| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103 | /* * 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_BEGINstruct 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
 |