| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 | /* * 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_BEGINclass 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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