gzdoom-gles/src/g_dumpinfo.cpp

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/*
** g_dumpinfo.cpp
** diagnostic CCMDs that output info about the current game
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2003-2018 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "c_dispatch.h"
#include "g_levellocals.h"
#include "a_dynlight.h"
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#include "a_sharedglobal.h"
#include "d_net.h"
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#include "p_setup.h"
#include "w_wad.h"
#include "v_text.h"
#include "c_functions.h"
//==========================================================================
//
// CCMDs
//
//==========================================================================
CCMD(listlights)
{
int walls, sectors;
int allwalls=0, allsectors=0, allsubsecs = 0;
int i=0, shadowcount = 0;
FDynamicLight * dl;
for (auto Level : AllLevels())
{
Printf("Lights for %s\n", Level->MapName.GetChars());
for (dl = Level->lights; dl; dl = dl->next)
{
walls=0;
sectors=0;
Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f %s %s",
dl->target->GetClass()->TypeName.GetChars(),
dl->X(), dl->Y(), dl->Z(), dl->GetRed(), dl->GetGreen(), dl->GetBlue(),
dl->radius, dl->IsAttenuated()? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
i++;
shadowcount += dl->shadowmapped;
if (dl->target)
{
FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, 0., nullptr);
Printf(", frame = %s ", TexMan.GetTexture(spr)->GetName().GetChars());
}
FLightNode * node;
node=dl->touching_sides;
while (node)
{
walls++;
allwalls++;
node = node->nextTarget;
}
node = dl->touching_sector;
while (node)
{
allsectors++;
sectors++;
node = node->nextTarget;
}
Printf("- %d walls, %d sectors\n", walls, sectors);
}
Printf("%i dynamic lights, %d shadowmapped, %d walls, %d sectors\n\n\n", i, shadowcount, allwalls, allsectors);
}
}
CCMD (countdecals)
{
for (auto Level : AllLevels())
{
auto iterator = Level->GetThinkerIterator<DImpactDecal>(NAME_None, STAT_AUTODECAL);
int count = 0;
while (iterator.Next())
count++;
Printf("%s: Counted %d impact decals\n", Level->MapName.GetChars(), count);
}
}
CCMD (spray)
{
if (who == NULL || argv.argc() < 2)
{
Printf ("Usage: spray <decal>\n");
return;
}
Net_WriteByte (DEM_SPRAY);
Net_WriteString (argv[1]);
}
//==========================================================================
//
// CCMD mapchecksum
//
//==========================================================================
CCMD (mapchecksum)
{
MapData *map;
uint8_t cksum[16];
if (argv.argc() < 2)
{
Printf("Usage: mapchecksum <map> ...\n");
}
for (int i = 1; i < argv.argc(); ++i)
{
map = P_OpenMapData(argv[i], true);
if (map == NULL)
{
Printf("Cannot load %s as a map\n", argv[i]);
}
else
{
map->GetChecksum(cksum);
const char *wadname = Wads.GetWadName(Wads.GetLumpFile(map->lumpnum));
delete map;
for (size_t j = 0; j < sizeof(cksum); ++j)
{
Printf("%02X", cksum[j]);
}
Printf(" // %s %s\n", wadname, argv[i]);
}
}
}
//==========================================================================
//
// CCMD hiddencompatflags
//
//==========================================================================
CCMD (hiddencompatflags)
{
for(auto Level : AllLevels())
{
Printf("%s: %08x %08x %08x\n", Level->MapName.GetChars(), Level->ii_compatflags, Level->ii_compatflags2, Level->ib_compatflags);
}
}
CCMD(dumpportals)
{
for (auto Level : AllLevels())
{
Printf("Portal groups for %s\n", Level->MapName.GetChars());
for (unsigned i = 0; i < Level->portalGroups.Size(); i++)
{
auto p = Level->portalGroups[i];
double xdisp = p->mDisplacement.X;
double ydisp = p->mDisplacement.Y;
Printf(PRINT_LOG, "Portal #%d, %s, displacement = (%f,%f)\n", i, p->plane == 0 ? "floor" : "ceiling",
