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BotThread.cpp
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BotThread.cpp
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// BotThread.cpp : implementation of the CBotThread class
//
// Pandora Bot v2.0
// By Darrin W. Cullop (dcullop@arizona.edu)
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "Pandora.h"
#include "BotThread.h"
#include "PandoraDoc.h"
#include "BotSystem.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CBotThread
IMPLEMENT_DYNCREATE(CBotThread, CWinThread)
/////////////////////////////////////////////////////////////////////////////
// CBotThread Static Members
// NOTE: These static values must be changed before instantiating
// a object of type "CBotThread" (or a derived class)
CPandoraDoc* CBotThread::m_pBotDoc = NULL;
CBotSystem* CBotThread::m_pBotSys = NULL;
/////////////////////////////////////////////////////////////////////////////
// CBotThread Construction / Destruction
CBotThread::CBotThread()
{
}
CBotThread::~CBotThread()
{
UnregisterThread();
}
/////////////////////////////////////////////////////////////////////////////
// CBotThread Operations
void CBotThread::StartThread()
{
RegisterThread();
CreateThread();
}
void CBotThread::RegisterThread()
{
ASSERT( m_pBotDoc != NULL );
ASSERT( m_pBotSys != NULL );
m_pBotSys->RegisterThread( this );
}
void CBotThread::UnregisterThread()
{
if ( m_pBotSys != NULL )
{
m_pBotSys->UnregisterThread( this );
}
}
BOOL CBotThread::PreTranslateMessage( MSG* pMsg )
{
BOOL bProcessed = TRUE;
switch( pMsg->message )
{
// System Messages
case QB_SYSTEM_ERROR_NETWORK:
OnNetworkError();
break;
case QB_SYSTEM_ERROR_OTHER:
OnOtherError();
break;
case QB_SYSTEM_SHUTDOWN:
OnSystemShutdown();
break;
// System Objects
case QB_SYSOBJ_TEXTMESSAGE:
OnTextMessage( (CTextMessage*)pMsg->wParam);
break;
case QB_SYSOBJ_SOUND:
OnSound( (CSound*)pMsg->wParam );
break;
case QB_SYSOBJ_TEMP_ENT:
OnTempEnt( (CTempEntity*)pMsg->wParam );
break;
case QB_SYSOBJ_CENTER_MESSAGE:
OnCenterMessage( (CTextMessage*)pMsg->wParam );
break;
case QB_SYSOBJ_STUFFED_TEXT:
OnStuffText( (CTextMessage*)pMsg->wParam );
break;
case QB_SYSOBJ_LAYOUT:
OnLayout( (CTextMessage*)pMsg->wParam );
break;
// Timer Based
case QB_TIMER_CHECK_SEND:
OnTimerCheckSend();
break;
case QB_TIMER_CHECK_RELIABLE:
OnTimerCheckReliable();
break;
case QB_TIMER_SEND_MOVE:
OnTimerSendMove();
break;
case QB_TIMER_SEND_STATUS:
OnTimerSendStatus();
break;
case QB_TIMER_COMPUTE_MOVE:
OnTimerComputeMove();
break;
// Network Info
case QB_NETWORK_MOVE_SENT:
OnNetworkMoveSent();
break;
case QB_NETWORK_PACKET_DONE:
OnNetworkPacketDone();
break;
case QB_NETWORK_BEGIN_LEVEL:
OnNetworkBeginLevel();
break;
case QB_NETWORK_END_LEVEL:
OnNetworkEndLevel();
break;
// Update Info
case QB_INFO_ERR_MESSAGE:
OnInfoErrorMessage( (UINT)pMsg->lParam );
break;
case QB_INFO_SERVER_DATA:
OnInfoServerData();
break;
case QB_INFO_INVENTORY:
OnInfoInventory( (UINT)pMsg->lParam );
break;
// Entity Update Messages
case QB_ENTITY_UPDATE_ACTIVE:
OnEntityUpdateActive( (WORD)pMsg->lParam );
break;
case QB_ENTITY_UPDATE_REMOVE:
OnEntityUpdateRemove( (WORD)pMsg->lParam );
break;
case QB_ENTITY_UPDATE_ORIGIN:
OnEntityUpdateOrigin( (WORD)pMsg->lParam );
break;
case QB_ENTITY_UPDATE_MODEL:
OnEntityUpdateModel( (WORD)pMsg->lParam );
break;
case QB_ENTITY_UPDATE_FRAME:
OnEntityUpdateFrame( (WORD)pMsg->lParam );
break;
case QB_ENTITY_UPDATE_EFFECTS:
OnEntityUpdateEffects( (WORD)pMsg->lParam );
break;
case QB_ENTITY_UPDATE_EVENT:
OnEntityUpdateEvent( (WORD)pMsg->lParam );
break;
case QB_ENTITY_MUZZLEFLASH:
OnEntityMuzzleFlash( (WORD)pMsg->lParam );
break;
case QB_ENTITY_MUZZLEFLASH2:
OnEntityMuzzleFlash2( (WORD)pMsg->lParam );
break;
// Player Update Messages
case QB_PLAYER_UPDATE_ACTIVE:
OnPlayerUpdateActive( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_REMOVE:
OnPlayerUpdateRemove( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_ORIGIN:
OnPlayerUpdateOrigin( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_MODEL:
OnPlayerUpdateModel( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_FRAME:
OnPlayerUpdateFrame( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_EFFECTS:
OnPlayerUpdateEffects( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_EVENT:
OnPlayerUpdateEvent( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_MUZZLEFLASH:
OnPlayerMuzzleFlash( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_MUZZLEFLASH2:
OnPlayerMuzzleFlash2( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_KILLED:
OnPlayerKilled( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_RESPAWNED:
OnPlayerKilled( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_SKIN:
OnPlayerUpdateSkin( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_NAME:
OnPlayerUpdateName( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_FRAGS:
OnPlayerUpdateFrags( (BYTE)pMsg->lParam );
break;
case QB_PLAYER_UPDATE_WEAPON:
OnPlayerUpdateWeapon( (BYTE)pMsg->lParam );
break;
// Bot Update Messages
case QB_BOT_UPDATE_ACTIVE:
OnBotUpdateActive();
break;
case QB_BOT_UPDATE_REMOVE:
OnBotUpdateRemove();
break;
case QB_BOT_UPDATE_ORIGIN:
OnBotUpdateOrigin();
break;
case QB_BOT_UPDATE_MODEL:
OnBotUpdateModel();
break;
case QB_BOT_UPDATE_FRAME:
OnBotUpdateFrame();
break;
case QB_BOT_UPDATE_EFFECTS:
OnBotUpdateEffects();
break;
case QB_BOT_UPDATE_EVENT:
OnBotUpdateEvent();
break;
case QB_BOT_MUZZLEFLASH:
OnBotMuzzleFlash();
break;
case QB_BOT_MUZZLEFLASH2:
OnBotMuzzleFlash2();
break;
case QB_BOT_KILLED:
OnBotKilled( (WORD)pMsg->lParam );
break;
case QB_BOT_RESPAWNED:
OnBotRespawned();
break;
case QB_BOT_UPDATE_SKIN:
OnBotUpdateSkin();
break;
case QB_BOT_UPDATE_NAME:
OnBotUpdateName();
break;
case QB_BOT_UPDATE_FRAGS:
OnBotUpdateFrags( (short)pMsg->lParam );
break;
case QB_BOT_UPDATE_WEAPON:
OnBotUpdateWeapon();
break;
case QB_BOT_UPDATE_ATTACK_TARGET:
OnBotUpdateAttackTarget( (CPlayer*)pMsg->lParam );
break;
case QB_BOT_UPDATE_MOVE_TARGET:
OnBotUpdateMoveTarget( (CMapPoint*)pMsg->lParam );
break;
case QB_BOT_UPDATE_AI_INFO:
OnBotUpdateAIInfo( (UINT)pMsg->lParam );
break;
case QB_BOT_UPDATE_HEALTH:
OnBotUpdateHealth( (short)pMsg->lParam );
break;
case QB_BOT_UPDATE_AMMO:
OnBotUpdateAmmo( (short)pMsg->lParam );
break;
case QB_BOT_UPDATE_VELOCITY:
OnBotUpdateVelocity();
break;
case QB_BOT_UPDATE_GUN_INDEX:
OnBotUpdateGunIndex();
break;
case QB_BOT_PICKUP_ITEM:
OnBotPickupItem();
break;
// If the message is none of the above ...
default:
bProcessed = FALSE;
break;
}
return (bProcessed ? TRUE : CWinThread::PreTranslateMessage(pMsg));
}
BOOL CBotThread::InitInstance()
{
return TRUE;
}
int CBotThread::ExitInstance()
{
return CWinThread::ExitInstance();
}
/////////////////////////////////////////////////////////////////////////////
// CBotThread Message Map
BEGIN_MESSAGE_MAP(CBotThread, CWinThread)
//{{AFX_MSG_MAP(CBotThread)
// NOTE - the ClassWizard will add and remove mapping macros here.
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
void CBotThread::OnSystemShutdown()
{
delete this;
ExitThread(0);
}