ExtraData

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ExtraData is a new data specification language for the Eternity Engine that allows arbitrary extension of mapthings, lines, and sectors with any number of new fields, with data provided in more or less any format. The use of a textual input language forever removes any future problems caused by binary format limitations. The ExtraData parser is based on the libConfuse configuration file parser library by Martin Hedenfalk, which is also used by GFS and EDF.

Each section in this document deals with one of the ExtraData constructs, as well as how to embed ExtraData in a WAD and how to associate it with a given map.

ExtraData will continue to be supported in future versions of Eternity, even though it will soon be superceded by support for the Universal Doom Map Format.

Back to Eternity Engine
  • This section incorporates text from the HTML Eternity documentation.

Contents

[edit] General Syntax

See EDF Syntax, as it is the same.

[edit] Embedding and Associating ExtraData

ExtraData is embedded directly as a text script into a lump of any name. This can be done with any number of wad file management tools, such as SLumpEd, SLADE 3, or XWE.

An ExtraData script is associated with a map via use of the MapInfo variable extradata. A map can only have one ExtraData script, but it is possible for multiple maps to share the same script.

Example of ExtraData specification via EMAPINFO:

  [MAP01]
  extradata = EDLUMP01

[edit] Mapthings

Mapthings define monsters, lamps, control points, items, etc -- anything that is spawned on the map at level start.

Each field in the mapthing definition, with the exception of the recordnum field, is optional. If a field is not provided, it takes on the default value indicated below the syntax information. Fields may also be provided in any order.

Note that the order of mapthing definitions in ExtraData is not important. The recordnum field serves to identify mapthing records.

[edit] Creating ExtraData Control Objects

Mapthing records in ExtraData are only associated with a special control object that must be placed on the map in the usual manner.

The ExtraData control object has a doomednum of 5004. Each control object specifies its corresponding ExtraData mapthing record number as an integer value in its mapthing options field. If your editor does not allow entering arbitrary values into the options field of mapthings, you will need to use the BOOM command-line editor, CLED. As of the initial writing time of this document, both DETH and Doom Builder support entering arbitrary integer values for the options field. Check your editor's documentation or user interface to verify if it supports this.

The x, y, and angle fields of the ExtraData control object are passed on to the thing which will be spawned at the control point's location, so those fields of the control object should be set normally. The true type and options fields of the thing to be spawned, along with any extended fields, are specified in the ExtraData record.

Any number of ExtraData control objects can reference the same ExtraData record. In the event that a control object references a non-existent ExtraData record, the ExtraData script for a level is missing, or the thing type referenced by an ExtraData record isn't valid, an Unknown thing will be spawned at the control point's location. Note that you cannot spawn ExtraData control objects using ExtraData. Attempting this will also result in an Unknown thing.

[edit] Mapthing Syntax and Fields

The syntax of the ExtraData mapthing record is as follows. Remember that all fields except the recordnum field are optional and can be specified in any order.

mapthing
{
  recordnum <unique number>
  
  // These fields are normal mapthing fields
  type      <doomednum> OR <EDF thingtype mnemonic>
  options   <options flag list>
  
  // These fields are ExtraData extensions
  tid       <number>
  args      { <special field>, ... }
  height    <number>
}

[edit] Explanation of fields:

[edit] recordnum

The recordnum serves to identify this record, and is the number which ExtraData control objects must use to associate themselves with a mapthing record. Every ExtraData mapthing record must have a unique record number. If a duplicate record number is detected, the engine will currently exit with an error message. The record number is limited to values between 0 and 65535 inclusive. Some editors may only allow input of numbers up to 32767 in the mapthing options field, or may treat values above 32767 as negative numbers. Beware of this.

[edit] type

Default: No meaningful default value; an Unknown thing will be spawned if not valid.

This field specifies the type of object to spawn at the location and angle of ExtraData control objects using this record. This field can accept one of two types of values. The first is a normal thingtype doomednum as specified via EDF and used by all editors. For example, the DOOM Imp's doomednum is 3001.

