zdbsp/processor_udmf.cpp
Randy Heit 36224bad4b - Set the name of the generated VC++ solution to "ZDBSP" instead of "project".
- Use xs_Float.h for loading UDMF vertex data so that they will be bit-exact with ZDoom's loader.

SVN r3979 (trunk)
2012-12-07 04:31:41 +00:00

606 lines
15 KiB
C++

/*
Reads and writes UDMF maps
Copyright (C) 2009 Christoph Oelckers
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include <float.h>
#include "processor.h"
#include "sc_man.h"
typedef double real64;
typedef unsigned int uint32;
typedef signed int int32;
#include "xs_Float.h"
class StringBuffer
{
const static size_t BLOCK_SIZE = 100000;
const static size_t BLOCK_ALIGN = sizeof(size_t);
TDeletingArray<char *> blocks;
size_t currentindex;
char *Alloc(size_t size)
{
if (currentindex + size >= BLOCK_SIZE)
{
// Block is full - get a new one!
char *newblock = new char[BLOCK_SIZE];
blocks.Push(newblock);
currentindex = 0;
}
size = (size + BLOCK_ALIGN-1) &~ (BLOCK_ALIGN-1);
char *p = blocks[blocks.Size()-1] + currentindex;
currentindex += size;
return p;
}
public:
StringBuffer()
{
currentindex = BLOCK_SIZE;
}
char * Copy(const char * p)
{
return p != NULL? strcpy(Alloc(strlen(p)+1) , p) : NULL;
}
};
StringBuffer stbuf;
//===========================================================================
//
// Parses a 'key = value;' line of the map
//
//===========================================================================
const char *FProcessor::ParseKey(const char *&value)
{
SC_MustGetString();
const char *key = stbuf.Copy(sc_String);
SC_MustGetStringName("=");
sc_Number = INT_MIN;
sc_Float = DBL_MIN;
if (!SC_CheckFloat())
{
SC_MustGetString();
}
value = stbuf.Copy(sc_String);
SC_MustGetStringName(";");
return key;
}
bool FProcessor::CheckKey(const char *&key, const char *&value)
{
SC_SavePos();
SC_MustGetString();
if (SC_CheckString("="))
{
SC_RestorePos();
key = ParseKey(value);
return true;
}
SC_RestorePos();
return false;
}
int CheckInt(const char *key)
{
if (sc_Number == INT_MIN)
{
SC_ScriptError("Integer value expected for key '%s'", key);
}
return sc_Number;
}
double CheckFloat(const char *key)
{
if (sc_Float == DBL_MIN)
{
SC_ScriptError("Floating point value expected for key '%s'", key);
}
return sc_Float;
}
fixed_t CheckFixed(const char *key)
{
double val = CheckFloat(key);
if (val < -32768 || val > 32767)
{
SC_ScriptError("Fixed point value is out of range for key '%s'\n\t%.2f should be within [-32768,32767]", key, val / 65536);
}
return xs_Fix<16>::ToFix(val);
}
//===========================================================================
//
// Parse a thing block
//
//===========================================================================
void FProcessor::ParseThing(IntThing *th)
{
SC_MustGetStringName("{");
while (!SC_CheckString("}"))
{
const char *value;
const char *key = ParseKey(value);
// The only properties we need from a thing are
// x, y, angle and type.
if (!stricmp(key, "x"))
{
th->x = CheckFixed(key);
}
else if (!stricmp(key, "y"))
{
th->y = CheckFixed(key);
}
if (!stricmp(key, "angle"))
{
th->angle = (short)CheckInt(key);
}
if (!stricmp(key, "type"))
{
th->type = (short)CheckInt(key);
}
// now store the key in its unprocessed form
UDMFKey k = {key, value};
th->props.Push(k);
}
}
//===========================================================================
//
// Parse a linedef block
//
//===========================================================================
void FProcessor::ParseLinedef(IntLineDef *ld)
{
SC_MustGetStringName("{");
ld->v1 = ld->v2 = ld->sidenum[0] = ld->sidenum[1] = NO_INDEX;
ld->special = 0;
while (!SC_CheckString("}"))
{
const char *value;
const char *key = ParseKey(value);
if (!stricmp(key, "v1"))
{
ld->v1 = CheckInt(key);
continue; // do not store in props
}
else if (!stricmp(key, "v2"))
{
ld->v2 = CheckInt(key);
continue; // do not store in props
}
else if (Extended && !stricmp(key, "special"))
{
ld->special = CheckInt(key);
}
else if (Extended && !stricmp(key, "arg0"))
{
ld->args[0] = CheckInt(key);
}
if (!stricmp(key, "sidefront"))
{
ld->sidenum[0] = CheckInt(key);
continue; // do not store in props
}
else if (!stricmp(key, "sideback"))
{
ld->sidenum[1] = CheckInt(key);
continue; // do not store in props
}
// now store the key in its unprocessed form
UDMFKey k = {key, value};
ld->props.Push(k);
}
}
//===========================================================================
//
// Parse a sidedef block
//
//===========================================================================
void FProcessor::ParseSidedef(IntSideDef *sd)
{
SC_MustGetStringName("{");
sd->sector = NO_INDEX;
while (!SC_CheckString("}"))
{
const char *value;
const char *key = ParseKey(value);
if (!stricmp(key, "sector"))
{
sd->sector = CheckInt(key);
continue; // do not store in props
}
// now store the key in its unprocessed form
UDMFKey k = {key, value};
sd->props.Push(k);
}
}
//===========================================================================
//
// Parse a sidedef block
//
//===========================================================================
void FProcessor::ParseSector(IntSector *sec)
{
SC_MustGetStringName("{");
while (!SC_CheckString("}"))
{
const char *value;
const char *key = ParseKey(value);
// No specific sector properties are ever used by the node builder
// so everything can go directly to the props array.
