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							- #ifndef __CBATTLEINTERFACE_H__
 
- #define __CBATTLEINTERFACE_H__
 
- #include "../global.h"
 
- #include <list>
 
- #include "GUIBase.h"
 
- #include "../lib/CCreatureSet.h"
 
- /*
 
-  * CBattleInterface.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- class CCreatureSet;
 
- class CGHeroInstance;
 
- class CDefHandler;
 
- class CStack;
 
- class CCallback;
 
- class AdventureMapButton;
 
- class CHighlightableButton;
 
- class CHighlightableButtonsGroup;
 
- struct BattleResult;
 
- struct BattleSpellCast;
 
- template <typename T> struct CondSh;
 
- struct SetStackEffect;;
 
- struct BattleAction;
 
- class CGTownInstance;
 
- struct CatapultAttack;
 
- class CBattleInterface;
 
- struct SStackAttackedInfo
 
- {
 
- 	const CStack * defender; //attacked stack
 
- 	int dmg; //damage dealt
 
- 	int amountKilled; //how many creatures in stack has been killed
 
- 	const CStack * attacker; //attacking stack
 
- 	bool byShooting; //if true, stack has been attacked by shooting
 
- 	bool killed; //if true, stack has been killed
 
- };
 
- struct SProjectileInfo
 
- {
 
- 	int x, y; //position on the screen
 
- 	int dx, dy; //change in position in one step
 
- 	int step, lastStep; //to know when finish showing this projectile
 
- 	int creID; //ID of creature that shot this projectile
 
- 	int frameNum; //frame to display form projectile animation
 
- 	bool spin; //if true, frameNum will be increased
 
- 	int animStartDelay; //how many times projectile must be attempted to be shown till it's really show (decremented after hit)
 
- 	bool reverse; //if true, projectile will be flipped by vertical asix
 
- };
 
- //battle animation handlers
 
- class CBattleAnimation
 
- {
 
- protected:
 
- 	CBattleInterface * owner;
 
- public:
 
- 	virtual bool init()=0; //to be called - if returned false, call again until returns true
 
- 	virtual void nextFrame()=0; //call every new frame
 
- 	virtual void endAnim(); //to be called mostly internally; in this class it removes animation from pendingAnims list
 
- 	bool isEarliest(bool perStackConcurrency); //determines if this animation is earlies of all
 
- 	unsigned int ID; //unique identifier
 
- 	CBattleAnimation(CBattleInterface * _owner);
 
- };
 
- class CDummyAnim : public CBattleAnimation
 
- {
 
- private:
 
- 	int counter;
 
- 	int howMany;
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CDummyAnim(CBattleInterface * _owner, int howManyFrames);
 
- };
 
- class CSpellEffectAnim : public CBattleAnimation
 
- {
 
- private:
 
- 	ui32 effect;
 
- 	THex destTile;
 
- 	std::string customAnim;
 
- 	int x, y, dx, dy;
 
- 	bool Vflip;
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx = 0, int _dy = 0, bool _Vflip = false);
 
- 	CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx = 0, int _dy = 0, bool _Vflip = false);
 
- };
 
- class CBattleStackAnimation : public CBattleAnimation
 
- {
 
- public:
 
- 	const CStack * stack; //id of stack whose animation it is
 
- 	CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
 
- 	static bool isToReverseHlp(THex hexFrom, THex hexTo, bool curDir); //helper for isToReverse
 
- 	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)
 
- };
 
- class CReverseAnim : public CBattleStackAnimation
 
- {
 
- private:
 
- 	int partOfAnim; //1 - first, 2 - second
 
- 	bool secondPartSetup;
 
- 	THex hex;
 
- public:
 
- 	bool priority; //true - high, false - low
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
 
- };
 
- class CDefenceAnim : public CBattleStackAnimation
 
- {
 
- private:
 
- 	//std::vector<SStackAttackedInfo> attackedInfos;
 
- 	int dmg; //damage dealt
 
- 	int amountKilled; //how many creatures in stack has been killed
 
- 	const CStack * attacker; //attacking stack
 
- 	bool byShooting; //if true, stack has been attacked by shooting
 
- 	bool killed; //if true, stack has been killed
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner);
 
- };
 
- class CBattleStackMoved : public CBattleStackAnimation
 
- {
 
- private:
 
- 	THex destHex; //destination
 
- 	bool endMoving; //if this is end of move
 
- 	int distance;
 
