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Renamed most of classes in client/battle directory to match current code
style

Ivan Savenko 2 년 전
부모
커밋
3f9a0a855e

+ 10 - 10
client/CPlayerInterface.cpp

@@ -93,7 +93,7 @@ boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
 
 CPlayerInterface * LOCPLINT;
 
-CBattleInterface * CPlayerInterface::battleInt;
+BattleInterface * CPlayerInterface::battleInt;
 
 enum  EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
 CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
@@ -838,17 +838,17 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
 		autofightingAI.reset();
 	}
 
-	CBattleInterface *b = battleInt;
+	BattleInterface *b = battleInt;
 
 	if(!b)
 	{
 		return BattleAction::makeDefend(stack); // probably battle is finished already
 	}
 
-	if(CBattleInterface::givenCommand.get())
+	if(BattleInterface::givenCommand.get())
 	{
 		logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
-		vstd::clear_pointer(CBattleInterface::givenCommand.data);
+		vstd::clear_pointer(BattleInterface::givenCommand.data);
 	}
 
 	{
@@ -857,17 +857,17 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
 		//Regeneration & mana drain go there
 	}
 	//wait till BattleInterface sets its command
-	boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
-	while(!CBattleInterface::givenCommand.data)
+	boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
+	while(!BattleInterface::givenCommand.data)
 	{
-		CBattleInterface::givenCommand.cond.wait(lock);
+		BattleInterface::givenCommand.cond.wait(lock);
 		if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
 			throw boost::thread_interrupted(); //will shut the thread peacefully
 	}
 
 	//tidy up
-	BattleAction ret = *(CBattleInterface::givenCommand.data);
-	vstd::clear_pointer(CBattleInterface::givenCommand.data);
+	BattleAction ret = *(BattleInterface::givenCommand.data);
+	vstd::clear_pointer(BattleInterface::givenCommand.data);
 
 	if(ret.actionType == EActionType::CANCEL)
 	{
@@ -892,7 +892,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
 
 		if(!battleInt)
 		{
-			GH.pushIntT<CBattleResultWindow>(*br, *this);
+			GH.pushIntT<BattleResultWindow>(*br, *this);
 			// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
 			// Otherwise NewTurn causes freeze.
 			waitWhileDialog();

+ 2 - 2
client/CPlayerInterface.h

@@ -40,7 +40,7 @@ class CButton;
 class CToggleGroup;
 class CAdvMapInt;
 class CCastleInterface;
-class CBattleInterface;
+class BattleInterface;
 class CComponent;
 class CSelectableComponent;
 class CSlider;
@@ -84,7 +84,7 @@ public:
 	static const int SAVES_COUNT = 5;
 
 	CCastleInterface * castleInt; //nullptr if castle window isn't opened
-	static CBattleInterface * battleInt; //nullptr if no battle
+	static BattleInterface * battleInt; //nullptr if no battle
 	CInGameConsole * cingconsole;
 
 	std::shared_ptr<CCallback> cb; //to communicate with engine

+ 2 - 2
client/Client.cpp

@@ -598,7 +598,7 @@ void CClient::battleStarted(const BattleInfo * info)
 		if(!!att || !!def)
 		{
 			boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
-			GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def);
+			GH.pushIntT<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def);
 		}
 		else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
 		{
@@ -606,7 +606,7 @@ void CClient::battleStarted(const BattleInfo * info)
 			auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
 			spectratorInt->cb->setBattle(info);
 			boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
-			GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def, spectratorInt);
+			GH.pushIntT<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def, spectratorInt);
 		}
 	}
 

+ 12 - 12
client/battle/CBattleActionsController.cpp

@@ -41,7 +41,7 @@ static std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
 }
 
 
-CBattleActionsController::CBattleActionsController(CBattleInterface * owner):
+BattleActionsController::BattleActionsController(BattleInterface * owner):
 	owner(owner),
 	creatureCasting(false),
 	spellDestSelectMode(false),
@@ -52,7 +52,7 @@ CBattleActionsController::CBattleActionsController(CBattleInterface * owner):
 	selectedAction = PossiblePlayerBattleAction::INVALID;
 }
 
-void CBattleActionsController::endCastingSpell()
+void BattleActionsController::endCastingSpell()
 {
 	if(spellDestSelectMode)
 	{
@@ -78,7 +78,7 @@ void CBattleActionsController::endCastingSpell()
 	}
 }
 
-void CBattleActionsController::enterCreatureCastingMode()
+void BattleActionsController::enterCreatureCastingMode()
 {
 	//silently check for possible errors
 	if (!owner->myTurn)
@@ -141,7 +141,7 @@ void CBattleActionsController::enterCreatureCastingMode()
 	}
 }
 
-std::vector<PossiblePlayerBattleAction> CBattleActionsController::getPossibleActionsForStack(const CStack *stack)
+std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack)
 {
 	BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
 	data.creatureSpellToCast = owner->stacksController->activeStackSpellToCast();
@@ -151,7 +151,7 @@ std::vector<PossiblePlayerBattleAction> CBattleActionsController::getPossibleAct
 	return std::vector<PossiblePlayerBattleAction>(allActions);
 }
 
-void CBattleActionsController::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
+void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
 {
 	if(owner->tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
 
@@ -200,7 +200,7 @@ void CBattleActionsController::reorderPossibleActionsPriority(const CStack * sta
 	std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
 }
 
-void CBattleActionsController::castThisSpell(SpellID spellID)
+void BattleActionsController::castThisSpell(SpellID spellID)
 {
 	spellToCast = std::make_shared<BattleAction>();
 	spellToCast->actionType = EActionType::HERO_SPELL;
@@ -231,7 +231,7 @@ void CBattleActionsController::castThisSpell(SpellID spellID)
 }
 
 
-void CBattleActionsController::handleHex(BattleHex myNumber, int eventType)
+void BattleActionsController::handleHex(BattleHex myNumber, int eventType)
 {
 	if (!owner->myTurn || !owner->battleActionsStarted) //we are not permit to do anything
 		return;
@@ -690,7 +690,7 @@ void CBattleActionsController::handleHex(BattleHex myNumber, int eventType)
 }
 
 
-bool CBattleActionsController::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
+bool BattleActionsController::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
 {
 	creatureCasting = owner->stacksController->activeStackSpellcaster() && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
 
@@ -742,7 +742,7 @@ bool CBattleActionsController::isCastingPossibleHere(const CStack *sactive, cons
 	return isCastingPossible;
 }
 
-bool CBattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber)
+bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber)
 {
 	std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(stackToMove);
 	BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
@@ -755,19 +755,19 @@ bool CBattleActionsController::canStackMoveHere(const CStack * stackToMove, Batt
 		return false;
 }
 
-void CBattleActionsController::activateStack()
+void BattleActionsController::activateStack()
 {
 	const CStack * s = owner->stacksController->getActiveStack();
 	if(s)
 		possibleActions = getPossibleActionsForStack(s);
 }
 
-bool CBattleActionsController::spellcastingModeActive()
+bool BattleActionsController::spellcastingModeActive()
 {
 	return spellDestSelectMode;
 }
 
-SpellID CBattleActionsController::selectedSpell()
+SpellID BattleActionsController::selectedSpell()
 {
 	if (!spellToCast)
 		return SpellID::NONE;

+ 4 - 4
client/battle/CBattleActionsController.h

@@ -17,7 +17,7 @@ class BattleAction;
 
 VCMI_LIB_NAMESPACE_END
 
-class CBattleInterface;
+class BattleInterface;
 
 enum class MouseHoveredHexContext
 {
@@ -25,9 +25,9 @@ enum class MouseHoveredHexContext
 	OCCUPIED_HEX
 };
 
-class CBattleActionsController
+class BattleActionsController
 {
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	std::vector<PossiblePlayerBattleAction> possibleActions; //all actions possible to call at the moment by player
 	std::vector<PossiblePlayerBattleAction> localActions; //actions possible to take on hovered hex
@@ -49,7 +49,7 @@ class CBattleActionsController
 
 	std::string currentConsoleMsg;
 public:
-	CBattleActionsController(CBattleInterface * owner);
+	BattleActionsController(BattleInterface * owner);
 
 	void activateStack();
 	void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)

+ 24 - 24
client/battle/CBattleAnimations.cpp

@@ -34,7 +34,7 @@
 #include "../../lib/CTownHandler.h"
 #include "../../lib/mapObjects/CGTownInstance.h"
 
-CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
+CBattleAnimation::CBattleAnimation(BattleInterface * _owner)
 	: owner(_owner),
 	  ID(_owner->stacksController->animIDhelper++),
 	  initialized(false)
@@ -75,7 +75,7 @@ std::vector<CBattleAnimation *> & CBattleAnimation::pendingAnimations()
 	return owner->stacksController->currentAnimations;
 }
 
-std::shared_ptr<CCreatureAnimation> CBattleAnimation::stackAnimation(const CStack * stack) const
+std::shared_ptr<CreatureAnimation> CBattleAnimation::stackAnimation(const CStack * stack) const
 {
 	return owner->stacksController->stackAnimation[stack->ID];
 }
@@ -116,7 +116,7 @@ bool CBattleAnimation::checkInitialConditions()
 	return ID == lowestMoveID;
 }
 
-CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CStack * stack)
+CBattleStackAnimation::CBattleStackAnimation(BattleInterface * owner, const CStack * stack)
 	: CBattleAnimation(owner),
 	  myAnim(stackAnimation(stack)),
 	  stack(stack)
@@ -177,7 +177,7 @@ const CCreature * CAttackAnimation::getCreature() const
 		return attackingStack->getCreature();
 }
 
-CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
+CAttackAnimation::CAttackAnimation(BattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender)
 	: CBattleStackAnimation(_owner, attacker),
 	  shooting(false),
 	  group(CCreatureAnim::SHOOT_FRONT),
@@ -190,7 +190,7 @@ CAttackAnimation::CAttackAnimation(CBattleInterface *_owner, const CStack *attac
 	attackingStackPosBeforeReturn = attackingStack->getPosition();
 }
 
-CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner)
+CDefenceAnimation::CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface * _owner)
 	: CBattleStackAnimation(_owner, _attackedInfo.defender),
 	  attacker(_attackedInfo.attacker),
 	  rangedAttack(_attackedInfo.indirectAttack),
@@ -327,7 +327,7 @@ CDefenceAnimation::~CDefenceAnimation()
 	}
 }
 
-CDummyAnimation::CDummyAnimation(CBattleInterface * _owner, int howManyFrames)
+CDummyAnimation::CDummyAnimation(BattleInterface * _owner, int howManyFrames)
 	: CBattleAnimation(_owner),
 	  counter(0),
 	  howMany(howManyFrames)
@@ -438,13 +438,13 @@ bool CMeleeAttackAnimation::init()
 	return true;
 }
 
-CMeleeAttackAnimation::CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
+CMeleeAttackAnimation::CMeleeAttackAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
 	: CAttackAnimation(_owner, attacker, _dest, _attacked)
 {
 	logAnim->debug("Created melee attack anim for %s", attacker->getName());
 }
 
-CStackMoveAnimation::CStackMoveAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex _currentHex):
+CStackMoveAnimation::CStackMoveAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex _currentHex):
 	CBattleStackAnimation(_owner, _stack),
 	currentHex(_currentHex)
 {
@@ -563,7 +563,7 @@ CMovementAnimation::~CMovementAnimation()
 	}
 }
 
-CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
+CMovementAnimation::CMovementAnimation(BattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance)
 	: CStackMoveAnimation(_owner, _stack, _destTiles.front()),
 	  destTiles(_destTiles),
 	  curentMoveIndex(0),
@@ -576,7 +576,7 @@ CMovementAnimation::CMovementAnimation(CBattleInterface *_owner, const CStack *_
 	logAnim->debug("Created movement anim for %s", stack->getName());
 }
 
-CMovementEndAnimation::CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile)
+CMovementEndAnimation::CMovementEndAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex destTile)
 : CStackMoveAnimation(_owner, _stack, destTile)
 {
 	logAnim->debug("Created movement end anim for %s", stack->getName());
@@ -611,7 +611,7 @@ CMovementEndAnimation::~CMovementEndAnimation()
 	CCS->curh->show();
 }
 
-CMovementStartAnimation::CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack)
+CMovementStartAnimation::CMovementStartAnimation(BattleInterface * _owner, const CStack * _stack)
 	: CStackMoveAnimation(_owner, _stack, _stack->getPosition())
 {
 	logAnim->debug("Created movement start anim for %s", stack->getName());
@@ -636,7 +636,7 @@ bool CMovementStartAnimation::init()
 	return true;
 }
 
-CReverseAnimation::CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
+CReverseAnimation::CReverseAnimation(BattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority)
 	: CStackMoveAnimation(_owner, stack, dest),
 	  priority(_priority)
 {
@@ -698,7 +698,7 @@ void CReverseAnimation::setupSecondPart()
 		delete this;
 }
 
-CRangedAttackAnimation::CRangedAttackAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
+CRangedAttackAnimation::CRangedAttackAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender)
 	: CAttackAnimation(owner_, attacker, dest_, defender),
 	  projectileEmitted(false)
 {
@@ -847,7 +847,7 @@ CRangedAttackAnimation::~CRangedAttackAnimation()
 	}
 }
 
-CShootingAnimation::CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
+CShootingAnimation::CShootingAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked)
 	: CRangedAttackAnimation(_owner, attacker, _dest, _attacked)
 {
 	logAnim->debug("Created shooting anim for %s", stack->getName());
@@ -879,7 +879,7 @@ CCreatureAnim::EAnimType CShootingAnimation::getDownwardsGroup() const
 	return CCreatureAnim::SHOOT_DOWN;
 }
 
-CCatapultAnimation::CCatapultAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
+CCatapultAnimation::CCatapultAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, int _catapultDmg)
 	: CShootingAnimation(_owner, attacker, _dest, _attacked),
 	catapultDamage(_catapultDmg),
 	explosionEmitted(false)
@@ -915,7 +915,7 @@ void CCatapultAnimation::createProjectile(const Point & from, const Point & dest
 }
 
 
-CCastAnimation::CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell)
+CCastAnimation::CCastAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell)
 	: CRangedAttackAnimation(owner_, attacker, dest_, defender),
 	  spell(spell)
 {
@@ -983,7 +983,7 @@ uint32_t CCastAnimation::getAttackClimaxFrame() const
 	return 0;
 }
 
-CPointEffectAnimation::CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, int effects):
+CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, int effects):
 	CBattleAnimation(_owner),
 	animation(std::make_shared<CAnimation>(animationName)),
 	sound(sound),
@@ -994,32 +994,32 @@ CPointEffectAnimation::CPointEffectAnimation(CBattleInterface * _owner, soundBas
 {
 }
 
-CPointEffectAnimation::CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects):
+CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects):
 	CPointEffectAnimation(_owner, sound, animationName, effects)
 {
 	battlehexes = hex;
 }
 
-CPointEffectAnimation::CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, BattleHex hex, int effects):
+CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, BattleHex hex, int effects):
 	CPointEffectAnimation(_owner, sound, animationName, effects)
 {
 	assert(hex.isValid());
 	battlehexes.push_back(hex);
 }
 
-CPointEffectAnimation::CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos, int effects):
+CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos, int effects):
 	CPointEffectAnimation(_owner, sound, animationName, effects)
 {
 	positions = pos;
 }
 
-CPointEffectAnimation::CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, int effects):
+CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, int effects):
 	CPointEffectAnimation(_owner, sound, animationName, effects)
 {
 	positions.push_back(pos);
 }
 
