1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/CGameInterface.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

283 lines
7.5 KiB
C++

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