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@@ -1218,9 +1218,14 @@ void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
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for(auto attackInfo : ca.attackedParts)
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{
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- SDL_FreeSurface(siegeH->walls[attackInfo.attackedPart + 2]);
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- siegeH->walls[attackInfo.attackedPart + 2] = BitmapHandler::loadBitmap(
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- siegeH->getSiegeName(attackInfo.attackedPart + 2, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
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+ int wallId = attackInfo.attackedPart + 2;
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+ //gate state changing handled separately
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+ if(wallId == SiegeHelper::GATE)
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+ continue;
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+
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+ SDL_FreeSurface(siegeH->walls[wallId]);
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+ siegeH->walls[wallId] = BitmapHandler::loadBitmap(
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+ siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
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}
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}
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@@ -2735,6 +2740,37 @@ void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
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//CCS->soundh->playSound(sound);
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}
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+void CBattleInterface::gateStateChanged(const EGateState state)
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+{
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+ auto oldState = curInt->cb->battleGetGateState();
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+ bool playSound = false;
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+ int stateId = EWallState::NONE;
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+ switch(state)
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+ {
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+ case EGateState::CLOSED:
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+ if(oldState != EGateState::BLOCKED)
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+ playSound = true;
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+ break;
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+ case EGateState::BLOCKED:
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+ if(oldState != EGateState::CLOSED)
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+ playSound = true;
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+ break;
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+ case EGateState::OPENED:
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+ playSound = true;
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+ stateId = EWallState::DAMAGED;
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+ break;
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+ case EGateState::DESTROYED:
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+ stateId = EWallState::DESTROYED;
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+ break;
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+ }
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+
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+ SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
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+ if(stateId != EWallState::NONE)
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+ siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
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+ if(playSound)
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+ CCS->soundh->playSound(soundBase::DRAWBRG);
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+}
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+
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const CGHeroInstance * CBattleInterface::currentHero() const
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{
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if(attackingHeroInstance->tempOwner == curInt->playerID)
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@@ -2791,11 +2827,11 @@ void CBattleInterface::requestAutofightingAIToTakeAction()
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}
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CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
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- : owner(_owner), town(siegeTown)
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+ : owner(_owner), town(siegeTown)
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{
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for(int g = 0; g < ARRAY_COUNT(walls); ++g)
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{
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- walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
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+ walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
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}
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}
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@@ -2834,75 +2870,83 @@ std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) co
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switch(what)
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{
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- case 0: //background
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+ case SiegeHelper::BACKGROUND:
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return prefix + "BACK.BMP";
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- case 1: //background wall
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+ case SiegeHelper::BACKGROUND_WALL:
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{
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switch(town->town->faction->index)
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{
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- case 5: case 4: case 1: case 6:
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+ case ETownType::RAMPART:
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+ case ETownType::NECROPOLIS:
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+ case ETownType::DUNGEON:
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+ case ETownType::STRONGHOLD:
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return prefix + "TPW1.BMP";
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default:
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return prefix + "TPWL.BMP";
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}
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}
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- case 2: //keep
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+ case SiegeHelper::KEEP:
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return prefix + "MAN" + addit + ".BMP";
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- case 3: //bottom tower
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+ case SiegeHelper::BOTTOM_TOWER:
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return prefix + "TW1" + addit + ".BMP";
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- case 4: //bottom wall
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+ case SiegeHelper::BOTTOM_WALL:
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return prefix + "WA1" + addit + ".BMP";
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- case 5: //below gate
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+ case SiegeHelper::WALL_BELLOW_GATE:
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return prefix + "WA3" + addit + ".BMP";
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- case 6: //over gate
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+ case SiegeHelper::WALL_OVER_GATE:
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return prefix + "WA4" + addit + ".BMP";
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- case 7: //upper wall
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+ case SiegeHelper::UPPER_WALL:
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return prefix + "WA6" + addit + ".BMP";
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- case 8: //upper tower
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+ case SiegeHelper::UPPER_TOWER:
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return prefix + "TW2" + addit + ".BMP";
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- case 9: //gate
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+ case SiegeHelper::GATE:
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return prefix + "DRW" + addit + ".BMP";
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- case 10: //gate arch
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+ case SiegeHelper::GATE_ARCH:
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return prefix + "ARCH.BMP";
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- case 11: //bottom static wall
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+ case SiegeHelper::BOTTOM_STATIC_WALL:
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return prefix + "WA2.BMP";
