CBattleInterface.h 22 KB

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  1. #ifndef __CBATTLEINTERFACE_H__
  2. #define __CBATTLEINTERFACE_H__
  3. #include "../global.h"
  4. #include <list>
  5. #include "GUIBase.h"
  6. #include "../lib/CCreatureSet.h"
  7. #include "CAnimation.h"
  8. /*
  9. * CBattleInterface.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. class CCreatureSet;
  18. class CGHeroInstance;
  19. class CDefHandler;
  20. class CStack;
  21. class CCallback;
  22. class AdventureMapButton;
  23. class CHighlightableButton;
  24. class CHighlightableButtonsGroup;
  25. struct BattleResult;
  26. struct BattleSpellCast;
  27. template <typename T> struct CondSh;
  28. struct SetStackEffect;;
  29. struct BattleAction;
  30. class CGTownInstance;
  31. struct CatapultAttack;
  32. class CBattleInterface;
  33. /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
  34. struct SStackAttackedInfo
  35. {
  36. const CStack * defender; //attacked stack
  37. int dmg; //damage dealt
  38. int amountKilled; //how many creatures in stack has been killed
  39. const CStack * attacker; //attacking stack
  40. bool byShooting; //if true, stack has been attacked by shooting
  41. bool killed; //if true, stack has been killed
  42. };
  43. /// Small struct which contains information about the position and the velocity of a projectile
  44. struct SProjectileInfo
  45. {
  46. int x, y; //position on the screen
  47. int dx, dy; //change in position in one step
  48. int step, lastStep; //to know when finish showing this projectile
  49. int creID; //ID of creature that shot this projectile
  50. int frameNum; //frame to display form projectile animation
  51. bool spin; //if true, frameNum will be increased
  52. int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
  53. bool reverse; //if true, projectile will be flipped by vertical asix
  54. };
  55. /// Base class of battle animations
  56. class CBattleAnimation
  57. {
  58. protected:
  59. CBattleInterface * owner;
  60. public:
  61. virtual bool init()=0; //to be called - if returned false, call again until returns true
  62. virtual void nextFrame()=0; //call every new frame
  63. virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
  64. bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
  65. unsigned int ID; //unique identifier
  66. CBattleAnimation(CBattleInterface * _owner);
  67. };
  68. class CDummyAnim : public CBattleAnimation
  69. {
  70. private:
  71. int counter;
  72. int howMany;
  73. public:
  74. bool init();
  75. void nextFrame();
  76. void endAnim();
  77. CDummyAnim(CBattleInterface * _owner, int howManyFrames);
  78. };
  79. /// This class manages a spell effect animation
  80. class CSpellEffectAnim : public CBattleAnimation
  81. {
  82. private:
  83. ui32 effect;
  84. THex destTile;
  85. std::string customAnim;
  86. int x, y, dx, dy;
  87. bool Vflip;
  88. public:
  89. bool init();
  90. void nextFrame();
  91. void endAnim();
  92. CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
  93. CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
  94. };
  95. /// Sub-class which is responsible for managing the battle stack animation.
