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- #include "StdInc.h"
- #include "CGameInterface.h"
- #include "BattleState.h"
- #include "VCMIDirs.h"
- #ifdef VCMI_WINDOWS
- #include <windows.h> //for .dll libs
- #else
- #include <dlfcn.h>
- #endif
- #include "serializer/BinaryDeserializer.h"
- #include "serializer/BinarySerializer.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
- *
- */
- #ifdef VCMI_ANDROID
- // we can't use shared libraries on Android so here's a hack
- extern "C" DLL_EXPORT void VCAI_GetAiName(char* name);
- extern "C" DLL_EXPORT void VCAI_GetNewAI(std::shared_ptr<CGlobalAI> &out);
- extern "C" DLL_EXPORT void StupidAI_GetAiName(char* name);
- extern "C" DLL_EXPORT void StupidAI_GetNewBattleAI(std::shared_ptr<CGlobalAI> &out);
- extern "C" DLL_EXPORT void BattleAI_GetAiName(char* name);
- extern "C" DLL_EXPORT void BattleAI_GetNewBattleAI(std::shared_ptr<CBattleGameInterface> &out);
- #endif
- template<typename rett>
- std::shared_ptr<rett> createAny(const boost::filesystem::path& libpath, const std::string& methodName)
- {
- typedef void(*TGetAIFun)(std::shared_ptr<rett>&);
- typedef void(*TGetNameFun)(char*);
- char temp[150];
- TGetAIFun getAI = nullptr;
- TGetNameFun getName = nullptr;
- #ifdef VCMI_ANDROID
- // this is awful but it seems using shared libraries on some devices is even worse
- const std::string filename = libpath.filename().string();
- if (filename == "libVCAI.so")
- {
- getName = (TGetNameFun)VCAI_GetAiName;
- getAI = (TGetAIFun)VCAI_GetNewAI;
- }
- else if (filename == "libStupidAI.so")
- {
- getName = (TGetNameFun)StupidAI_GetAiName;
- getAI = (TGetAIFun)StupidAI_GetNewBattleAI;
- }
- else if (filename == "libBattleAI.so")
- {
- getName = (TGetNameFun)BattleAI_GetAiName;
- getAI = (TGetAIFun)BattleAI_GetNewBattleAI;
- }
- else
- throw std::runtime_error("Don't know what to do with " + libpath.string() + " and method " + methodName);
- #else // !VCMI_ANDROID
- #ifdef VCMI_WINDOWS
- HMODULE dll = LoadLibraryW(libpath.c_str());
- if (dll)
- {
- getName = (TGetNameFun)GetProcAddress(dll, "GetAiName");
- getAI = (TGetAIFun)GetProcAddress(dll, methodName.c_str());
- }
- #else // !VCMI_WINDOWS
- void *dll = dlopen(libpath.string().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 // VCMI_WINDOWS
- if (!dll)
- {
- logGlobal->errorStream() << "Cannot open dynamic library ("<<libpath<<"). Throwing...";
- throw std::runtime_error("Cannot open dynamic library");
- }
- else if(!getName || !getAI)
- {
- logGlobal->errorStream() << libpath << " does not export method " << methodName;
- #ifdef VCMI_WINDOWS
- FreeLibrary(dll);
- #else
- dlclose(dll);
- #endif
- throw std::runtime_error("Cannot find method " + methodName);
- }
- #endif // VCMI_ANDROID
- getName(temp);
- logGlobal->infoStream() << "Loaded " << temp;
- std::shared_ptr<rett> ret;
- getAI(ret);
- if(!ret)
- logGlobal->error("Cannot get AI!");
- return ret;
- }
- template<typename rett>
- std::shared_ptr<rett> createAnyAI(std::string dllname, const std::string& methodName)
- {
- logGlobal->infoStream() << "Opening " << dllname;
- const boost::filesystem::path filePath =
- VCMIDirs::get().libraryPath() / "AI" / VCMIDirs::get().libraryName(dllname);
- auto ret = createAny<rett>(filePath, methodName);
- ret->dllName = std::move(dllname);
- return ret;
- }
- std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(std::string dllname)
- {
- return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
- }
- std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(std::string dllname )
- {
- return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
- }
- std::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(BinarySerializer & 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(BinaryDeserializer & 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(BinarySerializer & h, const int version)
- {
- }
- void CBattleGameInterface::loadGame(BinaryDeserializer & h, const int version)
- {
- }
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