mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-21 01:40:51 +00:00
11f81070f2
git-svn-id: https://svn.eduke32.com/eduke32@5026 1a8010ca-5511-0410-912e-c29ae57300e0
538 lines
14 KiB
Lua
538 lines
14 KiB
Lua
-- MAPTEXT
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-- Lunatic: routines for reading and writing map-text.
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local ffi = require("ffi")
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local ffiC = ffi.C
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local assert = assert
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local loadstring = loadstring
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local pairs = pairs
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local pcall = pcall
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local print = print
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local setfenv = setfenv
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local tonumber = tonumber
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local type = type
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local readintostr = assert(string.readintostr)
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local io = require("io")
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local string = require("string")
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ffi.cdef[[
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int32_t (*saveboard_maptext)(const char *filename, const vec3_t *dapos, int16_t daang, int16_t dacursectnum);
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int32_t (*loadboard_maptext)(int32_t fil, vec3_t *dapos, int16_t *daang, int16_t *dacursectnum);
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]]
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--== COMMON ==--
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local sector_members = {
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-- Mandatory positional members first, [pos]=<name>.
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"ceilingz", "floorz",
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"ceilingpicnum", "floorpicnum",
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"ceilingshade", "floorshade";
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-- If other positional members are to be added, they must be optional
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-- for backwards compatibility.
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-- Optional key/value members next.
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B = { "ceilingbunch", -1 }, b = { "floorbunch", -1 }, -- default: -1
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F = "ceilingstat", f = "floorstat", -- default: 0
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H = "ceilingheinum", h = "floorheinum",
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P = "ceilingpal", p = "floorpal",
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X = "ceilingxpanning", x = "floorxpanning",
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Y = "ceilingypanning", y = "floorypanning",
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v = "visibility",
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_ = "fogpal",
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o = "lotag", i = "hitag", e = { "extra", -1 }
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}
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-- Defines the order in which the members are written out. A space denotes that
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-- a newline should appear in the output. KEEPINSYNC with sector_members.
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local sector_ord = { mand="12 34 56 ", opt="Bb Ff Hh Pp Xx Yy v _ oie" }
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-- KEEPINSYNC with sector_members.
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local sector_default = ffi.new("const sectortype", { ceilingbunch=-1, floorbunch=-1, extra=-1 })
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local wall_members = {
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-- mandatory
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"point2", -- special: 0, 1 or 2 in map-text
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"x", "y",
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"nextwall",
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"picnum",
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"shade",
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"xrepeat", "yrepeat",
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"xpanning", "ypanning";
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-- optional
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f = "cstat",
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m = "overpicnum", b = "blend",
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p = "pal",
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w = { "upwall", -1 }, W = { "dnwall", -1 },
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o = "lotag", i = "hitag", e = { "extra", -1 }
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}
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local wall_ord = { mand="1 23 4 5 6 78 90 ", opt="f mb p wW oie" }
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local wall_default = ffi.new("const walltype", { extra = -1, upwall=-1, dnwall=-1 })
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local sprite_members = {
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-- mandatory
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"x", "y", "z",
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"ang",
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"sectnum",
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"picnum",
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"cstat",
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"shade",
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"xrepeat", "yrepeat",
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-- optional
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p = "pal",
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c = { "clipdist", 32 },
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b = "blend",
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x = "xoffset", y = "yoffset",
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s = "statnum",
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w = { "owner", -1 },
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X = "xvel", Y = "yvel", Z = "zvel",
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o = "lotag", i = "hitag", e = { "extra", -1 }
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}
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local sprite_ord = { mand="123 4 5 6 7 8 90 ", opt="p c b xy s w XYZ oie" }
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local sprite_default = ffi.new("const spritetype", { clipdist=32, owner=-1, extra=-1 })
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--== SAVING ==--
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local function write_struct(f, struct, members, ord)
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-- Write mandatory members first.
