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							- /*
 
-  * 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CBattleInterface.h"
 
- #include "CBattleAnimations.h"
 
- #include "CBattleInterfaceClasses.h"
 
- #include "CCreatureAnimation.h"
 
- #include "../CBitmapHandler.h"
 
- #include "../CDefHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMessage.h"
 
- #include "../CMT.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../CVideoHandler.h"
 
- #include "../Graphics.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/SDL_Extensions.h"
 
- #include "../windows/CAdvmapInterface.h"
 
- #include "../windows/CCreatureWindow.h"
 
- #include "../windows/CSpellWindow.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #include "../../lib/CondSh.h"
 
- #include "../../lib/CRandomGenerator.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/CGameState.h"
 
- #include "../../lib/mapping/CMap.h"
 
- #include "../../lib/NetPacks.h"
 
- #include "../../lib/UnlockGuard.h"
 
- CondSh<bool> CBattleInterface::animsAreDisplayed(false);
 
- CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
 
- static void onAnimationFinished(const CStack * stack, CCreatureAnimation * anim)
 
- {
 
- 	if(anim->isIdle())
 
- 	{
 
- 		const CCreature * creature = stack->getCreature();
 
- 		if(anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
 
- 		{
 
- 			if(CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets * 10)
 
- 				anim->playOnce(CCreatureAnim::MOUSEON);
 
- 			else
 
- 				anim->setType(CCreatureAnim::HOLDING);
 
- 		}
 
- 		else
 
- 		{
 
- 			anim->setType(CCreatureAnim::HOLDING);
 
- 		}
 
- 	}
 
- 	// always reset callback
 
- 	anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
 
- }
 
- 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, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
 
- 	: background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1), currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr), creatureSpellToCast(-1), siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	if(spectatorInt)
 
- 		curInt = spectatorInt;
 
- 	else if(!curInt)
 
- 	{
 
- 		//May happen when we are defending during network MP game -> attacker interface is just not present
 
- 		curInt = defenderInt;
 
- 	}
 
- 	animsAreDisplayed.setn(false);
 
- 	pos = myRect;
 
- 	strongInterest = true;
 
- 	givenCommand.setn(nullptr);
 
- 	//hot-seat -> check tactics for both players (defender may be local human)
 
- 	if(attackerInt && attackerInt->cb->battleGetTacticDist())
 
- 		tacticianInterface = attackerInt;
 
- 	else if(defenderInt && defenderInt->cb->battleGetTacticDist())
 
- 		tacticianInterface = defenderInt;
 
- 	//if we found interface of player with tactics, then enter tactics mode
 
- 	tacticsMode = static_cast<bool>(tacticianInterface);
 
- 	//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(true);
 
- 	for(const CStack * s : stacks)
 
- 	{
 
- 		newStack(s);
 
- 	}
 
- 	//preparing menu background and terrain
 
- 	if(siegeH)
 
- 	{
 
- 		background = BitmapHandler::loadBitmap(siegeH->getSiegeName(0), false);
 
- 		ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
 
- 		if(siegeLevel >= 2) //citadel or castle
 
- 		{
 
- 			//print moat/mlip
 
- 			SDL_Surface * moat = BitmapHandler::loadBitmap(siegeH->getSiegeName(13)),
 
- 				    * mlip = BitmapHandler::loadBitmap(siegeH->getSiegeName(14));
 
- 			auto & info = siegeH->town->town->clientInfo;
 
- 			Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
 
- 			Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
 
- 			if(moat) //eg. tower has no moat
 
- 				blitAt(moat, moatPos.x, moatPos.y, background);
 
- 			if(mlip) //eg. tower has no mlip
 
- 				blitAt(mlip, mlipPos.x, mlipPos.y, background);
 
- 			SDL_FreeSurface(moat);
 
- 			SDL_FreeSurface(mlip);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
 
- 		if(graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
 
- 			logGlobal->errorStream() << bfieldType << " is not valid battlefield type index!";
 
- 		else if(graphics->battleBacks[bfieldType].empty())
 
- 			logGlobal->errorStream() << bfieldType << " battlefield type does not have any backgrounds!";
 
- 		else
 
- 		{
 
- 			const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
 
- 			background = BitmapHandler::loadBitmap(bgName, 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 CButton(Point(3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf, this), SDLK_o);
 
- 	bSurrender = new CButton(Point(54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf, this), SDLK_s);
 
- 	bFlee = new CButton(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef, this), SDLK_r);
 
- 	bAutofight = new CButton(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf, this), SDLK_a);
 
- 	bSpell = new CButton(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf, this), SDLK_c);
 
- 	bWait = new CButton(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf, this), SDLK_w);
 
- 	bDefence = new CButton(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef, this), SDLK_d);
 
- 	bDefence->assignedKeys.insert(SDLK_SPACE);
 
- 	bConsoleUp = new CButton(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf, this), SDLK_UP);
 
- 	bConsoleDown = new CButton(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf, this), SDLK_DOWN);
 
- 	bConsoleDown->setImageOrder(2, 3, 4, 5);
 
- 	console = new CBattleConsole();
 
- 	console->pos.x += 211;
 
- 	console->pos.y += 560;
 
- 	console->pos.w = 406;
 
- 	console->pos.h = 38;
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext = new CButton(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
 
- 		btactEnd = new CButton(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
 
- 		menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
 
- 	}
 
- 	else
 
- 	{
 
- 		menu = BitmapHandler::loadBitmap("CBAR.BMP");
 
- 		btactEnd = btactNext = nullptr;
 
- 	}
 
- 	graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 	//loading hero animations
 
- 	if(hero1) // attacking hero
 
- 	{
 
- 		std::string battleImage;
 
- 		if(hero1->sex)
 
- 			battleImage = hero1->type->heroClass->imageBattleFemale;
 
- 		else
 
- 			battleImage = hero1->type->heroClass->imageBattleMale;
 
- 		attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
 
- 		attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
 
- 	}
 
- 	else
 
- 	{
 
- 		attackingHero = nullptr;
 
- 	}
 
- 	if(hero2) // defending hero
 
- 	{
 
- 		std::string battleImage;
 
- 		if(hero2->sex)
 
- 			battleImage = hero2->type->heroClass->imageBattleFemale;
 
- 		else
 
- 			battleImage = hero2->type->heroClass->imageBattleMale;
 
- 		defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
 
- 		defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
 
- 	}
 
- 	else
 
- 	{
 
- 		defendingHero = nullptr;
 
- 	}
 
- 	//preparing cells and hexes
 
- 	cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
 
- 	CSDL_Ext::alphaTransform(cellBorder);
 
- 	cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
 
- 	CSDL_Ext::alphaTransform(cellShade);
 
- 	for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
 
- 	{
 
- 		auto hex = new CClickableHex();
 
- 		hex->myNumber = h;
 
- 		hex->pos = hexPosition(h);
 
- 		hex->accessible = true;
 
- 		hex->myInterface = this;
 
- 		bfield.push_back(hex);
 
- 	}
 
- 	//locking occupied positions on batlefield
 
- 	for(const CStack * s : stacks) //stacks gained at top of this function
 
- 		if(s->position >= 0) //turrets have position < 0
 
- 			bfield[s->position]->accessible = false;
 
- 	//preparing graphic with cell borders
 
- 	cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
 
- 	//copying palette
 
- 	for(int g = 0; g < cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
 
- 	{
 
- 		cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
 
- 	}
 
- 	//palette copied
 
- 	for(int i = 0; i < GameConstants::BFIELD_HEIGHT; ++i) //rows
 
- 	{
 
- 		for(int j = 0; j < GameConstants::BFIELD_WIDTH - 2; ++j) //columns
 
- 		{
 
- 			int x = 58 + (i % 2 == 0 ? 22 : 0) + 44 * j;
 
