| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142 | 
							- /*
 
-  * IGameEventsReceiver.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "NetPacksBase.h"
 
- #include "battle/BattleHex.h"
 
- #include "GameConstants.h"
 
- #include "int3.h"
 
- class CCallback;
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGTownInstance;
 
- class CCreature;
 
- class CArmedInstance;
 
- struct StackLocation;
 
- struct TryMoveHero;
 
- struct ArtifactLocation;
 
- class CGHeroInstance;
 
- class IShipyard;
 
- class CGDwelling;
 
- struct Component;
 
- class CStackInstance;
 
- class CGBlackMarket;
 
- class CGObjectInstance;
 
- struct Bonus;
 
- class IMarket;
 
- struct SetObjectProperty;
 
- struct PackageApplied;
 
- class BattleAction;
 
- struct BattleStackAttacked;
 
- struct BattleResult;
 
- struct BattleSpellCast;
 
- struct CatapultAttack;
 
- class CStack;
 
- class CCreatureSet;
 
- struct BattleAttack;
 
- struct SetStackEffect;
 
- struct BattleTriggerEffect;
 
- struct CObstacleInstance;
 
- struct CPackForServer;
 
- class EVictoryLossCheckResult;
 
- class MetaString;
 
- class ObstacleChanges;
 
- class UnitChanges;
 
- class DLL_LINKAGE IBattleEventsReceiver
 
- {
 
- public:
 
- 	virtual void actionFinished(const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
 
- 	virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
 
- 	virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
 
- 	virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
 
- 	virtual void battleEnd(const BattleResult *br, QueryID queryID){};
 
- 	virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
 
- 	virtual void battleNewRound(int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- 	virtual void battleLogMessage(const std::vector<MetaString> & lines){};
 
- 	virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
 
- 	virtual void battleSpellCast(const BattleSpellCast *sc){};
 
- 	virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
 
- 	virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
 
- 	virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
 
- 	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	virtual void battleUnitsChanged(const std::vector<UnitChanges> & units){};
 
- 	virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
 
- 	virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
 
- 	virtual void battleGateStateChanged(const EGateState state){};
 
- };
 
- class DLL_LINKAGE IGameEventsReceiver
 
- {
 
- public:
 
- 	virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what){}; //what: 1 - built, 2 - demolished
 
- 	virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
 
- 	virtual void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2){};
 
- 	//artifacts operations
 
- 	virtual void artifactPut(const ArtifactLocation &al){};
 
- 	virtual void artifactRemoved(const ArtifactLocation &al){};
 
- 	virtual void artifactAssembled(const ArtifactLocation &al){};
 
- 	virtual void artifactDisassembled(const ArtifactLocation &al){};
 
- 	virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){};
 
- 	virtual void bulkArtMovementStart(size_t numOfArts) {};
 
- 	virtual void askToAssembleArtifact(const ArtifactLocation & dst) {};
 
- 	virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start){};
 
- 	virtual void heroCreated(const CGHeroInstance*){};
 
- 	virtual void heroInGarrisonChange(const CGTownInstance *town){};
 
- 	virtual void heroMoved(const TryMoveHero & details, bool verbose = true){};
 
- 	virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val){};
 
- 	virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
 
- 	virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
 
- 	virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
 
- 	virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
 
- 	virtual void receivedResource(){};
 
- 	virtual void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID){};
 
- 	virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
 
- 	virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
 
- 	virtual void showPuzzleMap(){};
 
- 	virtual void viewWorldMap(){};
 
- 	virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
 
- 	virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
 
- 	virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
 
- 	virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
 
- 	virtual void showThievesGuildWindow (const CGObjectInstance * obj){};
 
- 	virtual void showQuestLog(){};
 
- 	virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
 
- 	virtual void tileHidden(const std::unordered_set<int3> &pos){};
 
- 	virtual void tileRevealed(const std::unordered_set<int3> &pos){};
 
- 	virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
 
- 	virtual void availableArtifactsChanged(const CGBlackMarket *bm = nullptr){}; //bm may be nullptr, then artifacts are changed in the global pool (used by merchants in towns)
 
- 	virtual void centerView (int3 pos, int focusTime){};
 
- 	virtual void availableCreaturesChanged(const CGDwelling *town){};
 
- 	virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
 
- 	virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
 
- 	virtual void requestSent(const CPackForServer *pack, int requestID){};
 
- 	virtual void requestRealized(PackageApplied *pa){};
 
- 	virtual void beforeObjectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
 
- 	virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
 
- 	virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
 
- 	virtual void objectRemovedAfter(){}; //eg. collected resource, picked artifact, beaten hero
 
- 	virtual void playerBlocked(int reason, bool start){}; //reason: 0 - upcoming battle
 
- 	virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) {}; //player lost or won the game
 
- 	virtual void playerStartsTurn(PlayerColor player){};
 
- 	//TODO shouldn't be moved down the tree?
 
- 	virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID){};
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
  |