clust.gameover); Printf("}\n"); } for (auto& map : mapList) { int lump = fileSystem.FindFile(map->fileName); if (lump >= 0) { Printf("map %s \"%s\"\n{\n", map->labelName.GetChars(), map->DisplayName()); Printf("\tlevelnum = %d\n\tCluster = %d\n", map->levelNumber, map->cluster); if (map->Author.IsNotEmpty()) { FString auth = map->Author; auth.Substitute("\"", "\\\""); Printf("\tAuthor = \"%s\"\n", auth.GetChars()); } if (map->NextMap.IsNotEmpty()) Printf("\tNext = %s\n", map->NextMap.GetChars()); if (map->NextSecret.IsNotEmpty()) Printf("\tSecretNext = %s\n", map->NextSecret.GetChars()); if (map->InterBackground.IsNotEmpty()) Printf("\tInterBackground = %s\n", map->InterBackground.GetChars()); if (map->music.IsNotEmpty()) Printf("\tMusic = \"%s\"\n", map->music.GetChars()); if (map->musicorder > 0) Printf("\tMusicorder = %d\n", map->musicorder); if (map->cdSongId > 0) Printf("\tCDtrack = %d\n", map->cdSongId); if (map->parTime) Printf("\tParTime = %d\n", map->parTime); if (map->designerTime) Printf("\tDesignerTime = %d\n", map->designerTime); for (int i = 0; i < MAX_MESSAGES; i++) { if (map->messages[i].IsNotEmpty()) Printf("\tMessage = %d, \"%s\"\n", i + 1, map->messages[i].GetChars()); } for (auto& flagh : MapFlagHandlers) { if (flagh.type == MITYPE_SETFLAG) { if (map->flags & flagh.data1) Printf("\t%s\n", flagh.name); } if (flagh.type == MITYPE_SETFLAGG) { if (map->gameflags & flagh.data1) Printf("\t%s\n", flagh.name); } } PrintCutscene("intro", map->intro); PrintCutscene("outro", map->outro); Printf("}\n"); } else { //Printf("%s - %s (defined but does not exist)\n", map->fileName.GetChars(), map->DisplayName()); } } } //========================================================================== // // ParseMapDefinition // Parses the body of a map definition, including defaultmap etc. // //========================================================================== void FMapInfoParser::ParseMapDefinition(MapRecord &info) { int index; ParseOpenBrace(); while (sc.GetString()) { if ((index = sc.MatchString(&MapFlagHandlers->name, sizeof(*MapFlagHandlers))) >= 0) { MapInfoFlagHandler *handler = &MapFlagHandlers[index]; switch (handler->type) { case MITYPE_EATNEXT: ParseAssign(); sc.MustGetString(); break; case MITYPE_IGNORE: break; case MITYPE_SETFLAG: if (!CheckAssign()) { info.flags |= handler->data1; } else { sc.MustGetNumber(); if (sc.Number) info.flags |= handler->data1; else info.flags &= ~handler->data1; } info.flags |= handler->data2; break; case MITYPE_CLRFLAG: info.flags &= ~handler->data1; info.flags |= handler->data2; break; case MITYPE_SCFLAGS: info.flags = (info.flags & handler->data2) | handler->data1; break; case MITYPE_SETFLAGG: if (!CheckAssign()) { info.gameflags |= handler->data1; } else { sc.MustGetNumber(); if (sc.Number) info.gameflags |= handler->data1; else info.gameflags &= ~handler->data1; } info.gameflags |= handler->data2; break; case MITYPE_CLRFLAGG: info.gameflags &= ~handler->data1; info.gameflags |= handler->data2; break; case MITYPE_SCFLAGSG: info.gameflags = (info.gameflags & handler->data2) | handler->data1; break; default: // should never happen assert(false); break; } } else { bool success = false; AutoSegs::MapInfoOptions.ForEach([this, &success, &info](FMapOptInfo* option) { if (sc.Compare(option->name)) { option->handler(*this, &info); success = true; return false; // break } return true; // continue }); if (!success) { if (!ParseCloseBrace()) { // Unknown sc.ScriptMessage("Unknown property '%s' found in map definition\n", sc.String); SkipToNext(); } else { break; } } } } CheckEndOfFile("map"); } //========================================================================== // // GetDefaultLevelNum // Gets a default level num from a map name. // //========================================================================== static int GetDefaultLevelNum(const char *mapname) { if ((!strnicmp (mapname, "MAP", 3) || !strnicmp(mapname, "LEV", 3)) && strlen(mapname) <= 5) { int mapnum = atoi (mapname + 3); if (mapnum >= 1 && mapnum <= 99) return mapnum; } else if (mapname[0] == 'E' && mapname[1] >= '0' && mapname[1] <= '9' && (mapname[2] == 'M' || mapname[2] == 'L') && mapname[3] >= '0' && mapname[3] <= '9') { int epinum = mapname[1] - '0'; int mapnum = mapname[3] - '0'; return makelevelnum(epinum, mapnum); } return 0; } //========================================================================== // // ParseMapHeader // Parses the header of a map definition ('map mapxx