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							- #include "StdInc.h"
 
- #include "CGameInterface.h"
 
- #include "BattleState.h"
 
- #include "GameConstants.h"
 
- #ifdef _WIN32
 
- 	#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
 
- 	#include <windows.h> //for .dll libs
 
- #else
 
- 	#include <dlfcn.h>
 
- #endif
 
- /*
 
-  * CGameInterface.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- template<typename rett>
 
- rett * createAny(std::string dllname, std::string methodName)
 
- {
 
- 	char temp[50];
 
- 	rett * ret=NULL;
 
- 	rett*(*getAI)(); 
 
- 	void(*getName)(char*); 
 
- #ifdef _WIN32
 
- 	HINSTANCE dll = LoadLibraryA(dllname.c_str());
 
- 	if (dll)
 
- 	{
 
- 		getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
 
- 		getAI = (rett*(*)())GetProcAddress(dll,methodName.c_str());
 
- 	}
 
- #else
 
- 	void *dll = dlopen(dllname.c_str(), RTLD_LOCAL | RTLD_LAZY);
 
- 	if (dll)
 
- 	{
 
- 		getName = (void(*)(char*))dlsym(dll,"GetAiName");
 
- 		getAI = (rett*(*)())dlsym(dll,methodName.c_str());
 
- 	}
 
- 	else
 
- 		tlog0 << "Error: " << dlerror() <<"\n";
 
- #endif
 
- 	if (!dll)
 
- 	{
 
- 		tlog1 << "Cannot open dynamic library ("<<dllname<<"). Throwing..."<<std::endl;
 
- 		throw std::runtime_error("Cannot open dynamic library");
 
- 	}
 
- 	getName(temp);
 
- 	tlog0 << "Loaded " << temp << std::endl;
 
- 	ret = getAI();
 
- 	if(!ret)
 
- 		tlog1 << "Cannot get AI!\n";
 
- 	return ret;
 
- }
 
- //Currently AI libraries use "lib" prefix only on non-win systems.
 
- //May be applied to Win systems as well to remove this ifdef
 
- #ifdef _WIN32
 
- std::string getAIFileName(std::string input)
 
- {
 
- 	return input + '.' + GameConstants::LIB_EXT;
 
- }
 
- #else
 
- std::string getAIFileName(std::string input)
 
- {
 
- 	return "lib" + input + '.' + GameConstants::LIB_EXT;
 
- }
 
- #endif
 
- template<typename rett>
 
- rett * createAnyAI(std::string dllname, std::string methodName)
 
- {
 
- 	tlog1<<"Opening "<<dllname<<"\n";
 
- 	std::string filename = getAIFileName(dllname);
 
- 	rett* ret = createAny<rett>(GameConstants::LIB_DIR + "/AI/" + filename, methodName);
 
- 	ret->dllName = dllname;
 
- 	return ret;
 
- }
 
- CGlobalAI * CDynLibHandler::getNewAI(std::string dllname)
 
- {
 
- 	return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
 
- }
 
- CBattleGameInterface * CDynLibHandler::getNewBattleAI(std::string dllname )
 
- {
 
- 	return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
 
- }
 
- CScriptingModule * CDynLibHandler::getNewScriptingModule(std::string dllname)
 
- {
 
- 	return createAny<CScriptingModule>(dllname, "GetNewModule");
 
- }
 
- BattleAction CGlobalAI::activeStack( const CStack * stack )
 
- {
 
- 	BattleAction ba; ba.actionType = BattleAction::DEFEND;
 
- 	ba.stackNumber = stack->ID;
 
- 	return ba;
 
- }
 
- CGlobalAI::CGlobalAI()
 
- {
 
- 	human = false;
 
- }
 
- void CAdventureAI::battleNewRound(int round)
 
- {
 
- 	battleAI->battleNewRound(round);
 
- }
 
- void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
 
- {
 
- 	battleAI->battleCatapultAttacked(ca);
 
- }
 
- void CAdventureAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
 
- {
 
- 	assert(!battleAI);
 
- 	assert(cbc);
 
- 	battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
 
- 	battleAI->init(cbc);
 
- 	battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
 
- }
 
- void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
 
- {
 
- 	battleAI->battleStacksAttacked(bsa);
 
- }
 
- void CAdventureAI::actionStarted(const BattleAction *action)
 
- {
 
- 	battleAI->actionStarted(action);
 
- }
 
- void CAdventureAI::battleNewRoundFirst(int round)
 
- {
 
- 	battleAI->battleNewRoundFirst(round);
 
- }
 
- void CAdventureAI::actionFinished(const BattleAction *action)
 
- {
 
- 	battleAI->actionFinished(action);
 
- }
 
- void CAdventureAI::battleStacksEffectsSet(const SetStackEffect & sse)
 
- {
 
- 	battleAI->battleStacksEffectsSet(sse);
 
- }
 
- void CAdventureAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
 
- {
 
- 	battleAI->battleStacksRemoved(bsr);
 
- }
 
- void CAdventureAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
 
- {
 
- 	battleAI->battleObstaclesRemoved(removedObstacles);
 
- }
 
- void CAdventureAI::battleNewStackAppeared(const CStack * stack)
 
- {
 
- 	battleAI->battleNewStackAppeared(stack);
 
- }
 
- void CAdventureAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
 
- {
 
- 	battleAI->battleStackMoved(stack, dest, distance);
 
- }
 
- void CAdventureAI::battleAttack(const BattleAttack *ba)
 
- {
 
- 	battleAI->battleAttack(ba);
 
- }
 
- void CAdventureAI::battleSpellCast(const BattleSpellCast *sc)
 
- {
 
- 	battleAI->battleSpellCast(sc);
 
- }
 
- void CAdventureAI::battleEnd(const BattleResult *br)
 
- {
 
- 	battleAI->battleEnd(br);
 
- 	vstd::clear_pointer(battleAI);
 
- }
 
- void CAdventureAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
 
- {
 
- 	battleAI->battleStacksHealedRes(healedStacks, lifeDrain, tentHeal, lifeDrainFrom);
 
- }
 
- BattleAction CAdventureAI::activeStack(const CStack * stack)
 
- {
 
- 	return battleAI->activeStack(stack);
 
- }
 
- void CAdventureAI::yourTacticPhase(int distance)
 
- {
 
- 	battleAI->yourTacticPhase(distance);
 
- }
 
 
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