-CPointEffectAnimation::CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex,   int effects):
+CPointEffectAnimation::CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex,   int effects):
 	CPointEffectAnimation(_owner, sound, animationName, effects)
 {
 	assert(hex.isValid());
@@ -1191,7 +1191,7 @@ CPointEffectAnimation::~CPointEffectAnimation()
 	assert(soundFinished);
 }
 
-CWaitingAnimation::CWaitingAnimation(CBattleInterface * owner_):
+CWaitingAnimation::CWaitingAnimation(BattleInterface * owner_):
 	CBattleAnimation(owner_)
 {}
 
@@ -1201,7 +1201,7 @@ void CWaitingAnimation::nextFrame()
 	delete this;
 }
 
-CWaitingProjectileAnimation::CWaitingProjectileAnimation(CBattleInterface * owner_, const CStack * shooter):
+CWaitingProjectileAnimation::CWaitingProjectileAnimation(BattleInterface * owner_, const CStack * shooter):
 	CWaitingAnimation(owner_),
 	shooter(shooter)
 {}

+ 28 - 28
client/battle/CBattleAnimations.h

@@ -19,8 +19,8 @@ class CStack;
 
 VCMI_LIB_NAMESPACE_END
 
-class CBattleInterface;
-class CCreatureAnimation;
+class BattleInterface;
+class CreatureAnimation;
 class CBattleAnimation;
 struct CatapultProjectileInfo;
 struct StackAttackedInfo;
@@ -30,11 +30,11 @@ class CBattleAnimation
 {
 
 protected:
-	CBattleInterface * owner;
+	BattleInterface * owner;
 	bool initialized;
 
 	std::vector<CBattleAnimation *> & pendingAnimations();
-	std::shared_ptr<CCreatureAnimation> stackAnimation(const CStack * stack) const;
+	std::shared_ptr<CreatureAnimation> stackAnimation(const CStack * stack) const;
 	bool stackFacingRight(const CStack * stack);
 	void setStackFacingRight(const CStack * stack, bool facingRight);
 
@@ -49,17 +49,17 @@ public:
 	virtual void nextFrame() {} //call every new frame
 	virtual ~CBattleAnimation();
 
-	CBattleAnimation(CBattleInterface * _owner);
+	CBattleAnimation(BattleInterface * _owner);
 };
 
 /// Sub-class which is responsible for managing the battle stack animation.
 class CBattleStackAnimation : public CBattleAnimation
 {
 public:
-	std::shared_ptr<CCreatureAnimation> myAnim; //animation for our stack, managed by CBattleInterface
+	std::shared_ptr<CreatureAnimation> myAnim; //animation for our stack, managed by CBattleInterface
 	const CStack * stack; //id of stack whose animation it is
 
-	CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
+	CBattleStackAnimation(BattleInterface * _owner, const CStack * _stack);
 
 	void shiftColor(const ColorShifter * shifter);
 	void rotateStack(BattleHex hex);
@@ -83,7 +83,7 @@ public:
 	void nextFrame() override;
 	bool checkInitialConditions();
 
-	CAttackAnimation(CBattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
+	CAttackAnimation(BattleInterface *_owner, const CStack *attacker, BattleHex _dest, const CStack *defender);
 	~CAttackAnimation();
 };
 
@@ -104,7 +104,7 @@ public:
 	bool init() override;
 	void nextFrame() override;
 
-	CDefenceAnimation(StackAttackedInfo _attackedInfo, CBattleInterface * _owner);
+	CDefenceAnimation(StackAttackedInfo _attackedInfo, BattleInterface * _owner);
 	~CDefenceAnimation();
 };
 
@@ -117,7 +117,7 @@ public:
 	bool init() override;
 	void nextFrame() override;
 
-	CDummyAnimation(CBattleInterface * _owner, int howManyFrames);
+	CDummyAnimation(BattleInterface * _owner, int howManyFrames);
 };
 
 /// Hand-to-hand attack
@@ -126,7 +126,7 @@ class CMeleeAttackAnimation : public CAttackAnimation
 public:
 	bool init() override;
 
-	CMeleeAttackAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
+	CMeleeAttackAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked);
 };
 
 /// Base class for all animations that play during stack movement
@@ -136,7 +136,7 @@ public:
 	BattleHex currentHex;
 
 protected:
-	CStackMoveAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex _currentHex);
+	CStackMoveAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex _currentHex);
 };
 
 /// Move animation of a creature
@@ -158,7 +158,7 @@ public:
 	bool init() override;
 	void nextFrame() override;
 
-	CMovementAnimation(CBattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
+	CMovementAnimation(BattleInterface *_owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
 	~CMovementAnimation();
 };
 
@@ -168,7 +168,7 @@ class CMovementEndAnimation : public CStackMoveAnimation
 public:
 	bool init() override;
 
-	CMovementEndAnimation(CBattleInterface * _owner, const CStack * _stack, BattleHex destTile);
+	CMovementEndAnimation(BattleInterface * _owner, const CStack * _stack, BattleHex destTile);
 	~CMovementEndAnimation();
 };
 
@@ -178,7 +178,7 @@ class CMovementStartAnimation : public CStackMoveAnimation
 public:
 	bool init() override;
 
-	CMovementStartAnimation(CBattleInterface * _owner, const CStack * _stack);
+	CMovementStartAnimation(BattleInterface * _owner, const CStack * _stack);
 };
 
 /// Class responsible for animation of stack chaning direction (left <-> right)
@@ -190,7 +190,7 @@ public:
 
 	void setupSecondPart();
 
-	CReverseAnimation(CBattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority);
+	CReverseAnimation(BattleInterface * _owner, const CStack * stack, BattleHex dest, bool _priority);
 	~CReverseAnimation();
 };
 
@@ -213,7 +213,7 @@ protected:
 	virtual uint32_t getAttackClimaxFrame() const = 0;
 
 public:
-	CRangedAttackAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest, const CStack * defender);
+	CRangedAttackAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest, const CStack * defender);
 	~CRangedAttackAnimation();
 
 	bool init() override;
@@ -231,7 +231,7 @@ class CShootingAnimation : public CRangedAttackAnimation
 	uint32_t getAttackClimaxFrame() const override;
 
 public:
-	CShootingAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex dest, const CStack * defender);
+	CShootingAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex dest, const CStack * defender);
 
 };
 
@@ -243,7 +243,7 @@ private:
 	int catapultDamage;
 
 public:
-	CCatapultAnimation(CBattleInterface * _owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
+	CCatapultAnimation(BattleInterface * _owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
 
 	void createProjectile(const Point & from, const Point & dest) const override;
 	void nextFrame() override;
@@ -262,7 +262,7 @@ class CCastAnimation : public CRangedAttackAnimation
 	uint32_t getAttackClimaxFrame() const override;
 
 public:
-	CCastAnimation(CBattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
+	CCastAnimation(BattleInterface * owner_, const CStack * attacker, BattleHex dest_, const CStack * defender, const CSpell * spell);
 };
 
 struct CPointEffectParameters
@@ -313,17 +313,17 @@ public:
 	};
 
 	/// Create animation with screen-wide effect
-	CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, int effects = 0);
+	CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, int effects = 0);
 
 	/// Create animation positioned at point(s). Note that positions must be are absolute, including battleint position offset
-	CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos                 , int effects = 0);
-	CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos    , int effects = 0);
+	CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos                 , int effects = 0);
+	CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<Point> pos    , int effects = 0);
 
 	/// Create animation positioned at certain hex(es)
-	CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, BattleHex hex             , int effects = 0);
-	CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
+	CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, BattleHex hex             , int effects = 0);
+	CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, std::vector<BattleHex> hex, int effects = 0);
 
-	CPointEffectAnimation(CBattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex,   int effects = 0);
+	CPointEffectAnimation(BattleInterface * _owner, soundBase::soundID sound, std::string animationName, Point pos, BattleHex hex,   int effects = 0);
 	 ~CPointEffectAnimation();
 
 	bool init() override;
@@ -334,7 +334,7 @@ public:
 class CWaitingAnimation : public CBattleAnimation
 {
 protected:
-	CWaitingAnimation(CBattleInterface * owner_);
+	CWaitingAnimation(BattleInterface * owner_);
 public:
 	void nextFrame() override;
 };
@@ -344,7 +344,7 @@ class CWaitingProjectileAnimation : public CWaitingAnimation
 {
 	const CStack * shooter;
 public:
-	CWaitingProjectileAnimation(CBattleInterface * owner_, const CStack * shooter);
+	CWaitingProjectileAnimation(BattleInterface * owner_, const CStack * shooter);
 
 	bool init() override;
 };

+ 31 - 31
client/battle/CBattleControlPanel.cpp

@@ -29,28 +29,28 @@
 #include "../../lib/CStack.h"
 #include "../../lib/CConfigHandler.h"
 
-CBattleControlPanel::CBattleControlPanel(CBattleInterface * owner, const Point & position):
+BattleControlPanel::BattleControlPanel(BattleInterface * owner, const Point & position):
 	owner(owner)
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 	pos += position;
 
 	//preparing buttons and console
-	bOptions = std::make_shared<CButton>    (Point(  3,  5), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleControlPanel::bOptionsf,this), SDLK_o);
-	bSurrender = std::make_shared<CButton>  (Point( 54,  5), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleControlPanel::bSurrenderf,this), SDLK_s);
-	bFlee = std::make_shared<CButton>       (Point(105,  5), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleControlPanel::bFleef,this), SDLK_r);
-	bAutofight = std::make_shared<CButton>  (Point(157,  5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleControlPanel::bAutofightf,this), SDLK_a);
-	bSpell = std::make_shared<CButton>      (Point(645,  5), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleControlPanel::bSpellf,this), SDLK_c);
-	bWait = std::make_shared<CButton>       (Point(696,  5), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleControlPanel::bWaitf,this), SDLK_w);
-	bDefence = std::make_shared<CButton>    (Point(747,  5), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleControlPanel::bDefencef,this), SDLK_d);
-	bConsoleUp = std::make_shared<CButton>  (Point(624,  5), "ComSlide.def", std::make_pair("", ""),     std::bind(&CBattleControlPanel::bConsoleUpf,this), SDLK_UP);
-	bConsoleDown = std::make_shared<CButton>(Point(624, 24), "ComSlide.def", std::make_pair("", ""),     std::bind(&CBattleControlPanel::bConsoleDownf,this), SDLK_DOWN);
+	bOptions = std::make_shared<CButton>    (Point(  3,  5), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&BattleControlPanel::bOptionsf,this), SDLK_o);
+	bSurrender = std::make_shared<CButton>  (Point( 54,  5), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&BattleControlPanel::bSurrenderf,this), SDLK_s);
+	bFlee = std::make_shared<CButton>       (Point(105,  5), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&BattleControlPanel::bFleef,this), SDLK_r);
+	bAutofight = std::make_shared<CButton>  (Point(157,  5), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&BattleControlPanel::bAutofightf,this), SDLK_a);
+	bSpell = std::make_shared<CButton>      (Point(645,  5), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&BattleControlPanel::bSpellf,this), SDLK_c);
+	bWait = std::make_shared<CButton>       (Point(696,  5), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&BattleControlPanel::bWaitf,this), SDLK_w);
+	bDefence = std::make_shared<CButton>    (Point(747,  5), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&BattleControlPanel::bDefencef,this), SDLK_d);
+	bConsoleUp = std::make_shared<CButton>  (Point(624,  5), "ComSlide.def", std::make_pair("", ""),     std::bind(&BattleControlPanel::bConsoleUpf,this), SDLK_UP);
+	bConsoleDown = std::make_shared<CButton>(Point(624, 24), "ComSlide.def", std::make_pair("", ""),     std::bind(&BattleControlPanel::bConsoleDownf,this), SDLK_DOWN);
 
 	bDefence->assignedKeys.insert(SDLK_SPACE);
 	bConsoleUp->setImageOrder(0, 1, 0, 0);
 	bConsoleDown->setImageOrder(2, 3, 2, 2);
 
-	console = std::make_shared<CBattleConsole>(Rect(211, 4, 406,38));
+	console = std::make_shared<BattleConsole>(Rect(211, 4, 406,38));
 	GH.statusbar = console;
 
 	if ( owner->tacticsMode )
@@ -59,14 +59,14 @@ CBattleControlPanel::CBattleControlPanel(CBattleInterface * owner, const Point &
 		tacticPhaseEnded();
 }
 
-void CBattleControlPanel::show(SDL_Surface * to)
+void BattleControlPanel::show(SDL_Surface * to)
 {
 	//show menu before all other elements to keep it in background
 	menu->show(to);
 	CIntObject::show(to);
 }
 
-void CBattleControlPanel::showAll(SDL_Surface * to)
+void BattleControlPanel::showAll(SDL_Surface * to)
 {
 	//show menu before all other elements to keep it in background
 	menu->showAll(to);
@@ -74,7 +74,7 @@ void CBattleControlPanel::showAll(SDL_Surface * to)
 }
 
 
-void CBattleControlPanel::tacticPhaseStarted()
+void BattleControlPanel::tacticPhaseStarted()
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
@@ -84,7 +84,7 @@ void CBattleControlPanel::tacticPhaseStarted()
 	menu->colorize(owner->curInt->playerID);
 	menu->recActions &= ~(SHOWALL | UPDATE);
 }
-void CBattleControlPanel::tacticPhaseEnded()
+void BattleControlPanel::tacticPhaseEnded()
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
@@ -96,17 +96,17 @@ void CBattleControlPanel::tacticPhaseEnded()
 	menu->recActions &= ~(SHOWALL | UPDATE);
 }
 
-void CBattleControlPanel::bOptionsf()
+void BattleControlPanel::bOptionsf()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
 
 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
-	GH.pushIntT<CBattleOptionsWindow>(owner);
+	GH.pushIntT<BattleOptionsWindow>(owner);
 }
 
-void CBattleControlPanel::bSurrenderf()
+void BattleControlPanel::bSurrenderf()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
@@ -126,14 +126,14 @@ void CBattleControlPanel::bSurrenderf()
 	}
 }
 
-void CBattleControlPanel::bFleef()
+void BattleControlPanel::bFleef()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
 
 	if ( owner->curInt->cb->battleCanFlee() )
 	{
-		CFunctionList<void()> ony = std::bind(&CBattleControlPanel::reallyFlee,this);
+		CFunctionList<void()> ony = std::bind(&BattleControlPanel::reallyFlee,this);
 		owner->curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
 	}
 	else
@@ -155,13 +155,13 @@ void CBattleControlPanel::bFleef()
 	}
 }
 
-void CBattleControlPanel::reallyFlee()
+void BattleControlPanel::reallyFlee()
 {
 	owner->giveCommand(EActionType::RETREAT);
 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 }
 
-void CBattleControlPanel::reallySurrender()
+void BattleControlPanel::reallySurrender()
 {
 	if (owner->curInt->cb->getResourceAmount(Res::GOLD) < owner->curInt->cb->battleGetSurrenderCost())
 	{
@@ -174,7 +174,7 @@ void CBattleControlPanel::reallySurrender()
 	}
 }
 
-void CBattleControlPanel::bAutofightf()
+void BattleControlPanel::bAutofightf()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
@@ -201,7 +201,7 @@ void CBattleControlPanel::bAutofightf()
 	}
 }
 
-void CBattleControlPanel::bSpellf()
+void BattleControlPanel::bSpellf()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
@@ -243,7 +243,7 @@ void CBattleControlPanel::bSpellf()
 	}
 }
 
