/* ** edata.cpp ** Parses Eternity Extradata lumps ** **--------------------------------------------------------------------------- ** Copyright 2015 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. **--------------------------------------------------------------------------- ** ** This code was written based on the documentation in the Eternity Wiki ** */ #include "w_wad.h" #include "m_argv.h" #include "zstring.h" #include "sc_man.h" #include "g_level.h" #include "doomdata.h" #include "r_defs.h" #include "info.h" #include "p_lnspec.h" #include "p_setup.h" #include "p_tags.h" #include "p_terrain.h" #include "v_palette.h" #include "p_acs.h" #include "r_data/colormaps.h" #include "g_levellocals.h" struct FEDOptions : public FOptionalMapinfoData { FEDOptions() { identifier = "EData"; } virtual FOptionalMapinfoData *Clone() const { FEDOptions *newopt = new FEDOptions; newopt->identifier = identifier; newopt->EDName = EDName; newopt->acsName = acsName; return newopt; } FString EDName; FString acsName; }; DEFINE_MAP_OPTION(edata, false) { FEDOptions *opt = info->GetOptData("EData"); parse.ParseAssign(); parse.sc.MustGetString(); opt->EDName = parse.sc.String; } DEFINE_MAP_OPTION(loadacs, false) { FEDOptions *opt = info->GetOptData("EData"); parse.ParseAssign(); parse.sc.MustGetString(); opt->acsName = parse.sc.String; } struct EDMapthing { int recordnum; int tid; int type; double height; int args[5]; uint16_t skillfilter; uint32_t flags; }; struct EDLinedef { int recordnum; int special; int tag; int id; int args[5]; double alpha; uint32_t flags; uint32_t activation; }; struct EDSector { int recordnum; uint32_t flags; uint32_t flagsRemove; uint32_t flagsAdd; int damageamount; int damageinterval; FName damagetype; uint8_t leaky; uint8_t leakyadd; uint8_t leakyremove; int floorterrain; int ceilingterrain; uint32_t color; uint32_t damageflags; uint32_t damageflagsAdd; uint32_t damageflagsRemove; bool flagsSet; bool damageflagsSet; bool colorSet; // colormaptop//bottom cannot be used because ZDoom has no corresponding properties. double xoffs[2], yoffs[2]; DAngle angle[2]; uint32_t portalflags[2]; double Overlayalpha[2]; }; static FString EDMap; static TMap EDLines; static TMap EDSectors; static TMap EDThings; static void parseLinedef(FScanner &sc) { EDLinedef ld; bool argsset = false; memset(&ld, 0, sizeof(ld)); ld.alpha = 1.; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("recordnum")) { sc.CheckString("="); sc.MustGetNumber(); ld.recordnum = sc.Number; } else if (sc.Compare("tag")) { sc.CheckString("="); sc.MustGetNumber(); ld.tag = sc.Number; } else if (sc.Compare("id")) { sc.CheckString("="); sc.MustGetNumber(); ld.id = sc.Number; } else if (sc.Compare("special")) { sc.CheckString("="); if (sc.CheckNumber()) { // Oh joy, this is going to be fun... // Here we cannot do anything because we need the tag to make this work. // For now just store a negative number and resolve this later. ld.special = -sc.Number; } else { sc.MustGetString(); ld.special = P_FindLineSpecial(sc.String); } } else if (sc.Compare("args")) { sc.CheckString("="); sc.MustGetStringName("{"); int c = 0; while (true) { sc.MustGetNumber(); ld.args[c++] = sc.Number; if (sc.CheckString("}")) break; sc.MustGetStringName(","); } argsset = true; } else if (sc.Compare("alpha")) { sc.CheckString("="); sc.MustGetFloat(); ld.alpha = sc.Float; } else if (sc.Compare("extflags")) { // these are needed to build the proper activation mask out of the possible flags which do not match ZDoom 1:1. uint32_t actmethod = 0; uint32_t acttype = 0; do { sc.CheckString("="); sc.MustGetString(); for (const char *tok = strtok(sc.String, ",+ \t"); tok != NULL; tok = strtok(NULL, ",+ \t")) { if (!stricmp(tok, "USE")) actmethod |= SPAC_Use | SPAC_MUse; else if (!stricmp(tok, "CROSS")) actmethod |= SPAC_Cross | SPAC_MCross | SPAC_PCross; else if (!stricmp(tok, "IMPACT")) ld.activation |= SPAC_Impact; else if (!stricmp(tok, "PUSH")) actmethod |= SPAC_Push; else if (!stricmp(tok, "PLAYER")) acttype |= SPAC_Use | SPAC_Cross | SPAC_Push; else if (!stricmp(tok, "MONSTER")) acttype |= SPAC_MUse | SPAC_MCross | SPAC_MPush; else if (!stricmp(tok, "MISSILE")) acttype |= SPAC_PCross; else if (!stricmp(tok, "REPEAT")) ld.flags |= ML_REPEAT_SPECIAL; else if (!stricmp(tok, "1SONLY")) ld.flags |= ML_FIRSTSIDEONLY; else if (!stricmp(tok, "ADDITIVE")) ld.flags |= ML_ADDTRANS; else if (!stricmp(tok, "BLOCKALL")) ld.flags |= ML_BLOCKEVERYTHING; else if (!stricmp(tok, "ZONEBOUNDARY")) ld.flags |= ML_ZONEBOUNDARY; else if (!stricmp(tok, "CLIPMIDTEX")) ld.flags |= ML_CLIP_MIDTEX; else sc.ScriptError("Unknown option '%s'", tok); } } while (sc.CheckString("|")); // Unquoted strings with '|' separator - parse as a separate string in the loop. // and finally we must mask in the activation method ld.activation |= (actmethod & acttype); } else { sc.ScriptError("Unknown property '%s'", sc.String); } } if (ld.tag == 0) ld.tag = ld.id; // urgh... if (ld.special < 0) // translate numeric specials. { line_t line; maplinedef_t mld; mld.special = -ld.special; mld.tag = ld.tag; P_TranslateLineDef(&line, &mld); ld.special = line.special; ld.activation = line.activation; ld.flags = (ld.flags & ~(ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY)) | (line.flags & (ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY)); if (!argsset) memcpy(ld.args, line.args, sizeof(ld.args)); } EDLines[ld.recordnum] = ld; } static void parseSector(FScanner &sc) { EDSector sec; memset(&sec, 0, sizeof(sec)); sec.Overlayalpha[sector_t::floor] = sec.Overlayalpha[sector_t::ceiling] = 1.; sec.floorterrain = sec.ceilingterrain = -1; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("recordnum")) { sc.CheckString("="); sc.MustGetNumber(); sec.recordnum = sc.Number; } else if (sc.Compare("flags")) { uint32_t *flagvar = NULL; if (sc.CheckString(".")) { sc.MustGetString(); if (sc.Compare("add")) { flagvar = &sec.flagsAdd; } else if (sc.Compare("remove")) { flagvar = &sec.flagsRemove; } else { sc.ScriptError("Invalid property 'flags.%s'", sc.String); } } else { sec.flagsSet = true; flagvar = &sec.flags; } sc.CheckString("="); do { sc.MustGetString(); for (const char *tok = strtok(sc.String, ",+ \t"); tok != NULL; tok = strtok(NULL, ",+ \t")) { if (!stricmp(tok, "SECRET")) *flagvar |= SECF_SECRET | SECF_WASSECRET; else if (!stricmp(tok, "FRICTION")) *flagvar |= SECF_FRICTION; else if (!stricmp(tok, "PUSH")) *flagvar |= SECF_PUSH; else if (!stricmp(tok, "KILLSOUND")) *flagvar |= SECF_SILENT; else if (!stricmp(tok, "KILLMOVESOUND")) *flagvar |= SECF_SILENTMOVE; else sc.ScriptError("Unknown option '%s'", tok); } } while (sc.CheckString("|")); // Unquoted strings with '|' separator - parse as a separate string in the loop. } else if (sc.Compare("damage")) { sc.CheckString("="); sc.MustGetNumber(); sec.damageamount = sc.Number; } else if (sc.Compare("damagemod")) { sc.CheckString("="); sc.MustGetString(); sec.damagetype = sc.String; } else if (sc.Compare("damagemask")) { sc.CheckString("="); sc.MustGetNumber(); sec.damageinterval = sc.Number; } else if (sc.Compare("damageflags")) { uint32_t *flagvar = NULL; uint8_t *leakvar = NULL; if (sc.CheckString(".")) { sc.MustGetString(); if (sc.Compare("add")) { flagvar = &sec.damageflagsAdd; leakvar = &sec.leakyadd; } else if (sc.Compare("remove")) { flagvar = &sec.damageflagsRemove; leakvar = &sec.leakyremove; } else { sc.ScriptError("Invalid property 'flags.