- 			int y = 86 + 42 * i;
 
- 			for(int cellX = 0; cellX < cellBorder->w; ++cellX)
 
- 			{
 
- 				for(int cellY = 0; cellY < cellBorder->h; ++cellY)
 
- 				{
 
- 					if(y + cellY < cellBorders->h && x + cellX < cellBorders->w)
 
- 						*((Uint8 *)cellBorders->pixels + (y + cellY) * cellBorders->pitch + (x + cellX)) |= *((Uint8 *)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
 
- 	//preparing obstacle defs
 
- 	auto obst = curInt->cb->battleGetAllObstacles();
 
- 	for(auto & elem : obst)
 
- 	{
 
- 		const int ID = elem->ID;
 
- 		if(elem->obstacleType == CObstacleInstance::USUAL)
 
- 		{
 
- 			idToObstacle[ID] = CDefHandler::giveDef(elem->getInfo().defName);
 
- 			for(auto & _n : idToObstacle[ID]->ourImages)
 
- 			{
 
- 				CSDL_Ext::setDefaultColorKey(_n.bitmap);
 
- 			}
 
- 		}
 
- 		else if(elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 		{
 
- 			idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(elem->getInfo().defName);
 
- 		}
 
- 	}
 
- 	quicksand = CDefHandler::giveDef("C17SPE1.DEF");
 
- 	landMine = CDefHandler::giveDef("C09SPF1.DEF");
 
- 	fireWall = CDefHandler::giveDef("C07SPF61");
 
- 	bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
 
- 	bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
 
- 	smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
 
- 	smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
 
- 	for(auto hex : bfield)
 
- 		addChild(hex);
 
- 	if(tacticsMode)
 
- 		bTacticNextStack();
 
- 	CCS->musich->stopMusic();
 
- 	int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
 
- 	auto onIntroPlayed = []()
 
- 		{
 
- 			if(LOCPLINT->battleInt)
 
- 				CCS->musich->playMusicFromSet("battle", true);
 
- 		};
 
- 	CCS->soundh->setCallback(channel, onIntroPlayed);
 
- 	memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
 
- 	currentAction = INVALID;
 
- 	selectedAction = INVALID;
 
- 	addUsedEvents(RCLICK | MOVE | KEYBOARD);
 
- 	blockUI(settings["session"]["spectate"].Bool());
 
- }
 
- CBattleInterface::~CBattleInterface()
 
- {
 
- 	curInt->battleInt = nullptr;
 
- 	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;
 
- 	for(auto hex : bfield)
 
- 		delete hex;
 
- 	delete bConsoleUp;
 
- 	delete bConsoleDown;
 
- 	delete console;
 
- 	delete attackingHero;
 
- 	delete defendingHero;
 
- 	delete queue;
 
- 	SDL_FreeSurface(cellBorder);
 
- 	SDL_FreeSurface(cellShade);
 
- 	for(auto & elem : creAnims)
 
- 		delete elem.second;
 
- 	for(auto & elem : idToProjectile)
 
- 		delete elem.second;
 
- 	for(auto & elem : idToObstacle)
 
- 		delete elem.second;
 
- 	delete quicksand;
 
- 	delete landMine;
 
- 	delete fireWall;
 
- 	delete smallForceField[0];
 
- 	delete smallForceField[1];
 
- 	delete bigForceField[0];
 
- 	delete bigForceField[1];
 
- 	delete siegeH;
 
- 	//TODO: play AI tracks if battle was during AI turn
 
- 	//if (!curInt->makingTurn)
 
- 	//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
 
- 	if(adventureInt && adventureInt->selection)
 
- 	{
 
- 		int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
 
- 		CCS->musich->playMusicFromSet("terrain", terrain, true);
 
- 	}
 
- 	animsAreDisplayed.setn(false);
 
- }
 
- 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()
 
- {
 
- 	if(curInt->isAutoFightOn)
 
- 	{
 
- 		bAutofight->activate();
 
- 		return;
 
- 	}
 
- 	CIntObject::activate();
 
- 	bOptions->activate();
 
- 	bSurrender->activate();
 
- 	bFlee->activate();
 
- 	bAutofight->activate();
 
- 	bSpell->activate();
 
- 	bWait->activate();
 
- 	bDefence->activate();
 
- 	for(auto hex : bfield)
 
- 		hex->activate();
 
- 	if(attackingHero)
 
- 		attackingHero->activate();
 
- 	if(defendingHero)
 
- 		defendingHero->activate();
 
- 	if(settings["battle"]["showQueue"].Bool())
 
- 		queue->activate();
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->activate();
 
- 		btactEnd->activate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->activate();
 
- 		bConsoleDown->activate();
 
- 	}
 
- 	LOCPLINT->cingconsole->activate();
 
- }
 
- void CBattleInterface::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- 	bOptions->deactivate();
 
- 	bSurrender->deactivate();
 
- 	bFlee->deactivate();
 
- 	bAutofight->deactivate();
 
- 	bSpell->deactivate();
 
- 	bWait->deactivate();
 
- 	bDefence->deactivate();
 
- 	for(auto hex : bfield)
 
- 		hex->deactivate();
 
- 	if(attackingHero)
 
- 		attackingHero->deactivate();
 
- 	if(defendingHero)
 
- 		defendingHero->deactivate();
 
- 	if(settings["battle"]["showQueue"].Bool())
 
- 		queue->deactivate();
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->deactivate();
 
- 		btactEnd->deactivate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->deactivate();
 
- 		bConsoleDown->deactivate();
 
- 	}
 
- 	LOCPLINT->cingconsole->deactivate();
 
- }
 
- void CBattleInterface::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_f && key.state == SDL_PRESSED)
 
- 	{
 
- 		enterCreatureCastingMode();
 
- 	}
 
- 	else if(key.keysym.sym == SDLK_ESCAPE)
 
- 	{
 
- 		endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent & sEvent)
 
- {
 
- 	auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex * hex)
 
- 	{
 
- 		return hex->hovered && hex->strictHovered;
 
- 	});
 
- 	handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
 
- }
 
- void CBattleInterface::setBattleCursor(const int myNumber)
 
- {
 
- 	const CClickableHex & hoveredHex = *bfield[myNumber];
 
- 	CCursorHandler * cursor = CCS->curh;
 
- 	const double subdividingAngle = 2.0 * M_PI / 6.0; // Divide a hex into six sectors.
 
- 	const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w / 2;
 
- 	const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h / 2;
 
- 	const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle / 2; //TODO: refactor this nightmare
 
- 	const double sector = fmod(cursorHexAngle / subdividingAngle, 6.0);
 
- 	const int zigzagCorrection = !((myNumber / GameConstants::BFIELD_WIDTH) % 2); // Off-by-one correction needed to deal with the odd battlefield rows.
 
- 	std::vector<int> sectorCursor; // From left to bottom left.
 
- 	sectorCursor.push_back(8);
 
- 	sectorCursor.push_back(9);
 
- 	sectorCursor.push_back(10);
 
- 	sectorCursor.push_back(11);
 
- 	sectorCursor.push_back(12);
 
- 	sectorCursor.push_back(7);
 
- 	const bool doubleWide = activeStack->doubleWide();
 
- 	bool aboveAttackable = true, belowAttackable = true;
 
- 	// Exclude directions which cannot be attacked from.
 
- 	// Check to the left.
 
- 	if(myNumber % GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
 
- 	{
 
- 		sectorCursor[0] = -1;
 
- 	}
 
- 	// Check top left, top right as well as above for 2-hex creatures.
 
