gzdoom/src/p_udmf.cpp
Christoph Oelckers fd3681dae2 - use an indexed vertex buffer to render the flats.
Right now this has no advantage but it allows optimizing the data, e.g. rendering an entire sector in one go instead of per subsector.
2018-05-19 13:33:28 +02:00

2182 lines
52 KiB
C++

/*
** 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 "i_system.h"
#include "gi.h"
#include "r_sky.h"
#include "g_level.h"
#include "p_udmf.h"
#include "r_state.h"
#include "w_wad.h"
#include "p_tags.h"
#include "p_terrain.h"
#include "p_spec.h"
#include "g_levellocals.h"
#include "info.h"
#include "vm.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;
}
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 >= DMSG_WARNING) sc.ScriptMessage("Ignoring unknown UDMF 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;
}
double UDMFParserBase::CheckCoordinate(const char *key)
{
if (sc.TokenType != TK_IntConst && sc.TokenType != TK_FloatConst)
{
sc.ScriptMessage("Floating point value expected for key '%s'", key);
}
if (sc.Float < -32768 || sc.Float > 32768)
{
sc.ScriptMessage("Value %f out of range for a coordinate '%s'. Valid range is ]-32768 .. 32768]", sc.Float, key);
BadCoordinates = true; // If this happens the map must not allowed to be started.
}
return sc.Float;
}
DAngle UDMFParserBase::CheckAngle(const char *key)
{
return DAngle(CheckFloat(key)).Normalized360();
}
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 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)
{
if (!mSorted)
{
mSorted = true;
Sort();
}
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, FName 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;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, GetUDMFInt)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(type);
PARAM_INT(index);
PARAM_NAME(key);
ACTION_RETURN_INT(GetUDMFInt(type, index, key));
}
double GetUDMFFloat(int type, int index, FName 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->FloatVal;
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, GetUDMFFloat)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(type);
PARAM_INT(index);
PARAM_NAME(key);
ACTION_RETURN_FLOAT(GetUDMFFloat(type, index, key));
}
FString GetUDMFString(int type, int index, FName 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->StringVal;
}
}
return "";
}
DEFINE_ACTION_FUNCTION(FLevelLocals, GetUDMFString)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(type);
PARAM_INT(index);
PARAM_NAME(key);
ACTION_RETURN_STRING(GetUDMFString(type, index, key));
}
//===========================================================================
//
// UDMF parser
//
//===========================================================================
struct UDMFScroll
{
bool ceiling;
int index;
double x, y;
FName type;
};
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<UDMFScroll> UDMFScrollers;
FDynamicColormap *fogMap, *normMap;
FMissingTextureTracker &missingTex;
public:
UDMFParser(FMissingTextureTracker &missing)
: missingTex(missing)
{
linemap.Clear();
fogMap = normMap = NULL;
}
void ReadUserKey(FUDMFKey &ukey) {
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;
}
}
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)
{
ReadUserKey(keyarray[i]);
return;
}
}
FUDMFKey ukey;
ukey.Key = key;
ReadUserKey(ukey);
keyarray.Push(ukey);
}
//===========================================================================
//
// Parse a thing block
//
//===========================================================================
void ParseThing(FMapThing *th)
{
FString arg0str, arg1str;
memset(th, 0, sizeof(*th));
th->Gravity = 1;
th->RenderStyle = STYLE_Count;
th->Alpha = -1;
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 = CheckCoordinate(key);
break;
case NAME_Y:
th->pos.Y = CheckCoordinate(key);
break;
case NAME_Height:
th->pos.Z = CheckCoordinate(key);
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);
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);
th->arg0str = arg0str;
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);
break;
case NAME_FillColor:
th->fillcolor = CheckInt(key);
break;
case NAME_Health:
th->Health = CheckFloat(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);
break;
case NAME_ScaleY:
th->Scale.Y = CheckFloat(key);
break;
case NAME_Scale:
th->Scale.X = th->Scale.Y = CheckFloat(key);
break;
case NAME_FriendlySeeBlocks:
CHECK_N(Zd | Zdt)
th->friendlyseeblocks = CheckInt(key);
break;
default:
CHECK_N(Zd | Zdt)
if (0 == strnicmp("user_", key.GetChars(), 5))
{ // Custom user key - Sets an actor's user variable directly
FUDMFKey ukey;
ukey.Key = key;
ReadUserKey(ukey);
MapThingsUserData.Push(ukey);
}
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 = 1.;
ld->portalindex = UINT_MAX;
ld->portaltransferred = 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->setAlpha(CheckFloat(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 == 1.)
