IBattleEventsReceiver.h 3.3 KB

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  1. /*
  2. * IBattleEventsReceiver.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../constants/EntityIdentifiers.h"
  12. #include "../int3.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. class BattleAction;
  15. struct BattleAttack;
  16. struct BattleStackAttacked;
  17. struct BattleResult;
  18. struct BattleSpellCast;
  19. struct SetStackEffect;
  20. struct BattleTriggerEffect;
  21. struct CatapultAttack;
  22. class ObstacleChanges;
  23. class UnitChanges;
  24. class BattleHexArray;
  25. class CCreatureSet;
  26. class CGHeroInstance;
  27. class MetaString;
  28. class CStack;
  29. enum class BattleSide : int8_t;
  30. enum class EGateState : int8_t;
  31. class DLL_LINKAGE IBattleEventsReceiver
  32. {
  33. public:
  34. virtual void actionFinished(const BattleID & battleID, const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
  35. virtual void actionStarted(const BattleID & battleID, const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
  36. virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
  37. virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
  38. virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
  39. virtual void battleNewRoundFirst(const BattleID & battleID){}; //called at the beginning of each turn before changes are applied;
  40. 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
  41. virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
  42. virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport){};
  43. virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
  44. virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
  45. virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
  46. 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
  47. 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
  48. virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){};
  49. virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
  50. virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack
  51. virtual void battleGateStateChanged(const BattleID & battleID, const EGateState state){};
  52. };
  53. VCMI_LIB_NAMESPACE_END