  96. class CBattleStackAnimation : public CBattleAnimation
  97. {
  98. public:
  99. const CStack * stack; //id of stack whose animation it is
  100. CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
  101. static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
  102. static bool isToReverse(THex hexFrom, THex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir); //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
  103. };
  104. /// Class responsible for animation of stack chaning direction (left <-> right)
  105. class CReverseAnim : public CBattleStackAnimation
  106. {
  107. private:
  108. int partOfAnim; //1 - first, 2 - second
  109. bool secondPartSetup;
  110. THex hex;
  111. public:
  112. bool priority; //true - high, false - low
  113. bool init();
  114. void nextFrame();
  115. void endAnim();
  116. CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
  117. };
  118. /// Animation of a defending unit
  119. class CDefenceAnim : public CBattleStackAnimation
  120. {
  121. private:
  122. //std::vector<SStackAttackedInfo> attackedInfos;
  123. int dmg; //damage dealt
  124. int amountKilled; //how many creatures in stack has been killed
  125. const CStack * attacker; //attacking stack
  126. bool byShooting; //if true, stack has been attacked by shooting
  127. bool killed; //if true, stack has been killed
  128. public:
  129. bool init();
  130. void nextFrame();
  131. void endAnim();
  132. CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
  133. };
  134. /// Move animation of a creature
  135. class CBattleStackMoved : public CBattleStackAnimation
  136. {
  137. private:
  138. THex destHex; //destination
  139. bool endMoving; //if this is end of move
  140. int distance;
  141. float stepX, stepY; //how far stack is moved in one frame
  142. float posX, posY;
  143. int steps, whichStep;
  144. int curStackPos; //position of stack before move
  145. public:
  146. bool init();
  147. void nextFrame();
  148. void endAnim();
  149. CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, THex _destHex, bool _endMoving, int _distance);
  150. };
  151. /// Move start animation of a creature
  152. class CBattleMoveStart : public CBattleStackAnimation
  153. {
  154. public:
  155. bool init();
  156. void nextFrame();
  157. void endAnim();
  158. CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
  159. };
  160. /// Move end animation of a creature
  161. class CBattleMoveEnd : public CBattleStackAnimation
  162. {
  163. private:
  164. THex destinationTile;
  165. public:
  166. bool init();
  167. void nextFrame();
  168. void endAnim();
  169. CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
  170. };
  171. /// This class is responsible for managing the battle attack animation
  172. class CBattleAttack : public CBattleStackAnimation
  173. {
  174. protected:
  175. THex dest; //atacked hex
  176. bool shooting;
  177. CCreatureAnim::EAnimType group; //if shooting is true, print this animation group
  178. const CStack * attackedStack;
  179. const CStack * attackingStack;
  180. int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
  181. public:
  182. void nextFrame();
  183. bool checkInitialConditions();
  184. CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
  185. };
  186. /// Hand-to-hand attack
  187. class CMeleeAttack : public CBattleAttack
  188. {
  189. public:
  190. bool init();
  191. void nextFrame();
  192. void endAnim();
  193. CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
  194. };
  195. /// Shooting attack
  196. class CShootingAnim : public CBattleAttack
  197. {
  198. private:
  199. int catapultDamage;
  200. bool catapult;
  201. public:
  202. bool init();
  203. void nextFrame();
  204. void endAnim();
  205. CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
  206. };
  207. //end of battle animation handlers
  208. /// Hero battle animation
  209. class CBattleHero : public CIntObject
  210. {
  211. public:
  212. bool flip; //false if it's attacking hero, true otherwise
  213. CDefHandler * dh, *flag; //animation and flag
  214. const CGHeroInstance * myHero; //this animation's hero instance
  215. const CBattleInterface * myOwner; //battle interface to which this animation is assigned
  216. int phase; //stage of animation
  217. int nextPhase; //stage of animation to be set after current phase is fully displayed
  218. int image; //frame of animation
  219. unsigned char flagAnim, flagAnimCount; //for flag animation
  220. void show(SDL_Surface * to); //prints next frame of animation to to
  221. void activate();
  222. void deactivate();
  223. void setPhase(int newPhase); //sets phase of hero animation
  224. void clickLeft(tribool down, bool previousState); //call-in
  225. CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
  226. ~CBattleHero(); //d-tor
  227. };
  228. /// Class which stands for a single hex field on a battlefield
  229. class CBattleHex : public CIntObject
  230. {
  231. private:
  232. bool setAlterText; //if true, this hex has set alternative text in console and will clean it
  233. public:
  234. unsigned int myNumber; //number of hex in commonly used format
  235. bool accessible; //if true, this hex is accessible for units
  236. //CStack * ourStack;
  237. bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
  238. CBattleInterface * myInterface; //interface that owns me
  239. static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
  240. //for user interactions
  241. void hover (bool on);
  242. void activate();
  243. void deactivate();
  244. void mouseMoved (const SDL_MouseMotionEvent & sEvent);
  245. void clickLeft(tribool down, bool previousState);
  246. void clickRight(tribool down, bool previousState);
  247. CBattleHex();
  248. };
  249. /// Class which manages the locked hex fields that are blocked e.g. by obstacles
  250. class CBattleObstacle
  251. {
  252. std::vector<int> lockedHexes;
  253. };
  254. /// Class which shows the console at the bottom of the battle screen and manages the text of the console
  255. class CBattleConsole : public CIntObject
  256. {
  257. private:
  258. std::vector< std::string > texts; //a place where texts are stored
  259. int lastShown; //last shown line of text
  260. public:
  261. std::string alterTxt; //if it's not empty, this text is displayed
  262. std::string ingcAlter; //alternative text set by in-game console - very important!
