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| #include "StdInc.h"#include "CBattleInterface.h"#include "../CGameInfo.h"#include "../../lib/CLodHandler.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 "../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/map.h"#include "CBattleAnimations.h"#include "CBattleInterfaceClasses.h"#include "../UIFramework/CCursorHandler.h"#include "../UIFramework/CGuiHandler.h"#ifndef __GNUC__const double M_PI = 3.14159265358979323846;#else#define _USE_MATH_DEFINES#include <cmath>#endif#include "../../lib/UnlockGuard.h"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 * */extern SDL_Surface * screen;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), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),	  currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL),  stackCanCastSpell(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL),	  siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), bfield(GameConstants::BFIELD_SIZE),	  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) );			Point moatPos = graphics->wallPositions[siegeH->town->town->typeID][12],				mlipPos = graphics->wallPositions[siegeH->town->town->typeID][13];			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 + pos.x, 561 + pos.y, "icm003.def", SDLK_o);	bSurrender = new CAdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s);	bFlee = new CAdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "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 + pos.x, 561 + pos.y, "icm004.def", SDLK_a);	bSpell = new CAdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "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 + pos.x, 561 + pos.y, "icm006.def", SDLK_w);	bDefence = new CAdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d);	bDefence->assignedKeys.insert(SDLK_SPACE);	bConsoleUp = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);	bConsoleDown = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);	bConsoleDown->setOffset(2);	console = new CBattleConsole();	console->pos.x = 211 + pos.x;	console->pos.y = 560 + pos.y;	console->pos.w = 406;	console->pos.h = 38;	if(tacticsMode)	{		btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this), 213 + pos.x, 560 + pos.y, "icm011.def", SDLK_SPACE);		btactEnd = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419 + pos.x, 560 + pos.y, "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	{		int type = hero1->type->heroType;		if ( type % 2 )   type--;		if ( hero1->sex ) type++;		attackingHero = new CBattleHero(graphics->battleHeroes[type], 0, 0, 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	{		int type = hero2->type->heroType;		if ( type % 2 )   type--;		if ( hero2->sex ) type++;		defendingHero = new CBattleHero(graphics->battleHeroes[type ], 0, 0, 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 < bfield.size(); ++h)	{		bfield[h].myNumber = h;		int x = 14 + ((h/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%GameConstants::BFIELD_WIDTH);		int y = 86 + 42 * (h/GameConstants::BFIELD_WIDTH);		bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);		bfield[h].accessible = true;		bfield[h].myInterface = this;	}	//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)	{		int creID = (s->getCreature()->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : s->getCreature()->idNumber; //id of creature whose shots should be loaded		if(s->getCreature()->isShooting() && vstd::contains(CGI->creh->idToProjectile, creID))		{			CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];			projectile = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]);			if(projectile->ourImages.size() > 2) //add symmetric images			{				for(int k = projectile->ourImages.size()-2; k > 1; --k)				{					Cimage ci;					ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap);					ci.groupNumber = 0;					ci.imName = std::string();					projectile->ourImages.push_back(ci);				}			}			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	std::vector<CObstacleInstance> obst = curInt->cb->battleGetAllObstacles();	for(size_t t = 0; t < obst.size(); ++t)	{		idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles.find(obst[t].ID)->second.defName);		for(size_t n = 0; n < idToObstacle[obst[t].ID]->ourImages.size(); ++n)		{			SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));		}	}	for (int i = 0; i < bfield.size(); i++)	{		children.push_back(&bfield[i]);	}	if(tacticsMode)	{		active = 1;		bTacticNextStack();		active = 0;	}	CCS->musich->stopMusic();	int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);	CCS->soundh->setCallback(channel, boost::bind(&CMusicHandler::playMusicFromSet, CCS->musich, CCS->musich->battleMusics, -1));    memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues}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;	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 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->playMusic(CCS->musich->terrainMusics[terrain], -1);	}}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(){	activateKeys();	activateMouseMove();	activateRClick();	bOptions->activate();	bSurrender->activate();	bFlee->activate();	bAutofight->activate();	bSpell->activate();	bWait->activate();	bDefence->activate();	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)	{		bfield[b].