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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 "BattleHex.h"
- #include "int3.h"
- 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;
- struct BattleTriggerEffect;
- class CComponent;
- struct CObstacleInstance;
- struct CPackForServer;
- class EVictoryLossCheckResult;
- class DLL_LINKAGE IBattleEventsReceiver
- {
- public:
- virtual void actionFinished(const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
- virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
- virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
- virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
- virtual void battleEnd(const BattleResult *br){};
- virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
- 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
- virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance){};
- virtual void battleSpellCast(const BattleSpellCast *sc){};
- virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
- virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
- virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
- 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
- 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
- virtual void battleNewStackAppeared(const CStack * stack){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
- virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
- virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
- virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
- virtual void battleObstaclePlaced(const CObstacleInstance &obstacle){};
- virtual void battleGateStateChanged(const EGateState state){};
- };
- 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
- //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 viewWorldMap(){};
- 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 showThievesGuildWindow (const CGObjectInstance * obj){};
- virtual void showQuestLog(){};
- virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
- virtual void tileHidden(const std::unordered_set<int3, ShashInt3> &pos){};
- virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> &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 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, 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 showComp(const Component &comp, std::string message) {}; //display component in the advmapint infobox
- //TODO shouldn't be moved down the tree?
- virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID){};
- };
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