/* * 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 "NetPacksBase.h" #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 & 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 & lines){}; virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector 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 & units){}; virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector & 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){}; virtual void bulkArtMovementStart(size_t numOfArts) {}; 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 & 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, SpellID spellID){}; //called when a hero casts a spell virtual void tileHidden(const std::unordered_set &pos){}; virtual void tileRevealed(const std::unordered_set &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