123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205 |
- #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
- /*
- * 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 * createAny(std::string dllname, std::string methodName)
- {
- char temp[50];
- rett * ret=NULL;
- rett*(*getAI)();
- void(*getName)(char*);
- #ifdef _WIN32
- HINSTANCE dll = LoadLibraryA(dllname.c_str());
- if (dll)
- {
- getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
- getAI = (rett*(*)())GetProcAddress(dll,methodName.c_str());
- }
- #else
- void *dll = dlopen(dllname.c_str(), RTLD_LOCAL | RTLD_LAZY);
- if (dll)
- {
- getName = (void(*)(char*))dlsym(dll,"GetAiName");
- getAI = (rett*(*)())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;
- ret = getAI();
- if(!ret)
- logGlobal->errorStream() << "Cannot get AI!";
- return ret;
- }
- template<typename rett>
- rett * createAnyAI(std::string dllname, std::string methodName)
- {
- logGlobal->infoStream() << "Opening " << dllname;
- std::string filename = VCMIDirs::get().libraryName(dllname);
- rett* ret = createAny<rett>(VCMIDirs::get().libraryPath() + "/AI/" + filename, methodName);
- ret->dllName = dllname;
- return ret;
- }
- CGlobalAI * CDynLibHandler::getNewAI(std::string dllname)
- {
- return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
- }
- CBattleGameInterface * CDynLibHandler::getNewBattleAI(std::string dllname )
- {
- return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
- }
- 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);
- vstd::clear_pointer(battleAI);
- }
- 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);
- }
|