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vcmi/lib/IGameEventsReceiver.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* 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;
class BattleAction;
struct BattleStackAttacked;
struct BattleResult;
struct BattleSpellCast;
struct CatapultAttack;
class CStack;
class CCreatureSet;
struct BattleAttack;
struct SetStackEffect;
struct BattleTriggerEffect;
class CComponent;
struct CObstacleInstance;
struct CPackForServer;
class EVictoryLossCheckResult;
struct MetaString;
struct CustomEffectInfo;
class ObstacleChanges;
class UnitChanges;
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, const std::vector<MetaString> & battleLog){}; //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 battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects, const std::vector<MetaString> & battleLog){};
virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
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){};
};