- 	if(myNumber / GameConstants::BFIELD_WIDTH == 0)
 
- 	{
 
- 		sectorCursor[1] = -1;
 
- 		sectorCursor[2] = -1;
 
- 		aboveAttackable = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		if(doubleWide)
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if(myNumber % GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if(myNumber % GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if(!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[1] = -1;
 
- 			if(!(attackRow[1] && attackRow[2]))
 
- 				aboveAttackable = false;
 
- 			if(!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[1] = -1;
 
- 			if(!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 	}
 
- 	// Check to the right.
 
- 	if(myNumber % GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
 
- 	{
 
- 		sectorCursor[3] = -1;
 
- 	}
 
- 	// Check bottom right, bottom left as well as below for 2-hex creatures.
 
- 	if(myNumber / GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
 
- 	{
 
- 		sectorCursor[4] = -1;
 
- 		sectorCursor[5] = -1;
 
- 		belowAttackable = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		if(doubleWide)
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if(myNumber % GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if(myNumber % GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if(!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[5] = -1;
 
- 			if(!(attackRow[1] && attackRow[2]))
 
- 				belowAttackable = false;
 
- 			if(!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[4] = -1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[4] = -1;
 
- 			if(!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[5] = -1;
 
- 		}
 
- 	}
 
- 	// Determine index from sector.
 
- 	int cursorIndex;
 
- 	if(doubleWide)
 
- 	{
 
- 		sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
 
- 		sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
 
- 		if(sector < 1.5)
 
- 			cursorIndex = sector;
 
- 		else if(sector >= 1.5 && sector < 2.5)
 
- 			cursorIndex = 2;
 
- 		else if(sector >= 2.5 && sector < 4.5)
 
- 			cursorIndex = (int)sector + 1;
 
- 		else if(sector >= 4.5 && sector < 5.5)
 
- 			cursorIndex = 6;
 
- 		else
 
- 			cursorIndex = (int)sector + 2;
 
- 	}
 
- 	else
 
- 	{
 
- 		cursorIndex = sector;
 
- 	}
 
- 	// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
 
- 	if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; }))
 
- 	{
 
- 		logGlobal->errorStream() << "Error: for hex " << myNumber << " cannot find a hex to attack from!";
 
- 		attackingHex = -1;
 
- 		return;
 
- 	}
 
- 	// Find the closest direction attackable, starting with the right one.
 
- 	// FIXME: Is this really how the original H3 client does it?
 
- 	int i = 0;
 
- 	while(sectorCursor[(cursorIndex + i) % sectorCursor.size()] == -1) //Why hast thou forsaken me?
 
- 		i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
 
- 	int index = (cursorIndex + i) % sectorCursor.size(); //hopefully we get elements from sectorCursor
 
- 	cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
 
- 	switch(index)
 
- 	{
 
- 	case 0:
 
- 		attackingHex = myNumber - 1; //left
 
- 		break;
 
- 	case 1:
 
- 		attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
 
- 		break;
 
- 	case 2:
 
- 		attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
 
- 		break;
 
- 	case 3:
 
- 		attackingHex = myNumber + 1; //right
 
- 		break;
 
- 	case 4:
 
- 		attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
 
- 		break;
 
- 	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)
 
- 	{
 
- 		endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::bOptionsf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	Rect tempRect = genRect(431, 481, 160, 84);
 
- 	tempRect += pos.topLeft();
 
- 	auto optionsWin = new CBattleOptionsWindow(tempRect, this);
 
- 	GH.pushInt(optionsWin);
 
- }
 
- void CBattleInterface::bSurrenderf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	int cost = curInt->cb->battleGetSurrenderCost();
 
- 	if(cost >= 0)
 
- 	{
 
- 		std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
 
- 		if(enemyHeroName.empty())
 
- 			enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
 
- 		std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
 
- 		curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, 0, false);
 
- 	}
 
- }
 
- void CBattleInterface::bFleef()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(curInt->cb->battleCanFlee())
 
- 	{
 
- 		CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee, this);
 
- 		curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<CComponent *> comps;
 
- 		std::string heroName;
 
- 		//calculating fleeing hero's name
 
- 		if(attackingHeroInstance)
 
- 			if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
 
- 				heroName = attackingHeroInstance->name;
 
- 		if(defendingHeroInstance)
 
- 			if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
 
- 				heroName = defendingHeroInstance->name;
 
- 		//calculating text
 
- 		auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present.  %s can not retreat!
 
- 		//printing message
 
- 		curInt->showInfoDialog(boost::to_string(txt), comps);
 
- 	}
 
- }
 
- void CBattleInterface::reallyFlee()
 
- {
 
- 	giveCommand(Battle::RETREAT, 0, 0);
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- }
 
- void CBattleInterface::reallySurrender()
 
- {
 
- 	if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
 
- 	{
 
- 		curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
 
- 	}
 
- 	else
 
- 	{
 
- 		giveCommand(Battle::SURRENDER, 0, 0);
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	}
 
- }
 
- void CBattleInterface::bAutofightf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	//Stop auto-fight mode
 
- 	if(curInt->isAutoFightOn)
 
- 	{
 
- 		assert(curInt->autofightingAI);
 
- 		curInt->isAutoFightOn = false;
 
- 		logGlobal->traceStream() << "Stopping the autofight...";
 
- 	}
 
- 	else
 
- 	{
 
- 		curInt->isAutoFightOn = true;
 
- 		blockUI(true);
 
- 		auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
 
- 		ai->init(curInt->cb);
 
- 		ai->battleStart(army1, army2, int3(0, 0, 0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
 
- 		curInt->autofightingAI = ai;
 
- 		curInt->cb->registerBattleInterface(ai);
 
- 		requestAutofightingAIToTakeAction();
 
- 	}
 
- }
 
- void CBattleInterface::bSpellf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(!myTurn)
 
- 		return;
 
- 	auto myHero = currentHero();
 
- 	if(!myHero)
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, ECastingMode::HERO_CASTING);
 
- 	if(spellCastProblem == ESpellCastProblem::OK)
 
- 	{
 
- 		GH.pushInt(new CSpellWindow(myHero, curInt.get()));
 
- 	}
 
- 	else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
 
- 	{
 
- 		//TODO: move to spell mechanics, add more information to spell cast problem
 
- 		//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
 
- 		auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
 
- 		if(!blockingBonus)
 
- 			return;
 
- 		if(blockingBonus->source == Bonus::ARTIFACT)
 
- 		{
 
- 			const int artID = blockingBonus->sid;
 
- 			//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
 
- 			//TODO check who *really* is source of bonus
 
- 			std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
 
- 			//%s wields the %s, an ancient artifact which creates a p dead to all magic.
 
- 			LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
 
- 							    % heroName % CGI->arth->artifacts[artID]->Name()));
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::bWaitf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(activeStack != nullptr)
 
- 		giveCommand(Battle::WAIT, 0, activeStack->ID);
 
- }
 
- void CBattleInterface::bDefencef()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(activeStack != nullptr)
 
- 		giveCommand(Battle::DEFEND, 0, activeStack->ID);
 
- }
 
- void CBattleInterface::bConsoleUpf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	console->scrollUp();
 
- }
 
- void CBattleInterface::bConsoleDownf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	console->scrollDown();
 
- }
 
- void CBattleInterface::newStack(const CStack * stack)
 
- {
 
- 	creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
 
- 	Point coords = CClickableHex::getXYUnitAnim(stack->position, stack, this);
 
- 	if(stack->position < 0) //turret
 
- 	{
 
- 		const CCreature * turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
 
- 		creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
 
- 		// Turret positions are read out of the config/wall_pos.txt
 
- 		int posID = 0;
 
- 		switch(stack->position)
 
- 		{
 
- 		case -2: // keep creature
 
- 			posID = 18;
 
- 			break;
 