  263. int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
  264. CBattleConsole(); //c-tor
  265. ~CBattleConsole(); //d-tor
  266. void show(SDL_Surface * to = 0);
  267. bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
  268. void eraseText(unsigned int pos); //erases added text at position pos
  269. void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
  270. void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
  271. void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
  272. };
  273. /// Class which is responsible for showing the battle result window
  274. class CBattleResultWindow : public CIntObject
  275. {
  276. private:
  277. SDL_Surface * background;
  278. AdventureMapButton * exit;
  279. CBattleInterface * owner;
  280. public:
  281. CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
  282. ~CBattleResultWindow(); //d-tor
  283. void bExitf(); //exit button callback
  284. void activate();
  285. void deactivate();
  286. void show(SDL_Surface * to = 0);
  287. };
  288. /// Class which manages the battle options window
  289. class CBattleOptionsWindow : public CIntObject
  290. {
  291. private:
  292. CBattleInterface * myInt;
  293. SDL_Surface * background;
  294. AdventureMapButton * setToDefault, * exit;
  295. CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
  296. CHighlightableButtonsGroup * animSpeeds;
  297. public:
  298. CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
  299. ~CBattleOptionsWindow(); //d-tor
  300. void bDefaultf(); //dafault button callback
  301. void bExitf(); //exit button callback
  302. void activate();
  303. void deactivate();
  304. void show(SDL_Surface * to = 0);
  305. };
  306. /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
  307. struct SBattleEffect
  308. {
  309. int x, y; //position on the screen
  310. int frame, maxFrame;
  311. CDefHandler * anim; //animation to display
  312. int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
  313. };
  314. /// Shows the stack queue
  315. class CStackQueue : public CIntObject
  316. {
  317. class StackBox : public CIntObject
  318. {
  319. public:
  320. const CStack *my;
  321. SDL_Surface *bg;
  322. void hover (bool on);
  323. void showAll(SDL_Surface *to);
  324. void setStack(const CStack *nStack);
  325. StackBox(SDL_Surface *BG);
  326. ~StackBox();
  327. };
  328. public:
  329. static const int QUEUE_SIZE = 10;
  330. const bool embedded;
  331. std::vector<const CStack *> stacksSorted;
  332. std::vector<StackBox *> stackBoxes;
  333. SDL_Surface *box;
  334. SDL_Surface *bg;
  335. CBattleInterface * owner;
  336. void showAll(SDL_Surface *to);
  337. CStackQueue(bool Embedded, CBattleInterface * _owner);
  338. ~CStackQueue();
  339. void update();
  340. void blitBg( SDL_Surface * to );
  341. //void showAll(SDL_Surface *to);
  342. };
  343. /// Big class which handles the overall battle interface actions and it is also responsible for
  344. /// drawing everything correctly.
  345. class CBattleInterface : public CIntObject
  346. {
  347. private:
  348. SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
  349. AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
  350. * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
  351. CBattleConsole * console;
  352. CBattleHero * attackingHero, * defendingHero; //fighting heroes
  353. CStackQueue *queue;
  354. const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
  355. const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
  356. std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
  357. std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
  358. std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
  359. std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
  360. unsigned char animCount;
  361. const CStack * activeStack; //number of active stack; NULL - no one
  362. const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
  363. void activateStack(); //sets activeStack to stackToActivate etc.
