#pragma once #include "../global.h" #include 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; class DLL_EXPORT IBattleEventsReceiver { public: /// occurs AFTER every action taken by any stack or by the hero virtual void actionFinished(const BattleAction *action){}; /// occurs BEFORE every action taken by any stack or by the hero virtual void actionStarted(const BattleAction *action){}; /// called when stack is performing attack virtual void battleAttack(const BattleAttack *ba){}; /// called when stack receives damage (after battleAttack()) virtual void battleStacksAttacked(const std::vector & bsa){}; virtual void battleEnd(const BattleResult *br){}; /// called at the beginning of each turn before changes are applied; virtual void battleNewRoundFirst(int round){}; /// called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn virtual void battleNewRound(int round){}; /// called when stack moves between tiles; dest is vector of tiles traversed virtual void battleStackMoved(const CStack * stack, std::vector dest, int distance){}; /// called each time after spell is cast virtual void battleSpellCast(const BattleSpellCast *sc){}; /// called when a specific effect is set to stacks virtual void battleStacksEffectsSet(const SetStackEffect & sse){}; /// called by engine when battle starts; side=0 - left, side=1 - right virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; /// called when stacks are healed / resurrected first element of pair - stack id, second - healed hp virtual void battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){}; /// not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned virtual void battleNewStackAppeared(const CStack * stack){}; /// called when a certain set of obstacles is removed from batlefield; IDs of them are given virtual void battleObstaclesRemoved(const std::set & removedObstacles){}; /// called when catapult makes an attack virtual void battleCatapultAttacked(const CatapultAttack & ca){}; /// called when certain stack is completely removed from battlefield virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; }; class DLL_EXPORT IGameEventsReceiver { public: virtual void buildChanged(const CGTownInstance *town, int 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 &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 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 advmapSpellCast(const CGHeroInstance * caster, int spellID){}; /// called when a hero casts a spell virtual void tileHidden(const boost::unordered_set &pos){}; virtual void tileRevealed(const boost::unordered_set &pos){}; virtual void newObject(const CGObjectInstance * obj){}; /// eg. ship built in shipyard virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; /// bm may be NULL, 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 requestRealized(PackageApplied *pa){}; virtual void heroExchangeStarted(si32 hero1, si32 hero2){}; 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){}; /// reason: 0 - upcoming battle virtual void gameOver(ui8 player, bool victory){}; /// player lost or won the game virtual void playerStartsTurn(ui8 player){}; };