%s'", sc.String); } } else { sec.damageflagsSet = true; flagvar = &sec.damageflags; leakvar = &sec.leaky; } sc.CheckString("="); do { sc.MustGetString(); for (const char *tok = strtok(sc.String, ",+ \t"); tok != NULL; tok = strtok(NULL, ",+ \t")) { if (!stricmp(tok, "LEAKYSUIT")) *leakvar |= 1; else if (!stricmp(tok, "IGNORESUIT")) *leakvar |= 2; // these 2 bits will be used to set 'leakychance', but this can only be done when the sector gets initialized else if (!stricmp(tok, "ENDGODMODE")) *flagvar |= SECF_ENDGODMODE; else if (!stricmp(tok, "ENDLEVEL")) *flagvar |= SECF_ENDLEVEL; else if (!stricmp(tok, "TERRAINHIT")) *flagvar |= SECF_DMGTERRAINFX; else sc.ScriptError("Unknown option '%s'", tok); } } while (sc.CheckString("|")); // Unquoted strings with '|' separator - parse as a separate string in the loop. } else if (sc.Compare("floorterrain")) { sc.CheckString("="); sc.MustGetString(); sec.floorterrain = P_FindTerrain(sc.String); } else if (sc.Compare("floorangle")) { sc.CheckString("="); sc.MustGetFloat(); sec.angle[sector_t::floor] = sc.Float; } else if (sc.Compare("flooroffsetx")) { sc.CheckString("="); sc.MustGetFloat(); sec.xoffs[sector_t::floor] = sc.Float; } else if (sc.Compare("flooroffsety")) { sc.CheckString("="); sc.MustGetFloat(); sec.yoffs[sector_t::floor] = sc.Float; } else if (sc.Compare("ceilingterrain")) { sc.CheckString("="); sc.MustGetString(); sec.ceilingterrain = P_FindTerrain(sc.String); } else if (sc.Compare("ceilingangle")) { sc.CheckString("="); sc.MustGetFloat(); sec.angle[sector_t::ceiling] = sc.Float; } else if (sc.Compare("ceilingoffsetx")) { sc.CheckString("="); sc.MustGetFloat(); sec.xoffs[sector_t::ceiling] = sc.Float; } else if (sc.Compare("ceilingoffsety")) { sc.CheckString("="); sc.MustGetFloat(); sec.yoffs[sector_t::ceiling] = sc.Float; } else if (sc.Compare("colormaptop") || sc.Compare("colormapbottom")) { sc.CheckString("="); sc.MustGetString(); // these properties are not implemented by ZDoom } else if (sc.Compare("colormapmid")) { sc.CheckString("="); sc.MustGetString(); // Eternity is based on SMMU and uses colormaps differently than all other ports. // The only solution here is to convert the colormap to an RGB value and set it as the sector's color. uint32_t cmap = R_ColormapNumForName(sc.String); if (cmap != 0) { sec.color = R_BlendForColormap(cmap) & 0xff000000; sec.colorSet = true; } } else if (sc.Compare("overlayalpha")) { sc.MustGetStringName("."); sc.MustGetString(); if (sc.Compare("floor")) { sc.MustGetNumber(); if (sc.CheckString("%")) sc.Float = sc.Number / 100.f; else sc.Float = sc.Number / 255.f; sec.Overlayalpha[sector_t::floor] = sc.Float; } else if (sc.Compare("ceiling")) { sc.MustGetFloat(); if (sc.CheckString("%")) sc.Float = sc.Number / 100.f; else sc.Float = sc.Number / 255.f; sec.Overlayalpha[sector_t::floor] = sc.Float; } } else if (sc.Compare("portalflags")) { int dest = 0; sc.MustGetStringName("."); sc.MustGetString(); if (sc.Compare("floor")) dest = sector_t::floor; else if (sc.Compare("ceiling")) dest = sector_t::ceiling; else sc.ScriptError("Unknown portal type '%s'", sc.String); sc.CheckString("="); do { sc.MustGetString(); for (const char *tok = strtok(sc.String, ",+ \t"); tok != NULL; tok = strtok(NULL, ",+ \t")) { if (!stricmp(tok, "DISABLED")) sec.portalflags[dest] |= PLANEF_DISABLED; else if (!stricmp(tok, "NORENDER")) sec.portalflags[dest] |= PLANEF_NORENDER; else if (!stricmp(tok, "NOPASS")) sec.portalflags[dest] |= PLANEF_NOPASS; else if (!stricmp(tok, "BLOCKSOUND")) sec.portalflags[dest] |= PLANEF_BLOCKSOUND; else if (!stricmp(tok, "OVERLAY")) sec.portalflags[dest] |= 