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vcmi/lib/CGameInterface.cpp

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#include "StdInc.h"
#include "CGameInterface.h"
#include "BattleState.h"
#include "GameConstants.h"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
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#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)
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{
char temp[50];
rett * ret=NULL;
rett*(*getAI)();
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void(*getName)(char*);
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#ifdef _WIN32
HINSTANCE dll = LoadLibraryA(dllname.c_str());
if (dll)
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{
getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
getAI = (rett*(*)())GetProcAddress(dll,methodName.c_str());
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}
#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
tlog0 << "Error: " << dlerror() <<"\n";
#endif
if (!dll)
{
tlog1 << "Cannot open dynamic library ("<<dllname<<"). Throwing..."<<std::endl;
throw new std::string("Cannot open dynamic library");
}
getName(temp);
tlog0 << "Loaded " << temp << std::endl;
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ret = getAI();
if(!ret)
tlog1 << "Cannot get AI!\n";
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return ret;
}
//Currently AI libraries use "lib" prefix only on non-win systems.
//May be applied to Win systems as well to remove this ifdef
#ifdef _WIN32
std::string getAIFileName(std::string input)
{
return input + '.' + GameConstants::LIB_EXT;
}
#else
std::string getAIFileName(std::string input)
{
return "lib" + input + '.' + GameConstants::LIB_EXT;
}
#endif
template<typename rett>
rett * createAnyAI(std::string dllname, std::string methodName)
{
tlog1<<"Opening "<<dllname<<"\n";
std::string filename = getAIFileName(dllname);
rett* ret = createAny<rett>(GameConstants::LIB_DIR + "/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 = BattleAction::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);
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assert(cbc);
battleAI = CDynLibHandler::getNewBattleAI(battleAIName);
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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);
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}
BattleAction CAdventureAI::activeStack(const CStack * stack)
{
return battleAI->activeStack(stack);
}
void CAdventureAI::yourTacticPhase(int distance)
{
battleAI->yourTacticPhase(distance);
}