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							- #include "StdInc.h"
 
- #include "CBattleInterface.h"
 
- #include "../CGameInfo.h"
 
- #include "../UIFramework/SDL_Extensions.h"
 
- #include "../CAdvmapInterface.h"
 
- #include "../CAnimation.h"
 
- #include "../../lib/CObjectHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #include "../CDefHandler.h"
 
- #include "../../lib/CSpellHandler.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CMessage.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/BattleState.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "CCreatureAnimation.h"
 
- #include "../Graphics.h"
 
- #include "../CSpellWindow.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CondSh.h"
 
- #include "../../lib/NetPacks.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../CCreatureWindow.h"
 
- #include "../CVideoHandler.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/Mapping/CMap.h"
 
- #include "CBattleAnimations.h"
 
- #include "CBattleInterfaceClasses.h"
 
- #include "../UIFramework/CCursorHandler.h"
 
- #include "../UIFramework/CGuiHandler.h"
 
- #include "../CMT.h"
 
- #ifndef __GNUC__
 
- const double M_PI = 3.14159265358979323846;
 
- #else
 
- #define _USE_MATH_DEFINES
 
- #include <cmath>
 
- #endif
 
- #include "../../lib/UnlockGuard.h"
 
- using namespace boost::assign;
 
- const time_t CBattleInterface::HOVER_ANIM_DELTA = 1;
 
- /*
 
-  * CBattleInterface.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- CondSh<bool> CBattleInterface::animsAreDisplayed;
 
- struct CMP_stack2
 
- {
 
- 	inline bool operator ()(const CStack& a, const CStack& b)
 
- 	{
 
- 		return (a.Speed())>(b.Speed());
 
- 	}
 
- } cmpst2 ;
 
- static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
 
- {
 
- 	SDL_Color * colorsToChange = surf->format->palette->colors;
 
- 	for(int g=0; g<surf->format->palette->ncolors; ++g)
 
- 	{
 
- 		if((colorsToChange+g)->b != 132 &&
 
- 			(colorsToChange+g)->g != 231 &&
 
- 			(colorsToChange+g)->r != 255) //it's not yellow border
 
- 		{
 
- 			(colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
 
- 			(colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
 
- 			(colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
 
- 		}
 
- 	}
 
- }
 
- //////////////////////
 
- void CBattleInterface::addNewAnim(CBattleAnimation * anim)
 
- {
 
- 	pendingAnims.push_back( std::make_pair(anim, false) );
 
- 	animsAreDisplayed.setn(true);
 
- }
 
- CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
 
- 	: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
 
- 	  activeStack(NULL), stackToActivate(NULL), selectedStack(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
 
- 	  currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL),  stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL), sp(NULL),
 
- 	  siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
 
- 	  givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	if(!curInt) curInt = LOCPLINT; //may happen when we are defending during network MP game
 
- 	animsAreDisplayed.setn(false);
 
- 	pos = myRect;
 
- 	strongInterest = true;
 
- 	givenCommand = new CondSh<BattleAction *>(NULL);
 
- 	if(attackerInt && attackerInt->cb->battleGetTacticDist()) //hotseat -> check tactics for both players (defender may be local human)
 
- 		tacticianInterface = attackerInt;
 
- 	else if(defenderInt && defenderInt->cb->battleGetTacticDist())
 
- 		tacticianInterface = defenderInt;
 
- 	tacticsMode = tacticianInterface;  //if we found interface of player with tactics, then enter tactics mode
 
- 	//create stack queue
 
- 	bool embedQueue = screen->h < 700;
 
- 	queue = new CStackQueue(embedQueue, this);
 
- 	if(!embedQueue)
 
- 	{
 
- 		if(settings["battle"]["showQueue"].Bool())
 
- 			pos.y += queue->pos.h / 2; //center whole window
 
- 		queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
 
- // 		queue->pos.x = pos.x;
 
- // 		queue->pos.y = pos.y - queue->pos.h;
 
- //  		pos.h += queue->pos.h;
 
- //  		center();
 
- 	}
 
- 	queue->update();
 
- 	//preparing siege info
 
- 	const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
 
- 	if(town && town->hasFort())
 
- 	{
 
- 		siegeH = new SiegeHelper(town, this);
 
- 	}
 
- 	curInt->battleInt = this;
 
- 	//initializing armies
 
- 	this->army1 = army1;
 
- 	this->army2 = army2;
 
- 	std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks();
 
- 	BOOST_FOREACH(const CStack *s, stacks)
 
- 	{
 
- 		newStack(s);
 
- 	}
 
- 	//preparing menu background and terrain
 
- 	if(siegeH)
 
- 	{
 
- 		background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
 
- 		ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
 
- 		if(siegeLevel >= 2) //citadel or castle
 
- 		{
 
- 			//print moat/mlip
 
- 			SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
 
- 				* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
 
- 			auto & info = siegeH->town->town->clientInfo;
 
- 			Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
 
- 			Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
 
- 			if(moat) //eg. tower has no moat
 
- 				blitAt(moat, moatPos.x,moatPos.y, background);
 
- 			if(mlip) //eg. tower has no mlip
 
- 				blitAt(mlip, mlipPos.x, mlipPos.y, background);
 
- 			SDL_FreeSurface(moat);
 
- 			SDL_FreeSurface(mlip);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector< std::string > & backref = graphics->battleBacks[ curInt->cb->battleGetBattlefieldType() ];
 
- 		background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
 
- 	}
 
- 	//preparing menu background
 
- 	//graphics->blueToPlayersAdv(menu, hero1->tempOwner);
 
- 	//preparing graphics for displaying amounts of creatures
 
- 	amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountNormal);
 
- 	transformPalette(amountNormal, 0.59, 0.19, 0.93);
 
- 	amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountPositive);
 
- 	transformPalette(amountPositive, 0.18, 1.00, 0.18);
 
- 	amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountNegative);
 
- 	transformPalette(amountNegative, 1.00, 0.18, 0.18);
 
- 	amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountEffNeutral);
 
- 	transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
 
- 	////blitting menu background and terrain
 
- // 	blitAt(background, pos.x, pos.y);
 
- // 	blitAt(menu, pos.x, 556 + pos.y);
 
- 	//preparing buttons and console
 
- 	bOptions = new CAdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3, 561, "icm003.def", SDLK_o);
 
- 	bSurrender = new CAdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54, 561, "icm001.def", SDLK_s);
 
- 	bFlee = new CAdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105, 561, "icm002.def", SDLK_r);
 
- 	bFlee->block(!curInt->cb->battleCanFlee());
 
- 	bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
 
- 	bAutofight  = new CAdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157, 561, "icm004.def", SDLK_a);
 
- 	bSpell = new CAdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645, 561, "icm005.def", SDLK_c);
 
- 	bSpell->block(true);
 
- 	bWait = new CAdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696, 561, "icm006.def", SDLK_w);
 
- 	bDefence = new CAdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747, 561, "icm007.def", SDLK_d);
 
- 	bDefence->assignedKeys.insert(SDLK_SPACE);
 
- 	bConsoleUp = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624, 561, "ComSlide.def", SDLK_UP);
 
- 	bConsoleDown = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624, 580, "ComSlide.def", SDLK_DOWN);
 
- 	bConsoleDown->setOffset(2);
 
- 	console = new CBattleConsole();
 
- 	console->pos.x += 211;
 
- 	console->pos.y += 560;
 
- 	console->pos.w = 406;
 
- 	console->pos.h = 38;
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this, (CStack*)NULL), 213, 560, "icm011.def", SDLK_SPACE);
 
- 		btactEnd = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419, 560, "icm012.def", SDLK_RETURN);
 
- 		bDefence->block(true);
 
- 		bWait->block(true);
 
- 		menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
 
- 	}
 
- 	else
 
- 	{
 
- 		menu = BitmapHandler::loadBitmap("CBAR.BMP");
 
- 		btactEnd = btactNext = NULL;
 
- 	}
 
- 	graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 	//loading hero animations
 
- 	if(hero1) // attacking hero
 
- 	{
 
- 		std::string battleImage;
 
- 		if ( hero1->sex )
 
- 			battleImage = hero1->type->heroClass->imageBattleFemale;
 
- 		else
 
- 			battleImage = hero1->type->heroClass->imageBattleMale;
 
- 		attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : NULL, this);
 
- 		attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
 
- 	}
 
- 	else
 
- 	{
 
- 		attackingHero = NULL;
 
- 	}
 
- 	if(hero2) // defending hero
 
- 	{
 
- 		std::string battleImage;
 
- 		if ( hero2->sex )
 
- 			battleImage = hero2->type->heroClass->imageBattleFemale;
 
- 		else
 
- 			battleImage = hero2->type->heroClass->imageBattleMale;
 
- 		defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : NULL, this);
 
- 		defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
 
- 	}
 
- 	else
 
- 	{
 
- 		defendingHero = NULL;
 
- 	}
 
- 	//preparing cells and hexes
 
- 	cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
 
- 	CSDL_Ext::alphaTransform(cellBorder);
 
- 	cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
 
- 	CSDL_Ext::alphaTransform(cellShade);
 
- 	for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
 
- 	{
 
- 		CClickableHex *hex = new CClickableHex();
 
- 		hex->myNumber = h;
 
- 		hex->pos = hexPosition(h);
 
- 		hex->accessible = true;
 
- 		hex->myInterface = this;
 
- 		bfield.push_back(hex);
 
- 	}
 
- 	//locking occupied positions on batlefield
 
- 	BOOST_FOREACH(const CStack *s, stacks)  //stacks gained at top of this function
 
- 		if(s->position >= 0) //turrets have position < 0
 
- 			bfield[s->position]->accessible = false;
 
- 	//loading projectiles for units
 
- 	BOOST_FOREACH(const CStack *s, stacks)
 
- 	{
 
- 		if(s->getCreature()->isShooting())
 
- 		{
 
- 			CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
 
- 			const CCreature * creature;//creature whose shots should be loaded
 
- 			if (s->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
 
- 				creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
 
- 			else
 
- 				creature = s->getCreature();
 
- 			projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
 
- 			for(size_t s = 0; s < projectile->ourImages.size(); ++s) //alpha transforming
 
- 			{
 
- 				CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap);
 
- 			}
 
- 		}
 
- 	}
 
- 	//preparing graphic with cell borders
 
- 	cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
 
- 	//copying palette
 
- 	for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
 
- 	{
 
- 		cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
 
- 	}
 
- 	//palette copied
 
- 	for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
 
- 	{
 
- 		for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
 
- 		{
 
- 			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
 
- 			int y = 86 + 42 * i;
 
- 			for(int cellX = 0; cellX < cellBorder->w; ++cellX)
 
- 			{
 
- 				for(int cellY = 0; cellY < cellBorder->h; ++cellY)
 
- 				{
 
- 					if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
 
- 						* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
 
- 	//preparing obstacle defs
 
- 	auto obst = curInt->cb->battleGetAllObstacles();
 
- 	for(size_t t = 0; t < obst.size(); ++t)
 
- 	{
 
- 		const int ID = obst[t]->ID;
 
- 		if(obst[t]->obstacleType == CObstacleInstance::USUAL)
 
- 		{
 
- 			idToObstacle[ID] = CDefHandler::giveDef(obst[t]->getInfo().defName);
 
- 			for(size_t n = 0; n < idToObstacle[ID]->ourImages.size(); ++n)
 
- 			{
 
- 				SDL_SetColorKey(idToObstacle[ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[ID]->ourImages[n].bitmap->format,0,255,255));
 
- 			}
 
- 		}
 
- 		else if(obst[t]->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 		{
 
- 			idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(obst[t]->getInfo().defName);
 
- 		}
 
- 	}
 
- 	quicksand = CDefHandler::giveDef("C17SPE1.DEF");
 
- 	landMine = CDefHandler::giveDef("C09SPF1.DEF");
 
- 	fireWall = CDefHandler::giveDef("C07SPF61");
 
- 	bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
 
- 	bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
 
- 	smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
 
- 	smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
 
- 	BOOST_FOREACH(auto hex, bfield)
 
- 		addChild(hex);
 
- 	if(tacticsMode)
 
- 		bTacticNextStack();
 
- 	CCS->musich->stopMusic();
 
- 	int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
 
- 	auto onIntroPlayed = []()
 
- 	{
 
- 		if (LOCPLINT->battleInt)
 
- 			CCS->musich->playMusicFromSet("battle", true);
 
- 	};
 
- 	CCS->soundh->setCallback(channel, onIntroPlayed);
 
- 	memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
 
- 	currentAction = INVALID;
 
- 	selectedAction = INVALID;
 
- 	addUsedEvents(RCLICK | MOVE | KEYBOARD);
 
- }
 
- CBattleInterface::~CBattleInterface()
 
- {
 
- 	curInt->battleInt = NULL;
 
- 	givenCommand->cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
 
- 	if (active) //dirty fix for #485
 
- 	{
 
- 		deactivate();
 
- 	}
 
- 	SDL_FreeSurface(background);
 
- 	SDL_FreeSurface(menu);
 
- 	SDL_FreeSurface(amountNormal);
 
- 	SDL_FreeSurface(amountNegative);
 
- 	SDL_FreeSurface(amountPositive);
 
- 	SDL_FreeSurface(amountEffNeutral);
 
- 	SDL_FreeSurface(cellBorders);
 
- 	SDL_FreeSurface(backgroundWithHexes);
 
- 	delete bOptions;
 
- 	delete bSurrender;
 
- 	delete bFlee;
 
- 	delete bAutofight;
 
- 	delete bSpell;
 
- 	delete bWait;
 
- 	delete bDefence;
 
- 	BOOST_FOREACH(auto hex, bfield)
 
- 		delete hex;
 
- 	delete bConsoleUp;
 
- 	delete bConsoleDown;
 
- 	delete console;
 
- 	delete givenCommand;
 
- 	delete attackingHero;
 
- 	delete defendingHero;
 