-void CBattleControlPanel::bWaitf()
+void BattleControlPanel::bWaitf()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
@@ -252,7 +252,7 @@ void CBattleControlPanel::bWaitf()
 		owner->giveCommand(EActionType::WAIT);
 }
 
-void CBattleControlPanel::bDefencef()
+void BattleControlPanel::bDefencef()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
@@ -261,7 +261,7 @@ void CBattleControlPanel::bDefencef()
 		owner->giveCommand(EActionType::DEFEND);
 }
 
-void CBattleControlPanel::bConsoleUpf()
+void BattleControlPanel::bConsoleUpf()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
@@ -269,7 +269,7 @@ void CBattleControlPanel::bConsoleUpf()
 	console->scrollUp();
 }
 
-void CBattleControlPanel::bConsoleDownf()
+void BattleControlPanel::bConsoleDownf()
 {
 	if (owner->actionsController->spellcastingModeActive())
 		return;
@@ -277,17 +277,17 @@ void CBattleControlPanel::bConsoleDownf()
 	console->scrollDown();
 }
 
-void CBattleControlPanel::bTacticNextStack()
+void BattleControlPanel::bTacticNextStack()
 {
 	owner->tacticNextStack(nullptr);
 }
 
-void CBattleControlPanel::bTacticPhaseEnd()
+void BattleControlPanel::bTacticPhaseEnd()
 {
 	owner->tacticPhaseEnd();
 }
 
-void CBattleControlPanel::blockUI(bool on)
+void BattleControlPanel::blockUI(bool on)
 {
 	bool canCastSpells = false;
 	auto hero = owner->curInt->cb->battleGetMyHero();

+ 6 - 6
client/battle/CBattleControlPanel.h

@@ -17,12 +17,12 @@ class CStack;
 VCMI_LIB_NAMESPACE_END
 
 class CButton;
-class CBattleInterface;
-class CBattleConsole;
+class BattleInterface;
+class BattleConsole;
 
-class CBattleControlPanel : public CIntObject
+class BattleControlPanel : public CIntObject
 {
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	std::shared_ptr<CPicture> menu;
 
@@ -55,7 +55,7 @@ class CBattleControlPanel : public CIntObject
 	void reallySurrender(); //performs surrendering without asking player
 
 public:
-	std::shared_ptr<CBattleConsole> console;
+	std::shared_ptr<BattleConsole> console;
 
 	// block all UI elements, e.g. during enemy turn
 	// unlike activate/deactivate this method will correctly grey-out all elements
@@ -67,6 +67,6 @@ public:
 	void tacticPhaseStarted();
 	void tacticPhaseEnded();
 
-	CBattleControlPanel(CBattleInterface * owner, const Point & position);
+	BattleControlPanel(BattleInterface * owner, const Point & position);
 };
 

+ 8 - 8
client/battle/CBattleEffectsController.cpp

@@ -31,23 +31,23 @@
 #include "../../lib/IGameEventsReceiver.h"
 #include "../../lib/CGeneralTextHandler.h"
 
-CBattleEffectsController::CBattleEffectsController(CBattleInterface * owner):
+BattleEffectsController::BattleEffectsController(BattleInterface * owner):
 	owner(owner)
 {}
 
-void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
+void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, const BattleHex & destTile)
 {
 	displayEffect(effect, soundBase::invalid, destTile);
 }
 
-void CBattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
+void BattleEffectsController::displayEffect(EBattleEffect::EBattleEffect effect, uint32_t soundID, const BattleHex & destTile)
 {
 	std::string customAnim = graphics->battleACToDef[effect][0];
 
 	owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::soundID(soundID), customAnim, destTile));
 }
 
-void CBattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
+void BattleEffectsController::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
 {
 	for(const CustomEffectInfo & one : customEffects)
 	{
@@ -60,7 +60,7 @@ void CBattleEffectsController::displayCustomEffects(const std::vector<CustomEffe
 	}
 }
 
-void CBattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
+void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bte)
 {
 	const CStack * stack = owner->curInt->cb->battleGetStackByID(bte.stackID);
 	if(!stack)
@@ -98,7 +98,7 @@ void CBattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & b
 	//waitForAnims(); //fixme: freezes game :?
 }
 
-void CBattleEffectsController::startAction(const BattleAction* action)
+void BattleEffectsController::startAction(const BattleAction* action)
 {
 	const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
 
@@ -123,11 +123,11 @@ void CBattleEffectsController::startAction(const BattleAction* action)
 	}
 }
 
-void CBattleEffectsController::collectRenderableObjects(CBattleRenderer & renderer)
+void BattleEffectsController::collectRenderableObjects(BattleRenderer & renderer)
 {
 	for (auto & elem : battleEffects)
 	{
-		renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](CBattleRenderer::RendererPtr canvas)
+		renderer.insert( EBattleFieldLayer::EFFECTS, elem.position, [&elem](BattleRenderer::RendererPtr canvas)
 		{
 			int currentFrame = static_cast<int>(floor(elem.currentFrame));
 			currentFrame %= elem.animation->size();

+ 6 - 6
client/battle/CBattleEffectsController.h

@@ -22,8 +22,8 @@ VCMI_LIB_NAMESPACE_END
 struct SDL_Surface;
 class CAnimation;
 class CCanvas;
-class CBattleInterface;
-class CBattleRenderer;
+class BattleInterface;
+class BattleRenderer;
 class CPointEffectAnimation;
 
 namespace EBattleEffect
@@ -57,15 +57,15 @@ struct BattleEffect
 	BattleHex position; //Indicates if effect which hex the effect is drawn on
 };
 
-class CBattleEffectsController
+class BattleEffectsController
 {
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	/// list of current effects that are being displayed on screen (spells & creature abilities)
 	std::vector<BattleEffect> battleEffects;
 
 public:
-	CBattleEffectsController(CBattleInterface * owner);
+	BattleEffectsController(BattleInterface * owner);
 
 	void startAction(const BattleAction* action);
 
@@ -78,7 +78,7 @@ public:
 
 	void battleTriggerEffect(const BattleTriggerEffect & bte);
 
-	void collectRenderableObjects(CBattleRenderer & renderer);
+	void collectRenderableObjects(BattleRenderer & renderer);
 
 	friend class CPointEffectAnimation;
 };

+ 20 - 20
client/battle/CBattleFieldController.cpp

@@ -33,7 +33,7 @@
 #include "../../lib/CStack.h"
 #include "../../lib/spells/ISpellMechanics.h"
 
-CBattleFieldController::CBattleFieldController(CBattleInterface * owner):
+BattleFieldController::BattleFieldController(BattleInterface * owner):
 	owner(owner),
 	attackingHex(BattleHex::INVALID)
 {
@@ -77,7 +77,7 @@ CBattleFieldController::CBattleFieldController(CBattleInterface * owner):
 
 	for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
 	{
-		auto hex = std::make_shared<CClickableHex>();
+		auto hex = std::make_shared<ClickableHex>();
 		hex->myNumber = h;
 		hex->pos = hexPosition(h);
 		hex->myInterface = owner;
@@ -89,18 +89,18 @@ CBattleFieldController::CBattleFieldController(CBattleInterface * owner):
 		stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
 }
 
-void CBattleFieldController::renderBattlefield(std::shared_ptr<CCanvas> canvas)
+void BattleFieldController::renderBattlefield(std::shared_ptr<CCanvas> canvas)
 {
 	showBackground(canvas);
 
-	CBattleRenderer renderer(owner);
+	BattleRenderer renderer(owner);
 
 	renderer.execute(canvas);
 
 	owner->projectilesController->showProjectiles(canvas);
 }
 
-void CBattleFieldController::showBackground(std::shared_ptr<CCanvas> canvas)
+void BattleFieldController::showBackground(std::shared_ptr<CCanvas> canvas)
 {
 	if (owner->stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->ID]->isIdle() //show everything with range
 		showBackgroundImageWithHexes(canvas);
@@ -111,7 +111,7 @@ void CBattleFieldController::showBackground(std::shared_ptr<CCanvas> canvas)
 
 }
 
-void CBattleFieldController::showBackgroundImage(std::shared_ptr<CCanvas> canvas)
+void BattleFieldController::showBackgroundImage(std::shared_ptr<CCanvas> canvas)
 {
 	canvas->draw(background, owner->pos.topLeft());
 
@@ -123,12 +123,12 @@ void CBattleFieldController::showBackgroundImage(std::shared_ptr<CCanvas> canvas
 		canvas->draw(cellBorders, owner->pos.topLeft());
 }
 
-void CBattleFieldController::showBackgroundImageWithHexes(std::shared_ptr<CCanvas> canvas)
+void BattleFieldController::showBackgroundImageWithHexes(std::shared_ptr<CCanvas> canvas)
 {
 	canvas->draw(backgroundWithHexes, owner->pos.topLeft());
 }
 
-void CBattleFieldController::redrawBackgroundWithHexes()
+void BattleFieldController::redrawBackgroundWithHexes()
 {
 	const CStack *activeStack = owner->stacksController->getActiveStack();
 	std::vector<BattleHex> attackableHexes;
@@ -160,7 +160,7 @@ void CBattleFieldController::redrawBackgroundWithHexes()
 		backgroundWithHexes->draw(cellBorders, Point(0, 0));
 }
 
-void CBattleFieldController::showHighlightedHex(std::shared_ptr<CCanvas> to, BattleHex hex, bool darkBorder)
+void BattleFieldController::showHighlightedHex(std::shared_ptr<CCanvas> to, BattleHex hex, bool darkBorder)
 {
 	Point hexPos = hexPosition(hex).topLeft();
 
@@ -169,7 +169,7 @@ void CBattleFieldController::showHighlightedHex(std::shared_ptr<CCanvas> to, Bat
 		to->draw(cellBorder, hexPos);
 }
 
-std::set<BattleHex> CBattleFieldController::getHighlightedHexesStackRange()
+std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
 {
 	std::set<BattleHex> result;
 
@@ -196,7 +196,7 @@ std::set<BattleHex> CBattleFieldController::getHighlightedHexesStackRange()
 	return result;
 }
 
-std::set<BattleHex> CBattleFieldController::getHighlightedHexesSpellRange()
+std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
 {
 	std::set<BattleHex> result;
 	auto hoveredHex = getHoveredHex();
@@ -242,7 +242,7 @@ std::set<BattleHex> CBattleFieldController::getHighlightedHexesSpellRange()
 	return result;
 }
 
-void CBattleFieldController::showHighlightedHexes(std::shared_ptr<CCanvas> canvas)
+void BattleFieldController::showHighlightedHexes(std::shared_ptr<CCanvas> canvas)
 {
 	std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
 	std::set<BattleHex> hoveredMouse = getHighlightedHexesSpellRange();
@@ -269,7 +269,7 @@ void CBattleFieldController::showHighlightedHexes(std::shared_ptr<CCanvas> canva
 	}
 }
 
-Rect CBattleFieldController::hexPositionLocal(BattleHex hex) const
+Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
 {
 	int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
 	int y = 86 + 42 *hex.getY();
@@ -278,17 +278,17 @@ Rect CBattleFieldController::hexPositionLocal(BattleHex hex) const
 	return Rect(x, y, w, h);
 }
 
-Rect CBattleFieldController::hexPosition(BattleHex hex) const
+Rect BattleFieldController::hexPosition(BattleHex hex) const
 {
 	return hexPositionLocal(hex) + owner->pos.topLeft();
 }
 
-bool CBattleFieldController::isPixelInHex(Point const & position)
+bool BattleFieldController::isPixelInHex(Point const & position)
 {
 	return !cellShade->isTransparent(position);
 }
 
-BattleHex CBattleFieldController::getHoveredHex()
+BattleHex BattleFieldController::getHoveredHex()
 {
 	for ( auto const & hex : bfield)
 		if (hex->hovered && hex->strictHovered)
@@ -297,7 +297,7 @@ BattleHex CBattleFieldController::getHoveredHex()
 	return BattleHex::INVALID;
 }
 
-void CBattleFieldController::setBattleCursor(BattleHex myNumber)
+void BattleFieldController::setBattleCursor(BattleHex myNumber)
 {
 	Rect hoveredHexPos = hexPosition(myNumber);
 	CCursorHandler *cursor = CCS->curh;
@@ -470,7 +470,7 @@ void CBattleFieldController::setBattleCursor(BattleHex myNumber)
 		attackingHex = -1;
 }
 
-BattleHex CBattleFieldController::fromWhichHexAttack(BattleHex myNumber)
+BattleHex BattleFieldController::fromWhichHexAttack(BattleHex myNumber)
 {
 	//TODO far too much repeating code
 	BattleHex destHex;
@@ -618,7 +618,7 @@ BattleHex CBattleFieldController::fromWhichHexAttack(BattleHex myNumber)
 	return -1;
 }
 
-bool CBattleFieldController::isTileAttackable(const BattleHex & number) const
+bool BattleFieldController::isTileAttackable(const BattleHex & number) const
 {
 	for (auto & elem : occupyableHexes)
 	{
@@ -628,7 +628,7 @@ bool CBattleFieldController::isTileAttackable(const BattleHex & number) const
 	return false;
 }
 
-bool CBattleFieldController::stackCountOutsideHex(const BattleHex & number) const
+bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
 {
 	return stackCountOutsideHexes[number];
 }

+ 6 - 6
client/battle/CBattleFieldController.h

@@ -22,14 +22,14 @@ struct SDL_Surface;
 struct Rect;
 struct Point;
 
-class CClickableHex;
+class ClickableHex;
 class CCanvas;
 class IImage;
-class CBattleInterface;
+class BattleInterface;
 
-class CBattleFieldController : public CIntObject
+class BattleFieldController : public CIntObject
 {
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	std::shared_ptr<IImage> background;
 	std::shared_ptr<IImage> cellBorder;
@@ -47,7 +47,7 @@ class CBattleFieldController : public CIntObject
 	std::vector<BattleHex> occupyableHexes; //hexes available for active stack
 	std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes; // hexes that when in front of a unit cause it's amount box to move back
 
-	std::vector<std::shared_ptr<CClickableHex>> bfield; //11 lines, 17 hexes on each
+	std::vector<std::shared_ptr<ClickableHex>> bfield; //11 lines, 17 hexes on each
 
 	void showHighlightedHex(std::shared_ptr<CCanvas> to, BattleHex hex, bool darkBorder);
 
@@ -60,7 +60,7 @@ class CBattleFieldController : public CIntObject
 	void showHighlightedHexes(std::shared_ptr<CCanvas> canvas);
 
 public:
-	CBattleFieldController(CBattleInterface * owner);
+	BattleFieldController(BattleInterface * owner);
 
 	void redrawBackgroundWithHexes();
 	void renderBattlefield(std::shared_ptr<CCanvas> canvas);

+ 72 - 72
client/battle/CBattleInterface.cpp

@@ -42,10 +42,10 @@
 #include "../../lib/NetPacks.h"
 #include "../../lib/UnlockGuard.h"
 
-CondSh<bool> CBattleInterface::animsAreDisplayed(false);
-CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
+CondSh<bool> BattleInterface::animsAreDisplayed(false);
+CondSh<BattleAction *> BattleInterface::givenCommand(nullptr);
 
-CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
+BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
 		const CGHeroInstance *hero1, const CGHeroInstance *hero2,
 		const SDL_Rect & myRect,
 		std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
@@ -55,7 +55,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
 {
 	OBJ_CONSTRUCTION;
 
-	projectilesController.reset(new CBattleProjectileController(this));
+	projectilesController.reset(new BattleProjectileController(this));
 
 	if(spectatorInt)
 	{
@@ -90,7 +90,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
 	else
 		embedQueue = screen->h < 700 || queueSize == "small";
 
