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							- /*
 
-  * 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CGameInterface.h"
 
- #include "CStack.h"
 
- #include "VCMIDirs.h"
 
- #ifdef STATIC_AI
 
- # include "AI/VCAI/VCAI.h"
 
- # include "AI/Nullkiller/AIGateway.h"
 
- # include "AI/BattleAI/BattleAI.h"
 
- # include "AI/StupidAI/StupidAI.h"
 
- # include "AI/EmptyAI/CEmptyAI.h"
 
- #else
 
- # ifdef VCMI_WINDOWS
 
- #  include <windows.h> //for .dll libs
 
- # else
 
- #  include <dlfcn.h>
 
- # endif // VCMI_WINDOWS
 
- #endif // STATIC_AI
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- template<typename rett>
 
- std::shared_ptr<rett> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
 
- {
 
- #ifdef STATIC_AI
 
- 	// android currently doesn't support loading libs dynamically, so the access to the known libraries
 
- 	// is possible only via specializations of this template
 
- 	throw std::runtime_error("Could not resolve ai library " + libpath.generic_string());
 
- #else
 
- 	using TGetAIFun = void (*)(std::shared_ptr<rett> &);
 
- 	using TGetNameFun = void (*)(char *);
 
- 	char temp[150];
 
- 	TGetAIFun getAI = nullptr;
 
- 	TGetNameFun getName = nullptr;
 
- #ifdef VCMI_WINDOWS
 
- #ifdef __MINGW32__
 
- #pragma GCC diagnostic push
 
- #pragma GCC diagnostic ignored "-Wcast-function-type"
 
- #endif
 
- 	HMODULE dll = LoadLibraryW(libpath.c_str());
 
- 	if (dll)
 
- 	{
 
- 		getName = reinterpret_cast<TGetNameFun>(GetProcAddress(dll, "GetAiName"));
 
- 		getAI = reinterpret_cast<TGetAIFun>(GetProcAddress(dll, methodName.c_str()));
 
- 	}
 
- #ifdef __MINGW32__
 
- #pragma GCC diagnostic pop
 
- #endif
 
- #else // !VCMI_WINDOWS
 
- 	void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY);
 
- 	if (dll)
 
- 	{
 
- 		getName = reinterpret_cast<TGetNameFun>(dlsym(dll, "GetAiName"));
 
- 		getAI = reinterpret_cast<TGetAIFun>(dlsym(dll, methodName.c_str()));
 
- 	}
 
- #endif // VCMI_WINDOWS
 
- 	if (!dll)
 
- 	{
 
- 		logGlobal->error("Cannot open dynamic library (%s). Throwing...", libpath.string());
 
- 		throw std::runtime_error("Cannot open dynamic library");
 
- 	}
 
- 	else if(!getName || !getAI)
 
- 	{
 
- 		logGlobal->error("%s does not export method %s", libpath.string(), methodName);
 
- #ifdef VCMI_WINDOWS
 
- 		FreeLibrary(dll);
 
- #else
 
- 		dlclose(dll);
 
- #endif
 
- 		throw std::runtime_error("Cannot find method " + methodName);
 
- 	}
 
- 	getName(temp);
 
- 	logGlobal->info("Loaded %s", temp);
 
- 	std::shared_ptr<rett> ret;
 
- 	getAI(ret);
 
- 	if(!ret)
 
- 		logGlobal->error("Cannot get AI!");
 
- 	return ret;
 
- #endif // STATIC_AI
 
- }
 
- #ifdef STATIC_AI
 
- template<>
 
- std::shared_ptr<CGlobalAI> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
 
- {
 
- 	if(libpath.stem() == "libNullkiller") {
 
- 		return std::make_shared<NKAI::AIGateway>();
 
- 	}
 
- 	else{
 
- 		return std::make_shared<VCAI>();
 
- 	}
 
- }
 
- template<>
 
- std::shared_ptr<CBattleGameInterface> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
 
- {
 
- 	if(libpath.stem() == "libBattleAI")
 
- 		return std::make_shared<CBattleAI>();
 
- 	else if(libpath.stem() == "libStupidAI")
 
- 		return std::make_shared<CStupidAI>();
 
- 	return std::make_shared<CEmptyAI>();
 
- }
 
- #endif // STATIC_AI
 
- template<typename rett>
 
- std::shared_ptr<rett> createAnyAI(const std::string & dllname, const std::string & methodName)
 
- {
 
- 	logGlobal->info("Opening %s", dllname);
 
- 	const boost::filesystem::path filePath = VCMIDirs::get().fullLibraryPath("AI", dllname);
 
- 	auto ret = createAny<rett>(filePath, methodName);
 
- 	ret->dllName = dllname;
 
- 	return ret;
 
- }
 
- std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(const std::string & dllname)
 
- {
 
- 	return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
 
- }
 
- std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(const std::string & dllname)
 
- {
 
- 	return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
 
- }
 
- #if SCRIPTING_ENABLED
 
- std::shared_ptr<scripting::Module> CDynLibHandler::getNewScriptingModule(const boost::filesystem::path & dllname)
 
- {
 
- 	return createAny<scripting::Module>(dllname, "GetNewModule");
 
- }
 
- #endif
 
- CGlobalAI::CGlobalAI()
 
- {
 
- 	human = false;
 
- }
 
- void CAdventureAI::battleNewRound(const BattleID & battleID)
 
- {
 
- 	battleAI->battleNewRound(battleID);
 
- }
 
- void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
 
- {
 
- 	battleAI->battleCatapultAttacked(battleID, ca);
 
- }
 
- void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
 
- 							   const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed)
 
- {
 
- 	assert(!battleAI);
 
- 	assert(cbc);
 
- 	battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
 
- 	battleAI->initBattleInterface(env, cbc);
 
- 	battleAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
 
- }
 
- void CAdventureAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
 
- {
 
- 	battleAI->battleStacksAttacked(battleID, bsa, ranged);
 
- }
 
- void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction & action)
 
- {
 
- 	battleAI->actionStarted(battleID, action);
 
- }
 
- void CAdventureAI::battleNewRoundFirst(const BattleID & battleID)
 
- {
 
- 	battleAI->battleNewRoundFirst(battleID);
 
- }
 
- void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)
 
- {
 
- 	battleAI->actionFinished(battleID, action);
 
- }
 
- void CAdventureAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
 
- {
 
- 	battleAI->battleStacksEffectsSet(battleID, sse);
 
- }
 
- void CAdventureAI::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
 
- {
 
- 	battleAI->battleObstaclesChanged(battleID, obstacles);
 
- }
 
- void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
 
- {
 
- 	battleAI->battleStackMoved(battleID, stack, dest, distance, teleport);
 
- }
 
- void CAdventureAI::battleAttack(const BattleID & battleID, const BattleAttack * ba)
 
- {
 
- 	battleAI->battleAttack(battleID, ba);
 
- }
 
- void CAdventureAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
 
- {
 
- 	battleAI->battleSpellCast(battleID, sc);
 
- }
 
- void CAdventureAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
 
- {
 
- 	battleAI->battleEnd(battleID, br, queryID);
 
- 	battleAI.reset();
 
- }
 
- void CAdventureAI::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
 
- {
 
- 	battleAI->battleUnitsChanged(battleID, units);
 
- }
 
- void CAdventureAI::activeStack(const BattleID & battleID, const CStack * stack)
 
- {
 
- 	battleAI->activeStack(battleID, stack);
 
- }
 
- void CAdventureAI::yourTacticPhase(const BattleID & battleID, int distance)
 
- {
 
- 	battleAI->yourTacticPhase(battleID, distance);
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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