UMAPINFO

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Revision as of 02:36, 24 October 2021 by Printz2 (talk | contribs) (External links: Updated the specification link)


UMAPINFO is a lump introduced in PrBoom+ "um" which allows several source ports to describe meta-data associated to levels (such as their name, music, sky texture, par time, etc.) instead of having them hardcoded in the engine. Several ports have adopted a separate MAPINFO system; however not all the syntaxes are compatible. UMAPINFO seeks to mitigate this problem by being a cross-port standard.

It was first implemented by Christoph Oelckers (Graf Zahl) on April 22, 2017.

Syntax

Note: Taken directly from umapinfo.txt. UMAPINFO has a less complex structure than ZDoom's ZMAPINFO: There is a simpler episode definition, and cluster definitions are not implemented. The syntax of UMAPINFO is as follows:

MAP mapname
{
   key = value
   key = value1, value2,...
   ...
}

Values can be strings, enclosed in quotation marks ("), numbers or identifiers. Identifiers are case insensitive names that start with a letter and may only contain letters, numbers or the underscore ('_').

The map names are limited to the format of the currently loaded IWAD, i.e. Doom 2 only supports MAPxx entries and Doom 1 only ExMy entries. The numbers x and y can exceed their original limits, though, so MAP50, E5M6 or even MAP100 or E1M10 are valid map names for their respective game. This limit comes from the game using numeric variables 'gameepisode' and 'gamemap' to identify a level. It may later be decided to lift the naming restriction but this cannot be done without some extensive refactoring which simply exceeds the scope of the initial implementation.

An example of a UMAPINFO entry is as follows:

MAP E1M7
{
   levelname = "The Hidden Cave"
   skytexture =  "sky2"
   intertext = "You have beaten the shit",
       "out of those big barons",
       "and now must continue the fight."
}

Supported keys

Currently the following keys are supported. If not given, the hardcoded default will be used, unless the following list says differently.

  • levelname = "name": Specifies the readable name of the level (e.g. "Hangar"). This will be used in the automap and also on the status screen if no name patch is specified.
  • label = "name": Specifies the string to prepend to the levelname on the automap. If not specified the mapname will be used by default followed by a colon and a space character (e.g. "E1M1: ").
  • label = clear: Only print the levelname on the automap.
  • levelpic = "graphic": Specifies the patch that is used on the status screen for 'entering' and 'finished'. This can be omitted, in that case the levelname will be printed with the HUD font.
  • next = "mapname": Specifies the map the regular exit leads to. In Doom 1 this may cross episodes.
  • nextsecret = "mapname": Specifies the map the secret exit leads to. In Doom 1 this may cross episodes.
  • skytexture = "texture": Specifies the sky texture to be used for this map.
  • music = "song": Specifies the music to be played on this map.
  • exitpic = "graphic": Specifies the background for the 'level finished' screen. This can override Doom's animated screens for E1-3.
  • enterpic = "graphic": Specifies the background for the 'entering level' screen. This can override Doom's animated screens for E1-3.
  • partime = seconds: Specifies the level's par time.
  • endgame = false: Overrides a default map exit (e.g. ExM8 or MAP30).
  • endgame = true: Ends the game after this level, showing the default post-game screen for the current episode. Skips the 'entering level' screen.
  • endpic = "graphic": Ends the game after this level, showing the specified graphic as an end screen. Skips the 'entering level' screen.
  • endbunny = true: Ends the game after this level, showing the bunny scroller. Skips the 'entering level' screen.
  • endcast = true: Ends the game after this level, showing the cast call. Skips the 'entering level' screen.
  • nointermission = true/false: Currently only working for levels that end the game: When true skips the 'level finished' screen.
  • intertext = "text": Shows an intermission text screen after the level is exited through the regular exit. "text" can be multiple lines, for ease of reading they can be specified as multiple parameters over several lines (see example below.)
  • intertext = clear: Disables default intermission text for the given map (e.g. to go from MAP06 to MAP07 without a text showing up.)
  • intertextsecret = "text": Shows an intermission text screen after the level is exited through the secret exit. This will never default to 'intertext'. If not given, the defaults will be used.
  • intertextsecret = clear: Disables default intermission text for the given map's secret exit.
  • interbackdrop = "graphic": Backdrop to be used for intertext and intertextsecret. If it does not specify a valid flat, it will be drawn as a patch instead. If not specified the FLOOR4_8 flat will be used, regardless of which map it is used on.
  • intermusic = "song": Music to be used for intertext and intertextsecret. If not specified D_VICTOR/D_READ_M will be used, depending on the IWAD.
  • episode = clear: Clears the episode menu of all previous entries. Should be used on the first map if a mod wants to define its own episodes. Doom 2 and Chex Quest have no episodes by default.
  • episode = "patch", "name", "key": Defines an entry for the episode menu. If all defined episodes define a valid patch, those will be shown, otherwise the names will be used with the HUD font. At most 8 episodes can be defined.
  • bossaction = "thingtype", "linespecial", "tag": Defines a boss death action, overriding any map default actions. Tag 0 is not allowed except for level exits. Shoot triggers, teleporters and locked doors are not supported. A map may define multiple death actions. Thingtype uses ZDoom's class names (see list below.)
  • bossaction = clear: Disables any previously-defined boss actions (including map defaults) for the given map.

