IGameEventsReceiver.h 7.6 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. class DLL_EXPORT IBattleEventsReceiver
  33. {
  34. public:
  35. /// occurs AFTER every action taken by any stack or by the hero
  36. virtual void actionFinished(const BattleAction *action){};
  37. /// occurs BEFORE every action taken by any stack or by the hero
  38. virtual void actionStarted(const BattleAction *action){};
  39. /// called when stack is performing attack
  40. virtual void battleAttack(const BattleAttack *ba){};
  41. /// called when stack receives damage (after battleAttack())
  42. virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){};
  43. virtual void battleEnd(const BattleResult *br){};
  44. /// called at the beginning of each turn before changes are applied;
  45. virtual void battleNewRoundFirst(int round){};
  46. /// called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  47. virtual void battleNewRound(int round){};
  48. /// called when stack moves between tiles; dest is vector of tiles traversed
  49. virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance){};
  50. /// called each time after spell is cast
  51. virtual void battleSpellCast(const BattleSpellCast *sc){};
  52. /// called when a specific effect is set to stacks
  53. virtual void battleStacksEffectsSet(const SetStackEffect & sse){};
  54. /// called by engine when battle starts; side=0 - left, side=1 - right
  55. virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){};
  56. /// called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
  57. virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){};
  58. /// not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
  59. virtual void battleNewStackAppeared(const CStack * stack){};
  60. /// called when a certain set of obstacles is removed from batlefield; IDs of them are given
  61. virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){};
  62. /// called when catapult makes an attack
  63. virtual void battleCatapultAttacked(const CatapultAttack & ca){};
  64. /// called when certain stack is completely removed from battlefield
  65. virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){};
  66. };
  67. class DLL_EXPORT IGameEventsReceiver
  68. {
  69. public:
  70. virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; /// what: 1 - built, 2 - demolished
  71. virtual void battleResultsApplied(){}; /// called when all effects of last battle are applied
  72. //garrison operations
  73. 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
  74. virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; /// used eg. when upgrading creatures
  75. virtual void stacksErased(const StackLocation &location){}; /// stack removed from previously filled slot
  76. virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
  77. virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; /// new stack inserted at given (previously empty position)
  78. 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
  79. //virtual void garrisonChanged(const CGObjectInstance * obj){};
  80. //artifacts operations
  81. virtual void artifactPut(const ArtifactLocation &al){};
  82. virtual void artifactRemoved(const ArtifactLocation &al){};
  83. virtual void artifactAssembled(const ArtifactLocation &al){};
  84. virtual void artifactDisassembled(const ArtifactLocation &al){};
  85. virtual void artifactMoved(const ArtifactLocation &src, 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){};
  90. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int 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(int type, int val){};
  96. virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
  97. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
  98. 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
  99. virtual void showPuzzleMap(){};
  100. virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
  101. virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
  102. virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
  103. virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
  104. virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; /// called when a hero casts a spell
  105. virtual void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos){};
  106. virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos){};
  107. virtual void newObject(const CGObjectInstance * obj){}; /// eg. ship built in shipyard
  108. virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; /// bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
  109. virtual void centerView (int3 pos, int focusTime){};
  110. virtual void availableCreaturesChanged(const CGDwelling *town){};
  111. virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};/// if gain hero received bonus, else he lost it
  112. virtual void playerBonusChanged(const Bonus &bonus, bool gain){};/// if gain hero received bonus, else he lost it
  113. virtual void requestRealized(PackageApplied *pa){};
  114. virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
  115. virtual void objectPropertyChanged(const SetObjectProperty * sop){}; /// eg. mine has been flagged
  116. virtual void objectRemoved(const CGObjectInstance *obj){}; /// eg. collected resource, picked artifact, beaten hero
  117. virtual void playerBlocked(int reason){}; /// reason: 0 - upcoming battle
  118. virtual void gameOver(ui8 player, bool victory){}; /// player lost or won the game
  119. virtual void playerStartsTurn(ui8 player){};
  120. };