{
ld->alpha = 0.75;
}
if (strifetrans2 && ld->alpha == 1.)
{
ld->alpha = 0.25;
}
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)
{
double texOfs[2]={0,0};
memset(sd, 0, sizeof(*sd));
sdt->bottomtexture = "-";
sdt->toptexture = "-";
sdt->midtexture = "-";
sd->SetTextureXScale(1.);
sd->SetTextureYScale(1.);
sd->UDMFIndex = index;
sc.MustGetToken('{');
while (!sc.CheckToken('}'))
{
FName key = ParseKey();
switch(key)
{
case NAME_Offsetx:
texOfs[0] = CheckInt(key);
continue;
case NAME_Offsety:
texOfs[1] = CheckInt(key);
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, CheckFloat(key));
continue;
case NAME_offsety_top:
sd->SetTextureYOffset(side_t::top, CheckFloat(key));
continue;
case NAME_offsetx_mid:
sd->SetTextureXOffset(side_t::mid, CheckFloat(key));
continue;
case NAME_offsety_mid:
sd->SetTextureYOffset(side_t::mid, CheckFloat(key));
continue;
case NAME_offsetx_bottom:
sd->SetTextureXOffset(side_t::bottom, CheckFloat(key));
continue;
case NAME_offsety_bottom:
sd->SetTextureYOffset(side_t::bottom, CheckFloat(key));
continue;
case NAME_scalex_top:
sd->SetTextureXScale(side_t::top, CheckFloat(key));
continue;
case NAME_scaley_top:
sd->SetTextureYScale(side_t::top, CheckFloat(key));
continue;
case NAME_scalex_mid:
sd->SetTextureXScale(side_t::mid, CheckFloat(key));
continue;
case NAME_scaley_mid:
sd->SetTextureYScale(side_t::mid, CheckFloat(key));
continue;
case NAME_scalex_bottom:
sd->SetTextureXScale(side_t::bottom, CheckFloat(key));
continue;
case NAME_scaley_bottom:
sd->SetTextureYScale(side_t::bottom, CheckFloat(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)
{
PalEntry lightcolor = -1;
PalEntry fadecolor = -1;
int fogdensity = -1;
int desaturation = -1;
int fplaneflags = 0, cplaneflags = 0;
double fp[4] = { 0 }, cp[4] = { 0 };
FString tagstring;
// Brand new UDMF scroller properties
double scroll_ceil_x = 0;
double scroll_ceil_y = 0;
FName scroll_ceil_type;
double scroll_floor_x = 0;
double scroll_floor_y = 0;
FName scroll_floor_type;
memset(sec, 0, sizeof(*sec));
sec->lightlevel = 160;
sec->SetXScale(sector_t::floor, 1.); // [RH] floor and ceiling scaling
sec->SetYScale(sector_t::floor, 1.);
sec->SetXScale(sector_t::ceiling, 1.);
sec->SetYScale(sector_t::ceiling, 1.);
sec->SetAlpha(sector_t::floor, 1.);
sec->SetAlpha(sector_t::ceiling, 1.);
sec->thinglist = nullptr;
sec->touching_thinglist = nullptr; // phares 3/14/98
sec->sectorportal_thinglist = nullptr;
sec->touching_renderthings = nullptr;
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;
sec->ibocount = -1;
memset(sec->SpecialColors, -1, sizeof(sec->SpecialColors));
if (floordrop) sec->Flags = SECF_FLOORDROP;
// killough 3/7/98: end changes
sec->gravity = 1.; // [RH] Default sector gravity of 1.0
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, CheckCoordinate(key));
continue;
case NAME_Heightceiling:
sec->SetPlaneTexZ(sector_t::ceiling, CheckCoordinate(key));
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 > 140 || !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, CheckFloat(key));
continue;
case NAME_Ypanningfloor:
sec->SetYOffset(sector_t::floor, CheckFloat(key));
continue;
case NAME_Xpanningceiling:
sec->SetXOffset(sector_t::ceiling, CheckFloat(key));
continue;
case NAME_Ypanningceiling:
sec->SetYOffset(sector_t::ceiling, CheckFloat(key));
continue;
case NAME_Xscalefloor:
sec->SetXScale(sector_t::floor, CheckFloat(key));
continue;
case NAME_Yscalefloor:
sec->SetYScale(sector_t::floor, CheckFloat(key));
continue;
case NAME_Xscaleceiling:
sec->SetXScale(sector_t::ceiling, CheckFloat(key));
continue;
case NAME_Yscaleceiling:
sec->SetYScale(sector_t::ceiling, CheckFloat(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, CheckFloat(key));
