#include "StdInc.h" #include "CGameInterface.h" #include "BattleState.h" #include "VCMIDirs.h" #ifdef VCMI_WINDOWS #include //for .dll libs #else #include #endif #include "Connection.h" /* * 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 * */ #ifdef VCMI_ANDROID // we can't use shared libraries on Android so here's a hack extern "C" DLL_EXPORT void VCAI_GetAiName(char* name); extern "C" DLL_EXPORT void VCAI_GetNewAI(std::shared_ptr &out); extern "C" DLL_EXPORT void StupidAI_GetAiName(char* name); extern "C" DLL_EXPORT void StupidAI_GetNewBattleAI(std::shared_ptr &out); extern "C" DLL_EXPORT void BattleAI_GetAiName(char* name); extern "C" DLL_EXPORT void BattleAI_GetNewBattleAI(std::shared_ptr &out); #endif template std::shared_ptr createAny(const boost::filesystem::path& libpath, const std::string& methodName) { typedef void(*TGetAIFun)(std::shared_ptr&); typedef void(*TGetNameFun)(char*); char temp[150]; TGetAIFun getAI = nullptr; TGetNameFun getName = nullptr; #ifdef VCMI_ANDROID // this is awful but it seems using shared libraries on some devices is even worse const std::string filename = libpath.filename().string(); if (filename == "libVCAI.so") { getName = (TGetNameFun)VCAI_GetAiName; getAI = (TGetAIFun)VCAI_GetNewAI; } else if (filename == "libStupidAI.so") { getName = (TGetNameFun)StupidAI_GetAiName; getAI = (TGetAIFun)StupidAI_GetNewBattleAI; } else if (filename == "libBattleAI.so") { getName = (TGetNameFun)BattleAI_GetAiName; getAI = (TGetAIFun)BattleAI_GetNewBattleAI; } else throw std::runtime_error("Don't know what to do with " + libpath.string() + " and method " + methodName); #else // !VCMI_ANDROID #ifdef VCMI_WINDOWS HMODULE dll = LoadLibraryW(libpath.c_str()); if (dll) { getName = (TGetNameFun)GetProcAddress(dll, "GetAiName"); getAI = (TGetAIFun)GetProcAddress(dll, methodName.c_str()); } #else // !VCMI_WINDOWS void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY); if (dll) { getName = (TGetNameFun)dlsym(dll, "GetAiName"); getAI = (TGetAIFun)dlsym(dll, methodName.c_str()); } else logGlobal->errorStream() << "Error: " << dlerror(); #endif // VCMI_WINDOWS if (!dll) { logGlobal->errorStream() << "Cannot open dynamic library ("<errorStream() << libpath << " does not export method " << methodName; #ifdef VCMI_WINDOWS FreeLibrary(dll); #else dlclose(dll); #endif throw std::runtime_error("Cannot find method " + methodName); } #endif // VCMI_ANDROID getName(temp); logGlobal->infoStream() << "Loaded " << temp; std::shared_ptr ret; getAI(ret); if(!ret) logGlobal->errorStream() << "Cannot get AI!"; return ret; } template std::shared_ptr createAnyAI(std::string dllname, const std::string& methodName) { logGlobal->infoStream() << "Opening " << dllname; const boost::filesystem::path filePath = VCMIDirs::get().libraryPath() / "AI" / VCMIDirs::get().libraryName(dllname); auto ret = createAny(filePath, methodName); ret->dllName = std::move(dllname); return ret; } std::shared_ptr CDynLibHandler::getNewAI(std::string dllname) { return createAnyAI(dllname, "GetNewAI"); } std::shared_ptr CDynLibHandler::getNewBattleAI(std::string dllname ) { return createAnyAI(dllname, "GetNewBattleAI"); } std::shared_ptr CDynLibHandler::getNewScriptingModule(std::string dllname) { return createAny(dllname, "GetNewModule"); } BattleAction CGlobalAI::activeStack( const CStack * stack ) { BattleAction ba; ba.actionType = Battle::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); assert(cbc); battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName()); battleAI->init(cbc); battleAI->battleStart(army1, army2, tile, hero1, hero2, side); } void CAdventureAI::battleStacksAttacked(const std::vector & 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 & removedObstacles) { battleAI->battleObstaclesRemoved(removedObstacles); } void CAdventureAI::battleNewStackAppeared(const CStack * stack) { battleAI->battleNewStackAppeared(stack); } void CAdventureAI::battleStackMoved(const CStack * stack, std::vector 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); battleAI.reset(); } void CAdventureAI::battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) { battleAI->battleStacksHealedRes(healedStacks, lifeDrain, tentHeal, lifeDrainFrom); } BattleAction CAdventureAI::activeStack(const CStack * stack) { return battleAI->activeStack(stack); } void CAdventureAI::yourTacticPhase(int distance) { battleAI->yourTacticPhase(distance); } void CAdventureAI::saveGame(COSer & h, const int version) /*saving */ { LOG_TRACE_PARAMS(logAi, "version '%i'", version); CGlobalAI::saveGame(h, version); bool hasBattleAI = static_cast(battleAI); h << hasBattleAI; if(hasBattleAI) { h << std::string(battleAI->dllName); battleAI->saveGame(h, version); } } void CAdventureAI::loadGame(CISer & h, const int version) /*loading */ { LOG_TRACE_PARAMS(logAi, "version '%i'", version); CGlobalAI::loadGame(h, version); bool hasBattleAI = false; h >> hasBattleAI; if(hasBattleAI) { std::string dllName; h >> dllName; battleAI = CDynLibHandler::getNewBattleAI(dllName); assert(cbc); //it should have been set by the one who new'ed us battleAI->init(cbc); //battleAI->loadGame(h, version); } } void CBattleGameInterface::saveGame(COSer & h, const int version) { } void CBattleGameInterface::loadGame(CISer & h, const int version) { }