===============================================================================
Universal Doom Map Format - BlanKart extensions v1.0 - 08.02.2025

	Copyright (c) 2024 Sally Cochenour.
	Copyright (c) 2024 Kart Krew Dev.
	Copyright (c) 2025 NepDisk.

	Permission is granted to copy, distribute and/or modify this document
	under the terms of the GNU Free Documentation License, Version 1.2
	or any later version published by the Free Software Foundation;
	with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.

===============================================================================

This document serves to only specify changes that "BlanKart"
makes to the base UDMF specification.

This document is based on the original from Ring Racers with extensions to account for BlanKart's differences.

=======================================
I. Grammar / Syntax
=======================================

No changes were made.

=======================================
II. Implementation Semantics
=======================================

------------------------------------
II.A : Storage and Retrieval of Data
------------------------------------

No changes were made.

-----------------------------------
II.B : Storage Within Archive Files
-----------------------------------

Between the TEXTMAP and ENDMAP lumps, BlanKart supports the following
additional lumps:

	BEHAVIOR = Compiled ACS code.
	ZNODES = Compiled extended / GL friendly nodes. These are required.
	PICTURE = A Doom graphic lump, expected to be 320x240 or 160x100. Intended to be a
		screenshot of the map itself. This is used by the game for level
		select menus.
	MINIMAP = A Doom graphic lump, expected to be 100x100. Intended to be a
		an overview of the map. This is used by the game for the minimap
		on-screen HUD.
	ENCORE = A Doom flat lump, expected to be 16x16. Describes a color remap
		palette to use in Encore Mode.
	TWEAKMAP = A Doom flat lump, expected to be 16x16. Describes a color remap
		palette to use outside of Encore Mode.

Any lumps not listed or specified in the original document will be ignored by
the game. In particular, the "SCRIPTS" lump is considered to be ACS source
code, and is guaranteed to be ignored by the engine.

--------------------------------
II.C : Implementation Dependence
--------------------------------

BlanKart does not aspire for Doom backwards compatibility, thus it does not
support any of the namespaces in the original document, and only implements
its own: "blankart". It also supports "srb2", "srb2kart", "blankart" or "ringracers" namespaces as well.
Any maps not using the mentioned namespaces are considered unsupported.

=======================================
III. Standardized Fields
=======================================

BlanKart's namespace implements the following additional fields:

	version = <integer>;	// Specifies the map format version.
							// This is used for resolving backwards compatibility issues.

							// Note that this doesn't map directly to specification version;
							// it means behavior of an already existing field or action special
							// was changed.

							// 0 / default - RR indev
							// 1 - RR v2.0, RR spec v1.0
							// 2 - RR v2.4, RR spec v1.0
							// 3 - BlanKart indev, BK spec v1.0

	linedef
	{
		moreids = <string>; // Additional IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")

		arg5 = <integer>; // Argument 5. Default = 0.
		arg6 = <integer>; // Argument 6. Default = 0.
		arg7 = <integer>; // Argument 7. Default = 0.
		arg8 = <integer>; // Argument 8. Default = 0.
		arg9 = <integer>; // Argument 9. Default = 0.

		stringarg0 = <string>; // String argument 0. This replaces usage of 'arg0' when specified.
		stringarg1 = <string>; // String argument 1. This replaces usage of 'arg1' when specified.

		alpha = <float>;		// Transparency value of the mid-textures. Default = 1.0.
		renderstyle = <string>;	// The rendering mode to use for the mid-textures.
								// Can be "translucent", "add", "subtract", "reversesubtract", "modulate", or "fog".
								// Default = "translucent".

		// The following flags default to false.
		blockplayers = <bool>; // true = line blocks players.
		skewtd = <bool>; // true = upper and lower textures are skewed to match slopes.
		noskew = <bool>; // true = mid-textures are not skewed to match slopes.
		midpeg = <bool>; // true = invert mid-texture unpegged behavior.
		midsolid = <bool>; // true = mid-texture has collision.
		wrapmidtex = <bool>; // true = mid-textures are wrapped.
		effect6 = <bool>; // Used for compatibility.
		nonet = <bool>; // true = special is disabled in networked multiplayer games.
		netonly = <bool>; // true = special is only enabled in networked multiplayer games.
		notbouncy = <bool>; // true = disable bouncing collision.
		transfer = <bool>; // true = use FOF transfer properties effect.
		tripwire = <bool>; // true = mark linedef as tripwire line.
	}

	sidedef
	{
		repeatcnt = <integer>;		// Number of times to mid-texture wrap. Default = 0.
		offsetx_top = <float>;           // X offset for upper texture. Default = 0.0.
		offsety_top = <float>;           // Y offset for upper texture. Default = 0.0.
		offsetx_mid = <float>;           // X offset for mid texture. Default = 0.0.
		offsety_mid = <float>;           // Y offset for mid texture. Default = 0.0.
		offsetx_bottom = <float>;        // X offset for lower texture. Default = 0.0.
		offsety_bottom = <float>;        // Y offset for lower texture. Default = 0.0.

