mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
142 lines
7.6 KiB
C++
142 lines
7.6 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 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;
|
|
struct MetaString;
|
|
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, bool ranged){}; //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 battleLogMessage(const std::vector<MetaString> & lines){};
|
|
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
|
|
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){};
|
|
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
|
|
|
|
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 numOfArts) {};
|
|
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, 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 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 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){};
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|