Restore the old persistidents system from AC 1.0, since it's working as
intended - if used properly.
As a reminder:
* aliases created by "const" and "tempalias" are never persistent
* aliases created or altered by "alias" or "=" become persistent, if
the persistidents flag is set during that operation
* persistidents if false during the execution of almost all config files
during game start - those files can create aliases with default values
which will not be persistent (until changed later while the flag is
set)
* before saved.cfg is executed, the flag is set and stays set all
throughout the game - which means, that all changes (from menus, for
example) will change the altered alias to "persistent"
* exceptions for map or model config files are unnecessary, since those
run restricted and can't create aliases anyway
* exceptions are necessary for "late run" config files like those in
config/opt/
The new command "persistidents" may be used to manually set or clear the
flag. It also returns the current state of the flag. If used in a config
file, the flag is restored to its original value when the file ends
execution.
In short: only late-run config files (meaning: run after saved.cfg was
restored) may need to manually set/reset the flag. Use const and tempalias
where appropriate and clear persistidents before creating an alias with a
not-to-save default value that may be changed and made persistent later.
DOCREF persistidents
Local hitsounds (/hitsound 2) work by running CubeScript
command `sound`, passing hitsound sound number and
priority (highest). However, `sound` command doesn't actually
take the second priority argument and always uses default normal
priority.
This commit adds the second prioity argument to `sound`.
It accepts numeric priority levels as well as string names.
Also use highest priority for server hitsounds (to be consistent with
local hitsounds).
(was pull request #164)
DOCREF sound
The menu lists all prefab arches and allows to edit them with sliders.
Arches can be saved and restored.
"archvertex" now returns the old value of the vertex, and if the vertex
argument is omitted, doesn't change it.
enumalias prefix
Lists all persistent aliases that start with prefix. Returns a table
with two entries per alias: 1) full name and 2) name without prefix
DOCREF archvertex enumalias
same as looplist, but it automatically counts the loops in "i", starting
with 0.
Example:
a = [u v w] ; b = [x y z]
looplisti $a m [echo $m (at $b $i) $i]
u x 0
v y 1
w z 2
DOCREF looplisti
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
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
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
also add script to generate a summary map license file
new (undocumented) debug commands:
loadmap <mapname>
loads a map directly, easy to use from scripts
debugline <filename> <text>
writes text to file (no path names allowed)
* do not use std::abs() because math.h includes one, that converts ints
to double. Use own iabs(), which directly uses labs() instead.
* don't use the word "gamma" as name for variables
* don't use a homebrew round() function
VS2008 doesn't have round() in math.h and the old inline function (removed
in 50d1413d, had problems in newer compilers). Now floor() or straight
casting to int is used. Let's see, which MS compiler will trip on that...
although I doubt, that anyone ever fell for that
(the fix prevents, that nickname completion can change the first char of
the console string to a slash, which would change the line from chat to
command)
* change priority of zip packages from "highest" to "just below home dir"
* strict naming rules for zip packages
* require all zips to be below directory "mods/"
* only allow zips to intoduce files below "packages/" (or with a special
zip package name also below "config/")
* make zip package config persistent (saved to init.cfg)
WARNING: intermediate commit - autodownload system defunct!
DOCREF (removed) addzip removezip
getvarrange <what> <varname>
Gets range attribute <what> for builtin variable <varname>.
what
one of "min", "max" or "default"
varname
name of any builtin variable (integer or float)
DOCREF getvarrange
Also: add '\a' to the list of escaped characters and remove storage of
unneeded "filename".
mitemaltfont <altfont> <text> <action> <hoveraction> <desc>
Displays a menu line with a text which may contain chars from an
alternate font.
altfont
Name of the alternate font.
text
Content of menu line. Chars from the alternate font have to be marked
with "\a". Alternate font chars have no width and are just rendered
above the following text. Use spaces to counter that.
action, hoveraction, desc
Same function as with other menu lines.
DOCREF menuitemaltfont
textureslotusagelist <what>
Return a list of 256 numbers representing the number of uses for every
texture slot. If <what> is "onlygeometry", uses as map model skin do
not count. If <what> is "onlymodels", the uses in map geometry do not
count.
gettextureorigin <path>
Returns the location where the texture actually can be found. The
possibilities are:
"official": texture was found in the working directory, which
indicates an official texture.
"custom": texture was found in the profile directory, which means,
the texture is either manually installed or downloaded.
"package dir #x": texture was found in a mod directory.
"<file not found>": that.
textureslotbyname <texture path>
Returns the list of numbers of all texture slots which use that texture
file.
edittexturestack <floor|wall|ceiling> <texture slot number>
Puts a texture slot in a "last used" list up front. The first
parameter picks the list, the second parameter is the texture
slot number to be used for the next edit
getautomapconfig
Returns "1" if automapconfig is already enabled, "0" otherwise.
getmapsoundorigin <path>
Returns the location where the map sound file actually can be found. The
possibilities are:
"official": the sound file was found in the working directory, which
indicates an official mapsound.
"custom": the file was found in the profile directory, which means,
the mapsound is either manually installed or downloaded.
"package dir #x": mapsound was found in a mod directory.
