gzdoom/src/p_udmf.cpp

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/*
** p_udmf.cpp
**
** UDMF text map parser
**
**---------------------------------------------------------------------------
** Copyright 2008 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 "doomstat.h"
#include "p_setup.h"
#include "p_lnspec.h"
#include "templates.h"
#include "i_system.h"
#include "gi.h"
#include "r_sky.h"
#include "g_level.h"
#include "v_palette.h"
#include "p_udmf.h"
#include "r_state.h"
#include "r_data/colormaps.h"
#include "w_wad.h"
#include "p_tags.h"
#include "p_terrain.h"
//===========================================================================
//
// Maps for Hexen namespace need to filter out all extended line and sector
// specials to comply with the spec.
//
//===========================================================================
static char HexenLineSpecialOk[]={
1,1,1,1,1,1,1,1,1,0, // 0-9
1,1,1,1,0,0,0,0,0,0, // 10-19
1,1,1,1,1,1,1,1,1,1, // 20-29
1,1,1,0,0,1,1,0,0,0, // 30-39
1,1,1,1,1,1,1,0,0,0, // 40-49
0,0,0,0,0,0,0,0,0,0, // 50-59
1,1,1,1,1,1,1,1,1,1, // 60-69
1,1,1,1,1,1,0,0,0,0, // 70-79
1,1,1,1,0,0,0,0,0,0, // 80-89
1,1,1,1,1,1,1,0,0,0, // 90-99
1,1,1,1,0,0,0,0,0,1, // 100-109
1,1,1,1,1,1,1,0,0,0, // 110-119
1,0,0,0,0,0,0,0,0,1, // 120-129
1,1,1,1,1,1,1,1,1,0, // 130-139
1
// 140 is the highest valid special in Hexen.
};
static char HexenSectorSpecialOk[256]={
1,1,1,1,1,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,1,1,0,0,
0,0,0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1,1,1,
1,1,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,
};
static inline bool P_IsThingSpecial(int specnum)
{
return (specnum >= Thing_Projectile && specnum <= Thing_SpawnNoFog) ||
specnum == Thing_SpawnFacing || specnum == Thing_ProjectileIntercept || specnum == Thing_ProjectileAimed;
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}
enum
{
Dm=1,
Ht=2,
Hx=4,
St=8,
Zd=16,
Zdt=32,
Va=64,
// will be extended later. Unknown namespaces will always be treated like the base
// namespace for each game
};
void SetTexture (sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &, bool truncate);
void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &);
void P_AdjustLine (line_t *ld);
void P_FinishLoadingLineDef(line_t *ld, int alpha);
void SpawnMapThing(int index, FMapThing *mt, int position);
extern bool ForceNodeBuild;
extern TArray<FMapThing> MapThingsConverted;
extern TArray<int> linemap;
#define CHECK_N(f) if (!(namespace_bits&(f))) break;
//===========================================================================
//
// Common parsing routines
//
//===========================================================================
//===========================================================================
//
// Skip a key or block
//
//===========================================================================
void UDMFParserBase::Skip()
{
if (developer) sc.ScriptMessage("Ignoring unknown key \"%s\".", sc.String);
if(sc.CheckToken('{'))
{
int level = 1;
while(sc.GetToken())
{
if (sc.TokenType == '}')
{
level--;
if(level == 0)
{
sc.UnGet();
break;
}
}
else if (sc.TokenType == '{')
{
level++;
}
}
}
else
{
sc.MustGetToken('=');
do
{
sc.MustGetAnyToken();
}
while(sc.TokenType != ';');
}
}
//===========================================================================
//
// Parses a 'key = value' line of the map
//
//===========================================================================
FName UDMFParserBase::ParseKey(bool checkblock, bool *isblock)
{
sc.MustGetString();
FName key = sc.String;
if (checkblock)
{
if (sc.CheckToken('{'))
{
if (isblock) *isblock = true;
return key;
}
else if (isblock) *isblock = false;
}
sc.MustGetToken('=');
sc.Number = 0;
sc.Float = 0;
sc.MustGetAnyToken();
if (sc.TokenType == '+' || sc.TokenType == '-')
{
bool neg = (sc.TokenType == '-');
sc.MustGetAnyToken();
if (sc.TokenType != TK_IntConst && sc.TokenType != TK_FloatConst)
{
sc.ScriptMessage("Numeric constant expected");
}
if (neg)
{
sc.Number = -sc.Number;
sc.Float = -sc.Float;
}
}
if (sc.TokenType == TK_StringConst)
{
parsedString = sc.String;
}
int savedtoken = sc.TokenType;
sc.MustGetToken(';');
sc.TokenType = savedtoken;
return key;
}
//===========================================================================
//
// Syntax checks
//
//===========================================================================
int UDMFParserBase::CheckInt(const char *key)
{
if (sc.TokenType != TK_IntConst)
{
sc.ScriptMessage("Integer value expected for key '%s'", key);
}
return sc.Number;
}
double UDMFParserBase::CheckFloat(const char *key)
{
if (sc.TokenType != TK_IntConst && sc.TokenType != TK_FloatConst)
{
sc.ScriptMessage("Floating point value expected for key '%s'", key);
}
return sc.Float;
}
fixed_t UDMFParserBase::CheckFixed(const char *key)
{
return FLOAT2FIXED(CheckFloat(key));
}
angle_t UDMFParserBase::CheckAngle(const char *key)
{
return FLOAT2ANGLE(CheckFloat(key));
}
bool UDMFParserBase::CheckBool(const char *key)
{
if (sc.TokenType == TK_True) return true;
if (sc.TokenType == TK_False) return false;