This field can also accept EDF thingtype mnemonics. EDF thingtype mnemonics must be prefixed with thing: -- this allows the parser to know it is dealing with a string instead of a number. EDF thingtypes must have a unique doomednum to be specified in an ExtraData mapthing record. If the specified EDF thingtype doesn't exist or has a doomednum of -1, an Unknown object will be spawned instead.

Example:

   mapthing { type 3001 }          // This record specifies an Imp via its doomednum
   
   mapthing { type DoomImp } // This record specifies an Imp by its EDF mnemonic
   

[edit] options

Default: No flags are set by default.

This field specifies the options (also known as mapthing flags). This field uses the same syntax as BEX/EDF flag strings, but the syntax will be reviewed here for completeness.

A BEX flag list is a string of flag names separated by whitespace, pipe characters, commas, or plus characters. In ExtraData, if a flag list contains whitespace, commas, or plus signs, it must be enclosed in double or single quotations. Flags are combined using bitwise-OR logic, so a flag name can be specified more than once. Specifying a flag name causes that flag to be turned on. The default state of all flags is off.

These are the flag values which are available for this field:

   Flag name   Meaning
   ------------------------------------------------------------------------------
   EASY        Thing appears in easy difficulties
   NORMAL      Thing appears in "Hurt Me Plenty"
   HARD        Thing appears in Ultra-Violence and Nightmare
   AMBUSH      Thing is "deaf", will not wake up via sound
   NOTSINGLE   Thing doesn't appear in single-player mode
   NOTDM       Thing doesn't appear in deathmatch
   NOTCOOP     Thing doesn't appear in cooperative multiplayer
   FRIEND      Thing uses MBF friendly logic
   DORMANT     Thing is dormant at map startup (script feature)
   ------------------------------------------------------------------------------
   

The mapthing options value 256 (0x0100) is reserved. If this bit is set, all BOOM, MBF, and Eternity extended mapthing bits will be cleared. This is to guard against editors like Hellmaker which set all bits they do not understand, instead of leaving them zero.

Example options fields -- All of these are equivalent:

   // This is the only syntax that does not require quotations.
   
   mapthing { options EASY|NORMAL|HARD }
   
   // All of these syntaxes must be quoted, because unquoted strings in 
   // ExtraData cannot contain spaces, commas, or plus signs.
   
   mapthing { options "EASY NORMAL HARD" }
   mapthing { options "EASY | NORMAL | HARD" }
   mapthing { options "EASY+NORMAL+HARD" }
   mapthing { options "EASY + NORMAL + HARD" }
   mapthing { options "EASY,NORMAL,HARD" }
   mapthing { options "EASY, NORMAL, HARD" }

[edit] tid

Default: 0

The TID, or "Thing ID", is a tag for mapthings which is used for identification in ACS scripts. TID values must be positive numbers between 1 and 65535. The TID value zero means no TID. Negative TID values are reserved and are used to indicate special things within the engine. TIDs are not required to be unique, and most ACS functions that accept TIDs will perform an action on all mapthings which bear the same TID.

[edit] args

Default: All args values default to zero.

The args field is a list of up to five special values which can have a broad range of meanings. Any values not provided in the args list will default, and if more than five values are provided, only the first five will be used. Currently, all args values are interpreted as integers (a non-number string evaluates to zero). This may change in the future.

Example args list:

   mapthing { args { 0, 1, 2, 3, 4 } }
   

[edit] height

Default: 0

For normal objects, this field indicates a distance above the floor that the thing will spawn at level start. For objects with the SPAWNCEILING flag, this field indicates a distance below the ceiling instead. This field will have no effect on objects which spawn at a randomized height.

[edit] Linedefs

Linedefs define walls, two-sided textures, and provide action triggers within maps.

Each field in the linedef definition, with the exception of the recordnum field, is optional. If a field is not provided, it takes on the default value indicated below the syntax information. Fields may also be provided in any order.

