/* ** 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 "r_data.h" #include "p_setup.h" #include "sc_man.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" //=========================================================================== // // 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, }; 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 P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapsidedef_t *msd, int special, int tag, short *alpha); 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 MapThingsConverted; extern TArray linemap; #define CHECK_N(f) if (!(namespace_bits&(f))) break; struct UDMFParser { FScanner sc; FName namespc; int namespace_bits; bool isTranslated; bool isExtended; bool floordrop; TArray ParsedLines; TArray ParsedSides; TArray ParsedSideTextures; TArray ParsedSectors; TArray ParsedVertices; FDynamicColormap *fogMap, *normMap; UDMFParser() { linemap.Clear(); fogMap = normMap = NULL; } //=========================================================================== // // Parses a 'key = value' line of the map but doesn't read the semicolon // //=========================================================================== FName ParseKey() { sc.MustGetString(); FName key = sc.String; 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; } } return key; } //=========================================================================== // // Syntax checks // //=========================================================================== int CheckInt(const char *key) { if (sc.TokenType != TK_IntConst) { sc.ScriptMessage("Integer value expected for key '%s'", key); } return sc.Number; } double 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 CheckFixed(const char *key) { return FLOAT2FIXED(CheckFloat(key)); } angle_t CheckAngle(const char *key) { return angle_t(CheckFloat(key) * ANGLE_90 / 90.); } bool 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 *CheckString(const char *key) { if (sc.TokenType != TK_StringConst) { sc.ScriptMessage("String value expected for key '%s'", key); } return sc.String; } void Flag(DWORD &value, int mask, const char *key) { if (CheckBool(key)) value |= mask; else value &= ~mask; } //=========================================================================== // // Parse a thing block // //=========================================================================== void ParseThing(FMapThing *th) { memset(th, 0, sizeof(*th)); sc.MustGetToken('{'); while (!sc.CheckToken('}')) { FName key = ParseKey(); switch(key) { case NAME_Id: th->thingid = CheckInt(key); break; case NAME_X: th->x = CheckFixed(key); break; case NAME_Y: th->y = CheckFixed(key); break; case NAME_Height: th->z = CheckFixed(key); break; case NAME_Angle: th->angle = (short)CheckInt(key); break; case NAME_Type: th->type = (short)CheckInt(key); break; case NAME_Special: CHECK_N(Hx | Zd | Zdt | Va) th->special = CheckInt(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_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; default: break; } sc.MustGetToken(';'); } // 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) { bool passuse = false; bool strifetrans = false; memset(ld, 0, sizeof(*ld)); ld->Alpha = FRACUNIT; ld->id = -1; ld->sidenum[0] = ld->sidenum[1] = NO_SIDE; 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 break; case NAME_V2: ld->v2 = (vertex_t*)(intptr_t)CheckInt(key); // must be relocated later break; 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 } break; case NAME_Id: ld->id = CheckInt(key); break; case NAME_Sidefront: ld->sidenum[0] = CheckInt(key); break; case NAME_Sideback: