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