Note that the order of linedef definitions in ExtraData is not important. The recordnum field serves to identify linedef records.

[edit] Creating ExtraData Linedefs

Linedef records in ExtraData are associated either with lines which bear the ExtraData Control Line Special (270), or with any linedef in a DOOM-format map which uses a parameterized line special. You can place the 270 special, as well as parameterized special numbers, into the normal "special" field of a line using virtually any map editor. Editors with Eternity-specific configurations should support these specials natively.

Each control linedef (or directly-used parameterized special) specifies its corresponding ExtraData linedef record number as an integer value in its linedef tag field. If your editor does not allow entering arbitrary values up to 32767 into the tag field of linedefs, you will need to use the BOOM command-line editor, CLED. As of the initial writing time of this document, both DETH and Doom Builder support entering arbitrary integer values for the tag field. Check your editor's documentation or user interface to verify if it supports this.

The flags, sidedefs, textures, and location of the ExtraData control linedef are used normally by the line and cannot be altered from within ExtraData. The true special (if 270 is used) and tag fields of the linedef, along with any extended fields, are specified in the ExtraData record which the control linedef references.

Any number of linedefs can reference the same ExtraData record. In the event that a control linedef references a non-existent ExtraData record or the ExtraData script for a level is missing, the special and tag of the ExtraData control linedef will both be set to zero.

[edit] Linedef Syntax and Fields

The syntax of the ExtraData linedef record is as follows. Remember that all fields except the recordnum field are optional and can be specified in any order.

linedef
{
  recordnum <unique number>
  
  // These fields are normal linedef fields
  special <number> OR <special name>
  tag <number>
  
  // These fields are ExtraData extensions
  extflags <extended line flags list>
  args { <special field>, ... }
  alpha <number>
}

[edit] Explanation of fields:

[edit] recordnum

The recordnum serves to identify this record, and is the number which ExtraData control linedefs must use to associate themselves with a linedef record. Every ExtraData linedef record must have a unique record number. If a duplicate record number is detected, the engine will currently exit with an error message. The record number is limited to values between 0 and 32767 inclusive. Some editors may only allow input of numbers up to 255 in the linedef tag field. Beware of this.

[edit] special

Default: 0

The special field determines what type of action may be taken when a line is crossed, used, shot, etc. There are three types of linedef specials in Eternity: normal, generalized, and parameterized. Parameterized specials use the args field documented below to provide complete customization of line actions.

This field can accept numbers for any special type, including generalized and parameterized, but it can also accept special names for parameterized line types. See the Detailed parameterized linedef specification for a complete list of the available names.

[edit] tag

Default: 0

The tag of the linedef, used by DOOM-style line specials and sector effects.

[edit] extflags

Default: No flags are set by default.

This field specifies extended linedef flag values which impact the functionality of parameterized linedef specials. This field uses the same syntax as BEX/EDF flag strings, but the syntax will be reviewed here for completeness.

A BEX flag list is a string of flag names separated by whitespace, pipe characters, commas, or plus characters. In ExtraData, if a flag list contains whitespace, commas, or plus signs, it must be enclosed in double or single quotations. Flags are combined using bitwise-OR logic, so a flag name can be specified more than once. Specifying a flag name causes that flag to be turned on. The default state of all flags is off.

These are the flag values which are available for this field:

   Flag name   Meaning
   ---------------------------------------------------------------------------------------
   CROSS       Linedef can be activated by being crossed.
   USE         Linedef can be activated by being used.
   IMPACT      Linedef can be activated by being shot.
   PUSH        Linedef can be activated by being pushed.
   PLAYER      Linedef can be activated by players.
   MONSTER     Linedef can be activated by objects with SPACMONSTER flag.
   MISSILE     Linedef can be activated by objects with SPACMISSILE flag.
   REPEAT      Linedef action is repeatable.
   1SONLY      Linedef can only be activated from first side.
   ADDITIVE    Linedef's midtexture is drawn with additive blending.
   BLOCKALL    Linedef will block everything that can be clipped.
   ---------------------------------------------------------------------------------------
   

Notes: IMPACT is currently only implemented for bullet weapons. The ability to use IMPACT with MISSILE will be added in the near future. The PUSH style of activation is not implemented at all yet, so this flag currently does nothing.

