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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
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# include "networkPacks/EInfoWindowMode.h"
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# include "battle/BattleHex.h"
# include "GameConstants.h"
# include "int3.h"
class CCallback ;
VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance ;
class CCreature ;
class CArmedInstance ;
struct StackLocation ;
struct TryMoveHero ;
struct ArtifactLocation ;
class CGHeroInstance ;
class IShipyard ;
class CGDwelling ;
struct Component ;
class CStackInstance ;
class CGBlackMarket ;
class CGObjectInstance ;
struct Bonus ;
class IMarket ;
struct SetObjectProperty ;
struct PackageApplied ;
class BattleAction ;
struct BattleStackAttacked ;
struct BattleResult ;
struct BattleSpellCast ;
struct CatapultAttack ;
class CStack ;
class CCreatureSet ;
struct BattleAttack ;
struct SetStackEffect ;
struct BattleTriggerEffect ;
struct CObstacleInstance ;
struct CPackForServer ;
class EVictoryLossCheckResult ;
class MetaString ;
class ObstacleChanges ;
class UnitChanges ;
class DLL_LINKAGE IBattleEventsReceiver
{
public :
virtual void actionFinished ( const BattleID & battleID , const BattleAction & action ) { } ; //occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted ( const BattleID & battleID , const BattleAction & action ) { } ; //occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack ( const BattleID & battleID , const BattleAttack * ba ) { } ; //called when stack is performing attack
virtual void battleStacksAttacked ( const BattleID & battleID , const std : : vector < BattleStackAttacked > & bsa , bool ranged ) { } ; //called when stack receives damage (after battleAttack())
virtual void battleEnd ( const BattleID & battleID , const BattleResult * br , QueryID queryID ) { } ;
virtual void battleNewRoundFirst ( const BattleID & battleID ) { } ; //called at the beginning of each turn before changes are applied;
virtual void battleNewRound ( const BattleID & battleID ) { } ; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleLogMessage ( const BattleID & battleID , const std : : vector < MetaString > & lines ) { } ;
virtual void battleStackMoved ( const BattleID & battleID , const CStack * stack , std : : vector < BattleHex > dest , int distance , bool teleport ) { } ;
virtual void battleSpellCast ( const BattleID & battleID , const BattleSpellCast * sc ) { } ;
virtual void battleStacksEffectsSet ( const BattleID & battleID , const SetStackEffect & sse ) { } ; //called when a specific effect is set to stacks
virtual void battleTriggerEffect ( const BattleID & battleID , const BattleTriggerEffect & bte ) { } ; //called for various one-shot effects
virtual void battleStartBefore ( const BattleID & battleID , const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 ) { } ; //called just before battle start
virtual void battleStart ( const BattleID & battleID , const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side , bool replayAllowed ) { } ; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battleUnitsChanged ( const BattleID & battleID , const std : : vector < UnitChanges > & units ) { } ;
virtual void battleObstaclesChanged ( const BattleID & battleID , const std : : vector < ObstacleChanges > & obstacles ) { } ;
virtual void battleCatapultAttacked ( const BattleID & battleID , const CatapultAttack & ca ) { } ; //called when catapult makes an attack
virtual void battleGateStateChanged ( const BattleID & battleID , 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
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 ) { } ;
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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 ) { }
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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
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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