IGameEventsReceiver.h 8.2 KB

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  1. /*
  2. * IGameEventsReceiver.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "networkPacks/EInfoWindowMode.h"
  12. #include "battle/BattleHex.h"
  13. #include "GameConstants.h"
  14. #include "int3.h"
  15. class CCallback;
  16. VCMI_LIB_NAMESPACE_BEGIN
  17. class CGTownInstance;
  18. class CCreature;
  19. class CArmedInstance;
  20. struct StackLocation;
  21. struct TryMoveHero;
  22. struct ArtifactLocation;
  23. class CGHeroInstance;
  24. class IShipyard;
  25. class CGDwelling;
  26. struct Component;
  27. class CStackInstance;
  28. class CGBlackMarket;
  29. class CGObjectInstance;
  30. struct Bonus;
  31. class IMarket;
  32. struct SetObjectProperty;
  33. struct PackageApplied;
  34. class BattleAction;
  35. struct BattleStackAttacked;
  36. struct BattleResult;
  37. struct BattleSpellCast;
  38. struct CatapultAttack;
  39. class CStack;
  40. class CCreatureSet;
  41. struct BattleAttack;
  42. struct SetStackEffect;
  43. struct BattleTriggerEffect;
  44. struct CObstacleInstance;
  45. struct CPackForServer;
  46. class EVictoryLossCheckResult;
  47. class MetaString;
  48. class ObstacleChanges;
  49. class UnitChanges;
  50. class DLL_LINKAGE IBattleEventsReceiver
  51. {
  52. public:
  53. virtual void actionFinished(const BattleID & battleID, const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
  54. virtual void actionStarted(const BattleID & battleID, const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
  55. virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
  56. virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
  57. virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
  58. virtual void battleNewRoundFirst(const BattleID & battleID){}; //called at the beginning of each turn before changes are applied;
  59. virtual void battleNewRound(const BattleID & battleID){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  60. virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
  61. virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
  62. virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
  63. virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
  64. virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
  65. virtual void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
  66. virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
  67. virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){};
  68. virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
  69. virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack
  70. virtual void battleGateStateChanged(const BattleID & battleID, const EGateState state){};
  71. };
  72. class DLL_LINKAGE IGameEventsReceiver
  73. {
  74. public:
  75. virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what){}; //what: 1 - built, 2 - demolished
  76. virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
  77. virtual void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2){};
  78. //artifacts operations
  79. virtual void artifactPut(const ArtifactLocation &al){};
  80. virtual void artifactRemoved(const ArtifactLocation &al){};
  81. virtual void artifactAssembled(const ArtifactLocation &al){};
  82. virtual void artifactDisassembled(const ArtifactLocation &al){};
  83. virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){};
  84. virtual void bulkArtMovementStart(size_t totalNumOfArts, size_t possibleAssemblyNumOfArts) {};
  85. virtual void askToAssembleArtifact(const ArtifactLocation & dst) {};
  86. virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start){};
  87. virtual void heroCreated(const CGHeroInstance*){};
  88. virtual void heroInGarrisonChange(const CGTownInstance *town){};
  89. virtual void heroMoved(const TryMoveHero & details, bool verbose = true){};
  90. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val){};
  91. virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
  92. virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
  93. virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
  94. virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
  95. virtual void receivedResource(){};
  96. virtual void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID){};
  97. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID){}
  98. virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can build, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
  99. virtual void showPuzzleMap(){};
  100. virtual void viewWorldMap(){};
  101. virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID){};
  102. virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID){};
  103. virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
  104. virtual void showThievesGuildWindow (const CGObjectInstance * obj){};
  105. virtual void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) {};
  106. virtual void showQuestLog(){};
  107. virtual void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID){}; //called when a hero casts a spell
  108. virtual void tileHidden(const std::unordered_set<int3> &pos){};
  109. virtual void tileRevealed(const std::unordered_set<int3> &pos){};
  110. virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
  111. virtual void availableArtifactsChanged(const CGBlackMarket *bm = nullptr){}; //bm may be nullptr, then artifacts are changed in the global pool (used by merchants in towns)
  112. virtual void centerView (int3 pos, int focusTime){};
  113. virtual void availableCreaturesChanged(const CGDwelling *town){};
  114. virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  115. virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  116. virtual void requestSent(const CPackForServer *pack, int requestID){};
  117. virtual void requestRealized(PackageApplied *pa){};
  118. virtual void beforeObjectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
  119. virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
  120. virtual void objectRemoved(const CGObjectInstance *obj, const PlayerColor & initiator){}; //eg. collected resource, picked artifact, beaten hero
  121. virtual void objectRemovedAfter(){}; //eg. collected resource, picked artifact, beaten hero
  122. virtual void playerBlocked(int reason, bool start){}; //reason: 0 - upcoming battle
  123. virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) {}; //player lost or won the game
  124. virtual void playerStartsTurn(PlayerColor player){};
  125. virtual void playerEndsTurn(PlayerColor player){};
  126. //TODO shouldn't be moved down the tree?
  127. virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID){};
  128. };
  129. VCMI_LIB_NAMESPACE_END