Home » Renegade Discussions » Mod Forum » weird reaction with const w_chart
weird reaction with const w_chart [message #464060] |
Fri, 09 March 2012 06:21 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
Karma: 0
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::onchat call
Toggle Spoiler
bool Kambot::OnChat(int PlayerID,TextMessageEnum Type,const wchar_t *Message,int recieverID)
{
Kambot_Commands(PlayerID,Type,Message,recieverID);
return true;
}
start of the called function
Toggle Spoiler
void Kambot_Commands(int PlayerID,TextMessageEnum Type,const wchar_t *Message,int recieverID)
{
Console_Input("msg functie ok");
StringClass Msg;
Msg.Format("msg %s",Message);
Console_Input(Msg);
if (wcsstr(Message,L"!") != NULL)
{
Console_Input("msg message ok");
keyhook function
Toggle Spoiler
void KB_keyhook::KeyHook()
{
if((The_Game()->Get_Game_Duration_S() - LastPress) >= 1){
StringClass Msg;
const wchar_t* message = (const wchar_t*)Get_Parameter("Command");
Kambot_Commands(Get_Player_ID(Owner()),TEXT_MESSAGE_TEAM,message,-1);
Msg.Format("msg %s",(const wchar_t*)Get_Parameter("Command"));
Console_Input(Msg);
LastPress = The_Game()->Get_Game_Duration_S();
}
}
ScriptRegistrant<KB_keyhook> KB_keyhook_Registrant("KB_keyhook","Key:string,Command:string");
what happens:
if i use a command in game the command works.
but the message is just a ! according to the game
but when i use my chathook the message is more and the command wont work
now i wonder what i do wrong.
probably my conversion.
Owner of kambot TT server
kambot.freeforums.org
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Re: weird reaction with const w_chart [message #464063 is a reply to message #464060] |
Fri, 09 March 2012 06:53 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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You're using %s with a wchar_t in formatted functions, you need to use %S. Casting a char to wchar_t (if it works) can cause memory corruption. Instead of using wchar_t, use StringClass. Instead of using Console_Input, use a wrapper function that takes formated input like Console_Output() does. This is how I would write the code:
Toggle Spoiler// Console_Input() taking formatted input
void Console(const char *Format, ...)
{
char buffer[256];
va_list va;
_crt_va_start(va, Format);
vsnprintf(buffer, 256, Format, va);
va_end(va);
Console_Input(buffer);
}
// Call Kambot_Commands() via chat
bool Kambot::OnChat(int PlayerID,TextMessageEnum Type,const wchar_t *Message,int recieverID)
{
StringClass Msg = Message;
Kambot_Commands(PlayerID, Type, Msg, recieverID);
return true;
}
void Kambot_Commands(int PlayerID,TextMessageEnum Type, StringClass Msg,int recieverID)
{
Console("MSG Debug: Kambot_Commands() called"); // DEBUG CRAP
Console("MSG Debug: Kambot_Commands() MSG == %s", Msg); // DEBUG CRAP
if (Msg[0] == '!')
{
Console("MSG Debug: Kambot_Commands() Command triggered"); // DEBUG CRAP
}
}
// Call Kambot_Commands() via a Keyhook (using keys.cfg keys)
void KB_keyhook::KeyHook()
{
if((The_Game()->Get_Game_Duration_S() - LastPress) >= 1)
{
StringClass Msg = Get_Parameter("Command");
Kambot_Commands(Get_Player_ID(Owner()), TEXT_MESSAGE_TEAM, Msg, -1); // Last parameter isn't used
Console("MSG Debug: KeyHook() called with %s", Msg); // DEBUG CRAP
LastPress = The_Game()->Get_Game_Duration_S();
}
}
Not sure if it actually runs correctly though, didn't bother checking. You can also use the __FUNCTION__ and __LINE__ macros to grab the function the code is executing and the line number while debugging.
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: weird reaction with const w_chart [message #464170 is a reply to message #464083] |
Sat, 10 March 2012 17:05 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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robbyke wrote on Fri, 09 March 2012 10:51 | thanks this helped alot
made me understand stringclass better to
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Cheers no problem. I suggest you take a look at HashTemplateClass and HashTemplateIterator too, they provide hash maps/tables, also known as dictionaries in other languages. If you're gonna be building a bot that responds to commands, it's a nice idea to store them in a hash table, with as key the text that triggers the command and the value being a pointer to a class that inherits a generic chat command class, so you can call a function from a class when it is found in the hash table, which is done almost instantaneously, instead of having to go over a list of all triggers to trigger a specific function, which is very slow and makes the code to check what command to trigger very long-winded code.