- 		case -3: // bottom creature
 
- 			posID = 19;
 
- 			break;
 
- 		case -4: // upper creature
 
- 			posID = 20;
 
- 			break;
 
- 		}
 
- 		if(posID != 0)
 
- 		{
 
- 			coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
 
- 			coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
 
- 		}
 
- 		creAnims[stack->ID]->pos.h = 225;
 
- 	}
 
- 	else
 
- 	{
 
- 		creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
 
- 		creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
 
- 		creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
 
- 	}
 
- 	creAnims[stack->ID]->pos.x = coords.x;
 
- 	creAnims[stack->ID]->pos.y = coords.y;
 
- 	creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
 
- 	creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
 
- 	//loading projectiles for units
 
- 	if(stack->getCreature()->isShooting())
 
- 	{
 
- 		initStackProjectile(stack);
 
- 	}
 
- }
 
- void CBattleInterface::initStackProjectile(const CStack * stack)
 
- {
 
- 	CDefHandler * & projectile = idToProjectile[stack->getCreature()->idNumber];
 
- 	const CCreature * creature; //creature whose shots should be loaded
 
- 	if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
 
- 		creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
 
- 	else
 
- 		creature = stack->getCreature();
 
- 	projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
 
- 	for(auto & elem : projectile->ourImages) //alpha transforming
 
- 	{
 
- 		CSDL_Ext::alphaTransform(elem.bitmap);
 
- 	}
 
- }
 
- void CBattleInterface::stackRemoved(int stackID)
 
- {
 
- 	if(activeStack != nullptr)
 
- 	{
 
- 		if(activeStack->ID == stackID)
 
- 		{
 
- 			BattleAction * action = new BattleAction();
 
- 			action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 			action->actionType = Battle::CANCEL;
 
- 			action->stackNumber = activeStack->ID;
 
- 			givenCommand.setn(action);
 
- 			setActiveStack(nullptr);
 
- 		}
 
- 	}
 
- 	//todo: ensure that ghost stack animation has fadeout effect
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	queue->update();
 
- }
 
- void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
 
- {
 
- 	stackToActivate = stack;
 
- 	waitForAnims();
 
- 	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(auto & attackedInfo : attackedInfos)
 
- 	{
 
- 		//if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
 
- 		addNewAnim(new CDefenceAnimation(attackedInfo, this));
 
- 		if(attackedInfo.rebirth)
 
- 		{
 
- 			displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation
 
- 			CCS->soundh->playSound(soundBase::RESURECT);
 
- 		}
 
- 	}
 
- 	waitForAnims();
 
- 	int targets = 0, killed = 0, damage = 0;
 
- 	for(auto & attackedInfo : attackedInfos)
 
- 	{
 
- 		++targets;
 
- 		killed += attackedInfo.amountKilled;
 
- 		damage += attackedInfo.dmg;
 
- 	}
 
- 	for(auto & attackedInfo : attackedInfos)
 
- 	{
 
- 		if(attackedInfo.rebirth)
 
- 			creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
 
- 		if(attackedInfo.cloneKilled)
 
- 			stackRemoved(attackedInfo.defender->ID);
 
- 	}
 
- 	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);
 
- }
 
- 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)
 
- {
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::newRound(int number)
 
- {
 
- 	console->addText(CGI->generaltexth->allTexts[412]);
 
- }
 
- void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
 
- {
 
- 	const CStack * stack = curInt->cb->battleGetStackByID(stackID);
 
- 	if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
 
- 	{
 
- 		return;
 
- 	}
 
- 	if(stack && stack != activeStack)
 
- 		logGlobal->warnStream() << "Warning: giving an order to a non-active stack?";
 
- 	auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
 
- 	ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 	ba->actionType = action;
 
- 	ba->destinationTile = tile;
 
- 	ba->stackNumber = stackID;
 
- 	ba->additionalInfo = additional;
 
- 	ba->selectedStack = selected;
 
- 	//some basic validations
 
- 	switch(action)
 
- 	{
 
- 	case Battle::WALK_AND_ATTACK:
 
- 		assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
 
- 	case Battle::WALK:
 
- 	case Battle::SHOOT:
 
- 	case Battle::CATAPULT:
 
- 		assert(tile < GameConstants::BFIELD_SIZE);
 
- 		break;
 
- 	}
 
- 	if(!tacticsMode)
 
- 	{
 
- 		logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero");
 
- 		myTurn = false;
 
- 		setActiveStack(nullptr);
 
- 		givenCommand.setn(ba);
 
- 	}
 
- 	else
 
- 	{
 
- 		curInt->cb->battleMakeTacticAction(ba);
 
- 		vstd::clear_pointer(ba);
 
- 		setActiveStack(nullptr);
 
- 		//next stack will be activated when action ends
 
- 	}
 
- }
 
- bool CBattleInterface::isTileAttackable(const BattleHex & number) const
 
- {
 
- 	for(auto & elem : occupyableHexes)
 
- 	{
 
- 		if(BattleHex::mutualPosition(elem, number) != -1 || elem == number)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
 
- {
 
- 	if(!siegeH || tacticsMode)
 
- 		return false;
 
- 	auto wallPart = curInt->cb->battleHexToWallPart(hex);
 
- 	if(!curInt->cb->isWallPartPotentiallyAttackable(wallPart))
 
- 		return false;
 
- 	auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
 
- 	return state != EWallState::DESTROYED && state != EWallState::NONE;
 
- }
 
- const CGHeroInstance * CBattleInterface::getActiveHero()
 
- {
 
- 	const CStack * attacker = activeStack;
 
- 	if(!attacker)
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- 	if(attacker->side == BattleSide::ATTACKER)
 
- 	{
 
- 		return attackingHeroInstance;
 
- 	}
 
- 	return defendingHeroInstance;
 
- }
 
- void CBattleInterface::hexLclicked(int whichOne)
 
- {
 
- 	handleHex(whichOne, LCLICK);
 
- }
 
- void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
 
- {
 
- 	if(ca.attacker != -1)
 
- 	{
 
- 		const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
 
- 		for(auto attackInfo : ca.attackedParts)
 
- 		{
 
- 			addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		//no attacker stack, assume spell-related (earthquake) - only hit animation
 
- 		for(auto attackInfo : ca.attackedParts)
 
- 		{
 
- 			Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
 
- 			addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
 
- 		}
 
- 	}
 
- 	waitForAnims();
 
- 	for(auto attackInfo : ca.attackedParts)
 
- 	{
 
- 		int wallId = attackInfo.attackedPart + 2;
 
- 		//gate state changing handled separately
 
- 		if(wallId == SiegeHelper::GATE)
 
- 			continue;
 
- 		SDL_FreeSurface(siegeH->walls[wallId]);
 
- 		siegeH->walls[wallId] = BitmapHandler::loadBitmap(
 
- 				siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
 
- 	}
 
- }
 
- void CBattleInterface::battleFinished(const BattleResult & br)
 
- {
 
- 	bresult = &br;
 
- 	{
 
- 		auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
 
- 		animsAreDisplayed.waitUntil(false);
 
- 	}
 
- 	setActiveStack(nullptr);
 
- 	displayBattleFinished();
 
- }
 
- void CBattleInterface::displayBattleFinished()
 
- {
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
 
- 	{
 
- 		GH.popIntTotally(this);
 
- 		return;
 
- 	}
 
- 	SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800) / 2 + 165, (screen->h - 600) / 2 + 19);
 
- 	resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
 
- 	GH.pushInt(resWindow);
 
- 	curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
 
- }
 
- void CBattleInterface::spellCast(const BattleSpellCast * sc)
 
- {
 
- 	const SpellID spellID(sc->id);
 
- 	const CSpell & spell = *spellID.toSpell();
 
