class CreatureHandler;
class GenericFightUnit;
int computeSequence( GenericFightUnit * unit );
/** Manage a creature */
enum CreatureAnimationType {
extern ImageTheme ImageTheme;
/** add comments here */
RessourceWin::RessourceWin( QWidget * parent, const char * name , WinResType type = RS_GRID)
RessourceWin::RessourceWin( QWidget * parent, const char * name , WinResType type )
:QWidget( parent, name )
{
_player = 0;
public:
/** Construtcor */
RessourceWin( QWidget * parent = 0, const char * name = 0, WinResType type );
RessourceWin( QWidget * parent = 0, const char * name = 0, WinResType type = RS_GRID );
/** Initialize player */
void setPlayer( GenericPlayer * );
void initStatusBar();
/** Add new action */
QAction * ServerInterface::addAction( const QString & label, MENU_ACTIONS id, QSignalMapper * sigmap );
QAction * addAction( const QString & label, MENU_ACTIONS id, QSignalMapper * sigmap );
void addAI(bool hide);