	}

	vertex
	{
		zfloor = <float>;			// The floor height at this vertex, for vertex slopes.
		zceiling = <float>;			// The ceiling height at this vertex, for vertex slopes
	}

	sector
	{
		lightfloor = <integer>;			// The floor's light level. Default is 0.
		lightceiling = <integer>;		// The ceiling's light level. Default is 0.

		lightfloorabsolute = <bool>;	// true = 'lightfloor' is an absolute value. Default is
										// relative to the owning sector's light level.
		lightceilingabsolute = <bool>;	// true = 'lightceiling' is an absolute value. Default is
										// relative to the owning sector's light level.

		moreids = <string>; // Additional IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")

		xpanningfloor = <float>;		// X texture offset of floor texture, Default = 0.0.
		ypanningfloor = <float>;		// Y texture offset of floor texture, Default = 0.0.

		xpanningceiling = <float>;		// X texture offset of ceiling texture, Default = 0.0.
		ypanningceiling = <float>;		// Y texture offset of ceiling texture, Default = 0.0.

		rotationfloor = <float>;		// Rotation of floor texture in degrees, Default = 0.0.
		rotationceiling = <float>;		// Rotation of ceiling texture in degrees, Default = 0.0.

		floorplane_a = <float>;			// Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
		floorplane_b = <float>;			// 'heightfloor' will still be used to calculate texture alignment.
		floorplane_c = <float>;			// The plane equation will only be used if all 4 values are given.
		floorplane_d = <float>;

		ceilingplane_a = <float>;		// Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
		ceilingplane_b = <float>;		// 'heightceiling' will still be used to calculate texture alignment.
		ceilingplane_c = <float>;		// The plane equation will only be used if all 4 values are given.
		ceilingplane_d = <float>;

		gravityoverride    = <bool>;     // Reverse gravity effect is only applied when an object is in the sector.
		nophysics_floor    = <bool>;    // Disables floor slope physics if created through a plane equation.
		nophysics_ceiling  = <bool>;    // Disables ceiling slope physics if created through a plane equation.
		friction = <float>;				// Sector's friction. Default = 0.90625.
		gravity = <float>;				// Sector's gravity multiplier. Default = 1.0.
		offroad = <float>;				// Sector's offroad multiplier. Default = 0.0.
		damagetype = <string>;			// Damage inflicted by the sector.
										// Can be "None", "Generic", "Lava", "DeathPit", "Instakill".
										// Default = "None".

		action = <integer>;				// Sector action, same as line special. Default = 0.
		arg0 = <integer>;				// Argument 0. Default = 0.
		arg1 = <integer>;				// Argument 1. Default = 0.
		arg2 = <integer>;				// Argument 2. Default = 0.
		arg3 = <integer>;				// Argument 3. Default = 0.
		arg4 = <integer>;				// Argument 4. Default = 0.
		arg5 = <integer>;				// Argument 5. Default = 0.
		arg6 = <integer>;				// Argument 6. Default = 0.
		arg7 = <integer>;				// Argument 7. Default = 0.
		arg8 = <integer>;				// Argument 8. Default = 0.
		arg9 = <integer>;				// Argument 9. Default = 0.
		stringarg0 = <integer>;			// String argument 0. This replaces usage of 'arg0' when specified.
		stringarg1 = <integer>;			// String argument 1. This replaces usage of 'arg1' when specified.

		lightcolor = <integer>;			// Sector's light color as RRGGBB value. Default = 0x000000.
		lightalpha = <integer>;			// Sector's light color alpha value. Default = 25.
		fadecolor = <integer>;			// Sector's fog color as RRGGBB value. Default = 0x000000.
		fadealpha = <integer>;			// Sector's fog color alpha value. Default = 25.
		fadestart = <integer>;			// Sector's fog start distance. Default = 0.
		fadeend = <integer>;			// Sector's fog end distance. Default = 31.

		// The following flags default to false.
		colormapfog = <bool>;				// true = render transparent planes at light level instead of fullbright.
		colormapfadesprites = <bool>;		// true = fog color affects fullbright sprites.
		colormapprotected = <bool>;			// true = colormap cannot be changed at run-time.

		flipspecial_nofloor = <bool>;		// true = plane touch specials aren't ran when on the floor.
		flipspecial_ceiling = <bool>;		// true = plane touch specials are ran when on the ceiling.
		triggerspecial_touch = <bool>;		// true = specials are ran when touching edges of sector.
		triggerspecial_headbump = <bool>;	// true = plane touch specials are ran when touching the opposite plane than gravity.
		invertprecip = <bool>;				// true = precipitation spawning rules are inverted..
		gravityflip = <bool>;				// true = flip gravity of objects in this sector.
		heatwave = <bool>;					// true = add heat wave screen effect.
		ripple_floor = <bool>;				// true = add ripple effect to floor.
		ripple_ceiling = <bool>;			// true = add ripple effect to ceiling.
		invertencore = <bool>;				// true = encore remap rules are inverted.
		flatlighting = <bool>;				// true = directional lighting is forced off.
		forcedirectionallighting = <bool>;	// true = directional lighting is forced on.
		nostepup = <bool>;					// true = objects can't step up.
		doublestepup = <bool>;				// true = objects have increased step up.
		nostepdown = <bool>;				// true = objects can't step down.
		starpostactivator = <bool>;		// true = players activate starposts when in this sector.
		cheatcheckactivator = <bool>;	// true = players activate starposts when in this sector.
		exit = <bool>;						// true = players finish match when entering sector.
		deleteitems = <bool>;				// true = items instantly explode when entering sector.
		fan = <bool>;						// true = players are propelled upwards in this sector.
		zoomtubestart = <bool>;				// true = sector is start of a zoom tube.
		zoomtubeend = <bool>;				// true = sector is end of a zoom tube.