- 	delete queue;
 
- 	SDL_FreeSurface(cellBorder);
 
- 	SDL_FreeSurface(cellShade);
 
- 	for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
 
- 		delete g->second;
 
- 	for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
 
- 		delete g->second;
 
- 	for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
 
- 		delete g->second;
 
- 	delete quicksand;
 
- 	delete landMine;
 
- 	delete fireWall;
 
- 	delete smallForceField[0];
 
- 	delete smallForceField[1];
 
- 	delete bigForceField[0];
 
- 	delete bigForceField[1];
 
- 	delete siegeH;
 
- 	//TODO: play AI tracks if battle was during AI turn
 
- 	//if (!curInt->makingTurn)
 
- 	//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
 
- 	if(adventureInt && adventureInt->selection)
 
- 	{
 
- 		int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
 
- 		CCS->musich->playMusicFromSet("terrain", terrain, true);
 
- 	}
 
- }
 
- void CBattleInterface::setPrintCellBorders(bool set)
 
- {
 
- 	Settings cellBorders = settings.write["battle"]["cellBorders"];
 
- 	cellBorders->Bool() = set;
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	GH.totalRedraw();
 
- }
 
- void CBattleInterface::setPrintStackRange(bool set)
 
- {
 
- 	Settings stackRange = settings.write["battle"]["stackRange"];
 
- 	stackRange->Bool() = set;
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	GH.totalRedraw();
 
- }
 
- void CBattleInterface::setPrintMouseShadow(bool set)
 
- {
 
- 	Settings shadow = settings.write["battle"]["mouseShadow"];
 
- 	shadow->Bool() = set;
 
- }
 
- void CBattleInterface::activate()
 
- {
 
- 	CIntObject::activate();
 
- 	bOptions->activate();
 
- 	bSurrender->activate();
 
- 	bFlee->activate();
 
- 	bAutofight->activate();
 
- 	bSpell->activate();
 
- 	bWait->activate();
 
- 	bDefence->activate();
 
- 	BOOST_FOREACH(auto hex, bfield)
 
- 		hex->activate();
 
- 	if(attackingHero)
 
- 		attackingHero->activate();
 
- 	if(defendingHero)
 
- 		defendingHero->activate();
 
- 	if(settings["battle"]["showQueue"].Bool())
 
- 		queue->activate();
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->activate();
 
- 		btactEnd->activate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->activate();
 
- 		bConsoleDown->activate();
 
- 	}
 
- 	LOCPLINT->cingconsole->activate();
 
- }
 
- void CBattleInterface::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- 	bOptions->deactivate();
 
- 	bSurrender->deactivate();
 
- 	bFlee->deactivate();
 
- 	bAutofight->deactivate();
 
- 	bSpell->deactivate();
 
- 	bWait->deactivate();
 
- 	bDefence->deactivate();
 
- 	BOOST_FOREACH(auto hex, bfield)
 
- 		hex->deactivate();
 
- 	if(attackingHero)
 
- 		attackingHero->deactivate();
 
- 	if(defendingHero)
 
- 		defendingHero->deactivate();
 
- 	if(settings["battle"]["showQueue"].Bool())
 
- 		queue->deactivate();
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->deactivate();
 
- 		btactEnd->deactivate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->deactivate();
 
- 		bConsoleDown->deactivate();
 
- 	}
 
- 	LOCPLINT->cingconsole->deactivate();
 
- }
 
- void CBattleInterface::showAll(SDL_Surface * to)
 
- {
 
- 	show(to);
 
- }
 
- void CBattleInterface::show(SDL_Surface * to)
 
- {
 
- 	std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(); //used in a few places
 
- 	++animCount;
 
- 	if(!to) //"evaluating" to
 
- 		to = screen;
 
- 	SDL_Rect buf;
 
- 	SDL_GetClipRect(to, &buf);
 
- 	SDL_SetClipRect(to, &pos);
 
- 	//printing background and hexes
 
- 	if(activeStack != NULL && creAnims[activeStack->ID]->getType() != CCreatureAnim::MOVING) //show everything with range
 
- 	{
 
- 		blitAt(backgroundWithHexes, pos.x, pos.y, to);
 
- 	}
 
- 	else
 
- 	{
 
- 		//showing background
 
- 		blitAt(background, pos.x, pos.y, to);
 
- 		if(settings["battle"]["cellBorders"].Bool())
 
- 		{
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
 
- 		}
 
- 		//Blit absolute obstacles
 
- 		BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
 
- 			if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 				blitAt(imageOfObstacle(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
 
- 	}
 
- 	//printing hovered cell
 
- 	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
 
- 	{
 
- 		if(bfield[b]->strictHovered && bfield[b]->hovered)
 
- 		{
 
- 			if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
 
- 			if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
 
- 			if(currentlyHoveredHex != b) //repair hover info
 
- 			{
 
- 				previouslyHoveredHex = currentlyHoveredHex;
 
- 				currentlyHoveredHex = b;
 
- 			}
 
- 			//print shade
 
- 			if(spellToCast) //when casting spell
 
- 			{
 
- 				//calculating spell school level
 
- 				const CSpell & spToCast =  *CGI->spellh->spells[spellToCast->additionalInfo];
 
- 				ui8 schoolLevel = 0;
 
- 				if (activeStack->attackerOwned)
 
- 				{
 
- 					if(attackingHeroInstance)
 
- 						schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
 
- 				}
 
- 				else
 
- 				{
 
- 					if (defendingHeroInstance)
 
- 						schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
 
- 				}
 
- 				//obtaining range and printing it
 
- 				auto shaded = spToCast.rangeInHexes(b, schoolLevel, curInt->cb->battleGetMySide());
 
- 				BOOST_FOREACH(auto shadedHex, shaded) //for spells with range greater then one hex
 
- 				{
 
- 					if(settings["battle"]["mouseShadow"].Bool() && (shadedHex % GameConstants::BFIELD_WIDTH != 0) && (shadedHex % GameConstants::BFIELD_WIDTH != 16))
 
- 					{
 
- 						int x = 14 + ((shadedHex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(shadedHex%GameConstants::BFIELD_WIDTH) + pos.x;
 
- 						int y = 86 + 42 * (shadedHex/GameConstants::BFIELD_WIDTH) + pos.y;
 
- 						SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 						CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
 
- 					}
 
- 				}
 
- 			}
 
- 			else if(settings["battle"]["mouseShadow"].Bool()) //when not casting spell
 
- 			{//TODO: do not check it every frame
 
- 				if (activeStack) //highlight all attackable hexes
 
- 				{
 
- 					std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
 
- 					BOOST_FOREACH(BattleHex hex, set)
 
- 					{
 
- 						int x = 14 + ((hex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(hex%GameConstants::BFIELD_WIDTH) + pos.x;
 
- 						int y = 86 + 42 * (hex/GameConstants::BFIELD_WIDTH) + pos.y;
 
- 						SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 						CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
 
- 					}
 
- 				}
 
- 				//patch by ench0: show enemy stack movement shadow
 
- 				// activeStack == NULL means it is opponent's turn...
 
- 				if(activeStack && settings["battle"]["stackRange"].Bool())
 
- 				{
 
- 					// display the movement shadow of the stack at b (i.e. stack under mouse)
 
- 					const CStack * const shere = curInt->cb->battleGetStackByPos(b, false);
 
- 					if (shere && shere != activeStack && shere->alive())
 
- 					{
 
- 						std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
 
- 						BOOST_FOREACH (BattleHex hex, v)
 
- 						{
 
- 							int x = 14 + ((hex / GameConstants::BFIELD_WIDTH ) % 2 == 0 ? 22 : 0) + 44 * (hex % GameConstants::BFIELD_WIDTH) + pos.x;
 
- 							int y = 86 + 42 * (hex / GameConstants::BFIELD_WIDTH) + pos.y;
 
- 							SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
 
- 							CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, NULL, to, &temp_rect);
 
- 						}
 
- 					}
 
- 				}
 
- 				//always highlight pointed hex
 
- 				int x = 14 + ((b/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%GameConstants::BFIELD_WIDTH) + pos.x;
 
- 				int y = 86 + 42 * (b/GameConstants::BFIELD_WIDTH) + pos.y;
 
- 				SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 				CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
 
- 			}
 
- 		}
 
- 	}
 
- 	SDL_SetClipRect(to, &buf); //restoring previous clip_rect
 
- 	//prevents blitting outside this window
 
- 	SDL_GetClipRect(to, &buf);
 
- 	SDL_SetClipRect(to, &pos);
 
- 	//preparing obstacles to be shown
 
- 	auto obstacles = curInt->cb->battleGetAllObstacles();
 
- 	std::multimap<BattleHex, int> hexToObstacle;
 
- 	for(size_t b = 0; b < obstacles.size(); ++b)
 
- 	{
 
- 		const auto &oi = obstacles[b];
 
- 		if(oi->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE  && oi->obstacleType != CObstacleInstance::MOAT)
 
- 		{
 
- 			//BattleHex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
 
- 			hexToObstacle.insert(std::make_pair(oi->pos, b));
 
- 		}
 
- 	}
 
- 	////showing units //a lot of work...
 
- 	std::vector<const CStack *> stackAliveByHex[GameConstants::BFIELD_SIZE];
 
- 	//double loop because dead stacks should be printed first
 
- 	for (size_t i = 0; i < stacks.size(); i++)
 
- 	{
 
- 		const CStack *s = stacks[i];
 
- 		if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
 
- 			continue;
 
- 		if(creAnims[s->ID]->getType() != CCreatureAnim::DEATH && s->position >= 0) //don't show turrets here
 
- 			stackAliveByHex[s->position].push_back(s);
 
- 	}
 
- 	std::vector<const CStack *> stackDeadByHex[GameConstants::BFIELD_SIZE];
 
- 	for (size_t i = 0; i < stacks.size(); i++)
 
- 	{
 
- 		const CStack *s = stacks[i];
 
- 		if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
 
- 			continue;
 
- 		if(creAnims[s->ID]->getType() == CCreatureAnim::DEATH)
 
- 			stackDeadByHex[s->position].push_back(s);
 
- 	}
 
- 	//handle animations
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
 
- 	{
 
- 		if(!it->first) //this animation should be deleted
 
- 			continue;
 
- 		if(!it->second)
 
- 		{
 
- 			it->second = it->first->init();
 
- 		}
 
- 		if(it->second && it->first)
 
- 			it->first->nextFrame();
 
- 	}
 
- 	//delete anims
 
- 	int preSize = pendingAnims.size();
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
 
- 	{
 
- 		if(it->first == NULL)
 
- 		{
 
- 			pendingAnims.erase(it);
 
- 			it = pendingAnims.begin();
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(preSize > 0 && pendingAnims.size() == 0)
 
- 	{
 
- 		//action finished, restore the interface
 
- 		if(!active)
 
- 			activate();
 
- 		bool changedStack = false;
 
- 		//activation of next stack
 
- 		if(pendingAnims.size() == 0 && stackToActivate != NULL)
 
- 		{
 
- 			activateStack();
 
- 			changedStack = true;
 
- 		}
 
- 		//anims ended
 
- 		animsAreDisplayed.setn(false);
 
- 		if(changedStack)
 
- 		{
 
- 			//we may have changed active interface (another side in hot-seat), 
 
- 			// so we can't continue drawing with old setting. So we call ourselves again and end.
 
- 			SDL_SetClipRect(to, &buf); //restoring previous clip_rect
 
- 			show(to);
 
- 			return;
 
- 		}
 
- 	}
 
- 	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b) //showing dead stacks
 
- 	{
 
- 		for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
 
- 		{
 
- 			creAnims[stackDeadByHex[b][v]->ID]->nextFrame(to, creAnims[stackDeadByHex[b][v]->ID]->pos.x, creAnims[stackDeadByHex[b][v]->ID]->pos.y, creDir[stackDeadByHex[b][v]->ID], animCount, false); //increment always when moving, never if stack died
 
- 		}
 
- 	}
 
- 	std::vector<const CStack *> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
 
- 	if (!siegeH)
 
- 	{
 
- 		for(int b = 0; b < GameConstants::BFIELD_SIZE; ++b) //showing alive stacks
 
- 		{
 
- 			showObstacles(&hexToObstacle, obstacles, b, to);
 
- 			showAliveStacks(stackAliveByHex, b, &flyingStacks, to);
 
- 		}
 
- 	}
 
- 	// Siege drawing
 
- 	else
 
- 	{
 
- 		for (int i = 0; i < 4; i++)
 
- 		{
 
- 			// xMin, xMax => go from hex x pos to hex x pos
 
- 			// yMin, yMax => go from hex y pos to hex y pos
 
- 			// xMove => 0: left side, 1: right side
 
- 			// xMoveDir => 0: decrement, 1: increment, alters every second hex line either xMin or xMax depending on xMove
 
- 			int xMin, xMax, yMin, yMax, xMove, xMoveDir = 0;
 
- 			switch (i)
 
- 			{
 
- 				// display units shown at the upper left side
 
- 			case 0:
 
- 					xMin = 0;
 
- 					yMin = 0;
 
- 					xMax = 11;
 
- 					yMax = 4;
 
- 					xMove = 1;
 
- 					break;
 
- 				// display wall/units shown at the upper wall area/right upper side
 
- 			case 1:
 
- 					xMin = 12;
 
- 					yMin = 0;
 
- 					xMax = 16;
 
- 					yMax = 4;
 
- 					xMove = 0;
 
- 					break;
 
- 				// display units shown at the lower wall area/right lower side
 
- 			case 2:
 
- 					xMin = 10;
 
- 					yMin = 5;
 
- 					xMax = 16;
 
- 					yMax = 10;
 
- 					xMove = 0;
 
- 					xMoveDir = 1;
 
- 					break;
 
- 				// display units shown at the left lower side
 
- 			case 3:
 
- 					xMin = 0;
 
- 					yMin = 5;
 
- 					xMax = 9;
 
- 					yMax = 10;
 