sc.ScriptMessage("Boolean value expected for key '%s'", key);
return false;
}
const char *UDMFParserBase::CheckString(const char *key)
{
if (sc.TokenType != TK_StringConst)
{
sc.ScriptMessage("String value expected for key '%s'", key);
}
return parsedString;
}
//===========================================================================
//
// Storage of UDMF user properties
//
//===========================================================================
typedef TMap<int, FUDMFKeys> FUDMFKeyMap;
static FUDMFKeyMap UDMFKeys[4];
// Things must be handled differently
void P_ClearUDMFKeys()
{
for(int i=0;i<4;i++)
{
UDMFKeys[i].Clear();
}
}
static int STACK_ARGS udmfcmp(const void *a, const void *b)
{
FUDMFKey *A = (FUDMFKey*)a;
FUDMFKey *B = (FUDMFKey*)b;
return int(A->Key) - int(B->Key);
}
void FUDMFKeys::Sort()
{
qsort(&(*this)[0], Size(), sizeof(FUDMFKey), udmfcmp);
}
FUDMFKey *FUDMFKeys::Find(FName key)
{
int min = 0, max = Size()-1;
while (min <= max)
{
int mid = (min + max) / 2;
if ((*this)[mid].Key == key)
{
return &(*this)[mid];
}
else if ((*this)[mid].Key <= key)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
//===========================================================================
//
// Retrieves UDMF user properties
//
//===========================================================================
int GetUDMFInt(int type, int index, const char *key)
{
assert(type >=0 && type <=3);
FUDMFKeys *pKeys = UDMFKeys[type].CheckKey(index);
if (pKeys != NULL)
{
FUDMFKey *pKey = pKeys->Find(key);
if (pKey != NULL)
{
return pKey->IntVal;
}
}
return 0;
}
fixed_t GetUDMFFixed(int type, int index, const char *key)
{
assert(type >=0 && type <=3);
FUDMFKeys *pKeys = UDMFKeys[type].CheckKey(index);
if (pKeys != NULL)
{
FUDMFKey *pKey = pKeys->Find(key);
if (pKey != NULL)
{
return FLOAT2FIXED(pKey->FloatVal);
}
}
return 0;
}
//===========================================================================
//
// UDMF parser
//
//===========================================================================
class UDMFParser : public UDMFParserBase
{
bool isTranslated;
bool isExtended;
bool floordrop;
TArray<line_t> ParsedLines;
TArray<side_t> ParsedSides;
TArray<intmapsidedef_t> ParsedSideTextures;
TArray<sector_t> ParsedSectors;
TArray<vertex_t> ParsedVertices;
TArray<vertexdata_t> ParsedVertexDatas;
FDynamicColormap *fogMap, *normMap;
FMissingTextureTracker &missingTex;
public:
UDMFParser(FMissingTextureTracker &missing)
: missingTex(missing)
{
linemap.Clear();
fogMap = normMap = NULL;
}
void AddUserKey(FName key, int kind, int index)
{
FUDMFKeys &keyarray = UDMFKeys[kind][index];
for(unsigned i=0; i < keyarray.Size(); i++)
{
if (keyarray[i].Key == key)
{
switch (sc.TokenType)
{
case TK_IntConst:
keyarray[i] = sc.Number;
break;
case TK_FloatConst:
keyarray[i] = sc.Float;
break;
default:
case TK_StringConst:
keyarray[i] = parsedString;
break;
case TK_True:
keyarray[i] = 1;
break;
case TK_False:
keyarray[i] = 0;
break;
}
return;
}
}
FUDMFKey ukey;
ukey.Key = key;
switch (sc.TokenType)
{
case TK_IntConst:
ukey = sc.Number;
break;
case TK_FloatConst:
ukey = sc.Float;
break;
default:
case TK_StringConst:
ukey = parsedString;
break;
case TK_True:
ukey = 1;
break;
case TK_False:
ukey = 0;
break;
}
keyarray.Push(ukey);
}
//===========================================================================
//
// Parse a thing block
//
//===========================================================================
void ParseThing(FMapThing *th)
{
FString arg0str, arg1str;
memset(th, 0, sizeof(*th));
th->Gravity = 1;
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th->RenderStyle = STYLE_Count;
th->Alpha = -1;
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th->health = 1;
th->FloatbobPhase = -1;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
FName key = ParseKey();
switch(key)
{
case NAME_Id:
th->thingid = CheckInt(key);
break;
case NAME_X:
th->pos.X = CheckFloat(key);
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break;
case NAME_Y:
th->pos.Y = CheckFloat(key);
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break;
case NAME_Height:
th->pos.Z = CheckFloat(key);
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break;
case NAME_Angle:
th->angle = (short)CheckInt(key);
break;
case NAME_Type:
th->EdNum = (short)CheckInt(key);
th->info = DoomEdMap.CheckKey(th->EdNum);
break;
case NAME_Conversation:
CHECK_N(Zd | Zdt)
th->Conversation = CheckInt(key);
break;
case NAME_Special:
CHECK_N(Hx | Zd | Zdt | Va)
th->special = CheckInt(key);
break;
case NAME_Gravity:
CHECK_N(Zd | Zdt)
th->Gravity = CheckFloat(key);
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break;
case NAME_Arg0:
case NAME_Arg1:
case NAME_Arg2:
case NAME_Arg3:
case NAME_Arg4:
CHECK_N(Hx | Zd | Zdt | Va)
th->args[int(key)-int(NAME_Arg0)] = CheckInt(key);
break;
case NAME_Arg0Str:
CHECK_N(Zd);
arg0str = CheckString(key);
break;
case NAME_Arg1Str:
CHECK_N(Zd);
arg1str = CheckString(key);
break;
case NAME_Skill1:
case NAME_Skill2:
case NAME_Skill3:
case NAME_Skill4:
case NAME_Skill5:
case NAME_Skill6:
case NAME_Skill7:
case NAME_Skill8:
case NAME_Skill9:
case NAME_Skill10:
case NAME_Skill11:
case NAME_Skill12:
case NAME_Skill13:
case NAME_Skill14:
case NAME_Skill15:
case NAME_Skill16:
if (CheckBool(key)) th->SkillFilter |= (1<<(int(key)-NAME_Skill1));
else th->SkillFilter &= ~(1<<(int(key)-NAME_Skill1));
break;
case NAME_Class1:
case NAME_Class2:
case NAME_Class3:
case NAME_Class4:
case NAME_Class5:
case NAME_Class6:
case NAME_Class7:
case NAME_Class8:
case NAME_Class9:
case NAME_Class10:
case NAME_Class11:
case NAME_Class12:
case NAME_Class13:
case NAME_Class14:
case NAME_Class15:
case NAME_Class16:
CHECK_N(Hx | Zd | Zdt | Va)
if (CheckBool(key)) th->ClassFilter |= (1<<(int(key)-NAME_Class1));
else th->ClassFilter &= ~(1<<(int(key)-NAME_Class1));
break;
case NAME_Ambush:
Flag(th->flags, MTF_AMBUSH, key);
break;
case NAME_Dormant:
CHECK_N(Hx | Zd | Zdt | Va)
Flag(th->flags, MTF_DORMANT, key);
break;
case NAME_Single:
Flag(th->flags, MTF_SINGLE, key);
break;
case NAME_Coop:
Flag(th->flags, MTF_COOPERATIVE, key);
break;
case NAME_Dm:
Flag(th->flags, MTF_DEATHMATCH, key);
break;
case NAME_Translucent:
CHECK_N(St | Zd | Zdt | Va)
Flag(th->flags, MTF_SHADOW, key);
break;
case NAME_Invisible:
CHECK_N(St | Zd | Zdt | Va)
Flag(th->flags, MTF_ALTSHADOW, key);
break;
case NAME_Friend: // This maps to Strife's friendly flag
CHECK_N(Dm | Zd | Zdt | Va)
Flag(th->flags, MTF_FRIENDLY, key);
break;
case NAME_Strifeally:
CHECK_N(St | Zd | Zdt | Va)
Flag(th->flags, MTF_FRIENDLY, key);
break;
case NAME_Standing:
CHECK_N(St | Zd | Zdt | Va)
Flag(th->flags, MTF_STANDSTILL, key);
break;
case NAME_Countsecret:
CHECK_N(Zd | Zdt | Va)
Flag(th->flags, MTF_SECRET, key);
break;
case NAME_Floatbobphase:
CHECK_N(Zd | Zdt)
th->FloatbobPhase = CheckInt(key);
break;
case NAME_Renderstyle:
{
FName style = CheckString(key);
switch (style)
{
case NAME_None:
th->RenderStyle = STYLE_None;
break;
case NAME_Normal:
th->RenderStyle = STYLE_Normal;
break;
case NAME_Fuzzy:
th->RenderStyle = STYLE_Fuzzy;
break;
case NAME_SoulTrans:
th->RenderStyle = STYLE_SoulTrans;
break;
case NAME_OptFuzzy:
th->RenderStyle = STYLE_OptFuzzy;
break;
case NAME_Stencil:
th->RenderStyle = STYLE_Stencil;
break;
case NAME_AddStencil:
th->RenderStyle = STYLE_AddStencil;
break;
case NAME_Translucent:
th->RenderStyle = STYLE_Translucent;
break;
case NAME_Add:
case NAME_Additive:
th->RenderStyle = STYLE_Add;
break;
case NAME_Shaded:
th->RenderStyle = STYLE_Shaded;
break;
case NAME_AddShaded:
th->RenderStyle = STYLE_AddShaded;
break;
case NAME_TranslucentStencil:
th->RenderStyle = STYLE_TranslucentStencil;
break;
case NAME_Shadow:
th->RenderStyle = STYLE_Shadow;
break;
case NAME_Subtract:
case NAME_Subtractive:
th->RenderStyle = STYLE_Subtract;
break;
default:
break;
}
}
break;
case NAME_Alpha:
th->Alpha = CheckFloat(key);
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break;
case NAME_FillColor:
th->fillcolor = CheckInt(key);
break;
case NAME_Health:
th->health = CheckInt(key);
break;
case NAME_Score:
th->score = CheckInt(key);
break;
case NAME_Pitch:
th->pitch = (short)CheckInt(key);
break;
case NAME_Roll:
th->roll = (short)CheckInt(key);
break;
case NAME_ScaleX:
th->Scale.X = CheckFloat(key);
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break;
case NAME_ScaleY:
th->Scale.Y = CheckFloat(key);
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break;
case NAME_Scale:
th->Scale.X = th->Scale.Y = CheckFloat(key);
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break;
default:
CHECK_N(Zd | Zdt)
if (0 == strnicmp("user_", key.GetChars(), 5))
{ // Custom user key - Sets an actor's user variable directly
FMapThingUserData ud;
ud.Property = key;
ud.Value = CheckInt(key);
MapThingsUserData.Push(ud);
}
break;
}
}
if (arg0str.IsNotEmpty() && (P_IsACSSpecial(th->special) || th->special == 0))
{
th->args[0] = -FName(arg0str);
}
if (arg1str.IsNotEmpty() && (P_IsThingSpecial(th->special) || th->special == 0))
{
th->args[1] = -FName(arg1str);
}
// Thing specials are only valid in namespaces with Hexen-type specials
// and in ZDoomTranslated - which will use the translator on them.
if (namespc == NAME_ZDoomTranslated)
{
maplinedef_t mld;
line_t ld;
if (th->special != 0) // if special is 0, keep the args (e.g. for bridge things)
{
// The trigger type is ignored here.
mld.flags = 0;
mld.special = th->special;
mld.tag = th->args[0];
P_TranslateLineDef(&ld, &mld);
th->special = ld.special;
memcpy(th->args, ld.args, sizeof (ld.args));
}
}
else if (isTranslated)
{
th->special = 0;
memset(th->args, 0, sizeof (th->args));
}
}
//===========================================================================
//
// Parse a linedef block
//
//===========================================================================
void ParseLinedef(line_t *ld, int index)
{
bool passuse = false;
bool strifetrans = false;
bool strifetrans2 = false;
FString arg0str, arg1str;
int lineid = -1; // forZDoomTranslated namespace
FString tagstring;
memset(ld, 0, sizeof(*ld));
ld->Alpha = OPAQUE;
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ld->portalindex = UINT_MAX;
ld->sidedef[0] = ld->sidedef[1] = NULL;
if (level.flags2 & LEVEL2_CLIPMIDTEX) ld->flags |= ML_CLIP_MIDTEX;