-	queue = std::make_shared<CStackQueue>(embedQueue, this);
+	queue = std::make_shared<StackQueue>(embedQueue, this);
 	if(!embedQueue)
 	{
 		if (settings["battle"]["showQueue"].Bool())
@@ -102,7 +102,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
 	//preparing siege info
 	const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
 	if(town && town->hasFort())
-		siegeController.reset(new CBattleSiegeController(this, town));
+		siegeController.reset(new BattleSiegeController(this, town));
 
 	CPlayerInterface::battleInt = this;
 
@@ -110,13 +110,13 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
 	this->army1 = army1;
 	this->army2 = army2;
 
-	controlPanel = std::make_shared<CBattleControlPanel>(this, Point(0, 556));
+	controlPanel = std::make_shared<BattleControlPanel>(this, Point(0, 556));
 
 	//preparing menu background and terrain
-	fieldController.reset( new CBattleFieldController(this));
-	stacksController.reset( new CBattleStacksController(this));
-	actionsController.reset( new CBattleActionsController(this));
-	effectsController.reset(new CBattleEffectsController(this));
+	fieldController.reset( new BattleFieldController(this));
+	stacksController.reset( new BattleStacksController(this));
+	actionsController.reset( new BattleActionsController(this));
+	effectsController.reset(new BattleEffectsController(this));
 
 	//loading hero animations
 	if(hero1) // attacking hero
@@ -134,7 +134,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
 				battleImage = hero1->type->heroClass->imageBattleMale;
 		}
 
-		attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
+		attackingHero = std::make_shared<BattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
 
 		auto img = attackingHero->animation->getImage(0, 0, true);
 		if(img)
@@ -158,14 +158,14 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
 				battleImage = hero2->type->heroClass->imageBattleMale;
 		}
 
-		defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
+		defendingHero = std::make_shared<BattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
 
 		auto img = defendingHero->animation->getImage(0, 0, true);
 		if(img)
 			defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
 	}
 
-	obstacleController.reset(new CBattleObstacleController(this));
+	obstacleController.reset(new BattleObstacleController(this));
 
 	if(tacticsMode)
 		tacticNextStack(nullptr);
@@ -191,7 +191,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
 	queue->update();
 }
 
-CBattleInterface::~CBattleInterface()
+BattleInterface::~BattleInterface()
 {
 	CPlayerInterface::battleInt = nullptr;
 	givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
@@ -210,7 +210,7 @@ CBattleInterface::~CBattleInterface()
 	animsAreDisplayed.setn(false);
 }
 
-void CBattleInterface::setPrintCellBorders(bool set)
+void BattleInterface::setPrintCellBorders(bool set)
 {
 	Settings cellBorders = settings.write["battle"]["cellBorders"];
 	cellBorders->Bool() = set;
@@ -219,7 +219,7 @@ void CBattleInterface::setPrintCellBorders(bool set)
 	GH.totalRedraw();
 }
 
-void CBattleInterface::setPrintStackRange(bool set)
+void BattleInterface::setPrintStackRange(bool set)
 {
 	Settings stackRange = settings.write["battle"]["stackRange"];
 	stackRange->Bool() = set;
@@ -228,13 +228,13 @@ void CBattleInterface::setPrintStackRange(bool set)
 	GH.totalRedraw();
 }
 
-void CBattleInterface::setPrintMouseShadow(bool set)
+void BattleInterface::setPrintMouseShadow(bool set)
 {
 	Settings shadow = settings.write["battle"]["mouseShadow"];
 	shadow->Bool() = set;
 }
 
-void CBattleInterface::activate()
+void BattleInterface::activate()
 {
 	controlPanel->activate();
 
@@ -256,7 +256,7 @@ void CBattleInterface::activate()
 	LOCPLINT->cingconsole->activate();
 }
 
-void CBattleInterface::deactivate()
+void BattleInterface::deactivate()
 {
 	controlPanel->deactivate();
 	CIntObject::deactivate();
@@ -273,7 +273,7 @@ void CBattleInterface::deactivate()
 	LOCPLINT->cingconsole->deactivate();
 }
 
-void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
+void BattleInterface::keyPressed(const SDL_KeyboardEvent & key)
 {
 	if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
 	{
@@ -295,7 +295,7 @@ void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
 			actionsController->endCastingSpell();
 	}
 }
-void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &event)
+void BattleInterface::mouseMoved(const SDL_MouseMotionEvent &event)
 {
 	BattleHex selectedHex = fieldController->getHoveredHex();
 
@@ -304,7 +304,7 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &event)
 	controlPanel->mouseMoved(event);
 }
 
-void CBattleInterface::clickRight(tribool down, bool previousState)
+void BattleInterface::clickRight(tribool down, bool previousState)
 {
 	if (!down)
 	{
@@ -312,34 +312,34 @@ void CBattleInterface::clickRight(tribool down, bool previousState)
 	}
 }
 
-void CBattleInterface::stackReset(const CStack * stack)
+void BattleInterface::stackReset(const CStack * stack)
 {
 	stacksController->stackReset(stack);
 }
 
-void CBattleInterface::stackAdded(const CStack * stack)
+void BattleInterface::stackAdded(const CStack * stack)
 {
 	stacksController->stackAdded(stack);
 }
 
-void CBattleInterface::stackRemoved(uint32_t stackID)
+void BattleInterface::stackRemoved(uint32_t stackID)
 {
 	stacksController->stackRemoved(stackID);
 	fieldController->redrawBackgroundWithHexes();
 	queue->update();
 }
 
-void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
+void BattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
 {
 	stacksController->stackActivated(stack);
 }
 
-void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
+void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
 {
 	stacksController->stackMoved(stack, destHex, distance);
 }
 
-void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
+void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
 {
 	stacksController->stacksAreAttacked(attackedInfos);
 
@@ -363,22 +363,22 @@ void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attacked
 	}
 }
 
-void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
+void BattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
 {
 	stacksController->stackAttacking(attacker, dest, attacked, shooting);
 }
 
-void CBattleInterface::newRoundFirst( int round )
+void BattleInterface::newRoundFirst( int round )
 {
 	waitForAnims();
 }
 
-void CBattleInterface::newRound(int number)
+void BattleInterface::newRound(int number)
 {
 	controlPanel->console->addText(CGI->generaltexth->allTexts[412]);
 }
 
-void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
+void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
 {
 	const CStack * actor = nullptr;
 	if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
@@ -402,7 +402,7 @@ void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 addi
 	sendCommand(ba, actor);
 }
 
-void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
+void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
 {
 	command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
 
@@ -422,7 +422,7 @@ void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor
 	}
 }
 
-const CGHeroInstance * CBattleInterface::getActiveHero()
+const CGHeroInstance * BattleInterface::getActiveHero()
 {
 	const CStack *attacker = stacksController->getActiveStack();
 	if(!attacker)
@@ -438,24 +438,24 @@ const CGHeroInstance * CBattleInterface::getActiveHero()
 	return defendingHeroInstance;
 }
 
-void CBattleInterface::hexLclicked(int whichOne)
+void BattleInterface::hexLclicked(int whichOne)
 {
 	actionsController->handleHex(whichOne, LCLICK);
 }
 
-void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
+void BattleInterface::stackIsCatapulting(const CatapultAttack & ca)
 {
 	if (siegeController)
 		siegeController->stackIsCatapulting(ca);
 }
 
-void CBattleInterface::gateStateChanged(const EGateState state)
+void BattleInterface::gateStateChanged(const EGateState state)
 {
 	if (siegeController)
 		siegeController->gateStateChanged(state);
 }
 
-void CBattleInterface::battleFinished(const BattleResult& br)
+void BattleInterface::battleFinished(const BattleResult& br)
 {
 	bresult = &br;
 	{
@@ -466,7 +466,7 @@ void CBattleInterface::battleFinished(const BattleResult& br)
 	displayBattleFinished();
 }
 
-void CBattleInterface::displayBattleFinished()
+void BattleInterface::displayBattleFinished()
 {
 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
@@ -475,12 +475,12 @@ void CBattleInterface::displayBattleFinished()
 		return;
 	}
 
-	GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
+	GH.pushInt(std::make_shared<BattleResultWindow>(*bresult, *(this->curInt)));
 	curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
 	CPlayerInterface::battleInt = nullptr;
 }
 
-void CBattleInterface::spellCast(const BattleSpellCast * sc)
+void BattleInterface::spellCast(const BattleSpellCast * sc)
 {
 	const SpellID spellID = sc->spellID;
 	const CSpell * spell = spellID.toSpell();
@@ -553,13 +553,13 @@ void CBattleInterface::spellCast(const BattleSpellCast * sc)
 	}
 }
 
-void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
+void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
 {
 	if(stacksController->getActiveStack() != nullptr)
 		fieldController->redrawBackgroundWithHexes();
 }
 
-void CBattleInterface::setHeroAnimation(ui8 side, int phase)
+void BattleInterface::setHeroAnimation(ui8 side, int phase)
 {
 	if(side == BattleSide::ATTACKER)
 	{
@@ -573,7 +573,7 @@ void CBattleInterface::setHeroAnimation(ui8 side, int phase)
 	}
 }
 
-void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
+void BattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
 {
 	for(const auto & line : battleLog)
 	{
@@ -584,7 +584,7 @@ void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLo
 	}
 }
 
-void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
+void BattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
 {
 	for(const CSpell::TAnimation & animation : q)
 	{
@@ -611,7 +611,7 @@ void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue
 	}
 }
 
-void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
+void BattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
 {
 	const CSpell * spell = spellID.toSpell();
 
@@ -619,7 +619,7 @@ void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTi
 		displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile, false);
 }
 
-void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
+void BattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
 {
 	const CSpell *spell = spellID.toSpell();
 
@@ -627,7 +627,7 @@ void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destination
 		displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile, false);
 }
 
-void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
+void BattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
 {
 	const CSpell * spell = spellID.toSpell();
 
@@ -635,13 +635,13 @@ void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTil
 		displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile, true);
 }
 
-void CBattleInterface::setAnimSpeed(int set)
+void BattleInterface::setAnimSpeed(int set)
 {
 	Settings speed = settings.write["battle"]["animationSpeed"];
 	speed->Float() = float(set) / 100;
 }
 
-int CBattleInterface::getAnimSpeed() const
+int BattleInterface::getAnimSpeed() const
 {
 	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
 		return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
@@ -649,12 +649,12 @@ int CBattleInterface::getAnimSpeed() const
 	return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
 }
 
-CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
+CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const
 {
 	return curInt.get();
 }
 
-void CBattleInterface::trySetActivePlayer( PlayerColor player )
+void BattleInterface::trySetActivePlayer( PlayerColor player )
 {
 	if ( attackerInt && attackerInt->playerID == player )
 		curInt = attackerInt;
@@ -663,7 +663,7 @@ void CBattleInterface::trySetActivePlayer( PlayerColor player )
 		curInt = defenderInt;
 }
 
-void CBattleInterface::activateStack()
+void BattleInterface::activateStack()
 {
 	if(!battleActionsStarted)
 		return; //"show" function should re-call this function
@@ -681,7 +681,7 @@ void CBattleInterface::activateStack()
 	GH.fakeMouseMove();
 }
 
-void CBattleInterface::endAction(const BattleAction* action)
+void BattleInterface::endAction(const BattleAction* action)
 {
 	const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
@@ -710,7 +710,7 @@ void CBattleInterface::endAction(const BattleAction* action)
 //	}
 }
 
-void CBattleInterface::hideQueue()
+void BattleInterface::hideQueue()
 {
 	Settings showQueue = settings.write["battle"]["showQueue"];
 	showQueue->Bool() = false;
@@ -724,7 +724,7 @@ void CBattleInterface::hideQueue()
 	}
 }
 
-void CBattleInterface::showQueue()
+void BattleInterface::showQueue()
 {
 	Settings showQueue = settings.write["battle"]["showQueue"];
 	showQueue->Bool() = true;
@@ -738,7 +738,7 @@ void CBattleInterface::showQueue()
 	}
 }
 
-void CBattleInterface::startAction(const BattleAction* action)
+void BattleInterface::startAction(const BattleAction* action)
 {
 	controlPanel->blockUI(true);
 
@@ -778,13 +778,13 @@ void CBattleInterface::startAction(const BattleAction* action)
 	effectsController->startAction(action);
 }
 
-void CBattleInterface::waitForAnims()
+void BattleInterface::waitForAnims()
 {
 	auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
 	animsAreDisplayed.waitWhileTrue();
 }
 
-void CBattleInterface::tacticPhaseEnd()
+void BattleInterface::tacticPhaseEnd()
 {
 	stacksController->setActiveStack(nullptr);
 	controlPanel->blockUI(true);
@@ -796,7 +796,7 @@ static bool immobile(const CStack *s)
 	return !s->Speed(0, true); //should bound stacks be immobile?
 }
 
-void CBattleInterface::tacticNextStack(const CStack * current)
+void BattleInterface::tacticNextStack(const CStack * current)
 {
 	if (!current)
 		current = stacksController->getActiveStack();
@@ -820,12 +820,12 @@ void CBattleInterface::tacticNextStack(const CStack * current)
 
 }
 
-void CBattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi)
+void BattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi)
 {
 	obstacleController->obstaclePlaced(oi);
 }
 
-const CGHeroInstance *CBattleInterface::currentHero() const
+const CGHeroInstance *BattleInterface::currentHero() const
 {
 	if (attackingHeroInstance->tempOwner == curInt->playerID)
 		return attackingHeroInstance;
@@ -833,7 +833,7 @@ const CGHeroInstance *CBattleInterface::currentHero() const
 		return defendingHeroInstance;
 }
 
-InfoAboutHero CBattleInterface::enemyHero() const
+InfoAboutHero BattleInterface::enemyHero() const
 {
 	InfoAboutHero ret;
 	if (attackingHeroInstance->tempOwner == curInt->playerID)
@@ -844,7 +844,7 @@ InfoAboutHero CBattleInterface::enemyHero() const
 	return ret;
 }
 
-void CBattleInterface::requestAutofightingAIToTakeAction()
+void BattleInterface::requestAutofightingAIToTakeAction()
 {
 	assert(curInt->isAutoFightOn);
 
@@ -884,12 +884,12 @@ void CBattleInterface::requestAutofightingAIToTakeAction()
 	aiThread.detach();
 }
 
-void CBattleInterface::showAll(SDL_Surface *to)
+void BattleInterface::showAll(SDL_Surface *to)
 {
 	show(to);
 }
 
-void CBattleInterface::show(SDL_Surface *to)
+void BattleInterface::show(SDL_Surface *to)
 {
 	auto canvas = std::make_shared<CCanvas>(to);
 	assert(to);
@@ -914,25 +914,25 @@ void CBattleInterface::show(SDL_Surface *to)
 	//activateStack();
 }
 
-void CBattleInterface::collectRenderableObjects(CBattleRenderer & renderer)
+void BattleInterface::collectRenderableObjects(BattleRenderer & renderer)
 {
 	if (attackingHero)
 	{
-		renderer.insert(EBattleFieldLayer::HEROES, BattleHex(0),[this](CBattleRenderer::RendererPtr canvas)
+		renderer.insert(EBattleFieldLayer::HEROES, BattleHex(0),[this](BattleRenderer::RendererPtr canvas)
 		{
 			attackingHero->show(canvas->getSurface());
 		});
 	}
 	if (defendingHero)
 	{
-		renderer.insert(EBattleFieldLayer::HEROES, BattleHex(GameConstants::BFIELD_WIDTH-1),[this](CBattleRenderer::RendererPtr canvas)
+		renderer.insert(EBattleFieldLayer::HEROES, BattleHex(GameConstants::BFIELD_WIDTH-1),[this](BattleRenderer::RendererPtr canvas)
 		{
 			defendingHero->show(canvas->getSurface());
 		});
 	}
 }
 
