currentUILevel is now primaryLevel. For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed. This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer. The remaining global variables are not relevant for the level state. The static 'level' has been mostly removed from the code except some places that still need work.
351 lines
9.2 KiB
C++
351 lines
9.2 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\n", Level->MapName.GetChars(), count);
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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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