mirror of
https://github.com/vcmi/vcmi.git
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8769f67c5d
* refactoring
220 lines
5.4 KiB
C++
220 lines
5.4 KiB
C++
#include "StdInc.h"
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#include "CGameInterface.h"
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#include "BattleState.h"
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#include "GameConstants.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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else
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tlog0 << "Error: " << dlerror() <<"\n";
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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 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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tlog1 << dllname << " does not export method " << methodName << std::endl;
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#ifdef _WIN32
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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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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 + '.' + GameConstants::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 + '.' + GameConstants::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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tlog1<<"Opening "<<dllname<<"\n";
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std::string filename = getAIFileName(dllname);
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rett* ret = createAny<rett>(GameConstants::LIB_DIR + "/AI/" + filename, methodName);
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ret->dllName = dllname;
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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 = 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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vstd::clear_pointer(battleAI);
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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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