CGameInterface.cpp 6.6 KB

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  1. /*
  2. * CGameInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameInterface.h"
  12. #include "CStack.h"
  13. #include "VCMIDirs.h"
  14. #ifdef STATIC_AI
  15. # include "AI/VCAI/VCAI.h"
  16. # include "AI/Nullkiller/AIGateway.h"
  17. # include "AI/BattleAI/BattleAI.h"
  18. # include "AI/StupidAI/StupidAI.h"
  19. # include "AI/EmptyAI/CEmptyAI.h"
  20. #else
  21. # ifdef VCMI_WINDOWS
  22. # include <windows.h> //for .dll libs
  23. # else
  24. # include <dlfcn.h>
  25. # endif // VCMI_WINDOWS
  26. #endif // STATIC_AI
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. template<typename rett>
  29. std::shared_ptr<rett> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
  30. {
  31. #ifdef STATIC_AI
  32. // android currently doesn't support loading libs dynamically, so the access to the known libraries
  33. // is possible only via specializations of this template
  34. throw std::runtime_error("Could not resolve ai library " + libpath.generic_string());
  35. #else
  36. using TGetAIFun = void (*)(std::shared_ptr<rett> &);
  37. using TGetNameFun = void (*)(char *);
  38. char temp[150];
  39. TGetAIFun getAI = nullptr;
  40. TGetNameFun getName = nullptr;
  41. #ifdef VCMI_WINDOWS
  42. #ifdef __MINGW32__
  43. #pragma GCC diagnostic push
  44. #pragma GCC diagnostic ignored "-Wcast-function-type"
  45. #endif
  46. HMODULE dll = LoadLibraryW(libpath.c_str());
  47. if (dll)
  48. {
  49. getName = reinterpret_cast<TGetNameFun>(GetProcAddress(dll, "GetAiName"));
  50. getAI = reinterpret_cast<TGetAIFun>(GetProcAddress(dll, methodName.c_str()));
  51. }
  52. #ifdef __MINGW32__
  53. #pragma GCC diagnostic pop
  54. #endif
  55. #else // !VCMI_WINDOWS
  56. void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY);
  57. if (dll)
  58. {
  59. getName = reinterpret_cast<TGetNameFun>(dlsym(dll, "GetAiName"));
  60. getAI = reinterpret_cast<TGetAIFun>(dlsym(dll, methodName.c_str()));
  61. }
  62. #endif // VCMI_WINDOWS
  63. if (!dll)
  64. {
  65. logGlobal->error("Cannot open dynamic library (%s). Throwing...", libpath.string());
  66. throw std::runtime_error("Cannot open dynamic library");
  67. }
  68. else if(!getName || !getAI)
  69. {
  70. logGlobal->error("%s does not export method %s", libpath.string(), methodName);
  71. #ifdef VCMI_WINDOWS
  72. FreeLibrary(dll);
  73. #else
  74. dlclose(dll);
  75. #endif
  76. throw std::runtime_error("Cannot find method " + methodName);
  77. }
  78. getName(temp);
  79. logGlobal->info("Loaded %s", temp);
  80. std::shared_ptr<rett> ret;
  81. getAI(ret);
  82. if(!ret)
  83. logGlobal->error("Cannot get AI!");
  84. return ret;
  85. #endif // STATIC_AI
  86. }
  87. #ifdef STATIC_AI
  88. template<>
  89. std::shared_ptr<CGlobalAI> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
  90. {
  91. if(libpath.stem() == "libNullkiller") {
  92. return std::make_shared<NKAI::AIGateway>();
  93. }
  94. else{
  95. return std::make_shared<VCAI>();
  96. }
  97. }
  98. template<>
  99. std::shared_ptr<CBattleGameInterface> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
  100. {
  101. if(libpath.stem() == "libBattleAI")
  102. return std::make_shared<CBattleAI>();
  103. else if(libpath.stem() == "libStupidAI")
  104. return std::make_shared<CStupidAI>();
  105. return std::make_shared<CEmptyAI>();
  106. }
  107. #endif // STATIC_AI
  108. template<typename rett>
  109. std::shared_ptr<rett> createAnyAI(const std::string & dllname, const std::string & methodName)
  110. {
  111. logGlobal->info("Opening %s", dllname);
  112. const boost::filesystem::path filePath = VCMIDirs::get().fullLibraryPath("AI", dllname);
  113. auto ret = createAny<rett>(filePath, methodName);
  114. ret->dllName = dllname;
  115. return ret;
  116. }
  117. std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(const std::string & dllname)
  118. {
  119. return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
  120. }
  121. std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(const std::string & dllname)
  122. {
  123. return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
  124. }
  125. #if SCRIPTING_ENABLED
  126. std::shared_ptr<scripting::Module> CDynLibHandler::getNewScriptingModule(const boost::filesystem::path & dllname)
  127. {
  128. return createAny<scripting::Module>(dllname, "GetNewModule");
  129. }
  130. #endif
  131. CGlobalAI::CGlobalAI()
  132. {
  133. human = false;
  134. }
  135. void CAdventureAI::battleNewRound(const BattleID & battleID)
  136. {
  137. battleAI->battleNewRound(battleID);
  138. }
  139. void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  140. {
  141. battleAI->battleCatapultAttacked(battleID, ca);
  142. }
  143. void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
  144. const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed)
  145. {
  146. assert(!battleAI);
  147. assert(cbc);
  148. battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
  149. battleAI->initBattleInterface(env, cbc);
  150. battleAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
  151. }
  152. void CAdventureAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  153. {
  154. battleAI->battleStacksAttacked(battleID, bsa, ranged);
  155. }
  156. void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction & action)
  157. {
  158. battleAI->actionStarted(battleID, action);
  159. }
  160. void CAdventureAI::battleNewRoundFirst(const BattleID & battleID)
  161. {
  162. battleAI->battleNewRoundFirst(battleID);
  163. }
  164. void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)
  165. {
  166. battleAI->actionFinished(battleID, action);
  167. }
  168. void CAdventureAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  169. {
  170. battleAI->battleStacksEffectsSet(battleID, sse);
  171. }
  172. void CAdventureAI::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  173. {
  174. battleAI->battleObstaclesChanged(battleID, obstacles);
  175. }
  176. void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, BattleHexArray dest, int distance, bool teleport)
  177. {
  178. battleAI->battleStackMoved(battleID, stack, dest, distance, teleport);
  179. }
  180. void CAdventureAI::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  181. {
  182. battleAI->battleAttack(battleID, ba);
  183. }
  184. void CAdventureAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  185. {
  186. battleAI->battleSpellCast(battleID, sc);
  187. }
  188. void CAdventureAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
  189. {
  190. battleAI->battleEnd(battleID, br, queryID);
  191. battleAI.reset();
  192. }
  193. void CAdventureAI::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  194. {
  195. battleAI->battleUnitsChanged(battleID, units);
  196. }
  197. void CAdventureAI::activeStack(const BattleID & battleID, const CStack * stack)
  198. {
  199. battleAI->activeStack(battleID, stack);
  200. }
  201. void CAdventureAI::yourTacticPhase(const BattleID & battleID, int distance)
  202. {
  203. battleAI->yourTacticPhase(battleID, distance);
  204. }
  205. VCMI_LIB_NAMESPACE_END