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(){	deactivateKeys();	deactivateMouseMove();	deactivateRClick();	bOptions->deactivate();	bSurrender->deactivate();	bFlee->deactivate();	bAutofight->deactivate();	bSpell->deactivate();	bWait->deactivate();	bDefence->deactivate();	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)	{		bfield[b].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::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() != 0) //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);		}	}	//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				std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);				for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex				{					if(settings["battle"]["mouseShadow"].Bool() && (*it % GameConstants::BFIELD_WIDTH != 0) && (*it % GameConstants::BFIELD_WIDTH != 16))					{						int x = 14 + ((*it/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%GameConstants::BFIELD_WIDTH) + pos.x;						int y = 86 + 42 * (*it/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);					}				}				//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	std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();	std::multimap<BattleHex, int> hexToObstacle;	for(size_t b = 0; b < obstacles.size(); ++b)	{		BattleHex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);		hexToObstacle.insert(std::make_pair(position, 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() != 5 && 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() == 5)			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();		//activation of next stack		if(pendingAnims.size() == 0 && stackToActivate != NULL)		{			activateStack();		}		//anims ended		animsAreDisplayed.setn(false);	}	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		{			showAliveStacks(stackAliveByHex, b, &flyingStacks, to);			showObstacles(&hexToObstacle, obstacles, b, 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;					showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);					showObstacles(&hexToObstacle, obstacles, hex, 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 window with result of battle	if(resWindow)	{		resWindow->show(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); //blit only background, stacks are deleted	}	//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() != 0)			showAliveStack(s, to);		else			flyingStacks->push_back(s);	}}void CBattleInterface::showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<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)	{		CObstacleInstance & curOb = obstacles[it->second];		std::pair<si16, si16> shift = CGI->heroh->obstacles.find(curOb.ID)->second.posShift;		int x = ((curOb.pos/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%GameConstants::BFIELD_WIDTH) + pos.x + shift.first;		int y = 86 + 42 * (curOb.pos/GameConstants::BFIELD_WIDTH) + pos.y + shift.second;		std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle		blitAt(images[((animCount+1)/(4/getAnimSpeed()))%images.size()].bitmap, x, 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){	std::string consoleMsg;	if(activeStack && !spellDestSelectMode)	{        int lastMouseHoveredStack = mouseHoveredStack;		bool stackCastsSpell;		mouseHoveredStack = -1;		int myNumber = -1; //number of hovered tile		for(int g = 0; g < GameConstants::BFIELD_SIZE; ++g)		{			if(bfield[g].hovered && bfield[g].strictHovered)			{				myNumber = g;				break;			}		}		if(myNumber == -1)		{			CCS->curh->changeGraphic(1, 6);			if(console->whoSetAlter == 0)			{				console->alterTxt = "";			}		}		else //battlefield hex		{            if(!vstd::contains(occupyableHexes, myNumber) || activeStack->coversPos(myNumber))			{				const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, false);				const CStack *sactive = activeStack;				if(shere)				{					bool ourStack = shere->owner == curInt->playerID;					//determine if creature spell is going to be cast					stackCastsSpell = false;					if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell					{						if ((int)creatureSpellToCast > -1) //use randomized spell (Faerie Dragon), or only avaliable spell (Archangel)						{							if (shere != sactive) //can't cast on itself							{								const CSpell * spell =  CGI->spellh->spells[creatureSpellToCast];								if (curInt->cb->battleCanCreatureCastThisSpell(spell, BattleHex(myNumber)) == ESpellCastProblem::OK)								{									if ((!spell->isNegative() && ourStack) || (!spell->isPositive() && !ourStack))									{										CCS->curh->changeGraphic(3, 0);										stackCastsSpell = true;										std::string buf = CGI->generaltexth->allTexts[27]; //cast %s on &s										boost::replace_first (buf, "%s", spell->name);										boost::replace_first (buf, "%s", shere->getName());										console->alterTxt = buf;										console->whoSetAlter = 0;									}								}							}						}						else if (ourStack) //must have only random positive spell (genie)						{							if (shere != sactive) //can't cast on itself							{								int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);								if (spellID > -1) //can cast any spell on target stack								{									CCS->curh->changeGraphic(3, 0);									