CGameInterface.cpp 6.7 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. #include "serializer/BinaryDeserializer.h"
  15. #include "serializer/BinarySerializer.h"
  16. #ifdef STATIC_AI
  17. # include "AI/VCAI/VCAI.h"
  18. # include "AI/Nullkiller/AIGateway.h"
  19. # include "AI/BattleAI/BattleAI.h"
  20. # include "AI/StupidAI/StupidAI.h"
  21. # include "AI/EmptyAI/CEmptyAI.h"
  22. #else
  23. # ifdef VCMI_WINDOWS
  24. # include <windows.h> //for .dll libs
  25. # else
  26. # include <dlfcn.h>
  27. # endif // VCMI_WINDOWS
  28. #endif // STATIC_AI
  29. VCMI_LIB_NAMESPACE_BEGIN
  30. template<typename rett>
  31. std::shared_ptr<rett> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
  32. {
  33. #ifdef STATIC_AI
  34. // android currently doesn't support loading libs dynamically, so the access to the known libraries
  35. // is possible only via specializations of this template
  36. throw std::runtime_error("Could not resolve ai library " + libpath.generic_string());
  37. #else
  38. using TGetAIFun = void (*)(std::shared_ptr<rett> &);
  39. using TGetNameFun = void (*)(char *);
  40. char temp[150];
  41. TGetAIFun getAI = nullptr;
  42. TGetNameFun getName = nullptr;
  43. #ifdef VCMI_WINDOWS
  44. #ifdef __MINGW32__
  45. #pragma GCC diagnostic push
  46. #pragma GCC diagnostic ignored "-Wcast-function-type"
  47. #endif
  48. HMODULE dll = LoadLibraryW(libpath.c_str());
  49. if (dll)
  50. {
  51. getName = reinterpret_cast<TGetNameFun>(GetProcAddress(dll, "GetAiName"));
  52. getAI = reinterpret_cast<TGetAIFun>(GetProcAddress(dll, methodName.c_str()));
  53. }
  54. #ifdef __MINGW32__
  55. #pragma GCC diagnostic pop
  56. #endif
  57. #else // !VCMI_WINDOWS
  58. void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY);
  59. if (dll)
  60. {
  61. getName = reinterpret_cast<TGetNameFun>(dlsym(dll, "GetAiName"));
  62. getAI = reinterpret_cast<TGetAIFun>(dlsym(dll, methodName.c_str()));
  63. }
  64. #endif // VCMI_WINDOWS
  65. if (!dll)
  66. {
  67. logGlobal->error("Cannot open dynamic library (%s). Throwing...", libpath.string());
  68. throw std::runtime_error("Cannot open dynamic library");
  69. }
  70. else if(!getName || !getAI)
  71. {
  72. logGlobal->error("%s does not export method %s", libpath.string(), methodName);
  73. #ifdef VCMI_WINDOWS
  74. FreeLibrary(dll);
  75. #else
  76. dlclose(dll);
  77. #endif
  78. throw std::runtime_error("Cannot find method " + methodName);
  79. }
  80. getName(temp);
  81. logGlobal->info("Loaded %s", temp);
  82. std::shared_ptr<rett> ret;
  83. getAI(ret);
  84. if(!ret)
  85. logGlobal->error("Cannot get AI!");
  86. return ret;
  87. #endif // STATIC_AI
  88. }
  89. #ifdef STATIC_AI
  90. template<>
  91. std::shared_ptr<CGlobalAI> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
  92. {
  93. if(libpath.stem() == "libNullkiller") {
  94. return std::make_shared<NKAI::AIGateway>();
  95. }
  96. else{
  97. return std::make_shared<VCAI>();
  98. }
  99. }
  100. template<>
  101. std::shared_ptr<CBattleGameInterface> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
  102. {
  103. if(libpath.stem() == "libBattleAI")
  104. return std::make_shared<CBattleAI>();
  105. else if(libpath.stem() == "libStupidAI")
  106. return std::make_shared<CStupidAI>();
  107. return std::make_shared<CEmptyAI>();
  108. }
  109. #endif // STATIC_AI
  110. template<typename rett>
  111. std::shared_ptr<rett> createAnyAI(const std::string & dllname, const std::string & methodName)
  112. {
  113. logGlobal->info("Opening %s", dllname);
  114. const boost::filesystem::path filePath = VCMIDirs::get().fullLibraryPath("AI", dllname);
  115. auto ret = createAny<rett>(filePath, methodName);
  116. ret->dllName = dllname;
  117. return ret;
  118. }
  119. std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(const std::string & dllname)
  120. {
  121. return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
  122. }
  123. std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(const std::string & dllname)
  124. {
  125. return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
  126. }
  127. #if SCRIPTING_ENABLED
  128. std::shared_ptr<scripting::Module> CDynLibHandler::getNewScriptingModule(const boost::filesystem::path & dllname)
  129. {
  130. return createAny<scripting::Module>(dllname, "GetNewModule");
  131. }
  132. #endif
  133. CGlobalAI::CGlobalAI()
  134. {
  135. human = false;
  136. }
  137. void CAdventureAI::battleNewRound(const BattleID & battleID)
  138. {
  139. battleAI->battleNewRound(battleID);
  140. }
  141. void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  142. {
  143. battleAI->battleCatapultAttacked(battleID, ca);
  144. }
  145. void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
  146. const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
  147. {
  148. assert(!battleAI);
  149. assert(cbc);
  150. battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
  151. battleAI->initBattleInterface(env, cbc);
  152. battleAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
  153. }
  154. void CAdventureAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  155. {
  156. battleAI->battleStacksAttacked(battleID, bsa, ranged);
  157. }
  158. void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction & action)
  159. {
  160. battleAI->actionStarted(battleID, action);
  161. }
  162. void CAdventureAI::battleNewRoundFirst(const BattleID & battleID)
  163. {
  164. battleAI->battleNewRoundFirst(battleID);
  165. }
  166. void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)
  167. {
  168. battleAI->actionFinished(battleID, action);
  169. }
  170. void CAdventureAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  171. {
  172. battleAI->battleStacksEffectsSet(battleID, sse);
  173. }
  174. void CAdventureAI::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
  175. {
  176. battleAI->battleObstaclesChanged(battleID, obstacles);
  177. }
  178. void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  179. {
  180. battleAI->battleStackMoved(battleID, stack, dest, distance, teleport);
  181. }
  182. void CAdventureAI::battleAttack(const BattleID & battleID, const BattleAttack * ba)
  183. {
  184. battleAI->battleAttack(battleID, ba);
  185. }
  186. void CAdventureAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
  187. {
  188. battleAI->battleSpellCast(battleID, sc);
  189. }
  190. void CAdventureAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
  191. {
  192. battleAI->battleEnd(battleID, br, queryID);
  193. battleAI.reset();
  194. }
  195. void CAdventureAI::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
  196. {
  197. battleAI->battleUnitsChanged(battleID, units);
  198. }
  199. void CAdventureAI::activeStack(const BattleID & battleID, const CStack * stack)
  200. {
  201. battleAI->activeStack(battleID, stack);
  202. }
  203. void CAdventureAI::yourTacticPhase(const BattleID & battleID, int distance)
  204. {
  205. battleAI->yourTacticPhase(battleID, distance);
  206. }
  207. VCMI_LIB_NAMESPACE_END