ld->sidenum[1] = CheckInt(key); break; case NAME_Arg0: case NAME_Arg1: case NAME_Arg2: case NAME_Arg3: case NAME_Arg4: ld->args[int(key)-int(NAME_Arg0)] = CheckInt(key); break; case NAME_Blocking: Flag(ld->flags, ML_BLOCKING, key); break; case NAME_Blockmonsters: Flag(ld->flags, ML_BLOCKMONSTERS, key); break; case NAME_Twosided: Flag(ld->flags, ML_TWOSIDED, key); break; case NAME_Dontpegtop: Flag(ld->flags, ML_DONTPEGTOP, key); break; case NAME_Dontpegbottom: Flag(ld->flags, ML_DONTPEGBOTTOM, key); break; case NAME_Secret: Flag(ld->flags, ML_SECRET, key); break; case NAME_Blocksound: Flag(ld->flags, ML_SOUNDBLOCK, key); break; case NAME_Dontdraw: Flag(ld->flags, ML_DONTDRAW, key); break; case NAME_Mapped: Flag(ld->flags, ML_MAPPED, key); break; case NAME_Jumpover: CHECK_N(St | Zd | Zdt | Va) Flag(ld->flags, ML_RAILING, key); break; case NAME_Blockfloating: CHECK_N(St | Zd | Zdt | Va) Flag(ld->flags, ML_BLOCK_FLOATERS, key); break; case NAME_Transparent: CHECK_N(St | Zd | Zdt | Va) strifetrans = CheckBool(key); break; case NAME_Passuse: CHECK_N(Dm | Zd | Zdt | Va) passuse = CheckBool(key); break; 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); break; case NAME_Playeruse: Flag(ld->activation, SPAC_Use, key); break; case NAME_Monstercross: Flag(ld->activation, SPAC_MCross, key); break; case NAME_Impact: Flag(ld->activation, SPAC_Impact, key); break; case NAME_Playerpush: Flag(ld->activation, SPAC_Push, key); break; case NAME_Missilecross: Flag(ld->activation, SPAC_PCross, key); break; case NAME_Monsteruse: Flag(ld->activation, SPAC_MUse, key); break; case NAME_Monsterpush: Flag(ld->activation, SPAC_MPush, key); break; case NAME_Repeatspecial: Flag(ld->flags, ML_REPEAT_SPECIAL, key); break; 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); break; 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); break; } case NAME_Anycross: Flag(ld->activation, SPAC_AnyCross, key); break; case NAME_Monsteractivate: Flag(ld->flags, ML_MONSTERSCANACTIVATE, key); break; case NAME_Blockplayers: Flag(ld->flags, ML_BLOCK_PLAYERS, key); break; case NAME_Blockeverything: Flag(ld->flags, ML_BLOCKEVERYTHING, key); break; case NAME_Zoneboundary: Flag(ld->flags, ML_ZONEBOUNDARY, key); break; case NAME_Clipmidtex: Flag(ld->flags, ML_CLIP_MIDTEX, key); break; case NAME_Wrapmidtex: Flag(ld->flags, ML_WRAP_MIDTEX, key); break; case NAME_Midtex3d: Flag(ld->flags, ML_3DMIDTEX, key); break; case NAME_Checkswitchrange: Flag(ld->flags, ML_CHECKSWITCHRANGE, key); break; case NAME_Firstsideonly: Flag(ld->flags, ML_FIRSTSIDEONLY, key); break; case NAME_blockprojectiles: Flag(ld->flags, ML_BLOCKPROJECTILE, key); break; default: break; } sc.MustGetToken(';'); } if (isTranslated) { int saved = ld->flags; maplinedef_t mld; memset(&mld, 0, sizeof(mld)); mld.special = ld->special; mld.tag = ld->id; 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 == FRACUNIT) { ld->Alpha = FRACUNIT * 3/4; } } //=========================================================================== // // Parse a sidedef block // //=========================================================================== void ParseSidedef(side_t *sd, mapsidedef_t *sdt) { fixed_t texofs[2]={0,0}; memset(sd, 0, sizeof(*sd)); strncpy(sdt->bottomtexture, "-", 8); strncpy(sdt->toptexture, "-", 8); strncpy(sdt->midtexture, "-", 8); sc.MustGetToken('{'); while (!sc.CheckToken('}')) { FName key = ParseKey(); switch(key) { case NAME_Offsetx: texofs[0] = CheckInt(key) << FRACBITS; break; case NAME_Offsety: texofs[1] = CheckInt(key) << FRACBITS; break; case NAME_Texturetop: strncpy(sdt->toptexture, CheckString(key), 8); break; case NAME_Texturebottom: strncpy(sdt->bottomtexture, CheckString(key), 8); break; case NAME_Texturemiddle: strncpy(sdt->midtexture, CheckString(key), 8); break; case NAME_Sector: sd->sector = (sector_t*)(intptr_t)CheckInt(key); break; default: break; } if (namespace_bits & (Zd|Zdt|Va)) switch(key) { case NAME_offsetx_top: sd->SetTextureXOffset(side_t::top, CheckFixed(key)); break; case NAME_offsety_top: sd->SetTextureYOffset(side_t::top, CheckFixed(key)); break; case NAME_offsetx_mid: sd->SetTextureXOffset(side_t::mid, CheckFixed(key)); break; case NAME_offsety_mid: sd->SetTextureYOffset(side_t::mid, CheckFixed(key)); break; case NAME_offsetx_bottom: sd->SetTextureXOffset(side_t::bottom, CheckFixed(key)); break; case NAME_offsety_bottom: sd->SetTextureYOffset(side_t::bottom, CheckFixed(key)); break; case NAME_light: sd->SetLight(CheckInt(key)); break; case NAME_lightabsolute: if (CheckBool(key)) sd->Flags |= WALLF_ABSLIGHTING; else sd->Flags &= ~WALLF_ABSLIGHTING; break; case NAME_nofakecontrast: if (CheckBool(key)) sd->Flags |= WALLF_NOFAKECONTRAST; else sd->Flags &= WALLF_NOFAKECONTRAST; break; case NAME_smoothlighting: if (CheckBool(key)) sd->Flags |= WALLF_SMOOTHLIGHTING; else sd->Flags &= ~WALLF_SMOOTHLIGHTING; break; default: break; } sc.MustGetToken(';'); } // 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 lightcolor = -1; int fadecolor = -1; int desaturation = -1; 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->oldspecial = !!(sec->special&SECRET_MASK); 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 if (floordrop) sec->Flags = SECF_FLOORDROP; // killough 3/7/98: end changes sec->gravity = 1.f; // [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, CheckInt(key) << FRACBITS); break; case NAME_Heightceiling: sec->SetPlaneTexZ(sector_t::ceiling, CheckInt(key) << FRACBITS); break; case NAME_Texturefloor: sec->SetTexture(sector_t::floor, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable)); break; case NAME_Textureceiling: sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable)); break; case NAME_Lightlevel: sec->lightlevel = (BYTE)clamp(CheckInt(key), 0, 255); break; 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 } break; case NAME_Id: sec->tag = (short)CheckInt(key); break; default: break; } if (namespace_bits & (Zd|Zdt|Va)) switch(key) { case NAME_Xpanningfloor: sec->SetXOffset(sector_t::floor, CheckFixed(key)); break; case NAME_Ypanningfloor: sec->SetYOffset(sector_t::floor, CheckFixed(key)); break; case NAME_Xpanningceiling: sec->SetXOffset(sector_t::ceiling, CheckFixed(key)); break; case NAME_Ypanningceiling: sec->SetYOffset(sector_t::ceiling, CheckFixed(key)); break; case NAME_Xscalefloor: sec->SetXScale(sector_t::floor, CheckFixed(key)); break; case NAME_Yscalefloor: sec->SetYScale(sector_t::floor, CheckFixed(key)); break; case NAME_Xscaleceiling: sec->SetXScale(sector_t::ceiling, CheckFixed(key)); break; case NAME_Yscaleceiling: sec->SetYScale(sector_t::ceiling, CheckFixed(key)); break; case NAME_Rotationfloor: sec->SetAngle(sector_t::floor, CheckAngle(key)); break; case NAME_Rotationceiling: sec->SetAngle(sector_t::ceiling, CheckAngle(key)); break; case NAME_Lightfloor: sec->SetPlaneLight(sector_t::floor, CheckInt(key)); break; case NAME_Lightceiling: sec->SetPlaneLight(sector_t::ceiling, CheckInt(key)); break; case NAME_Lightfloorabsolute: if (CheckBool(key)) sec->ChangeFlags(sector_t::floor, 0, SECF_ABSLIGHTING); else sec->ChangeFlags(sector_t::floor, SECF_ABSLIGHTING, 0); break; case NAME_Lightceilingabsolute: if (CheckBool(key)) sec->ChangeFlags(sector_t::ceiling, 0, SECF_ABSLIGHTING); else sec->ChangeFlags(sector_t::ceiling, SECF_ABSLIGHTING, 