IGameEventsReceiver.h 7.5 KB

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  1. #pragma once
  2. #include "../global.h"
  3. #include <set>
  4. class CGTownInstance;
  5. class CCreature;
  6. class CArmedInstance;
  7. struct StackLocation;
  8. struct TryMoveHero;
  9. struct ArtifactLocation;
  10. class CGHeroInstance;
  11. class CCallback;
  12. class IShipyard;
  13. class CGDwelling;
  14. struct Component;
  15. class CStackInstance;
  16. class CGBlackMarket;
  17. class CGObjectInstance;
  18. struct Bonus;
  19. class IMarket;
  20. struct SetObjectProperty;
  21. struct PackageApplied;
  22. struct BattleAction;
  23. struct BattleStackAttacked;
  24. struct BattleResult;
  25. struct BattleSpellCast;
  26. struct CatapultAttack;
  27. struct BattleStacksRemoved;
  28. class CStack;
  29. class CCreatureSet;
  30. struct BattleAttack;
  31. struct SetStackEffect;
  32. struct BattleTriggerEffect;
  33. class DLL_EXPORT IBattleEventsReceiver
  34. {
  35. public:
  36. virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
  37. virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
  38. virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
  39. virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
  40. virtual void battleEnd(const BattleResult *br){};
  41. virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
  42. 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
  43. virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance){};
  44. virtual void battleSpellCast(const BattleSpellCast *sc){};
  45. virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
  46. virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
  47. virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
  48. virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
  49. virtual void battleNewStackAppeared(const CStack * stack){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
  50. virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
  51. virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
  52. virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
  53. };
  54. class DLL_EXPORT IGameEventsReceiver
  55. {
  56. public:
  57. virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
  58. virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
  59. //garrison operations
  60. virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){}; //if absolute, change is the new count; otherwise count was modified by adding change
  61. virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures
  62. virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot
  63. virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
  64. virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position)
  65. virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){}; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
  66. //virtual void garrisonChanged(const CGObjectInstance * obj){};
  67. //artifacts operations
  68. virtual void artifactPut(const ArtifactLocation &al){};
  69. virtual void artifactRemoved(const ArtifactLocation &al){};
  70. virtual void artifactAssembled(const ArtifactLocation &al){};
  71. virtual void artifactDisassembled(const ArtifactLocation &al){};
  72. virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){};
  73. virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start){};
  74. virtual void heroCreated(const CGHeroInstance*){};
  75. virtual void heroInGarrisonChange(const CGTownInstance *town){};
  76. virtual void heroMoved(const TryMoveHero & details){};
  77. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
  78. virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
  79. virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
  80. virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
  81. virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
  82. virtual void receivedResource(int type, int val){};
  83. virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
  84. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
  85. 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
  86. virtual void showPuzzleMap(){};
  87. virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
  88. virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
  89. virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
  90. virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
  91. virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
  92. virtual void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos){};
  93. virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos){};
  94. virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
  95. virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
  96. virtual void centerView (int3 pos, int focusTime){};
  97. virtual void availableCreaturesChanged(const CGDwelling *town){};
  98. virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  99. virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  100. virtual void requestRealized(PackageApplied *pa){};
  101. virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
  102. virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
  103. virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
  104. virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle
  105. virtual void gameOver(ui8 player, bool victory){}; //player lost or won the game
  106. virtual void playerStartsTurn(ui8 player){};
  107. };