Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

String concatenation?

| Inside3d Forums Forum Index -> QuakeC Programming

View previous topic :: View next topic
Author | Message
--- | ---
Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Wed Nov 18, 2009 11:02 pm Post subject: String concatenation? |

I can't find much on this; can you do it in QC? o_O

Back to top |

Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Nov 18, 2009 11:12 pm Post subject: Re: String concatenation? |

Downsider wrote:
I can't find much on this; can you do it in QC? o_O

Cannot be done in standard QuakeC.

Back to top |

Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Nov 19, 2009 1:51 am Post subject: |

without frik_file, only limited forms of string concatenation exist. localcmds can be concatinated by just not using any \ns. same with stuffcmds. so you can 'concatinate' map names and cfg names and stuff if you need to do that. centerprint (with sprint, and bprint, but those are not interesting) can concatinate multiple input strings, up to the qcvm max of 8 args.
Just add additional clones of the builtin but with additional string arguments (and thus different names). This'll work with any engine/qcc.
full string concatination?... well there are some hacks... like stuffcmding the name cvar and then reading it back again in qc... but those are so hacky and unreliable that they're of no practical use. fun though.
otherwise, do without, or use FRIK_FILE.
_________________
What's a signature?

Back to top |

Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Nov 19, 2009 2:12 am Post subject: |

I can add my own builtin to do it, though? Didn't even think of that, really. I don't want to do anything I don't have to, including adding frik_file builtins, for the sake of joining strings. Thanks for the suggestion

Back to top |

Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Nov 19, 2009 2:34 am Post subject: |

the original strcat implementation is somewhat a 1-liner. void PF_strcat(void) { G_INT(OFS_RETURN) = PF_VarString(0) - pr_strings; }
but such a simple builtin is a real pain to use.
(basically a cross between centerprint and ftos)
A more useful implementation would be to adapt PF_VarString to cycle internal buffers (DP_MULTIPLE_TEMPSTRINGS mandates 16, but does also affect ftos).
_________________
What's a signature?

Back to top |

lth Joined: 11 Nov 2004 Posts: 129 |

Posted: Thu Nov 19, 2009 1:28 pm Post subject: |

FRIK_FILE is the defacto standard, isn't it? Better to just support the standard than come up with your own special way of doing things, if you want other people to be able to mod for your engine. _________________ randomviolence - tactical combat boardgame

Back to top |

Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Nov 19, 2009 10:24 pm Post subject: |

lth wrote:
FRIK_FILE is the defacto standard, isn't it? Better to just support the standard than come up with your own special way of doing things, if you want other people to be able to mod for your engine.

I don't really plan on making an engine so much as a game itself.

Back to top |

ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu Nov 19, 2009 11:45 pm Post subject: |

is there any type of documentation of FRIK FILE? _________________ QuakeDB - Quake ModDB Group

Back to top |

MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Nov 30, 2009 11:28 pm Post subject: |

ceriux wrote:
is there any type of documentation of FRIK FILE?

dpextensions.qc has a reasonable explanation of how to use it.
_________________
Apathy Now!

Back to top |

ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Nov 30, 2009 11:36 pm Post subject: |

MauveBib wrote:

ceriux wrote:
is there any type of documentation of FRIK FILE?

dpextensions.qc has a reasonable explanation of how to use it.

ahh thank you! iv been posting about it every time it comes up. thank you for the info!
_________________
QuakeDB - Quake ModDB Group

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> QuakeC Programming | All times are GMT
Page 1 of 1

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group