continue;
case NAME_Alphaceiling:
sec->SetAlpha(sector_t::ceiling, CheckFloat(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);
continue;
case NAME_Lightcolor:
lightcolor = CheckInt(key);
continue;
case NAME_Fadecolor:
fadecolor = CheckInt(key);
continue;
case NAME_Color_Floor:
sec->SpecialColors[sector_t::floor] = CheckInt(key) | 0xff000000;
break;
case NAME_Color_Ceiling:
sec->SpecialColors[sector_t::ceiling] = CheckInt(key) | 0xff000000;
break;
case NAME_Color_Walltop:
sec->SpecialColors[sector_t::walltop] = CheckInt(key) | 0xff000000;
break;
case NAME_Color_Wallbottom:
sec->SpecialColors[sector_t::wallbottom] = CheckInt(key) | 0xff000000;
break;
case NAME_Color_Sprites:
sec->SpecialColors[sector_t::sprites] = CheckInt(key) | 0xff000000;
break;
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key) + FLT_EPSILON); // FLT_EPSILON to avoid rounding errors with numbers slightly below a full integer.
continue;
case NAME_fogdensity:
fogdensity = CheckInt(key);
break;
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, SECMF_HIDDEN, key);
break;
case NAME_Waterzone:
Flag(sec->MoreFlags, SECMF_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_floor_reflect:
sec->reflect[sector_t::floor] = (float)CheckFloat(key);
break;
case NAME_ceiling_reflect:
sec->reflect[sector_t::ceiling] = (float)CheckFloat(key);
break;
case NAME_floorglowcolor:
sec->planes[sector_t::floor].GlowColor = CheckInt(key);
break;
case NAME_floorglowheight:
sec->planes[sector_t::floor].GlowHeight = (float)CheckFloat(key);
break;
case NAME_ceilingglowcolor:
sec->planes[sector_t::ceiling].GlowColor = CheckInt(key);
break;
case NAME_ceilingglowheight:
sec->planes[sector_t::ceiling].GlowHeight = (float)CheckFloat(key);
break;
case NAME_Noattack:
Flag(sec->Flags, SECF_NOATTACK, 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;
case NAME_portal_ceil_blocksound:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_BLOCKSOUND, key);
break;
case NAME_portal_ceil_disabled:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_DISABLED, key);
break;
case NAME_portal_ceil_nopass:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NOPASS, key);
break;
case NAME_portal_ceil_norender:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NORENDER, key);
break;
case NAME_portal_ceil_overlaytype:
if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::ceiling].Flags &= ~PLANEF_ADDITIVE;
else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::ceiling].Flags |= PLANEF_ADDITIVE;
break;
case NAME_portal_floor_blocksound:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_BLOCKSOUND, key);
break;
case NAME_portal_floor_disabled:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_DISABLED, key);
break;
case NAME_portal_floor_nopass:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_NOPASS, key);
break;
case NAME_portal_floor_norender:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_NORENDER, key);
break;
case NAME_portal_floor_overlaytype:
if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::floor].Flags &= ~PLANEF_ADDITIVE;
else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::floor].Flags |= PLANEF_ADDITIVE;
break;
case NAME_scroll_ceil_x:
scroll_ceil_x = CheckFloat(key);
break;
case NAME_scroll_ceil_y:
scroll_ceil_y = CheckFloat(key);
break;
case NAME_scroll_ceil_type:
scroll_ceil_type = CheckString(key);
break;
case NAME_scroll_floor_x:
scroll_floor_x = CheckFloat(key);
break;
case NAME_scroll_floor_y:
scroll_floor_y = CheckFloat(key);
break;
case NAME_scroll_floor_type:
scroll_floor_type = CheckString(key);
break;
// These two are used by Eternity for something I do not understand.