xdisp, ydisp);
Printf(PRINT_LOG, "Coverage:\n");
for (auto &sub : Level->subsectors)
{
auto port = sub.render_sector->GetPortalGroup(p->plane);
if (port == p)
{
Printf(PRINT_LOG, "\tSubsector %d (%d):\n\t\t", sub.Index(), sub.render_sector->sectornum);
for (unsigned k = 0; k < sub.numlines; k++)
{
Printf(PRINT_LOG, "(%.3f,%.3f), ", sub.firstline[k].v1->fX() + xdisp, sub.firstline[k].v1->fY() + ydisp);
}
Printf(PRINT_LOG, "\n\t\tCovered by subsectors:\n");
FPortalCoverage *cov = &sub.portalcoverage[p->plane];
for (int l = 0; l < cov->sscount; l++)
{
subsector_t *csub = &Level->subsectors[cov->subsectors[l]];
Printf(PRINT_LOG, "\t\t\t%5d (%4d): ", cov->subsectors[l], csub->render_sector->sectornum);
for (unsigned m = 0; m < csub->numlines; m++)
{
Printf(PRINT_LOG, "(%.3f,%.3f), ", csub->firstline[m].v1->fX(), csub->firstline[m].v1->fY());
}
Printf(PRINT_LOG, "\n");
}
}
}
}
}
}
ADD_STAT (interpolations)
{
FString out;
for (auto Level : AllLevels())
{
if (out.Len() > 0) out << '\n';
out.AppendFormat("%s: %d interpolations", Level->MapName.GetChars(), Level->interpolator.CountInterpolations ());
}
return out;
}
CCMD(printsections)
{
void PrintSections(FLevelLocals *Level);
for (auto Level : AllLevels())
{
PrintSections(Level);
}
}
CCMD(dumptags)
{
for (auto Level : AllLevels())
{
Level->tagManager.DumpTags();
}
}
CCMD(dump3df)
{
if (argv.argc() > 1)
{
// Print 3D floor info for a single sector.
// This only checks the primary level.
int sec = (int)strtoll(argv[1], NULL, 10);
if ((unsigned)sec >= primaryLevel->sectors.Size())
{
Printf("Sector %d does not exist.\n", sec);
return;
}
sector_t *sector = &primaryLevel->sectors[sec];
TArray<F3DFloor*> & ffloors = sector->e->XFloor.ffloors;
for (unsigned int i = 0; i < ffloors.Size(); i++)
{
double height = ffloors[i]->top.plane->ZatPoint(sector->centerspot);
double bheight = ffloors[i]->bottom.plane->ZatPoint(sector->centerspot);
IGNORE_FORMAT_PRE
Printf("FFloor %d @ top = %f (model = %d), bottom = %f (model = %d), flags = %B, alpha = %d %s %s\n",
i, height, ffloors[i]->top.model->sectornum,
bheight, ffloors[i]->bottom.model->sectornum,
ffloors[i]->flags, ffloors[i]->alpha, (ffloors[i]->flags&FF_EXISTS) ? "Exists" : "", (ffloors[i]->flags&FF_DYNAMIC) ? "Dynamic" : "");
IGNORE_FORMAT_POST
}
}
}
//============================================================================
//
// print the group link table to the console
//
//============================================================================
CCMD(dumplinktable)
{
for (auto Level : AllLevels())
{
Printf("Portal displacements for %s:\n", Level->MapName.GetChars());
for (int x = 1; x < Level->Displacements.size; x++)
{
for (int y = 1; y < Level->Displacements.size; y++)
{
FDisplacement &disp = Level->Displacements(x, y);
Printf("%c%c(%6d, %6d)", TEXTCOLOR_ESCAPE, 'C' + disp.indirect, int(disp.pos.X), int(disp.pos.Y));
}
Printf("\n");
}
}
}
//===========================================================================
//
// CCMD printinv
//
// Prints the console player's current inventory.
//
//===========================================================================
CCMD(printinv)
{
int pnum = consoleplayer;
#ifdef _DEBUG
// Only allow peeking on other players' inventory in debug builds.
if (argv.argc() > 1)
{
pnum = atoi(argv[1]);
if (pnum < 0 || pnum >= MAXPLAYERS)
{
return;
}
}
#endif
C_PrintInv(players[pnum].mo);
}
CCMD(targetinv)
{
FTranslatedLineTarget t;
if (CheckCheatmode() || players[consoleplayer].mo == NULL)
return;
C_AimLine(&t, true);
if (t.linetarget)
{
C_PrintInv(t.linetarget);
}
else Printf("No target found. Targetinv cannot find actors that have "
"the NOBLOCKMAP flag or have height/radius of 0.\n");
}