-void CBattleInterface::showInterface(std::shared_ptr<CCanvas> canvas)
+void BattleInterface::showInterface(std::shared_ptr<CCanvas> canvas)
 {
 	//showing in-game console
 	LOCPLINT->cingconsole->show(canvas->getSurface());
@@ -958,7 +958,7 @@ void CBattleInterface::showInterface(std::shared_ptr<CCanvas> canvas)
 	}
 }
 
-void CBattleInterface::castThisSpell(SpellID spellID)
+void BattleInterface::castThisSpell(SpellID spellID)
 {
 	actionsController->castThisSpell(spellID);
 }

+ 42 - 42
client/battle/CBattleInterface.h

@@ -32,26 +32,26 @@ struct CustomEffectInfo;
 
 VCMI_LIB_NAMESPACE_END
 
-class CBattleHero;
+class BattleHero;
 class CCanvas;
-class CBattleResultWindow;
-class CStackQueue;
+class BattleResultWindow;
+class StackQueue;
 class CPlayerInterface;
-class CClickableHex;
+class ClickableHex;
 class CAnimation;
 struct BattleEffect;
 class IImage;
-class CStackQueue;
-
-class CBattleProjectileController;
-class CBattleSiegeController;
-class CBattleObstacleController;
-class CBattleFieldController;
-class CBattleRenderer;
-class CBattleControlPanel;
-class CBattleStacksController;
-class CBattleActionsController;
-class CBattleEffectsController;
+class StackQueue;
+
+class BattleProjectileController;
+class BattleSiegeController;
+class BattleObstacleController;
+class BattleFieldController;
+class BattleRenderer;
+class BattleControlPanel;
+class BattleStacksController;
+class BattleActionsController;
+class BattleEffectsController;
 
 /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
 struct StackAttackedInfo
@@ -68,13 +68,13 @@ struct StackAttackedInfo
 
 /// Big class which handles the overall battle interface actions and it is also responsible for
 /// drawing everything correctly.
-class CBattleInterface : public WindowBase
+class BattleInterface : public WindowBase
 {
 private:
-	std::shared_ptr<CBattleHero> attackingHero;
-	std::shared_ptr<CBattleHero> defendingHero;
-	std::shared_ptr<CStackQueue> queue;
-	std::shared_ptr<CBattleControlPanel> controlPanel;
+	std::shared_ptr<BattleHero> attackingHero;
+	std::shared_ptr<BattleHero> defendingHero;
+	std::shared_ptr<StackQueue> queue;
+	std::shared_ptr<BattleControlPanel> controlPanel;
 
 	std::shared_ptr<CPlayerInterface> tacticianInterface; //used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
 	std::shared_ptr<CPlayerInterface> attackerInt, defenderInt; //because LOCPLINT is not enough in hotSeat
@@ -102,13 +102,13 @@ private:
 
 	void setHeroAnimation(ui8 side, int phase);
 public:
-	std::unique_ptr<CBattleProjectileController> projectilesController;
-	std::unique_ptr<CBattleSiegeController> siegeController;
-	std::unique_ptr<CBattleObstacleController> obstacleController;
-	std::unique_ptr<CBattleFieldController> fieldController;
-	std::unique_ptr<CBattleStacksController> stacksController;
-	std::unique_ptr<CBattleActionsController> actionsController;
-	std::unique_ptr<CBattleEffectsController> effectsController;
+	std::unique_ptr<BattleProjectileController> projectilesController;
+	std::unique_ptr<BattleSiegeController> siegeController;
+	std::unique_ptr<BattleObstacleController> obstacleController;
+	std::unique_ptr<BattleFieldController> fieldController;
+	std::unique_ptr<BattleStacksController> stacksController;
+	std::unique_ptr<BattleActionsController> actionsController;
+	std::unique_ptr<BattleEffectsController> effectsController;
 
 	static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
 	static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
@@ -119,8 +119,8 @@ public:
 
 	const BattleResult *bresult; //result of a battle; if non-zero then display when all animations end
 
-	CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
-	virtual ~CBattleInterface();
+	BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
+	virtual ~BattleInterface();
 
 	void setPrintCellBorders(bool set); //if true, cell borders will be printed
 	void setPrintStackRange(bool set); //if true,range of active stack will be printed
@@ -143,7 +143,7 @@ public:
 	void show(SDL_Surface *to) override;
 	void showAll(SDL_Surface *to) override;
 
-	void collectRenderableObjects(CBattleRenderer & renderer);
+	void collectRenderableObjects(BattleRenderer & renderer);
 
 	//call-ins
 	void startAction(const BattleAction* action);
@@ -184,9 +184,9 @@ public:
 
 	friend class CPlayerInterface;
 	friend class CInGameConsole;
-	friend class CStackQueue;
-	friend class CBattleResultWindow;
-	friend class CBattleHero;
+	friend class StackQueue;
+	friend class BattleResultWindow;
+	friend class BattleHero;
 	friend class CBattleStackAnimation;
 	friend class CReverseAnimation;
 	friend class CDefenceAnimation;
@@ -196,13 +196,13 @@ public:
 	friend class CMeleeAttackAnimation;
 	friend class CShootingAnimation;
 	friend class CCastAnimation;
-	friend class CClickableHex;
-	friend class CBattleProjectileController;
-	friend class CBattleSiegeController;
-	friend class CBattleObstacleController;
-	friend class CBattleFieldController;
-	friend class CBattleControlPanel;
-	friend class CBattleStacksController;
-	friend class CBattleActionsController;
-	friend class CBattleEffectsController;
+	friend class ClickableHex;
+	friend class BattleProjectileController;
+	friend class BattleSiegeController;
+	friend class BattleObstacleController;
+	friend class BattleFieldController;
+	friend class BattleControlPanel;
+	friend class BattleStacksController;
+	friend class BattleActionsController;
+	friend class BattleEffectsController;
 };

+ 36 - 42
client/battle/CBattleInterfaceClasses.cpp

@@ -44,7 +44,7 @@
 #include "../../lib/CondSh.h"
 #include "../../lib/mapObjects/CGTownInstance.h"
 
-void CBattleConsole::showAll(SDL_Surface * to)
+void BattleConsole::showAll(SDL_Surface * to)
 {
 	Point textPos(pos.x + pos.w/2, pos.y + 17);
 
@@ -67,7 +67,7 @@ void CBattleConsole::showAll(SDL_Surface * to)
 	}
 }
 
-bool CBattleConsole::addText(const std::string & text)
+bool BattleConsole::addText(const std::string & text)
 {
 	logGlobal->trace("CBattleConsole message: %s", text);
 	if(text.size()>70)
@@ -86,47 +86,47 @@ bool CBattleConsole::addText(const std::string & text)
 	lastShown = (int)texts.size()-1;
 	return true;
 }
-void CBattleConsole::scrollUp(ui32 by)
+void BattleConsole::scrollUp(ui32 by)
 {
 	if(lastShown > static_cast<int>(by))
 		lastShown -= by;
 }
 
-void CBattleConsole::scrollDown(ui32 by)
+void BattleConsole::scrollDown(ui32 by)
 {
 	if(lastShown + by < texts.size())
 		lastShown += by;
 }
 
-CBattleConsole::CBattleConsole(const Rect & position) : lastShown(-1)
+BattleConsole::BattleConsole(const Rect & position) : lastShown(-1)
 {
 	pos += position.topLeft();
 	pos.w = position.w;
 	pos.h = position.h;
 }
 
-void CBattleConsole::clearMatching(const std::string & Text)
+void BattleConsole::clearMatching(const std::string & Text)
 {
 	if (ingcAlter == Text)
 		clear();
 }
 
-void CBattleConsole::clear()
+void BattleConsole::clear()
 {
 	ingcAlter.clear();
 }
 
-void CBattleConsole::write(const std::string & Text)
+void BattleConsole::write(const std::string & Text)
 {
 	ingcAlter = Text;
 }
 
-void CBattleConsole::lock(bool shouldLock)
+void BattleConsole::lock(bool shouldLock)
 {
 	// no-op?
 }
 
-void CBattleHero::show(SDL_Surface * to)
+void BattleHero::show(SDL_Surface * to)
 {
 	auto flagFrame = flagAnimation->getImage(flagAnim, 0, true);
 
@@ -175,14 +175,14 @@ void CBattleHero::show(SDL_Surface * to)
 	}
 }
 
-void CBattleHero::setPhase(int newPhase)
+void BattleHero::setPhase(int newPhase)
 {
 	nextPhase = newPhase;
 	switchToNextPhase(); //immediately switch to next phase and then restore idling phase
 	nextPhase = 0;
 }
 
-void CBattleHero::hover(bool on)
+void BattleHero::hover(bool on)
 {
 	//TODO: Make lines below work properly
 	if (on)
@@ -191,7 +191,7 @@ void CBattleHero::hover(bool on)
 		CCS->curh->changeGraphic(ECursor::COMBAT, 0);
 }
 
-void CBattleHero::clickLeft(tribool down, bool previousState)
+void BattleHero::clickLeft(tribool down, bool previousState)
 {
 	if(myOwner->actionsController->spellcastingModeActive()) //we are casting a spell
 		return;
@@ -215,7 +215,7 @@ void CBattleHero::clickLeft(tribool down, bool previousState)
 	}
 }
 
-void CBattleHero::clickRight(tribool down, bool previousState)
+void BattleHero::clickRight(tribool down, bool previousState)
 {
 	if(boost::logic::indeterminate(down))
 		return;
@@ -229,11 +229,11 @@ void CBattleHero::clickRight(tribool down, bool previousState)
 	{
 		auto h = flip ? myOwner->defendingHeroInstance : myOwner->attackingHeroInstance;
 		targetHero.initFromHero(h, InfoAboutHero::EInfoLevel::INBATTLE);
-		GH.pushIntT<CHeroInfoWindow>(targetHero, &windowPosition);
+		GH.pushIntT<HeroInfoWindow>(targetHero, &windowPosition);
 	}
 }
 
-void CBattleHero::switchToNextPhase()
+void BattleHero::switchToNextPhase()
 {
 	if(phase != nextPhase)
 	{
@@ -247,7 +247,7 @@ void CBattleHero::switchToNextPhase()
 	currentFrame = firstFrame;
 }
 
-CBattleHero::CBattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const CBattleInterface * owner):
+BattleHero::BattleHero(const std::string & animationPath, bool flipG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface * owner):
     flip(flipG),
     myHero(hero),
     myOwner(owner),
@@ -274,9 +274,7 @@ CBattleHero::CBattleHero(const std::string & animationPath, bool flipG, PlayerCo
 	switchToNextPhase();
 }
 
-CBattleHero::~CBattleHero() = default;
-
-CHeroInfoWindow::CHeroInfoWindow(const InfoAboutHero & hero, Point * position)
+HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
 	: CWindowObject(RCLICK_POPUP | SHADOW_DISABLED, "CHRPOP")
 {
 	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@@ -318,7 +316,7 @@ CHeroInfoWindow::CHeroInfoWindow(const InfoAboutHero & hero, Point * position)
 	labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
 }
 
-CBattleOptionsWindow::CBattleOptionsWindow(CBattleInterface *owner):
+BattleOptionsWindow::BattleOptionsWindow(BattleInterface *owner):
 	CWindowObject(PLAYER_COLORED, "comopbck.bmp")
 {
 	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@@ -380,17 +378,17 @@ CBattleOptionsWindow::CBattleOptionsWindow(CBattleInterface *owner):
 	labels.push_back(std::make_shared<CLabel>(61, 156, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[407]));
 }
 
-void CBattleOptionsWindow::bDefaultf()
+void BattleOptionsWindow::bDefaultf()
 {
 	//TODO: implement
 }
 
-void CBattleOptionsWindow::bExitf()
+void BattleOptionsWindow::bExitf()
 {
 	close();
 }
 
-CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterface & _owner)
+BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner)
 	: owner(_owner)
 {
 	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@@ -546,27 +544,25 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult & br, CPlayerInterfa
 	}
 }
 
-CBattleResultWindow::~CBattleResultWindow() = default;
-
-void CBattleResultWindow::activate()
+void BattleResultWindow::activate()
 {
 	owner.showingDialog->set(true);
 	CIntObject::activate();
 }
 
-void CBattleResultWindow::show(SDL_Surface * to)
+void BattleResultWindow::show(SDL_Surface * to)
 {
 	CIntObject::show(to);
 	CCS->videoh->update(pos.x + 107, pos.y + 70, screen, true, false);
 }
 
-void CBattleResultWindow::bExitf()
+void BattleResultWindow::bExitf()
 {
 	CPlayerInterface &intTmp = owner; //copy reference because "this" will be destructed soon
 
 	close();
 
-	if(dynamic_cast<CBattleInterface*>(GH.topInt().get()))
+	if(dynamic_cast<BattleInterface*>(GH.topInt().get()))
 		GH.popInts(1); //pop battle interface if present
 
 	//Result window and battle interface are gone. We requested all dialogs to be closed before opening the battle,
@@ -575,7 +571,7 @@ void CBattleResultWindow::bExitf()
 	CCS->videoh->close();
 }
 
-void CClickableHex::hover(bool on)
+void ClickableHex::hover(bool on)
 {
 	hovered = on;
 	//Hoverable::hover(on);
@@ -586,12 +582,12 @@ void CClickableHex::hover(bool on)
 	}
 }
 
-CClickableHex::CClickableHex() : setAlterText(false), myNumber(-1), strictHovered(false), myInterface(nullptr)
+ClickableHex::ClickableHex() : setAlterText(false), myNumber(-1), strictHovered(false), myInterface(nullptr)
 {
 	addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
 }
 
-void CClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
+void ClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
 {
 	strictHovered = myInterface->fieldController->isPixelInHex(Point(sEvent.x-pos.x, sEvent.y-pos.y));
 
@@ -616,7 +612,7 @@ void CClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
 	}
 }
 
-void CClickableHex::clickLeft(tribool down, bool previousState)
+void ClickableHex::clickLeft(tribool down, bool previousState)
 {
 	if(!down && hovered && strictHovered) //we've been really clicked!
 	{
@@ -624,7 +620,7 @@ void CClickableHex::clickLeft(tribool down, bool previousState)
 	}
 }
 
-void CClickableHex::clickRight(tribool down, bool previousState)
+void ClickableHex::clickRight(tribool down, bool previousState)
 {
 	const CStack * myst = myInterface->getCurrentPlayerInterface()->cb->battleGetStackByPos(myNumber); //stack info
 	if(hovered && strictHovered && myst!=nullptr)
@@ -637,7 +633,7 @@ void CClickableHex::clickRight(tribool down, bool previousState)
 	}
 }
 
-CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner)
+StackQueue::StackQueue(bool Embedded, BattleInterface * _owner)
 	: embedded(Embedded),
 	owner(_owner)
 {
@@ -674,9 +670,7 @@ CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner)
 	}
 }
 
-CStackQueue::~CStackQueue() = default;
-
-void CStackQueue::update()
+void StackQueue::update()
 {
 	std::vector<battle::Units> queueData;
 
@@ -694,12 +688,12 @@ void CStackQueue::update()
 		stackBoxes[boxIndex]->setUnit(nullptr);
 }
 