- 					xMove = 1;
 
- 					xMoveDir = 1;
 
- 					break;
 
- 			}
 
- 			int runNum = 0;
 
- 			for (int j = yMin; j <= yMax; j++)
 
- 			{
 
- 				if (runNum > 0)
 
- 				{
 
- 					if (xMin == xMax)
 
- 						xMax = xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
 
- 					else if (xMove == 1)
 
- 						xMax = ((runNum % 2) == 0) ? (xMax + (xMoveDir == 0 ? -1 : 1)) : xMax;
 
- 					else if (xMove == 0)
 
- 						xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
 
- 				}
 
- 				for (int k = xMin; k <= xMax; k++)
 
- 				{
 
- 					int hex = j * 17 + k;
 
- 					showObstacles(&hexToObstacle, obstacles, hex, to);
 
- 					showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);
 
- 					showPieceOfWall(to, hex, stacks);
 
- 				}
 
- 				++runNum;
 
- 			}
 
- 		}
 
- 	}
 
- 	for(size_t b = 0; b < flyingStacks.size(); ++b) //showing flying stacks
 
- 		showAliveStack(flyingStacks[b], to);
 
- 	//units shown
 
- 	// Show projectiles
 
- 	projectileShowHelper(to);
 
- 	//showing spell effects
 
- 	if(battleEffects.size())
 
- 	{
 
- 		for(std::list<BattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
 
- 		{
 
- 			SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
 
- 			SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y);
 
- 			SDL_BlitSurface(bitmapToBlit, NULL, to, &temp_rect);
 
- 		}
 
- 	}
 
- 	SDL_SetClipRect(to, &buf); //restoring previous clip_rect
 
- 	//showing menu background and console
 
- 	blitAt(menu, pos.x, 556 + pos.y, to);
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->showAll(to);
 
- 		btactEnd->showAll(to);
 
- 	}
 
- 	else
 
- 	{
 
- 		console->showAll(to);
 
- 		bConsoleUp->showAll(to);
 
- 		bConsoleDown->showAll(to);
 
- 	}
 
- 	//showing buttons
 
- 	bOptions->showAll(to);
 
- 	bSurrender->showAll(to);
 
- 	bFlee->showAll(to);
 
- 	bAutofight->showAll(to);
 
- 	bSpell->showAll(to);
 
- 	bWait->showAll(to);
 
- 	bDefence->showAll(to);
 
- 	//showing in-game console
 
- 	LOCPLINT->cingconsole->show(to);
 
- 	Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
 
- 	if(settings["battle"]["showQueue"].Bool())
 
- 	{
 
- 		if(!queue->embedded)
 
- 		{
 
- 			posWithQueue.y -= queue->pos.h;
 
- 			posWithQueue.h += queue->pos.h;
 
- 		}
 
- 		//showing queue
 
- 		if(!bresult)
 
- 			queue->showAll(to);
 
- 		else
 
- 			queue->blitBg(to);
 
- 	}
 
- 	//printing border around interface
 
- 	if(screen->w != 800 || screen->h !=600)
 
- 	{
 
- 		CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
 
- 	}
 
- }
 
- void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
 
- {
 
- 	//showing hero animations
 
- 	if (hex == 0)
 
- 		if(attackingHero)
 
- 			attackingHero->show(to);
 
- 	if (hex == 16)
 
- 		if(defendingHero)
 
- 			defendingHero->show(to);
 
- 	for(size_t v = 0; v < aliveStacks[hex].size(); ++v)
 
- 	{
 
- 		const CStack *s = aliveStacks[hex][v];
 
- 		if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != CCreatureAnim::DEATH)
 
- 			showAliveStack(s, to);
 
- 		else
 
- 			flyingStacks->push_back(s);
 
- 	}
 
- }
 
- void CBattleInterface::showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to)
 
- {
 
- 	std::pair<std::multimap<BattleHex, int>::const_iterator, std::multimap<BattleHex, int>::const_iterator> obstRange =
 
- 		hexToObstacle->equal_range(hex);
 
- 	for(std::multimap<BattleHex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
 
- 	{
 
- 		const CObstacleInstance & curOb = *obstacles[it->second];
 
- 		SDL_Surface *toBlit = imageOfObstacle(curOb);
 
- 		Point p = whereToBlitObstacleImage(toBlit, curOb);
 
- 		blitAt(toBlit, p.x, p.y, to);
 
- 	}
 
- }
 
- void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
 
- {
 
- 	if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
 
- 	{
 
- 		if(settings["battle"]["showQueue"].Bool()) //hide queue
 
- 			hideQueue();
 
- 		else
 
- 			showQueue();
 
- 	}
 
- 	else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
 
- 	{
 
- 		endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
 
- {
 
- 	auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)
 
- 	{
 
- 		return hex->hovered && hex->strictHovered;
 
- 	});
 
- 	handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
 
- }
 
- void CBattleInterface::setBattleCursor(const int myNumber)
 
- {
 
- 	const CClickableHex & hoveredHex = *bfield[myNumber];
 
- 	CCursorHandler *cursor = CCS->curh;
 
- 	const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
 
- 	const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
 
- 	const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
 
- 	const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
 
- 	const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
 
- 	const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
 
- 	std::vector<int> sectorCursor; // From left to bottom left.
 
- 	sectorCursor.push_back(8);
 
- 	sectorCursor.push_back(9);
 
- 	sectorCursor.push_back(10);
 
- 	sectorCursor.push_back(11);
 
- 	sectorCursor.push_back(12);
 
- 	sectorCursor.push_back(7);
 
- 	const bool doubleWide = activeStack->doubleWide();
 
- 	bool aboveAttackable = true, belowAttackable = true;
 
- 	// Exclude directions which cannot be attacked from.
 
- 	// Check to the left.
 
- 	if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
 
- 	{
 
- 		sectorCursor[0] = -1;
 
- 	}
 
- 	// Check top left, top right as well as above for 2-hex creatures.
 
- 	if (myNumber/GameConstants::BFIELD_WIDTH == 0)
 
- 	{
 
- 			sectorCursor[1] = -1;
 
- 			sectorCursor[2] = -1;
 
- 			aboveAttackable = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		if (doubleWide)
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if (!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[1] = -1;
 
- 			if (!(attackRow[1] && attackRow[2]))
 
- 				aboveAttackable = false;
 
- 			if (!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[1] = -1;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 	}
 
- 	// Check to the right.
 
- 	if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
 
- 	{
 
- 		sectorCursor[3] = -1;
 
- 	}
 
- 	// Check bottom right, bottom left as well as below for 2-hex creatures.
 
- 	if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
 
- 	{
 
- 		sectorCursor[4] = -1;
 
- 		sectorCursor[5] = -1;
 
- 		belowAttackable = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		if (doubleWide)
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if (!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[5] = -1;
 
- 			if (!(attackRow[1] && attackRow[2]))
 
- 				belowAttackable = false;
 
- 			if (!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[4] = -1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[4] = -1;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[5] = -1;
 
- 		}
 
- 	}
 
- 	// Determine index from sector.
 
- 	int cursorIndex;
 
- 	if (doubleWide)
 
- 	{
 
- 		sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
 
- 		sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
 
- 		if (sector < 1.5)
 
- 			cursorIndex = sector;
 
- 		else if (sector >= 1.5 && sector < 2.5)
 
- 			cursorIndex = 2;
 
- 		else if (sector >= 2.5 && sector < 4.5)
 
- 			cursorIndex = (int) sector + 1;
 
- 		else if (sector >= 4.5 && sector < 5.5)
 
- 			cursorIndex = 6;
 
- 		else
 
- 			cursorIndex = (int) sector + 2;
 
- 	}
 
- 	else
 
- 	{
 
- 		cursorIndex = sector;
 
- 	}
 
- 	// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
 
- 	if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; }))
 
- 	{
 
- 		tlog1 << "Error: for hex " << myNumber << " cannot find a hex to attack from!\n";
 
- 		attackingHex = -1;
 
- 		return;
 
- 	}
 
- 	// Find the closest direction attackable, starting with the right one.
 
- 	// FIXME: Is this really how the original H3 client does it?
 
- 	int i = 0;
 
- 	while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
 
- 		i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
 
- 	int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
 
- 	cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
 
- 	switch (index)
 
- 	{
 
- 		case 0:
 
- 			attackingHex = myNumber - 1; //left
 
- 			break;
 
- 		case 1:
 
- 			attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
 
- 			break;
 
- 		case 2:
 
- 			attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
 
- 			break;
 
- 		case 3:
 
- 			break;
 
- 			attackingHex = myNumber + 1; //right
 
- 		case 4:
 
- 			break;
 
- 			attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
 
- 		case 5:
 
- 			attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
 
- 			break;
 
- 	}
 
- 	BattleHex hex(attackingHex);
 
- 	if (!hex.isValid())
 
- 		attackingHex = -1;
 
- }
 
- void CBattleInterface::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(!down && spellDestSelectMode)
 
- 	{
 
- 		endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::bOptionsf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	Rect tempRect = genRect(431, 481, 160, 84);
 
- 	tempRect += pos.topLeft();
 
- 	CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(tempRect, this);
 
- 	GH.pushInt(optionsWin);
 
- }
 
- void CBattleInterface::bSurrenderf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	int cost = curInt->cb->battleGetSurrenderCost();
 
- 	if(cost >= 0)
 
- 	{
 
- 		std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
 
- 		if(enemyHeroName.empty())
 
- 			enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
 
- 		std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
 
- 		curInt->showYesNoDialog(surrenderMessage, [this]{ reallySurrender(); }, 0, false);
 
- 	}
 
- }
 
- void CBattleInterface::bFleef()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if( curInt->cb->battleCanFlee() )
 
- 	{
 
- 		CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
 
- 		curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<CComponent*> comps;
 
- 		std::string heroName;
 
- 		//calculating fleeing hero's name
 
- 		if(attackingHeroInstance)
 
- 			if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
 
- 				heroName = attackingHeroInstance->name;
 
- 		if(defendingHeroInstance)
 
- 			if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
 
- 				heroName = defendingHeroInstance->name;
 
- 		//calculating text
 
- 		char buffer[1000];
 
- 		sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present.  %s can not retreat!
 
- 		//printing message
 
- 		curInt->showInfoDialog(std::string(buffer), comps);
 
- 	}
 
- }
 
- void CBattleInterface::reallyFlee()
 
- {
 
- 	giveCommand(Battle::RETREAT,0,0);
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- }
 
- void CBattleInterface::reallySurrender()
 
- {
 
- 	if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
 
- 	{
 
- 		curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
 
- 	}
 
- 	else
 
- 	{
 
- 		giveCommand(Battle::SURRENDER,0,0);
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	}
 
- }
 
- void CBattleInterface::bAutofightf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- }
 
- void CBattleInterface::bSpellf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	if(!myTurn)
 
- 		return;
 
- 	auto myHero = currentHero();
 
- 	ESpellCastProblem::ESpellCastProblem spellCastProblem;
 
- 	if (curInt->cb->battleCanCastSpell(&spellCastProblem))
 
- 	{
 
- 		CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt);
 
- 		GH.pushInt(spellWindow);
 
- 	}
 
- 	else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
 
- 	{
 
- 		//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
 
- 		auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
 
- 		if(!blockingBonus)
 
- 			return;;
 
- 		
 
- 		if(blockingBonus->source == Bonus::ARTIFACT)
 
- 		{
 
- 			const int artID = blockingBonus->sid;
 
- 			//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
 
- 			//TODO check who *really* is source of bonus
 
- 			std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
 
- 			//%s wields the %s, an ancient artifact which creates a p dead to all magic.
 
- 			LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683]) 
 
- 										% heroName % CGI->arth->artifacts[artID]->Name()));
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::bWaitf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(activeStack != NULL)
 
- 		giveCommand(Battle::WAIT,0,activeStack->ID);
 
- }
 
- void CBattleInterface::bDefencef()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(activeStack != NULL)
 
- 		giveCommand(Battle::DEFEND,0,activeStack->ID);
 
- }
 
- void CBattleInterface::bConsoleUpf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	console->scrollUp();
 
- }
 
- void CBattleInterface::bConsoleDownf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	console->scrollDown();
 
- }
 
- void CBattleInterface::newStack(const CStack * stack)
 
- {
 
- 	Point coords = CClickableHex::getXYUnitAnim(stack->position, stack->owner == attackingHeroInstance->tempOwner, stack, this);
 
- 	if(stack->position < 0) //turret
 
- 	{
 
- 		const CCreature & turretCreature = *CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
 
- 		creAnims[stack->ID] = new CCreatureAnimation(turretCreature.animDefName);
 
- 		// Turret positions are read out of the /config/wall_pos.txt
 
- 		int posID = 0;
 
- 		switch (stack->position)
 
- 		{
 
- 		case -2: // keep creature
 
- 			posID = 18;
 
- 			break;
 
- 		case -3: // bottom creature
 
- 			posID = 19;
 
- 			break;
 
- 		case -4: // upper creature
 
- 			posID = 20;
 
- 			break;
 
- 		}
 
- 		if (posID != 0)
 
- 		{
 
- 			coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
 
- 			coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		creAnims[stack->ID] = new CCreatureAnimation(stack->getCreature()->animDefName);
 
- 	}
 
- 	creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
 
- 	creAnims[stack->ID]->pos = Rect(coords.x, coords.y, creAnims[stack->ID]->fullWidth, creAnims[stack->ID]->fullHeight);
 
- 	creDir[stack->ID] = stack->attackerOwned;
 
- 	
 
- }
 
- void CBattleInterface::stackRemoved(int stackID)
 
- {
 
- 	delete creAnims[stackID];
 
- 	creAnims.erase(stackID);
 
- 	creDir.erase(stackID);
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	queue->update();
 
- }
 
- void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
 
- {
 
- 	//givenCommand = NULL;
 
- 	stackToActivate = stack;
 
- 	waitForAnims();
 
- 	//if(pendingAnims.size() == 0)
 
