Difference between revisions of "Writing Advanced Modules In C"

From ASSS Wiki
Jump to: navigation, search
m (Passing Multiple Arguments To Commands: fixed a bug, a memory leak, and made it cross platform)
m (fixed spacing, might replace strtok with strsplit later)
Line 29: Line 29:
 
}
 
}
  
//return 1 if you want timer to run again, or 0 if you want it to be removed
+
int returnValue=0; //return 1 if you want timer to run again, or 0 if you want it to be removed
int returnValue = 0;
+
if(!returnValue) afree(tid); //if zero, free the data we have previously allocated
 
 
if (returnValue == 0)
 
afree(tid); // free the data we have previously allocated
 
 
 
 
return returnValue;
 
return returnValue;
 
}
 
}
Line 85: Line 81:
 
int check=atoi(word); //then read a number
 
int check=atoi(word); //then read a number
 
}
 
}
else if(!STRCASECMP(word,"-de")) //thats STRCASECMPwith no N, it checks the whole thing
+
else if(!STRCASECMP(word,"-de")) //thats STRCASECMP with no N, it checks the whole thing
 
{
 
{
 
//do stuff if word is "-de"
 
//do stuff if word is "-de"
Line 92: Line 88:
 
}
 
}
  
afree(sentence); // since we allocated a string with strdup, we must free the associated memory manually
+
afree(sentence); //since we allocated a string with strdup, we must free the associated memory manually
 
}
 
}
 
</pre>
 
</pre>

Revision as of 23:20, 29 December 2010

This tutorial explains how to write advanced modules in C. It is assumed you know how to code and are familiar with how the ASSS code works.

This tutorial is a continuation of Writing Modules In C.


Some useful references:

http://qnxcs.unomaha.edu/help/product/neutrino/lib_ref/summary.html

http://www.cplusplus.com/reference/


Passing Data To Timers

typedef struct ThisIsData
{
	Player *p;
	int number;
} ThisIsData;

local int timerfunc(void *vp) //vp is void pointer, just an address that can point anywhere
{
	ThisIsData *tid=(ThisIsData*)vp; //we know it points to our data
	
	if(tid->number == 10)
	{
		//if it worked anything in here will work too
	}

	int returnValue=0; //return 1 if you want timer to run again, or 0 if you want it to be removed
	if(!returnValue) afree(tid); //if zero, free the data we have previously allocated
	return returnValue;
}

anotherfunction()
{
	ThisIsData *tid=amalloc(sizeof(ThisIsData)); //we must allocate memory because anything in this function is destroyed when it ends

	tid->number=10

	//now set timer to activate in 1000 centiseconds, then repeat every 100.
	//we are also sending the address of the memory we just allocated.
	ml->SetTimer(timerfunc,1000,100,tid,0);
}

Passing Multiple Arguments To Commands

Since the words are read one by one, then checked against the whole list, they can be in any order!

// define macros for comparing strings that work for both linux and windows
#ifdef WIN32
	#define STRCASECMP stricmp
	#define STRNCASECMP strnicmp
#else
	#define STRCASECMP strcasecmp
	#define STRNCASECMP strncasecmp
#endif

local void examplecommand(const char *command, const char *params, Player *p, const Target *t)
{
	char *sentence=strdup(params); //strdup clones a string because strtok replaces " " with a \0
	char *word=strtok(sentence," "); //strtok reads everything until first \0 into word
	
	while(word) //while word != null
	{
		if(!STRNCASECMP(word,"a=",2)) //STRNCASECMP is a case insensitive comparison that returns 0 if the same, with a number
		{
			//do stuff if first 2 letters of word are 'a' then '='

			word+=2; //like move start of word 2 letters forward
			int check=atoi(word); //then read a number
		}
		else if(!STRNCASECMP(word,"bc=",3))
		{
			//do stuff if first 3 letters of word are 'b' then 'c' then '='

			word+=3; //make sure you move it 3 letters and not 2
			int check=atoi(word); //then read a number
		}
		else if(!STRCASECMP(word,"-de")) //thats STRCASECMP with no N, it checks the whole thing
		{
			//do stuff if word is "-de"
		}
		word=strtok(NULL," "); //advance to next word, or set word to null if none left
	}

	afree(sentence); //since we allocated a string with strdup, we must free the associated memory manually
}

Creating Callbacks

Write me!

//example code goes here


Creating Interfaces

Cover overwriting existing interfaces to replace old modules. Write me!

//example code goes here


Sending Packets To Players

Cover position packets, weapon packets, clientset stuff, etc. Write me!

//example code goes here


Using Advisors

Write me!

//example code goes here


Creating Advisors

Write me!

//example code goes here