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* stupid AI will print more info * proper handling of too long processing of battle end calls * doxygenized some comments
144 lines
7.6 KiB
C++
144 lines
7.6 KiB
C++
#pragma once
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#include "../global.h"
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#include <set>
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class CGTownInstance;
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class CCreature;
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class CArmedInstance;
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struct StackLocation;
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struct TryMoveHero;
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struct ArtifactLocation;
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class CGHeroInstance;
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class CCallback;
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class IShipyard;
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class CGDwelling;
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struct Component;
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class CStackInstance;
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class CGBlackMarket;
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class CGObjectInstance;
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struct Bonus;
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class IMarket;
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struct SetObjectProperty;
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struct PackageApplied;
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struct BattleAction;
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struct BattleStackAttacked;
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struct BattleResult;
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struct BattleSpellCast;
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struct CatapultAttack;
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struct BattleStacksRemoved;
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class CStack;
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class CCreatureSet;
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struct BattleAttack;
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struct SetStackEffect;
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class DLL_EXPORT IBattleEventsReceiver
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{
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public:
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/// occurs AFTER every action taken by any stack or by the hero
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virtual void actionFinished(const BattleAction *action){};
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/// occurs BEFORE every action taken by any stack or by the hero
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virtual void actionStarted(const BattleAction *action){};
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/// called when stack is performing attack
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virtual void battleAttack(const BattleAttack *ba){};
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/// called when stack receives damage (after battleAttack())
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){};
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virtual void battleEnd(const BattleResult *br){};
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/// called at the beginning of each turn before changes are applied;
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virtual void battleNewRoundFirst(int round){};
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/// called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleNewRound(int round){};
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/// called when stack moves between tiles; dest is vector of tiles traversed
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virtual void battleStackMoved(const CStack * stack, std::vector<THex> dest, int distance){};
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/// called each time after spell is cast
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virtual void battleSpellCast(const BattleSpellCast *sc){};
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/// called when a specific effect is set to stacks
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virtual void battleStacksEffectsSet(const SetStackEffect & sse){};
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/// called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){};
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/// called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
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virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){};
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/// not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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virtual void battleNewStackAppeared(const CStack * stack){};
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/// called when a certain set of obstacles is removed from batlefield; IDs of them are given
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virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){};
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/// called when catapult makes an attack
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virtual void battleCatapultAttacked(const CatapultAttack & ca){};
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/// called when certain stack is completely removed from battlefield
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virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){};
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};
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class DLL_EXPORT IGameEventsReceiver
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{
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public:
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; /// what: 1 - built, 2 - demolished
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virtual void battleResultsApplied(){}; /// called when all effects of last battle are applied
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//garrison operations
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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
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virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; /// used eg. when upgrading creatures
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virtual void stacksErased(const StackLocation &location){}; /// stack removed from previously filled slot
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virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
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virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; /// new stack inserted at given (previously empty position)
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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
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//virtual void garrisonChanged(const CGObjectInstance * obj){};
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//artifacts operations
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virtual void artifactPut(const ArtifactLocation &al){};
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virtual void artifactRemoved(const ArtifactLocation &al){};
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virtual void artifactAssembled(const ArtifactLocation &al){};
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virtual void artifactDisassembled(const ArtifactLocation &al){};
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virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){};
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virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start){};
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virtual void heroCreated(const CGHeroInstance*){};
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virtual void heroInGarrisonChange(const CGTownInstance *town){};
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virtual void heroMoved(const TryMoveHero & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
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virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroManaPointsChanged(const CGHeroInstance * hero){} /// not called at the beginning of turn and after spell casts
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virtual void heroMovePointsChanged(const CGHeroInstance * hero){} /// not called at the beginning of turn and after movement
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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virtual void receivedResource(int type, int val){};
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
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virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
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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
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virtual void showPuzzleMap(){};
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virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
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virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
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virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
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virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
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virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; /// called when a hero casts a spell
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virtual void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos){};
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virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos){};
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virtual void newObject(const CGObjectInstance * obj){}; /// eg. ship built in shipyard
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virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; /// bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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virtual void centerView (int3 pos, int focusTime){};
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virtual void availableCreaturesChanged(const CGDwelling *town){};
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virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};/// if gain hero received bonus, else he lost it
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virtual void playerBonusChanged(const Bonus &bonus, bool gain){};/// if gain hero received bonus, else he lost it
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virtual void requestRealized(PackageApplied *pa){};
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virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
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virtual void objectPropertyChanged(const SetObjectProperty * sop){}; /// eg. mine has been flagged
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virtual void objectRemoved(const CGObjectInstance *obj){}; /// eg. collected resource, picked artifact, beaten hero
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virtual void playerBlocked(int reason){}; /// reason: 0 - upcoming battle
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virtual void gameOver(ui8 player, bool victory){}; /// player lost or won the game
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virtual void playerStartsTurn(ui8 player){};
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}; |