/* * 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 "battle/BattleHex.h" #include "GameConstants.h" #include "int3.h" 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; struct BattleTriggerEffect; class CComponent; struct CObstacleInstance; struct CPackForServer; class EVictoryLossCheckResult; class DLL_LINKAGE IBattleEventsReceiver { public: 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 virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack virtual void battleStacksAttacked(const std::vector & 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 virtual void battleStackMoved(const CStack * stack, std::vector dest, int distance){}; virtual void battleSpellCast(const BattleSpellCast *sc){}; virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start 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 virtual void battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp 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 & 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 virtual void battleObstaclePlaced(const CObstacleInstance &obstacle){}; virtual void battleGateStateChanged(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 //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(){}; 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 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, int 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 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, 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 showComp(const Component &comp, std::string message) {}; //display component in the advmapint infobox //TODO shouldn't be moved down the tree? virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID){}; };