- 	if(stackToActivate) //during waiting stack may have gotten activated through show
 
- 		activateStack();
 
- }
 
- void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
 
- {
 
- 	addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
 
- {
 
- 	for (size_t h = 0; h < attackedInfos.size(); ++h)
 
- 	{
 
- 		if (!attackedInfos[h].cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
 
- 			addNewAnim(new CDefenceAnimation(attackedInfos[h], this));
 
- 		if (attackedInfos[h].rebirth)
 
- 		{
 
- 			displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation
 
- 			CCS->soundh->playSound(soundBase::RESURECT);
 
- 		}
 
- 	}
 
- 	waitForAnims();
 
- 	int targets = 0, killed = 0, damage = 0;
 
- 	for(size_t h = 0; h < attackedInfos.size(); ++h)
 
- 	{
 
- 		++targets;
 
- 		killed += attackedInfos[h].amountKilled;
 
- 		damage += attackedInfos[h].dmg;
 
- 	}
 
- 	if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
 
- 		return;
 
- 	if (targets > 1)
 
- 		printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
 
- 	else
 
- 		printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
 
- 	for(size_t h = 0; h < attackedInfos.size(); ++h)
 
- 	{
 
- 		if (attackedInfos[h].rebirth)
 
- 			creAnims[attackedInfos[h].defender->ID]->setType(CCreatureAnim::HOLDING);
 
- 		if (attackedInfos[h].cloneKilled)
 
- 			stackRemoved(attackedInfos[h].defender->ID);
 
- 	}
 
- }
 
- void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
 
- {
 
- 	if (shooting)
 
- 	{
 
- 		addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
 
- 	}
 
- 	else
 
- 	{
 
- 		addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
 
- 	}
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::newRoundFirst( int round )
 
- {
 
- 	//handle regeneration
 
- 	std::vector<const CStack*> stacks = curInt->cb->battleGetStacks(); //gets only alive stacks
 
- //	BOOST_FOREACH(const CStack *s, stacks)
 
- //	{
 
- //	}
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::newRound(int number)
 
- {
 
- 	console->addText(CGI->generaltexth->allTexts[412]);
 
- 	//unlock spellbook
 
- 	//bSpell->block(!curInt->cb->battleCanCastSpell());
 
- 	//don't unlock spellbook - this should be done when we have axctive creature
 
- }
 
- void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
 
- {
 
- 	const CStack *stack = curInt->cb->battleGetStackByID(stackID);
 
- 	if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
 
- 	{
 
- 		return;
 
- 	}
 
- 	if(stack && stack != activeStack)
 
- 		tlog3 << "Warning: giving an order to a non-active stack?\n";
 
- 	BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
 
- 	ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 	ba->actionType = action;
 
- 	ba->destinationTile = tile;
 
- 	ba->stackNumber = stackID;
 
- 	ba->additionalInfo = additional;
 
- 	ba->selectedStack = selected;
 
- 	//some basic validations
 
- 	switch(action)
 
- 	{
 
- 		case Battle::WALK_AND_ATTACK:
 
- 			assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
 
- 		case Battle::WALK:
 
- 		case Battle::SHOOT:
 
- 		case Battle::CATAPULT:
 
- 			assert(tile < GameConstants::BFIELD_SIZE);
 
- 			break;
 
- 	}
 
- 	if(!tacticsMode)
 
- 	{
 
- 		tlog5 << "Setting command for " << (stack ? stack->nodeName() : "hero") << std::endl;
 
- 		myTurn = false;
 
- 		activeStack = NULL;
 
- 		givenCommand->setn(ba);
 
- 	}
 
- 	else
 
- 	{
 
- 		curInt->cb->battleMakeTacticAction(ba);
 
- 		vstd::clear_pointer(ba);
 
- 		activeStack = NULL;
 
- 		//next stack will be activated when action ends
 
- 	}
 
- }
 
- bool CBattleInterface::isTileAttackable(const BattleHex & number) const
 
- {
 
- 	for(size_t b=0; b<occupyableHexes.size(); ++b)
 
- 	{
 
- 		if(BattleHex::mutualPosition(occupyableHexes[b], number) != -1 || occupyableHexes[b] == number)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
 
- {
 
- 	if(!siegeH  ||  tacticsMode)
 
- 		return false;
 
- 	int wallUnder = curInt->cb->battleHexToWallPart(hex);
 
- 	if(wallUnder < 0) //invalid or indestructible
 
- 		return false;
 
- 	return curInt->cb->battleGetWallState(wallUnder) < EWallState::DESTROYED;
 
- }
 
- const CGHeroInstance * CBattleInterface::getActiveHero()
 
- {
 
- 	const CStack * attacker = activeStack;
 
- 	if (!attacker)
 
- 	{
 
- 		return NULL;
 
- 	}
 
- 	if (attacker->attackerOwned)
 
- 	{
 
- 		return attackingHeroInstance;
 
- 	}
 
- 	return defendingHeroInstance;
 
- }
 
- void CBattleInterface::hexLclicked(int whichOne)
 
- {
 
- 	handleHex(whichOne, LCLICK);
 
- }
 
- void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
 
- {
 
- 	for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
 
- 	{
 
- 		const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
 
- 		addNewAnim(new CShootingAnimation(this, stack, it->first.second, NULL, true, it->second));
 
- 		SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
 
- 		siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
 
- 			siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
 
- 	}
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::battleFinished(const BattleResult& br)
 
- {
 
- 	bresult = &br;
 
- 	{
 
- 		auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
 
- 		animsAreDisplayed.waitUntil(false);
 
- 	}
 
- 	displayBattleFinished();
 
- 	activeStack = NULL;
 
- }
 
- void CBattleInterface::displayBattleFinished()
 
- {
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
 
- 	resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
 
- 	GH.pushInt(resWindow);
 
- }
 
- void CBattleInterface::spellCast( const BattleSpellCast * sc )
 
- {
 
- 	const CSpell &spell = *CGI->spellh->spells[sc->id];
 
- 	//spell opening battle is cast when no stack is active
 
- 	if(sc->castedByHero && ( activeStack == NULL || sc->side == !activeStack->attackerOwned) )
 
- 		bSpell->block(true);
 
- 	std::vector< std::string > anims; //for magic arrow and ice bolt
 
- 	if (vstd::contains(CCS->soundh->spellSounds, &spell))
 
- 		CCS->soundh->playSound(CCS->soundh->spellSounds[&spell]);
 
- 	switch(sc->id)
 
- 	{
 
- 	case SpellID::MAGIC_ARROW:
 
- 		{
 
- 			//initialization of anims
 
- 			anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");
 
- 		}
 
- 	case SpellID::ICE_BOLT:
 
- 		{
 
- 			if(anims.size() == 0) //initialization of anims
 
- 			{
 
- 				anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
 
- 			}
 
- 		} //end of ice bolt only part
 
- 		{ //common ice bolt and magic arrow part
 
- 			//initial variables
 
- 			std::string animToDisplay;
 
- 			Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
 
- 			Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, !sc->side, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
 
- 			destcoord.x += 250; destcoord.y += 240;
 
- 			//animation angle
 
- 			double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
 
- 			bool Vflip = false;
 
- 			if (angle < 0)
 
- 			{
 
- 				Vflip = true;
 
- 				angle = -angle;
 
- 			}
 
- 			//choosing animation by angle
 
- 			if(angle > 1.50)
 
- 				animToDisplay = anims[0];
 
- 			else if(angle > 1.20)
 
- 				animToDisplay = anims[1];
 
- 			else if(angle > 0.90)
 
- 				animToDisplay = anims[2];
 
- 			else if(angle > 0.60)
 
- 				animToDisplay = anims[3];
 
- 			else
 
- 				animToDisplay = anims[4];
 
- 			//displaying animation
 
- 			CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
 
- 			int steps = sqrt(static_cast<double>((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
 
- 			if(steps <= 0)
 
- 				steps = 1;
 
- 			int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
 
- 			delete animDef;
 
- 			addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
 
- 			break; //for 15 and 16 cases
 
- 		}
 
- 	case SpellID::LIGHTNING_BOLT:
 
- 	case SpellID::TITANS_LIGHTNING_BOLT:
 
- 	case SpellID::THUNDERBOLT:
 
- 	case SpellID::CHAIN_LIGHTNING: //TODO: zigzag effect
 
- 		for (auto it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it) //in case we have multiple targets
 
- 		{
 
- 			displayEffect(1, curInt->cb->battleGetStackByID(*it, false)->position);
 
- 			displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
 
- 		}
 
- 		break;
 
- 	case SpellID::DISPEL:
 
- 	case SpellID::CURE:
 
- 	case SpellID::RESURRECTION:
 
- 	case SpellID::ANIMATE_DEAD:
 
- 	case SpellID::DISPEL_HELPFUL_SPELLS:
 
- 	case SpellID::SACRIFICE: //TODO: animation upon killed stack
 
- 		for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
 
- 		{
 
- 			displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
 
- 		}
 
- 		break;
 
- 	case SpellID::SUMMON_FIRE_ELEMENTAL:
 
- 	case SpellID::SUMMON_EARTH_ELEMENTAL:
 
- 	case SpellID::SUMMON_WATER_ELEMENTAL:
 
- 	case SpellID::SUMMON_AIR_ELEMENTAL:
 
- 	case SpellID::CLONE:
 
- 	case SpellID::REMOVE_OBSTACLE:
 
- 		addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
 
- 		break;
 
- 	} //switch(sc->id)
 
- 	if (spell.isDamageSpell() && sc->affectedCres.empty()) //for example Inferno that causes no BattleStackAttacked
 
- 	{
 
- 		displayEffect (spell.mainEffectAnim, sc->tile);
 
- 	}
 
- 	//support for resistance
 
- 	for(size_t j = 0; j < sc->resisted.size(); ++j)
 
- 	{
 
- 		int tile = curInt->cb->battleGetStackByID(sc->resisted[j])->position;
 
- 		displayEffect(78, tile);
 
- 	}
 
- 	//displaying message in console
 
- 	bool customSpell = false;
 
- 	bool plural = false; //add singular / plural form of creature text if this is true
 
- 	int textID = 0;
 
- 	if(sc->affectedCres.size() == 1)
 
- 	{
 
- 		std::string text = CGI->generaltexth->allTexts[195];
 
- 		if(sc->castedByHero)
 
- 		{
 
- 			boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
 
- 			boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //spell name
 
- 			boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target
 
- 		}
 
- 		else
 
- 		{
 
- 			switch(sc->id)
 
- 			{
 
- 				case SpellID::STONE_GAZE:
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 558;
 
- 					break;
 
- 				case SpellID::POISON:
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 561;
 
- 					break;
 
- 				case SpellID::BIND:
 
- 					customSpell = true;
 
- 					text = CGI->generaltexth->allTexts[560];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
 
- 					break;	//Roots and vines bind the %s to the ground!
 
- 				case SpellID::DISEASE:
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 553;
 
- 					break;
 
- 				case SpellID::PARALYZE:
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 563;
 
- 					break;
 
- 				case SpellID::AGE:
 
- 				{
 
- 					customSpell = true;
 
- 					if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
 
- 					{
 
- 						text = CGI->generaltexth->allTexts[552];
 
- 						boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
 
- 					}
 
- 					else
 
- 					{
 
- 						text = CGI->generaltexth->allTexts[551];
 
- 						boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
 
- 					}
 
- 					//The %s shrivel with age, and lose %d hit points."
 
- 					TBonusListPtr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH));
 
- 					bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75));
 
- 					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
 
- 				}
 
- 					break;
 
- 				case SpellID::THUNDERBOLT:
 
- 					text = CGI->generaltexth->allTexts[367];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
 
- 					console->addText(text);
 
- 					text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
 
- 					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
 
- 					console->addText(text);
 
- 					customSpell = true;
 
- 					text = ""; //yeah, it's a terrible mess
 
- 					break;
 
- 				case SpellID::DISPEL_HELPFUL_SPELLS:
 
- 					text = CGI->generaltexth->allTexts[555];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
 
- 					customSpell = true;
 
- 					break;
 
- 				case SpellID::DEATH_STARE:
 
- 					customSpell = true;
 
- 					if (sc->dmgToDisplay)
 
- 					{
 
- 						if (sc->dmgToDisplay > 1)
 
- 						{
 
- 							text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
 
- 							boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
 
- 							boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
 
- 						}
 
- 						else
 
- 						{
 
- 							text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
 
- 							boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
 
- 						}
 
- 						boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
 
- 					}
 
- 					else
 
- 						text = "";
 
- 					break;
 
- 				default:
 
- 					text = CGI->generaltexth->allTexts[565]; //The %s casts %s
 
- 					boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
 
- 			}
 
- 			if (plural)
 
- 			{
 
- 				if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
 
- 				{
 
- 					text = CGI->generaltexth->allTexts[textID + 1];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
 
- 				}
 
- 				else
 
- 				{
 
- 					text = CGI->generaltexth->allTexts[textID];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
 
- 				}
 
- 			}
 
- 		}
 
- 		if (!customSpell && !sc->dmgToDisplay)
 
- 			boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
 
- 		if (text.size())
 
- 			console->addText(text);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string text = CGI->generaltexth->allTexts[196];
 
- 		if(sc->castedByHero)
 
- 		{
 
- 			boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
 
- 		}
 
- 		else if(sc->attackerType < CGI->creh->creatures.size())
 
- 		{
 
- 			boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
 
- 		}
 
- 		else
 
- 		{
 
- 			//TODO artifacts that cast spell; scripts some day
 
- 			boost::algorithm::replace_first(text, "%s", "Something");
 
- 		}
 
- 		boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
 
- 		console->addText(text);
 
- 	}
 
- 	if(sc->dmgToDisplay && !customSpell)
 
- 	{
 
- 		std::string dmgInfo = CGI->generaltexth->allTexts[376];
 
- 		boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
 
- 		boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
 
- 		console->addText(dmgInfo); //todo: casualties (?)
 
