/* * 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" #include "serializer/BinaryDeserializer.h" #include "serializer/BinarySerializer.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 //for .dll libs # else # include # endif // VCMI_WINDOWS #endif // STATIC_AI VCMI_LIB_NAMESPACE_BEGIN template std::shared_ptr 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 &); 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(GetProcAddress(dll, "GetAiName")); getAI = reinterpret_cast(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(dlsym(dll, "GetAiName")); getAI = reinterpret_cast(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 // STATIC_AI } #ifdef STATIC_AI template<> std::shared_ptr createAny(const boost::filesystem::path & libpath, const std::string & methodName) { if(libpath.stem() == "libNullkiller") { return std::make_shared(); } else{ return std::make_shared(); } } template<> std::shared_ptr createAny(const boost::filesystem::path & libpath, const std::string & methodName) { if(libpath.stem() == "libBattleAI") return std::make_shared(); else if(libpath.stem() == "libStupidAI") return std::make_shared(); return std::make_shared(); } #endif // STATIC_AI template std::shared_ptr 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(filePath, methodName); ret->dllName = dllname; return ret; } std::shared_ptr CDynLibHandler::getNewAI(const std::string & dllname) { return createAnyAI(dllname, "GetNewAI"); } std::shared_ptr CDynLibHandler::getNewBattleAI(const std::string & dllname) { return createAnyAI(dllname, "GetNewBattleAI"); } #if SCRIPTING_ENABLED std::shared_ptr CDynLibHandler::getNewScriptingModule(const boost::filesystem::path & dllname) { return createAny(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, bool 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 & 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 & obstacles) { battleAI->battleObstaclesChanged(battleID, obstacles); } void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector 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 & 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