IGameEventsReceiver.h 8.7 KB

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  1. /*
  2. * IGameEventsReceiver.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "battle/BattleHex.h"
  12. #include "GameConstants.h"
  13. #include "int3.h"
  14. class CGTownInstance;
  15. class CCreature;
  16. class CArmedInstance;
  17. struct StackLocation;
  18. struct TryMoveHero;
  19. struct ArtifactLocation;
  20. class CGHeroInstance;
  21. class CCallback;
  22. class IShipyard;
  23. class CGDwelling;
  24. struct Component;
  25. class CStackInstance;
  26. class CGBlackMarket;
  27. class CGObjectInstance;
  28. struct Bonus;
  29. class IMarket;
  30. struct SetObjectProperty;
  31. struct PackageApplied;
  32. struct BattleAction;
  33. struct BattleStackAttacked;
  34. struct BattleResult;
  35. struct BattleSpellCast;
  36. struct CatapultAttack;
  37. struct BattleStacksRemoved;
  38. class CStack;
  39. class CCreatureSet;
  40. struct BattleAttack;
  41. struct SetStackEffect;
  42. struct BattleTriggerEffect;
  43. class CComponent;
  44. struct CObstacleInstance;
  45. struct CPackForServer;
  46. class EVictoryLossCheckResult;
  47. class DLL_LINKAGE IBattleEventsReceiver
  48. {
  49. public:
  50. virtual void actionFinished(const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
  51. virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
  52. virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
  53. virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
  54. virtual void battleEnd(const BattleResult *br){};
  55. virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
  56. 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
  57. virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance){};
  58. virtual void battleSpellCast(const BattleSpellCast *sc){};
  59. virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
  60. virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
  61. virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
  62. 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
  63. 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
  64. virtual void battleNewStackAppeared(const CStack * stack){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
  65. virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
  66. virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
  67. virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
  68. virtual void battleObstaclePlaced(const CObstacleInstance &obstacle){};
  69. virtual void battleGateStateChanged(const EGateState state){};
  70. };
  71. class DLL_LINKAGE IGameEventsReceiver
  72. {
  73. public:
  74. virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what){}; //what: 1 - built, 2 - demolished
  75. virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
  76. //garrison operations
  77. 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
  78. virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures
  79. virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot
  80. virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
  81. virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position)
  82. 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
  83. //virtual void garrisonChanged(const CGObjectInstance * obj){};
  84. //artifacts operations
  85. virtual void artifactPut(const ArtifactLocation &al){};
  86. virtual void artifactRemoved(const ArtifactLocation &al){};
  87. virtual void artifactAssembled(const ArtifactLocation &al){};
  88. virtual void artifactDisassembled(const ArtifactLocation &al){};
  89. virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){};
  90. virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start){};
  91. virtual void heroCreated(const CGHeroInstance*){};
  92. virtual void heroInGarrisonChange(const CGTownInstance *town){};
  93. virtual void heroMoved(const TryMoveHero & details){};
  94. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
  95. virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
  96. virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
  97. virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
  98. virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
  99. virtual void receivedResource(){};
  100. virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
  101. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
  102. 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
  103. virtual void showPuzzleMap(){};
  104. virtual void viewWorldMap(){};
  105. virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
  106. virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
  107. virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
  108. virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
  109. virtual void showThievesGuildWindow (const CGObjectInstance * obj){};
  110. virtual void showQuestLog(){};
  111. virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
  112. virtual void tileHidden(const std::unordered_set<int3, ShashInt3> &pos){};
  113. virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> &pos){};
  114. virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
  115. virtual void availableArtifactsChanged(const CGBlackMarket *bm = nullptr){}; //bm may be nullptr, then artifacts are changed in the global pool (used by merchants in towns)
  116. virtual void centerView (int3 pos, int focusTime){};
  117. virtual void availableCreaturesChanged(const CGDwelling *town){};
  118. virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  119. virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
  120. virtual void requestSent(const CPackForServer *pack, int requestID){};
  121. virtual void requestRealized(PackageApplied *pa){};
  122. virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
  123. virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
  124. virtual void playerBlocked(int reason, bool start){}; //reason: 0 - upcoming battle
  125. virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) {}; //player lost or won the game
  126. virtual void playerStartsTurn(PlayerColor player){};
  127. virtual void showComp(const Component &comp, std::string message) {}; //display component in the advmapint infobox
  128. //TODO shouldn't be moved down the tree?
  129. virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID){};
  130. };