123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595 |
- #ifndef __CBATTLEINTERFACE_H__
- #define __CBATTLEINTERFACE_H__
- #include "../global.h"
- #include <list>
- #include "GUIBase.h"
- #include "../lib/CCreatureSet.h"
- #include "CAnimation.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 CLabel;
- class CCreatureSet;
- class CGHeroInstance;
- class CDefHandler;
- class CStack;
- class CCallback;
- class AdventureMapButton;
- class CHighlightableButton;
- class CHighlightableButtonsGroup;
- struct BattleResult;
- struct BattleSpellCast;
- struct CObstacleInstance;
- template <typename T> struct CondSh;
- struct SetStackEffect;;
- struct BattleAction;
- class CGTownInstance;
- struct CatapultAttack;
- class CBattleInterface;
- struct CatapultProjectileInfo;
- /// Small struct which contains information about the id of the attacked stack, the damage dealt,...
- 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
- bool rebirth; //if true, play rebirth animation after all
- };
- /// Small struct which contains information about the position and the velocity of a projectile
- struct SProjectileInfo
- {
- double x, y; //position on the screen
- double 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 stackID; //ID of stack
- 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
- CatapultProjectileInfo *catapultInfo; // holds info about the parabolic trajectory of the cannon
- };
- /// Base class of battle animations
- 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 earliest 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);
- };
- /// This class manages a spell effect animation
- 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);
- };
- /// Sub-class which is responsible for managing the battle stack animation.
- 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)
-
- CCreatureAnimation *myAnim(); //animation for our stack
- };
- /// Class responsible for animation of stack chaning direction (left <-> right)
- 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 setupSecondPart();
- void endAnim();
- CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority);
- };
- /// Animation of a defending unit
- 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);
- };
- /// Move animation of a creature
- class CBattleStackMoved : public CBattleStackAnimation
- {
- private:
- std::vector<THex> destTiles; //destination
- THex nextHex;
- int nextPos;
- 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, std::vector<THex> _destTiles, int _distance);
- };
- /// Move start animation of a creature
- class CBattleMoveStart : public CBattleStackAnimation
- {
- public:
- bool init();
- void nextFrame();
- void endAnim();
- CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack);
- };
- /// Move end animation of a creature
- class CBattleMoveEnd : public CBattleStackAnimation
- {
- private:
- THex destinationTile;
- public:
- bool init();
- void nextFrame();
- void endAnim();
- CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile);
- };
- /// This class is responsible for managing the battle attack animation
- class CBattleAttack : public CBattleStackAnimation
- {
- protected:
- THex dest; //atacked hex
- bool shooting;
- CCreatureAnim::EAnimType 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);
- };
- /// Hand-to-hand attack
- class CMeleeAttack : public CBattleAttack
- {
- public:
- bool init();
- void nextFrame();
- void endAnim();
- CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked);
- };
- /// Shooting attack
- 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
- /// Hero battle animation
- 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 which stands for a single hex field on a battlefield
- 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 which manages the locked hex fields that are blocked e.g. by obstacles
- class CBattleObstacle
- {
- std::vector<int> lockedHexes;
- };
- /// Class which shows the console at the bottom of the battle screen and manages the text of the console
- 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 which is responsible for showing the battle result window
- 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 which manages the battle options window
- class CBattleOptionsWindow : public CIntObject
- {
- private:
- CBattleInterface * myInt;
- CPicture * background;
- AdventureMapButton * setToDefault, * exit;
- CHighlightableButton * viewGrid, * movementShadow, * mouseShadow;
- CHighlightableButtonsGroup * animSpeeds;
- std::vector<CLabel*> labels;
- public:
- CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface * owner); //c-tor
- void bDefaultf(); //dafault button callback
- void bExitf(); //exit button callback
- };
- /// Struct for battle effect animation e.g. morale, prayer, armageddon, bless,...
- 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
- };
- /// Shows the stack queue
- 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);
- };
- /// Small struct which is needed for drawing the parabolic trajectory of the catapult cannon
- struct CatapultProjectileInfo
- {
- const double facA, facB, facC;
- const int fromX, toX;
- CatapultProjectileInfo() : facA(0), facB(0), facC(0), fromX(0), toX(0) { };
- CatapultProjectileInfo(double factorA, double factorB, double factorC, int fromXX, int toXX) : facA(factorA), facB(factorB), facC(factorC),
- fromX(fromXX), toX(toXX) { };
- double calculateY(double x);
- };
- /// Big class which handles the overall battle interface actions and it is also responsible for
- /// drawing everything correctly.
- class CBattleInterface : public CIntObject
- {
- enum SpellSelectionType
- {
- ANY_LOCATION = 0, FRIENDLY_CREATURE, HOSTILE_CREATURE, ANY_CREATURE, OBSTACLE, TELEPORT, NO_LOCATION = -1
- };
- private:
- SDL_Surface * background, * menu, * amountNormal, * amountNegative, * amountPositive, * amountEffNeutral, * cellBorders, * backgroundWithHexes;
- AdventureMapButton * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
- * bWait, * bDefence, * bConsoleUp, * bConsoleDown, *btactNext, *btactEnd;
- 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
- time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
- static const time_t HOVER_ANIM_DELTA;
- std::vector<THex> occupyableHexes, //hexes available for active stack
- attackableHexes; //hexes attackable by active stack
- bool stackCountOutsideHexes[BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
- 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)
- int attackingHex; //hex from which the stack would perform attack with current cursor
- 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'
- 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
- bool tacticsMode;
- bool stackCanCastSpell; //if true, active stack could possibly cats some target spell
- bool spellDestSelectMode; //if true, player is choosing destination for his spell
- SpellSelectionType spellSelMode;
- BattleAction * spellToCast; //spell for which player is choosing destination
- bool duelMode;
- 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 showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
- void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
- void showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
- void redrawBackgroundWithHexes(const CStack * activeStack);
- void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
- std::list<SProjectileInfo> projectiles; //projectiles flying on battlefield
- void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
- void giveCommand(ui8 action, THex tile, ui32 stack, si32 additional=-1);
- 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
- bool blockedByObstacle(THex hex) const;
- bool isCatapultAttackable(THex 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 which is responsible for drawing the wall of a siege during battle
- 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 reallySurrender(); //performs surrendering without asking player
- void bAutofightf();
- void bSpellf();
- void bWaitf();
- void bDefencef();
- void bConsoleUpf();
- void bConsoleDownf();
- void bTacticNextStack();
- void bEndTacticPhase();
- //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(int stackID); //stack disappeared from batlefiled
- void stackActivated(const CStack * stack); //active stack has been changed
- void stackMoved(const CStack * stack, std::vector<THex> destHex, 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 CBattleStackAnimation;
- 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__
|