Default handling:

Normally, if some information cannot be found, the engine will fall back to its hard coded implementation, with a few exceptions:

  • nextsecret: If not present, it will use the normal exit's map if the current map has a MAPINFO record. This also applies to maps which by default have a secret exit!
  • enterpic: If the map that was just left has an exitpic entry and the map to be entered has no enterpic entry, the previous map's exitpic entry will be used for both screens.
  • levelpic: If not given, the status screen will instead print the map's name with a suitable font (PrBoom uses STFxxx) to ensure that the proper name is used.
  • interbackdrop: This will not look up the default backdrop for a given map but always use FLOOR4_8.

Thingtypes

   DoomPlayer
   ZombieMan
   ShotgunGuy
   Archvile
   ArchvileFire
   Revenant
   RevenantTracer
   RevenantTracerSmoke
   Fatso
   FatShot
   ChaingunGuy
   DoomImp
   Demon
   Spectre
   Cacodemon
   BaronOfHell
   BaronBall
   HellKnight
   LostSoul
   SpiderMastermind
   Arachnotron
   Cyberdemon
   PainElemental
   WolfensteinSS
   CommanderKeen
   BossBrain
   BossEye
   BossTarget
   SpawnShot
   SpawnFire
   ExplosiveBarrel
   DoomImpBall
   CacodemonBall
   Rocket
   PlasmaBall
   BFGBall
   ArachnotronPlasma
   BulletPuff
   Blood
   TeleportFog
   ItemFog
   TeleportDest
   BFGExtra
   GreenArmor
   BlueArmor
   HealthBonus
   ArmorBonus
   BlueCard
   RedCard
   YellowCard
   YellowSkull
   RedSkull
   BlueSkull
   Stimpack
   Medikit
   Soulsphere
   InvulnerabilitySphere
   Berserk
   BlurSphere
   RadSuit
   Allmap
   Infrared
   Megasphere
   Clip
   ClipBox
   RocketAmmo
   RocketBox
   Cell
   CellPack
   Shell
   ShellBox
   Backpack
   BFG9000
   Chaingun
   Chainsaw
   RocketLauncher
   PlasmaRifle
   Shotgun
   SuperShotgun
   TechLamp
   TechLamp2
   Column
   TallGreenColumn
   ShortGreenColumn
   TallRedColumn
   ShortRedColumn
   SkullColumn
   HeartColumn
   EvilEye
   FloatingSkull
   TorchTree
   BlueTorch
   GreenTorch
   RedTorch
   ShortBlueTorch
   ShortGreenTorch
   ShortRedTorch
   Stalagtite
   TechPillar
   CandleStick
   Candelabra
   BloodyTwitch
   Meat2
   Meat3
   Meat4
   Meat5
   NonsolidMeat2
   NonsolidMeat4
   NonsolidMeat3
   NonsolidMeat5
   NonsolidTwitch
   DeadCacodemon
   DeadMarine
   DeadZombieMan
   DeadDemon
   DeadLostSoul
   DeadDoomImp
   DeadShotgunGuy
   GibbedMarine
   GibbedMarineExtra
   HeadsOnAStick
   Gibs
   HeadOnAStick
   HeadCandles
   DeadStick
   LiveStick
   BigTree
   BurningBarrel
   HangNoGuts
   HangBNoBrain
   HangTLookingDown
   HangTSkull
   HangTLookingUp
   HangTNoBrain
   ColonGibs
   SmallBloodPool
   BrainStem
   PointPusher
   PointPuller
   MBFHelperDog
   PlasmaBall1
   PlasmaBall2
   EvilSceptre
   UnholyBible
   MusicChanger
   Deh_Actor_145
   [...]
   Deh_Actor_249

Revisions

Being a new standard, UMAPINFO has had several revisions, listed below:

  • Rev 2.1 (by Rfomin, Jun 22 2021)
    • Lookup for default backdrop if 'interbackdrop' is not specified.
  • Rev 2 (by Fabian Greffrath, May 11 2021)
    • Introduce the new 'label' field to allow for overriding of the string that gets prepended to the 'levelname' on the automap.
  • Rev 1.6 (by Fabian Greffrath, Apr 19 2021)
    • Skip the 'entering level' screen if one of endgame, endpic, endbunny or endcast is set.
  • Rev 1.4 (by Rfomin, Mar 23 2021)
  • Rev 1.3 (by Fabian Greffrath, Mar 5 2021)
    • If interbackdrop does not specify a valid flat, draw it as a patch instead.
  • Rev 1.2 (by JadingTsunami, Feb 12 2021)
    • Fix typo in ZDoom-style Actor name.
  • Rev 1.1 (by Xaser Acheron, Jan 24 2021)
    • Updates to the UMAPINFO docs to disambiguate the 'bossaction' field a bit.
  • Rev 1 (by Graf Zahl, Jul 10 2017)
    • Updated UMAPINFO spec to curly brace syntax.
  • Rev 0 (by Graf Zahl, Apr 22 2017)
    • Initial implementation.

Supported ports

UMAPINFO is supported by the following ports:

External links