/* ** 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" #include "a_sharedglobal.h" #include "d_net.h" #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(NAME_None, STAT_AUTODECAL); int count = 0; while (iterator.Next()) count++; Printf("%s: Counted %d impact decals, level counter is at %d\n", Level->MapName.GetChars(), count, Level->ImpactDecalCount); } } CCMD (spray) { if (who == NULL || argv.argc() < 2) { Printf ("Usage: spray \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 ...\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 & 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"); }