| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980 | 
							- #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;
 
- }
 
 
  |