mapname') // //========================================================================== static MapRecord sink; MapRecord *FMapInfoParser::ParseMapHeader(MapRecord &defaultinfo) { FString mapname; MapRecord* map; if (!CheckLegacyMapDefinition(mapname)) { ParseLookupName(mapname); } if (mapname.IsEmpty()) { map = &sink; // parse over the entire definition but discard the result. } else { map = FindMapByName(mapname); if (!map) { map = AllocateMap(); *map = defaultinfo; DefaultExtension(mapname, ".map"); map->SetFileName(mapname); } } if (!sc.CheckString("{")) { sc.MustGetString(); map->name = sc.String; } else { if (map != &sink && map->name.IsEmpty()) sc.ScriptError("Missing level name"); sc.UnGet(); } if (map->levelNumber <= 0) map->levelNumber = GetDefaultLevelNum(map->labelName); return map; } //========================================================================== // // Episode definitions start with the header "episode " // and then can be followed by any of the following: // // name "Episode name as text" // picname "Picture to display the episode name" // key "Shortcut key for the menu" // noskillmenu // remove // //========================================================================== void FMapInfoParser::ParseEpisodeInfo () { unsigned int i; FString map; FString pic; FString name; bool remove = false; char key = 0; int flags = 0; // Get map name sc.MustGetString (); map = sc.String; ParseOpenBrace(); while (sc.GetString()) { if (sc.Compare ("optional")) { flags |= VF_OPTIONAL; } else if (sc.Compare("sharewarelock")) { flags |= VF_SHAREWARELOCK; } else if (sc.Compare ("name")) { ParseAssign(); sc.MustGetString (); name = sc.String; } else if (sc.Compare ("remove")) { remove = true; } else if (sc.Compare ("key")) { ParseAssign(); sc.MustGetString (); if (!(sc.String[0] & 0x80)) key = sc.String[0]; } else if (sc.Compare("noskillmenu")) { flags |= VF_NOSKILL; } else if (!ParseCloseBrace()) { // Unknown sc.ScriptMessage("Unknown property '%s' found in episode definition\n", sc.String); SkipToNext(); } else { break; } } CheckEndOfFile("episode"); for (i = 0; i < volumes.Size(); i++) { if (volumes[i].startmap.CompareNoCase(map) == 0) { break; } } if (remove) { // If the remove property is given for an episode, remove it. volumes.Delete(i); } else { // Only allocate a new entry if this doesn't replace an existing episode. if (i >= volumes.Size()) { i = volumes.Reserve(1); } auto epi = &volumes[i]; epi->startmap = map; epi->name = name; epi->shortcut = tolower(key); epi->flags = flags; epi->index = i; } } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseCutsceneInfo() { FString map; FString pic; FString name; ParseOpenBrace(); while (sc.GetString()) { if (sc.Compare("intro")) { ParseCutscene(globalCutscenes.Intro); } else if (sc.Compare("defaultmapintro")) { ParseCutscene(globalCutscenes.DefaultMapIntro); } else if (sc.Compare("defaultmapoutro")) { ParseCutscene(globalCutscenes.DefaultMapOutro); } else if (sc.Compare("defaultgameover")) { ParseCutscene(globalCutscenes.DefaultGameover); } else if (sc.Compare("sharewareend")) { ParseCutscene(globalCutscenes.SharewareEnd); } else if (sc.Compare("loadscreen")) { ParseCutscene(globalCutscenes.LoadingScreen); } else if (!ParseCloseBrace()) { // Unknown sc.ScriptMessage("Unknown property '%s' found in cutscene definition\n", sc.String); SkipToNext(); } else { break; } } CheckEndOfFile("cutscenes"); } //========================================================================== // // // //========================================================================== void FMapInfoParser::ParseGameInfo() { FString map; FString pic; FString name; ParseOpenBrace(); while (sc.GetString()) { if (sc.Compare("summaryscreen")) { ParseAssign(); sc.SetCMode(false); sc.MustGetString(); sc.SetCMode(true); globalCutscenes.SummaryScreen = sc.String; } else if (sc.Compare("mpsummaryscreen")) { ParseAssign(); sc.SetCMode(false); sc.MustGetString(); sc.SetCMode(true); globalCutscenes.MPSummaryScreen = sc.String; } else if (sc.Compare("statusbarclass")) { ParseAssign(); sc.SetCMode(false); sc.MustGetString(); sc.SetCMode(true); globalCutscenes.StatusBarClass = sc.String; } else if (!ParseCloseBrace()) { // Unknown sc.ScriptMessage("Unknown property '%s' found in gameinfo definition\n", sc.String); SkipToNext(); } else { break; } } CheckEndOfFile("cutscenes"); } //========================================================================== // // SetLevelNum // Avoid duplicate levelnums. The level being set always has