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Continuation of splitting.
(don't try to compile this revision)
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@@ -311,31 +311,6 @@ public:
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std::vector<TimeInterested*> timeinterested;
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std::vector<IShowable*> objsToBlit;
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//various graphics
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class Graphics
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{
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public:
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//various graphics
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SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
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std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
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CDefEssential *luck22, *luck30, *luck42, *luck82,
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*morale22, *morale30, *morale42, *morale82,
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*halls, *forts, *bigTownPic;
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std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
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std::map<int,SDL_Surface*> townWins; //town_ID => infobox
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CDefHandler * artDefs; //artifacts
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//creatures
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std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
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std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
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std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
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//functions
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Graphics();
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SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
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SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
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SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
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} graphics;
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//overloaded funcs from CGameInterface
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void yourTurn();
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void heroMoved(const HeroMoveDetails & details);
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