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vcmi/lib/IGameEventsReceiver.h
2017-07-20 02:50:47 +03:00

142 lines
8.8 KiB
C++

/*
* 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<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
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> 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<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
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
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<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(){};
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<int3, ShashInt3> & pos){};
virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> & 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){};
};