mirror of
				https://github.com/vcmi/vcmi.git
				synced 2025-10-31 00:07:39 +02:00 
			
		
		
		
	
		
			
				
	
	
		
			143 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			143 lines
		
	
	
		
			8.2 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 "networkPacks/EInfoWindowMode.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<BattleStackAttacked> & 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<MetaString> & lines){};
 | |
| 	virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> 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<UnitChanges> & units){};
 | |
| 	virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & 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 totalNumOfArts, size_t possibleAssemblyNumOfArts) {};
 | |
| 	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<Component> & components, int soundID){};
 | |
| 	virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID){}
 | |
| 	virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can build, 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, QueryID queryID){};
 | |
| 	virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor, QueryID queryID){};
 | |
| 	virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
 | |
| 	virtual void showThievesGuildWindow (const CGObjectInstance * obj){};
 | |
| 	virtual void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) {};
 | |
| 	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<int3> &pos){};
 | |
| 	virtual void tileRevealed(const std::unordered_set<int3> &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
 |