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vcmi/lib/CGameInterface.cpp

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/*
* 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
*
*/
#include "StdInc.h"
#include "CGameInterface.h"
#include "CStack.h"
#include "VCMIDirs.h"
#ifdef STATIC_AI
# include "AI/VCAI/VCAI.h"
# include "AI/Nullkiller/AIGateway.h"
# include "AI/BattleAI/BattleAI.h"
# include "AI/StupidAI/StupidAI.h"
# include "AI/EmptyAI/CEmptyAI.h"
#else
# ifdef VCMI_WINDOWS
# include <windows.h> //for .dll libs
# else
# include <dlfcn.h>
# endif // VCMI_WINDOWS
#endif // STATIC_AI
VCMI_LIB_NAMESPACE_BEGIN
template<typename rett>
std::shared_ptr<rett> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
{
#ifdef STATIC_AI
// android currently doesn't support loading libs dynamically, so the access to the known libraries
// is possible only via specializations of this template
throw std::runtime_error("Could not resolve ai library " + libpath.generic_string());
#else
using TGetAIFun = void (*)(std::shared_ptr<rett> &);
using TGetNameFun = void (*)(char *);
char temp[150];
TGetAIFun getAI = nullptr;
TGetNameFun getName = nullptr;
#ifdef VCMI_WINDOWS
#ifdef __MINGW32__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wcast-function-type"
#endif
HMODULE dll = LoadLibraryW(libpath.c_str());
if (dll)
{
getName = reinterpret_cast<TGetNameFun>(GetProcAddress(dll, "GetAiName"));
getAI = reinterpret_cast<TGetAIFun>(GetProcAddress(dll, methodName.c_str()));
}
#ifdef __MINGW32__
#pragma GCC diagnostic pop
#endif
#else // !VCMI_WINDOWS
void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY);
if (dll)
{
getName = reinterpret_cast<TGetNameFun>(dlsym(dll, "GetAiName"));
getAI = reinterpret_cast<TGetAIFun>(dlsym(dll, methodName.c_str()));
}
#endif // VCMI_WINDOWS
if (!dll)
{
logGlobal->error("Cannot open dynamic library (%s). Throwing...", libpath.string());
throw std::runtime_error("Cannot open dynamic library");
}
else if(!getName || !getAI)
{
logGlobal->error("%s does not export method %s", libpath.string(), methodName);
#ifdef VCMI_WINDOWS
FreeLibrary(dll);
#else
dlclose(dll);
#endif
throw std::runtime_error("Cannot find method " + methodName);
}
getName(temp);
logGlobal->info("Loaded %s", temp);
std::shared_ptr<rett> ret;
getAI(ret);
if(!ret)
logGlobal->error("Cannot get AI!");
return ret;
#endif // STATIC_AI
}
#ifdef STATIC_AI
template<>
std::shared_ptr<CGlobalAI> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
{
if(libpath.stem() == "libNullkiller") {
return std::make_shared<NKAI::AIGateway>();
}
else{
return std::make_shared<VCAI>();
}
}
template<>
std::shared_ptr<CBattleGameInterface> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
{
if(libpath.stem() == "libBattleAI")
return std::make_shared<CBattleAI>();
else if(libpath.stem() == "libStupidAI")
return std::make_shared<CStupidAI>();
return std::make_shared<CEmptyAI>();
}
#endif // STATIC_AI
template<typename rett>
std::shared_ptr<rett> createAnyAI(const std::string & dllname, const std::string & methodName)
{
logGlobal->info("Opening %s", dllname);
const boost::filesystem::path filePath = VCMIDirs::get().fullLibraryPath("AI", dllname);
auto ret = createAny<rett>(filePath, methodName);
ret->dllName = dllname;
return ret;
}
std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(const std::string & dllname)
{
return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
}
std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(const std::string & dllname)
{
return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
}
#if SCRIPTING_ENABLED
std::shared_ptr<scripting::Module> CDynLibHandler::getNewScriptingModule(const boost::filesystem::path & dllname)
{
return createAny<scripting::Module>(dllname, "GetNewModule");
}
#endif
CGlobalAI::CGlobalAI()
{
human = false;
}
void CAdventureAI::battleNewRound(const BattleID & battleID)
{
battleAI->battleNewRound(battleID);
}
void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
{
battleAI->battleCatapultAttacked(battleID, ca);
}
void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed)
{
assert(!battleAI);
assert(cbc);
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
battleAI->initBattleInterface(env, cbc);
battleAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
}
void CAdventureAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
{
battleAI->battleStacksAttacked(battleID, bsa, ranged);
}
void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction & action)
{
battleAI->actionStarted(battleID, action);
}
void CAdventureAI::battleNewRoundFirst(const BattleID & battleID)
{
battleAI->battleNewRoundFirst(battleID);
}
void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)
{
battleAI->actionFinished(battleID, action);
}
void CAdventureAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
{
battleAI->battleStacksEffectsSet(battleID, sse);
}
void CAdventureAI::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
{
battleAI->battleObstaclesChanged(battleID, obstacles);
}
void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
{
battleAI->battleStackMoved(battleID, stack, dest, distance, teleport);
}
void CAdventureAI::battleAttack(const BattleID & battleID, const BattleAttack * ba)
{
battleAI->battleAttack(battleID, ba);
}
void CAdventureAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
{
battleAI->battleSpellCast(battleID, sc);
}
void CAdventureAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
{
battleAI->battleEnd(battleID, br, queryID);
battleAI.reset();
}
void CAdventureAI::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
{
battleAI->battleUnitsChanged(battleID, units);
}
void CAdventureAI::activeStack(const BattleID & battleID, const CStack * stack)
{
battleAI->activeStack(battleID, stack);
}
void CAdventureAI::yourTacticPhase(const BattleID & battleID, int distance)
{
battleAI->yourTacticPhase(battleID, distance);
}
VCMI_LIB_NAMESPACE_END