stackCastsSpell = true;									std::string buf = CGI->generaltexth->allTexts[301]; //Cast spell on %s									boost::replace_first (buf, "%s", shere->getName().c_str());									console->alterTxt = buf;									console->whoSetAlter = 0;								}							}						}					}					if(ourStack) //our stack					{						if (shere->alive())						{							if (!stackCastsSpell) //use other abilities or display info							{								if(sactive->hasBonusOfType(Bonus::HEALER))								{									//display the possibility to heal this creature									CCS->curh->changeGraphic(1, 17);								}								else								{									//info about creature									CCS->curh->changeGraphic(1,5);								}								//setting console text								consoleMsg += CGI->generaltexth->allTexts[297];								boost::replace_first (consoleMsg, "%s", shere->getName());								console->alterText (consoleMsg);								console->whoSetAlter = 0;								const time_t curTime = time(NULL);								if (shere->ID != lastMouseHoveredStack &&								   curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA &&								   creAnims[shere->ID]->getType() == CCreatureAnim::HOLDING &&								   creAnims[shere->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)								{									creAnims[shere->ID]->playOnce(CCreatureAnim::MOUSEON);									lastMouseHoveredStackAnimationTime = curTime;								}							}						} //end of alive						else if (sactive->hasBonusOfType(Bonus::DAEMON_SUMMONING) && sactive->casts)						{							CCS->curh->changeGraphic(3, 0);						}						mouseHoveredStack = shere->ID; //for dead also?					}					//end of our stack					else if (!stackCastsSpell) //if not, then try attack					{						if (curInt->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy						{							if(curInt->cb->battleHasDistancePenalty(activeStack, myNumber) ||								curInt->cb->battleHasWallPenalty(activeStack, myNumber))							{								CCS->curh->changeGraphic(1,15);							}							else							{								CCS->curh->changeGraphic(1,3);							}							//calculating estimated dmg							std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere);							std::string estDmg;							estDmg += boost::lexical_cast<std::string>(estimatedDmg.first) += " - ";							estDmg += boost::lexical_cast<std::string>(estimatedDmg.second);							//printing							consoleMsg += CGI->generaltexth->allTexts[296];							boost::replace_first (consoleMsg, "%s", shere->getName());							boost::replace_first (consoleMsg, "%d", boost::lexical_cast<std::string>(sactive->shots));							boost::replace_first (consoleMsg, "%s", estDmg);							console->alterText (consoleMsg);							console->whoSetAlter = 0;						}						else if (shere->alive() && isTileAttackable(myNumber)) //available enemy (melee attackable)						{							//handle direction of cursor and attackable tile							setBattleCursor(myNumber);							//calculating estimated dmg							std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere);							std::string estDmg;							estDmg += boost::lexical_cast<std::string>(estimatedDmg.first) += " - ";							estDmg += boost::lexical_cast<std::string>(estimatedDmg.second);							//printing							consoleMsg += CGI->generaltexth->allTexts[36];							boost::replace_first (consoleMsg, "%s", shere->getName());							boost::replace_first (consoleMsg, "%s", estDmg);							console->alterText (consoleMsg);							console->whoSetAlter = 0;						}						else //unavailable enemy						{							CCS->curh->changeGraphic (1,0);							console->alterTxt = "";							console->whoSetAlter = 0;						}					}				} //end of stack				//TODO: allow aiming for creature spells				else if (sactive && sactive->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(myNumber)) //catapulting				{					CCS->curh->changeGraphic(1,16);					console->alterTxt = "";					console->whoSetAlter = 0;				}				else //empty unavailable tile				{					CCS->curh->changeGraphic(1,0);					console->alterTxt = "";					console->whoSetAlter = 0;				}			}			else //available tile			{				//setting console text and cursor				if (activeStack) //there can be a moment when stack is dead ut next is not yet activated				{					if(activeStack->hasBonusOfType(Bonus::FLYING))					{						CCS->curh->changeGraphic(1,2);						consoleMsg += CGI->generaltexth->allTexts[295]; //Fly %s here					}					else					{						CCS->curh->changeGraphic(1,1);						consoleMsg += CGI->generaltexth->allTexts[294]; //Move %s here											}					boost::replace_first (consoleMsg, "%s", activeStack->getName());					console->alterText(consoleMsg);					console->whoSetAlter = 0;				}			}		}	}	else if (spellDestSelectMode)	{		int myNumber = -1; //number of hovered tile		for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)		{			if(bfield[g].hovered && bfield[g].strictHovered)			{				myNumber = g;				break;			}		}		if(myNumber == -1)		{			CCS->curh->changeGraphic(1, 0);			//setting console text			console->alterTxt = CGI->generaltexth->allTexts[23];			console->whoSetAlter = 0;		}		else		{			//get dead stack if we cast resurrection or animate dead			const CStack * stackUnder = curInt->cb->battleGetStackByPos(myNumber, vstd::contains(CGI->spellh->risingSpells, spellToCast->additionalInfo));			if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasBonusOfType(Bonus::UNDEAD)) //animate