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- case 12: //upper static wall
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+ case SiegeHelper::UPPER_STATIC_WALL:
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return prefix + "WA5.BMP";
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- case 13: //moat
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+ case SiegeHelper::MOAT:
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return prefix + "MOAT.BMP";
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- case 14: //mlip
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+ case SiegeHelper::BACKGROUND_MOAT:
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return prefix + "MLIP.BMP";
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- case 15: //keep creature cover
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+ case SiegeHelper::KEEP_BATTLEMENT:
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return prefix + "MANC.BMP";
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- case 16: //bottom turret creature cover
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+ case SiegeHelper::BOTTOM_BATTLEMENT:
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return prefix + "TW1C.BMP";
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- case 17: //upper turret creature cover
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+ case SiegeHelper::UPPER_BATTLEMENT:
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return prefix + "TW2C.BMP";
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default:
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return "";
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}
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}
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-/// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
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-/// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
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-/// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
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void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
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{
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Point pos = Point(-1, -1);
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- auto & ci = owner->siegeH->town->town->clientInfo;
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+ auto & ci = town->town->clientInfo;
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- if (what >= 1 && what <= 17)
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+ if (vstd::iswithin(what, 1, 17))
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{
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pos.x = ci.siegePositions[what].x + owner->pos.x;
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pos.y = ci.siegePositions[what].y + owner->pos.y;
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}
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if (town->town->faction->index == ETownType::TOWER
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- && (what == 13 || what == 14))
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+ && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
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return; // no moat in Tower. TODO: remove hardcode somehow?
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if(pos.x != -1)
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{
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+ //gate have no displayed bitmap when drawbridge is raised
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+ if(what == SiegeHelper::GATE)
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+ {
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+ auto gateState = owner->curInt->cb->battleGetGateState();
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+ if(gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
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+ return;
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+ }
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+
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blitAt(walls[what], pos.x, pos.y, to);
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}
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}
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@@ -3004,7 +3048,7 @@ void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
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blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
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- siegeH->printPartOfWall(to, 14); // show moat background
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+ siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
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}
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void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
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@@ -3415,29 +3459,29 @@ BattleObjectsByHex CBattleInterface::sortObjectsByHex()
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// Sort wall parts
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if (siegeH)
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{
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- sorted.beforeAll.walls.push_back(1); // 1. background wall
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- sorted.hex[135].walls.push_back(2); // 2. keep
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- sorted.afterAll.walls.push_back(3); // 3. bottom tower
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- sorted.hex[182].walls.push_back(4); // 4. bottom wall
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- sorted.hex[130].walls.push_back(5); // 5. wall below gate,
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- sorted.hex[62].walls.push_back(6); // 6. wall over gate
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- sorted.hex[12].walls.push_back(7); // 7. upper wall
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- sorted.beforeAll.walls.push_back(8); // 8. upper tower
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- //sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
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- sorted.hex[112].walls.push_back(10); // 10. gate arch
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- sorted.hex[165].walls.push_back(11); // 11. bottom static wall
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- sorted.hex[45].walls.push_back(12); // 12. upper static wall
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+ sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
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+ sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
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+ sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
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+ sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
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+ sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
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+ sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
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+ sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
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+ sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
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+ sorted.hex[94].walls.push_back(SiegeHelper::GATE);
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+ sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
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+ sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
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+ sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
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{
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- sorted.beforeAll.walls.push_back(13); // 13. moat
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- //sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
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- sorted.hex[135].walls.push_back(15); // 15. keep turret cover
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+ sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
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+ //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
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+ sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
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}
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
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{
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- sorted.afterAll.walls.push_back(16); // 16. lower turret cover
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- sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
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+ sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
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+ sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
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}
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}
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return sorted;
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