When a script file is executed, any additional arguments are passed
as execarg1..execargX to the script. The number of arguments is in
execnumargs and if the script in the file sets the value of execresult,
the exec command returns that value.
Example:
If there is a file testscript.cfg with this content:
execresult = (* $execarg1 $execarg2)
then the command
echo (exec testscript.cfg 6 7)
will output "42".
DOCREF exec
* removed convertcase
use toupper (concat A B C D ....) instead
* moved several COMMAND macros to their function bodies
* cleaned up screenshot extension handling
* prefix screenshot argument with "screenshot/" and add correct extension
Allows to reset notexture, to set a high-contrast color to find and
fix the areas and to set to a useful default texture.
As useful textures, in addition to rock.jpg and concrete.jpg, the menu
lists the default wall, floor and ceiling textures of the current map,
and also the last watched texture from the texture menu.
Also adds a few checks to detect unconverted map config files and misuse
of the new bright highlight textures.
Collect warnings during load_world() and issue a warning at the end. Most,
but not all warnings already printed a message - which usually scrolls out
of the console quite fast.
The collected value is also given back by the loadmap command, which
allows batch editing scripts for maps stop at problematic maps.
Mapsound errors are not detected, if soundvol is zero. Missing textures are
not flagged, if notexture is set.
The error code is ored together from those elements:
0x0000001 entity attribute overflow
One or more map entities had attribute values, that are no longer
supported with map format 10. Rework manually.
0x0000010 map decoder error
Indicates a damaged map file.
0x0000100 world error -1
Map is completely solid. Very funny.
0x0000200 world error -2
Map border is not solid. Fix manually.
0x0001000 missing skymap texture files
0x0002000 missing world texture files (only if no notexture is set)
0x0004000 missing mapmodel files
0x0008000 missing mapsound files
0x0010000 bad mapsound command in map config
0x0020000 bad mapmodel command in map config
0x0040000 bad texture command in map config
0x0080000 bad loadnotexture command in map config
0x0100000 error during loading of mapmodels (see earlier console output)
0x1000000 out of range integer value in map config (for example, "fog 0")
0x2000000 out of range float value in map config
0x4000000 generic cubescript error in map config
The command loadmap is now also available for non-debug builds.
DOCREF loadmap
The condition appeared on 32-bit g++ builds with -O3. Apparently, due to
optimisations, the player1 location vector was kept in FPU registers
during collision checks - and the written-to-memory float values gave
different results in the next round.
The fix forces a write to memory and a readback before the collision
checks. An alternative fix would be, to compile physics.cpp with the
switch -ffloat-store, but that would cause a bigger performance hit.
g++ 5.4 detects the static bools as "unused", which is true - but also
intentional.
Removing the "static" adds a lot of unused symbols to the global pool,
but it also prevents any compiler from detecting the "not used" status.
selectionwalk action beginsel endsel
The command iterates over all cubes in all selections and executes
"action" for each cube. The cubes of every selection are framed by
executions of "beginsel" and "endsel". The action script is allowed
to make changes to cube attributes, and if it does, an undo point is
automatically added. "beginsel" and "endsel" are optional.
While the scripts are executed, several aliases provide further info:
sw_cursel
Position and size of the current selection. Valid in all three
scripts. Holds four integer values for x, y, xs, ys. See command
"selection" for details.
(all following aliases are only valid during the execution of the action
script and provide the attributes of one cube of the map)
sw_abs_x
sw_abs_y
sw_rel_x
sw_rel_y
Absolute and relative (within the current selection) coordinates of
the current cube. Read-only values.
sw_type
Type of the current cube. Can be 0..4 for SOLID, CORNER, FHF, CHF and
SPACE. May be changed to other numerical value or keyword.
sw_floor
sw_ceil
Floor and ceiling heights of the current cube. Range -128..127
sw_wtex
sw_ftex
sw_ctex
sw_utex
Texture slot indices for wall, floor, ceiling and upper wall of the
current cube.
sw_vdelta
sw_tag
Vdelta and tag values of current cube.
sw_r
sw_g
sw_b
Current light values of current cube. Can be edited, but only with
temporary effect. Will be reset with the next light recalc.
The command is mostly useful for statistics scripts (like counting cubes
with certain attributes), but is can also be used for scripted editing,
as the following (useless) example shows:
selectionwalk [ += sw_floor (rnd 2) ]
Further changes:
The command listoptions now also can return the names of cube types:
echo (listoptions cubetypes)
The command countwalls is now implemented as a script instead of a
builtin command. The script works better, because it doesn't create
unnecessary undo points.