dead can be cast only on undead creatures				stackUnder = NULL;			bool potentialTargetStack; //for cases 1, 2 and 3			switch (spellSelMode)			{					case SpellSelectionType::FRIENDLY_CREATURE:						potentialTargetStack = stackUnder != NULL && curInt->playerID == stackUnder->owner;						break;					case SpellSelectionType::HOSTILE_CREATURE:						potentialTargetStack = stackUnder != NULL && curInt->playerID != stackUnder->owner;						break;					case SpellSelectionType::ANY_CREATURE:						potentialTargetStack = stackUnder != NULL;						break;			}			switch(spellSelMode)			{			case SpellSelectionType::ANY_LOCATION:					CCS->curh->changeGraphic(3, 0);					//setting console text					consoleMsg += CGI->generaltexth->allTexts[26];					boost::replace_first (consoleMsg, "%s", CGI->spellh->spells[spellToCast->additionalInfo]->name);					console->alterText (consoleMsg);					console->whoSetAlter = 0;					break;				case SpellSelectionType::FRIENDLY_CREATURE:				case SpellSelectionType::HOSTILE_CREATURE:				case SpellSelectionType::ANY_CREATURE:					if( potentialTargetStack )					{						if (curInt->cb->battleCanCastThisSpell (CGI->spellh->spells[spellToCast->additionalInfo], BattleHex(myNumber)))							CCS->curh->changeGraphic(1, 0);						else							CCS->curh->changeGraphic(3, 0);						//setting console text						consoleMsg += CGI->generaltexth->allTexts[27];						boost::replace_first (consoleMsg, "%s", CGI->spellh->spells[spellToCast->additionalInfo]->name);						boost::replace_first (consoleMsg, "%s", stackUnder->getName());						console->alterText (consoleMsg);						console->whoSetAlter = 0;						break;					}					else					{						CCS->curh->changeGraphic(1, 0);						//setting console text						console->alterTxt = CGI->generaltexth->allTexts[23];						console->whoSetAlter = 0;					}					break;				case SpellSelectionType::OBSTACLE: //TODO: implement this case					if ( blockedByObstacle(myNumber) )					{						CCS->curh->changeGraphic(3, 0);					}					else					{						CCS->curh->changeGraphic(1, 0);					}					break;			}		}	}}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;	}	// 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(1, 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(0,0);	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)	{		const CGHeroInstance *opponent = curInt->cb->battleGetFightingHero(1);		std::string enemyHeroName = opponent ? opponent->name : "#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, std::vector<CComponent*>(), boost::bind(&CBattleInterface::reallySurrender,this), 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],std::vector<CComponent*>(), 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(BattleAction::RETREAT,0,0);	CCS->curh->changeGraphic(0, 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(BattleAction::SURRENDER,0,0);		CCS->curh->changeGraphic(0, 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(0,0);	if ( myTurn && curInt->cb->battleCanCastSpell())	{		const CGHeroInstance * chi = NULL;		if(attackingHeroInstance->tempOwner == curInt->playerID)			chi = attackingHeroInstance;		else			chi = defendingHeroInstance;		CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), chi, curInt);		GH.pushInt(spellWindow);	}}void CBattleInterface::bWaitf(){	if(spellDestSelectMode) //we are casting a spell		return;	if(activeStack != NULL)		giveCommand(8,0,activeStack->ID);}void CBattleInterface::bDefencef(){	if(spellDestSelectMode) //we are casting a spell		return;	if(activeStack != NULL)		giveCommand(3,0,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[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];		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 = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].x + this->pos.x;			coords.y = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].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);}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].killed;		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(ui8 action, BattleHex tile, ui32 stack, si32 additional){	if(!curInt->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)	{		return;	}	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 = stack;	ba->additionalInfo = additional;	//some basic validations	switch(action)	{		case BattleAction::WALK_AND_ATTACK:			assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist		case BattleAction::WALK:		case BattleAction::SHOOT:		case BattleAction::CATAPULT:			assert(tile < GameConstants::BFIELD_SIZE);			break;	}	if(!tacticsMode)	{		myTurn = false;		activeStack = NULL;		givenCommand->setn(ba);	}	else	{		curInt->cb->battleMakeTacticAction(ba);		vstd::clear_pointer(ba);		bTacticNextStack();	}}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::blockedByObstacle(BattleHex hex) const{	std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();	std::set<BattleHex> coveredHexes;	for(size_t b = 0; b < obstacles.size(); ++b)	{		std::vector<BattleHex> blocked = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getBlocked(obstacles[b].pos);		for(size_t w = 0; w < blocked.size(); ++w)			coveredHexes.insert(blocked[w]);	}	return vstd::contains(coveredHexes, hex);}bool CBattleInterface::isCatapultAttackable(BattleHex hex) const{	if(!siegeH)		return false;	int wallUnder = curInt->cb->battleGetWallUnderHex(hex);	if(wallUnder == -1)		return false;	return curInt->cb->battleGetWallState(wallUnder) < 3;}const CGHeroInstance * CBattleInterface::getActiveHero(){	const CStack * attacker = activeStack;	if (!attacker)	{		return NULL;	}	if (attacker->attackerOwned)	{		return attackingHeroInstance;	}	return defendingHeroInstance;}void CBattleInterface::hexLclicked(int whichOne){	const CStack * actSt = activeStack;	const CStack* dest = curInt->cb->battleGetStackByPos(whichOne, false); //creature at destination tile; -1 if there is no one	if(!actSt)	{		tlog3 << "Hex l-clicked when no active stack!