introduce temporary aliases
An alias, that was at least once used with the new "tempalias" will not be written to saved.cfg. So, now there are four ways to create aliases: 1) alias (or "=") General alias, who's value gets saved at game exit in saved.cfg, and restored at the next restart - unless the alias was created at a time, where persistidents was zero (usually during execution of the game's own config files during startup). 2) const Creates an alias, that can not be changed. Makes it harder for users to destroy their config. 3) push Reassigns an alias with a new value. After "pop", the old value is restored. Allows the use of "local" aliases in scripts. Also avoids name conflicts. 4) tempalias Like "alias", but the value will not be written to saved.cfg. The commit also changes aliases, written by the engine itself, to "temp": gametimestart, __getmaprevisions DOCREF tempalias
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+14
-13
@@ -11,7 +11,6 @@ struct ident
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{
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int type; // one of ID_* above
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const char *name;
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bool isconst;
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union
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{
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int minval; // ID_VAR
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@@ -42,39 +41,41 @@ struct ident
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int defaultval; // ID_VAR
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float defaultvalf; // ID_FVAR
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};
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short context;
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bool persist;
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short context; // one of IEXC_* below
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bool persist; // if true, value gets written to saved.cfg on exit; set to true, if it's an ID_ALIAS and the value gets changed
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bool isconst; // ID_ALIAS: value may not be overwritten
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bool istemp; // ID_ALIAS: if value is changed, "persist" will not be set true
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ident() {}
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// ID_VAR
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ident(int type, const char *name, int minval, int maxval, int *i, int defval, void (*fun)(), bool persist, int context)
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: type(type), name(name), isconst(false), minval(minval), maxval(maxval), fun(fun),
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sig(NULL), action(NULL), defaultval(defval), context(context), persist(persist)
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: type(type), name(name), minval(minval), maxval(maxval), fun(fun),
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sig(NULL), action(NULL), defaultval(defval), context(context), persist(persist), isconst(false), istemp(false)
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{ storage.i = i; }
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// ID_FVAR
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ident(int type, const char *name, float minval, float maxval, float *f, float defval, void (*fun)(), bool persist, int context)
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: type(type), name(name), isconst(false), minvalf(minval), maxvalf(maxval), fun(fun),
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sig(NULL), action(NULL), defaultvalf(defval), context(context), persist(persist)
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: type(type), name(name), minvalf(minval), maxvalf(maxval), fun(fun),
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sig(NULL), action(NULL), defaultvalf(defval), context(context), persist(persist), isconst(false), istemp(false)
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{ storage.f = f; }
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// ID_SVAR
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ident(int type, const char *name, char **s, void (*fun)(), void (*getfun)(), bool persist, int context)
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: type(type), name(name), isconst(false), minval(0), maxval(0), fun(fun),
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sig(NULL), action(NULL), getfun(getfun), context(context), persist(persist)
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: type(type), name(name), minval(0), maxval(0), fun(fun),
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sig(NULL), action(NULL), getfun(getfun), context(context), persist(persist), isconst(false), istemp(false)
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{ storage.s = s; }
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// ID_ALIAS
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ident(int type, const char *name, char *action, bool persist, int context)
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: type(type), name(name), isconst(false), minval(0), maxval(0), stack(0),
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sig(NULL), action(action), executing(NULL), context(context), persist(persist)
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: type(type), name(name), minval(0), maxval(0), stack(0),
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sig(NULL), action(action), executing(NULL), context(context), persist(persist), isconst(false), istemp(false)
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{ storage.i = NULL; }
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// ID_COMMAND
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ident(int type, const char *name, void (*fun)(), const char *sig, int context)
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: type(type), name(name), isconst(false), minval(0), maxval(0), fun(fun),
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sig(sig), action(NULL), executing(NULL), context(context), persist(false)
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: type(type), name(name), minval(0), maxval(0), fun(fun),
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sig(sig), action(NULL), executing(NULL), context(context), persist(false), isconst(false), istemp(false)
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{ storage.i = NULL; }
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};
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