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vcmi/lib/callback/IGameEventsReceiver.h

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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 "../constants/EntityIdentifiers.h"
#include "../int3.h"
VCMI_LIB_NAMESPACE_BEGIN
struct 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;
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){};
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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 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 std::unordered_set<int3> &pos){};
virtual void tileRevealed(const std::unordered_set<int3> &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