Example flags fields -- All of these are equivalent:

   // This is the only syntax that does not require quotations.
   
   linedef { extflags CROSS|PLAYER|MISSILE|REPEAT }
   
   // All of these syntaxes must be quoted, because unquoted strings in 
   // ExtraData cannot contain spaces, commas, or plus signs.
   
   linedef { extflags "CROSS PLAYER MISSILE REPEAT" }
   linedef { extflags "CROSS | PLAYER | MISSILE | REPEAT" }
   linedef { extflags "CROSS+PLAYER+MISSILE+REPEAT" }
   linedef { extflags "CROSS + PLAYER + MISSILE + REPEAT" }
   linedef { extflags "CROSS,PLAYER,MISSILE,REPEAT" }
   linedef { extflags "CROSS, PLAYER, MISSILE, REPEAT" }

[edit] args

Default: All args values default to zero.

The args field is a list of up to five special values which can have a broad range of meanings. Any values not provided in the args list will default, and if more than five values are provided, only the first five will be used. Currently, all args values are interpreted as integers (a non-number string evaluates to zero). This may change in the future. The args list is used by parameterized linedef specials.

Example args list:

   linedef { args { 0, 1, 2, 3, 4 } }

[edit] alpha

"Default: Alpha defaults to 1.0."

The alpha field takes a value from 0.0 to 1.0 to set the opacity at which this linedef's midtexture is drawn. When combined with the ADDITIVE extflag, this can be used for additive-blended translucency as well.

[edit] Sectors

Sectors define distinct areas of the map that are bordered by linedefs, with floor and ceiling properties, lighting data, and specials.

Each field in the sector definition, with the exception of the recordnum field, is optional. If a field is not provided, it takes on the default value indicated below the syntax information. Fields may also be provided in any order.

Note that the order of sector definitions in ExtraData is not important. The recordnum field serves to identify sector records.

[edit] Creating ExtraData Sectors

Sector records in ExtraData are associated with lines which bear the ExtraData Sector Control Special (401). The linedef's front side sector is the map sector that will receive properties from the ExtraData record which is specified by number in the linedef's tag.

Since ExtraData is attached to sectors via linedefs and not through overriding any of the sectors' native fields, you specify all of the normal data for a sector in the map itself, and overriding that data through ExtraData sector records is not supported.

Any number of linedefs can reference the same ExtraData sector record. In the event that a control linedef references a non-existent ExtraData record or the ExtraData script for a level is missing, the tag of the ExtraData sector control linedef will be set to zero and will otherwise be ignored.

[edit] Sector Syntax and Fields

The syntax of the ExtraData sector record is as follows. Remember that all fields except the recordnum field are optional and can be specified in any order.

sector
{
  recordnum <unique number>
  
  // These fields are ExtraData extensions to sector data
  flags <sector flag list>
  flags.add <sector flag list>
  flags.remove <sector flag list>
  damage <integer>
  damagemask <integer>
  damagemod <method of damage type>
  damageflags <sector damage flags list>
  damageflags.add <sector damage flags list>
  damageflags.remove <sector damage flags list>
  floorterrain <terrain name>
  floorangle <float>  
  flooroffsetx <float>
  flooroffsety <float>
  ceilingterrain <terrain name>
  ceilingangle <float>
  ceilingoffsetx <float>
  ceilingoffsety <float>
  colormaptop <lump name>
  colormapmid <lump name>
  colormapbottom <lump name>
  portalflags.floor <portal flags list>
  portalflags.ceiling <portal flags list>
  overlayalpha.floor <percentage or value from 0 to 255>
  overlayalpha.ceiling <percentage or value from 0 to 255>
}

[edit] Explanation of fields:

[edit] recordnum

The recordnum serves to identify this record, and is the number which ExtraData sector control linedefs must use to associate themselves with a sector record. Every ExtraData sector record must have a unique record number. If a duplicate record number is detected, the engine will currently exit with an error message. The record number is limited to values between 0 and 32767 inclusive. Some editors may only allow input of numbers up to 255 in the linedef tag field. Beware of this.