DOCREF selectionwalk listoptions countwalls
Two new commands, menuitemeditkeyinput and menuitemspectkeyinput, both
work the same as menuitemkeyinput - only for edit and spect binds.
The new edit keys menu should also work fine as edit key help :)
menuitem[|edit|spect]keyinput text bindcmd
Menuitem, that displays "text" and all keys, that bind "bindcmd" - in
game-, edit- or spect mode.
DOCREF menuitemeditkeyinput menuitemspectkeyinput
omitunchangeddefaultbinds n
0 print
1 print, but commented out
2 omit
The new var _defaultbinds is used to mark default binds in resetbinds.cfg.
DOCREF omitunchangeddefaultbinds
During startup, it is checked, if the game account needs to be unlocked
by password. If so, the password is asked and applied.
If no game account exists yet, the creation of a new account is offered.
new command "mypubkey": returns public key of game account, or empty
string, if no account exists or it is unusable (due to missing password,
for example)
DOCREF mypubkey
Now, if the last line of a menu is a text input item, pressing enter in
that line will not only execute the assigned command, but also close the
menu.
With this, menus without the annoying "[OK]"-button can be created.
Also: emptied text input fields don't magically fill up again, when you
deselect them.
DOCREF menuitemtextinput
authkey manages a list of keys other than the game key (which is managed
by authsetup). For example, this can be server owner keys or clan boss
keys.
authkey clear
Empties the list and comments out all lines in config/authkeys.cfg.
authkey list
Lists all authkeys that are currently in memory.
authkey delete keyname
Deletes the key <keyname> from memory.
authkey new keyname
Generates a new key with the name <keyname>. If a key of that name
already exists, it is deleted. The key is added to the list in memory
and also written to the file config/authkeys.cfg.
authkey add keyname privkey
Adds a key with the name <keyname> to the list in memory. The privkey
is a 32-byte hexadecimal string, preferrably generated by authkey new.
The matching public key is generated automatically from the private key.
authkey selfcert keyname [comment]
Generates a self-signed certificate for the key <keyname>. Being able to
create such a cert is proof, that you own the private key of a certain
public key.
DOCREF authkey
authsetup contains all the funtionality needed to generate, load and save
private and public keys, and to lock and unlock the private key with a
password.
Private and public keys are used to authenticate the player to servers,
and are loaded from config/authprivate.cfg. Private keys can be stored
in an "encrypted with password" version - in which case the player has
to enter the password after game start. To prevent brute-force cracking
of the password, the key-derivation function uses a constant time to
encode (usually several seconds). Because of that, the decoding at game
start can be done in the background.
The private key is actually itself a public key generated from the
prepriv key. The prepriv key should be kept away from the computer, either
as hardcopy or on a thumbdrive. The prepriv key is not required to play
the game. It can be used to prove ownership of the private key, in case
the private key gets stolen. It can also be used to regenerate private
and public keys, in case they are lost. The prepriv key can also be
encrypted by its own password.
authsetup
checks private and public key and returns "1", if they match.
authsetup pre preprivhex [psalthex pwdcfg]
loads prepriv key into memory. optionally supports encrypted keys.
authsetup priv privhex [salthex pwdcfg]
loads private key into memory. optionally supports encrypted keys.
authsetup pub pubhex
loads public key into memory.
authsetup ppass preprivpass
decrypts prepriv key with password
authsetup pass privpass
decrypts private key with password
authsetup passd privpass [commandwhendone]
decrypts private key with password in background. optionally executes
cubescript command when done.
authsetup needpass
returns "1" if the private key needs decryption.
authsetup genpre [prelen]
generates new prepriv key.
authsetup genpriv
generates private key from prepriv key.
authsetup genpub
generates public key from private key.
authsetup newppass preprivpass [preprivfilename]
encrypts prepriv key with new password and saves the result to file.
The default filename is config/authpreprivate.cfg and an existing file
gets overwritten - but the former file content is kept and also written,
each line commented out.
authsetup newpass privpass [privatefilename]
encrypts private key with new password and saves the encrypted private
key and the public key to file. The default filename is
config/authprivate.cfg and an existing file gets overwritten - but the
former file content is kept and also written, each line commented out.
authsetup unarmed
sets private and public keys to a fixed value. For testing only.