- 	const std::string & castSoundPath = spell.getCastSound();
 
- 	if(!castSoundPath.empty())
 
- 		CCS->soundh->playSound(castSoundPath);
 
- 	Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
 
- 	{
 
- 		const auto casterStackID = sc->casterStack;
 
- 		if(casterStackID > 0)
 
- 		{
 
- 			const CStack * casterStack = curInt->cb->battleGetStackByID(casterStackID);
 
- 			if(casterStack != nullptr)
 
- 			{
 
- 				srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this);
 
- 				srccoord.x += 250;
 
- 				srccoord.y += 240;
 
- 			}
 
- 		}
 
- 	}
 
- 	//todo: play custom cast animation
 
- 	displaySpellCast(spellID, BattleHex::INVALID);
 
- 	//playing projectile animation
 
- 	if(sc->tile.isValid())
 
- 	{
 
- 		Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
 
- 		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 = (angle < 0);
 
- 		if(Vflip)
 
- 			angle = -angle;
 
- 		std::string animToDisplay = spell.animationInfo.selectProjectile(angle);
 
- 		if(!animToDisplay.empty())
 
- 		{
 
- 			//displaying animation
 
- 			CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
 
- 			double diffX = (destcoord.x - srccoord.x) * (destcoord.x - srccoord.x);
 
- 			double diffY = (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y);
 
- 			double distance = sqrt(diffX + diffY);
 
- 			int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
 
- 			int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w) / steps;
 
- 			int 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));
 
- 		}
 
- 	}
 
- 	waitForAnims();
 
- 	displaySpellHit(spellID, sc->tile);
 
- 	//queuing affect animation
 
- 	for(auto & elem : sc->affectedCres)
 
- 	{
 
- 		BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position;
 
- 		displaySpellEffect(spellID, position);
 
- 	}
 
- 	//queuing additional animation
 
- 	for(auto & elem : sc->customEffects)
 
- 	{
 
- 		BattleHex position = curInt->cb->battleGetStackByID(elem.stack, false)->position;
 
- 		displayEffect(elem.effect, position);
 
- 	}
 
- 	//displaying message in console
 
- 	for(const auto & line : sc->battleLog)
 
- 		if(!console->addText(line.toString()))
 
- 			logGlobal->warn("Too long battle log line");
 
- 	waitForAnims();
 
- 	//mana absorption
 
- 	if(sc->manaGained > 0)
 
- 	{
 
- 		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)
 
- {
 
- 	for(const MetaString & line : sse.battleLog)
 
- 		console->addText(line.toString());
 
- 	if(activeStack != nullptr)
 
- 		redrawBackgroundWithHexes(activeStack);
 
- }
 
- CBattleInterface::PossibleActions CBattleInterface::getCasterAction(const CSpell * spell, const ISpellCaster * caster, ECastingMode::ECastingMode mode) const
 
- {
 
- 	PossibleActions spellSelMode = ANY_LOCATION;
 
- 	const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
 
- 	if(ti.massive || ti.type == CSpell::NO_TARGET)
 
- 		spellSelMode = NO_LOCATION;
 
- 	else if(ti.type == CSpell::LOCATION && ti.clearAffected)
 
- 		spellSelMode = FREE_LOCATION;
 
- 	else if(ti.type == CSpell::CREATURE)
 
- 		spellSelMode = AIMED_SPELL_CREATURE;
 
- 	else if(ti.type == CSpell::OBSTACLE)
 
- 		spellSelMode = OBSTACLE;
 
- 	return spellSelMode;
 
- }
 
- void CBattleInterface::castThisSpell(SpellID spellID)
 
- {
 
- 	auto ba = new BattleAction();
 
- 	ba->actionType = Battle::HERO_SPELL;
 
- 	ba->additionalInfo = spellID; //spell number
 
- 	ba->destinationTile = -1;
 
- 	ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
 
- 	ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 	spellToCast = ba;
 
- 	spellDestSelectMode = true;
 
- 	creatureCasting = false;
 
- 	//choosing possible targets
 
- 	const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
 
- 	assert(castingHero); // code below assumes non-null hero
 
- 	sp = spellID.toSpell();
 
- 	PossibleActions spellSelMode = getCasterAction(sp, castingHero, ECastingMode::HERO_CASTING);
 
- 	if(spellSelMode == NO_LOCATION) //user does not have to select location
 
- 	{
 
- 		spellToCast->destinationTile = -1;
 
- 		curInt->cb->battleMakeAction(spellToCast);
 
- 		endCastingSpell();
 
- 	}
 
- 	else
 
- 	{
 
- 		possibleActions.clear();
 
- 		possibleActions.push_back(spellSelMode); //only this one action can be performed at the moment
 
- 		GH.fakeMouseMove(); //update cursor
 
- 	}
 
- }
 
- void CBattleInterface::displayEffect(ui32 effect, int destTile)
 
- {
 
- 	addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
 
- }
 
- void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile)
 
- {
 
- 	if(animation.pause > 0)
 
- 	{
 
- 		addNewAnim(new CDummyAnimation(this, animation.pause));
 
- 	}
 
- 	else
 
- 	{
 
- 		addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
 
- 	}
 
- }
 
- void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(spell == nullptr)
 
- 		return;
 
- 	for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
 
- 	{
 
- 		displaySpellAnimation(animation, destinationTile);
 
- 	}
 
- }
 
- void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(spell == nullptr)
 
- 		return;
 
- 	for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
 
- 	{
 
- 		displaySpellAnimation(animation, destinationTile);
 
- 	}
 
- }
 
- void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(spell == nullptr)
 
- 		return;
 
- 	for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
 
- 	{
 
- 		displaySpellAnimation(animation, destinationTile);
 
- 	}
 
- }
 
- void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
 
- {
 
- 	const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
 
- 	//don't show animation when no HP is regenerated
 
- 	switch(bte.effect)
 
- 	{
 
- 	case Bonus::HP_REGENERATION:
 
- 		displayEffect(74, stack->position);
 
- 		CCS->soundh->playSound(soundBase::REGENER);
 
- 		break;
 
- 	case Bonus::MANA_DRAIN:
 
- 		displayEffect(77, stack->position);
 
- 		CCS->soundh->playSound(soundBase::MANADRAI);
 
- 		break;
 
- 	case Bonus::POISON:
 
- 		displayEffect(67, stack->position);
 
- 		CCS->soundh->playSound(soundBase::POISON);
 
- 		break;
 
- 	case Bonus::FEAR:
 
- 		displayEffect(15, stack->position);
 
- 		CCS->soundh->playSound(soundBase::FEAR);
 
- 		break;
 
- 	case Bonus::MORALE:
 
- 	{
 
- 		std::string hlp = CGI->generaltexth->allTexts[33];
 
- 		boost::algorithm::replace_first(hlp, "%s", (stack->getName()));
 
- 		displayEffect(20, stack->position);
 
- 		CCS->soundh->playSound(soundBase::GOODMRLE);
 
- 		console->addText(hlp);
 
- 		break;
 
- 	}
 
- 	default:
 
- 		return;
 
- 	}
 
- 	//waitForAnims(); //fixme: freezes game :?
 