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local str = ord.mand:gsub(".",
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function(s)
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local num = (s=="0") and 10 or tonumber(s)
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return (s==" ") and "\n" or (struct[members[num]]..",")
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end)
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f:write("{"..str)
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local havesth = false
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-- Write optional members next.
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str = ord.opt:gsub(".",
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function(s)
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if (s==" ") then
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local ohavesth = havesth
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havesth = false
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return ohavesth and "\n" or ""
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end
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local memb = members[s]
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local mname = (type(memb)=="table") and memb[1] or memb
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local mdefault = (type(memb)=="table") and memb[2] or 0
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local val = struct[mname]
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if (val~=mdefault) then
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havesth = true
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return s.."="..val..","
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else
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return ""
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end
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end)
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local neednl = (#str>0 and str:sub(-1)~="\n")
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f:write(str..(neednl and "\n" or "").."},\n")
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end
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-- common
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local function check_bad_point2()
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local lastloopstart = 0
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for i=0,ffiC.numwalls-1 do
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local p2 = ffiC.wall[i].point2
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if (not (p2 == i+1 or (p2 ~= i and p2 == lastloopstart))) then
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-- If we hit this, the map is seriously corrupted!
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print(string.format("INTERNAL ERROR: wall[%d].point2=%d invalid", i, p2))
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return true
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end
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if (p2 ~= i+1) then
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lastloopstart = i+1
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end
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end
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end
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local function lastwallofsect(s)
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return ffiC.sector[s].wallptr + ffiC.sector[s].wallnum - 1
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end
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-- In map-text, instead of saving wall[].point2, we store whether a particular
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-- wall is the last one in its loop instead: the on-disk wall[i].point2 is
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-- * 2 if wall i is last of its sector (no need to save sector's .wallnum),
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-- * 1 if wall i is last of its loop,
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-- * 0 otherwise.
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-- This function prepares saving to map-text by tweaking the wall[].point2
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-- members in-place.
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local function save_tweak_point2()
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-- Check first.
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if (check_bad_point2()) then
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return true
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end
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-- Do it for real.
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local lastloopstart = 0
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local cursect, curlastwall = 0, lastwallofsect(0)
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for i=0,ffiC.numwalls-1 do
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local wal = ffiC.wall[i]
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if (wal.point2 == i+1) then
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wal.point2 = 0
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else
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-- Wall i is last point in loop.
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if (i==curlastwall) then
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-- ... and also last wall of sector.
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cursect = cursect+1
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curlastwall = lastwallofsect(cursect)
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wal.point2 = 2
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else
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wal.point2 = 1
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end
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lastloopstart = i+1
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end
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end
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end
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-- Common: restore tweaked point2 members to actual wall indices.
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-- If <alsosectorp> is true, also set sector's .wallptr and .wallnum members.
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local function restore_point2(alsosectorp)
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local lastloopstart = 0
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local cursect, curfirstwall = 0, 0
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for i=0,ffiC.numwalls-1 do
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local wal = ffiC.wall[i]
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local islast = (wal.point2~=0)
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if (not islast) then
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wal.point2 = i+1
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else
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-- Wall i is last point in loop.
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if (alsosectorp and wal.point2 == 2) then
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-- ... and also last wall of sector.
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if (cursect==ffiC.MAXSECTORS) then
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return true -- Too many sectors.
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end
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ffiC.sector[cursect].wallptr = curfirstwall
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ffiC.sector[cursect].wallnum = i-curfirstwall+1
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cursect = cursect+1
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curfirstwall = i+1
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end
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wal.point2 = lastloopstart
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lastloopstart = i+1
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end
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end
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end
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local function saveboard_maptext(filename, pos, ang, cursectnum)
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assert(ffiC.numsectors > 0)
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-- First, temporarily tweak wall[].point2.
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if (save_tweak_point2()) then
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return -1
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end
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-- We open in binary mode so that newlines get written out as one byte even
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-- on Windows.
