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vcmi/CGameInterface.cpp
Michał W. Urbańczyk cab8f9e11d AI for neutral creatures and battles and player AIs can be different. StupidAI will handle neutrals by default.
Fixes for issues with deserialization and handling Tactics secondary skill.
2011-02-23 03:57:45 +00:00

81 lines
2.1 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 * createAnyAI(std::string dllname, std::string methodName)
{
char temp[50];
rett * ret=NULL;
rett*(*getAI)();
void(*getName)(char*);
std::string dllPath;
#ifdef _WIN32
dllPath = LIB_DIR "/" +dllname+".dll";
HINSTANCE dll = LoadLibraryA(dllPath.c_str());
if (!dll)
{
tlog1 << "Cannot open AI library ("<<dllPath<<"). Throwing..."<<std::endl;
throw new std::string("Cannot open AI library");
}
//int len = dllname.size()+1;
getName = (void(*)(char*))GetProcAddress(dll,"GetAiName");
getAI = (rett*(*)())GetProcAddress(dll,methodName.c_str());
#else
dllPath = LIB_DIR "/" + dllname + ".so";
void *dll = dlopen(dllPath.c_str(), RTLD_LOCAL | RTLD_LAZY);
if (!dll)
{
tlog1 << "Cannot open AI library ("<<dllPath<<"). Throwing..."<<std::endl;
throw new std::string("Cannot open AI library");
}
getName = (void(*)(char*))dlsym(dll,"GetAiName");
getAI = (rett*(*)())dlsym(dll,methodName.c_str());
#endif
getName(temp);
tlog0 << "Loaded AI named " << temp << std::endl;
ret = getAI();
if(!ret)
tlog1 << "Cannot get AI!\n";
ret->dllName = dllname;
return ret;
}
CGlobalAI * CAIHandler::getNewAI(std::string dllname)
{
return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
}
CBattleGameInterface * CAIHandler::getNewBattleAI(std::string dllname )
{
return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
}
BattleAction CGlobalAI::activeStack( const CStack * stack )
{
BattleAction ba; ba.actionType = BattleAction::DEFEND;
ba.stackNumber = stack->ID;
return ba;
}