\n";		return;	}	if( ((whichOne%GameConstants::BFIELD_WIDTH)!=0 && (whichOne%GameConstants::BFIELD_WIDTH)!=(GameConstants::BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack		|| ((actSt->hasBonusOfType(Bonus::CATAPULT) && !spellDestSelectMode) || dest ) //enemy's first aid tent can stand there and we want to shoot it		)	{		if(!myTurn)			return; //we are not permit to do anything		if(spellDestSelectMode) //TODO: choose target for area creature spell		{			//checking destination			bool allowCasting = true;			//bool onlyAlive = vstd::contains(CGI->spellh->risingSpells, spellToCast->additionalInfo); //when casting resurrection or animate dead we should be allow to select dead stack			//TODO: more general handling of dead targets			switch(spellSelMode)			{			case FRIENDLY_CREATURE:			case HOSTILE_CREATURE:			case ANY_CREATURE:				if (curInt->cb->battleCanCastThisSpell (CGI->spellh->spells[spellToCast->additionalInfo], BattleHex(whichOne)) != ESpellCastProblem::OK)					allowCasting = false;				break;			case OBSTACLE:				if(!blockedByObstacle(whichOne))					allowCasting = false;			case TELEPORT: //teleport				const CSpell *s = CGI->spellh->spells[spellToCast->additionalInfo];				ui8 skill = getActiveHero()->getSpellSchoolLevel(s); //skill level				if (!curInt->cb->battleCanTeleportTo(activeStack, whichOne, skill))				{					allowCasting = false;				}				break;			}			//destination checked			if(allowCasting)			{				spellToCast->destinationTile = whichOne;				curInt->cb->battleMakeAction(spellToCast);				endCastingSpell();			}		}		else //we don't aim for spell target area		{			bool walkableTile = false;			bool spellCast = false;			if (dest)			{				bool ourStack = actSt->owner == dest->owner;				//try to cast stack spell first				if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell				{					if (dest != actSt) //can't cast on itself					{						if ((int)creatureSpellToCast > -1) //use randomized spell (Faerie Dragon), or only avaliable spell (Archangel)						{							const CSpell * spell =  CGI->spellh->spells[creatureSpellToCast];							if (curInt->cb->battleCanCastThisSpell(spell, BattleHex(whichOne)) == ESpellCastProblem::OK)							{								if ((!spell->isNegative() && ourStack) || (!spell->isPositive() && !ourStack))								{									giveCommand(BattleAction::MONSTER_SPELL, whichOne, actSt->ID, creatureSpellToCast);									spellCast = true;								}							}						}						else if (ourStack) //must have only random positive spell (genie)						{							int spellID = curInt->cb->battleGetRandomStackSpell(dest, CBattleInfoCallback::RANDOM_GENIE);							if (spellID > -1) //can cast any spell on target stack							{								giveCommand(BattleAction::MONSTER_SPELL, whichOne, actSt->ID, spellID); //use randomized spell								spellCast = true;							}						}					}					if (spellCast)					{						creatureSpellToCast = -1;						return; //no further action after cast					}				}				if (dest->alive())				{					if(dest->owner != actSt->owner && curInt->cb->battleCanShoot(activeStack, whichOne)) //shooting					{						CCS->curh->changeGraphic(1, 6); //cursor should be changed						giveCommand (BattleAction::SHOOT, whichOne, activeStack->ID);					}					else if(!ourStack) //attacking					{						const CStack * actStack = activeStack;						int attackFromHex = -1; //hex from which we will attack chosen stack						switch(CCS->curh->number)						{						case 12: //from bottom right							{								bool doubleWide = actStack->doubleWide();								int destHex = whichOne + ( (whichOne/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +									(actStack->attackerOwned && doubleWide ? 1 : 0);								if(vstd::contains(occupyableHexes, destHex))									attackFromHex = destHex;								else if(actStack->attackerOwned) //if we are attacker								{									if(vstd::contains(occupyableHexes, destHex+1))										attackFromHex = destHex+1;								}								else //if we are defender								{									if(vstd::contains(occupyableHexes, destHex-1))										attackFromHex = destHex-1;								}								break;							}						case 7: //from bottom left							{								int destHex = whichOne + ( (whichOne/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );								if(vstd::contains(occupyableHexes, destHex))									attackFromHex = destHex;								else if(actStack->attackerOwned) //if we are attacker								{									if(vstd::contains(occupyableHexes, destHex+1))										attackFromHex = destHex+1;								}								else //if we are defender								{									if(vstd::contains(occupyableHexes, destHex-1))										attackFromHex = destHex-1;								}								break;							