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https://github.com/vcmi/vcmi.git
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a89895452a
- (linux) moved AI libraries to /lib/vcmi/AI/lib*, ERM lib to /lib/vcmi/Scripting/* - gcc compile and warnings fixes
105 lines
2.6 KiB
C++
105 lines
2.6 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 * createAny(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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#ifdef _WIN32
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HINSTANCE dll = LoadLibraryA(dllname.c_str());
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if (dll)
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{
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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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}
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#else
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void *dll = dlopen(dllname.c_str(), RTLD_LOCAL | RTLD_LAZY);
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if (dll)
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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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}
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#endif
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if (!dll)
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{
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tlog1 << "Cannot open dynamic library ("<<dllname<<"). Throwing..."<<std::endl;
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throw new std::string("Cannot open dynamic library");
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}
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getName(temp);
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tlog0 << "Loaded " << 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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return ret;
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}
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//Currently AI libraries use "lib" prefix only on non-win systems.
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//May be applied to Win systems as well to remove this ifdef
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#ifdef _WIN32
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std::string getAIFileName(std::string input)
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{
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return input + '.' + LIB_EXT;
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}
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#else
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std::string getAIFileName(std::string input)
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{
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return "lib" + input + '.' + LIB_EXT;
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}
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#endif
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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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std::string filename = getAIFileName(dllname);
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rett* ret = createAny<rett>(LIB_DIR "/AI/" + filename, methodName);
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ret->dllName = filename;
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return ret;
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}
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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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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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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 = BattleAction::DEFEND;
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ba.stackNumber = stack->ID;
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return ba;
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}
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