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* compiles under MSVC (haven't I broken anything on gcc?)
* half-done support for battles
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@@ -333,13 +333,13 @@ public:
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void garrisonChanged(const CGObjectInstance * obj);
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void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
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//for battles
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void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::logic::tribool side); //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void actionStarted(BattleAction action);//occurs BEFORE every action taken by any stack or by the hero
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void actionFinished(BattleAction action);//occurs AFTER every action taken by any stack or by the hero
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BattleAction activeStack(int stackID); //called when it's turn of that stack
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void battleEnd(CCreatureSet * army1, CCreatureSet * army2, CArmedInstance *hero1, CArmedInstance *hero2, std::vector<int> capturedArtifacts, int expForWinner, bool winner);
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void battleEnd(BattleResult *br);
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void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
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void battleStackAttacking(int ID, int dest);
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void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
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