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vcmi/CGameInterface.cpp

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#include "stdafx.h"
#include "CGameInterface.h"
#include "CAdvmapInterface.h"
#include "CMessage.h"
#include "mapHandler.h"
#include "SDL_Extensions.h"
#include "SDL_framerate.h"
#include "CCursorHandler.h"
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#include "CCallback.h"
#include "SDL_Extensions.h"
#include "hch/CLodHandler.h"
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#include "CPathfinder.h"
#include <sstream>
#include "hch/CHeroHandler.h"
#include "SDL_framerate.h"
#include "AI/EmptyAI/CEmptyAI.h"
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#ifdef _WIN32
#include <windows.h> //for .dll libs
#else
#include <dlfcn.h>
#endif
using namespace CSDL_Ext;
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CGlobalAI * CAIHandler::getNewAI(CCallback * cb, std::string dllname)
{
dllname = "AI/"+dllname;
CGlobalAI * ret=NULL;
CGlobalAI*(*getAI)();
void(*getName)(char*);
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#ifdef _WIN32
HINSTANCE dll = LoadLibraryA(dllname.c_str());
if (!dll)
{
std::cout << "Cannot open AI library ("<<dllname<<"). Throwing..."<<std::endl;
#ifdef _MSC_VER
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throw new std::exception("Cannot open AI library");
#endif
throw new std::exception();
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}
//int len = dllname.size()+1;
getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
getAI = (CGlobalAI*(*)())GetProcAddress(dll,"GetNewAI");
#else
; //TODO: handle AI library on Linux
#endif
char * temp = new char[50];
#if _WIN32
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getName(temp);
#endif
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std::cout << "Loaded .dll with AI named " << temp << std::endl;
delete temp;
#if _WIN32
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ret = getAI();
ret->init(cb);
#else
//ret = new CEmptyAI();
#endif
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return ret;
}
//CGlobalAI::CGlobalAI()
//{
//}