precedence. // //========================================================================== void SetLevelNum (MapRecord *info, int num) { for (auto& map : mapList) { if (map->levelNumber == num) map->levelNumber = 0; } info->levelNumber = num; } //========================================================================== // // G_DoParseMapInfo // Parses a single MAPINFO lump // data for wadlevelinfos and wadclusterinfos. // //========================================================================== void FMapInfoParser::ParseMapInfo (int lump, MapRecord &gamedefaults, MapRecord &defaultinfo) { sc.OpenLumpNum(lump); Internal = (fileSystem.GetFileContainer(lump) == 0); defaultinfo = gamedefaults; defaultinfoptr = &defaultinfo; #if 0 // this check is too dumb and affects constant defining includes as well. if (ParsedLumps.Find(lump) != ParsedLumps.Size()) { sc.ScriptMessage("MAPINFO file is processed more than once\n"); } else { ParsedLumps.Push(lump); } #endif sc.SetCMode(true); while (sc.GetString ()) { if (sc.Compare("include")) { sc.MustGetString(); int inclump = fileSystem.CheckNumForFullName(sc.String, true); if (inclump < 0) { sc.ScriptError("include file '%s' not found", sc.String); } if (fileSystem.GetFileContainer(sc.LumpNum) != fileSystem.GetFileContainer(inclump)) { // Do not allow overriding includes from the default MAPINFO if (fileSystem.GetFileContainer(sc.LumpNum) == 0) { I_FatalError("File %s is overriding core lump %s.", fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(inclump)), sc.String); } } // use a new parser object to parse the include. Otherwise we'd have to save the entire FScanner in a local variable which is a lot more messy. FMapInfoParser includer(&sc); includer.ParseMapInfo(inclump, gamedefaults, defaultinfo); } else if (sc.Compare("gamedefaults")) { gamedefaults = {}; ParseMapDefinition(gamedefaults); defaultinfo = gamedefaults; } else if (sc.Compare("defaultmap")) { defaultinfo = gamedefaults; ParseMapDefinition(defaultinfo); } else if (sc.Compare("adddefaultmap")) { // Same as above but adds to the existing definitions instead of replacing them completely ParseMapDefinition(defaultinfo); } else if (sc.Compare("map")) { auto levelinfo = ParseMapHeader(defaultinfo); ParseMapDefinition(*levelinfo); SetLevelNum (levelinfo, levelinfo->levelNumber); // Wipe out matching levelnums from other maps. } // clusterdef is the old keyword but the new format has enough // structuring that 'cluster' can be handled, too. The old format does not. else if (sc.Compare("cluster")) { ParseCluster(); } else if (sc.Compare("episode")) { ParseEpisodeInfo(); } else if (sc.Compare("clearepisodes")) { volumes.Clear(); } else if (sc.Compare("clearall")) { // Wipe out all legacy content to start a fresh definition. volumes.Clear(); mapList.Clear(); clusters.Clear(); } else if (sc.Compare("cutscenes")) { ParseCutsceneInfo(); } else if (sc.Compare("gameinfo")) { ParseGameInfo(); } else if (sc.Compare("spawnclasses")) { ParseSpawnClasses(); } else if (sc.Compare("breakwalls")) { ParseBreakWall(); } else if (sc.Compare("breakceiling")) { ParseBreakCeiling(); } else if (sc.Compare("textureflags")) { ParseTextureFlags(); } else if (sc.Compare("constants")) { ParseConstants(); } else if (sc.Compare("clearall")) { // clears all map and progression related data, so that a mod can start with a clean slate. mapList.Clear(); volumes.Clear(); clusters.Clear(); globalCutscenes.DefaultMapIntro = {}; globalCutscenes.DefaultMapOutro = {}; globalCutscenes.DefaultGameover = {}; } else { sc.ScriptError("%s: Unknown top level keyword", sc.String); } } } //========================================================================== // // G_ParseMapInfo // Parses the MAPINFO lumps of all loaded WADs and generates // data for wadlevelinfos and wadclusterinfos. // //========================================================================== void G_ParseMapInfo () { int lump, lastlump = 0; MapRecord gamedefaults; // Parse internal RMAPINFOs. while ((lump = fileSystem.FindLumpFullName("engine/rmapinfo.txt", &lastlump, false)) != -1) { if (fileSystem.GetFileContainer(lump) > 0) break; // only load from raze.pk3 FMapInfoParser parse; MapRecord defaultinfo; parse.ParseMapInfo(lump, gamedefaults, defaultinfo); } // Parse any extra RMAPINFOs. lastlump = 0; while ((lump = fileSystem.FindLump ("RMAPINFO", &lastlump, false)) != -1) { FMapInfoParser parse; MapRecord defaultinfo; parse.ParseMapInfo(lump, gamedefaults, defaultinfo); } if (volumes.Size() == 0) { I_FatalError ("No volumes defined."); } }