if (level.flags2 & LEVEL2_WRAPMIDTEX) ld->flags |= ML_WRAP_MIDTEX;
if (level.flags2 & LEVEL2_CHECKSWITCHRANGE) ld->flags |= ML_CHECKSWITCHRANGE;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
FName key = ParseKey();
// This switch contains all keys of the UDMF base spec
switch(key)
{
case NAME_V1:
ld->v1 = (vertex_t*)(intptr_t)CheckInt(key); // must be relocated later
continue;
case NAME_V2:
ld->v2 = (vertex_t*)(intptr_t)CheckInt(key); // must be relocated later
continue;
case NAME_Special:
ld->special = CheckInt(key);
if (namespc == NAME_Hexen)
{
if (ld->special < 0 || ld->special > 140 || !HexenLineSpecialOk[ld->special])
ld->special = 0; // NULL all specials which don't exist in Hexen
}
continue;
case NAME_Id:
lineid = CheckInt(key);
tagManager.AddLineID(index, lineid);
continue;
case NAME_Sidefront:
ld->sidedef[0] = (side_t*)(intptr_t)(1 + CheckInt(key));
continue;
case NAME_Sideback:
ld->sidedef[1] = (side_t*)(intptr_t)(1 + CheckInt(key));
continue;
case NAME_Arg0:
case NAME_Arg1:
case NAME_Arg2:
case NAME_Arg3:
case NAME_Arg4:
ld->args[int(key)-int(NAME_Arg0)] = CheckInt(key);
continue;
case NAME_Arg0Str:
CHECK_N(Zd);
arg0str = CheckString(key);
continue;
case NAME_Arg1Str:
CHECK_N(Zd);
arg1str = CheckString(key);
continue;
case NAME_Blocking:
Flag(ld->flags, ML_BLOCKING, key);
continue;
case NAME_Blockmonsters:
Flag(ld->flags, ML_BLOCKMONSTERS, key);
continue;
case NAME_Twosided:
Flag(ld->flags, ML_TWOSIDED, key);
continue;
case NAME_Dontpegtop:
Flag(ld->flags, ML_DONTPEGTOP, key);
continue;
case NAME_Dontpegbottom:
Flag(ld->flags, ML_DONTPEGBOTTOM, key);
continue;
case NAME_Secret:
Flag(ld->flags, ML_SECRET, key);
continue;
case NAME_Blocksound:
Flag(ld->flags, ML_SOUNDBLOCK, key);
continue;
case NAME_Dontdraw:
Flag(ld->flags, ML_DONTDRAW, key);
continue;
case NAME_Mapped:
Flag(ld->flags, ML_MAPPED, key);
continue;
case NAME_Jumpover:
CHECK_N(St | Zd | Zdt | Va)
Flag(ld->flags, ML_RAILING, key);
continue;
case NAME_Blockfloaters:
CHECK_N(St | Zd | Zdt | Va)
Flag(ld->flags, ML_BLOCK_FLOATERS, key);
continue;
case NAME_Translucent:
CHECK_N(St | Zd | Zdt | Va)
strifetrans = CheckBool(key);
continue;
case NAME_Transparent:
CHECK_N(St | Zd | Zdt | Va)
strifetrans2 = CheckBool(key);
continue;
case NAME_Passuse:
CHECK_N(Dm | Zd | Zdt | Va)
passuse = CheckBool(key);
continue;
default:
break;
}
// This switch contains all keys of the UDMF base spec which only apply to Hexen format specials
if (!isTranslated) switch (key)
{
case NAME_Playercross:
Flag(ld->activation, SPAC_Cross, key);
continue;
case NAME_Playeruse:
Flag(ld->activation, SPAC_Use, key);
continue;
case NAME_Playeruseback:
Flag(ld->activation, SPAC_UseBack, key);
continue;
case NAME_Monstercross:
Flag(ld->activation, SPAC_MCross, key);
continue;
case NAME_Impact:
Flag(ld->activation, SPAC_Impact, key);
continue;
case NAME_Playerpush:
Flag(ld->activation, SPAC_Push, key);
continue;
case NAME_Missilecross:
Flag(ld->activation, SPAC_PCross, key);
continue;
case NAME_Monsteruse:
Flag(ld->activation, SPAC_MUse, key);
continue;
case NAME_Monsterpush:
Flag(ld->activation, SPAC_MPush, key);
continue;
case NAME_Repeatspecial:
Flag(ld->flags, ML_REPEAT_SPECIAL, key);
continue;
default:
break;
}
// This switch contains all keys which are ZDoom specific
if (namespace_bits & (Zd|Zdt|Va)) switch(key)
{
case NAME_Alpha:
ld->Alpha = CheckFixed(key);
continue;
case NAME_Renderstyle:
{
const char *str = CheckString(key);
if (!stricmp(str, "translucent")) ld->flags &= ~ML_ADDTRANS;
else if (!stricmp(str, "add")) ld->flags |= ML_ADDTRANS;
else sc.ScriptMessage("Unknown value \"%s\" for 'renderstyle'\n", str);
continue;
}
case NAME_Anycross:
Flag(ld->activation, SPAC_AnyCross, key);
continue;
case NAME_Monsteractivate:
Flag(ld->flags, ML_MONSTERSCANACTIVATE, key);
continue;
case NAME_Blockplayers:
Flag(ld->flags, ML_BLOCK_PLAYERS, key);
continue;
case NAME_Blockeverything:
Flag(ld->flags, ML_BLOCKEVERYTHING, key);
continue;
case NAME_Zoneboundary:
Flag(ld->flags, ML_ZONEBOUNDARY, key);
continue;
case NAME_Clipmidtex:
Flag(ld->flags, ML_CLIP_MIDTEX, key);
continue;
case NAME_Wrapmidtex:
Flag(ld->flags, ML_WRAP_MIDTEX, key);
continue;
case NAME_Midtex3d:
Flag(ld->flags, ML_3DMIDTEX, key);
continue;
case NAME_Checkswitchrange:
Flag(ld->flags, ML_CHECKSWITCHRANGE, key);
continue;
case NAME_Firstsideonly:
Flag(ld->flags, ML_FIRSTSIDEONLY, key);
continue;
case NAME_blockprojectiles:
Flag(ld->flags, ML_BLOCKPROJECTILE, key);
continue;
case NAME_blockuse:
Flag(ld->flags, ML_BLOCKUSE, key);
continue;
case NAME_blocksight:
Flag(ld->flags, ML_BLOCKSIGHT, key);
continue;
case NAME_blockhitscan:
Flag(ld->flags, ML_BLOCKHITSCAN, key);
continue;
// [TP] Locks the special with a key
case NAME_Locknumber:
ld->locknumber = CheckInt(key);
continue;
// [TP] Causes a 3d midtex to behave like an impassible line
case NAME_Midtex3dimpassible:
Flag(ld->flags, ML_3DMIDTEX_IMPASS, key);
continue;
case NAME_MoreIds:
// delay parsing of the tag string until parsing of the sector is complete
// This ensures that the ID is always the first tag in the list.