0; // we do not use this. Alpha is the sole determinant for overlay drawing else if (!stricmp(tok, "ADDITIVE")) sec.portalflags[dest] |= PLANEF_ADDITIVE; else if (!stricmp(tok, "USEGLOBALTEX")) {} // not implemented else sc.ScriptError("Unknown option '%s'", tok); } } while (sc.CheckString("|")); // Unquoted strings with '|' separator - parse as a separate string in the loop. } else { sc.ScriptError("Unknown property '%s'", sc.String); } } EDSectors[sec.recordnum] = sec; } static void parseMapthing(FScanner &sc) { EDMapthing mt; memset(&mt, 0, sizeof(mt)); mt.flags |= MTF_SINGLE | MTF_COOPERATIVE | MTF_DEATHMATCH; // Extradata uses inverse logic, like Doom.exe sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("recordnum")) { sc.CheckString("="); sc.MustGetNumber(); mt.recordnum = sc.Number; } else if (sc.Compare("tid")) { sc.CheckString("="); sc.MustGetNumber(); mt.tid = sc.Number; } else if (sc.Compare("type")) { sc.CheckString("="); if (sc.CheckNumber()) { mt.type = sc.Number; } else { // Class name. sc.MustGetString(); // According to the Eternity Wiki a name may be prefixed with 'thing:'. const char *pos = strchr(sc.String, ':'); // Eternity never checks if the prefix actually is 'thing'. if (pos) pos++; else pos = sc.String; const PClass *cls = PClass::FindClass(pos); if (cls != NULL) { FDoomEdMap::Iterator it(DoomEdMap); FDoomEdMap::Pair *pair; while (it.NextPair(pair)) { if (pair->Value.Type == cls) { mt.type = pair->Key; break; } } } else { // Let's hope this isn't an internal Eternity name. // If so, a name mapping needs to be defined... sc.ScriptError("Unknown type '%s'", sc.String); } } } else if (sc.Compare("args")) { sc.CheckString("="); sc.MustGetStringName("{"); int c = 0; while (!sc.CheckString("}")) { sc.MustGetNumber(); mt.args[c++] = sc.Number; } } else if (sc.Compare("height")) { sc.CheckString("="); sc.MustGetFloat(); // no idea if Eternity allows fractional numbers. Better be safe and do it anyway. mt.height = sc.Float; } else if (sc.Compare("options")) { sc.CheckString("="); do { sc.MustGetString(); for (const char *tok = strtok(sc.String, ",+ \t"); tok != NULL; tok = strtok(NULL, ",+ \t")) { if (!stricmp(tok, "EASY")) mt.skillfilter |= 3; else if (!stricmp(tok, "NORMAL")) mt.skillfilter |= 4; else if (!stricmp(tok, "HARD")) mt.skillfilter |= 24; else if (!stricmp(tok, "AMBUSH")) mt.flags |= MTF_AMBUSH; else if (!stricmp(tok, "NOTSINGLE")) mt.flags &= ~MTF_SINGLE; else if (!stricmp(tok, "NOTDM")) mt.flags &= ~MTF_DEATHMATCH; else if (!stricmp(tok, "NOTCOOP")) mt.flags &= ~MTF_COOPERATIVE; else if (!stricmp(tok, "FRIEND")) mt.flags |= MTF_FRIENDLY; else if (!stricmp(tok, "DORMANT")) mt.flags |= MTF_DORMANT; else sc.ScriptError("Unknown option '%s'", tok); } } while (sc.CheckString("|")); // Unquoted strings with '|' separator - parse as a separate string in the loop. } else { sc.ScriptError("Unknown property '%s'", sc.String); } } EDThings[mt.recordnum] = mt; } void InitED() { FString filename; FScanner sc; if (EDMap.CompareNoCase(level.MapName) != 0) { EDLines.Clear(); EDSectors.Clear(); EDThings.Clear(); EDMap = level.MapName; const char *arg = Args->CheckValue("-edf"); if (arg != NULL) filename = arg; else { FEDOptions *opt = level.info->GetOptData("EData", false); if (opt != NULL) { filename = opt->EDName; } } if (filename.IsEmpty()) return; int lump = Wads.CheckNumForFullName(filename, true, ns_global); if (lump == -1) return; sc.OpenLumpNum(lump); sc.SetCMode(true); while (sc.GetString()) { if (sc.Compare("linedef")) { parseLinedef(sc); } else if (sc.Compare("mapthing")) { parseMapthing(sc); } else if (sc.Compare("sector")) { parseSector(sc); } else { sc.ScriptError("Unknown keyword '%s'", sc.String); } } } } void ProcessEDMapthing(FMapThing *mt, int recordnum) { InitED(); EDMapthing *emt = EDThings.CheckKey(recordnum); if (emt == NULL) { Printf("EDF Mapthing record %d not found\n", recordnum); mt->EdNum = 0; return; } mt->thingid = emt->tid; mt->EdNum = emt->type; mt->info = DoomEdMap.CheckKey(mt->EdNum); mt->pos.Z = emt->height; memcpy(mt->args, emt->args, sizeof(mt->args)); mt->SkillFilter = emt->skillfilter; mt->flags = emt->flags; } void ProcessEDLinedef(line_t *ld, int recordnum) { InitED(); EDLinedef *eld = EDLines.CheckKey(recordnum); if (eld == NULL) { Printf("EDF Linedef record %d not found\n", recordnum); ld->special = 0; return; } const uint32_t fmask = ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY | ML_ADDTRANS | ML_BLOCKEVERYTHING | ML_ZONEBOUNDARY | ML_CLIP_MIDTEX; ld->special = eld->special; ld->activation = eld->activation; ld->flags = (ld->flags&~fmask) | eld->flags; ld->setAlpha(eld->alpha); memcpy(ld->args, eld->args, sizeof(ld->args)); tagManager.AddLineID(ld->Index(), eld->tag); } void ProcessEDSector(sector_t *sec, int recordnum) { EDSector *esec = EDSectors.CheckKey(recordnum); if (esec == NULL) { Printf("EDF Sector record %d not found\n", recordnum); return; } // In ZDoom the regular and the damage flags are part of the same flag word so we need to do some masking. const uint32_t flagmask = SECF_SECRET | SECF_WASSECRET | SECF_FRICTION | SECF_PUSH | SECF_SILENT | SECF_SILENTMOVE; if (esec->flagsSet) sec->Flags = (sec->Flags & ~flagmask); sec->Flags = (sec->Flags | esec->flags | esec->flagsAdd) & ~esec->flagsRemove; uint8_t leak = 0; if (esec->damageflagsSet) sec->Flags = (sec->Flags & ~SECF_DAMAGEFLAGS); else leak = sec->leakydamage >= 256 ? 2 : sec->leakydamage >= 5 ? 1 : 0; sec->Flags = (sec->Flags | esec->damageflags | esec->damageflagsAdd) & ~esec->damageflagsRemove; leak = (leak | esec->leaky | esec->leakyadd) & ~esec->leakyremove; // the damage properties will be unconditionally overridden by Extradata. sec->leakydamage = leak == 0 ? 0 : leak == 1 ? 5 : 256; sec->damageamount = esec->damageamount; sec->damageinterval = esec->damageinterval; sec->damagetype = esec->damagetype; sec->terrainnum[sector_t::floor] = esec->floorterrain; sec->terrainnum[sector_t::ceiling] = esec->ceilingterrain; if (esec->colorSet) sec->SetColor(esec->color, 0); const uint32_t pflagmask = PLANEF_DISABLED | PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_BLOCKSOUND | PLANEF_ADDITIVE; for (int i = 0; i < 2; i++) { sec->SetXOffset(i, esec->xoffs[i]); sec->SetYOffset(i, esec->yoffs[i]); sec->SetAngle(i, esec->angle[i]); sec->SetAlpha(i, esec->Overlayalpha[i]); sec->planes[i].Flags = (sec->planes[i].Flags & ~pflagmask) | esec->portalflags[i]; } } void ProcessEDSectors() { InitED(); if (EDSectors.CountUsed() == 0) return; // don't waste time if there's no records. // collect all Extradata sector records up front so we do not need to search the complete line array for each sector separately. auto numsectors = level.sectors.Size(); int *sectorrecord = new int[numsectors]; memset(sectorrecord, -1, numsectors * sizeof(int)); for (auto &line : level.lines) { if (line.special == Static_Init && line.args[1] == Init_EDSector) { sectorrecord[line.frontsector->Index()] = line.args[0]; line.special = 0; } } for (unsigned i = 0; i < numsectors; i++) { if (sectorrecord[i] >= 0) { ProcessEDSector(&level.sectors[i], sectorrecord[i]); } } delete[] sectorrecord; } void LoadMapinfoACSLump() { FEDOptions *opt = level.info->GetOptData("EData", false); if (opt != NULL) { int lump = Wads.CheckNumForName(opt->acsName); if (lump >= 0) FBehavior::StaticLoadModule(lump); } }