- 	}
 
- 	waitForAnims();
 
- 	//mana absorption
 
- 	if (sc->manaGained)
 
- 	{
 
- 		Point leftHero = Point(15, 30) + pos;
 
- 		Point rightHero = Point(755, 30) + pos;
 
- 		addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
 
- 		addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
 
- 	}
 
- }
 
- void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
 
- {
 
- 	int effID = sse.effect.back().sid;
 
- 	if(effID != -1) //can be -1 for defensive stance effect
 
- 	{
 
- 		for(std::vector<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
 
- 		{
 
- 			displayEffect(CGI->spellh->spells[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(*ci)->position);
 
- 		}
 
- 	}
 
- 	else if (sse.stacks.size() == 1 && sse.effect.size() == 2)
 
- 	{
 
- 		const Bonus & bns = sse.effect.front();
 
- 		if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
 
- 		{
 
- 			//defensive stance
 
- 			const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
 
- 			int txtid = 120;
 
- 			if(stack->count != 1)
 
- 				txtid++; //move to plural text
 
- 			char txt[4000];
 
- 			BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
 
- 			defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
 
- 			int val = stack->Defense() - defenseBonuses.totalValue();
 
- 			sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(),  (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val);
 
- 			console->addText(txt);
 
- 		}
 
- 	}
 
- 	if (activeStack != NULL) //it can be -1 when a creature casts effect
 
- 	{
 
- 		redrawBackgroundWithHexes(activeStack);
 
- 	}
 
- }
 
- void CBattleInterface::castThisSpell(int spellID)
 
- {
 
- 	BattleAction * ba = new BattleAction;
 
- 	ba->actionType = Battle::HERO_SPELL;
 
- 	ba->additionalInfo = spellID; //spell number
 
- 	ba->destinationTile = -1;
 
- 	ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
 
- 	ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 	spellToCast = ba;
 
- 	spellDestSelectMode = true;
 
- 	//choosing possible tragets
 
- 	const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
 
- 	sp = CGI->spellh->spells[spellID];
 
- 	spellSelMode = ANY_LOCATION;
 
- 	if(sp->getTargetType() == CSpell::CREATURE)
 
- 	{
 
- 		spellSelMode = selectionTypeByPositiveness(*sp);
 
- 	}
 
- 	if(sp->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
 
- 	{
 
- 		if(castingHero && castingHero->getSpellSchoolLevel(sp) < 3)
 
- 			spellSelMode = selectionTypeByPositiveness(*sp);
 
- 		else
 
- 			spellSelMode = NO_LOCATION;
 
- 	}
 
- 	if(sp->getTargetType() == CSpell::OBSTACLE)
 
- 	{
 
- 		spellSelMode = OBSTACLE;
 
- 	} //FIXME: Remove Obstacle has range X, unfortunatelly :(
 
- 	else if(sp->range[ castingHero->getSpellSchoolLevel(sp) ] == "X") //spell has no range
 
- 	{
 
- 		spellSelMode = NO_LOCATION;
 
- 	}
 
- 	if(sp->range[ castingHero->getSpellSchoolLevel(sp) ].size() > 1) //spell has many-hex range
 
- 	{
 
- 		spellSelMode = ANY_LOCATION;
 
- 	}
 
- 	if(spellID == SpellID::FIRE_WALL  ||  spellID == SpellID::FORCE_FIELD)
 
- 	{
 
- 		spellSelMode = FREE_LOCATION;
 
- 	}
 
- 	if (spellSelMode == NO_LOCATION) //user does not have to select location
 
- 	{
 
- 		spellToCast->destinationTile = -1;
 
- 		curInt->cb->battleMakeAction(spellToCast);
 
- 		endCastingSpell();
 
- 	}
 
- 	else
 
- 	{
 
- 		possibleActions.clear();
 
- 		possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
 
- 		GH.fakeMouseMove();//update cursor
 
- 	}
 
- }
 
- void CBattleInterface::displayEffect(ui32 effect, int destTile)
 
- {
 
- 	addNewAnim(new CSpellEffectAnimation(this, effect, destTile));
 
- }
 
- void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
 
- {
 
- 	const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
 
- 	//don't show animation when no HP is regenerated
 
- 	switch (bte.effect)
 
- 	{
 
- 		case Bonus::HP_REGENERATION:
 
- 			displayEffect(74, stack->position);
 
- 			CCS->soundh->playSound(soundBase::REGENER);
 
- 			break;
 
- 		case Bonus::MANA_DRAIN:
 
- 			displayEffect(77, stack->position);
 
- 			CCS->soundh->playSound(soundBase::MANADRAI);
 
- 			break;
 
- 		case Bonus::POISON:
 
- 			displayEffect(67, stack->position);
 
- 			CCS->soundh->playSound(soundBase::POISON);
 
- 			break;
 
- 		case Bonus::FEAR:
 
- 			displayEffect(15, stack->position);
 
- 			CCS->soundh->playSound(soundBase::FEAR);
 
- 			break;
 
- 		case Bonus::MORALE:
 
- 		{
 
- 			std::string hlp = CGI->generaltexth->allTexts[33];
 
- 			boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
 
- 			displayEffect(20,stack->position);
 
- 			console->addText(hlp);
 
- 			break;
 
- 		}
 
- 		default:
 
- 			return;
 
- 	}
 
- 	//waitForAnims(); //fixme: freezes game :?
 
- }
 
- void CBattleInterface::setAnimSpeed(int set)
 
- {
 
- 	Settings speed = settings.write["battle"]["animationSpeed"];
 
- 	speed->Float() = set;
 
- }
 
- int CBattleInterface::getAnimSpeed() const
 
- {
 
- 	return settings["battle"]["animationSpeed"].Float();
 
- }
 
- void CBattleInterface::activateStack()
 
- {
 
- 	activeStack = stackToActivate;
 
- 	stackToActivate = NULL;
 
- 	const CStack *s = activeStack;
 
- 	myTurn = true;
 
- 	if(attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
 
- 		curInt = attackerInt->playerID == s->owner ? attackerInt : defenderInt;
 
- 	queue->update();
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	bWait->block(s->waited()); //block waiting button if stack has been already waiting
 
- 	//block cast spell button if hero doesn't have a spellbook
 
- 	ESpellCastProblem::ESpellCastProblem spellcastingProblem;
 
- 	bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
 
- 	bSpell->block(!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED); //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
 
- 	bSurrender->block((curInt == attackerInt ? defendingHeroInstance : attackingHeroInstance) == NULL);
 
- 	bFlee->block(!curInt->cb->battleCanFlee());
 
- 	bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
 
- 	//set casting flag to true if creature can use it to not check it every time
 
- 	const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
 
- 		*randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
 
- 	if (s->casts &&  (spellcaster || randomSpellcaster))
 
- 	{
 
- 		stackCanCastSpell = true;
 
- 		if(randomSpellcaster)
 
- 			creatureSpellToCast = -1; //spell will be set later on cast
 
- 		creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
 
- 		//TODO: what if creature can cast BOTH random genie spell and aimed spell?
 
- 	}
 
- 	else
 
- 	{
 
- 		stackCanCastSpell = false;
 
- 		creatureSpellToCast = -1;
 
- 	}
 
- 	getPossibleActionsForStack (s);
 
- 	if(!pendingAnims.size() && !active)
 
- 		activate();
 
- 	GH.fakeMouseMove();
 
- }
 
- double CBattleInterface::getAnimSpeedMultiplier() const
 
- {
 
- 	switch(getAnimSpeed())
 
- 	{
 
- 	case 1:
 
- 		return 3.5;
 
- 	case 2:
 
- 		return 2.2;
 
- 	case 4:
 
- 		return 1.0;
 
- 	default:
 
- 		return 0.0;
 
- 	}
 
- }
 
- void CBattleInterface::endCastingSpell()
 
- {
 
- 	assert(spellDestSelectMode);
 
- 	delete spellToCast;
 
- 	spellToCast = NULL;
 
- 	sp = NULL;
 
- 	spellDestSelectMode = false;
 
- 	CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 	if (activeStack)
 
- 	{
 
- 		getPossibleActionsForStack (activeStack); //restore actions after they were cleared
 
- 		myTurn = true;
 
- 	}
 
- }
 
- void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
 
- {
 
- 	possibleActions.clear();
 
- 	if (tacticsMode)
 
- 	{
 
- 		possibleActions += MOVE_TACTICS, CHOOSE_TACTICS_STACK;
 
- 	}
 
- 	else
 
- 	{
 
- 		//first action will be prioritized over later ones
 
- 		if (stack->casts) //TODO: check for battlefield effects that prevent casting?
 
- 		{
 
- 			if (stack->hasBonusOfType (Bonus::SPELLCASTER))
 
- 			{
 
- 				 //TODO: poll possible spells
 
- 				const CSpell * spell;
 
- 				BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
 
- 				BOOST_FOREACH (Bonus * spellBonus, spellBonuses)
 
- 				{
 
- 					spell = CGI->spellh->spells[spellBonus->subtype];
 
- 					if (spell->isRisingSpell())
 
- 					{
 
- 						possibleActions.push_back (RISING_SPELL);
 
- 					}
 
- 					//possibleActions.push_back (NO_LOCATION);
 
- 					//possibleActions.push_back (ANY_LOCATION);
 
- 					//TODO: allow stacks cast aimed spells
 
- 					//possibleActions.push_back (OTHER_SPELL);
 
- 					else
 
- 					{
 
- 						switch (spellBonus->subtype)
 
- 						{
 
- 							case SpellID::REMOVE_OBSTACLE:
 
- 								possibleActions.push_back (OBSTACLE);
 
- 								break;
 
- 							default:
 
- 								possibleActions.push_back (selectionTypeByPositiveness (*spell));
 
- 								break;
 
- 						}
 
- 					}
 
- 				}
 
- 				std::sort(possibleActions.begin(), possibleActions.end());
 
- 				auto it = std::unique (possibleActions.begin(), possibleActions.end());
 
- 				possibleActions.erase (it, possibleActions.end());
 
- 			}
 
- 			if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
 
- 				possibleActions.push_back (RANDOM_GENIE_SPELL);
 
- 			if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
 
- 				possibleActions.push_back (RISE_DEMONS);
 
- 		}
 
- 		if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
 
- 			possibleActions.push_back (SHOOT);
 
- 		if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
 
- 			possibleActions.push_back (ATTACK_AND_RETURN);
 
- 		possibleActions.push_back(ATTACK); //all active stacks can attack
 
- 		possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
 
- 		if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
 
- 			possibleActions.push_back (MOVE_STACK); //all active stacks can attack
 
- 		if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
 
- 			possibleActions.push_back (CATAPULT);
 
- 		if (stack->hasBonusOfType (Bonus::HEALER))
 
- 			possibleActions.push_back (HEAL);
 
- 	}
 
- }
 
- void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
 
- {
 
- 	int ID = stack->ID;
 
- 	if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
 
- 		return;
 
- 	const CCreature *creature = stack->getCreature();
 
- 	SDL_Rect unitRect = {creAnims[ID]->pos.x, creAnims[ID]->pos.y, uint16_t(creAnims[ID]->fullWidth), uint16_t(creAnims[ID]->fullHeight)};
 
- 	CCreatureAnim::EAnimType animType = creAnims[ID]->getType();
 
- 	int affectingSpeed = getAnimSpeed();
 
- 	if(animType == CCreatureAnim::MOUSEON || animType == CCreatureAnim::HOLDING) //standing stacks should not stand faster :)
 
- 		affectingSpeed = 2;
 
- 	bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=CCreatureAnim::DEATH &&
 
- 		animType!=CCreatureAnim::MOVE_START && animType!=CCreatureAnim::HOLDING;
 
- 	if (creature->idNumber == CreatureID::ARROW_TOWERS)
 
- 	{
 
- 		// a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim
 
- 		unitRect.h = siegeH->town->town->clientInfo.siegeShooterCropHeight;
 
- 	}
 
- 	else
 
- 	{
 
- 		// standing animation
 
- 		if(animType == CCreatureAnim::HOLDING)
 
- 		{
 
- 			if(standingFrame.find(ID)!=standingFrame.end())
 
- 			{
 
- 				incrementFrame = (animCount%(8/affectingSpeed)==0);
 
- 				if(incrementFrame)
 
- 				{
 
- 					++standingFrame[ID];
 
- 					if(standingFrame[ID] == creAnims[ID]->framesInGroup(CCreatureAnim::HOLDING))
 
- 					{
 
- 						standingFrame.erase(standingFrame.find(ID));
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				if((rand()%50) == 0)
 
- 				{
 
- 					standingFrame.insert(std::make_pair(ID, 0));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	// As long as the projectile of the shooter-stack is flying incrementFrame should be false
 
- 	//bool shootingFinished = true;
 
- 	for (std::list<ProjectileInfo>::iterator it = projectiles.begin(); it != projectiles.end(); ++it)
 
- 	{
 
- 		if (it->stackID == ID)
 
- 		{
 
- 			//shootingFinished = false;
 
- 			if (it->animStartDelay == 0)
 
- 				incrementFrame = false;
 
- 		}
 
- 	}
 
- 	// Increment always when moving, never if stack died
 
- 	creAnims[ID]->nextFrame(to, unitRect.x, unitRect.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack, &unitRect);
 
- 	//printing amount
 
- 	if(stack->count > 0 //don't print if stack is not alive
 
- 		&& (!curInt->curAction
 
- 			|| (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action
 
- 				&& (curInt->curAction->actionType != Battle::WALK_AND_ATTACK  ||  stack->position != curInt->curAction->additionalInfo) //nor if it's an object of attack
 
- 				&& (curInt->curAction->destinationTile != stack->position) //nor if it's on destination tile for current action
 
- 				)
 
- 			)
 
- 			&& !stack->hasBonusOfType(Bonus::SIEGE_WEAPON) //and not a war machine...
 
