* replaces filtertext() with a version with a dozen of single filters
that can be used in any combination
* defines classes of allowed characters for strings for various uses
(see protocol.h line 153ff)
* now the allowed charset of, for example, player names is defined
in one location only
* fixes issue #58
First fix causes, that when player1: plays non-team mode + already is in active mode + changes team to enemy, then will appear message: "you can't switch teams while being alive".
Current wrong message is: "you can't change to active mode".
Second fix disables redundant info: "$playername changed to active play", after change to enemy team in non-team modes, when he is already in active mode.
This is fix of https://github.com/assaultcube/AC/issues/16 .
Btw sending permanently the rolls of remote players is waste of bandwidth and money of server owners, so this pointless feature should be ultimately removed.
But untill it won't, the fix should be implemented, in order to not annoy players spectated other players.
This is fix of https://github.com/assaultcube/AC/issues/19 bug.
Currently, when player spawns in arena mode, all menus disappear, in order to force him to play and not being idle.
That causes problem, that "Play demo" menu disappears, when you watch demo with arena mode, and choose "Watch other demo".
It happens so, because after chosing "Watch other demo" player spawns on empty map, what causes vanishing of "Play demo menu".
The commit causes, that menus are automatically closed exclusively then, when player is connected to server, because only then this feature is desired.
This commit establishes an extensible way of storing additional data in
map file headers. Those header extras can be permanent, like the embedded
config file or be used only once after map load like the undo/redo data.
Additional extra data can be easily added and will not break backward
compatibility, so this map format should hold up for quite some time.
To make things easier for mappers, maps can now be saved without invoking
the various optimisations. That, in combination with the stored undo data,
means, that editing a map can be picked up at exactly the same state, as
the map was saved in.
Maps will automatically be written in the appropriate fashion, depending
on the situation:
1) for sendmap: no optimisation, no undo data
2) savemap during editing: no optimisation, with undo data
3) savemap when not editing: optimised, no undo data
4) savemapoptimised: optimised, no undo data
(For savemap to save different maps during editing, the variable
preserveundosonsave has to be "1". It is "0" by default.)
All of the above map files can be played without problems - they only
differ in file size. (However, maps with undo data may be too big to send)
The new command "embedconfigfile" will load the config file, include it in
the map header and rename the original text file.
"extractconfigfile" will write an embedded config file to a separate file
and remove it from the map header.
Embedded config files take precedence over regular config files and
therefore make it harder for cheaters to play with modified config files.
further changes: cleaned up some debugging code; more ASSERTs
@ other devs: check my fix... I expect to not block any good map
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6490 e016b1c5-ed68-44aa-a2f7-31cac88cffde