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https://github.com/vcmi/vcmi.git
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cab8f9e11d
Fixes for issues with deserialization and handling Tactics secondary skill.
81 lines
2.1 KiB
C++
81 lines
2.1 KiB
C++
#include "stdafx.h"
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#include "CGameInterface.h"
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#include "lib/BattleState.h"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
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#include <windows.h> //for .dll libs
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#else
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#include <dlfcn.h>
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#endif
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/*
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* CGameInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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template<typename rett>
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rett * createAnyAI(std::string dllname, std::string methodName)
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{
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char temp[50];
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rett * ret=NULL;
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rett*(*getAI)();
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void(*getName)(char*);
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std::string dllPath;
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#ifdef _WIN32
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dllPath = LIB_DIR "/" +dllname+".dll";
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HINSTANCE dll = LoadLibraryA(dllPath.c_str());
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if (!dll)
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{
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tlog1 << "Cannot open AI library ("<<dllPath<<"). Throwing..."<<std::endl;
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throw new std::string("Cannot open AI library");
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}
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//int len = dllname.size()+1;
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getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
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getAI = (rett*(*)())GetProcAddress(dll,methodName.c_str());
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#else
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dllPath = LIB_DIR "/" + dllname + ".so";
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void *dll = dlopen(dllPath.c_str(), RTLD_LOCAL | RTLD_LAZY);
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if (!dll)
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{
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tlog1 << "Cannot open AI library ("<<dllPath<<"). Throwing..."<<std::endl;
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throw new std::string("Cannot open AI library");
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}
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getName = (void(*)(char*))dlsym(dll,"GetAiName");
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getAI = (rett*(*)())dlsym(dll,methodName.c_str());
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#endif
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getName(temp);
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tlog0 << "Loaded AI named " << temp << std::endl;
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ret = getAI();
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if(!ret)
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tlog1 << "Cannot get AI!\n";
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ret->dllName = dllname;
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return ret;
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}
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CGlobalAI * CAIHandler::getNewAI(std::string dllname)
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{
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return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
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}
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CBattleGameInterface * CAIHandler::getNewBattleAI(std::string dllname )
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{
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return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
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}
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BattleAction CGlobalAI::activeStack( const CStack * stack )
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{
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BattleAction ba; ba.actionType = BattleAction::DEFEND;
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ba.stackNumber = stack->ID;
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return ba;
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}
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