- }
 
- void CBattleInterface::setAnimSpeed(int set)
 
- {
 
- 	Settings speed = settings.write["battle"]["animationSpeed"];
 
- 	speed->Float() = float(set) / 100;
 
- }
 
- int CBattleInterface::getAnimSpeed() const
 
- {
 
- 	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
 
- 		return vstd::round(settings["session"]["spectate-battle-speed"].Float() * 100);
 
- 	return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
 
- }
 
- CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const
 
- {
 
- 	return curInt.get();
 
- }
 
- void CBattleInterface::setActiveStack(const CStack * stack)
 
- {
 
- 	if(activeStack) // update UI
 
- 		creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
 
- 	activeStack = stack;
 
- 	if(activeStack) // update UI
 
- 		creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
 
- 	blockUI(activeStack == nullptr);
 
- }
 
- void CBattleInterface::setHoveredStack(const CStack * stack)
 
- {
 
- 	if(mouseHoveredStack)
 
- 		creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
 
- 	// stack must be alive and not active (which uses gold border instead)
 
- 	if(stack && stack->alive() && stack != activeStack)
 
- 	{
 
- 		mouseHoveredStack = stack;
 
- 		if(mouseHoveredStack)
 
- 		{
 
- 			creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
 
- 			if(creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
 
- 				creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
 
- 		}
 
- 	}
 
- 	else
 
- 		mouseHoveredStack = nullptr;
 
- }
 
- void CBattleInterface::activateStack()
 
- {
 
- 	myTurn = true;
 
- 	if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
 
- 		curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
 
- 	setActiveStack(stackToActivate);
 
- 	stackToActivate = nullptr;
 
- 	const CStack * s = activeStack;
 
- 	queue->update();
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	//set casting flag to true if creature can use it to not check it every time
 
- 	const auto spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
 
- 		   randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
 
- 	if(s->canCast() && (spellcaster || randomSpellcaster))
 
- 	{
 
- 		stackCanCastSpell = true;
 
- 		if(randomSpellcaster)
 
- 			creatureSpellToCast = -1; //spell will be set later on cast
 
- 		else
 
- 			creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
 
- 		//TODO: what if creature can cast BOTH random genie spell and aimed spell?
 
- 		//TODO: faerie dragon type spell should be selected by server
 
- 	}
 
- 	else
 
- 	{
 
- 		stackCanCastSpell = false;
 
- 		creatureSpellToCast = -1;
 
- 	}
 
- 	getPossibleActionsForStack(s, false);
 
- 	GH.fakeMouseMove();
 
- }
 
- void CBattleInterface::endCastingSpell()
 
- {
 
- 	if(spellDestSelectMode)
 
- 	{
 
- 		vstd::clear_pointer(spellToCast);
 
- 		sp = nullptr;
 
- 		spellDestSelectMode = false;
 
- 		CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 		if(activeStack)
 
- 		{
 
- 			getPossibleActionsForStack(activeStack, false); //restore actions after they were cleared
 
- 			myTurn = true;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(activeStack)
 
- 		{
 
- 			getPossibleActionsForStack(activeStack, false);
 
- 			GH.fakeMouseMove();
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::enterCreatureCastingMode()
 
- {
 
- 	//silently check for possible errors
 
- 	if(!myTurn)
 
- 		return;
 
- 	if(tacticsMode)
 
- 		return;
 
- 	//hero is casting a spell
 
- 	if(spellDestSelectMode)
 
- 		return;
 
- 	if(!activeStack)
 
- 		return;
 
- 	if(!stackCanCastSpell)
 
- 		return;
 
- 	//random spellcaster
 
- 	if(creatureSpellToCast == -1)
 
- 		return;
 
- 	if(vstd::contains(possibleActions, NO_LOCATION))
 
- 	{
 
- 		const ISpellCaster * caster = activeStack;
 
- 		const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
 
- 		const bool isCastingPossible = (spell->canBeCastAt(curInt->cb.get(), ECastingMode::CREATURE_ACTIVE_CASTING, caster, BattleHex::INVALID) == ESpellCastProblem::OK);
 
- 		if(isCastingPossible)
 
- 		{
 
- 			myTurn = false;
 
- 			giveCommand(Battle::MONSTER_SPELL, BattleHex::INVALID, activeStack->ID, creatureSpellToCast);
 
- 			selectedStack = nullptr;
 
- 			CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		getPossibleActionsForStack(activeStack, true);
 
- 		GH.fakeMouseMove();
 
- 	}
 
- }
 
- void CBattleInterface::getPossibleActionsForStack(const CStack * stack, const bool forceCast)
 
- {
 
- 	possibleActions.clear();
 
- 	if(tacticsMode)
 
- 	{
 
- 		possibleActions.push_back(MOVE_TACTICS);
 
- 		possibleActions.push_back(CHOOSE_TACTICS_STACK);
 
- 	}
 
- 	else
 
- 	{
 
- 		PossibleActions notPriority = INVALID;
 
- 		//first action will be prioritized over later ones
 
- 		if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
 
- 		{
 
- 			if(stack->hasBonusOfType(Bonus::SPELLCASTER))
 
- 			{
 
- 				if(creatureSpellToCast != -1)
 
- 				{
 
- 					const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
 
- 					PossibleActions act = getCasterAction(spell, stack, ECastingMode::CREATURE_ACTIVE_CASTING);
 
- 					if(forceCast)
 
- 					{
 
- 						//forced action to be only one possible
 
- 						possibleActions.push_back(act);
 
- 						return;
 
- 					}
 
- 					else
 
- 						//if cast is not forced, cast action will have lowest priority
 
- 						notPriority = act;
 
- 				}
 
- 			}
 
- 			if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
 
- 				possibleActions.push_back(RANDOM_GENIE_SPELL);
 
- 			if(stack->hasBonusOfType(Bonus::DAEMON_SUMMONING))
 
- 				possibleActions.push_back(RISE_DEMONS);
 
- 		}
 
- 		if(stack->canShoot())
 
- 			possibleActions.push_back(SHOOT);
 
- 		if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
 
- 			possibleActions.push_back(ATTACK_AND_RETURN);
 
- 		possibleActions.push_back(ATTACK); //all active stacks can attack
 
- 		possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
 
- 		if(stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
 
- 			possibleActions.push_back(MOVE_STACK); //all active stacks can attack
 
- 		if(siegeH && stack->hasBonusOfType(Bonus::CATAPULT)) //TODO: check shots
 
- 			possibleActions.push_back(CATAPULT);
 
- 		if(stack->hasBonusOfType(Bonus::HEALER))
 
- 			possibleActions.push_back(HEAL);
 
- 		if(notPriority != INVALID)
 
- 			possibleActions.push_back(notPriority);
 
- 	}
 
- }
 
- void CBattleInterface::printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple)
 
- {
 
- 	std::string formattedText;
 
- 	if(attacker) //ignore if stacks were killed by spell
 
- 	{
 
- 		MetaString text;
 
- 		attacker->addText(text, MetaString::GENERAL_TXT, 376);
 
- 		attacker->addNameReplacement(text);
 
- 		text.addReplacement(dmg);
 
- 		formattedText = text.toString();
 
- 	}
 
- 	if(killed > 0)
 
- 	{
 
- 		if(attacker)
 
- 			formattedText.append(" ");
 
- 		boost::format txt;
 
- 		if(killed > 1)
 
- 		{
 
- 			txt = boost::format(CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
 
- 		}
 
- 		else //killed == 1
 
- 		{
 
- 			txt = boost::format(CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
 
- 		}
 
- 		std::string trimmed = boost::to_string(txt);
 
- 		boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
 
- 		formattedText.append(trimmed);
 
- 	}
 
- 	console->addText(formattedText);
 
- }
 
- void CBattleInterface::endAction(const BattleAction * action)
 
- {
 
- 	const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	if(action->actionType == Battle::HERO_SPELL)
 
- 	{
 
- 		if(action->side)
 
- 			defendingHero->setPhase(0);
 
- 		else
 
- 			attackingHero->setPhase(0);
 
- 	}
 
- 	if(stack && action->actionType == Battle::WALK &&
 
- 	   !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
 
- 	{
 
- 		pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
 
- 	}
 
- 	//check if we should reverse stacks
 
- 	//for some strange reason, it's not enough
 
- 	TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
 
- 	for(const CStack * s : stacks)
 