//case NAME_portal_ceil_useglobaltex:
//case NAME_portal_floor_useglobaltex:
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;
}
// Cannot be initialized yet because they need the final sector array.
if (scroll_ceil_type != NAME_None)
{
UDMFScrollers.Push({ true, index, scroll_ceil_x, scroll_ceil_y, scroll_ceil_type });
}
if (scroll_floor_type != NAME_None)
{
UDMFScrollers.Push({ false, index, scroll_floor_x, scroll_floor_y, scroll_floor_type });
}
// Reset the planes to their defaults if not all of the plane equation's parameters were found.
if (fplaneflags != 15)
{
sec->floorplane.SetAtHeight(sec->GetPlaneTexZ(sector_t::floor), sector_t::floor);
}
else
{
// normalize the vector, it must have a length of 1
DVector3 n = DVector3(fp[0], fp[1], fp[2]).Unit();
sec->floorplane.set(n.X, n.Y, n.Z, fp[3]);
}
if (cplaneflags != 15)
{
sec->ceilingplane.SetAtHeight(sec->GetPlaneTexZ(sector_t::ceiling), sector_t::ceiling);
}
else
{
DVector3 n = DVector3(cp[0], cp[1], cp[2]).Unit();
sec->ceilingplane.set(n.X, n.Y, n.Z, cp[3]);
}
if (lightcolor == ~0u && fadecolor == ~0u && desaturation == -1 && fogdensity == -1)
{
// [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog.
sec->Colormap.LightColor = PalEntry(255, 255, 255);
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special & 0xff) == Sector_Outside))
{
sec->Colormap.FadeColor.SetRGB(level.outsidefog);
}
else
{
sec->Colormap.FadeColor.SetRGB(level.fadeto);
}
}
else
{
sec->Colormap.LightColor.SetRGB(lightcolor);
if (fadecolor == ~0u)
{
if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special & 0xff) == Sector_Outside))
fadecolor = level.outsidefog;
else
fadecolor = level.fadeto;
}
sec->Colormap.FadeColor.SetRGB(fadecolor);
sec->Colormap.Desaturation = clamp(desaturation, 0, 255);
sec->Colormap.FogDensity = clamp(fogdensity, 0, 512) / 2;
}
}
//===========================================================================
//
// parse a vertex block
//
//===========================================================================
void ParseVertex(vertex_t *vt, vertexdata_t *vd)
{
vt->set(0, 0);
vd->zCeiling = vd->zFloor = vd->flags = 0;
sc.MustGetToken('{');
double x = 0, y = 0;
while (!sc.CheckToken('}'))
{
FName key = ParseKey();
switch (key)
{
case NAME_X:
x = CheckCoordinate(key);
break;
case NAME_Y:
y = CheckCoordinate(key);
break;
case NAME_ZCeiling:
vd->zCeiling = CheckCoordinate(key);
vd->flags |= VERTEXFLAG_ZCeilingEnabled;
break;
case NAME_ZFloor:
vd->zFloor = CheckCoordinate(key);
vd->flags |= VERTEXFLAG_ZFloorEnabled;
break;
default:
break;
}
}
vt->set(x, y);
}
//===========================================================================
//
// 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 ((unsigned)v1i >= level.vertexes.Size() || (unsigned)v2i >= level.vertexes.Size())
{
I_Error ("Line %d has invalid vertices: %zd and/or %zd.\nThe map only contains %u vertices.", i+skipped, v1i, v2i, level.vertexes.Size());
}
else if (v1i == v2i ||
(level.vertexes[v1i].fX() == level.vertexes[v2i].fX() && level.vertexes[v1i].fY() == level.vertexes[v2i].fY()))