// now store the key in its unprocessed form
UDMFKey k = {key, value};
sec->props.Push(k);
}
}
//===========================================================================
//
// parse a vertex block
//
//===========================================================================
void FProcessor::ParseVertex(WideVertex *vt, IntVertex *vtp)
{
vt->x = vt->y = 0;
SC_MustGetStringName("{");
while (!SC_CheckString("}"))
{
const char *value;
const char *key = ParseKey(value);
if (!stricmp(key, "x"))
{
vt->x = CheckFixed(key);
}
else if (!stricmp(key, "y"))
{
vt->y = CheckFixed(key);
}
// now store the key in its unprocessed form
UDMFKey k = {key, value};
vtp->props.Push(k);
}
}
//===========================================================================
//
// parses global map properties
//
//===========================================================================
void FProcessor::ParseMapProperties()
{
const char *key, *value;
// all global keys must come before the first map element.
while (CheckKey(key, value))
{
if (!stricmp(key, "namespace"))
{
// all unknown namespaces are assumed to be standard.
Extended = !stricmp(value, "\"ZDoom\"") || !stricmp(value, "\"Hexen\"") || !stricmp(value, "\"Vavoom\"");
}
// now store the key in its unprocessed form
UDMFKey k = {key, value};
Level.props.Push(k);
}
}
//===========================================================================
//
// Main parsing function
//
//===========================================================================
void FProcessor::ParseTextMap(int lump)
{
char *buffer;
int buffersize;
TArray<WideVertex> Vertices;
ReadLump<char> (Wad, lump, buffer, buffersize);
SC_OpenMem("TEXTMAP", buffer, buffersize);
SC_SetCMode(true);
ParseMapProperties();
while (SC_GetString())
{
if (SC_Compare("thing"))
{
IntThing *th = &Level.Things[Level.Things.Reserve(1)];
ParseThing(th);
}
else if (SC_Compare("linedef"))
{
IntLineDef *ld = &Level.Lines[Level.Lines.Reserve(1)];
ParseLinedef(ld);
}
else if (SC_Compare("sidedef"))
{
IntSideDef *sd = &Level.Sides[Level.Sides.Reserve(1)];
ParseSidedef(sd);
}
else if (SC_Compare("sector"))
{
IntSector *sec = &Level.Sectors[Level.Sectors.Reserve(1)];
ParseSector(sec);
}
else if (SC_Compare("vertex"))
{
WideVertex *vt = &Vertices[Vertices.Reserve(1)];
IntVertex *vtp = &Level.VertexProps[Level.VertexProps.Reserve(1)];
vt->index = Vertices.Size();
ParseVertex(vt, vtp);
}
}
Level.Vertices = new WideVertex[Vertices.Size()];
Level.NumVertices = Vertices.Size();
memcpy(Level.Vertices, &Vertices[0], Vertices.Size() * sizeof(WideVertex));
SC_Close();
delete[] buffer;
}
//===========================================================================
//
// parse an UDMF map
//
//===========================================================================
void FProcessor::LoadUDMF()
{
ParseTextMap(Lump+1);
}
//===========================================================================
//
// writes a property list
//
//===========================================================================
void FProcessor::WriteProps(FWadWriter &out, TArray<UDMFKey> &props)
{
for(unsigned i=0; i< props.Size(); i++)
{
out.AddToLump(props[i].key, (int)strlen(props[i].key));
out.AddToLump(" = ", 3);
out.AddToLump(props[i].value, (int)strlen(props[i].value));
out.AddToLump(";\n", 2);
}
}
//===========================================================================
//
// writes an integer property
//
//===========================================================================
void FProcessor::WriteIntProp(FWadWriter &out, const char *key, int value)
{
char buffer[20];
out.AddToLump(key, (int)strlen(key));
out.AddToLump(" = ", 3);
sprintf(buffer, "%d;\n", value);
out.AddToLump(buffer, (int)strlen(buffer));
}
//===========================================================================
//
// writes a UDMF thing
//
//===========================================================================
void FProcessor::WriteThingUDMF(FWadWriter &out, IntThing *th, int num)
{
out.AddToLump("thing", 5);