- 	{
 
- 		if(s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
 
- 		   && creAnims[s->ID]->isIdle())
 
- 		{
 
- 			addNewAnim(new CReverseAnimation(this, s, s->position, false));
 
- 		}
 
- 	}
 
- 	queue->update();
 
- 	if(tacticsMode) //stack ended movement in tactics phase -> select the next one
 
- 		bTacticNextStack(stack);
 
- 	if(action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
 
- 		redrawBackgroundWithHexes(activeStack);
 
- 	if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
 
- 	{
 
- 		logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
 
- 		blockUI(false);
 
- 	}
 
- 	else
 
- 	{
 
- 		// block UI if no active stack (e.g. enemy turn);
 
- 		blockUI(activeStack == nullptr);
 
- 	}
 
- }
 
- 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::blockUI(bool on)
 
- {
 
- 	bool canCastSpells = false;
 
- 	auto hero = curInt->cb->battleGetMyHero();
 
- 	if(hero)
 
- 	{
 
- 		ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, ECastingMode::HERO_CASTING);
 
- 		//if magic is blocked, we leave button active, so the message can be displayed after button click
 
- 		canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
 
- 	}
 
- 	bool canWait = activeStack ? !activeStack->waited() : false;
 
- 	bOptions->block(on);
 
- 	bFlee->block(on || !curInt->cb->battleCanFlee());
 
- 	bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
 
- 	// block only if during enemy turn and auto-fight is off
 
- 	// othervice - crash on accessing non-exisiting active stack
 
- 	bAutofight->block(!curInt->isAutoFightOn && !activeStack);
 
- 	if(tacticsMode && btactEnd && btactNext)
 
- 	{
 
- 		btactNext->block(on);
 
- 		btactEnd->block(on);
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->block(on);
 
- 		bConsoleDown->block(on);
 
- 	}
 
- 	bSpell->block(on || tacticsMode || !canCastSpells);
 
- 	bWait->block(on || tacticsMode || !canWait);
 
- 	bDefence->block(on || tacticsMode);
 
- }
 
- void CBattleInterface::startAction(const BattleAction * action)
 
- {
 
- 	//setActiveStack(nullptr);
 
- 	setHoveredStack(nullptr);
 
- 	blockUI(true);
 
- 	if(action->actionType == Battle::END_TACTIC_PHASE)
 
- 	{
 
- 		SDL_FreeSurface(menu);
 
- 		menu = BitmapHandler::loadBitmap("CBAR.bmp");
 
- 		graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 		return;
 
- 	}
 
- 	const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	if(stack)
 
- 	{
 
- 		queue->update();
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
 
- 	}
 
- 	if(action->actionType == Battle::WALK
 
- 	   || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
 
- 	{
 
- 		assert(stack);
 
- 		moveStarted = true;
 
- 		if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
 
- 		{
 
- 			pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
 
- 		}
 
- 	}
 
- 	redraw(); // redraw after deactivation, including proper handling of hovered hexes
 
- 	if(action->actionType == Battle::HERO_SPELL) //when hero casts spell
 
- 	{
 
- 		if(action->side)
 
- 			defendingHero->setPhase(4);
 
- 		else
 
- 			attackingHero->setPhase(4);
 
- 		return;
 
- 	}
 
- 	if(!stack)
 
- 	{
 
- 		logGlobal->errorStream() << "Something wrong with stackNumber in actionStarted. Stack number: " << action->stackNumber;
 
- 		return;
 
- 	}
 
- 	int txtid = 0;
 
- 	switch(action->actionType)
 
- 	{
 
- 	case Battle::WAIT:
 
- 		txtid = 136;
 
- 		break;
 
- 	case Battle::BAD_MORALE:
 
- 		txtid = -34; //negative -> no separate singular/plural form
 
- 		displayEffect(30, stack->position);
 
- 		CCS->soundh->playSound(soundBase::BADMRLE);
 
- 		break;
 
- 	}
 
- 	if(txtid != 0)
 
- 		console->addText(stack->formatGeneralMessage(txtid));
 
- 	//displaying special abilities
 
- 	switch(action->actionType)
 
- 	{
 
- 	case Battle::STACK_HEAL:
 
- 		displayEffect(74, action->destinationTile);
 
- 		CCS->soundh->playSound(soundBase::REGENER);
 
- 		break;
 
- 	}
 
- }
 
- void CBattleInterface::waitForAnims()
 
- {
 
- 	auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
 
- 	animsAreDisplayed.waitWhileTrue();
 
- }
 
- void CBattleInterface::bEndTacticPhase()
 
- {
 
- 	setActiveStack(nullptr);
 
- 	blockUI(true);
 
- 	tacticsMode = false;
 
- }
 
- static bool immobile(const CStack * s)
 
- {
 
- 	return !s->Speed(0, true); //should bound stacks be immobile?
 
- }
 
- void CBattleInterface::bTacticNextStack(const CStack * current)
 
- {
 
- 	if(!current)
 
- 		current = activeStack;
 
- 	//no switching stacks when the current one is moving
 
- 	waitForAnims();
 
- 	TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
 
- 	vstd::erase_if(stacksOfMine, &immobile);
 
- 	if(stacksOfMine.empty())
 
- 	{
 
- 		bEndTacticPhase();
 
- 		return;
 
- 	}
 
- 	auto it = vstd::find(stacksOfMine, current);
 
- 	if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
 
- 		stackActivated(*it);
 
- 	else
 
- 		stackActivated(stacksOfMine.front());
 
- }
 
- std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
 
- {
 
- 	if(dmgRange.first != dmgRange.second)
 
- 		return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
 
- 	else
 
- 		return (boost::format("%d") % dmgRange.first).str();
 
- }
 
- bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
 
- {
 
- 	std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 	BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
 
- 	if(vstd::contains(acc, myNumber))
 
- 		return true;
 
- 	else if(activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
 
- 		return true;
 
- 	else
 
- 		return false;
 
- }
 
- void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
 
- {
 
- 	if(!myTurn) //we are not permit to do anything
 
- 		return;
 
- 	// This function handles mouse move over hexes and l-clicking on them.
 
- 	// First we decide what happens if player clicks on this hex and set appropriately
 
- 	// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
 
- 	//
 
- 	// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
 
- 	//used when hovering -> tooltip message and cursor to be set
 
- 	std::string consoleMsg;
 
- 	bool setCursor = true; //if we want to suppress setting cursor
 
- 	ECursor::ECursorTypes cursorType = ECursor::COMBAT;
 
- 	int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
 
- 	//used when l-clicking -> action to be called upon the click
 
- 	std::function<void()> realizeAction;
 
- 	const CStack * const sactive = activeStack;
 
- 	//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
 
- 	const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
 
- 	if(!shere)
 
- 		shere = curInt->cb->battleGetStackByPos(myNumber, false);
 
- 	if(!sactive)
 
- 		return;
 
- 	bool ourStack = false;
 
- 	if(shere)
 
- 		ourStack = shere->owner == curInt->playerID;
 
- 	//stack changed, update selection border
 
- 	if(shere != mouseHoveredStack)
 
- 	{
 
- 		setHoveredStack(shere);
 
- 	}
 
- 	localActions.clear();
 
- 	illegalActions.clear();
 
- 	const bool forcedAction = possibleActions.size() == 1;
 
- 	for(PossibleActions action : possibleActions)
 
- 	{
 
- 		bool legalAction = false; //this action is legal and can be performed
 
- 		bool notLegal = false; //this action is not legal and should display message
 
- 		switch(action)
 
- 		{
 
- 		case CHOOSE_TACTICS_STACK:
 
- 			if(shere && ourStack)
 