I've written an example for this that I haven't tested, I hope this helps you:
derp.cpp:
#include "General.h"
#include "derp.h"
#include "HashTemplateClass.h"
#include "HashTemplateIterator.h"
// This macro creates a new Class on the heap and cals Startup for it
#define REGISTER_COMMAND(Class, Trigger, registrant) Class *registrant = new Class; registrant->Startup(Trigger)
HashTemplateClass<StringClass, ChatCommand *> ChatCommand::CommandsMap;
void ChatCommand::Load()
{
REGISTER_COMMAND(Help, "!help", Help_Registrant); // Registers a new Help ChatCommand objectcalled with !help
REGISTER_COMMAND(Help, "!h", HelpAlias_Registrant); // Registers a new Help ChatCommand object called with !h
}
void ChatCommand::Unload()
{
}
// This simply adds the command to our CommandsMap with the trigger, it can later be expanded to do more
void ChatCommand::Startup(const char* Trigger)
{
ChatCommand::CommandsMap.Insert(Trigger, this); // 'this' is a pointer to the current class
}
// This is a virtual method, this is used for the default for classes that don't have the Activate() method
void ChatCommand::Activate(int ID, int Type, StringClass Msg)
{
Console("MSG this command hasn't been implemented yet!");
}
// This is the only thing we nee to implement for a new class inheriting from ChatCommand
void Help::Activate(int ID, int Type, StringClass Msg)
{
Console("MSG This is a fancy help command!");
}
// Example chat hook code to get the above to work
bool KamBot::OnChat(int PlayerID, TextMessageEnum Type, const wchar_t *Message, int recieverID)
{
StringClass Msg = Message;
if (ChatCommand::CommandsMap.Exists(Msg)) // Does our hash map contain a trigger that is the same as the input message?
{ // If so
ChatCommand* c = ChatCommand::CommandsMap.Get(Msg, 0); // Get the ChatCommand pointer that's indexed for the chat message
c->Activate(PlayerID, Type, Msg); // With our ChatCommand pointer called 'c', call the Activate() function
}
return true;
}
derp.h:
class ChatCommand
{
public:
// Static functions and data, dont need to be called from an object
static HashTemplateClass<StringClass, ChatCommand *> CommandsMap; // This is our hash map, we put ChatCommand object pointers here
// That are triggered by a StringClass trigger text
static void Load(); // This is our loading code, call this from somewhere
static void Unload(); // Unloads all chat commands related stuff
void Startup(const char* Trigger); // Loads a ChatCommand object and adds it to the hash table
virtual void Activate(int ID, int Type, StringClass Msg); // The default Activate() function called if not defined by an inheriting class
};
// a class that inherits the ChatCommand class, this one implements the !help command
class Help : public ChatCommand
{
public:
void Activate(int ID, int Type, StringClass Msg); // The code to execute when this function is called in the chat hook by its trigger
};
This code should respond to ingame chat that's "!h" or "!help", but I haven't tested it.
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
[Updated on: Sat, 10 March 2012 17:08] Report message to a moderator
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Re: weird reaction with const w_chart [message #464182 is a reply to message #464170] |
Sat, 10 March 2012 18:28 |
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Ethenal
Messages: 2532 Registered: January 2007 Location: US of A
Karma: 0
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General (2 Stars) |
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iRANian wrote on Sat, 10 March 2012 18:05 | If you're gonna be building a bot that responds to commands, it's a nice idea to store them in a hash table, with as key the text that triggers the command and the value being a pointer to a class that inherits a generic chat command class, so you can call a function from a class when it is found in the hash table, which is done almost instantaneously, instead of having to go over a list of all triggers to trigger a specific function, which is very slow and makes the code to check what command to trigger very long-winded code.
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Isn't that essentially the same thing? Even if you're using a hash table, does it not internally have to go down the list of values until it finds the one with the name you want?
-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29 | Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade
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Re: weird reaction with const w_chart [message #464210 is a reply to message #464060] |
Sun, 11 March 2012 06:54 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
Karma: 0
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ok this is pretty funny the code i have used to work like that but with the 4.0 i had to modify it because chatcommandclass was gona.
now u understand how that works and ill have remake all the commands again
thanks alot this helps me great deal im really starting to understand everythin bit by bit
Owner of kambot TT server
kambot.freeforums.org
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Re: weird reaction with const w_chart [message #464213 is a reply to message #464060] |
Sun, 11 March 2012 08:32 |
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Look at CommandLineParser.h, that is part of 4.0 and what the ban system plugin, extraconsolecommands plugin, mute plugin, spectate plugin and sudden death plugin are using.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: weird reaction with const w_chart [message #464217 is a reply to message #464214] |
Sun, 11 March 2012 09:03 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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robbyke wrote on Sun, 11 March 2012 08:34 | i tried to convert it once but i didnt understand vector then(stil not)
so ye if you want to it would be nice
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Alright, it should work the same way the stuff in SSGM 2.0.2 worked like (accessing [0] gives you the full string, [1] gives you the first token). Not sure if there's any issues with it.