}						case 8: //from left							{								if(actStack->doubleWide() && !actStack->attackerOwned)								{									std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);									if(vstd::contains(acc, whichOne))										attackFromHex = whichOne - 1;									else										attackFromHex = whichOne - 2;								}								else								{									attackFromHex = whichOne - 1;								}								break;							}						case 9: //from top left							{								int destHex = whichOne - ( (whichOne/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );								if(vstd::contains(occupyableHexes, destHex))									attackFromHex = destHex;								else if(actStack->attackerOwned) //if we are attacker								{									if(vstd::contains(occupyableHexes, destHex+1))										attackFromHex = destHex+1;								}								else //if we are defender								{									if(vstd::contains(occupyableHexes, destHex-1))										attackFromHex = destHex-1;								}								break;							}						case 10: //from top right							{								bool doubleWide = actStack->doubleWide();								int destHex = whichOne - ( (whichOne/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +									(actStack->attackerOwned && doubleWide ? 1 : 0);								if(vstd::contains(occupyableHexes, destHex))									attackFromHex = destHex;								else if(actStack->attackerOwned) //if we are attacker								{									if(vstd::contains(occupyableHexes, destHex+1))										attackFromHex = destHex+1;								}								else //if we are defender								{									if(vstd::contains(occupyableHexes, destHex-1))										attackFromHex = destHex-1;								}								break;							}						case 11: //from right							{								if(actStack->doubleWide() && actStack->attackerOwned)								{									std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);									if(vstd::contains(acc, whichOne))										attackFromHex = whichOne + 1;									else										attackFromHex = whichOne + 2;								}								else								{									attackFromHex = whichOne + 1;								}								break;							}						case 13: //from bottom							{								int destHex = whichOne + ( (whichOne/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );								if(vstd::contains(occupyableHexes, destHex))									attackFromHex = destHex;								else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker								{									if(vstd::contains(occupyableHexes, destHex+1))										attackFromHex = destHex+1;								}								else //if we are defender								{									if(vstd::contains(occupyableHexes, destHex-1))										attackFromHex = destHex-1;								}								break;							}						case 14: //from top							{								int destHex = whichOne - ( (whichOne/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );								if(vstd::contains(occupyableHexes, destHex))									attackFromHex = destHex;								else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker								{									if(vstd::contains(occupyableHexes, destHex+1))										attackFromHex = destHex+1;								}								else //if we are defender								{									if(vstd::contains(occupyableHexes, destHex-1))										attackFromHex = destHex-1;								}								break;							}						}						if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)						{							giveCommand(BattleAction::WALK_AND_ATTACK, attackFromHex, activeStack->ID, whichOne);							CCS->curh->changeGraphic(1, 6); //cursor should be changed						}					}					else if (actSt->hasBonusOfType(Bonus::HEALER) && actSt->owner == dest->owner) //friendly creature we can heal					{ //TODO: spellDestSelectMode > -2 if we don't want to heal but perform some other (?) action						giveCommand(BattleAction::STACK_HEAL, whichOne, activeStack->ID); //command healing						CCS->curh->changeGraphic(1, 6); //cursor should be changed					}				} //stack is not alive				else if (actSt->hasBonusOfType(Bonus::DAEMON_SUMMONING) && actSt->casts &&						actSt->owner == dest->owner && spellSelMode > -2)//friendly body we can (and want) rise				{					giveCommand(BattleAction::DAEMON_SUMMONING, whichOne, activeStack->ID);					CCS->curh->changeGraphic(1, 6); //cursor should be changed				}				else //not a subject of resurrection					walkableTile = true;			}			else			{				walkableTile = true;			}			if (walkableTile) // we can try to move to this tile			{				if(std::find(occupyableHexes.begin(), occupyableHexes.end(), whichOne) != occupyableHexes.end())// and it's in our range				{					CCS->curh->changeGraphic(1, 6); //cursor should be changed					if(activeStack->doubleWide())					{						std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);						int shiftedDest = whichOne + (activeStack->attackerOwned ? 