/* * 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 VCMI_WINDOWS #include //for .dll libs #elif !defined VCMI_ANDROID #include #endif #include "serializer/BinaryDeserializer.h" #include "serializer/BinarySerializer.h" #ifdef VCMI_ANDROID #include "AI/VCAI/VCAI.h" #include "AI/BattleAI/BattleAI.h" #endif template std::shared_ptr createAny(const boost::filesystem::path & libpath, const std::string & methodName) { #ifdef VCMI_ANDROID // 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 typedef void(* TGetAIFun)(std::shared_ptr &); typedef void(* TGetNameFun)(char *); char temp[150]; TGetAIFun getAI = nullptr; TGetNameFun getName = nullptr; #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()); } #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 ret; getAI(ret); if(!ret) logGlobal->error("Cannot get AI!"); return ret; #endif //!VCMI_ANDROID } #ifdef VCMI_ANDROID template<> std::shared_ptr createAny(const boost::filesystem::path & libpath, const std::string & methodName) { return std::make_shared(); } template<> std::shared_ptr createAny(const boost::filesystem::path & libpath, const std::string & methodName) { return std::make_shared(); } #endif template std::shared_ptr createAnyAI(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(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(const boost::filesystem::path & dllname) { return createAny(dllname, "GetNewModule"); } BattleAction CGlobalAI::activeStack(const CStack * stack) { BattleAction ba; ba.actionType = EActionType::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(env, 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::battleObstaclesChanged(const std::vector & obstacles) { battleAI->battleObstaclesChanged(obstacles); } 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::battleUnitsChanged(const std::vector & units, const std::vector & customEffects) { battleAI->battleUnitsChanged(units, customEffects); } BattleAction CAdventureAI::activeStack(const CStack * stack) { return battleAI->activeStack(stack); } void CAdventureAI::yourTacticPhase(int distance) { battleAI->yourTacticPhase(distance); } void CAdventureAI::saveGame(BinarySerializer & h, const int version) /*saving */ { LOG_TRACE_PARAMS(logAi, "version '%i'", version); bool hasBattleAI = static_cast(battleAI); h & hasBattleAI; if(hasBattleAI) { h & battleAI->dllName; } } void CAdventureAI::loadGame(BinaryDeserializer & h, const int version) /*loading */ { LOG_TRACE_PARAMS(logAi, "version '%i'", 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(env, cbc); } }