Tokenizer.cpp:
Toggle Spoiler#include "Tokenizer.h"
void Tokenizer::Build(const StringClass &Text, int Pos)
{
Tokens.Clear();
VectorSize = 0;
StringClass Temp2, All;
StringClass Tokenz = Text;
char *p = strtok(Tokenz.Peek_Buffer()," ");
if (!Pos)
{
Tokens.Add(Text);
}
else
{
int i = 0;
while (i < Pos)
{
p = strtok(0, " ");
++i;
}
}
while (p)
{
Temp2 = p;
Tokens.Add(Temp2);
p = strtok(0, " ");
++VectorSize;
if (Pos)
{
All += Temp2;
if (p) All += " ";
}
}
if (Pos)
{
Tokens.Add_Head(All);
}
}
Tokenizer::Tokenizer(const Tokenizer &Copy)
{
Tokens = Copy.Tokens;
VectorSize = Copy.VectorSize;
}
Tokenizer::Tokenizer()
{
}
Tokenizer::Tokenizer(const StringClass &Text, int Pos)
{
Build(Text, Pos);
}
Tokenizer& Tokenizer::operator=(const Tokenizer &Copy)
{
Tokens = Copy.Tokens;
VectorSize = Copy.VectorSize;
return *this;
}
Tokenizer& Tokenizer::operator=(const StringClass &Text)
{
Build(Text,0);
return *this;
}
StringClass Tokenizer::operator[](int Pos)
{
if (VectorSize < Pos)
{
return "";
}
return Tokens[Pos];
}
StringClass Tokenizer::operator()(int Start,int End)
{
if (VectorSize < Start || VectorSize < End)
{
return "";
}
StringClass Ret;
if (!End) {
End = Tokens.Count();
}
int i = Start;
while (i <= End && i <= VectorSize)
{
Ret += Tokens[i];
++i;
if (i <= End)
Ret += StringClass(" ");
}
return Ret;
}
int Tokenizer::Size()
{
return VectorSize;
}
void Tokenizer::Erase(int Pos)
{
if (VectorSize < Pos) return;
Tokens.Delete(Pos);
VectorSize--;
}
void Tokenizer::Replace(int Pos, const StringClass &Rep)
{
if (VectorSize < Pos || !Pos) return;
Tokens[Pos] = Rep;
}
/* inline void Tokenizer::Erase_Global(int Pos)
{
if (VectorSize < Pos) return;
StringClass Temp = Tokens[0];
Temp.Replace(Temp.find(Tokens[Pos]),Tokens[Pos].size()+1,"");
Tokens[0] = Temp;
Erase(Pos);
} */
inline void Tokenizer::Add(const StringClass &Text, int Pos)
{
if (!Pos)
{
Tokens.Add(Text);
++VectorSize;
}
else if (VectorSize < Pos)
{
return;
}
else
{
Tokens.Insert(Pos, Text);
++VectorSize;
}
}
Tokenizer.h:
Toggle Spoiler#pragma once
#include "gmplugin.h"
// First position in the Tokenizer string contains the full string, so use [1] instead of [0]
// for the first string
class Tokenizer
{
private:
DynamicVectorClass<StringClass> Tokens;
int VectorSize;
void Build(const StringClass &Text, int Pos);
public:
Tokenizer();
Tokenizer(const Tokenizer &Copy);
Tokenizer(const StringClass &Text, int Pos = 0);
Tokenizer& operator=(const Tokenizer &Copy);
Tokenizer& operator=(const StringClass &Text);
StringClass operator[](int Pos);
StringClass operator()(int Start, int End = 0);
int Size();
void Erase(int Pos);
void Replace(int Pos,const StringClass &Rep);
// void Erase_Global(int Pos);
void Add(const StringClass &Text, int Pos = 0);
};
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: weird reaction with const w_chart [message #464219 is a reply to message #464060] |
Sun, 11 March 2012 09:07 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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If you modify Activate() to take a Tokenizer object instead of StringClass, you could write commands in a similar way to this:
void Ping::Activate(int ID, int Type, Tokenizer Msg)
{
if (Msg.Size() > 1)
{
int Count = Functions::Get_Part_Names_Fixed(Msg[2]);
if (Count < 1)
{
Functions::Page(ID,"Player not found.");
}
else if (Count > 1)
{
Functions::Page(ID, "Multiple players found.");
}
else
{
int OtherID = Get_Player_ID(Functions::Get_Part_Name_Fixed(Msg[2]));
Player_t* p = Player::Get(OtherID);
Functions::Page(ID,"%s's ping is %d.", p->Nick, Get_Ping(p->PlayerId));
}
}
else
{
Functions::Page(ID,"Your ping is %d.", Get_Ping(ID));
}
}
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: weird reaction with const w_chart [message #464232 is a reply to message #464060] |
Sun, 11 March 2012 14:04 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
Karma: 0
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jonwil commandlineparser seems to be for consolo or at least those plugins use it for console commands while im bussy with ingame commands
Owner of kambot TT server
kambot.freeforums.org
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Re: weird reaction with const w_chart [message #464257 is a reply to message #464060] |
Sun, 11 March 2012 19:18 |
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CommandLineParser is usable for anything where you have a bunch of different items all separated by spaces.
so a string like "a 1.4 ddd 4" can be parsed by it.
Or any string like that.
Its not just for console commands.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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