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- /*
- * IBattleEventsReceiver.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 "../constants/EntityIdentifiers.h"
- #include "../int3.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class BattleAction;
- struct BattleAttack;
- struct BattleStackAttacked;
- struct BattleResult;
- struct BattleSpellCast;
- struct SetStackEffect;
- struct BattleTriggerEffect;
- struct CatapultAttack;
- class ObstacleChanges;
- class UnitChanges;
- class BattleHexArray;
- class CCreatureSet;
- class CGHeroInstance;
- class MetaString;
- class CStack;
- enum class BattleSide : int8_t;
- enum class EGateState : int8_t;
- 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, const BattleHexArray & 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, BattleSide 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){};
- };
- VCMI_LIB_NAMESPACE_END
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