Can be used to "log out".
authmemusage, authrounds, authmaxtime are only used, when new passwords are
created (authsetup new[p]pass). authmemusage is the number of megabytes
of RAM that are used for the password hash calculation. If authrounds
is zero (as is default), then the hash algorithm calculates as many
rounds as possible in the number of milliseconds specified in
authmaxtime. If authrounds is a positive number, then that is the number
of rounds to be done, regardless the required time. Note that, since the
password hash algorithm is not endianness-aware, it is not possible to
move an encrypted password to a machine with different endianness.
Moving between 32- and 64-bit machines should be no problem.
FIXME: the command is not blocked against use in multiplayer. It has to
be determined later, if this is a problem or feature. Especially
the background password calculation may be a problem.
DOCREF authsetup cryptodebug authmemusage authrounds authmaxtime
* FNV-1a: very fast, non-cryptographic hash
* bin2hex, hex2bin: hex ascii parser and hex string formatter
* ed25519test: vector test for all ed25519 functions
* ed25519speedtest: yep, that
The Ed25519 sources were taken from the crypto_sign/ed25519/ref
subdirectory of the SUPERCOP benchmarking tool.
The Ed25519 software is in the public domain.
Contributors (in alphabetical order)
Daniel J. Bernstein, University of Illinois at Chicago
Niels Duif, Technische Universiteit Eindhoven
Tanja Lange, Technische Universiteit Eindhoven
Peter Schwabe, National Taiwan University
Bo-Yin Yang, Academia Sinica
* basically a hash function that delivers keylen bytes calculated
from password and salt
* uses a lot of memory and a quite complex algorithm, to make
brute-force offline-attacks on short passwords as hard as possible
* last line of defense against "evil little brothers"
SHA512 was adapted from a few public domain sources and pseudocode from
wikipedia. The entropy collector gathers entropy from keyboard events and
mouse movement - and, just for fun, from screenshots.
The entropy pool is saved at program exit and reloaded at program start.
Entropy is used to re-seed the pseudorandom generator (not that it would
make a difference).
Calculate some key values to determine map geometry viability.
mapareacheck <what>
Returns different sets of statistics, depending on the keyword "what":
vdelta
Returns table of numbers of cubes within a certain range of vdelta
differences (steepness)". First entry is "0..2 cubes steep", next is
"2..4" and so on.
steepest
Returns the coordinates of the steepest heightfield cube.
total
Returns the number of non-solid cubes on the map.
pprest
Returns the number of cubes _not_ visible from one of the probe
positions.
pp (default)
Returns a table of all (currently 64) probe points of the map. Each
probe point is listed with:
- x-coordinate
- y-coordinate
- floor height
- area visible
- volume of visible area
- average height in visible area
DOCREF mapareacheck
* sort colored lights behind white ones to avoid a light bug
* sort all clipped entities to the end of the list to speed up physics
* sort all pickups and playerstarts to use smaller index numbers to
use less bandwidth
...and some options for sortmapmodelslots and sorttextureslots
All three commands now accept three modifier keywords as arguments:
nosort do not sort the list alphabetically
nomerge do not merge any slots
mergeused merge used and unused (identical) slots freely
By default, the list is sorted and only unused identical slots are merged.
The keywords can be combined in any order. "nomerge" takes priority over
"mergeused".
Examples:
sortmapmodelslots
Sort the mapmodel slot list alphabetically and merge unused identical
slots. Merging an unused slot is pretty much the same as deleting it,
so this command sorts the list and removes unneeded double entries.
sortmapmodelslots nosort
Merges (deletes) unused double entries in the mapmodel slot list.
sorttextureslots nosort mergeused
Merges double entries in the texture slot list. If two identical
entries are used in the map, all uses are mapped to the new combined
slot. This leaves no visual changes on the map. Should be avoided, if
texture slots have been renamed manually - and the the renaming isn't
finished yet.
sortmapsoundslots mergeused
Sorts the mapsound slot list and merges all double entries.
DOCREF sortmapmodelslots sorttextureslots sortmapsoundslots
backpedal 1/42 of a microstep to get out of the way of rounding errors
(clip ents are not supposed to have seams, but at least GCC builds
with -O3 seem to also require a little here - so, 1/333 for clips)
instead of using a constant (and always wrong) speed, use the same part
of the movement vector that x- and y- slides use
(sadly, this fix seems to raise problems with the previous "fix sliding
along corners" commit, which seems to have liked the constant speed...)
* properly rotate the player hitbox
* add "corner bounce" (doesn't work flawlessly - but it's probably as
good as possible with this kind of physics engine)