-int32_t CStackQueue::getSiegeShooterIconID()
+int32_t StackQueue::getSiegeShooterIconID()
 {
 	return owner->siegeController->getSiegedTown()->town->faction->index;
 }
 
-CStackQueue::StackBox::StackBox(CStackQueue * owner):
+StackQueue::StackBox::StackBox(StackQueue * owner):
 	owner(owner)
 {
 	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@@ -726,7 +720,7 @@ CStackQueue::StackBox::StackBox(CStackQueue * owner):
 	}
 }
 
-void CStackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
+void StackQueue::StackBox::setUnit(const battle::Unit * unit, size_t turn)
 {
 	if(unit)
 	{

+ 20 - 23
client/battle/CBattleInterfaceClasses.h

@@ -27,7 +27,7 @@ class Unit;
 VCMI_LIB_NAMESPACE_END
 
 struct SDL_Surface;
-class CBattleInterface;
+class BattleInterface;
 class CPicture;
 class CFilledTexture;
 class CButton;
@@ -39,7 +39,7 @@ class CAnimImage;
 class CPlayerInterface;
 
 /// Class which shows the console at the bottom of the battle screen and manages the text of the console
-class CBattleConsole : public CIntObject, public IStatusBar
+class BattleConsole : public CIntObject, public IStatusBar
 {
 private:
 	std::vector< std::string > texts; //a place where texts are stored
@@ -47,7 +47,7 @@ private:
 
 	std::string ingcAlter; //alternative text set by in-game console - very important!
 public:
-	CBattleConsole(const Rect & position);
+	BattleConsole(const Rect & position);
 	void showAll(SDL_Surface * to = 0) override;
 
 	bool addText(const std::string &text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
@@ -62,7 +62,7 @@ public:
 };
 
 /// Hero battle animation
-class CBattleHero : public CIntObject
+class BattleHero : public CIntObject
 {
 	void switchToNextPhase();
 public:
@@ -72,7 +72,7 @@ public:
 	std::shared_ptr<CAnimation> flagAnimation;
 
 	const CGHeroInstance * myHero; //this animation's hero instance
-	const CBattleInterface * myOwner; //battle interface to which this animation is assigned
+	const BattleInterface * myOwner; //battle interface to which this animation is assigned
 	int phase; //stage of animation
 	int nextPhase; //stage of animation to be set after current phase is fully displayed
 	int currentFrame, firstFrame, lastFrame; //frame of animation
@@ -84,21 +84,20 @@ public:
 	void hover(bool on) override;
 	void clickLeft(tribool down, bool previousState) override; //call-in
 	void clickRight(tribool down, bool previousState) override; //call-in
-	CBattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const CBattleInterface * owner);
-	~CBattleHero();
+	BattleHero(const std::string & animationPath, bool filpG, PlayerColor player, const CGHeroInstance * hero, const BattleInterface * owner);
 };
 
-class CHeroInfoWindow : public CWindowObject
+class HeroInfoWindow : public CWindowObject
 {
 private:
 	std::vector<std::shared_ptr<CLabel>> labels;
 	std::vector<std::shared_ptr<CAnimImage>> icons;
 public:
-	CHeroInfoWindow(const InfoAboutHero & hero, Point * position);
+	HeroInfoWindow(const InfoAboutHero & hero, Point * position);
 };
 
 /// Class which manages the battle options window
-class CBattleOptionsWindow : public CWindowObject
+class BattleOptionsWindow : public CWindowObject
 {
 private:
 	std::shared_ptr<CButton> setToDefault;
@@ -107,14 +106,14 @@ private:
 	std::vector<std::shared_ptr<CLabel>> labels;
 	std::vector<std::shared_ptr<CToggleButton>> toggles;
 public:
-	CBattleOptionsWindow(CBattleInterface * owner);
+	BattleOptionsWindow(BattleInterface * owner);
 
 	void bDefaultf(); //default button callback
 	void bExitf(); //exit button callback
 };
 
 /// Class which is responsible for showing the battle result window
-class CBattleResultWindow : public WindowBase
+class BattleResultWindow : public WindowBase
 {
 private:
 	std::shared_ptr<CPicture> background;
@@ -124,8 +123,7 @@ private:
 	std::shared_ptr<CTextBox> description;
 	CPlayerInterface & owner;
 public:
-	CBattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
-	~CBattleResultWindow();
+	BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
 
 	void bExitf(); //exit button callback
 
@@ -134,7 +132,7 @@ public:
 };
 
 /// Class which stands for a single hex field on a battlefield
-class CClickableHex : public CIntObject
+class ClickableHex : public CIntObject
 {
 private:
 	bool setAlterText; //if true, this hex has set alternative text in console and will clean it
@@ -143,22 +141,22 @@ public:
 	//bool accessible; //if true, this hex is accessible for units
 	//CStack * ourStack;
 	bool strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
-	CBattleInterface * myInterface; //interface that owns me
+	BattleInterface * myInterface; //interface that owns me
 
 	//for user interactions
 	void hover (bool on) override;
 	void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
 	void clickLeft(tribool down, bool previousState) override;
 	void clickRight(tribool down, bool previousState) override;
-	CClickableHex();
+	ClickableHex();
 };
 
 /// Shows the stack queue
-class CStackQueue : public CIntObject
+class StackQueue : public CIntObject
 {
 	class StackBox : public CIntObject
 	{
-		CStackQueue * owner;
+		StackQueue * owner;
 	public:
 		std::shared_ptr<CPicture> background;
 		std::shared_ptr<CAnimImage> icon;
@@ -166,13 +164,13 @@ class CStackQueue : public CIntObject
 		std::shared_ptr<CAnimImage> stateIcon;
 
 		void setUnit(const battle::Unit * unit, size_t turn = 0);
-		StackBox(CStackQueue * owner);
+		StackBox(StackQueue * owner);
 	};
 
 	static const int QUEUE_SIZE = 10;
 	std::shared_ptr<CFilledTexture> background;
 	std::vector<std::shared_ptr<StackBox>> stackBoxes;
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	std::shared_ptr<CAnimation> icons;
 	std::shared_ptr<CAnimation> stateIcons;
@@ -181,7 +179,6 @@ class CStackQueue : public CIntObject
 public:
 	const bool embedded;
 
-	CStackQueue(bool Embedded, CBattleInterface * _owner);
-	~CStackQueue();
+	StackQueue(bool Embedded, BattleInterface * _owner);
 	void update();
 };

+ 8 - 8
client/battle/CBattleObstacleController.cpp

@@ -24,7 +24,7 @@
 #include "../../lib/battle/CObstacleInstance.h"
 #include "../../lib/ObstacleHandler.h"
 
-CBattleObstacleController::CBattleObstacleController(CBattleInterface * owner):
+BattleObstacleController::BattleObstacleController(BattleInterface * owner):
 	owner(owner)
 {
 	auto obst = owner->curInt->cb->battleGetAllObstacles();
@@ -36,7 +36,7 @@ CBattleObstacleController::CBattleObstacleController(CBattleInterface * owner):
 	}
 }
 
-void CBattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
+void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
 {
 	std::string animationName;
 
@@ -69,7 +69,7 @@ void CBattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
 	obstacleAnimations[oi.uniqueID] = animationsCache[animationName];
 }
 
-void CBattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
+void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
 {
 	assert(obstaclesBeingPlaced.empty());
 	for (auto const & oi : obstacles)
@@ -113,7 +113,7 @@ void CBattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr
 	}
 }
 
-void CBattleObstacleController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset)
+void BattleObstacleController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset)
 {
 	//Blit absolute obstacles
 	for(auto & oi : owner->curInt->cb->battleGetAllObstacles())
@@ -127,7 +127,7 @@ void CBattleObstacleController::showAbsoluteObstacles(std::shared_ptr<CCanvas> c
 	}
 }
 
-void CBattleObstacleController::collectRenderableObjects(CBattleRenderer & renderer)
+void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
 {
 	for (auto obstacle : owner->curInt->cb->battleGetAllObstacles())
 	{
@@ -137,7 +137,7 @@ void CBattleObstacleController::collectRenderableObjects(CBattleRenderer & rende
 		if (obstacle->obstacleType == CObstacleInstance::MOAT)
 			continue;
 
-		renderer.insert(EBattleFieldLayer::OBSTACLES, obstacle->pos, [this, obstacle]( CBattleRenderer::RendererPtr canvas ){
+		renderer.insert(EBattleFieldLayer::OBSTACLES, obstacle->pos, [this, obstacle]( BattleRenderer::RendererPtr canvas ){
 			auto img = getObstacleImage(*obstacle);
 			if(img)
 			{
@@ -148,7 +148,7 @@ void CBattleObstacleController::collectRenderableObjects(CBattleRenderer & rende
 	}
 }
 
-std::shared_ptr<IImage> CBattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
+std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
 {
 	int frameIndex = (owner->animCount+1) *25 / owner->getAnimSpeed();
 	std::shared_ptr<CAnimation> animation;
@@ -178,7 +178,7 @@ std::shared_ptr<IImage> CBattleObstacleController::getObstacleImage(const CObsta
 	return nullptr;
 }
 
-Point CBattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
+Point BattleObstacleController::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
 {
 	int offset = obstacle.getAnimationYOffset(image->height());
 

+ 6 - 6
client/battle/CBattleObstacleController.h

@@ -20,15 +20,15 @@ struct SDL_Surface;
 class IImage;
 class CCanvas;
 class CAnimation;
-class CBattleInterface;
-class CBattleRenderer;
+class BattleInterface;
+class BattleRenderer;
 struct Point;
 
-class CBattleObstacleController
+class BattleObstacleController
 {
 	std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
 
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
 
@@ -42,11 +42,11 @@ class CBattleObstacleController
 	Point getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle);
 
 public:
-	CBattleObstacleController(CBattleInterface * owner);
+	BattleObstacleController(BattleInterface * owner);
 
 	void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & oi);
 	void showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance>> &obstacles);
 	void showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset);
 
-	void collectRenderableObjects(CBattleRenderer & renderer);
+	void collectRenderableObjects(BattleRenderer & renderer);
 };

+ 15 - 15
client/battle/CBattleProjectileController.cpp

@@ -146,11 +146,11 @@ void ProjectileRay::show(std::shared_ptr<CCanvas> canvas)
 	++step;
 }
 
-CBattleProjectileController::CBattleProjectileController(CBattleInterface * owner):
+BattleProjectileController::BattleProjectileController(BattleInterface * owner):
 	owner(owner)
 {}
 
-const CCreature * CBattleProjectileController::getShooter(const CStack * stack)
+const CCreature * BattleProjectileController::getShooter(const CStack * stack)
 {
 	const CCreature * creature = stack->getCreature();
 
@@ -166,17 +166,17 @@ const CCreature * CBattleProjectileController::getShooter(const CStack * stack)
 	return creature;
 }
 
-bool CBattleProjectileController::stackUsesRayProjectile(const CStack * stack)
+bool BattleProjectileController::stackUsesRayProjectile(const CStack * stack)
 {
 	return !getShooter(stack)->animation.projectileRay.empty();
 }
 
-bool CBattleProjectileController::stackUsesMissileProjectile(const CStack * stack)
+bool BattleProjectileController::stackUsesMissileProjectile(const CStack * stack)
 {
 	return !getShooter(stack)->animation.projectileImageName.empty();
 }
 
-void CBattleProjectileController::initStackProjectile(const CStack * stack)
+void BattleProjectileController::initStackProjectile(const CStack * stack)
 {
 	if (!stackUsesMissileProjectile(stack))
 		return;
@@ -185,7 +185,7 @@ void CBattleProjectileController::initStackProjectile(const CStack * stack)
 	projectilesCache[creature->animation.projectileImageName] = createProjectileImage(creature->animation.projectileImageName);
 }
 
-std::shared_ptr<CAnimation> CBattleProjectileController::createProjectileImage(const std::string & path )
+std::shared_ptr<CAnimation> BattleProjectileController::createProjectileImage(const std::string & path )
 {
 	std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(path);
 	projectile->preload();
@@ -198,7 +198,7 @@ std::shared_ptr<CAnimation> CBattleProjectileController::createProjectileImage(c
 	return projectile;
 }
 
-std::shared_ptr<CAnimation> CBattleProjectileController::getProjectileImage(const CStack * stack)
+std::shared_ptr<CAnimation> BattleProjectileController::getProjectileImage(const CStack * stack)
 {
 	const CCreature * creature = getShooter(stack);
 	std::string imageName = creature->animation.projectileImageName;
@@ -209,7 +209,7 @@ std::shared_ptr<CAnimation> CBattleProjectileController::getProjectileImage(cons
 	return projectilesCache[imageName];
 }
 
-void CBattleProjectileController::emitStackProjectile(const CStack * stack)
+void BattleProjectileController::emitStackProjectile(const CStack * stack)
 {
 	int stackID = stack ? stack->ID : -1;
 
@@ -223,7 +223,7 @@ void CBattleProjectileController::emitStackProjectile(const CStack * stack)
 	}
 }
 
-void CBattleProjectileController::showProjectiles(std::shared_ptr<CCanvas> canvas)
+void BattleProjectileController::showProjectiles(std::shared_ptr<CCanvas> canvas)
 {
 	for ( auto it = projectiles.begin(); it != projectiles.end();)
 	{
@@ -239,7 +239,7 @@ void CBattleProjectileController::showProjectiles(std::shared_ptr<CCanvas> canva
 	}
 }
 
-bool CBattleProjectileController::hasActiveProjectile(const CStack * stack)
+bool BattleProjectileController::hasActiveProjectile(const CStack * stack)
 {
 	int stackID = stack ? stack->ID : -1;
 
@@ -253,7 +253,7 @@ bool CBattleProjectileController::hasActiveProjectile(const CStack * stack)
 	return false;
 }
 
-int CBattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
+int BattleProjectileController::computeProjectileFlightTime( Point from, Point dest, double animSpeed)
 {
 	double distanceSquared = (dest.x - from.x) * (dest.x - from.x) + (dest.y - from.y) * (dest.y - from.y);
 	double distance = sqrt(distanceSquared);
@@ -264,7 +264,7 @@ int CBattleProjectileController::computeProjectileFlightTime( Point from, Point
 	return 1;
 }
 
-int CBattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
+int BattleProjectileController::computeProjectileFrameID( Point from, Point dest, const CStack * stack)
 {
 	const CCreature * creature = getShooter(stack);
 
@@ -295,7 +295,7 @@ int CBattleProjectileController::computeProjectileFrameID( Point from, Point des
 	return bestID;
 }
 
-void CBattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
+void BattleProjectileController::createCatapultProjectile(const CStack * shooter, Point from, Point dest)
 {
 	auto catapultProjectile       = new ProjectileCatapult();
 
@@ -312,7 +312,7 @@ void CBattleProjectileController::createCatapultProjectile(const CStack * shoote
 	projectiles.push_back(std::shared_ptr<ProjectileBase>(catapultProjectile));
 }
 
-void CBattleProjectileController::createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest)
+void BattleProjectileController::createProjectile(const CStack * shooter, const CStack * target, Point from, Point dest)
 {
 	assert(target);
 
@@ -351,7 +351,7 @@ void CBattleProjectileController::createProjectile(const CStack * shooter, const
 	projectiles.push_back(projectile);
 }
 