if (WriteComments)
{
char buffer[32];
int len = sprintf(buffer, " // %d", num);
out.AddToLump(buffer, len);
}
out.AddToLump("\n{\n", 3);
WriteProps(out, th->props);
out.AddToLump("}\n\n", 3);
}
//===========================================================================
//
// writes a UDMF linedef
//
//===========================================================================
void FProcessor::WriteLinedefUDMF(FWadWriter &out, IntLineDef *ld, int num)
{
out.AddToLump("linedef", 7);
if (WriteComments)
{
char buffer[32];
int len = sprintf(buffer, " // %d", num);
out.AddToLump(buffer, len);
}
out.AddToLump("\n{\n", 3);
WriteIntProp(out, "v1", ld->v1);
WriteIntProp(out, "v2", ld->v2);
if (ld->sidenum[0] != NO_INDEX) WriteIntProp(out, "sidefront", ld->sidenum[0]);
if (ld->sidenum[1] != NO_INDEX) WriteIntProp(out, "sideback", ld->sidenum[1]);
WriteProps(out, ld->props);
out.AddToLump("}\n\n", 3);
}
//===========================================================================
//
// writes a UDMF sidedef
//
//===========================================================================
void FProcessor::WriteSidedefUDMF(FWadWriter &out, IntSideDef *sd, int num)
{
out.AddToLump("sidedef", 7);
if (WriteComments)
{
char buffer[32];
int len = sprintf(buffer, " // %d", num);
out.AddToLump(buffer, len);
}
out.AddToLump("\n{\n", 3);
WriteIntProp(out, "sector", sd->sector);
WriteProps(out, sd->props);
out.AddToLump("}\n\n", 3);
}
//===========================================================================
//
// writes a UDMF sector
//
//===========================================================================
void FProcessor::WriteSectorUDMF(FWadWriter &out, IntSector *sec, int num)
{
out.AddToLump("sector", 6);
if (WriteComments)
{
char buffer[32];
int len = sprintf(buffer, " // %d", num);
out.AddToLump(buffer, len);
}
out.AddToLump("\n{\n", 3);
WriteProps(out, sec->props);
out.AddToLump("}\n\n", 3);
}
//===========================================================================
//
// writes a UDMF vertex
//
//===========================================================================
void FProcessor::WriteVertexUDMF(FWadWriter &out, IntVertex *vt, int num)
{
out.AddToLump("vertex", 6);
if (WriteComments)
{
char buffer[32];
int len = sprintf(buffer, " // %d", num);
out.AddToLump(buffer, len);
}
out.AddToLump("\n{\n", 3);
WriteProps(out, vt->props);
out.AddToLump("}\n\n", 3);
}
//===========================================================================
//
// writes a UDMF text map
//
//===========================================================================
void FProcessor::WriteTextMap(FWadWriter &out)
{
out.StartWritingLump("TEXTMAP");
WriteProps(out, Level.props);
for(int i = 0; i < Level.NumThings(); i++)
{
WriteThingUDMF(out, &Level.Things[i], i);
}
for(int i = 0; i < Level.NumOrgVerts; i++)
{
WideVertex *vt = &Level.Vertices[i];
if (vt->index <= 0)
{
// not valid!
throw std::runtime_error("Invalid vertex data.");
}
WriteVertexUDMF(out, &Level.VertexProps[vt->index-1], i);
}
for(int i = 0; i < Level.NumLines(); i++)
{
WriteLinedefUDMF(out, &Level.Lines[i], i);
}
for(int i = 0; i < Level.NumSides(); i++)
{
WriteSidedefUDMF(out, &Level.Sides[i], i);
}
for(int i = 0; i < Level.NumSectors(); i++)
{
WriteSectorUDMF(out, &Level.Sectors[i], i);
}
}
//===========================================================================
//
// writes an UDMF map
//
//===========================================================================
void FProcessor::WriteUDMF(FWadWriter &out)
{
out.CopyLump (Wad, Lump);
WriteTextMap(out);
if (ForceCompression) WriteGLBSPZ (out, "ZNODES");
else WriteGLBSPX (out, "ZNODES");
// copy everything except existing nodes, blockmap and reject
for(int i=Lump+2; stricmp(Wad.LumpName(i), "ENDMAP") && i < Wad.NumLumps(); i++)
{
const char *lumpname = Wad.LumpName(i);
if (stricmp(lumpname, "ZNODES") &&
stricmp(lumpname, "BLOCKMAP") &&
stricmp(lumpname, "REJECT"))
{
out.CopyLump(Wad, i);
}
}
out.CreateLabel("ENDMAP");
}