{
Printf ("Removing 0-length line %d\n", i+skipped);
ParsedLines.Delete(i);
ForceNodeBuild = true;
skipped++;
}
else
{
ParsedLines[i].v1 = &level.vertexes[v1i];
ParsedLines[i].v2 = &level.vertexes[v2i];
if (ParsedLines[i].sidedef[0] != NULL)
sidecount++;
if (ParsedLines[i].sidedef[1] != NULL)
sidecount++;
linemap.Push(i+skipped);
i++;
}
}
unsigned numlines = ParsedLines.Size();
level.sides.Alloc(sidecount);
level.lines.Alloc(numlines);
int line, side;
auto lines = &level.lines[0];
auto sides = &level.sides[0];
for(line = 0, side = 0; line < (int)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 = &level.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]);
}
const int sideDelta = level.sides.Size() - side;
assert(sideDelta >= 0);
if (sideDelta < 0)
{
Printf("Map had %d invalid side references\n", abs(sideDelta));
}
else if (sideDelta > 0)
{
level.sides.Resize(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
FUDMFKey ukey;
ukey.Key = NAME_None;
ukey = 0;
MapThingsUserData.Push(ukey);
}
}
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;
memset(&sec, 0, sizeof(sector_t));
ParseSector(&sec, ParsedSectors.Size());
ParsedSectors.Push(sec);
}
else if (sc.Compare("vertex"))
{
vertex_t vt;
vertexdata_t vd;
ParseVertex(&vt, &vd);
ParsedVertices.Push(vt);
vertexdatas.Push(vd);
}
else
{
Skip();
}
}
// Catch bogus maps here rather than during nodebuilding
if (ParsedVertices.Size() == 0) I_Error("Map has no vertices.");
if (ParsedSectors.Size() == 0) I_Error("Map has no sectors. ");
if (ParsedLines.Size() == 0) I_Error("Map has no linedefs.");
if (ParsedSides.Size() == 0) I_Error("Map has no sidedefs.");
if (BadCoordinates) I_Error("Map has out of range coordinates");
// Create the real vertices
level.vertexes.Alloc(ParsedVertices.Size());
memcpy(&level.vertexes[0], &ParsedVertices[0], level.vertexes.Size() * sizeof(vertex_t));
// Create the real sectors
level.sectors.Alloc(ParsedSectors.Size());
memcpy(&level.sectors[0], &ParsedSectors[0], level.sectors.Size() * sizeof(sector_t));
level.sectors[0].e = new extsector_t[level.sectors.Size()];
for(unsigned i = 0; i < level.sectors.Size(); i++)
{
level.sectors[i].e = &level.sectors[0].e[i];
}
// Now create the scrollers.
for (auto &scroll : UDMFScrollers)
{
const double scrollfactor = 1 / 3.2; // I hope this is correct, it's just a guess taken from Eternity's code.
if (scroll.type == NAME_Both || scroll.type == NAME_Visual)
{
P_CreateScroller(scroll.ceiling ? EScroll::sc_ceiling : EScroll::sc_floor, scroll.x * scrollfactor, scroll.y * scrollfactor, -1, scroll.index, 0);
}
if (scroll.type == NAME_Both || scroll.type == NAME_Physical)
{
// sc_carry_ceiling doesn't do anything yet.
P_CreateScroller(scroll.ceiling ? EScroll::sc_carry_ceiling : EScroll::sc_carry, scroll.x * scrollfactor, scroll.y * scrollfactor, -1, scroll.index, 0);
}
}
// Create the real linedefs and decompress the sidedefs
ProcessLineDefs();
}
};
void P_ParseTextMap(MapData *map, FMissingTextureTracker &missingtex)
{
UDMFParser parse(missingtex);
parse.ParseTextMap(map);
}