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* moving units and some minor improvements
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@@ -56,10 +56,10 @@ private:
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CBattleHero * attackingHero, * defendingHero;
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CCreatureSet * army1, * army2; //fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order like in BattleInfo's stacks)
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std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
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unsigned char animCount;
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int activeStack; //number of active stack; -1 - no one
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void showRange(SDL_Surface * to, int initialPlace, int radius); //show helper funtion ot mark range of a unit
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void showRange(SDL_Surface * to, int ID); //show helper funtion ot mark range of a unit
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
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@@ -70,6 +70,7 @@ public:
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CBattleHex bfield[187]; //11 lines, 17 hexes on each
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std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
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static SDL_Surface * cellBorder, * cellShade;
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bool curStackActed; //true if we have i.e. moved current unit
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//button handle funcs:
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void bOptionsf();
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@@ -92,5 +93,6 @@ public:
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void stackRemoved(CStack stack); //stack disappeared from batlefiled
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void stackActivated(int number); //active stack has been changed
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void stackMoved(int number, int destHex); //stack with id number moved to destHex
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void turnEnded(); //caled when current unit cannot get new orders
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void hexLclicked(int whichOne); //hex only call-in
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};
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