- 	)
 
- 	{
 
-         const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
 
-         const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
 
-         const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
 
- 		int xAdd = (stack->attackerOwned ? 220 : 202) +
 
-                    (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
 
-                    (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
 
-         int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
 
- 		//blitting amount background box
 
- 		SDL_Surface *amountBG = NULL;
 
- 		TBonusListPtr spellEffects = stack->getSpellBonuses();
 
- 		if(!spellEffects->size())
 
- 		{
 
- 			amountBG = amountNormal;
 
- 		}
 
- 		else
 
- 		{
 
- 			int pos=0; //determining total positiveness of effects
 
- 			std::vector<si32> spellIds = stack->activeSpells();
 
- 			for(std::vector<si32>::const_iterator it = spellIds.begin(); it != spellIds.end(); it++)
 
- 			{
 
- 				pos += CGI->spellh->spells[ *it ]->positiveness;
 
- 			}
 
- 			if(pos > 0)
 
- 			{
 
- 				amountBG = amountPositive;
 
- 			}
 
- 			else if(pos < 0)
 
- 			{
 
- 				amountBG = amountNegative;
 
- 			}
 
- 			else
 
- 			{
 
- 				amountBG = amountEffNeutral;
 
- 			}
 
- 		}
 
- 		SDL_Rect temp_rect = genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + yAdd);
 
- 		SDL_BlitSurface(amountBG, NULL, to, &temp_rect);
 
- 		//blitting amount
 
- 		Point textPos(creAnims[ID]->pos.x + xAdd + 15, creAnims[ID]->pos.y + yAdd + 5);
 
- 		graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
 
- 	}
 
- }
 
- void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks)
 
- {
 
- 	if(!siegeH)
 
- 		return;
 
- #ifdef CPP11_USE_INITIALIZERS_LIST
 
- 	//note - std::list<int> must be specified to avoid type deduction by gcc (may not work in other compilers)
 
- 	static const std::map<int, std::list<int> > hexToPart = {
 
- 		{12,  std::list<int>{8, 1, 7}}, {45,  std::list<int>{12, 6}},
 
- 		{101, std::list<int>{10}},      {118, std::list<int>{2}},
 
- 		{165, std::list<int>{11}},      {186, std::list<int>{3}}};
 
- #else
 
- 	using namespace boost::assign;
 
- 	std::map<int, std::list<int> > hexToPart;
 
- 	hexToPart[12] = list_of<int>(8)(1)(7);
 
- 	hexToPart[45] = list_of<int>(12)(6);
 
- 	hexToPart[101] = list_of<int>(10);
 
- 	hexToPart[118] = list_of<int>(2);
 
- 	hexToPart[165] = list_of<int>(11);
 
- 	hexToPart[186] = list_of<int>(3);
 
- #endif
 
- 	std::map<int, std::list<int> >::const_iterator it = hexToPart.find(hex);
 
- 	if(it != hexToPart.end())
 
- 	{
 
- 		BOOST_FOREACH(int wallNum, it->second)
 
- 		{
 
- 			siegeH->printPartOfWall(to, wallNum);
 
- 			//print creature in turret
 
- 			int posToSeek = -1;
 
- 			switch(wallNum)
 
- 			{
 
- 			case 3: //bottom turret
 
- 				posToSeek = -3;
 
- 				break;
 
- 			case 8: //upper turret
 
- 				posToSeek = -4;
 
- 				break;
 
- 			case 2: //keep
 
- 				posToSeek = -2;
 
- 				break;
 
- 			}
 
- 			if(posToSeek != -1)
 
- 			{
 
- 				const CStack *turret = NULL;
 
- 				BOOST_FOREACH(const CStack *s, stacks)
 
- 				{
 
- 					if(s->position == posToSeek)
 
- 					{
 
- 						turret = s;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(turret)
 
- 				{
 
- 					showAliveStack(turret, to);
 
- 					//blitting creature cover
 
- 					switch(posToSeek)
 
- 					{
 
- 					case -3: //bottom turret
 
- 						siegeH->printPartOfWall(to, 16);
 
- 						break;
 
- 					case -4: //upper turret
 
- 						siegeH->printPartOfWall(to, 17);
 
- 						break;
 
- 					case -2: //keep
 
- 						siegeH->printPartOfWall(to, 15);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	// Damaged wall below gate have to be drawn earlier than a non-damaged wall below gate.
 
- 	if ((hex == 112 && curInt->cb->battleGetWallState(3) == 3) || (hex == 147 && curInt->cb->battleGetWallState(3) != 3))
 
- 		siegeH->printPartOfWall(to, 5);
 
- 	// Damaged bottom wall have to be drawn earlier than a non-damaged bottom wall.
 
- 	if ((hex == 165 && curInt->cb->battleGetWallState(4) == 3) || (hex == 185 && curInt->cb->battleGetWallState(4) != 3))
 
- 		siegeH->printPartOfWall(to, 4);
 
- }
 
- void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
 
- {
 
- 	attackableHexes.clear();
 
- 	if (activeStack)
 
- 		occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
 
- 	curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
 
- 	//preparating background graphic with hexes and shaded hexes
 
- 	blitAt(background, 0, 0, backgroundWithHexes);
 
- 	//draw absolute obstacles (cliffs and so on)
 
- 	BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
 
- 	{
 
- 		if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/*  ||  oi.obstacleType == CObstacleInstance::MOAT*/)
 
- 			blitAt(imageOfObstacle(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
 
- 	}
 
- 	if(settings["battle"]["cellBorders"].Bool())
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
 
- 	if(settings["battle"]["stackRange"].Bool())
 
- 	{
 
- 		std::vector<BattleHex> hexesToShade = occupyableHexes;
 
- 		hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
 
- 		BOOST_FOREACH(BattleHex hex, hexesToShade)
 
- 		{
 
- 			int i = hex.getY(); //row
 
- 			int j = hex.getX()-1; //column
 
- 			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
 
- 			int y = 86 + 42 * i;
 
- 			SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &temp_rect);
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
 
- {
 
- 	char tabh[200] = {0};
 
- 	int end = 0;
 
- 	if (attacker) //ignore if stacks were killed by spell
 
- 	{
 
- 		end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
 
- 		(attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg);
 
- 	}
 
- 	if(killed > 0)
 
- 	{
 
- 		if(killed > 1)
 
- 		{
 
- 			sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed,
 
- 				multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish
 
- 		}
 
- 		else //killed == 1
 
- 		{
 
- 			sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(),
 
- 				multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes
 
- 		}
 
- 	}
 
- 	console->addText(std::string(tabh));
 
- }
 
- void CBattleInterface::projectileShowHelper(SDL_Surface * to)
 
- {
 
- 	if(to == NULL)
 
- 		to = screen;
 
- 	std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
 
- 	for(std::list<ProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
 
- 	{
 
- 		// Creature have to be in a shooting anim and the anim start delay must be over.
 
- 		// Otherwise abort to start moving the projectile.
 
- 		if (it->animStartDelay > 0)
 
- 		{
 
- 			if(it->animStartDelay == creAnims[it->stackID]->getAnimationFrame() + 1
 
- 					&& creAnims[it->stackID]->getType() >= 14 && creAnims[it->stackID]->getType() <= 16)
 
- 				it->animStartDelay = 0;
 
- 			else
 
- 				continue;
 
- 		}
 
- 		SDL_Rect dst;
 
- 		dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
 
- 		dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
 
- 		dst.x = it->x - dst.w / 2;
 
- 		dst.y = it->y - dst.h / 2;
 
- 		if(it->reverse)
 
- 		{
 
- 			SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
 
- 			SDL_FreeSurface(rev);
 
- 		}
 
- 		else
 
- 		{
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
 
- 		}
 
- 		// Update projectile
 
- 		++it->step;
 
- 		if(it->step == it->lastStep)
 
- 		{
 
- 			toBeDeleted.insert(toBeDeleted.end(), it);
 
- 		}
 
- 		else
 
- 		{
 
- 			if (it->catapultInfo)
 
- 			{
 
- 				// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
 
- 				it->x += it->dx;
 
- 				it->y = it->catapultInfo->calculateY(it->x);
 
- 				++(it->frameNum);
 
- 				it->frameNum %= idToProjectile[it->creID]->ourImages.size();
 
- 			}
 
- 			else
 
- 			{
 
- 				// Normal projectile, just add the calculated "deltas" to the x and y positions.
 
- 				it->x += it->dx;
 
- 				it->y += it->dy;
 
- 			}
 
- 		}
 
- 	}
 
- 	for(std::list< std::list<ProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
 
- 	{
 
- 		projectiles.erase(*it);
 
- 	}
 
- }
 
- void CBattleInterface::endAction(const BattleAction* action)
 
- {
 
- 	const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
 
- // 	{
 
- // 		activate();
 
- // 	}
 
- 	if(action->actionType == Battle::HERO_SPELL)
 
- 	{
 
- 		if(action->side)
 
- 			defendingHero->setPhase(0);
 
- 		else
 
- 			attackingHero->setPhase(0);
 
- 	}
 
- 	if(stack && action->actionType == Battle::WALK &&
 
- 		creAnims[action->stackNumber]->getType() != CCreatureAnim::HOLDING) //walk or walk & attack
 
- 	{
 
- 		pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
 
- 	}
 
- 	if(action->actionType == Battle::CATAPULT) //catapult
 
- 	{
 
- 	}
 
- 	//check if we should reverse stacks
 
- 	//for some strange reason, it's not enough
 
- // 	std::set<const CStack *> stacks;
 
- // 	stacks.insert(LOCPLINT->cb->battleGetStackByID(action->stackNumber));
 
- // 	stacks.insert(LOCPLINT->cb->battleGetStackByPos(action->destinationTile));
 
- 	TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
 
- 	BOOST_FOREACH(const CStack *s, stacks)
 
- 	{
 
- 		if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive())
 
- 		{
 
- 			addNewAnim(new CReverseAnimation(this, s, s->position, false));
 
- 		}
 
- 	}
 
- 	queue->update();
 
- 	if(tacticsMode) //stack ended movement in tactics phase -> select the next one
 
- 		bTacticNextStack(stack); 
 
- 	if( action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
 
- 		redrawBackgroundWithHexes(activeStack);
 
- }
 
- void CBattleInterface::hideQueue()
 
- {
 
- 	Settings showQueue = settings.write["battle"]["showQueue"];
 
- 	showQueue->Bool() = false;
 
- 	queue->deactivate();
 
- 	if(!queue->embedded)
 
- 	{
 
- 		moveBy(Point(0, -queue->pos.h / 2));
 
- 		GH.totalRedraw();
 
- 	}
 
- }
 
- void CBattleInterface::showQueue()
 
- {
 
- 	Settings showQueue = settings.write["battle"]["showQueue"];
 
- 	showQueue->Bool() = true;
 
- 	queue->activate();
 
- 	if(!queue->embedded)
 
- 	{
 
- 		moveBy(Point(0, +queue->pos.h / 2));
 
- 		GH.totalRedraw();
 
- 	}
 
- }
 
- void CBattleInterface::startAction(const BattleAction* action)
 
- {
 
- 	if(action->actionType == Battle::END_TACTIC_PHASE)
 
- 	{
 
- 		SDL_FreeSurface(menu);
 
- 		menu = BitmapHandler::loadBitmap("CBAR.bmp");
 
- 		graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 		bDefence->block(false);
 
- 		bWait->block(false);
 
- 		if(active)
 
- 		{
 
- 			if(btactEnd && btactNext) //if the other side had tactics, there are no buttons
 
- 			{
 
- 				btactEnd->deactivate();
 
- 				btactNext->deactivate();
 
- 				bConsoleDown->activate();
 
- 				bConsoleUp->activate();
 
- 			}
 
- 		}
 
- 		redraw();
 
- 		return;
 
- 	}
 
- 	const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	if(stack)
 
- 	{
 
- 		queue->update();
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
 
- 	}
 
- 	if(action->actionType == Battle::WALK
 
- 		|| (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
 
- 	{
 
- 		moveStarted = true;
 
- 		if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
 
- 		{
 
- 			const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 			pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
 
- 		}
 
- 	}
 
- 	if(active)
 
- 		deactivate();
 
- 	char txt[400];
 
- 	if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
 
- 	{
 
- 		if(action->side)
 
- 			defendingHero->setPhase(4);
 
- 		else
 
- 			attackingHero->setPhase(4);
 
- 		return;
 
- 	}
 
- 	if(!stack)
 
- 	{
 
- 		tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
 
- 		return;
 
- 	}
 
- 	int txtid = 0;
 
- 	switch(action->actionType)
 
- 	{
 
- 	case Battle::WAIT:
 
- 		txtid = 136;
 
- 		break;
 
- 	case Battle::BAD_MORALE:
 
- 		txtid = -34; //negative -> no separate singular/plural form
 
- 		displayEffect(30,stack->position);
 
- 		break;
 
- 	}
 
- 	if(txtid > 0  &&  stack->count != 1)
 
- 		txtid++; //move to plural text
 
- 	else if(txtid < 0)
 
- 		txtid = -txtid;
 
- 	if(txtid)
 
- 	{
 
- 		sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(),  (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), 0);
 
- 		console->addText(txt);
 
- 	}
 
- 	//displaying special abilities
 
- 	switch (action->actionType)
 
- 	{
 
- 		case Battle::STACK_HEAL:
 
- 			displayEffect(74, action->destinationTile);
 
- 			CCS->soundh->playSound(soundBase::REGENER);
 
- 			break;
 
- 	}
 
- }
 
- void CBattleInterface::waitForAnims()
 
- {
 
- 	auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
 
- 	animsAreDisplayed.waitWhileTrue();
 
- }
 
- void CBattleInterface::bEndTacticPhase()
 
- {
 
- 	activeStack = NULL;
 
- 	btactEnd->block(true);
 
- 	tacticsMode = false;
 
- }
 
- static bool immobile(const CStack *s)
 
- {
 
- 	return !s->Speed(0, true); //should bound stacks be immobile?
 