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local f, msg = io.open(ffi.string(filename), "wb")
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if (f == nil) then
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print(string.format("Couldn't open \"%s\" for writing: %s\n", filename, msg))
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restore_point2(false)
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return -1
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end
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-- Write header.
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f:write(string.format("--EDuke32 map\n"..
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"return {\n"..
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"version=10,\n\n"..
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"pos={%d,%d,%d},\n"..
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"sectnum=%d,\n"..
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"ang=%d,\n\n",
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pos.x, pos.y, pos.z,
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cursectnum,
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ang))
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-- Sectors.
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f:write("sector={\n")
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for i=0,ffiC.numsectors-1 do
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write_struct(f, ffiC.sector[i], sector_members, sector_ord)
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end
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f:write("},\n\n")
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-- Walls.
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f:write("wall={\n")
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for i=0,ffiC.numwalls-1 do
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write_struct(f, ffiC.wall[i], wall_members, wall_ord)
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end
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f:write("},\n\n")
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-- Sprites.
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f:write("sprite={\n")
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for i=0,ffiC.MAXSPRITES-1 do
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if (ffiC.sprite[i].statnum ~= ffiC.MAXSTATUS) then
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write_struct(f, ffiC.sprite[i], sprite_members, sprite_ord)
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end
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end
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f:write("},\n\n")
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f:write("}\n");
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-- Done.
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f:close()
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restore_point2(false)
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return 0
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end
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--== LOADING ==--
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local function isnum(v)
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return (type(v)=="number")
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end
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local function istab(v)
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return (type(v)=="table")
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end
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-- Checks whether <tab> is a table all values of <tab> are of type <extype>.
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local function allxtab(tab, extype)
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if (not istab(tab)) then
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return false
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end
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for _,val in pairs(tab) do
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if (type(val) ~= extype) then
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return false
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end
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end
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return true
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end
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-- Is table of all numbers?
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local function allnumtab(tab) return allxtab(tab, "number") end
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-- Is table of all tables?
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local function alltabtab(tab) return allxtab(tab, "table") end
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-- Is table of tables of all numbers? Additionally, each must contain exactly
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-- as many mandatory positional entries as given by the <members> table.
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local function tabofnumtabs(tab, members)
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for i=1,#tab do
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if (not allnumtab(tab[i])) then
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return false
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end
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local nummand = #members -- number of mandatory entries
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if (#tab[i] ~= nummand) then
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return false
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end
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end
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return true
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end
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-- Read data from Lua table <stab> into C struct <cs>, using the struct
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-- description <members>.
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-- Returns true on error.
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local function read_struct(cs, stab, members, defaults)
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-- Clear struct to default values.
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ffi.copy(cs, defaults, ffi.sizeof(defaults))
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-- Read mandatory positional members.
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for i=1,#members do
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cs[members[i]] = stab[i]
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end
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-- Read optional key/value members.
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for k,val in pairs(stab) do
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if (members[k]==nil) then
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-- No such member abbreviation for the given struct.
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return true
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end
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local memb = istab(members[k]) and members[k][1] or members[k]
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cs[memb] = val
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end
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end
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local RETERR = -4
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local function loadboard_maptext(fil, posptr, angptr, cursectnumptr)
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-- Read the whole map-text as string.
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local str = readintostr(fil)
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if (str == nil) then
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return RETERR
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end
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-- Strip all one-line comments (currently, only the header).
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str = str:gsub("%-%-.-\n", "")
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--- Preliminary (pseudo-syntactical) validation ---
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-- Whitelist approach: map-text may only contain certain characters. This
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-- excludes various potentially 'bad' operations (such as calling a
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-- function) in one blow. Also, this assures (by exclusion) that the Lua
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-- code contains no long comments, strings, or function calls.
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if (not str:find("^[ A-Za-z_0-9{},%-\n=]+$")) then
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return RETERR-1
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end
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-- The map-text code must return a single table.