0); break; case NAME_Gravity: sec->gravity = float(CheckFloat(key)); break; case NAME_Lightcolor: lightcolor = CheckInt(key); break; case NAME_Fadecolor: fadecolor = CheckInt(key); break; case NAME_Desaturation: desaturation = int(255*CheckFloat(key)); break; case NAME_Silent: Flag(sec->Flags, SECF_SILENT, key); break; case NAME_NoRespawn: Flag(sec->Flags, SECF_NORESPAWN, key); break; case NAME_Nofallingdamage: Flag(sec->Flags, SECF_NOFALLINGDAMAGE, key); break; case NAME_Dropactors: Flag(sec->Flags, SECF_FLOORDROP, key); break; default: break; } sc.MustGetToken(';'); } sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor); sec->floorplane.c = FRACUNIT; sec->floorplane.ic = FRACUNIT; sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling); sec->ceilingplane.c = -FRACUNIT; sec->ceilingplane.ic = -FRACUNIT; 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) { vt->x = vt->y = 0; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); FName key = sc.String; sc.MustGetStringName("="); sc.MustGetString(); FString value = sc.String; sc.MustGetStringName(";"); switch(key) { case NAME_X: vt->x = FLOAT2FIXED(strtod(value, NULL)); break; case NAME_Y: vt->y = FLOAT2FIXED(strtod(value, NULL)); 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].sidenum[0] != NO_SIDE) sidecount++; if (ParsedLines[i].sidenum[1] != NO_SIDE) sidecount++; linemap.Push(i+skipped); i++; } } numlines = ParsedLines.Size(); numsides = sidecount; lines = new line_t[numlines]; sides = new side_t[numsides]; for(int line = 0, side = 0; line < numlines; line++) { short tempalpha[2] = {-1,-1}; lines[line] = ParsedLines[line]; for(int sd = 0; sd < 2; sd++) { if (lines[line].sidenum[sd] != NO_SIDE) { int mapside = lines[line].sidenum[sd]; sides[side] = ParsedSides[mapside]; sides[side].linenum = line; sides[side].sector = §ors[intptr_t(sides[side].sector)]; lines[line].sidenum[sd] = side; P_ProcessSideTextures(!isExtended, &sides[side], sides[side].sector, &ParsedSideTextures[mapside], lines[line].special, lines[line].args[0], &tempalpha[sd]); side++; } } P_AdjustLine(&lines[line]); P_FinishLoadingLineDef(&lines[line], tempalpha[0]); } } //=========================================================================== // // Main parsing function // //=========================================================================== void ParseTextMap(MapData *map) { char *buffer = new char[map->Size(ML_TEXTMAP)]; isTranslated = true; map->Read(ML_TEXTMAP, buffer); sc.OpenMem(Wads.GetLumpFullName(map->lumpnum), buffer, map->Size(ML_TEXTMAP)); 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: 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, GameNames[gameinfo.gametype]); 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; ParseThing(&th); MapThingsConverted.Push(th); } else if (sc.Compare("linedef")) { line_t li; ParseLinedef(&li); ParsedLines.Push(li); } else if (sc.Compare("sidedef")) { side_t si; mapsidedef_t st; ParseSidedef(&si, &st); ParsedSides.Push(si); ParsedSideTextures.Push(st); } else if (sc.Compare("sector")) { sector_t sec; ParseSector(&sec); ParsedSectors.Push(sec); } else if (sc.Compare("vertex")) { vertex_t vt; ParseVertex(&vt); ParsedVertices.Push(vt); } } // Create the real vertices numvertexes = ParsedVertices.Size(); vertexes = new vertex_t[numvertexes]; memcpy(vertexes, &ParsedVertices[0], numvertexes * sizeof(*vertexes)); // 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 = §ors[0].e[i]; } // Create the real linedefs and decompress the sidedefs ProcessLineDefs(); } }; void P_ParseTextMap(MapData *map) { UDMFParser parse; parse.ParseTextMap(map); }