gzdoom/src/edata.cpp

790 lines
21 KiB
C++

/*
** 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"
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<FEDOptions>("EData");
parse.ParseAssign();
parse.sc.MustGetString();
opt->EDName = parse.sc.String;
}
DEFINE_MAP_OPTION(loadacs, false)
{
FEDOptions *opt = info->GetOptData<FEDOptions>("EData");
parse.ParseAssign();
parse.sc.MustGetString();
opt->acsName = parse.sc.String;
}
struct EDMapthing
{
int recordnum;
int tid;
int type;
double height;
int args[5];
WORD skillfilter;
DWORD flags;
};
struct EDLinedef
{
int recordnum;
int special;
int tag;
int id;
int args[5];
double alpha;
DWORD flags;
DWORD activation;
};
struct EDSector
{
int recordnum;
DWORD flags;
DWORD flagsRemove;
DWORD flagsAdd;
int damageamount;
int damageinterval;
FNameNoInit damagetype;
BYTE leaky;
BYTE leakyadd;
BYTE leakyremove;
int floorterrain;
int ceilingterrain;
DWORD color;
DWORD damageflags;
DWORD damageflagsAdd;
DWORD 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];
DWORD portalflags[2];
double Overlayalpha[2];
};
static FString EDMap;
static TMap<int, EDLinedef> EDLines;
static TMap<int, EDSector> EDSectors;
static TMap<int, EDMapthing> 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.
DWORD actmethod = 0;
DWORD 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"))
{
DWORD *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"))
{
DWORD *flagvar = NULL;
BYTE *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.
DWORD 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<FEDOptions>("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 DWORD 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(int(ld - lines), 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 DWORD 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;
BYTE 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(RPART(esec->color), GPART(esec->color), BPART(esec->color), 0);
const DWORD 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()
{
int i;
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.
int *sectorrecord = new int[numsectors];
memset(sectorrecord, -1, numsectors * sizeof(int));
for (i = 0; i < numlines; i++)
{
if (lines[i].special == Static_Init && lines[i].args[1] == Init_EDSector)
{
sectorrecord[lines[i].frontsector - sectors] = lines[i].args[0];
lines[i].special = 0;
}
}
for (i = 0; i < numsectors; i++)
{
if (sectorrecord[i] >= 0)
{
ProcessEDSector(&sectors[i], sectorrecord[i]);
}
}
delete[] sectorrecord;
}
void LoadMapinfoACSLump()
{
FEDOptions *opt = level.info->GetOptData<FEDOptions>("EData", false);
if (opt != NULL)
{
int lump = Wads.CheckNumForName(opt->acsName);
if (lump >= 0) FBehavior::StaticLoadModule(lump);
}
}