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vcmi/lib/callback/IBattleEventsReceiver.h

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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