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- #pragma once
- #include "../global.h"
- #include <set>
- class CGTownInstance;
- class CCreature;
- class CArmedInstance;
- struct StackLocation;
- struct TryMoveHero;
- struct ArtifactLocation;
- class CGHeroInstance;
- class CCallback;
- class IShipyard;
- class CGDwelling;
- struct Component;
- class CStackInstance;
- class CGBlackMarket;
- class CGObjectInstance;
- struct Bonus;
- class IMarket;
- struct SetObjectProperty;
- struct PackageApplied;
- struct BattleAction;
- struct BattleStackAttacked;
- struct BattleResult;
- struct BattleSpellCast;
- struct CatapultAttack;
- struct BattleStacksRemoved;
- class CStack;
- class CCreatureSet;
- struct BattleAttack;
- struct SetStackEffect;
- class DLL_EXPORT IBattleEventsReceiver
- {
- public:
- /// occurs AFTER every action taken by any stack or by the hero
- virtual void actionFinished(const BattleAction *action){};
- /// occurs BEFORE every action taken by any stack or by the hero
- virtual void actionStarted(const BattleAction *action){};
- /// called when stack is performing attack
- virtual void battleAttack(const BattleAttack *ba){};
- /// called when stack receives damage (after battleAttack())
- virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){};
- virtual void battleEnd(const BattleResult *br){};
- /// called at the beginning of each turn before changes are applied;
- virtual void battleNewRoundFirst(int round){};
- /// called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
- virtual void battleNewRound(int round){};
- /// called when stack moves between tiles; dest is vector of tiles traversed
- virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance){};
- /// called each time after spell is cast
- virtual void battleSpellCast(const BattleSpellCast *sc){};
- /// called when a specific effect is set to stacks
- virtual void battleStacksEffectsSet(const SetStackEffect & sse){};
- /// called by engine when battle starts; side=0 - left, side=1 - right
- virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){};
- /// called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
- virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){};
- /// not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
- virtual void battleNewStackAppeared(const CStack * stack){};
- /// called when a certain set of obstacles is removed from batlefield; IDs of them are given
- virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){};
- /// called when catapult makes an attack
- virtual void battleCatapultAttacked(const CatapultAttack & ca){};
- /// called when certain stack is completely removed from battlefield
- virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){};
- };
- class DLL_EXPORT IGameEventsReceiver
- {
- public:
- virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; /// what: 1 - built, 2 - demolished
- virtual void battleResultsApplied(){}; /// called when all effects of last battle are applied
- //garrison operations
- 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
- virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; /// used eg. when upgrading creatures
- virtual void stacksErased(const StackLocation &location){}; /// stack removed from previously filled slot
- virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
- virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; /// new stack inserted at given (previously empty position)
- 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
- //virtual void garrisonChanged(const CGObjectInstance * obj){};
- //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 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){};
- virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int 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(int type, int val){};
- virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
- virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
- 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
- virtual void showPuzzleMap(){};
- virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
- virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
- virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
- virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
- virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; /// called when a hero casts a spell
- virtual void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos){};
- virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos){};
- virtual void newObject(const CGObjectInstance * obj){}; /// eg. ship built in shipyard
- virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; /// bm may be NULL, 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 requestRealized(PackageApplied *pa){};
- virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
- virtual void objectPropertyChanged(const SetObjectProperty * sop){}; /// eg. mine has been flagged
- virtual void objectRemoved(const CGObjectInstance *obj){}; /// eg. collected resource, picked artifact, beaten hero
- virtual void playerBlocked(int reason){}; /// reason: 0 - upcoming battle
- virtual void gameOver(ui8 player, bool victory){}; /// player lost or won the game
- virtual void playerStartsTurn(ui8 player){};
- };
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