  364. int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
  365. std::vector<THex> shadedHexes; //hexes available for active stack
  366. int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
  367. int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
  368. float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
  369. std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
  370. bool tacticsMode;
  371. bool spellDestSelectMode; //if true, player is choosing destination for his spell
  372. int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
  373. //4 - obstacle, 5 - teleport -1 - no location
  374. BattleAction * spellToCast; //spell for which player is choosing destination
  375. void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
  376. void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
  377. void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
  378. void redrawBackgroundWithHexes(const CStack * activeStack);
  379. void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker);
  380. std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
  381. void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
  382. void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
  383. bool isTileAttackable(const THex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
  384. bool blockedByObstacle(THex hex) const;
  385. bool isCatapultAttackable(THex hex) const; //returns true if given tile can be attacked by catapult
  386. std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
  387. /// Class which is resposible for the wall of a siege during battle
  388. class SiegeHelper
  389. {
  390. private:
  391. static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
  392. SDL_Surface * walls[18];
  393. const CBattleInterface * owner;
  394. public:
  395. const CGTownInstance * town; //besieged town
  396. SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
  397. ~SiegeHelper(); //d-tor
  398. //filename getters
  399. std::string getSiegeName(ui16 what, ui16 additInfo = 1) const; //what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 13 - moat, 14 - mlip, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover; additInfo: 1 - intact, 2 - damaged, 3 - destroyed
  400. void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
  401. friend class CBattleInterface;
  402. } * siegeH;
  403. CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
  404. const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
  405. public:
  406. CPlayerInterface * curInt; //current player interface
  407. std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
  408. void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
  409. unsigned int animIDhelper; //for giving IDs for animations
  410. static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
  411. CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
  412. ~CBattleInterface(); //d-tor
  413. //std::vector<TimeInterested*> timeinterested; //animation handling
  414. void setPrintCellBorders(bool set); //if true, cell borders will be printed
  415. void setPrintStackRange(bool set); //if true,range of active stack will be printed
  416. void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
  417. void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  418. int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
  419. CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
  420. //std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
  421. SDL_Surface * cellBorder, * cellShade;
  422. CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
  423. bool myTurn; //if true, interface is active (commands can be ordered
  424. CBattleResultWindow * resWindow; //window of end of battle
  425. bool moveStarted; //if true, the creature that is already moving is going to make its first step
  426. int moveSh; // sound handler used when moving a unit
  427. //button handle funcs:
  428. void bOptionsf();
  429. void bSurrenderf();
  430. void bFleef();
  431. void reallyFlee(); //performs fleeing without asking player
  432. void bAutofightf();
  433. void bSpellf();
  434. void bWaitf();
  435. void bDefencef();
  436. void bConsoleUpf();
  437. void bConsoleDownf();
  438. void bTacticNextStack();
  439. void bEndTacticPhase();
  440. //end of button handle funcs
  441. //napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
  442. void activate();
  443. void deactivate();
  444. void show(SDL_Surface * to);
  445. void keyPressed(const SDL_KeyboardEvent & key);
  446. void mouseMoved(const SDL_MouseMotionEvent &sEvent);
  447. void clickRight(tribool down, bool previousState);
  448. //call-ins
  449. void startAction(const BattleAction* action);
  450. void newStack(const CStack * stack); //new stack appeared on battlefield
  451. void stackRemoved(const CStack * stack); //stack disappeared from batlefiled
  452. void stackActivated(const CStack * stack); //active stack has been changed
  453. void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
  454. void waitForAnims();
  455. void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
  456. void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
  457. void newRoundFirst( int round );
  458. void newRound(int number); //caled when round is ended; number is the number of round
  459. void hexLclicked(int whichOne); //hex only call-in
  460. void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
  461. void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
  462. const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
  463. void displayBattleFinished(); //displays battle result
  464. void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
  465. void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
  466. void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
  467. void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
  468. void endAction(const BattleAction* action);
  469. void hideQueue();
  470. void showQueue();
  471. friend class CBattleHex;
  472. friend class CBattleResultWindow;
  473. friend class CPlayerInterface;
  474. friend class AdventureMapButton;
  475. friend class CInGameConsole;
  476. friend class CReverseAnim;
  477. friend class CBattleAnimation;
  478. friend class CDefenceAnim;
  479. friend class CBattleStackMoved;
  480. friend class CBattleMoveStart;
  481. friend class CBattleMoveEnd;
  482. friend class CBattleAttack;
  483. friend class CMeleeAttack;
  484. friend class CShootingAnim;
  485. friend class CSpellEffectAnim;
  486. friend class CBattleHero;
  487. };
  488. #endif // __CBATTLEINTERFACE_H__