-void CBattleProjectileController::createSpellProjectile(const CStack * shooter, const CStack * target, Point from, Point dest, const CSpell * spell)
+void BattleProjectileController::createSpellProjectile(const CStack * shooter, const CStack * target, Point from, Point dest, const CSpell * spell)
 {
 	double projectileAngle = std::abs(atan2(dest.x - from.x, dest.y - from.y));
 	std::string animToDisplay = spell->animationInfo.selectProjectile(projectileAngle);

+ 4 - 4
client/battle/CBattleProjectileController.h

@@ -23,7 +23,7 @@ struct Point;
 struct SDL_Surface;
 class CAnimation;
 class CCanvas;
-class CBattleInterface;
+class BattleInterface;
 
 /// Small struct which contains information about the position and the velocity of a projectile
 struct ProjectileBase
@@ -70,9 +70,9 @@ struct ProjectileRay : ProjectileBase
 	std::vector<CCreature::CreatureAnimation::RayColor> rayConfig;
 };
 
-class CBattleProjectileController
+class BattleProjectileController
 {
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	/// all projectiles loaded during current battle
 	std::map<std::string, std::shared_ptr<CAnimation>> projectilesCache;
@@ -97,7 +97,7 @@ class CBattleProjectileController
 	int computeProjectileFrameID( Point from, Point dest, const CStack * stack);
 	int computeProjectileFlightTime( Point from, Point dest, double speed);
 public:
-	CBattleProjectileController(CBattleInterface * owner);
+	BattleProjectileController(BattleInterface * owner);
 
 	void showProjectiles(std::shared_ptr<CCanvas> canvas);
 

+ 6 - 6
client/battle/CBattleRenderer.cpp

@@ -17,7 +17,7 @@
 #include "CBattleStacksController.h"
 #include "CBattleObstacleController.h"
 
-void CBattleRenderer::collectObjects()
+void BattleRenderer::collectObjects()
 {
 	owner->collectRenderableObjects(*this);
 	owner->effectsController->collectRenderableObjects(*this);
@@ -27,7 +27,7 @@ void CBattleRenderer::collectObjects()
 		owner->siegeController->collectRenderableObjects(*this);
 }
 
-void CBattleRenderer::sortObjects()
+void BattleRenderer::sortObjects()
 {
 	auto getRow = [](const RenderableInstance & object) -> int
 	{
@@ -54,23 +54,23 @@ void CBattleRenderer::sortObjects()
 	});
 }
 
-void CBattleRenderer::renderObjects(CBattleRenderer::RendererPtr targetCanvas)
+void BattleRenderer::renderObjects(BattleRenderer::RendererPtr targetCanvas)
 {
 	for (auto const & object : objects)
 		object.functor(targetCanvas);
 }
 
-CBattleRenderer::CBattleRenderer(CBattleInterface * owner):
+BattleRenderer::BattleRenderer(BattleInterface * owner):
 	owner(owner)
 {
 }
 
-void CBattleRenderer::insert(EBattleFieldLayer layer, BattleHex tile, CBattleRenderer::RenderFunctor functor)
+void BattleRenderer::insert(EBattleFieldLayer layer, BattleHex tile, BattleRenderer::RenderFunctor functor)
 {
 	objects.push_back({ functor, layer, tile });
 }
 
-void CBattleRenderer::execute(CBattleRenderer::RendererPtr targetCanvas)
+void BattleRenderer::execute(BattleRenderer::RendererPtr targetCanvas)
 {
 	collectObjects();
 	sortObjects();

+ 4 - 4
client/battle/CBattleRenderer.h

@@ -24,7 +24,7 @@ VCMI_LIB_NAMESPACE_END
 //class CClickableHex;
 class CCanvas;
 //class IImage;
-class CBattleInterface;
+class BattleInterface;
 
 enum class EBattleFieldLayer {
 					   // confirmed ordering requirements:
@@ -38,14 +38,14 @@ enum class EBattleFieldLayer {
 	EFFECTS       = 3, // after obstacles, battlements
 };
 
-class CBattleRenderer
+class BattleRenderer
 {
 public:
 	using RendererPtr = std::shared_ptr<CCanvas>;
 	using RenderFunctor = std::function<void(RendererPtr)>;
 
 private:
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	struct RenderableInstance
 	{
@@ -59,7 +59,7 @@ private:
 	void sortObjects();
 	void renderObjects(RendererPtr targetCanvas);
 public:
-	CBattleRenderer(CBattleInterface * owner);
+	BattleRenderer(BattleInterface * owner);
 
 	void insert(EBattleFieldLayer layer, BattleHex tile, RenderFunctor functor);
 	void execute(RendererPtr targetCanvas);

+ 19 - 19
client/battle/CBattleSiegeController.cpp

@@ -28,7 +28,7 @@
 #include "../../lib/CStack.h"
 #include "../../lib/mapObjects/CGTownInstance.h"
 
-std::string CBattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
+std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
 {
 	auto getImageIndex = [&]() -> int
 	{
@@ -106,7 +106,7 @@ std::string CBattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisu
 	}
 }
 
-void CBattleSiegeController::showWallPiece(std::shared_ptr<CCanvas> canvas, EWallVisual::EWallVisual what, const Point & offset)
+void BattleSiegeController::showWallPiece(std::shared_ptr<CCanvas> canvas, EWallVisual::EWallVisual what, const Point & offset)
 {
 	auto & ci = town->town->clientInfo;
 	auto const & pos = ci.siegePositions[what];
@@ -115,13 +115,13 @@ void CBattleSiegeController::showWallPiece(std::shared_ptr<CCanvas> canvas, EWal
 		canvas->draw(wallPieceImages[what], offset + Point(pos.x, pos.y));
 }
 
-std::string CBattleSiegeController::getBattleBackgroundName() const
+std::string BattleSiegeController::getBattleBackgroundName() const
 {
 	const std::string & prefix = town->town->clientInfo.siegePrefix;
 	return prefix + "BACK.BMP";
 }
 
-bool CBattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
+bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
 {
 	//FIXME: use this instead of buildings test?
 	//ui8 siegeLevel = owner->curInt->cb->battleGetSiegeLevel();
@@ -137,7 +137,7 @@ bool CBattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what
 	}
 }
 
-BattleHex CBattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
+BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
 {
 	static const std::array<BattleHex, 18> wallsPositions = {
 		BattleHex::INVALID,        // BACKGROUND,         // handled separately
@@ -163,7 +163,7 @@ BattleHex CBattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual
 	return wallsPositions[what];
 }
 
-CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown):
+BattleSiegeController::BattleSiegeController(BattleInterface * owner, const CGTownInstance *siegeTown):
 	owner(owner),
 	town(siegeTown)
 {
@@ -181,12 +181,12 @@ CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const C
 	}
 }
 
-const CCreature *CBattleSiegeController::getTurretCreature() const
+const CCreature *BattleSiegeController::getTurretCreature() const
 {
 	return CGI->creh->objects[town->town->clientInfo.siegeShooter];
 }
 
-Point CBattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
+Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
 {
 	// Turret positions are read out of the config/wall_pos.txt
 	int posID = 0;
@@ -215,7 +215,7 @@ Point CBattleSiegeController::getTurretCreaturePosition( BattleHex position ) co
 	return Point(0,0);
 }
 
-void CBattleSiegeController::gateStateChanged(const EGateState state)
+void BattleSiegeController::gateStateChanged(const EGateState state)
 {
 	auto oldState = owner->curInt->cb->battleGetGateState();
 	bool playSound = false;
@@ -249,7 +249,7 @@ void CBattleSiegeController::gateStateChanged(const EGateState state)
 		CCS->soundh->playSound(soundBase::DRAWBRG);
 }
 
-void CBattleSiegeController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset)
+void BattleSiegeController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset)
 {
 	if (getWallPieceExistance(EWallVisual::MOAT))
 		showWallPiece(canvas, EWallVisual::MOAT, offset);
@@ -258,7 +258,7 @@ void CBattleSiegeController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canv
 		showWallPiece(canvas, EWallVisual::MOAT_BANK, offset);
 }
 
-BattleHex CBattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
+BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
 {
 	switch(wallPiece)
 	{
@@ -270,7 +270,7 @@ BattleHex CBattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wa
 	return BattleHex::INVALID;
 }
 
-const CStack * CBattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
+const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
 {
 	for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
 	{
@@ -281,7 +281,7 @@ const CStack * CBattleSiegeController::getTurretStack(EWallVisual::EWallVisual w
 	return nullptr;
 }
 
-void CBattleSiegeController::collectRenderableObjects(CBattleRenderer & renderer)
+void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
 {
 	for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
 	{
@@ -297,14 +297,14 @@ void CBattleSiegeController::collectRenderableObjects(CBattleRenderer & renderer
 			wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
 			wallPiece == EWallVisual::UPPER_BATTLEMENT)
 		{
-			renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](CBattleRenderer::RendererPtr canvas){
+			renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererPtr canvas){
 				owner->stacksController->showStack(canvas, getTurretStack(wallPiece));
 			});
-			renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](CBattleRenderer::RendererPtr canvas){
+			renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererPtr canvas){
 				showWallPiece(canvas, wallPiece, owner->pos.topLeft());
 			});
 		}
-		renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](CBattleRenderer::RendererPtr canvas){
+		renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererPtr canvas){
 			showWallPiece(canvas, wallPiece, owner->pos.topLeft());
 		});
 
@@ -312,7 +312,7 @@ void CBattleSiegeController::collectRenderableObjects(CBattleRenderer & renderer
 	}
 }
 
-bool CBattleSiegeController::isAttackableByCatapult(BattleHex hex) const
+bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
 {
 	if (owner->tacticsMode)
 		return false;
@@ -325,7 +325,7 @@ bool CBattleSiegeController::isAttackableByCatapult(BattleHex hex) const
 	return state != EWallState::DESTROYED && state != EWallState::NONE;
 }
 
-void CBattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
+void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 {
 	if (ca.attacker != -1)
 	{
@@ -362,7 +362,7 @@ void CBattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 	}
 }
 
-const CGTownInstance *CBattleSiegeController::getSiegedTown() const
+const CGTownInstance *BattleSiegeController::getSiegedTown() const
 {
 	return town;
 }

+ 6 - 6
client/battle/CBattleSiegeController.h

@@ -24,8 +24,8 @@ VCMI_LIB_NAMESPACE_END
 struct Point;
 struct SDL_Surface;
 class CCanvas;
-class CBattleInterface;
-class CBattleRenderer;
+class BattleInterface;
+class BattleRenderer;
 class IImage;
 
 namespace EWallVisual
@@ -66,9 +66,9 @@ namespace EWallVisual
 	};
 }
 
-class CBattleSiegeController
+class BattleSiegeController
 {
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	/// besieged town
 	const CGTownInstance *town;
@@ -91,7 +91,7 @@ class CBattleSiegeController
 	const CStack * getTurretStack(EWallVisual::EWallVisual wallPiece) const;
 
 public:
-	CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown);
+	BattleSiegeController(BattleInterface * owner, const CGTownInstance *siegeTown);
 
 	/// call-ins from server
 	void gateStateChanged(const EGateState state);
@@ -99,7 +99,7 @@ public:
 
 	/// call-ins from other battle controllers
 	void showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset);
-	void collectRenderableObjects(CBattleRenderer & renderer);
+	void collectRenderableObjects(BattleRenderer & renderer);
 
 	/// queries from other battle controllers
 	bool isAttackableByCatapult(BattleHex hex) const;

+ 33 - 33
client/battle/CBattleStacksController.cpp

@@ -35,9 +35,9 @@
 #include "../../lib/CStack.h"
 #include "../../lib/CondSh.h"
 
-static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
+static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim)
 {
-	std::shared_ptr<CCreatureAnimation> animation = anim.lock();
+	std::shared_ptr<CreatureAnimation> animation = anim.lock();
 	if(!animation)
 		return;
 
@@ -61,7 +61,7 @@ static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnim
 	animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
 }
 
-CBattleStacksController::CBattleStacksController(CBattleInterface * owner):
+BattleStacksController::BattleStacksController(BattleInterface * owner):
 	owner(owner),
 	activeStack(nullptr),
 	mouseHoveredStack(nullptr),
@@ -94,7 +94,7 @@ CBattleStacksController::CBattleStacksController(CBattleInterface * owner):
 	}
 }
 
-BattleHex CBattleStacksController::getStackCurrentPosition(const CStack * stack)
+BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
 {
 	if ( !stackAnimation[stack->ID]->isMoving())
 		return stack->getPosition();
@@ -117,7 +117,7 @@ BattleHex CBattleStacksController::getStackCurrentPosition(const CStack * stack)
 	return stack->getPosition();
 }
 
-void CBattleStacksController::collectRenderableObjects(CBattleRenderer & renderer)
+void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
 {
 	auto stacks = owner->curInt->cb->battleGetAllStacks(false);
 
@@ -133,20 +133,20 @@ void CBattleStacksController::collectRenderableObjects(CBattleRenderer & rendere
 		auto layer = stackAnimation[stack->ID]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;
 		auto location = getStackCurrentPosition(stack);
 
-		renderer.insert(layer, location, [this, stack]( CBattleRenderer::RendererPtr renderer ){
+		renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererPtr renderer ){
 			showStack(renderer, stack);
 		});
 
 		if (stackNeedsAmountBox(stack))
 		{
-			renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( CBattleRenderer::RendererPtr renderer ){
+			renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererPtr renderer ){
 				showStackAmountBox(renderer, stack);
 			});
 		}
 	}
 }
 
-void CBattleStacksController::stackReset(const CStack * stack)
+void BattleStacksController::stackReset(const CStack * stack)
 {
 	auto iter = stackAnimation.find(stack->ID);
 
@@ -170,7 +170,7 @@ void CBattleStacksController::stackReset(const CStack * stack)
 	//TODO: handle more cases
 }
 
-void CBattleStacksController::stackAdded(const CStack * stack)
+void BattleStacksController::stackAdded(const CStack * stack)
 {
 	stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
 
@@ -199,7 +199,7 @@ void CBattleStacksController::stackAdded(const CStack * stack)
 	stackAnimation[stack->ID]->setType(CCreatureAnim::HOLDING);
 }
 
-void CBattleStacksController::setActiveStack(const CStack *stack)
+void BattleStacksController::setActiveStack(const CStack *stack)
 {
 	if (activeStack) // update UI
 		stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
@@ -212,7 +212,7 @@ void CBattleStacksController::setActiveStack(const CStack *stack)
 	owner->controlPanel->blockUI(activeStack == nullptr);
 }
 
-void CBattleStacksController::setHoveredStack(const CStack *stack)
+void BattleStacksController::setHoveredStack(const CStack *stack)
 {
 	if ( stack == mouseHoveredStack )
 		 return;
@@ -236,7 +236,7 @@ void CBattleStacksController::setHoveredStack(const CStack *stack)
 		mouseHoveredStack = nullptr;
 }
 
-bool CBattleStacksController::stackNeedsAmountBox(const CStack * stack)
+bool BattleStacksController::stackNeedsAmountBox(const CStack * stack)
 {
 	BattleHex currentActionTarget;
 	if(owner->curInt->curAction)
@@ -282,7 +282,7 @@ bool CBattleStacksController::stackNeedsAmountBox(const CStack * stack)
 	return true;
 }
 
-std::shared_ptr<IImage> CBattleStacksController::getStackAmountBox(const CStack * stack)
+std::shared_ptr<IImage> BattleStacksController::getStackAmountBox(const CStack * stack)
 {
 	std::vector<si32> activeSpells = stack->activeSpells();
 
@@ -303,7 +303,7 @@ std::shared_ptr<IImage> CBattleStacksController::getStackAmountBox(const CStack
 	return amountEffNeutral;
 }
 
