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61 lines
3.3 KiB
C++
61 lines
3.3 KiB
C++
/*
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* IBattleEventsReceiver.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../constants/EntityIdentifiers.h"
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#include "../int3.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class BattleAction;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct BattleResult;
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struct BattleSpellCast;
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struct SetStackEffect;
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struct BattleTriggerEffect;
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struct CatapultAttack;
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class ObstacleChanges;
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class UnitChanges;
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class BattleHexArray;
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class CCreatureSet;
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class CGHeroInstance;
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class MetaString;
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class CStack;
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enum class BattleSide : int8_t;
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enum class EGateState : int8_t;
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class DLL_LINKAGE IBattleEventsReceiver
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{
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public:
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virtual void actionFinished(const BattleID & battleID, const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
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virtual void actionStarted(const BattleID & battleID, const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
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virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
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virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
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virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
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virtual void battleNewRoundFirst(const BattleID & battleID){}; //called at the beginning of each turn before changes are applied;
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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
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virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
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virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport){};
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virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
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virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
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virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
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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
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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
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virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){};
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virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
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virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack
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virtual void battleGateStateChanged(const BattleID & battleID, const EGateState state){};
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};
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VCMI_LIB_NAMESPACE_END
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