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vcmi/CGameInterface.cpp
Ivan Savenko a89895452a - (linux) fixed searching/loading of scripting libraries
- (linux) moved AI libraries to /lib/vcmi/AI/lib*, ERM lib to /lib/vcmi/Scripting/*
- gcc compile and warnings fixes
2011-06-28 14:19:16 +00:00

105 lines
2.6 KiB
C++

#include "stdafx.h"
#include "CGameInterface.h"
#include "lib/BattleState.h"
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
#include <windows.h> //for .dll libs
#else
#include <dlfcn.h>
#endif
/*
* 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
*
*/
template<typename rett>
rett * createAny(std::string dllname, std::string methodName)
{
char temp[50];
rett * ret=NULL;
rett*(*getAI)();
void(*getName)(char*);
#ifdef _WIN32
HINSTANCE dll = LoadLibraryA(dllname.c_str());
if (dll)
{
getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
getAI = (rett*(*)())GetProcAddress(dll,methodName.c_str());
}
#else
void *dll = dlopen(dllname.c_str(), RTLD_LOCAL | RTLD_LAZY);
if (dll)
{
getName = (void(*)(char*))dlsym(dll,"GetAiName");
getAI = (rett*(*)())dlsym(dll,methodName.c_str());
}
#endif
if (!dll)
{
tlog1 << "Cannot open dynamic library ("<<dllname<<"). Throwing..."<<std::endl;
throw new std::string("Cannot open dynamic library");
}
getName(temp);
tlog0 << "Loaded " << temp << std::endl;
ret = getAI();
if(!ret)
tlog1 << "Cannot get AI!\n";
return ret;
}
//Currently AI libraries use "lib" prefix only on non-win systems.
//May be applied to Win systems as well to remove this ifdef
#ifdef _WIN32
std::string getAIFileName(std::string input)
{
return input + '.' + LIB_EXT;
}
#else
std::string getAIFileName(std::string input)
{
return "lib" + input + '.' + LIB_EXT;
}
#endif
template<typename rett>
rett * createAnyAI(std::string dllname, std::string methodName)
{
std::string filename = getAIFileName(dllname);
rett* ret = createAny<rett>(LIB_DIR "/AI/" + filename, methodName);
ret->dllName = filename;
return ret;
}
CGlobalAI * CDynLibHandler::getNewAI(std::string dllname)
{
return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
}
CBattleGameInterface * CDynLibHandler::getNewBattleAI(std::string dllname )
{
return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
}
CScriptingModule * CDynLibHandler::getNewScriptingModule(std::string dllname)
{
return createAny<CScriptingModule>(dllname, "GetNewModule");
}
BattleAction CGlobalAI::activeStack( const CStack * stack )
{
BattleAction ba; ba.actionType = BattleAction::DEFEND;
ba.stackNumber = stack->ID;
return ba;
}