[edit] flags

Default: No flags are set by default.

This field specifies sector flag values which specify various properties of sectors. This field uses the same syntax as BEX/EDF flag strings.

These are the flag values which are available for this field:

   Flag name     Meaning
   ---------------------------------------------------------------------------------------
   SECRET        Sector is secret
   FRICTION      Sector has friction enabled, if targeted by a BOOM friction transfer line
   PUSH          Sector has BOOM push effects enabled
   KILLSOUND     Objects in sector cannot make sounds.
   KILLMOVESOUND Sector makes no movement sounds, even if it has a special sound sequence
   ---------------------------------------------------------------------------------------
   

Example flags fields -- All of these are equivalent:

   // This is the only syntax that does not require quotations.
   
   sector { flags SECRET|FRICTION|KILLMOVESOUND }
   
   // All of these syntaxes must be quoted, because unquoted strings in 
   // ExtraData cannot contain spaces, commas, or plus signs.
   
   sector { flags "SECRET FRICTION KILLMOVESOUND" }
   sector { flags "SECRET | FRICTION | KILLMOVESOUND" }
   sector { flags "SECRET+FRICTION+KILLMOVESOUND" }
   sector { flags "SECRET + FRICTION + KILLMOVESOUND" }
   sector { flags "SECRET,FRICTION,KILLMOVESOUND" }
   sector { flags "SECRET, FRICTION, KILLMOVESOUND" }

[edit] flags.add

Default: No flags are set by default.

This is a list of sector flags to add to the sector. This is supported because some sector specials (such as sector special 9, "Secret") imply that certain sector flags will be set on the sector before ExtraData is applied. If you wish to only add flags and not override any that may have been set by sector specials, use this field to specify only the flags that you wish to be added to the sector.

[edit] flags.remove

Default: No flags are set by default.

This is a list of sector flags to remove from the sector. If you wish to only remove flags and not override any that may have been set by sector specials, use this field to specify only the flags that you wish to be removed from the sector.

[edit] damage

Default: 0

Specifies the amount of damage this sector does to players if the players are standing inside the sector and do not meet any special exemption criteria, such as wearing a Radiation Suit. This amount is done at each damage opportunity, which is determined by the damagemask field.

[edit] damagemask

Default: 0

Specifies the interval in gametics between damage opportunities for a player standing in this sector. The default value of 0 will cause the sector to do constant and instantaneous damage every gametic. Setting this value to an integer greater than 0 will cause damage to be done every Nth gametic, with N being the value of this field. The default DOOM nukage types all use a damagemask of 32, which is roughly once per in-game second (there are 35 gametics per second).

[edit] damagemod

Default: "Unknown"

Specifies the type of damage done by this sector. If "Unknown" is specified, the damage done is generic. The value specified should be a valid EDF damagetype mnemonic. If it is not, "Unknown" will be used. This can be used to have a sector type trigger special pain and death states when it deals damage. For example, you can use slime or lava damagemod.

[edit] damageflags

Default: No flags are set by default.

This field specifies sector damage flag values which affect the manner in which a sector does damage. This field uses the same syntax as BEX/EDF flag strings.

These are the flag values which are available for this field:

   Flag name     Meaning
   ---------------------------------------------------------------------------------------
   LEAKYSUIT     The player may take damage at random even if he has the radsuit powerup
   IGNORESUIT    Radiation suit powerups are ignored entirely
   ENDGODMODE    God mode will be disabled when the player enters this sector
   EXITLEVEL     The player will exit if has < 11 health and this sector tries to do damage
   TERRAINHIT    A TerrainTypes hit will occur when this sector does damage
   ---------------------------------------------------------------------------------------

[edit] damageflags.add

Default: No flags are set by default.