-void CBattleStacksController::showStackAmountBox(std::shared_ptr<CCanvas> canvas, const CStack * stack)
+void BattleStacksController::showStackAmountBox(std::shared_ptr<CCanvas> canvas, const CStack * stack)
 {
 	//blitting amount background box
 	auto amountBG = getStackAmountBox(stack);
@@ -327,13 +327,13 @@ void CBattleStacksController::showStackAmountBox(std::shared_ptr<CCanvas> canvas
 	canvas->drawText(textPos, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, makeNumberShort(stack->getCount()));
 }
 
-void CBattleStacksController::showStack(std::shared_ptr<CCanvas> canvas, const CStack * stack)
+void BattleStacksController::showStack(std::shared_ptr<CCanvas> canvas, const CStack * stack)
 {
 	stackAnimation[stack->ID]->nextFrame(canvas, facingRight(stack)); // do actual blit
 	stackAnimation[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
 }
 
-void CBattleStacksController::updateBattleAnimations()
+void BattleStacksController::updateBattleAnimations()
 {
 	for (auto & elem : currentAnimations)
 	{
@@ -363,13 +363,13 @@ void CBattleStacksController::updateBattleAnimations()
 	}
 }
 
-void CBattleStacksController::addNewAnim(CBattleAnimation *anim)
+void BattleStacksController::addNewAnim(CBattleAnimation *anim)
 {
 	currentAnimations.push_back(anim);
 	owner->animsAreDisplayed.setn(true);
 }
 
-void CBattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
+void BattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
 {
 	stackToActivate = stack;
 	owner->waitForAnims();
@@ -377,7 +377,7 @@ void CBattleStacksController::stackActivated(const CStack *stack) //TODO: check
 		owner->activateStack();
 }
 
-void CBattleStacksController::stackRemoved(uint32_t stackID)
+void BattleStacksController::stackRemoved(uint32_t stackID)
 {
 	if (getActiveStack() != nullptr)
 	{
@@ -394,7 +394,7 @@ void CBattleStacksController::stackRemoved(uint32_t stackID)
 	//todo: ensure that ghost stack animation has fadeout effect
 }
 
-void CBattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
+void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
 {
 	for(auto & attackedInfo : attackedInfos)
 	{
@@ -417,13 +417,13 @@ void CBattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> a
 	}
 }
 
-void CBattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
+void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
 {
 	addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));
 	owner->waitForAnims();
 }
 
-void CBattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
+void BattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
 {
 	if (shooting)
 	{
@@ -436,7 +436,7 @@ void CBattleStacksController::stackAttacking( const CStack *attacker, BattleHex
 	//waitForAnims();
 }
 
-bool CBattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
+bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
 {
 	Point begPosition = getStackPositionAtHex(oldPos,stack);
 	Point endPosition = getStackPositionAtHex(nextHex, stack);
@@ -450,7 +450,7 @@ bool CBattleStacksController::shouldRotate(const CStack * stack, const BattleHex
 }
 
 
-void CBattleStacksController::endAction(const BattleAction* action)
+void BattleStacksController::endAction(const BattleAction* action)
 {
 	//check if we should reverse stacks
 	//for some strange reason, it's not enough
@@ -467,7 +467,7 @@ void CBattleStacksController::endAction(const BattleAction* action)
 	}
 }
 
-void CBattleStacksController::startAction(const BattleAction* action)
+void BattleStacksController::startAction(const BattleAction* action)
 {
 	const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);
 	setHoveredStack(nullptr);
@@ -487,7 +487,7 @@ void CBattleStacksController::startAction(const BattleAction* action)
 	}
 }
 
-void CBattleStacksController::activateStack()
+void BattleStacksController::activateStack()
 {
 	if ( !currentAnimations.empty())
 		return;
@@ -524,39 +524,39 @@ void CBattleStacksController::activateStack()
 	}
 }
 
-void CBattleStacksController::setSelectedStack(const CStack *stack)
+void BattleStacksController::setSelectedStack(const CStack *stack)
 {
 	selectedStack = stack;
 }
 
-const CStack* CBattleStacksController::getSelectedStack()
+const CStack* BattleStacksController::getSelectedStack()
 {
 	return selectedStack;
 }
 
-const CStack* CBattleStacksController::getActiveStack()
+const CStack* BattleStacksController::getActiveStack()
 {
 	return activeStack;
 }
 
-bool CBattleStacksController::facingRight(const CStack * stack)
+bool BattleStacksController::facingRight(const CStack * stack)
 {
 	return stackFacingRight[stack->ID];
 }
 
-bool CBattleStacksController::activeStackSpellcaster()
+bool BattleStacksController::activeStackSpellcaster()
 {
 	return stackCanCastSpell;
 }
 
-SpellID CBattleStacksController::activeStackSpellToCast()
+SpellID BattleStacksController::activeStackSpellToCast()
 {
 	if (!stackCanCastSpell)
 		return SpellID::NONE;
 	return SpellID(creatureSpellToCast);
 }
 
-Point CBattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack)
+Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack)
 {
 	Point ret(-500, -500); //returned value
 	if(stack && stack->initialPosition < 0) //creatures in turrets

+ 8 - 8
client/battle/CBattleStacksController.h

@@ -24,16 +24,16 @@ struct SDL_Surface;
 struct StackAttackedInfo;
 
 class CCanvas;
-class CBattleInterface;
+class BattleInterface;
 class CBattleAnimation;
-class CCreatureAnimation;
+class CreatureAnimation;
 class CBattleAnimation;
-class CBattleRenderer;
+class BattleRenderer;
 class IImage;
 
-class CBattleStacksController
+class BattleStacksController
 {
-	CBattleInterface * owner;
+	BattleInterface * owner;
 
 	std::shared_ptr<IImage> amountNormal;
 	std::shared_ptr<IImage> amountNegative;
@@ -41,7 +41,7 @@ class CBattleStacksController
 	std::shared_ptr<IImage> amountEffNeutral;
 
 	std::vector<CBattleAnimation *> currentAnimations; //currently displayed animations <anim, initialized>
-	std::map<int32_t, std::shared_ptr<CCreatureAnimation>> stackAnimation; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
+	std::map<int32_t, std::shared_ptr<CreatureAnimation>> stackAnimation; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
 	std::map<int, bool> stackFacingRight; // <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
 
 	const CStack *activeStack; //number of active stack; nullptr - no one
@@ -61,7 +61,7 @@ class CBattleStacksController
 	std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
 
 public:
-	CBattleStacksController(CBattleInterface * owner);
+	BattleStacksController(BattleInterface * owner);
 
 	bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex);
 	bool facingRight(const CStack * stack);
@@ -89,7 +89,7 @@ public:
 	void showAliveStack(std::shared_ptr<CCanvas> canvas, const CStack * stack);
 	void showStack(std::shared_ptr<CCanvas> canvas, const CStack * stack);
 
-	void collectRenderableObjects(CBattleRenderer & renderer);
+	void collectRenderableObjects(BattleRenderer & renderer);
 
 	void addNewAnim(CBattleAnimation *anim); //adds new anim to pendingAnims
 	void updateBattleAnimations();

+ 25 - 25
client/battle/CCreatureAnimation.cpp

@@ -34,13 +34,13 @@ SDL_Color AnimationControls::getNoBorder()
 	return creatureNoBorder;
 }
 
-std::shared_ptr<CCreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
+std::shared_ptr<CreatureAnimation> AnimationControls::getAnimation(const CCreature * creature)
 {
 	auto func = std::bind(&AnimationControls::getCreatureAnimationSpeed, creature, _1, _2);
-	return std::make_shared<CCreatureAnimation>(creature->animDefName, func);
+	return std::make_shared<CreatureAnimation>(creature->animDefName, func);
 }
 
-float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t group)
+float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, size_t group)
 {
 	CCreatureAnim::EAnimType type = CCreatureAnim::EAnimType(group);
 
@@ -133,12 +133,12 @@ float AnimationControls::getFlightDistance(const CCreature * creature)
 	return static_cast<float>(creature->animation.flightAnimationDistance * 200);
 }
 
-CCreatureAnim::EAnimType CCreatureAnimation::getType() const
+CCreatureAnim::EAnimType CreatureAnimation::getType() const
 {
 	return type;
 }
 
-void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
+void CreatureAnimation::setType(CCreatureAnim::EAnimType type)
 {
 	this->type = type;
 	currentFrame = 0;
@@ -147,7 +147,7 @@ void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
 	play();
 }
 
-void CCreatureAnimation::shiftColor(const ColorShifter* shifter)
+void CreatureAnimation::shiftColor(const ColorShifter* shifter)
 {
 	if(forward)
 		forward->shiftColor(shifter);
@@ -156,7 +156,7 @@ void CCreatureAnimation::shiftColor(const ColorShifter* shifter)
 		reverse->shiftColor(shifter);
 }
 
-CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedController controller)
+CreatureAnimation::CreatureAnimation(const std::string & name_, TSpeedController controller)
 	: name(name_),
 	  speed(0.1f),
 	  currentFrame(0),
@@ -203,7 +203,7 @@ CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedControll
 	play();
 }
 
-void CCreatureAnimation::endAnimation()
+void CreatureAnimation::endAnimation()
 {
 	once = false;
 	auto copy = onAnimationReset;
@@ -211,7 +211,7 @@ void CCreatureAnimation::endAnimation()
 	copy();
 }
 
-bool CCreatureAnimation::incrementFrame(float timePassed)
+bool CreatureAnimation::incrementFrame(float timePassed)
 {
 	elapsedTime += timePassed;
 	currentFrame += timePassed * speed;
@@ -236,27 +236,27 @@ bool CCreatureAnimation::incrementFrame(float timePassed)
 	return false;
 }
 
-void CCreatureAnimation::setBorderColor(SDL_Color palette)
+void CreatureAnimation::setBorderColor(SDL_Color palette)
 {
 	border = palette;
 }
 
-int CCreatureAnimation::getWidth() const
+int CreatureAnimation::getWidth() const
 {
 	return fullWidth;
 }
 
-int CCreatureAnimation::getHeight() const
+int CreatureAnimation::getHeight() const
 {
 	return fullHeight;
 }
 
-float CCreatureAnimation::getCurrentFrame() const
+float CreatureAnimation::getCurrentFrame() const
 {
 	return currentFrame;
 }
 
-void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
+void CreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
 {
 	setType(type);
 	once = true;
@@ -294,14 +294,14 @@ static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
 			);
 }
 
-void CCreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
+void CreatureAnimation::genBorderPalette(IImage::BorderPallete & target)
 {
 	target[0] = genBorderColor(getBorderStrength(elapsedTime), border);
 	target[1] = addColors(genShadow(128), genBorderColor(getBorderStrength(elapsedTime), border));
 	target[2] = addColors(genShadow(64),  genBorderColor(getBorderStrength(elapsedTime), border));
 }
 
-void CCreatureAnimation::nextFrame(std::shared_ptr<CCanvas> canvas, bool facingRight)
+void CreatureAnimation::nextFrame(std::shared_ptr<CCanvas> canvas, bool facingRight)
 {
 	size_t frame = static_cast<size_t>(floor(currentFrame));
 
@@ -323,24 +323,24 @@ void CCreatureAnimation::nextFrame(std::shared_ptr<CCanvas> canvas, bool facingR
 	}
 }
 
-int CCreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
+int CreatureAnimation::framesInGroup(CCreatureAnim::EAnimType group) const
 {
 	return static_cast<int>(forward->size(group));
 }
 
-bool CCreatureAnimation::isDead() const
+bool CreatureAnimation::isDead() const
 {
 	return getType() == CCreatureAnim::DEAD
 		|| getType() == CCreatureAnim::DEAD_RANGED;
 }
 
-bool CCreatureAnimation::isDying() const
+bool CreatureAnimation::isDying() const
 {
 	return getType() == CCreatureAnim::DEATH
 		|| getType() == CCreatureAnim::DEATH_RANGED;
 }
 
-bool CCreatureAnimation::isDeadOrDying() const
+bool CreatureAnimation::isDeadOrDying() const
 {
 	return getType() == CCreatureAnim::DEAD
 		|| getType() == CCreatureAnim::DEATH
@@ -348,13 +348,13 @@ bool CCreatureAnimation::isDeadOrDying() const
 		|| getType() == CCreatureAnim::DEATH_RANGED;
 }
 
-bool CCreatureAnimation::isIdle() const
+bool CreatureAnimation::isIdle() const
 {
 	return getType() == CCreatureAnim::HOLDING
 	    || getType() == CCreatureAnim::MOUSEON;
 }
 
-bool CCreatureAnimation::isMoving() const
+bool CreatureAnimation::isMoving() const
 {
 	return getType() == CCreatureAnim::MOVE_START
 	    || getType() == CCreatureAnim::MOVING
@@ -363,19 +363,19 @@ bool CCreatureAnimation::isMoving() const
 		|| getType() == CCreatureAnim::TURN_R;
 }
 
-bool CCreatureAnimation::isShooting() const
+bool CreatureAnimation::isShooting() const
 {
 	return getType() == CCreatureAnim::SHOOT_UP
 	    || getType() == CCreatureAnim::SHOOT_FRONT
 	    || getType() == CCreatureAnim::SHOOT_DOWN;
 }
 
-void CCreatureAnimation::pause()
+void CreatureAnimation::pause()
 {
 	speed = 0;
 }
 
-void CCreatureAnimation::play()
+void CreatureAnimation::play()
 {
 	//logAnim->trace("Play %s group %d at %d:%d", name, static_cast<int>(getType()), pos.x, pos.y);
     speed = 0;

+ 6 - 6
client/battle/CCreatureAnimation.h

@@ -14,7 +14,7 @@
 #include "../gui/CAnimation.h"
 
 class CIntObject;
-class CCreatureAnimation;
+class CreatureAnimation;
 class CCanvas;
 
 /// Namespace for some common controls of animations
@@ -26,10 +26,10 @@ namespace AnimationControls
 	SDL_Color getNoBorder();
 
 	/// creates animation object with preset speed control
-	std::shared_ptr<CCreatureAnimation> getAnimation(const CCreature * creature);
+	std::shared_ptr<CreatureAnimation> getAnimation(const CCreature * creature);
 
 	/// returns animation speed of specific group, taking in mind game setting (in frames per second)
-	float getCreatureAnimationSpeed(const CCreature * creature, const CCreatureAnimation * anim, size_t groupID);
+	float getCreatureAnimationSpeed(const CCreature * creature, const CreatureAnimation * anim, size_t groupID);
 
 	/// returns how far projectile should move each frame
 	/// TODO: make it time-based
@@ -50,10 +50,10 @@ namespace AnimationControls
 
 /// Class which manages animations of creatures/units inside battles
 /// TODO: split into constant image container and class that does *control* of animation
-class CCreatureAnimation : public CIntObject
+class CreatureAnimation : public CIntObject
 {
 public:
-	typedef std::function<float(CCreatureAnimation *, size_t)> TSpeedController;
+	typedef std::function<float(CreatureAnimation *, size_t)> TSpeedController;
 
 private:
 	std::string name;
@@ -97,7 +97,7 @@ public:
 	/// name - path to .def file, relative to SPRITES/ directory
 	/// controller - function that will return for how long *each* frame
 	/// in specified group of animation should be played, measured in seconds
-	CCreatureAnimation(const std::string & name_, TSpeedController speedController);
+	CreatureAnimation(const std::string & name_, TSpeedController speedController);
 
 	void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
 	CCreatureAnim::EAnimType getType() const; //returns type of animation