- }
 
- void CBattleInterface::bTacticNextStack(const CStack *current /*= NULL*/)
 
- {
 
- 	if(!current)
 
- 		current = activeStack;
 
- 	//no switching stacks when the current one is moving
 
- 	waitForAnims();
 
- 	TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
 
- 	stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
 
- 	TStacks::iterator it = vstd::find(stacksOfMine, current);
 
- 	if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
 
- 		stackActivated(*it);
 
- 	else
 
- 		stackActivated(stacksOfMine.front());
 
- }
 
- CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
 
- {
 
- 	switch(spell.positiveness)
 
- 	{
 
- 	case CSpell::NEGATIVE :
 
- 		return HOSTILE_CREATURE_SPELL;
 
- 	case CSpell::NEUTRAL:
 
- 		return ANY_CREATURE;
 
- 	case CSpell::POSITIVE:
 
- 		return FRIENDLY_CREATURE_SPELL;
 
- 	}
 
- 	assert(0);
 
- 	return NO_LOCATION; //should never happen
 
- }
 
- std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
 
- {
 
- 	if(dmgRange.first != dmgRange.second)
 
- 		return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
 
- 	else
 
- 		return (boost::format("%d") % dmgRange.first).str();
 
- }
 
- bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
 
- {
 
- 	std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
 
- 	int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
 
- 	if (vstd::contains(acc, myNumber))
 
- 		return true;
 
- 	else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
 
- 		return true;
 
- 	else
 
- 		return false;
 
- }
 
- void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
 
- {
 
- 	if(!myTurn) //we are not permit to do anything
 
- 		return;
 
- 	// This function handles mouse move over hexes and l-clicking on them. 
 
- 	// First we decide what happens if player clicks on this hex and set appropriately
 
- 	// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
 
- 	// 
 
- 	// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
 
- 	//used when hovering -> tooltip message and cursor to be set
 
- 	std::string consoleMsg;
 
- 	bool setCursor = true; //if we want to suppress setting cursor
 
- 	ECursor::ECursorTypes cursorType = ECursor::COMBAT;
 
- 	int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
 
- 	
 
- 	//used when l-clicking -> action to be called upon the click
 
- 	std::function<void()> realizeAction;
 
- 	//helper lambda that appropriately realizes action / sets cursor and tooltip
 
- 	auto realizeThingsToDo = [&]()
 
- 	{
 
- 		if(eventType == MOVE)
 
- 		{
 
- 			if(setCursor)
 
- 				CCS->curh->changeGraphic(cursorType, cursorFrame);
 
- 			this->console->alterText(consoleMsg);
 
- 			this->console->whoSetAlter = 0;
 
- 		}
 
- 		if(eventType == LCLICK && realizeAction)
 
- 		{
 
- 			//opening creature window shouldn't affect myTurn... 
 
- 			if(currentAction != CREATURE_INFO)
 
- 			{
 
- 				myTurn = false; //tends to crash with empty calls
 
- 			}
 
- 			realizeAction();
 
- 			CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 			this->console->alterText("");
 
- 		}
 
- 	};
 
- 	const CStack * const sactive = activeStack;
 
- 	//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
 
- 	const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
 
- 	if(!shere)
 
- 		shere = curInt->cb->battleGetStackByPos(myNumber, false);
 
- 	if (!sactive)
 
- 		return;
 
- 	bool ourStack = false;
 
- 	if (shere)
 
- 		ourStack = shere->owner == curInt->playerID;
 
- 	
 
- 	//TODO: handle
 
- 	bool noStackIsHovered = true; //will cause removing a blue glow
 
- 	
 
- 	localActions.clear();
 
- 	illegalActions.clear();
 
- 	BOOST_FOREACH (PossibleActions action, possibleActions)
 
- 	{
 
- 		bool legalAction = false; //this action is legal and can't be performed
 
- 		bool notLegal = false; //this action is not legal and should display message
 
- 		
 
- 		switch (action)
 
- 		{ 
 
- 			case CHOOSE_TACTICS_STACK:
 
- 				if (shere && ourStack)
 
- 					legalAction = true;
 
- 				break;
 
- 			case MOVE_TACTICS:
 
- 			case MOVE_STACK:
 
- 			{
 
- 				if (!(shere && shere->alive())) //we can walk on dead stacks
 
- 				{
 
- 					if (canStackMoveHere (sactive, myNumber))
 
- 						legalAction = true;
 
- 				}
 
- 				break;
 
- 			}
 
- 			case ATTACK:
 
- 			case WALK_AND_ATTACK:
 
- 			case ATTACK_AND_RETURN:
 
- 			{
 
- 				if (shere && !ourStack && shere->alive())
 
- 				{
 
- 					if (isTileAttackable(myNumber))
 
- 					{
 
- 						setBattleCursor(myNumber); // temporary - needed for following function :(
 
- 						BattleHex attackFromHex = fromWhichHexAttack(myNumber);
 
- 						if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 							legalAction = true;
 
- 					}
 
- 				}
 
- 			}
 
- 				break;
 
- 			case SHOOT:
 
- 				if(curInt->cb->battleCanShoot (activeStack, myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case ANY_LOCATION:
 
- 				if (myNumber > -1) //TODO: this should be checked for all actions
 
- 				{
 
- 					creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
 
- 					legalAction = true;
 
- 				}
 
- 				break;
 
- 			case HOSTILE_CREATURE_SPELL:
 
- 				if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case FRIENDLY_CREATURE_SPELL:
 
- 				if (shere && shere->alive() && ourStack && isCastingPossibleHere (sactive, shere, myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case RISING_SPELL:
 
- 				if (shere && shere->canBeHealed() && ourStack && isCastingPossibleHere (sactive, shere, myNumber)) //TODO: at least one stack has to be raised by resurrection / animate dead
 
- 					legalAction = true;
 
- 				break;
 
- 			case RANDOM_GENIE_SPELL:
 
- 			{
 
- 				if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
 
- 				{
 
- 					int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
 
- 					if (spellID > -1)
 
- 					{
 
- 						legalAction = true;
 
- 					}
 
- 				}
 
- 			}
 
- 				break;
 
- 			case OBSTACLE:
 
- 				if (isCastingPossibleHere (sactive, shere, myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case TELEPORT:
 
- 			{
 
- 				ui8 skill = 0;
 
- 				if (creatureCasting)
 
- 					skill = sactive->valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, SpellID::TELEPORT));
 
- 				else
 
- 					skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->spells[spellToCast->additionalInfo]); 
 
- 				//TODO: explicitely save power, skill
 
- 				if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
 
- 					legalAction = true;
 
- 				else
 
- 					notLegal = true;
 
- 			}
 
- 				break;
 
- 			case SACRIFICE: //choose our living stack to sacrifice
 
- 				if (shere && shere != selectedStack && ourStack && shere->alive())
 
- 					legalAction = true;
 
- 				else
 
- 					notLegal = true;
 
- 				break;
 
- 			case FREE_LOCATION:
 
- 				{
 
- 					ui8 side = curInt->cb->battleGetMySide();
 
- 					auto hero = curInt->cb->battleGetMyHero();
 
- 					assert(!creatureCasting); //we assume hero casts this spell
 
- 					assert(hero);
 
- 					legalAction = true;
 
- 					bool hexesOutsideBattlefield = false;
 
- 					auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
 
- 					BOOST_FOREACH(BattleHex hex, tilesThatMustBeClear)
 
- 					{
 
- 						if(curInt->cb->battleGetStackByPos(hex, false)  ||  !!curInt->cb->battleGetObstacleOnPos(hex, false) 
 
- 						 || !hex.isAvailable())
 
- 						{
 
- 							legalAction = false;
 
- 							notLegal = true;
 
- 						}
 
- 					}
 
- 					if(hexesOutsideBattlefield)
 
- 					{
 
- 						legalAction = false;
 
- 						notLegal = true;
 
- 					}
 
- 				}
 
- 				break;
 
- 			case CATAPULT:
 
- 				if (isCatapultAttackable(myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case HEAL:
 
- 				if (shere && ourStack && shere->canBeHealed())
 
- 					legalAction = true;
 
- 				break;
 
- 			case RISE_DEMONS:
 
- 				if (shere && ourStack && !shere->alive())
 
- 					legalAction = true;
 
- 				break;
 
- 		}
 
- 		if (legalAction)
 
- 			localActions.push_back (action);
 
- 		else if (notLegal)
 
- 			illegalActions.push_back (action);
 
- 	}
 
- 	illegalAction = INVALID; //clear it in first place
 
- 	if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
 
- 		currentAction = selectedAction;
 
- 	else if (localActions.size()) //if not possible, select first avaliable action 9they are sorted by suggested priority)
 
- 		currentAction = localActions.front();
 
- 	else //no legal action possible
 
- 	{
 
- 		currentAction = INVALID; //don't allow to do anything
 
- 		if (vstd::contains(illegalActions, selectedAction))
 
- 			illegalAction = selectedAction;
 
- 		else if (illegalActions.size())
 
- 			illegalAction = illegalActions.front();
 
- 		else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
 
- 		{
 
- 			currentAction = CREATURE_INFO;
 
- 		}
 
- 		else
 
- 			illegalAction = INVALID; //we should never be here
 
- 	}
 
- 	bool isCastingPossible = false;
 
- 	bool secondaryTarget = false;
 
- 	if (currentAction > INVALID)
 
- 	{
 
- 		switch (currentAction) //display console message, realize selected action
 
- 		{
 
- 			case CHOOSE_TACTICS_STACK:
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
 
- 				realizeAction = [=]{ stackActivated(shere); };
 
- 				break;
 
- 			case MOVE_TACTICS:
 
- 			case MOVE_STACK:
 
- 				if (activeStack->hasBonusOfType(Bonus::FLYING))
 
- 				{
 
- 					cursorFrame = ECursor::COMBAT_FLY;
 
- 					consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
 
- 				}
 
- 				else
 
- 				{
 
- 					cursorFrame = ECursor::COMBAT_MOVE;
 
- 					consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
 
- 				}
 
- 				realizeAction = [=]
 
- 				{
 
- 					if (activeStack->doubleWide())
 
- 					{
 
- 						std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 						int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
 
- 						if(vstd::contains(acc, myNumber))
 
- 							giveCommand (Battle::WALK ,myNumber, activeStack->ID);
 
- 						else if(vstd::contains(acc, shiftedDest))
 
- 							giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
 
- 					}
 
- 					else
 
- 					{
 
- 						giveCommand (Battle::WALK, myNumber, activeStack->ID);
 
- 					}
 
- 				};
 
- 				break;
 
- 			case ATTACK:
 
- 			case WALK_AND_ATTACK:
 
- 			case ATTACK_AND_RETURN: //TODO: allow to disable return
 
- 			{
 
- 				setBattleCursor(myNumber); //handle direction of cursor and attackable tile
 
- 				setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
 
- 				realizeAction = [=]
 
- 				{
 
- 					BattleHex attackFromHex = fromWhichHexAttack(myNumber);
 
- 					if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 					{
 
- 						giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
 
- 					}
 
- 				};
 
- 				std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
 
- 			}
 
- 				break;
 
- 			case SHOOT:
 
- 			{
 
- 				if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
 
- 					cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
 
- 				else
 
- 					cursorFrame = ECursor::COMBAT_SHOOT;
 
- 				realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
 
- 				std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
 
- 				//printing - Shoot %s (%d shots left, %s damage)
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
 
- 			}
 
- 				break;
 
- 			case HOSTILE_CREATURE_SPELL:
 
- 			case FRIENDLY_CREATURE_SPELL:
 
- 			case RISING_SPELL:
 
- 				sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
 
- 				switch (sp->id)
 
- 				{
 
- 					case SpellID::SACRIFICE:
 
- 					case SpellID::TELEPORT:
 
- 						selectedStack = shere; //remember firts target
 
- 						secondaryTarget = true;
 
- 						break;
 
- 				}
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case ANY_LOCATION:
 
- 				sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be avaliable as random spell
 
- 				sp = NULL;
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
 
- 				creatureCasting = true;
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case TELEPORT:
 
- 				consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case OBSTACLE:
 
- 				consoleMsg = CGI->generaltexth->allTexts[550];
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case SACRIFICE:
 
- 				cursorFrame = ECursor::COMBAT_SACRIFICE;
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
 
- 				spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case FREE_LOCATION:
 
- 				//cursorFrame = ECursor::SPELLBOOK;
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case HEAL:
 
- 				cursorFrame = ECursor::COMBAT_HEAL;
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
 
- 				realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
 
- 				break;
 
- 			case RISE_DEMONS:
 
- 				cursorType = ECursor::SPELLBOOK;
 
- 				realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
 
- 				break;
 
- 			case CATAPULT:
 
- 				cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
 
- 				realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
 
- 				break;
 
- 			case CREATURE_INFO:
 
- 			{
 
- 				cursorFrame = ECursor::COMBAT_QUERY;
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
 
- 				realizeAction = [=]{ GH.pushInt(createCreWindow(shere, true)); };
 
- 	
 
- 				//setting console text
 
- 				const time_t curTime = time(NULL);
 
- 				CCreatureAnimation *hoveredStackAnim = creAnims[shere->ID];
 
- 				if (shere->ID != mouseHoveredStack
 
- 					&& curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA
 
- 					&& hoveredStackAnim->getType() == CCreatureAnim::HOLDING 
 
- 					&& hoveredStackAnim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
 
- 				{
 
- 					hoveredStackAnim->playOnce(CCreatureAnim::MOUSEON);
 
- 					lastMouseHoveredStackAnimationTime = curTime;
 
- 				}
 
- 				noStackIsHovered = false;
 
- 				mouseHoveredStack = shere->ID;
 
- 			}
 
- 				break;
 
- 		}
 
- 	}
 
- 	else //no possible valid action, display message
 
- 	{
 
- 		switch (illegalAction)
 