		speedpad = <bool>; // true = players are launched forward by this sector.
		finishline = <bool>; // true = players gain a lap or finish the race in this sector. Used for legacy support.
		sneakerpanel = <bool>; // true = players are speed boosted forward by this sector.
		waterpanel = <bool>; // true = players are speed boosted forward by this sector and are able to drive on water.
		redpogospring = <bool>; // true = players are bounced into the air by this sector.
		yellowpogospring = <bool>; // true = players are bounced into the air and then speedcapped by this sector.

		repeatspecial = <bool>;				// true = repeatable action.
		continuousspecial = <bool>;			// true = action is executed every game tick.
		playerenter = <bool>;				// true = player activates when entering.
		playerfloor = <bool>;				// true = player activates when touching floor.
		playerceiling = <bool>;				// true = player activates when touching ceiling.
		monsterenter = <bool>;				// true = enemy activates when entering.
		monsterfloor = <bool>;				// true = enemy activates when touching floor.
		monsterceiling = <bool>;			// true = enemy activates when touching ceiling.
		missileenter = <bool>;				// true = items / projectiles activate when entering.
		missilefloor = <bool>;				// true = items / projectiles activate when touching floor.
		missileceiling = <bool>;			// true = items / projectiles activate when touching ceiling.
	}

	thing
	{
		pitch = <integer>; 		// Pitch of thing in degrees. Default = 0 (horizontal).
		roll = <integer>; 		// Pitch of thing in degrees. Default = 0 (horizontal).

		scalex = <float>;		// Vertical visual scale on thing. Default = 1.0.
		scaley = <float>;		// Horizontal visual scale on thing. Default = 1.0.
		scale = <float>;		// Vertical and horizontal visual scale on thing. Default = 1.0.

		mobjscale = <float>;	// Physical scale on thing. Default = 1.0.

		foflayer = <integer>;	// Which FOF is treated as the base floor/ceiling.
								// This changes what 'height' is relative to.
								// Default = 0, for no FOF.

		// These arguments modify object behavior on a per-type basis.
		arg0 = <integer>;				// Argument 0. Default = 0.
		arg1 = <integer>;				// Argument 1. Default = 0.
		arg2 = <integer>;				// Argument 2. Default = 0.
		arg3 = <integer>;				// Argument 3. Default = 0.
		arg4 = <integer>;				// Argument 4. Default = 0.
		arg5 = <integer>;				// Argument 5. Default = 0.
		arg6 = <integer>;				// Argument 6. Default = 0.
		arg7 = <integer>;				// Argument 7. Default = 0.
		arg8 = <integer>;				// Argument 8. Default = 0.
		arg9 = <integer>;				// Argument 9. Default = 0.

		stringarg0 = <string>; // String argument 0. This replaces usage of 'arg0' when specified.
		stringarg1 = <string>; // String argument 1. This replaces usage of 'arg1' when specified.


		// Action special arguments.
		scriptarg0 = <integer>;			// Argument 0. Default = 0.
		scriptarg1 = <integer>;			// Argument 1. Default = 0.
		scriptarg2 = <integer>;			// Argument 2. Default = 0.
		scriptarg3 = <integer>;			// Argument 3. Default = 0.
		scriptarg4 = <integer>;			// Argument 4. Default = 0.
		scriptarg5 = <integer>;			// Argument 5. Default = 0.
		scriptarg6 = <integer>;			// Argument 6. Default = 0.
		scriptarg7 = <integer>;			// Argument 7. Default = 0.
		scriptarg8 = <integer>;			// Argument 8. Default = 0.
		scriptarg9 = <integer>;			// Argument 9. Default = 0.
		scriptstringarg0 = <integer>;	// String argument 0. This replaces usage of 'scriptarg0' when specified.
		scriptstringarg1 = <integer>;	// String argument 1. This replaces usage of 'scriptarg1' when specified.

		// Following flags default to false.
		flip = <bool>;			// true = object has reversed gravity
	}

=======================================
Changelog
=======================================

RR 1.0: 20.09.2024
- Initial document created.

BK 1.0: 08.02.2025
- Document spec updated to account for BlanKart differnces.

BK 1.0: 10.02.2025
- Added offset*_* flags.
- Added flags for nophysics_floor and nophysics_ceiling.
- Readded effect6 for compat reasons.
- Readded gravityoverride.

BK 1.0: 11.03.2025
- Fixed up some typos.
- Added more effects.
