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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/CGameInterface.cpp
mateuszb b3fd14b524 * splitted CGameState into general game state and battle game state
* added missing fields to serialize in CHero
2010-12-25 19:23:30 +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(CCallback * cb, 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(CCallback * cb, std::string dllname)
{
return createAnyAI<CGlobalAI>(cb, dllname, "GetNewAI");
}
CBattleGameInterface * CAIHandler::getNewBattleAI( CCallback * cb, std::string dllname )
{
return createAnyAI<CBattleGameInterface>(cb, dllname, "GetNewBattleAI");
}
BattleAction CGlobalAI::activeStack( const CStack * stack )
{
BattleAction ba; ba.actionType = BattleAction::DEFEND;
ba.stackNumber = stack->ID;
return ba;
}