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https://github.com/vcmi/vcmi.git
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3bca68fd2d
* reduce registerTypes* templtates instantiation
283 lines
7.4 KiB
C++
283 lines
7.4 KiB
C++
#include "StdInc.h"
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#include "CGameInterface.h"
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#include "BattleState.h"
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#include "VCMIDirs.h"
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#ifdef VCMI_WINDOWS
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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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#include "Connection.h"
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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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#ifdef VCMI_ANDROID
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// we can't use shared libraries on Android so here's a hack
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extern "C" DLL_EXPORT void VCAI_GetAiName(char* name);
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extern "C" DLL_EXPORT void VCAI_GetNewAI(shared_ptr<CGlobalAI> &out);
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extern "C" DLL_EXPORT void StupidAI_GetAiName(char* name);
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extern "C" DLL_EXPORT void StupidAI_GetNewBattleAI(shared_ptr<CGlobalAI> &out);
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extern "C" DLL_EXPORT void BattleAI_GetAiName(char* name);
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extern "C" DLL_EXPORT void BattleAI_GetNewBattleAI(shared_ptr<CBattleGameInterface> &out);
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#endif
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template<typename rett>
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shared_ptr<rett> createAny(const boost::filesystem::path& libpath, const std::string& methodName)
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{
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typedef void(*TGetAIFun)(shared_ptr<rett>&);
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typedef void(*TGetNameFun)(char*);
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char temp[150];
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TGetAIFun getAI = nullptr;
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TGetNameFun getName = nullptr;
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#ifdef VCMI_ANDROID
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// this is awful but it seems using shared libraries on some devices is even worse
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const std::string filename = libpath.filename().string();
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if (filename == "libVCAI.so")
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{
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getName = (TGetNameFun)VCAI_GetAiName;
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getAI = (TGetAIFun)VCAI_GetNewAI;
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}
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else if (filename == "libStupidAI.so")
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{
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getName = (TGetNameFun)StupidAI_GetAiName;
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getAI = (TGetAIFun)StupidAI_GetNewBattleAI;
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}
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else if (filename == "libBattleAI.so")
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{
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getName = (TGetNameFun)BattleAI_GetAiName;
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getAI = (TGetAIFun)BattleAI_GetNewBattleAI;
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}
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else
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throw std::runtime_error("Don't know what to do with " + libpath.string() + " and method " + methodName);
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#else // !VCMI_ANDROID
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#ifdef VCMI_WINDOWS
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HMODULE dll = LoadLibraryW(libpath.c_str());
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if (dll)
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{
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getName = (TGetNameFun)GetProcAddress(dll, "GetAiName");
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getAI = (TGetAIFun)GetProcAddress(dll, methodName.c_str());
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}
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#else // !VCMI_WINDOWS
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void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY);
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if (dll)
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{
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getName = (TGetNameFun)dlsym(dll, "GetAiName");
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getAI = (TGetAIFun)dlsym(dll, methodName.c_str());
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}
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else
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logGlobal->errorStream() << "Error: " << dlerror();
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#endif // VCMI_WINDOWS
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if (!dll)
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{
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logGlobal->errorStream() << "Cannot open dynamic library ("<<libpath<<"). Throwing...";
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throw std::runtime_error("Cannot open dynamic library");
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}
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else if(!getName || !getAI)
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{
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logGlobal->errorStream() << libpath << " does not export method " << methodName;
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#ifdef VCMI_WINDOWS
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FreeLibrary(dll);
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#else
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dlclose(dll);
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#endif
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throw std::runtime_error("Cannot find method " + methodName);
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}
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#endif // VCMI_ANDROID
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getName(temp);
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logGlobal->infoStream() << "Loaded " << temp;
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shared_ptr<rett> ret;
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getAI(ret);
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if(!ret)
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logGlobal->errorStream() << "Cannot get AI!";
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return ret;
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}
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template<typename rett>
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shared_ptr<rett> createAnyAI(std::string dllname, const std::string& methodName)
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{
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logGlobal->infoStream() << "Opening " << dllname;
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const boost::filesystem::path filePath =
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VCMIDirs::get().libraryPath() / "AI" / VCMIDirs::get().libraryName(dllname);
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auto ret = createAny<rett>(filePath, methodName);
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ret->dllName = std::move(dllname);
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return ret;
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}
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shared_ptr<CGlobalAI> CDynLibHandler::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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shared_ptr<CBattleGameInterface> CDynLibHandler::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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shared_ptr<CScriptingModule> CDynLibHandler::getNewScriptingModule(std::string dllname)
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{
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return createAny<CScriptingModule>(dllname, "GetNewModule");
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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 = Battle::DEFEND;
