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void | unit_display::move_unit (const std::vector< map_location > &path, const unit_ptr &u, bool animate, map_location::direction dir, bool force_scroll) |
| Display a unit moving along a given path. More...
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void | unit_display::reset_helpers (const unit *attacker, const unit *defender) |
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void | unit_display::unit_draw_weapon (const map_location &loc, unit &u, const const_attack_ptr &attack=nullptr, const const_attack_ptr &secondary_attack=nullptr, const map_location &defender_loc=map_location::null_location(), const unit_ptr &defender=unit_ptr()) |
| Play a pre-fight animation First unit is the attacker, second unit the defender. More...
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void | unit_display::unit_sheath_weapon (const map_location &loc, const unit_ptr &u=unit_ptr(), const const_attack_ptr &attack=nullptr, const const_attack_ptr &secondary_attack=nullptr, const map_location &defender_loc=map_location::null_location(), const unit_ptr &defender=unit_ptr()) |
| Play a post-fight animation Both unit can be set to null, only valid units will play their animation. More...
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void | unit_display::unit_die (const map_location &loc, unit &u, const const_attack_ptr &attack=nullptr, const const_attack_ptr &secondary_attack=nullptr, const map_location &winner_loc=map_location::null_location(), const unit_ptr &winner=unit_ptr()) |
| Show a unit fading out. More...
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void | unit_display::unit_attack (display *disp, game_board &board, const map_location &a, const map_location &b, int damage, const attack_type &attack, const const_attack_ptr &secondary_attack, int swing, const std::string &hit_text, int drain_amount, const std::string &att_text, const std::vector< std::string > *extra_hit_sounds=nullptr, bool attacking=true) |
| Make the unit on tile 'a' attack the unit on tile 'b'. More...
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void | unit_display::unit_recruited (const map_location &loc, const map_location &leader_loc) |
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void | unit_display::unit_healing (unit &healed, const std::vector< unit * > &healers, int healing, const std::string &extra_text="") |
| This will use a poisoning anim if healing<0. More...
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