tagstring = CheckString(key);
break;
default:
break;
}
if ((namespace_bits & (Zd | Zdt)) && !strnicmp("user_", key.GetChars(), 5))
{
AddUserKey(key, UDMF_Line, index);
}
}
if (tagstring.IsNotEmpty())
{
FScanner sc;
sc.OpenString("tagstring", tagstring);
// scan the string as long as valid numbers can be found
while (sc.CheckNumber())
{
if (sc.Number != 0) tagManager.AddLineID(index, sc.Number);
}
}
if (isTranslated)
{
int saved = ld->flags;
maplinedef_t mld;
memset(&mld, 0, sizeof(mld));
mld.special = ld->special;
mld.tag = ld->args[0];
P_TranslateLineDef(ld, &mld);
ld->flags = saved | (ld->flags&(ML_MONSTERSCANACTIVATE|ML_REPEAT_SPECIAL|ML_FIRSTSIDEONLY));
}
if (passuse && (ld->activation & SPAC_Use))
{
ld->activation = (ld->activation & ~SPAC_Use) | SPAC_UseThrough;
}
if (strifetrans && ld->Alpha == OPAQUE)
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{
ld->Alpha = TRANSLUC75;
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}
if (strifetrans2 && ld->Alpha == FRACUNIT)
{
ld->Alpha = TRANSLUC25;
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}
if (ld->sidedef[0] == NULL)
{
ld->sidedef[0] = (side_t*)(intptr_t)(1);
Printf("Line %d has no first side.\n", index);
}
if (arg0str.IsNotEmpty() && (P_IsACSSpecial(ld->special) || ld->special == 0))
{
ld->args[0] = -FName(arg0str);
}
if (arg1str.IsNotEmpty() && (P_IsThingSpecial(ld->special) || ld->special == 0))
{
ld->args[1] = -FName(arg1str);
}
if ((ld->flags & ML_3DMIDTEX_IMPASS) && !(ld->flags & ML_3DMIDTEX)) // [TP]
{
Printf ("Line %d has midtex3dimpassible without midtex3d.\n", index);
}
}
//===========================================================================
//
// Parse a sidedef block
//
//===========================================================================
void ParseSidedef(side_t *sd, intmapsidedef_t *sdt, int index)
{
fixed_t texofs[2]={0,0};
memset(sd, 0, sizeof(*sd));
sdt->bottomtexture = "-";
sdt->toptexture = "-";
sdt->midtexture = "-";
sd->SetTextureXScale(FRACUNIT);
sd->SetTextureYScale(FRACUNIT);
sd->Index = index;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
FName key = ParseKey();
switch(key)
{
case NAME_Offsetx:
texofs[0] = CheckInt(key) << FRACBITS;
continue;
case NAME_Offsety:
texofs[1] = CheckInt(key) << FRACBITS;
continue;
case NAME_Texturetop:
sdt->toptexture = CheckString(key);
continue;
case NAME_Texturebottom:
sdt->bottomtexture = CheckString(key);
continue;
case NAME_Texturemiddle:
sdt->midtexture = CheckString(key);
continue;
case NAME_Sector:
sd->sector = (sector_t*)(intptr_t)CheckInt(key);
continue;
default:
break;
}
if (namespace_bits & (Zd|Zdt|Va)) switch(key)
{
case NAME_offsetx_top:
sd->SetTextureXOffset(side_t::top, CheckFixed(key));
continue;
case NAME_offsety_top:
sd->SetTextureYOffset(side_t::top, CheckFixed(key));
continue;
case NAME_offsetx_mid:
sd->SetTextureXOffset(side_t::mid, CheckFixed(key));
continue;
case NAME_offsety_mid:
sd->SetTextureYOffset(side_t::mid, CheckFixed(key));
continue;
case NAME_offsetx_bottom:
sd->SetTextureXOffset(side_t::bottom, CheckFixed(key));
continue;
case NAME_offsety_bottom:
sd->SetTextureYOffset(side_t::bottom, CheckFixed(key));
continue;
case NAME_scalex_top:
sd->SetTextureXScale(side_t::top, CheckFixed(key));
continue;
case NAME_scaley_top:
sd->SetTextureYScale(side_t::top, CheckFixed(key));
continue;
case NAME_scalex_mid:
sd->SetTextureXScale(side_t::mid, CheckFixed(key));
continue;
case NAME_scaley_mid:
sd->SetTextureYScale(side_t::mid, CheckFixed(key));
continue;
case NAME_scalex_bottom:
sd->SetTextureXScale(side_t::bottom, CheckFixed(key));
continue;
case NAME_scaley_bottom:
sd->SetTextureYScale(side_t::bottom, CheckFixed(key));
continue;
case NAME_light:
sd->SetLight(CheckInt(key));
continue;
case NAME_lightabsolute:
Flag(sd->Flags, WALLF_ABSLIGHTING, key);
continue;
case NAME_lightfog:
Flag(sd->Flags, WALLF_LIGHT_FOG, key);
continue;
case NAME_nofakecontrast:
Flag(sd->Flags, WALLF_NOFAKECONTRAST, key);
continue;
case NAME_smoothlighting:
Flag(sd->Flags, WALLF_SMOOTHLIGHTING, key);
continue;
case NAME_Wrapmidtex:
Flag(sd->Flags, WALLF_WRAP_MIDTEX, key);
continue;
case NAME_Clipmidtex:
Flag(sd->Flags, WALLF_CLIP_MIDTEX, key);
continue;
case NAME_Nodecals:
Flag(sd->Flags, WALLF_NOAUTODECALS, key);
continue;
default:
break;
}
if ((namespace_bits & (Zd | Zdt)) && !strnicmp("user_", key.GetChars(), 5))
{
AddUserKey(key, UDMF_Side, index);
}
}
// initialization of these is delayed to allow separate offsets and add them with the global ones.
