mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
247 lines
6.7 KiB
C++
247 lines
6.7 KiB
C++
/*
|
|
* 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 <windows.h> //for .dll libs
|
|
# else
|
|
# include <dlfcn.h>
|
|
# endif // VCMI_WINDOWS
|
|
#endif // STATIC_AI
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
template<typename rett>
|
|
std::shared_ptr<rett> 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<rett> &);
|
|
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<TGetNameFun>(GetProcAddress(dll, "GetAiName"));
|
|
getAI = reinterpret_cast<TGetAIFun>(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<TGetNameFun>(dlsym(dll, "GetAiName"));
|
|
getAI = reinterpret_cast<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<rett> ret;
|
|
getAI(ret);
|
|
if(!ret)
|
|
logGlobal->error("Cannot get AI!");
|
|
|
|
return ret;
|
|
#endif // STATIC_AI
|
|
}
|
|
|
|
#ifdef STATIC_AI
|
|
|
|
template<>
|
|
std::shared_ptr<CGlobalAI> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
|
|
{
|
|
if(libpath.stem() == "libNullkiller") {
|
|
return std::make_shared<NKAI::AIGateway>();
|
|
}
|
|
else{
|
|
return std::make_shared<VCAI>();
|
|
}
|
|
}
|
|
|
|
template<>
|
|
std::shared_ptr<CBattleGameInterface> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
|
|
{
|
|
if(libpath.stem() == "libBattleAI")
|
|
return std::make_shared<CBattleAI>();
|
|
else if(libpath.stem() == "libStupidAI")
|
|
return std::make_shared<CStupidAI>();
|
|
return std::make_shared<CEmptyAI>();
|
|
}
|
|
|
|
#endif // STATIC_AI
|
|
|
|
template<typename rett>
|
|
std::shared_ptr<rett> 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<rett>(filePath, methodName);
|
|
ret->dllName = dllname;
|
|
return ret;
|
|
}
|
|
|
|
std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(const std::string & dllname)
|
|
{
|
|
return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
|
|
}
|
|
|
|
std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(const std::string & dllname)
|
|
{
|
|
return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
|
|
}
|
|
|
|
#if SCRIPTING_ENABLED
|
|
std::shared_ptr<scripting::Module> CDynLibHandler::getNewScriptingModule(const boost::filesystem::path & dllname)
|
|
{
|
|
return createAny<scripting::Module>(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<BattleStackAttacked> & 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<ObstacleChanges> & obstacles)
|
|
{
|
|
battleAI->battleObstaclesChanged(battleID, obstacles);
|
|
}
|
|
|
|
void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> 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<UnitChanges> & 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
|