1 : -1);						if(vstd::contains(acc, whichOne))							giveCommand (BattleAction::WALK ,whichOne, activeStack->ID);						else if(vstd::contains(acc, shiftedDest))							giveCommand (BattleAction::WALK, shiftedDest, activeStack->ID);					}					else					{						giveCommand(BattleAction::WALK, whichOne, activeStack->ID);					}				}				else if(actSt->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult)				{					giveCommand(BattleAction::CATAPULT, whichOne, activeStack->ID);				}			}		}	}}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(0,0);	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 Spells::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 Spells::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 Spells::LIGHTNING_BOLT:	case Spells::TITANS_LIGHTNING_BOLT:	case Spells::THUNDERBOLT:		displayEffect(1, sc->tile);		displayEffect(spell.mainEffectAnim, sc->tile);		break;	case Spells::DISPEL:	case Spells::CURE:	case Spells::RESURRECTION:	case Spells::ANIMATE_DEAD:	case Spells::DISPEL_HELPFUL_SPELLS:		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 Spells::SUMMON_FIRE_ELEMENTAL:	case Spells::SUMMON_EARTH_ELEMENTAL:	case Spells::SUMMON_WATER_ELEMENTAL:	case Spells::SUMMON_AIR_ELEMENTAL:	case Spells::CLONE: //TODO: make it smarter?		addNewAnim(new CDummyAnimation(this, 2));		break;	} //switch(sc->id)	//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->battleGetFightingHero(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 Spells::STONE_GAZE:					customSpell = true;					plural = true;					textID = 558;					break;				case Spells::POISON:					customSpell = true;					plural = true;					textID = 561;					break;				case Spells::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 Spells::DISEASE:					customSpell = true;					plural = true;					textID = 553;					break;				case Spells::PARALYZE:					customSpell = true;					plural = true;					textID = 563;					break;				case Spells::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 Spells::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 Spells::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 Spells::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->battleGetFightingHero(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, "Something", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster		}		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 = BattleAction::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;	const CSpell & spell = *CGI->spellh->spells[spellID];	spellSelMode = ANY_LOCATION;	if(spell.getTargetType() == CSpell::CREATURE)	{		spellSelMode = selectionTypeByPositiveness(spell);	}	if(spell.getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)	{		if(castingHero && castingHero->getSpellSchoolLevel(&spell) < 3)			spellSelMode = selectionTypeByPositiveness(spell);		else			spellSelMode = NO_LOCATION;	}	if(spell.getTargetType() == CSpell::OBSTACLE)	{		spellSelMode = OBSTACLE;	}	if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ] == "X") //spell has no range	{		spellSelMode = NO_LOCATION;	}	if(spell.id == 63) //teleport	{		spellSelMode = TELEPORT;	}	if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ].size() > 1) //spell has many-hex range	{		spellSelMode = ANY_LOCATION;	}	if(spellSelMode == NO_LOCATION) //user does not have to select location	{		spellToCast->destinationTile = -1;		curInt->cb->battleMakeAction(spellToCast);		endCastingSpell();	}	else	{		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:			if( stack->hasBonusOfType(Bonus::HP_REGENERATION) || stack->hasBonusOfType(Bonus::FULL_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(vstd::contains(s->state, EBattleStackState::WAITING)); //block waiting button if stack has been already waiting	//block cast spell button if hero doesn't have a spellbook	bSpell->block(!curInt->cb->battleCanCastSpell());	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	if (s->casts && s->hasBonus(Selector::type(Bonus::SPELLCASTER) || Selector::type(Bonus::RANDOM_SPELLCASTER)))	{		stackCanCastSpell = true;		creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move	}	else	{		stackCanCastSpell = false;		creatureSpellToCast = -1;	}	GH.fakeMouseMove();	if(!pendingAnims.size() && !active)		activate();}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;	spellDestSelectMode = false;	CCS->curh->changeGraphic(1, 6);}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, int16_t(creAnims[ID]->fullWidth), int16_t(creAnims[ID]->fullHeight)};	int animType = creAnims[ID]->getType();	int affectingSpeed = getAnimSpeed();	if(animType == 1 || animType == 2) //standing stacks should not stand faster :)		affectingSpeed = 2;	bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;	if (creature->idNumber == 149)	{		// a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim		unitRect.h = graphics->wallPositions[siegeH->town->town->typeID][20].y;	}	else	{		// standing animation		if(animType == 2)		{			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 != BattleAction::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		CSDL_Ext::printAtMiddle(			makeNumberShort(stack->count),			creAnims[ID]->pos.x + xAdd + 15,			creAnims[ID]->pos.y + yAdd + 5,			FONT_TINY,			Colors::Cornsilk,			to		);	}}void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks){	if(!siegeH)		return;	using namespace boost::assign;#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	static const std::map<int, std::list<int> > hexToPart = map_list_of<int, std::list<int> >(12, list_of<int>(8)(1)(7))(45, list_of<int>(12)(6))		(101, list_of<int>(10))(118, list_of<int>(2))(165, list_of<int>(11))(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);	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];	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.y = it->y;		// The equation below calculates the center pos of the canon, but we need the top left pos		// of it for drawing		if (it->catapultInfo)		{			dst.x -= 17.;			dst.y -= 10.;		}		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 - this->pos.x) + this->pos.y;			}			else			{				// Normal projectile, just add the calculated "deltas" to the x and y positions.				