sd->AddTextureXOffset(side_t::top, texofs[0]);
sd->AddTextureXOffset(side_t::mid, texofs[0]);
sd->AddTextureXOffset(side_t::bottom, texofs[0]);
sd->AddTextureYOffset(side_t::top, texofs[1]);
sd->AddTextureYOffset(side_t::mid, texofs[1]);
sd->AddTextureYOffset(side_t::bottom, texofs[1]);
}
//===========================================================================
//
// parse a sector block
//
//===========================================================================
void ParseSector(sector_t *sec, int index)
{
int lightcolor = -1;
int fadecolor = -1;
int desaturation = -1;
int fplaneflags = 0, cplaneflags = 0;
double fp[4] = { 0 }, cp[4] = { 0 };
FString tagstring;
memset(sec, 0, sizeof(*sec));
sec->lightlevel = 160;
sec->SetXScale(sector_t::floor, FRACUNIT); // [RH] floor and ceiling scaling
sec->SetYScale(sector_t::floor, FRACUNIT);
sec->SetXScale(sector_t::ceiling, FRACUNIT);
sec->SetYScale(sector_t::ceiling, FRACUNIT);
sec->SetAlpha(sector_t::floor, OPAQUE);
sec->SetAlpha(sector_t::ceiling, OPAQUE);
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sec->thinglist = NULL;
sec->touching_thinglist = NULL; // phares 3/14/98
sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
sec->nextsec = -1; //jff 2/26/98 add fields to support locking out
sec->prevsec = -1; // stair retriggering until build completes
sec->heightsec = NULL; // sector used to get floor and ceiling height
sec->sectornum = index;
sec->damageinterval = 32;
sec->terrainnum[sector_t::ceiling] = sec->terrainnum[sector_t::floor] = -1;
if (floordrop) sec->Flags = SECF_FLOORDROP;
// killough 3/7/98: end changes
sec->gravity = 1.; // [RH] Default sector gravity of 1.0
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sec->ZoneNumber = 0xFFFF;
// killough 8/28/98: initialize all sectors to normal friction
sec->friction = ORIG_FRICTION;
sec->movefactor = ORIG_FRICTION_FACTOR;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
FName key = ParseKey();
switch(key)
{
case NAME_Heightfloor:
sec->SetPlaneTexZ(sector_t::floor, CheckInt(key) << FRACBITS);
continue;
case NAME_Heightceiling:
sec->SetPlaneTexZ(sector_t::ceiling, CheckInt(key) << FRACBITS);
continue;
case NAME_Texturefloor:
SetTexture(sec, index, sector_t::floor, CheckString(key), missingTex, false);
continue;
case NAME_Textureceiling:
SetTexture(sec, index, sector_t::ceiling, CheckString(key), missingTex, false);
continue;
case NAME_Lightlevel:
sec->lightlevel = sector_t::ClampLight(CheckInt(key));
continue;
case NAME_Special:
sec->special = (short)CheckInt(key);
if (isTranslated) sec->special = P_TranslateSectorSpecial(sec->special);
else if (namespc == NAME_Hexen)
{
if (sec->special < 0 || sec->special > 255 || !HexenSectorSpecialOk[sec->special])
sec->special = 0; // NULL all unknown specials
}
continue;
case NAME_Id:
tagManager.AddSectorTag(index, CheckInt(key));
continue;
default:
break;
}
if (namespace_bits & (Zd|Zdt|Va)) switch(key)
{
case NAME_Xpanningfloor:
sec->SetXOffset(sector_t::floor, CheckFixed(key));
continue;
case NAME_Ypanningfloor:
sec->SetYOffset(sector_t::floor, CheckFixed(key));
continue;
case NAME_Xpanningceiling:
sec->SetXOffset(sector_t::ceiling, CheckFixed(key));
continue;
case NAME_Ypanningceiling:
sec->SetYOffset(sector_t::ceiling, CheckFixed(key));
continue;
case NAME_Xscalefloor:
sec->SetXScale(sector_t::floor, CheckFixed(key));
continue;
case NAME_Yscalefloor:
sec->SetYScale(sector_t::floor, CheckFixed(key));
continue;
case NAME_Xscaleceiling:
sec->SetXScale(sector_t::ceiling, CheckFixed(key));
continue;
case NAME_Yscaleceiling:
sec->SetYScale(sector_t::ceiling, CheckFixed(key));
continue;
case NAME_Rotationfloor:
sec->SetAngle(sector_t::floor, CheckAngle(key));
continue;
case NAME_Rotationceiling:
sec->SetAngle(sector_t::ceiling, CheckAngle(key));
continue;
case NAME_Lightfloor:
sec->SetPlaneLight(sector_t::floor, CheckInt(key));
continue;
case NAME_Lightceiling:
sec->SetPlaneLight(sector_t::ceiling, CheckInt(key));
continue;
case NAME_Alphafloor:
sec->SetAlpha(sector_t::floor, CheckFixed(key));
continue;
case NAME_Alphaceiling:
sec->SetAlpha(sector_t::ceiling, CheckFixed(key));
continue;
case NAME_Renderstylefloor:
{
const char *str = CheckString(key);
if (!stricmp(str, "translucent")) sec->ChangeFlags(sector_t::floor, PLANEF_ADDITIVE, 0);
else if (!stricmp(str, "add")) sec->ChangeFlags(sector_t::floor, 0, PLANEF_ADDITIVE);
else sc.ScriptMessage("Unknown value \"%s\" for 'renderstylefloor'\n", str);
continue;
}
case NAME_Renderstyleceiling:
{
const char *str = CheckString(key);
if (!stricmp(str, "translucent")) sec->ChangeFlags(sector_t::ceiling, PLANEF_ADDITIVE, 0);
else if (!stricmp(str, "add")) sec->ChangeFlags(sector_t::ceiling, 0, PLANEF_ADDITIVE);
else sc.ScriptMessage("Unknown value \"%s\" for 'renderstyleceiling'\n", str);
continue;
}
case NAME_Lightfloorabsolute:
if (CheckBool(key)) sec->ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
else sec->ChangeFlags(sector_t::floor, PLANEF_ABSLIGHTING, 0);
continue;
case NAME_Lightceilingabsolute:
if (CheckBool(key)) sec->ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING);
else sec->ChangeFlags(sector_t::ceiling, PLANEF_ABSLIGHTING, 0);
continue;
case NAME_Gravity:
sec->gravity = CheckFloat(key);
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continue;
case NAME_Lightcolor:
lightcolor = CheckInt(key);
continue;
case NAME_Fadecolor:
fadecolor = CheckInt(key);
continue;
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key));
continue;
case NAME_Silent:
Flag(sec->Flags, SECF_SILENT, key);
continue;
case NAME_NoRespawn:
Flag(sec->Flags, SECF_NORESPAWN, key);
continue;
case NAME_Nofallingdamage:
Flag(sec->Flags, SECF_NOFALLINGDAMAGE, key);
continue;
case NAME_Dropactors:
Flag(sec->Flags, SECF_FLOORDROP, key);
continue;
case NAME_SoundSequence:
sec->SeqName = CheckString(key);
sec->seqType = -1;
continue;
case NAME_hidden:
Flag(sec->MoreFlags, SECF_HIDDEN, key);
break;
case NAME_Waterzone:
Flag(sec->MoreFlags, SECF_UNDERWATER, key);
break;
case NAME_floorplane_a:
fplaneflags |= 1;
fp[0] = CheckFloat(key);
break;
case NAME_floorplane_b:
fplaneflags |= 2;
fp[1] = CheckFloat(key);
break;
case NAME_floorplane_c:
fplaneflags |= 4;
fp[2] = CheckFloat(key);
break;
case NAME_floorplane_d:
fplaneflags |= 8;
fp[3] = CheckFloat(key);
break;
case NAME_ceilingplane_a:
cplaneflags |= 1;
cp[0] = CheckFloat(key);
break;
case NAME_ceilingplane_b:
cplaneflags |= 2;
cp[1] = CheckFloat(key);
break;
case NAME_ceilingplane_c:
cplaneflags |= 4;
cp[2] = CheckFloat(key);
break;
case NAME_ceilingplane_d:
cplaneflags |= 8;
cp[3] = CheckFloat(key);
break;
case NAME_damageamount:
sec->damageamount = CheckInt(key);
break;
case NAME_damagetype:
sec->damagetype = CheckString(key);
break;
case NAME_damageinterval:
sec->damageinterval = CheckInt(key);
if (sec->damageinterval < 1) sec->damageinterval = 1;
break;
case NAME_leakiness:
sec->leakydamage = CheckInt(key);
break;
case NAME_damageterraineffect:
Flag(sec->Flags, SECF_DMGTERRAINFX, key);
break;
case NAME_damagehazard:
Flag(sec->Flags, SECF_HAZARD, key);
break;
case NAME_floorterrain:
sec->terrainnum[sector_t::floor] = P_FindTerrain(CheckString(key));
break;
case NAME_ceilingterrain:
sec->terrainnum[sector_t::ceiling] = P_FindTerrain(CheckString(key));
break;
case NAME_MoreIds:
// delay parsing of the tag string until parsing of the sector is complete
// This ensures that the ID is always the first tag in the list.
