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- #include "stdafx.h"
- #include "CGameInterface.h"
- #include "lib/BattleState.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
- /*
- * 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>
- rett * createAnyAI(CCallback * cb, std::string dllname, std::string methodName)
- {
- char temp[50];
- rett * ret=NULL;
- rett*(*getAI)();
- void(*getName)(char*);
- std::string dllPath;
- #ifdef _WIN32
- dllPath = LIB_DIR "/" +dllname+".dll";
- HINSTANCE dll = LoadLibraryA(dllPath.c_str());
- if (!dll)
- {
- tlog1 << "Cannot open AI library ("<<dllPath<<"). Throwing..."<<std::endl;
- throw new std::string("Cannot open AI library");
- }
- //int len = dllname.size()+1;
- getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
- getAI = (rett*(*)())GetProcAddress(dll,methodName.c_str());
- #else
- dllPath = LIB_DIR "/" + dllname + ".so";
- void *dll = dlopen(dllPath.c_str(), RTLD_LOCAL | RTLD_LAZY);
- if (!dll)
- {
- tlog1 << "Cannot open AI library ("<<dllPath<<"). Throwing..."<<std::endl;
- throw new std::string("Cannot open AI library");
- }
- getName = (void(*)(char*))dlsym(dll,"GetAiName");
- getAI = (rett*(*)())dlsym(dll,methodName.c_str());
- #endif
- getName(temp);
- tlog0 << "Loaded AI named " << temp << std::endl;
- ret = getAI();
- if(!ret)
- tlog1 << "Cannot get AI!\n";
- ret->dllName = dllname;
- return ret;
- }
- CGlobalAI * CAIHandler::getNewAI(CCallback * cb, std::string dllname)
- {
- return createAnyAI<CGlobalAI>(cb, dllname, "GetNewAI");
- }
- CBattleGameInterface * CAIHandler::getNewBattleAI( CCallback * cb, std::string dllname )
- {
- return createAnyAI<CBattleGameInterface>(cb, dllname, "GetNewBattleAI");
- }
- BattleAction CGlobalAI::activeStack( const CStack * stack )
- {
- BattleAction ba; ba.actionType = BattleAction::DEFEND;
- ba.stackNumber = stack->ID;
- return ba;
- }
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