- 		{
 
- 			case HOSTILE_CREATURE_SPELL:
 
- 			case FRIENDLY_CREATURE_SPELL:
 
- 			case RISING_SPELL:
 
- 			case RANDOM_GENIE_SPELL:
 
- 				cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 				consoleMsg = CGI->generaltexth->allTexts[23];
 
- 				break;
 
- 			case TELEPORT:
 
- 				consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
 
- 				break;
 
- 			case SACRIFICE:
 
- 				consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
 
- 				break;
 
- 			case FREE_LOCATION:
 
- 				cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
 
- 				break;
 
- 			default:
 
- 				if (myNumber == -1)
 
- 					CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
 
- 				else
 
- 					cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 				break;
 
- 		}
 
- 	}
 
- 	if (isCastingPossible) //common part
 
- 	{
 
- 		cursorType = ECursor::SPELLBOOK;
 
- 		cursorFrame = 0;
 
- 		if(consoleMsg.empty() && sp)
 
- 			consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 		
 
- 		realizeAction = [=]
 
- 		{
 
- 			if (secondaryTarget) //select that target now
 
- 			{
 
- 				possibleActions.clear();
 
- 				switch (sp->id.toEnum())
 
- 				{
 
- 					case SpellID::TELEPORT: //don't cast spell yet, only select target		
 
- 						possibleActions.push_back (TELEPORT);
 
- 						spellToCast->selectedStack = selectedStack->ID;
 
- 						break;
 
- 					case SpellID::SACRIFICE:
 
- 						possibleActions.push_back (SACRIFICE);
 
- 						break;
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				if(creatureCasting)
 
- 				{
 
- 					if (sp)
 
- 					{
 
- 						giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
 
- 					}
 
- 					else //unknown random spell
 
- 					{
 
- 						giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					assert (sp);
 
- 					switch (sp->id.toEnum())
 
- 					{
 
- 						case SpellID::SACRIFICE:
 
- 							spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
 
- 							break;
 
- 						default:
 
- 							spellToCast->destinationTile = myNumber;
 
- 							break;
 
- 					}
 
- 					curInt->cb->battleMakeAction(spellToCast);
 
- 					endCastingSpell();
 
- 				}
 
- 				selectedStack = NULL;
 
- 			}
 
- 		};
 
- 	}
 
- 	realizeThingsToDo();
 
- 	if(noStackIsHovered)
 
- 		mouseHoveredStack = -1;
 
- }
 
- bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
 
- {
 
- 	creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
 
- 							
 
- 	bool isCastingPossible = true;
 
- 	int spellID = -1;
 
- 	if (creatureCasting)
 
- 	{
 
- 		if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
 
- 			spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
 
- 	}
 
- 	else //hero casting
 
- 		spellID  = spellToCast->additionalInfo;
 
- 	sp = NULL;
 
- 	if (spellID >= 0) 
 
- 		sp = CGI->spellh->spells[spellID];
 
- 	if (sp)
 
- 	{
 
- 		if (creatureCasting)
 
- 			isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
 
- 		else
 
- 			isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
 
- 	}
 
- 	if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
 
- 			isCastingPossible = false;
 
- 	return isCastingPossible;
 
- }
 
- BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
 
- {
 
- 	//TODO far too much repeating code
 
- 	BattleHex destHex = -1;
 
- 	switch(CCS->curh->frame)
 
- 	{
 
- 	case 12: //from bottom right
 
- 		{
 
- 			bool doubleWide = activeStack->doubleWide();
 
- 			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
 
- 				(activeStack->attackerOwned && doubleWide ? 1 : 0);
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->attackerOwned) //if we are attacker
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 7: //from bottom left
 
- 		{
 
- 			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->attackerOwned) //if we are attacker
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 8: //from left
 
- 		{
 
- 			if(activeStack->doubleWide() && !activeStack->attackerOwned)
 
- 			{
 
- 				std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 				if(vstd::contains(acc, myNumber))
 
- 					return myNumber - 1;
 
- 				else
 
- 					return myNumber - 2;
 
- 			}
 
- 			else
 
- 			{
 
- 				return myNumber - 1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 9: //from top left
 
- 		{
 
- 			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->attackerOwned) //if we are attacker
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 10: //from top right
 
- 		{
 
- 			bool doubleWide = activeStack->doubleWide();
 
- 			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
 
- 				(activeStack->attackerOwned && doubleWide ? 1 : 0);
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->attackerOwned) //if we are attacker
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 11: //from right
 
- 		{
 
- 			if(activeStack->doubleWide() && activeStack->attackerOwned)
 
- 			{
 
- 				std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 				if(vstd::contains(acc, myNumber))
 
- 					return myNumber + 1;
 
- 				else
 
- 					return myNumber + 2;
 
- 			}
 
- 			else
 
- 			{
 
- 				return myNumber + 1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 13: //from bottom
 
- 		{
 
- 			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 14: //from top
 
- 		{
 
- 			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	return -1;
 
- }
 
- Rect CBattleInterface::hexPosition(BattleHex hex) const
 
- {
 
- 	int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
 
- 	int y = 86 + 42 * hex.getY() + pos.y;
 
- 	int w = cellShade->w;
 
- 	int h = cellShade->h;
 
- 	return Rect(x, y, w, h);
 
- }
 
- SDL_Surface * CBattleInterface::imageOfObstacle(const CObstacleInstance &oi) const
 
- {
 
- 	int frameIndex = (animCount+1) / (40/getAnimSpeed());
 
- 	switch(oi.obstacleType)
 
- 	{
 
- 	case CObstacleInstance::USUAL:
 
- 		return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::ABSOLUTE_OBSTACLE:
 
- 		return idToAbsoluteObstacle.find(oi.ID)->second;
 
- 	case CObstacleInstance::QUICKSAND:
 
- 		return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::LAND_MINE:
 
- 		return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::FIRE_WALL:
 
- 		return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::FORCE_FIELD:
 
- 		{
 
- 			auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
 
- 			if(forceField.getAffectedTiles().size() > 2)
 
- 				return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
 
- 			else
 
- 				return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
 
- 		}
 
- 	case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
 
- 	default:
 
- 		assert(0);
 
- 		return nullptr;
 
- 	}
 
- }
 
- void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
 
- {
 
- 	//so when multiple obstacles are added, they show up one after another
 
- 	waitForAnims();
 
- 	int effectID = -1;
 
- 	soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
 
- 	std::string defname;
 
- 	switch(oi.obstacleType)
 
- 	{
 
- 	case CObstacleInstance::QUICKSAND:
 
- 		effectID = 55;
 
- 		sound = soundBase::QUIKSAND;
 
- 		break;
 
- 	case CObstacleInstance::LAND_MINE:
 
- 		effectID = 47;
 
- 		sound = soundBase::LANDMINE;
 
- 		break;
 
- 	case CObstacleInstance::FORCE_FIELD:
 
- 		{
 
- 			auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
 
- 			if(spellObstacle.casterSide)
 
- 			{
 
- 				if(oi.getAffectedTiles().size() < 3)
 
- 					defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
 
- 				else
 
- 					defname = "C15SPE6.DEF";
 
- 			}
 
- 			else
 
- 			{
 
- 				if(oi.getAffectedTiles().size() < 3)
 
- 					defname = "C15SPE0.DEF";
 
- 				else
 
- 					defname = "C15SPE9.DEF";
 
- 			}
 
- 		}
 
- 		sound = soundBase::FORCEFLD;
 
- 		break;
 
- 	case CObstacleInstance::FIRE_WALL:
 
- 		if(oi.getAffectedTiles().size() < 3)
 
- 			effectID = 43; //small fire wall appearing
 
- 		else
 
- 			effectID = 44; //and the big one
 
- 		sound = soundBase::fireWall;
 
- 		break;
 
- 	default:
 
- 		tlog1 << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType << std::endl;
 
- 		return;
 
- 	}
 
- 	if(graphics->battleACToDef[effectID].empty())
 
- 	{
 
- 		tlog1 << "Cannot find def for effect type " << effectID << std::endl;
 
- 		return;
 
- 	}
 
- 	if(defname.empty() && effectID >= 0)
 
- 		defname = graphics->battleACToDef[effectID].front();
 
- 	assert(!defname.empty());
 
- 	//we assume here that effect graphics have the same size as the usual obstacle image
 
- 	// -> if we know how to blit obstacle, let's blit the effect in the same place
 
- 	Point whereTo = whereToBlitObstacleImage(imageOfObstacle(oi), oi); 
 
- 	addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
 
- 	//TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
 
- 	//CCS->soundh->playSound(sound);
 
- }
 
- Point CBattleInterface::whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const
 
- {
 
- 	int offset = image->h % 42;
 
- 	if(obstacle.obstacleType == CObstacleInstance::USUAL)
 
- 	{
 
- 		if(obstacle.getInfo().blockedTiles.front() < 0  || offset > 37) //second or part is for holy ground ID=62,65,63
 
- 			offset -= 42;
 
- 	}
 
- 	else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
 
- 	{
 
- 		offset -= 42;
 
- 	}
 
- 	Rect r = hexPosition(obstacle.pos);
 
- 	r.y += 42 - image->h + offset;
 
- 	return r.topLeft();
 
- }
 
- const CGHeroInstance * CBattleInterface::currentHero() const
 
- {
 
- 	if(attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		return attackingHeroInstance;
 
- 	else
 
- 		return defendingHeroInstance;
 
- }
 
- InfoAboutHero CBattleInterface::enemyHero() const
 
- {
 
- 	InfoAboutHero ret;
 
- 	if(attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		curInt->cb->getHeroInfo(defendingHeroInstance, ret);
 
- 	else
 
- 		curInt->cb->getHeroInfo(attackingHeroInstance, ret);
 
- 	return ret;
 
- }
 
- CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
 
-   : owner(_owner), town(siegeTown)
 
- {
 
- 	for(int g = 0; g < ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
 
- 	}
 
- }
 
- CBattleInterface::SiegeHelper::~SiegeHelper()
 
- {
 
- 	for(int g = 0; g < ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		SDL_FreeSurface(walls[g]);
 
- 	}
 
- }
 
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
 
- {
 
- 	if(what == 2 || what == 3 || what == 8)
 
- 		vstd::amin(additInfo, 2);
 
- 	else
 
- 		vstd::amin(additInfo, 3);
 
- 	std::string & prefix = town->town->clientInfo.siegePrefix;
 
- 	std::string addit = boost::lexical_cast<std::string>(additInfo);
 
- 	switch(what)
 
- 	{
 
- 	case 0: //background
 
- 		return prefix + "BACK.BMP";
 
- 	case 1: //background wall
 
- 		{
 
- 			switch(town->town->typeID)
 
- 			{
 
- 			case 5: case 4: case 1: case 6:
 
- 				return prefix + "TPW1.BMP";
 
- 			default:
 
- 				return prefix + "TPWL.BMP";
 
- 			}
 
- 		}
 
- 	case 2: //keep
 
- 		return prefix + "MAN" + addit + ".BMP";
 
- 	case 3: //bottom tower
 
- 		return prefix + "TW1" + addit + ".BMP";
 
- 	case 4: //bottom wall
 
- 		return prefix + "WA1" + addit + ".BMP";
 
- 	case 5: //below gate
 
- 		return prefix + "WA3" + addit + ".BMP";
 
- 	case 6: //over gate
 
- 		return prefix + "WA4" + addit + ".BMP";
 
- 	case 7: //upper wall
 
- 		return prefix + "WA6" + addit + ".BMP";
 
- 	case 8: //upper tower
 
- 		return prefix + "TW2" + addit + ".BMP";
 
- 	case 9: //gate
 
- 		return prefix + "DRW" + addit + ".BMP";
 
- 	case 10: //gate arch
 
- 		return prefix + "ARCH.BMP";
 
- 	case 11: //bottom static wall
 
- 		return prefix + "WA2.BMP";
 
- 	case 12: //upper static wall
 
- 		return prefix + "WA5.BMP";
 
- 	case 13: //moat
 
- 		return prefix + "MOAT.BMP";
 
- 	case 14: //mlip
 
- 		return prefix + "MLIP.BMP";
 
- 	case 15: //keep creature cover
 
- 		return prefix + "MANC.BMP";
 
- 	case 16: //bottom turret creature cover
 
- 		return prefix + "TW1C.BMP";
 
- 	case 17: //upper turret creature cover
 
- 		return prefix + "TW2C.BMP";
 
- 	default:
 
- 		return "";
 
- 	}
 
- }
 
- /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
 
- /// 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,
 
- /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
 
- void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
 
- {
 
- 	Point pos = Point(-1, -1);
 
- 	if (what >= 1 && what <= 17)
 
- 	{
 
- 		pos.x = owner->siegeH->town->town->clientInfo.siegePositions[what].x + owner->pos.x;
 
- 		pos.y = owner->siegeH->town->town->clientInfo.siegePositions[what].y + owner->pos.y;
 
- 	}
 
- 	if(pos.x != -1)
 
- 	{
 
- 		blitAt(walls[what], pos.x, pos.y, to);
 
- 	}
 
- }
 
- CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
 
- {
 
- 	facA = 0.005; // seems to be constant
 
- 	// system of 2 linear equations, solutions of which are missing coefficients
 
- 	// for quadratic equation a*x*x + b*x + c
 
- 	double eq[2][3] = {
 
- 		{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
 
- 		{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
 
- 	};
 
- 	// solve system via determinants
 
- 	double det  = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
 
- 	double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
 
- 	double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
 
- 	facB = detB / det;
 
- 	facC = detC / det;
 
- 	// make sure that parabola is correct e.g. passes through from and dest
 
- 	assert(fabs(calculateY(from.x) - from.y) < 1.0);
 
- 	assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
 
- }
 
- double CatapultProjectileInfo::calculateY(double x)
 
- {
 
- 	return facA * pow(x, 2.0) + facB * x + facC;
 
- }
 
 
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