/* ** 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" //========================================================================== // // 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); } }