"<file not found>": that.
mapsoundslotbyname <mapsound path>
Returns the list of numbers of all mapsound slots which use that texture
file.
getmapsoundlist
Returns a list of all *.wav and *.ogg files below packages/audio/ambient.
DOCREF textureslotusagelist gettextureorigin textureslotbyname
DOCREF edittexturestack getautomapconfig
DOCREF getmapsoundorigin mapsoundslotbyname getmapsoundlist
Casting a string constant to "char *" causes segfaults if a command tries
to write to it. Now, empty strings are rarely written to, but it is
inconsistent, if command arguments change memory segments depending on the
argument value.
This adds a means to store additional attributes for mapmodels, including
a caching mechanism, so the mapmodels don't have to be loaded to access
the information. The goal is, to provide fully automatic mapmodel menus
for map editing who also add information about downloaded mapmodels.
Model attributes are extracted everytime, when a model is loaded. At game
end, all available data is written to config/mapmodelattributes.cfg and
restored at next startup. On release, a file with all (but only) official
models should be included. Since autodownloaded models are usually "loaded"
after download, those are automatically added to the database. If someone
adds models manually to the directories (media pack, w/e), the command
"loadallmapmodels" can be used to try to find all available models. The
only way to delete something from the database, is to delete the file
config/mapmodelattributes.cfg when the game is closed.
The current list of attributes is:
keywords
List of one or more menu topics to list the model under. Check
config/menus_edit.cfg for available keywords. Unknown keywords will
be listed separately.
desc
Short name or description of the model. Will be used as menu entry.
usage
Important information for how to use that specific model.
author
Who created the mapmodel. If it's a derivative of another model, state
the author of the mod (refer to the original author under "license", if
you like). Always use the exact same spelling for the same author, to
allow menus to automatically group models by author.
license
Free-text attribute for license info or info about additional
contributors (or original authors for derivated works).
distribution
One of "official", "autodownload" or "manual". Other values default to
"manual". This is used to determine, if a map contains only original
media or media that can be download automatically.
version
Single numerical value to separate older from newer versions. Defaults
to zero. Higher numbers mean "newer". Maybe someone manages to implement
a versioning system for custom media in the future...
New commands:
mdlattribute <attr> <value>
To be used in model config files. Adds a value for a specified
attribute to the model.
mapmodelregister <modelpath> <attr1> <attr2> ...
Adds values for all attributes to a specific mapmodel. This is used to
restore the cached values from config/mapmodelattributes.cfg during
game start. Does not actually verify of load the model.
mapmodelattributes <modelpath> <attr>
Returns the value of a specific attribute of a mapmodel. If modelpath
is a number, it is interpreted as index for the list of models in the
current map config. If no attribute name is specified, all attributes
are printed to the console instead.
getmapmodelattributes <list of attribute names>
Returns a table of all known mapmodels. Each model is listed with the
modelpath and the values for the requested attributes. To be used
instead of a fixed table in menu_edit.cfg. In addition to attribute
names, the function also allows the keywords "explodekeywords" and
"sortby:" as arguments. If "explodekeywords" is given, all mapmodels
with more than one keyword are listed multiple times, once for each
keyword. If an attribute name is preceeded by "sortby:" the list will
be sorted by this table column. If "sortby:" is used several times,
this first sort will have highest priority. The list is always sorted
by path by default.
example:
getmapmodelattributes sortby: author sortby: desc explodekeywords
loadallmapmodels
Tries to load mapmodels from /all/ paths below packages/models/mapmodels.
Will throw a lot of error messages, because not all directories contain
models to load. This command can be used to build or rebuild the
complete list of all available mapmodels. It is only necessary, if models
are added manually to the directories, since every mapmodel gets added
to the list when it is loaded - which takes care of all automatically
downloaded models.
DOCREF mdlattribute mapmodelregister mapmodelattributes
DOCREF getmapmodelattributes loadallmapmodels
like this:
alias listwiththreeelements [
first // first element
second // second element
third // third element
]
"echo $listwiththreeelements" will print everything, including comments,
but "echo (listlen $listwiththreeelements)" will print "3", and
"echo (at $listwiththreeelements 1)" will print "second".
instead of "pop var_a ; pop var_b" you can write "pop var_a var_b"
Also, "pop" will now give back the removed value of the first alias from
the argument list. This allows using the pop'd value one last time.
DOCREF pop
Some operations, like pop or looplist, leave empty aliases behind. Mostly,
this is without consequence - but before this commit, they showed up
during command completion.
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
Defaults to omitting variables from saved.cfg, that are still at default
value. By setting omitunchangeddefaults to zero, those variables get
written, but commented out. The variable "groupvariables" sets the number
of variables with similar names, that can be grouped on one line. Setting
it to zero will additionally write min, max and default values and a
short description of the variable to file.
In general, variables, that are still at default value, will not be
restored from saved.cfg, so when the default in the game is changed, all
clients will use that new default. This way, testers don't have to erase
their saved.cfg as often.
DOCREF omitunchangeddefaults groupvariables
If an alias has a local value assigned (by "push"), this change will write
the original value to saved.cfg instead of the last local value.
This has the additional effect, that aliases, that were created by "push",
will not be written to saved.cfg, since the original value was empty.
* combine all weapon attributes in a table
* sort variables and aliases
* group variables
* implement curname as SVAR
* implement cmdbuf as temporary alias