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* another part of Battle interface
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@@ -6,6 +6,7 @@ class CCreatureSet;
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class CGHeroInstance;
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class CDefHandler;
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class CStack;
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class CCallback;
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template <typename T> class AdventureMapButton;
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class CBattleHero : public IShowable, public CIntObject
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@@ -21,11 +22,19 @@ public:
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~CBattleHero(); //d-tor
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};
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class CBattleHex
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class CBattleHex : public Hoverable
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{
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public:
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unsigned int myNumber;
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bool accesible;
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CStack * ourStack;
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//CStack * ourStack;
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bool hovered;
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static std::pair<int, int> getXYUnitAnim(int hexNum, bool attacker); //returns (x, y) of left top corner of animation
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//for user interactions
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void hover (bool on);
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void activate();
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void deactivate();
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CBattleHex();
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};
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class CBattleObstacle
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@@ -42,9 +51,13 @@ private:
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CBattleHero * attackingHero, * defendingHero;
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SDL_Surface * cellBorder, * cellShade;
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CCreatureSet * army1, * army2; //fighting armies
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std::vector< CCreatureAnimation * > creAnim1, creAnim2; //animations of creatures from fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::vector< CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order like in BattleInfo's stacks)
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CCallback * cb; //our callback for getting info about different things
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const std::vector< CStack* > & stacks; //fighting stacks
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CCallback * callback, CGHeroInstance *hero1, CGHeroInstance *hero2, const std::vector< CStack* > & stcks); //c-tor
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~CBattleInterface(); //d-tor
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//std::vector<TimeInterested*> timeinterested; //animation handling
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