- 	float stepX, stepY; //how far stack is moved in one frame
 
- 	float posX, posY;
 
- 	int steps, whichStep;
 
- 	int curStackPos; //position of stack before move
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, THex _destHex, bool _endMoving, int _distance);
 
- };
 
- class CBattleMoveStart : public CBattleStackAnimation
 
- {
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
 
- };
 
- class CBattleMoveEnd : public CBattleStackAnimation
 
- {
 
- private:
 
- 	THex destinationTile;
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
 
- };
 
- class CBattleAttack : public CBattleStackAnimation
 
- {
 
- protected:
 
- 	THex dest; //atacked hex
 
- 	bool shooting;
 
- 	int group; //if shooting is true, print this animation group
 
- 	const CStack * attackedStack;
 
- 	const CStack * attackingStack;
 
- 	int attackingStackPosBeforeReturn; //for stacks with return_after_strike feature
 
- public:
 
- 	void nextFrame();
 
- 	bool checkInitialConditions();
 
- 	CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender);
 
- };
 
- class CMeleeAttack : public CBattleAttack
 
- {
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
 
- };
 
- class CShootingAnim : public CBattleAttack
 
- {
 
- private:
 
- 	int catapultDamage;
 
- 	bool catapult;
 
- public:
 
- 	bool init();
 
- 	void nextFrame();
 
- 	void endAnim();
 
- 	CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
 
- };
 
- //end of battle animation handlers
 
- class CBattleHero : public CIntObject
 
- {
 
- public:
 
- 	bool flip; //false if it's attacking hero, true otherwise
 
- 	CDefHandler * dh, *flag; //animation and flag
 
- 	const CGHeroInstance * myHero; //this animation's hero instance
 
- 	const CBattleInterface * 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 image; //frame of animation
 
- 	unsigned char flagAnim, flagAnimCount; //for flag animation
 
- 	void show(SDL_Surface * to); //prints next frame of animation to to
 
- 	void activate();
 
- 	void deactivate();
 
- 	void setPhase(int newPhase); //sets phase of hero animation
 
- 	void clickLeft(tribool down, bool previousState); //call-in
 
- 	CBattleHero(const std::string & defName, int phaseG, int imageG, bool filpG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner); //c-tor
 
- 	~CBattleHero(); //d-tor
 
- };
 
- class CBattleHex : public CIntObject
 
- {
 
- private:
 
- 	bool setAlterText; //if true, this hex has set alternative text in console and will clean it
 
- public:
 
- 	unsigned int myNumber; //number of hex in commonly used format
 
- 	bool accessible; //if true, this hex is accessible for units
 
- 	//CStack * ourStack;
 
- 	bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
 
- 	CBattleInterface * myInterface; //interface that owns me
 
- 	static Point getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * creature, const CBattleInterface * cbi); //returns (x, y) of left top corner of animation
 
- 	//for user interactions
 
- 	void hover (bool on);
 
- 	void activate();
 
- 	void deactivate();
 
- 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 
- 	void clickLeft(tribool down, bool previousState);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	CBattleHex();
 
- };
 
- class CBattleObstacle
 
- {
 
- 	std::vector<int> lockedHexes;
 
- };
 
- class CBattleConsole : public CIntObject
 
- {
 
- private:
 
- 	std::vector< std::string > texts; //a place where texts are stored
 
- 	int lastShown; //last shown line of text
 
- public:
 
- 	std::string alterTxt; //if it's not empty, this text is displayed
 
- 	std::string ingcAlter; //alternative text set by in-game console - very important!
 
- 	int whoSetAlter; //who set alter text; 0 - battle interface or none, 1 - button
 
- 	CBattleConsole(); //c-tor
 
- 	~CBattleConsole(); //d-tor
 
- 	void show(SDL_Surface * to = 0);
 
- 	bool addText(const std::string & text); //adds text at the last position; returns false if failed (e.g. text longer than 70 characters)
 
- 	void eraseText(unsigned int pos); //erases added text at position pos
 
- 	void changeTextAt(const std::string & text, unsigned int pos); //if we have more than pos texts, pos-th is changed to given one
 
- 	void scrollUp(unsigned int by = 1); //scrolls console up by 'by' positions
 
- 	void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
 
- };
 
- class CBattleResultWindow : public CIntObject
 
- {
 
- private:
 
- 	SDL_Surface * background;
 