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ba.stackNumber = stack->ID;
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return ba;
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}
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CGlobalAI::CGlobalAI()
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{
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human = false;
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}
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void CAdventureAI::battleNewRound(int round)
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{
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battleAI->battleNewRound(round);
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}
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void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
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{
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battleAI->battleCatapultAttacked(ca);
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}
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void CAdventureAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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{
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assert(!battleAI);
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assert(cbc);
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battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
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battleAI->init(cbc);
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battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
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}
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void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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{
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battleAI->battleStacksAttacked(bsa);
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}
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void CAdventureAI::actionStarted(const BattleAction &action)
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{
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battleAI->actionStarted(action);
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}
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void CAdventureAI::battleNewRoundFirst(int round)
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{
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battleAI->battleNewRoundFirst(round);
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}
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void CAdventureAI::actionFinished(const BattleAction &action)
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{
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battleAI->actionFinished(action);
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}
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void CAdventureAI::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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battleAI->battleStacksEffectsSet(sse);
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}
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void CAdventureAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
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{
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battleAI->battleStacksRemoved(bsr);
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}
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void CAdventureAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
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{
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battleAI->battleObstaclesRemoved(removedObstacles);
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}
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void CAdventureAI::battleNewStackAppeared(const CStack * stack)
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{
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battleAI->battleNewStackAppeared(stack);
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}
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void CAdventureAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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{
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battleAI->battleStackMoved(stack, dest, distance);
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}
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void CAdventureAI::battleAttack(const BattleAttack *ba)
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{
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battleAI->battleAttack(ba);
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}
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void CAdventureAI::battleSpellCast(const BattleSpellCast *sc)
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{
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battleAI->battleSpellCast(sc);
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}
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void CAdventureAI::battleEnd(const BattleResult *br)
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{
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battleAI->battleEnd(br);
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battleAI.reset();
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}
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void CAdventureAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
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{
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battleAI->battleStacksHealedRes(healedStacks, lifeDrain, tentHeal, lifeDrainFrom);
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}
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BattleAction CAdventureAI::activeStack(const CStack * stack)
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{
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return battleAI->activeStack(stack);
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}
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void CAdventureAI::yourTacticPhase(int distance)
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{
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battleAI->yourTacticPhase(distance);
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}
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void CAdventureAI::saveGame(COSer & h, const int version) /*saving */
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{
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LOG_TRACE_PARAMS(logAi, "version '%i'", version);
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CGlobalAI::saveGame(h, version);
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bool hasBattleAI = static_cast<bool>(battleAI);
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h << hasBattleAI;
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if(hasBattleAI)
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{
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h << std::string(battleAI->dllName);
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battleAI->saveGame(h, version);
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}
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}
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void CAdventureAI::loadGame(CISer & h, const int version) /*loading */
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{
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LOG_TRACE_PARAMS(logAi, "version '%i'", version);
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CGlobalAI::loadGame(h, version);
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bool hasBattleAI = false;
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h >> hasBattleAI;
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if(hasBattleAI)
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{
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std::string dllName;
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h >> dllName;
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battleAI = CDynLibHandler::getNewBattleAI(dllName);
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assert(cbc); //it should have been set by the one who new'ed us
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battleAI->init(cbc);
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//battleAI->loadGame(h, version);
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}
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}
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void CBattleGameInterface::saveGame(COSer & h, const int version)
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{
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}
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void CBattleGameInterface::loadGame(CISer & h, const int version)
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{
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}
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