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							- #include "StdInc.h"
 
- #include "CGameInterface.h"
 
- #include "BattleState.h"
 
- #include "VCMIDirs.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
 
- #include "Connection.h"
 
- /*
 
-  * 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>
 
- shared_ptr<rett> createAny(std::string dllname, std::string methodName)
 
- {
 
- 	typedef void(*TGetAIFun)(shared_ptr<rett>&); 
 
- 	typedef void(*TGetNameFun)(char*); 
 
- 	char temp[150];
 
- 	TGetAIFun getAI = nullptr;
 
- 	TGetNameFun getName = nullptr;
 
- #ifdef _WIN32
 
- 	HINSTANCE dll = LoadLibraryA(dllname.c_str());
 
- 	if (dll)
 
- 	{
 
- 		getName = (TGetNameFun)GetProcAddress(dll,"GetAiName");
 
- 		getAI = (TGetAIFun)GetProcAddress(dll,methodName.c_str());
 
- 	}
 
- #else
 
- 	void *dll = dlopen(dllname.c_str(), RTLD_LOCAL | RTLD_LAZY);
 
- 	if (dll)
 
- 	{
 
- 		getName = (TGetNameFun)dlsym(dll,"GetAiName");
 
- 		getAI = (TGetAIFun)dlsym(dll,methodName.c_str());
 
- 	}
 
- 	else
 
-         logGlobal->errorStream() << "Error: " << dlerror();
 
- #endif
 
- 	if (!dll)
 
- 	{
 
-         logGlobal->errorStream() << "Cannot open dynamic library ("<<dllname<<"). Throwing...";
 
- 		throw std::runtime_error("Cannot open dynamic library");
 
- 	}
 
- 	else if(!getName || !getAI)
 
- 	{
 
-         logGlobal->errorStream() << dllname << " does not export method " << methodName;
 
- #ifdef _WIN32
 
- 		FreeLibrary(dll);
 
- #else
 
- 		dlclose(dll);
 
- #endif
 
- 		throw std::runtime_error("Cannot find method " + methodName);
 
- 	}
 
- 	getName(temp);
 
-     logGlobal->infoStream() << "Loaded " << temp;
 
- 	shared_ptr<rett> ret;
 
- 	getAI(ret);
 
- 	if(!ret)
 
-         logGlobal->errorStream() << "Cannot get AI!";
 
- 	return ret;
 
- }
 
- template<typename rett>
 
- shared_ptr<rett> createAnyAI(std::string dllname, std::string methodName)
 
- {
 
-     logGlobal->infoStream() << "Opening " << dllname;
 
- 	std::string filename = VCMIDirs::get().libraryName(dllname);
 
- 	auto ret = createAny<rett>(VCMIDirs::get().libraryPath() + "/AI/" + filename, methodName);
 
- 	ret->dllName = dllname;
 
- 	return ret;
 
- }
 
- shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(std::string dllname)
 
- {
 
- 	return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
 
- }
 
- shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(std::string dllname )
 
- {
 
- 	return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
 
- }
 
- shared_ptr<CScriptingModule> CDynLibHandler::getNewScriptingModule(std::string dllname)
 
- {
 
- 	return createAny<CScriptingModule>(dllname, "GetNewModule");
 
- }
 
- BattleAction CGlobalAI::activeStack( const CStack * stack )
 
- {
 
- 	BattleAction ba; ba.actionType = Battle::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);
 
- 	battleAI.reset();
 
- }
 
- 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);
 
- }
 
- void CAdventureAI::saveGame(COSer<CSaveFile> &h, const int version) /*saving */
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "version '%i'", version);
 
- 	CGlobalAI::saveGame(h, version);
 
- 	bool hasBattleAI = static_cast<bool>(battleAI);
 
- 	h << hasBattleAI;
 
- 	if(hasBattleAI)
 
- 	{
 
- 		h << std::string(battleAI->dllName);
 
- 		battleAI->saveGame(h, version);
 
- 	}
 
- }
 
- void CAdventureAI::loadGame(CISer<CLoadFile> &h, const int version) /*loading */
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "version '%i'", version);
 
- 	CGlobalAI::loadGame(h, version);
 
- 	bool hasBattleAI = false;
 
- 	h >> hasBattleAI;
 
- 	if(hasBattleAI)
 
- 	{
 
- 		std::string dllName;
 
- 		h >> dllName;
 
- 		battleAI = CDynLibHandler::getNewBattleAI(dllName);
 
- 		assert(cbc); //it should have been set by the one who new'ed us
 
- 		battleAI->init(cbc);
 
- 		//battleAI->loadGame(h, version);
 
- 	}
 
- }
 
- void CBattleGameInterface::saveGame(COSer<CSaveFile> &h, const int version)
 
- {
 
- }
 
- void CBattleGameInterface::loadGame(CISer<CLoadFile> &h, const int version)
 
- {
 
- }
 
 
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