tagstring = CheckString(key);
break;
default:
break;
}
if ((namespace_bits & (Zd | Zdt)) && !strnicmp("user_", key.GetChars(), 5))
{
AddUserKey(key, UDMF_Sector, index);
}
}
if (tagstring.IsNotEmpty())
{
FScanner sc;
sc.OpenString("tagstring", tagstring);
// scan the string as long as valid numbers can be found
while (sc.CheckNumber())
{
if (sc.Number != 0) tagManager.AddSectorTag(index, sc.Number);
}
}
if (sec->damageamount == 0)
{
// If no damage is set, clear all other related properties so that they do not interfere
// with other means of setting them.
sec->damagetype = NAME_None;
sec->damageinterval = 0;
sec->leakydamage = 0;
sec->Flags &= ~SECF_DAMAGEFLAGS;
}
// Reset the planes to their defaults if not all of the plane equation's parameters were found.
if (fplaneflags != 15)
{
sec->floorplane.a = sec->floorplane.b = 0;
sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor);
sec->floorplane.c = FRACUNIT;
sec->floorplane.ic = FRACUNIT;
}
else
{
double ulen = DVector3(fp[0], fp[1], fp[2]).Length();
2016-03-01 15:47:10 +00:00
// normalize the vector, it must have a length of 1
sec->floorplane.a = FLOAT2FIXED(fp[0] / ulen);
sec->floorplane.b = FLOAT2FIXED(fp[1] / ulen);
sec->floorplane.c = FLOAT2FIXED(fp[2] / ulen);
sec->floorplane.d = FLOAT2FIXED(fp[3] / ulen);
sec->floorplane.ic = FLOAT2FIXED(ulen / fp[2]);
}
if (cplaneflags != 15)
{
sec->ceilingplane.a = sec->ceilingplane.b = 0;
sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling);
sec->ceilingplane.c = -FRACUNIT;
sec->ceilingplane.ic = -FRACUNIT;
}
else
{
double ulen = DVector3(cp[0], cp[1], cp[2]).Length();
2016-03-01 15:47:10 +00:00
// normalize the vector, it must have a length of 1
sec->ceilingplane.a = FLOAT2FIXED(cp[0] / ulen);
sec->ceilingplane.b = FLOAT2FIXED(cp[1] / ulen);
sec->ceilingplane.c = FLOAT2FIXED(cp[2] / ulen);
sec->ceilingplane.d = FLOAT2FIXED(cp[3] / ulen);
sec->ceilingplane.ic = FLOAT2FIXED(ulen / cp[2]);
}
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
{
// [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog.
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special & 0xff) == Sector_Outside))
{
if (fogMap == NULL)
fogMap = GetSpecialLights(PalEntry(255, 255, 255), level.outsidefog, 0);
sec->ColorMap = fogMap;
}
else
{
if (normMap == NULL)
normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
sec->ColorMap = normMap;
}
}
else
{
if (lightcolor == -1) lightcolor = PalEntry(255,255,255);
if (fadecolor == -1)
{
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special & 0xff) == Sector_Outside))
fadecolor = level.outsidefog;
else
fadecolor = level.fadeto;
}
if (desaturation == -1) desaturation = NormalLight.Desaturate;
sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation);
}
}
//===========================================================================
//
// parse a vertex block
//
//===========================================================================
void ParseVertex(vertex_t *vt, vertexdata_t *vd)
{
vt->x = vt->y = 0;
vd->zCeiling = vd->zFloor = vd->flags = 0;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
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{
FName key = ParseKey();
switch (key)
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{
case NAME_X:
vt->x = CheckFixed(key);
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break;
case NAME_Y:
vt->y = CheckFixed(key);
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break;
case NAME_ZCeiling:
vd->zCeiling = CheckFloat(key);
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vd->flags |= VERTEXFLAG_ZCeilingEnabled;
break;
case NAME_ZFloor:
vd->zFloor = CheckFloat(key);
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vd->flags |= VERTEXFLAG_ZFloorEnabled;
break;
default:
break;
}
}
}
//===========================================================================
//
// Processes the linedefs after the map has been loaded
//
//===========================================================================
void ProcessLineDefs()
{
int sidecount = 0;
for(unsigned i = 0, skipped = 0; i < ParsedLines.Size();)
{
// Relocate the vertices
intptr_t v1i = intptr_t(ParsedLines[i].v1);
intptr_t v2i = intptr_t(ParsedLines[i].v2);
if (v1i >= numvertexes || v2i >= numvertexes || v1i < 0 || v2i < 0)
{
I_Error ("Line %d has invalid vertices: %zd and/or %zd.\nThe map only contains %d vertices.", i+skipped, v1i, v2i, numvertexes);
}
else if (v1i == v2i ||
(vertexes[v1i].x == vertexes[v2i].x && vertexes[v1i].y == vertexes[v2i].y))
{
Printf ("Removing 0-length line %d\n", i+skipped);
ParsedLines.Delete(i);
ForceNodeBuild = true;
skipped++;
}
else
{
ParsedLines[i].v1 = &vertexes[v1i];
ParsedLines[i].v2 = &vertexes[v2i];
if (ParsedLines[i].sidedef[0] != NULL)
sidecount++;
if (ParsedLines[i].sidedef[1] != NULL)
sidecount++;
linemap.Push(i+skipped);
i++;
}
}
numlines = ParsedLines.Size();
numsides = sidecount;
lines = new line_t[numlines];
sides = new side_t[numsides];
int line, side;
