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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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