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- /*
- * 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 "../constants/EntityIdentifiers.h"
- #include "../int3.h"
- VCMI_LIB_NAMESPACE_BEGIN
- struct ArtifactLocation;
- struct Bonus;
- struct Component;
- struct CPackForServer;
- struct PackageApplied;
- struct SetObjectProperty;
- struct TryMoveHero;
- class CArmedInstance;
- class CGBlackMarket;
- class CGDwelling;
- class CGHeroInstance;
- class CGObjectInstance;
- class CGTownInstance;
- class EVictoryLossCheckResult;
- class IShipyard;
- class IMarket;
- using FowTilesType = std::set<int3>;
- enum class EInfoWindowMode : uint8_t;
- 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 totalNumOfArts, size_t possibleAssemblyNumOfArts) {};
- 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 heroExperienceChanged(const CGHeroInstance * hero, si64 val){};
- 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, QueryID queryID){}
- 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
- virtual void showPuzzleMap(){};
- virtual void viewWorldMap(){};
- virtual void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID){};
- virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID){};
- virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
- virtual void showThievesGuildWindow (const CGObjectInstance * obj){};
- virtual void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) {};
- virtual void showQuestLog(){};
- virtual void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID){}; //called when a hero casts a spell
- virtual void tileHidden(const FowTilesType &pos){};
- virtual void tileRevealed(const FowTilesType &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, const PlayerColor & initiator){}; //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){};
- virtual void playerEndsTurn(PlayerColor player){};
- //TODO shouldn't be moved down the tree?
- virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID){};
- };
- VCMI_LIB_NAMESPACE_END
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