- 	AdventureMapButton * exit;
 
- 	CBattleInterface * owner;
 
- public:
 
- 	CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, CBattleInterface * _owner); //c-tor
 
- 	~CBattleResultWindow(); //d-tor
 
- 	void bExitf(); //exit button callback
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = 0);
 
- };
 
- class CBattleOptionsWindow : public CIntObject
 
- {
 
- private:
 
- 	CBattleInterface * myInt;
 
- 	SDL_Surface * background;
 
- 	AdventureMapButton * setToDefault, * exit;
 
- 	CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
 
- 	CHighlightableButtonsGroup * animSpeeds;
 
- public:
 
- 	CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
 
- 	~CBattleOptionsWindow(); //d-tor
 
- 	void bDefaultf(); //dafault button callback
 
- 	void bExitf(); //exit button callback
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to = 0);
 
- };
 
- struct SBattleEffect
 
- {
 
- 	int x, y; //position on the screen
 
- 	int frame, maxFrame;
 
- 	CDefHandler * anim; //animation to display
 
- 	int effectID; //uniqueID equal ot ID of appropriate CSpellEffectAnim
 
- };
 
- class CStackQueue : public CIntObject
 
- {
 
- 	class StackBox : public CIntObject
 
- 	{
 
- 	public:
 
- 		const CStack *my;
 
- 		SDL_Surface *bg;
 
- 		void hover (bool on);
 
- 		void showAll(SDL_Surface *to);
 
- 		void setStack(const CStack *nStack);
 
- 		StackBox(SDL_Surface *BG);
 
- 		~StackBox();
 
- 	};
 
- public:
 
- 	static const int QUEUE_SIZE = 10;
 
- 	const bool embedded;
 
- 	std::vector<const CStack *> stacksSorted;
 
- 	std::vector<StackBox *> stackBoxes;
 
- 	SDL_Surface *box;
 
- 	SDL_Surface *bg;
 
- 	CBattleInterface * owner;
 
- 	void showAll(SDL_Surface *to);
 
- 	CStackQueue(bool Embedded, CBattleInterface * _owner);
 
- 	~CStackQueue();
 
- 	void update();
 
- 	void blitBg( SDL_Surface * to );
 
- 	//void showAll(SDL_Surface *to);
 
- };
 
- class CBattleInterface : public CIntObject
 
- {
 
- private:
 
- 	SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
 
- 	AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
 
- 		* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
 
- 	CBattleConsole * console;
 
- 	CBattleHero * attackingHero, * defendingHero; //fighting heroes
 
- 	CStackQueue *queue;
 
- 	const CCreatureSet *army1, *army2; //copy of initial armies (for result window)
 
- 	const CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
 
- 	std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
 
- 	std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
 
- 	std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
 
- 	std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
 
- 	unsigned char animCount;
 
- 	const CStack * activeStack; //number of active stack; NULL - no one
 
- 	const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
 
- 	void activateStack(); //sets activeStack to stackToActivate etc.
 
- 	int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
 
- 	std::vector<THex> shadedHexes; //hexes available for active stack
 
- 	int previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
 
- 	int currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
 
- 	float getAnimSpeedMultiplier() const; //returns multiplier for number of frames in a group
 
- 	std::map<int, int> standingFrame; //number of frame in standing animation by stack ID, helps in showing 'random moves'
 
- 	bool spellDestSelectMode; //if true, player is choosing destination for his spell
 
- 	int spellSelMode; //0 - any location, 1 - any friendly creature, 2 - any hostile creature, 3 - any creature,
 
- 		//4 - obstacle, 5 - teleport -1 - no location
 
- 	BattleAction * spellToCast; //spell for which player is choosing destination
 
- 	void endCastingSpell(); //ends casting spell (eg. when spell has been cast or canceled)
 
- 	void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
 
- 	void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
 
- 	void redrawBackgroundWithHexes(const CStack * activeStack);
 
- 	void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker);
 
- 	std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
 
- 	void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
 
- 	void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
 
- 	bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
 
- 	bool blockedByObstacle(int hex) const;
 
- 	bool isCatapultAttackable(int hex) const; //returns true if given tile can be attacked by catapult
 
- 	std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
 
- 	class SiegeHelper
 
- 	{
 
- 	private:
 
- 		static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
 
- 		SDL_Surface * walls[18];
 
- 		const CBattleInterface * owner;
 
- 	public:
 