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if (not str:find("^return %b{}\n$")) then
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return RETERR-2
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end
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local func, errmsg = loadstring(str, "maptext")
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if (func == nil) then
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print("Error preloading map-text Lua code: "..errmsg)
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return RETERR-3
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end
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-- Completely empty the function's environment as an additional safety
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-- measure, then run the chunk protected! (XXX: currently a bit pointless
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-- because of the asserts below.)
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local ok, map = pcall(setfenv(func, {}))
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if (not ok) then
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print("Error executing map-text Lua code: "..map)
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return RETERR-4
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end
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assert(istab(map))
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-- OK, now 'map' contains the map data.
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--- Structural validation ---
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-- Check types.
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if (not isnum(map.version) or not allnumtab(map.pos) or #map.pos~=3 or
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not isnum(map.sectnum) or not isnum(map.ang))
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then
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return RETERR-5
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end
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if (not (map.version <= 10)) then
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return RETERR-6
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end
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local msector, mwall, msprite = map.sector, map.wall, map.sprite
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if (not alltabtab(msector) or not alltabtab(mwall) or not alltabtab(msprite)) then
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return RETERR-7
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end
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if (not tabofnumtabs(msector, sector_members) or
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not tabofnumtabs(mwall, wall_members) or
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not tabofnumtabs(msprite, sprite_members))
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then
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return RETERR-8
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end
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local numsectors, numwalls, numsprites = #msector, #mwall, #msprite
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local sector, wall, sprite = ffiC.sector, ffiC.wall, ffiC.sprite
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if (numsectors == 0 or numsectors > ffiC.MAXSECTORS or
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numwalls > ffiC.MAXWALLS or numsprites > ffiC.MAXSPRITES)
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then
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return RETERR-9
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end
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--- From here on, start filling out C structures. ---
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ffiC.numsectors = numsectors
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ffiC.numwalls = numwalls
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-- Header.
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posptr.x = map.pos[1]
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posptr.y = map.pos[2]
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posptr.z = map.pos[3]
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angptr[0] = map.ang
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cursectnumptr[0] = map.sectnum
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-- Sectors.
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for i=0,numsectors-1 do
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if (read_struct(sector[i], msector[i+1], sector_members, sector_default)) then
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return RETERR-10
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end
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end
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-- Walls.
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for i=0,numwalls-1 do
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if (read_struct(wall[i], mwall[i+1], wall_members, wall_default)) then
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return RETERR-11
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end
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end
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-- Sprites.
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for i=0,numsprites-1 do
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if (read_struct(sprite[i], msprite[i+1], sprite_members, sprite_default)) then
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return RETERR-12
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end
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end
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-- XXX: need to consistency-check much more here! Basically, all of
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-- astub.c's CheckMapCorruption() for corruption level >=4?
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-- See NOTNICE below.
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--- Tweakery: mostly setting dependent members. ---
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-- sector[]: .wallptr calculated from .wallnum.
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local numw = 0
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for i=0,numsectors-1 do
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assert(numw >= 0 and numw < numwalls) -- NOTNICE, cheap check instead of real one.
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sector[i].wallptr = numw
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numw = numw + sector[i].wallnum
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end
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-- .point2 in {0, 1} --> wall index, sector[].wallptr/.wallnum
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if (restore_point2(true)) then
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return RETERR-13
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end
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-- Check .point2 at least.
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if (check_bad_point2()) then
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return RETERR-14
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end
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-- wall[]: .nextsector calculated by using engine's sectorofwall_noquick()
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for i=0,numwalls-1 do
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local nw = wall[i].nextwall
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if (nw >= 0) then
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assert(nw >= 0 and nw < numwalls) -- NOTNICE
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wall[i].nextsector = ffiC.sectorofwall_noquick(nw)
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else
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wall[i].nextsector = -1
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end
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end
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-- All OK, return the number of sprites for further engine loading code.
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return numsprites
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end
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-- Register our Lua functions as callbacks from C.
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ffiC.saveboard_maptext = saveboard_maptext
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ffiC.loadboard_maptext = loadboard_maptext
|