Because some sector types imply the activation of various sector damageflags (for example, DOOM sector type 11 sets sector damageflags ENDGODMODE and EXITLEVEL), this field is supported to add additional damageflags to any that may have been set by the map itself. Simply specify whatever flags you wish to have added to those that are already set.

[edit] damageflags.remove

Default: No flags are set by default.

As with damageflags.add, it may be desirable to turn off some flags that were set by sector specials or other portions of the map data. Use this field to specify any sector damage flags you want to remove from sectors.

[edit] floorterrain

Default: "@flat"

Specifies an EDF TerrainTypes mnemonic for the type of terrain this sector should exhibit on its floor. If left to default or specified with an invalid name, the terrain of the sector will be determined by its floorpic as usual.

[edit] floorangle

Default: 0 (East, or upper edge to the north)

Specifies the angle of the floor flat in floating-point degrees from 0 to 359. Note that for compatibility with ZDoom, the angle specified advances in a clockwise fashion, contrary to most other angles in the DOOM engine.

[edit] flooroffsetx/flooroffsety

Default: 0

Specifies the x and y offsets of the floor flat, relative to the normal floor grid, in floating point units.

[edit] ceilingterrain

Default: "@flat"

Specifies an EDF TerrainTypes mnemonic for the type of terrain this sector should exhibit on its ceiling. If left to default or specified with an invalid name, the terrain of the sector will be determined by its floorpic as usual. This currently only affects the behavior of bullet puffs when particles are enabled.

[edit] ceilingangle

Default: 0 (East, or upper edge to the north)

Specifies the angle of the ceiling flat in floating-point degrees from 0 to 359. Note that for compatibility with ZDoom, the angle specified advances in a clockwise fashion, contrary to most other angles in the DOOM engine.

[edit] flooroffsetx/flooroffsety

Default: 0

Specifies the x and y offsets of the ceiling flat, relative to the normal ceiling grid, in floating point units.

[edit] colormaptop

Default: "@default"

Specifies the colormap lump to use when a player's viewpoint is above the fake ceiling of a BOOM 242 "deep water" effect applying to this sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by the 242 effect.

[edit] colormapmid

Default: "@default"

Specifies the colormap lump to use when a player's viewpoint is between the normal floor and ceiling for an ordinary sector, or between the fake floor and ceiling for a BOOM 242 "deep water" sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by a 242 effect.

[edit] colormapbottom

Default: "@default"

Specifies the colormap lump to use when a player's viewpoint is below the fake floor of a BOOM 242 "deep water" effect applying to this sector. If left to default, the global colormap from MapInfo will be used as normal, unless one is specified by the 242 effect.

[edit] portalflags

Default: No flags are set by default.

These two fields (portalflags.floor and portalflags.ceiling) specify portal property flag values which affect the rendering and behavior of portals attached to this sector's surfaces. These fields use the same syntax as BEX/EDF flag strings.

These are the flag values which are available for this field:

   Flag name     Meaning
   ---------------------------------------------------------------------------------------
   DISABLED      Portal is completely disabled
   NORENDER      Portal will not be rendered, but may still be interactive
   NOPASS        Objects cannot pass through the portal even if it is a linked portal
   BLOCKSOUND    Sound will not traverse through a linked portal
   OVERLAY       The portal will render the sector's flat as a blended overlay
   ADDITIVE      If OVERLAY is also specified, the overlay will use additive blending
   USEGLOBALTEX  Reserved for future per-portal texture specification
   ---------------------------------------------------------------------------------------

[edit] overlayalpha

Default: 100%

These two fields (overlayalpha.floor and overlayalpha.ceiling) specify the opacity of the corresponding portal overlay, if any exists. You can specify either a percentage value from 0% to 100%, or a plain integer number from 0 to 255. 100%/255 are completely solid, while 0% is invisible.

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