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vcmi/CGameInterface.cpp
Michał W. Urbańczyk 22ade5efbe * make compatible with boost 1.36.0 (there was breaking change in boost::function)
* randomizing spells in towns
* fixed reading forbidden structures
* support for heroes starting in town garrisons
* hopefully fixed problems with wrong town defs (village/fort/capitol)
* moved CSpellHandler.* to VCMI_Lib (project files must be updated)
* redone reading spell info
* added missing features to the fort screen
* minor improvements

* partially done mage guild screen
2008-08-20 06:57:53 +00:00

65 lines
1.5 KiB
C++

#include "stdafx.h"
#include "CGameInterface.h"
#include "CAdvmapInterface.h"
#include "CMessage.h"
#include "mapHandler.h"
#include "SDL_Extensions.h"
#include "SDL_framerate.h"
#include "CCursorHandler.h"
#include "CCallback.h"
#include "SDL_Extensions.h"
#include "hch/CLodHandler.h"
#include "CPathfinder.h"
#include <sstream>
#include "hch/CHeroHandler.h"
#include "SDL_framerate.h"
#include "AI/EmptyAI/CEmptyAI.h"
#ifdef _WIN32
#include <windows.h> //for .dll libs
#else
#include <dlfcn.h>
#endif
using namespace CSDL_Ext;
CGlobalAI * CAIHandler::getNewAI(CCallback * cb, std::string dllname)
{
dllname = "AI/"+dllname;
CGlobalAI * ret=NULL;
CGlobalAI*(*getAI)();
void(*getName)(char*);
#ifdef _WIN32
HINSTANCE dll = LoadLibraryA(dllname.c_str());
if (!dll)
{
std::cout << "Cannot open AI library ("<<dllname<<"). Throwing..."<<std::endl;
#ifdef _MSC_VER
throw new std::exception("Cannot open AI library");
#endif
throw new std::exception();
}
//int len = dllname.size()+1;
getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
getAI = (CGlobalAI*(*)())GetProcAddress(dll,"GetNewAI");
#else
; //TODO: handle AI library on Linux
#endif
char * temp = new char[50];
#if _WIN32
getName(temp);
#endif
std::cout << "Loaded .dll with AI named " << temp << std::endl;
delete temp;
#if _WIN32
ret = getAI();
ret->init(cb);
#else
//ret = new CEmptyAI();
#endif
return ret;
}
//CGlobalAI::CGlobalAI()
//{
//}