RetroArch/ai/game_ai.c
2025-01-22 20:43:11 +01:00

221 lines
5.9 KiB
C

#include "game_ai.h"
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#ifdef _WIN32
#include <windows.h>
#else
#include <dlfcn.h>
#endif
#include <retro_assert.h>
#include "../deps/game_ai_lib/GameAI.h"
#define GAME_AI_MAX_PLAYERS 2
void * ga = NULL;
volatile void * g_ram_ptr = NULL;
volatile int g_ram_size = 0;
volatile signed short int g_buttons_bits[GAME_AI_MAX_PLAYERS] = {0};
volatile int g_frameCount = 0;
volatile char game_ai_lib_path[1024] = {0};
volatile char g_game_name[1024] = {0};
retro_log_printf_t g_log = NULL;
#ifdef _WIN32
HINSTANCE g_lib_handle = NULL;
#else
void * g_lib_handle = NULL;
#endif
/* GameAI Lib API*/
create_game_ai_t create_game_ai = NULL;
destroy_game_ai_t destroy_game_ai = NULL;
game_ai_lib_init_t game_ai_lib_init = NULL;
game_ai_lib_think_t game_ai_lib_think = NULL;
game_ai_lib_set_show_debug_t game_ai_lib_set_show_debug = NULL;
game_ai_lib_set_debug_log_t game_ai_lib_set_debug_log = NULL;
/* Helper functions */
void game_ai_debug_log(int level, const char *fmt, ...)
{
va_list vp;
va_start(vp, fmt);
if (g_log)
g_log((enum retro_log_level)level, fmt, vp);
va_end(vp);
}
void array_to_bits_16(volatile signed short * result, const bool b[16])
{
for (int bit = 0; bit <= 15; bit++)
{
*result |= b[bit] ? (1 << bit) : 0;
}
}
/* Interface to RA */
extern signed short int game_ai_input(unsigned int port, unsigned int device, unsigned int idx, unsigned int id, signed short int result)
{
if (ga == NULL)
return 0;
if (port < GAME_AI_MAX_PLAYERS)
return g_buttons_bits[port];
return 0;
}
extern void game_ai_init()
{
if (create_game_ai == NULL)
{
#ifdef _WIN32
BOOL fFreeResult, fRunTimeLinkSuccess = FALSE;
g_lib_handle = LoadLibrary(TEXT("game_ai.dll"));
retro_assert(hinstLib);
char full_module_path[MAX_PATH];
DWORD dwLen = GetModuleFileNameA(g_lib_handle, static_cast<char*>(&full_module_path), MAX_PATH);
if (hinstLib != NULL)
{
create_game_ai = (create_game_ai_t) GetProcAddress(hinstLib, "create_game_ai");
retro_assert(create_game_ai);
destroy_game_ai = (destroy_game_ai_t) GetProcAddress(hinstLib, "destroy_game_ai");
retro_assert(destroy_game_ai);
game_ai_lib_init = (game_ai_lib_init_t) GetProcAddress(hinstLib, "game_ai_lib_init");
retro_assert(game_ai_lib_init);
game_ai_lib_think = (game_ai_lib_think_t) GetProcAddress(hinstLib, "game_ai_lib_think");
retro_assert(game_ai_lib_think);
game_ai_lib_set_show_debug = (game_ai_lib_set_show_debug_t) GetProcAddress(hinstLib, "game_ai_lib_set_show_debug");
retro_assert(game_ai_lib_set_show_debug);
game_ai_lib_set_debug_log = (game_ai_lib_set_debug_log_t) GetProcAddress(hinstLib, "game_ai_lib_set_debug_log");
retro_assert(game_ai_lib_set_debug_log);
}
#else
g_lib_handle = dlopen("./libgame_ai.so", RTLD_NOW);
retro_assert(g_lib_handle);
if(g_lib_handle != NULL)
{
dlinfo(g_lib_handle, RTLD_DI_ORIGIN, (void *) &game_ai_lib_path);
create_game_ai = (create_game_ai_t)(dlsym(g_lib_handle, "create_game_ai"));
retro_assert(create_game_ai);
destroy_game_ai = (destroy_game_ai_t)(dlsym(g_lib_handle, "destroy_game_ai"));
retro_assert(destroy_game_ai);
game_ai_lib_init = (game_ai_lib_init_t)(dlsym(g_lib_handle, "game_ai_lib_init"));
retro_assert(game_ai_lib_init);
game_ai_lib_think = (game_ai_lib_think_t)(dlsym(g_lib_handle, "game_ai_lib_think"));
retro_assert(game_ai_lib_think);
game_ai_lib_set_show_debug = (game_ai_lib_set_show_debug_t)(dlsym(g_lib_handle, "game_ai_lib_set_show_debug"));
retro_assert(game_ai_lib_set_show_debug);
game_ai_lib_set_debug_log = (game_ai_lib_set_debug_log_t)(dlsym(g_lib_handle, "game_ai_lib_set_debug_log"));
retro_assert(game_ai_lib_set_debug_log);
}
#endif
}
}
extern void game_ai_shutdown()
{
if (g_lib_handle)
{
if (ga)
{
destroy_game_ai(ga);
ga = NULL;
}
#ifdef _WIN32
FreeLibrary(g_lib_handle);
#else
dlclose(g_lib_handle);
#endif
}
}
extern void game_ai_load(const char * name, void * ram_ptr, int ram_size, retro_log_printf_t log)
{
strcpy((char *) &g_game_name[0], name);
g_ram_ptr = ram_ptr;
g_ram_size = ram_size;
g_log = log;
if (ga)
{
destroy_game_ai(ga);
ga = NULL;
}
}
extern void game_ai_think(bool override_p1, bool override_p2, bool show_debug, const void *frame_data, unsigned int frame_width, unsigned int frame_height, unsigned int frame_pitch, unsigned int pixel_format)
{
if (ga)
game_ai_lib_set_show_debug(ga, show_debug);
if (ga == NULL && g_ram_ptr != NULL)
{
ga = create_game_ai((char *) &g_game_name[0]);
retro_assert(ga);
if (ga)
{
char data_path[1024] = {0};
strcpy(&data_path[0], (char *)game_ai_lib_path);
strcat(&data_path[0], "/data/");
strcat(&data_path[0], (char *)g_game_name);
game_ai_lib_init(ga, (void *) g_ram_ptr, g_ram_size);
game_ai_lib_set_debug_log(ga, game_ai_debug_log);
}
}
if (g_frameCount >= (GAMEAI_SKIPFRAMES - 1))
{
if (ga)
{
bool b[GAMEAI_MAX_BUTTONS] = {0};
g_buttons_bits[0]=0;
g_buttons_bits[1]=0;
if (override_p1)
{
game_ai_lib_think(ga, b, 0, frame_data, frame_width, frame_height, frame_pitch, pixel_format);
array_to_bits_16(&g_buttons_bits[0], b);
}
if (override_p2)
{
game_ai_lib_think(ga, b, 1, frame_data, frame_width, frame_height, frame_pitch, pixel_format);
array_to_bits_16(&g_buttons_bits[1], b);
}
}
g_frameCount=0;
}
else
{
g_frameCount++;
}
}