it->x += it->dx;				it->y += it->dy;			}			if(it->spin)			{				++(it->frameNum);				it->frameNum %= idToProjectile[it->creID]->ourImages.size();			}		}	}	for(std::list< std::list<ProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)	{		projectiles.erase(*it);	}}void CBattleInterface::endAction(const BattleAction* action){	//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished// 	{// 		activate();// 	}	if(action->actionType == BattleAction::HERO_SPELL)	{		if(action->side)			defendingHero->setPhase(0);		else			attackingHero->setPhase(0);	}	if(action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack	{		const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);		pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));	}	if(action->actionType == BattleAction::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  //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed		|| action->actionType == BattleAction::HERO_SPELL)		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 == BattleAction::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 == BattleAction::HERO_SPELL); //only cast spell is valid action without acting stack number	}	if(action->actionType == BattleAction::WALK		|| (action->actionType == BattleAction::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 == BattleAction::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 BattleAction::WAIT:		txtid = 136;		break;	case BattleAction::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 BattleAction::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(){	btactEnd->block(true);	tacticsMode = false;}static bool immobile(const CStack *s){	return !s->Speed(0, true); //should bound stacks be immobile?}void CBattleInterface::bTacticNextStack(){	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, activeStack);	if(it != stacksOfMine.end() && ++it != stacksOfMine.end())		stackActivated(*it);	else		stackActivated(stacksOfMine.front());}CBattleInterface::SpellSelectionType CBattleInterface::selectionTypeByPositiveness(const CSpell & spell){	switch(spell.positiveness)	{	case CSpell::NEGATIVE :		return HOSTILE_CREATURE;	case CSpell::NEUTRAL:		return ANY_CREATURE;	case CSpell::POSITIVE:		return FRIENDLY_CREATURE;	}	assert(0);	return NO_LOCATION; //should never happen}std::string CBattleInterface::SiegeHelper::townTypeInfixes[GameConstants::F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};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)	{		if(additInfo == 3) additInfo = 2;	}	char buf[100];	SDL_itoa(additInfo, buf, 10);	std::string addit(buf);	switch(what)	{	case 0: //background		return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";	case 1: //background wall		{			switch(town->town->typeID)			{			case 5: case 4: case 1: case 6:				return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";			case 0: case 2: case 3: case 7: case 8:				return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";			default:				return "";			}		}	case 2: //keep		return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";	case 3: //bottom tower		return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";	case 4: //bottom wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";	case 5: //below gate		return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";	case 6: //over gate		return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";	case 7: //upper wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";	case 8: //upper tower		return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";	case 9: //gate		return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";	case 10: //gate arch		return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";	case 11: //bottom static wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";	case 12: //upper static wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";	case 13: //moat		return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";	case 14: //mlip		return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";	case 15: //keep creature cover		return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";	case 16: //bottom turret creature cover		return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";	case 17: //upper turret creature cover		return "SG" + townTypeInfixes[town->town->typeID] + "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/// Positions are loaded from the config file: /config/wall_pos.txtvoid CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what){	Point pos = Point(-1, -1);	if (what >= 1 && what <= 17)	{		pos.x = graphics->wallPositions[town->town->typeID][what - 1].x + owner->pos.x;		pos.y = graphics->wallPositions[town->town->typeID][what - 1].y + owner->pos.y;	}	if(pos.x != -1)	{		blitAt(walls[what], pos.x, pos.y, to);	}}double CatapultProjectileInfo::calculateY(double x){	return (facA * pow(10., -3.)) * pow(x, 2.0) + facB * x + facC;}
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