- 		const CGTownInstance * town; //besieged town
 
- 		SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
 
- 		~SiegeHelper(); //d-tor
 
- 		//filename getters
 
- 		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
 
- 		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
 
- 		friend class CBattleInterface;
 
- 	} * siegeH;
 
- 	CPlayerInterface * attackerInt, * defenderInt; //because LOCPLINT is not enough in hotSeat
 
- 	const CGHeroInstance * getActiveHero(); //returns hero that can currently cast a spell
 
- public:
 
- 	CPlayerInterface * curInt; //current player interface
 
- 	std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
 
- 	void addNewAnim(CBattleAnimation * anim); //adds new anim to pendingAnims
 
- 	unsigned int animIDhelper; //for giving IDs for animations
 
- 	static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
 
- 	CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen); //c-tor
 
- 	~CBattleInterface(); //d-tor
 
- 	//std::vector<TimeInterested*> timeinterested; //animation handling
 
- 	void setPrintCellBorders(bool set); //if true, cell borders will be printed
 
- 	void setPrintStackRange(bool set); //if true,range of active stack will be printed
 
- 	void setPrintMouseShadow(bool set); //if true, hex under mouse will be shaded
 
- 	void setAnimSpeed(int set); //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
 
- 	int getAnimSpeed() const; //speed of animation; 1 - slowest, 2 - medium, 4 - fastest
 
- 	CBattleHex bfield[BFIELD_SIZE]; //11 lines, 17 hexes on each
 
- 	//std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
 
- 	SDL_Surface * cellBorder, * cellShade;
 
- 	CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
 
- 	bool myTurn; //if true, interface is active (commands can be ordered
 
- 	CBattleResultWindow * resWindow; //window of end of battle
 
- 	bool moveStarted; //if true, the creature that is already moving is going to make its first step
 
- 	int moveSh;		  // sound handler used when moving a unit
 
- 	//button handle funcs:
 
- 	void bOptionsf();
 
- 	void bSurrenderf();
 
- 	void bFleef();
 
- 	void reallyFlee(); //performs fleeing without asking player
 
- 	void bAutofightf();
 
- 	void bSpellf();
 
- 	void bWaitf();
 
- 	void bDefencef();
 
- 	void bConsoleUpf();
 
- 	void bConsoleDownf();
 
- 	//end of button handle funcs
 
- 	//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem
 
- 	void activate();
 
- 	void deactivate();
 
- 	void show(SDL_Surface * to);
 
- 	void keyPressed(const SDL_KeyboardEvent & key);
 
- 	void mouseMoved(const SDL_MouseMotionEvent &sEvent);
 
- 	void clickRight(tribool down, bool previousState);
 
- 	//call-ins
 
- 	void startAction(const BattleAction* action);
 
- 	void newStack(const CStack * stack); //new stack appeared on battlefield
 
- 	void stackRemoved(const CStack * stack); //stack disappeared from batlefiled
 
- 	void stackActivated(const CStack * stack); //active stack has been changed
 
- 	void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
 
- 	void waitForAnims();
 
- 	void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
 
- 	void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
 
- 	void newRoundFirst( int round );
 
- 	void newRound(int number); //caled when round is ended; number is the number of round
 
- 	void hexLclicked(int whichOne); //hex only call-in
 
- 	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
 
- 	void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
 
- 	const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
 
- 	void displayBattleFinished(); //displays battle result
 
- 	void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
 
- 	void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
 
- 	void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
 
- 	void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
 
- 	void endAction(const BattleAction* action);
 
- 	void hideQueue();
 
- 	void showQueue();
 
- 	friend class CBattleHex;
 
- 	friend class CBattleResultWindow;
 
- 	friend class CPlayerInterface;
 
- 	friend class AdventureMapButton;
 
- 	friend class CInGameConsole;
 
- 	friend class CReverseAnim;
 
- 	friend class CBattleAnimation;
 
- 	friend class CDefenceAnim;
 
- 	friend class CBattleStackMoved;
 
- 	friend class CBattleMoveStart;
 
- 	friend class CBattleMoveEnd;
 
- 	friend class CBattleAttack;
 
- 	friend class CMeleeAttack;
 
- 	friend class CShootingAnim;
 
- 	friend class CSpellEffectAnim;
 
- 	friend class CBattleHero;
 
- };
 
- #endif // __CBATTLEINTERFACE_H__
 
 
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