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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
*
*/
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# pragma once
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# include "BattleHex.h"
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# include "int3.h"
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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 ;
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struct BattleTriggerEffect ;
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class CComponent ;
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struct CObstacleInstance ;
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struct CPackForServer ;
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class EVictoryLossCheckResult ;
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class DLL_LINKAGE IBattleEventsReceiver
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{
public :
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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
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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
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virtual void battleStackMoved ( const CStack * stack , std : : vector < BattleHex > dest , int distance ) { } ;
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virtual void battleSpellCast ( const BattleSpellCast * sc ) { } ;
virtual void battleStacksEffectsSet ( const SetStackEffect & sse ) { } ; //called when a specific effect is set to stacks
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virtual void battleTriggerEffect ( const BattleTriggerEffect & bte ) { } ; //called for various one-shot effects
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virtual void battleStartBefore ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 ) { } ; //called just before battle start
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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
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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
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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
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virtual void battleObstaclePlaced ( const CObstacleInstance & obstacle ) { } ;
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} ;
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class DLL_LINKAGE IGameEventsReceiver
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{
public :
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virtual void buildChanged ( const CGTownInstance * town , BuildingID buildingID , int what ) { } ; //what: 1 - built, 2 - demolished
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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 ( ) { } ;
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virtual void viewWorldMap ( ) { } ;
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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 ) { } ;
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virtual void showThievesGuildWindow ( const CGObjectInstance * obj ) { } ;
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virtual void showQuestLog ( ) { } ;
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virtual void advmapSpellCast ( const CGHeroInstance * caster , int spellID ) { } ; //called when a hero casts a spell
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virtual void tileHidden ( const std : : unordered_set < int3 , ShashInt3 > & pos ) { } ;
virtual void tileRevealed ( const std : : unordered_set < int3 , ShashInt3 > & pos ) { } ;
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virtual void newObject ( const CGObjectInstance * obj ) { } ; //eg. ship built in shipyard
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virtual void availableArtifactsChanged ( const CGBlackMarket * bm = nullptr ) { } ; //bm may be nullptr, then artifacts are changed in the global pool (used by merchants in towns)
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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
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virtual void requestSent ( const CPackForServer * pack , int requestID ) { } ;
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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
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virtual void playerBlocked ( int reason , bool start ) { } ; //reason: 0 - upcoming battle
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virtual void gameOver ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult ) { } ; //player lost or won the game
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virtual void playerStartsTurn ( PlayerColor player ) { } ;
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virtual void showComp ( const Component & comp , std : : string message ) { } ; //display component in the advmapint infobox
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//TODO shouldn't be moved down the tree?
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virtual void heroExchangeStarted ( ObjectInstanceID hero1 , ObjectInstanceID hero2 , QueryID queryID ) { } ;
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} ;