for(line = 0, side = 0; line < numlines; line++)
{
short tempalpha[2] = { SHRT_MIN, SHRT_MIN };
lines[line] = ParsedLines[line];
for(int sd = 0; sd < 2; sd++)
{
if (lines[line].sidedef[sd] != NULL)
{
int mapside = int(intptr_t(lines[line].sidedef[sd]))-1;
if (mapside < sidecount)
{
sides[side] = ParsedSides[mapside];
sides[side].linedef = &lines[line];
sides[side].sector = &sectors[intptr_t(sides[side].sector)];
lines[line].sidedef[sd] = &sides[side];
P_ProcessSideTextures(!isExtended, &sides[side], sides[side].sector, &ParsedSideTextures[mapside],
lines[line].special, lines[line].args[0], &tempalpha[sd], missingTex);
side++;
}
else
{
lines[line].sidedef[sd] = NULL;
}
}
}
P_AdjustLine(&lines[line]);
P_FinishLoadingLineDef(&lines[line], tempalpha[0]);
}
assert(side <= numsides);
if (side < numsides)
{
Printf("Map had %d invalid side references\n", numsides - side);
numsides = side;
}
}
//===========================================================================
//
// Main parsing function
//
//===========================================================================
void ParseTextMap(MapData *map)
{
char *buffer = new char[map->Size(ML_TEXTMAP)];
isTranslated = true;
isExtended = false;
floordrop = false;
map->Read(ML_TEXTMAP, buffer);
sc.OpenMem(Wads.GetLumpFullName(map->lumpnum), buffer, map->Size(ML_TEXTMAP));
delete [] buffer;
sc.SetCMode(true);
if (sc.CheckString("namespace"))
{
sc.MustGetStringName("=");
sc.MustGetString();
namespc = sc.String;
switch(namespc)
{
case NAME_ZDoom:
namespace_bits = Zd;
isTranslated = false;
break;
case NAME_ZDoomTranslated:
level.flags2 |= LEVEL2_DUMMYSWITCHES;
namespace_bits = Zdt;
break;
case NAME_Vavoom:
namespace_bits = Va;
isTranslated = false;
break;
case NAME_Hexen:
namespace_bits = Hx;
isTranslated = false;
break;
case NAME_Doom:
namespace_bits = Dm;
P_LoadTranslator("xlat/doom_base.txt");
level.flags2 |= LEVEL2_DUMMYSWITCHES;
floordrop = true;
break;
case NAME_Heretic:
namespace_bits = Ht;
P_LoadTranslator("xlat/heretic_base.txt");
level.flags2 |= LEVEL2_DUMMYSWITCHES;
floordrop = true;
break;
case NAME_Strife:
namespace_bits = St;
P_LoadTranslator("xlat/strife_base.txt");
level.flags2 |= LEVEL2_DUMMYSWITCHES|LEVEL2_RAILINGHACK;
floordrop = true;
break;
default:
Printf("Unknown namespace %s. Using defaults for %s\n", sc.String, GameTypeName());
switch (gameinfo.gametype)
{
default: // Shh, GCC
case GAME_Doom:
case GAME_Chex:
namespace_bits = Dm;
P_LoadTranslator("xlat/doom_base.txt");
break;
case GAME_Heretic:
namespace_bits = Ht;
P_LoadTranslator("xlat/heretic_base.txt");
break;
case GAME_Strife:
namespace_bits = St;
P_LoadTranslator("xlat/strife_base.txt");
break;
case GAME_Hexen:
namespace_bits = Hx;
isTranslated = false;
break;
}
}
sc.MustGetStringName(";");
}
else
{
Printf("Map does not define a namespace.\n");
}
while (sc.GetString())
{
if (sc.Compare("thing"))
{
FMapThing th;
unsigned userdatastart = MapThingsUserData.Size();
ParseThing(&th);
MapThingsConverted.Push(th);
if (userdatastart < MapThingsUserData.Size())
{ // User data added
MapThingsUserDataIndex[MapThingsConverted.Size()-1] = userdatastart;
// Mark end of the user data for this map thing
FMapThingUserData ud;
ud.Property = NAME_None;
ud.Value = 0;
MapThingsUserData.Push(ud);
}
}
else if (sc.Compare("linedef"))
{
line_t li;
ParseLinedef(&li, ParsedLines.Size());
ParsedLines.Push(li);
}
else if (sc.Compare("sidedef"))
{
side_t si;
intmapsidedef_t st;
ParseSidedef(&si, &st, ParsedSides.Size());
ParsedSides.Push(si);
ParsedSideTextures.Push(st);
}
else if (sc.Compare("sector"))
{
sector_t sec;
ParseSector(&sec, ParsedSectors.Size());
ParsedSectors.Push(sec);
}
else if (sc.Compare("vertex"))
{
vertex_t vt;
vertexdata_t vd;
ParseVertex(&vt, &vd);
ParsedVertices.Push(vt);
ParsedVertexDatas.Push(vd);
}
else
{
Skip();
}
}
// Catch bogus maps here rather than during nodebuilding
if (ParsedVertices.Size() == 0) I_Error("Map has no vertices.\n");
if (ParsedSectors.Size() == 0) I_Error("Map has no sectors. \n");
if (ParsedLines.Size() == 0) I_Error("Map has no linedefs.\n");
if (ParsedSides.Size() == 0) I_Error("Map has no sidedefs.\n");
// Create the real vertices
numvertexes = ParsedVertices.Size();
vertexes = new vertex_t[numvertexes];
memcpy(vertexes, &ParsedVertices[0], numvertexes * sizeof(*vertexes));
// Create the real vertex datas
numvertexdatas = ParsedVertexDatas.Size();
vertexdatas = new vertexdata_t[numvertexdatas];
memcpy(vertexdatas, &ParsedVertexDatas[0], numvertexdatas * sizeof(*vertexdatas));
// Create the real sectors
numsectors = ParsedSectors.Size();
sectors = new sector_t[numsectors];
memcpy(sectors, &ParsedSectors[0], numsectors * sizeof(*sectors));
sectors[0].e = new extsector_t[numsectors];
for(int i = 0; i < numsectors; i++)
{
sectors[i].e = &sectors[0].e[i];
}
// Create the real linedefs and decompress the sidedefs
ProcessLineDefs();
}
};
void P_ParseTextMap(MapData *map, FMissingTextureTracker &missingtex)
{
UDMFParser parse(missingtex);
parse.ParseTextMap(map);
}