- 				legalAction = true;
 
- 			break;
 
- 		case MOVE_TACTICS:
 
- 		case MOVE_STACK:
 
- 		{
 
- 			if(!(shere && shere->alive())) //we can walk on dead stacks
 
- 			{
 
- 				if(canStackMoveHere(sactive, myNumber))
 
- 					legalAction = true;
 
- 			}
 
- 			break;
 
- 		}
 
- 		case ATTACK:
 
- 		case WALK_AND_ATTACK:
 
- 		case ATTACK_AND_RETURN:
 
- 		{
 
- 			if(curInt->cb->battleCanAttack(sactive, shere, myNumber))
 
- 			{
 
- 				if(isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
 
- 				{
 
- 					setBattleCursor(myNumber); // temporary - needed for following function :(
 
- 					BattleHex attackFromHex = fromWhichHexAttack(myNumber);
 
- 					if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 						legalAction = true;
 
- 				}
 
- 			}
 
- 		}
 
- 		break;
 
- 		case SHOOT:
 
- 			if(curInt->cb->battleCanShoot(activeStack, myNumber))
 
- 				legalAction = true;
 
- 			break;
 
- 		case ANY_LOCATION:
 
- 			if(myNumber > -1) //TODO: this should be checked for all actions
 
- 			{
 
- 				if(isCastingPossibleHere(sactive, shere, myNumber))
 
- 					legalAction = true;
 
- 			}
 
- 			break;
 
- 		case AIMED_SPELL_CREATURE:
 
- 			if(shere && isCastingPossibleHere(sactive, shere, myNumber))
 
- 				legalAction = true;
 
- 			break;
 
- 		case RANDOM_GENIE_SPELL:
 
- 		{
 
- 			if(shere && ourStack && shere != sactive) //only positive spells for other allied creatures
 
- 			{
 
- 				int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
 
- 				if(spellID > -1)
 
- 				{
 
- 					legalAction = true;
 
- 				}
 
- 			}
 
- 		}
 
- 		break;
 
- 		case OBSTACLE:
 
- 			if(isCastingPossibleHere(sactive, shere, myNumber))
 
- 				legalAction = true;
 
- 			break;
 
- 		case TELEPORT:
 
- 		{
 
- 			//todo: move to mechanics
 
- 			ui8 skill = 0;
 
- 			if(creatureCasting)
 
- 				skill = sactive->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
 
- 			else
 
- 				skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
 
- 			//TODO: explicitely save power, skill
 
- 			if(curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
 
- 				legalAction = true;
 
- 			else
 
- 				notLegal = true;
 
- 		}
 
- 		break;
 
- 		case SACRIFICE: //choose our living stack to sacrifice
 
- 			if(shere && shere != selectedStack && ourStack && shere->alive())
 
- 				legalAction = true;
 
- 			else
 
- 				notLegal = true;
 
- 			break;
 
- 		case FREE_LOCATION:
 
- 			legalAction = true;
 
- 			if(!isCastingPossibleHere(sactive, shere, myNumber))
 
- 			{
 
- 				legalAction = false;
 
- 				notLegal = true;
 
- 			}
 
- 			break;
 
- 		case CATAPULT:
 
- 			if(isCatapultAttackable(myNumber))
 
- 				legalAction = true;
 
- 			break;
 
- 		case HEAL:
 
- 			if(shere && ourStack && shere->canBeHealed())
 
- 				legalAction = true;
 
- 			break;
 
- 		case RISE_DEMONS:
 
- 			if(shere && ourStack && !shere->alive())
 
- 			{
 
- 				if(!(shere->hasBonusOfType(Bonus::UNDEAD)
 
- 				     || shere->hasBonusOfType(Bonus::NON_LIVING)
 
- 				     || vstd::contains(shere->state, EBattleStackState::SUMMONED)
 
- 				     || shere->isClone()
 
- 				     || shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
 
- 				     ))
 
- 					legalAction = true;
 
- 			}
 
- 			break;
 
- 		}
 
- 		if(legalAction)
 
- 			localActions.push_back(action);
 
- 		else if(notLegal || forcedAction)
 
- 			illegalActions.push_back(action);
 
- 	}
 
- 	illegalAction = INVALID; //clear it in first place
 
- 	if(vstd::contains(localActions, selectedAction)) //try to use last selected action by default
 
- 		currentAction = selectedAction;
 
- 	else if(localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
 
- 		currentAction = localActions.front();
 
- 	else //no legal action possible
 
- 	{
 
- 		currentAction = INVALID; //don't allow to do anything
 
- 		if(vstd::contains(illegalActions, selectedAction))
 
- 			illegalAction = selectedAction;
 
- 		else if(illegalActions.size())
 
- 			illegalAction = illegalActions.front();
 
- 		else if(shere && ourStack && shere->alive()) //last possibility - display info about our creature
 
- 		{
 
- 			currentAction = CREATURE_INFO;
 
- 		}
 
- 		else
 
- 			illegalAction = INVALID; //we should never be here
 
- 	}
 
- 	bool isCastingPossible = false;
 
- 	bool secondaryTarget = false;
 
- 	if(currentAction > INVALID)
 
- 	{
 
- 		switch(currentAction) //display console message, realize selected action
 
- 		{
 
- 		case CHOOSE_TACTICS_STACK:
 
- 			consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
 
- 			realizeAction = [=](){ stackActivated(shere); };
 
- 			break;
 
- 		case MOVE_TACTICS:
 
- 		case MOVE_STACK:
 
- 			if(activeStack->hasBonusOfType(Bonus::FLYING))
 
- 			{
 
- 				cursorFrame = ECursor::COMBAT_FLY;
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
 
- 			}
 
- 			else
 
- 			{
 
- 				cursorFrame = ECursor::COMBAT_MOVE;
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
 
- 			}
 
- 			realizeAction = [=]()
 
- 				{
 
- 					if(activeStack->doubleWide())
 
- 					{
 
- 						std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 						BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
 
- 						if(vstd::contains(acc, myNumber))
 
- 							giveCommand(Battle::WALK, myNumber, activeStack->ID);
 
- 						else if(vstd::contains(acc, shiftedDest))
 
- 							giveCommand(Battle::WALK, shiftedDest, activeStack->ID);
 
- 					}
 
- 					else
 
- 					{
 
- 						giveCommand(Battle::WALK, myNumber, activeStack->ID);
 
- 					}
 
- 				};
 
- 			break;
 
- 		case ATTACK:
 
- 		case WALK_AND_ATTACK:
 
- 		case ATTACK_AND_RETURN: //TODO: allow to disable return
 
- 		{
 
- 			setBattleCursor(myNumber); //handle direction of cursor and attackable tile
 
- 			setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
 
- 			realizeAction = [=]()
 
- 				{
 
- 					BattleHex attackFromHex = fromWhichHexAttack(myNumber);
 
- 					if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 					{
 
- 						giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
 
- 					}
 
- 				};
 
- 			std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(CRandomGenerator::getDefault(), sactive, shere)); //calculating estimated dmg
 
- 			consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
 
- 		}
 
- 		break;
 
- 		case SHOOT:
 
- 		{
 
- 			if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
 
- 				cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
 
- 			else
 
- 				cursorFrame = ECursor::COMBAT_SHOOT;
 
- 			realizeAction = [=](){giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
 
- 			std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(CRandomGenerator::getDefault(), sactive, shere)); //calculating estimated dmg
 
- 			//printing - Shoot %s (%d shots left, %s damage)
 
- 			consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots.available() % estDmgText).str();
 
- 		}
 
- 		break;
 
- 		case AIMED_SPELL_CREATURE:
 
- 			sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
 
- 			consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
 
- 			switch(sp->id)
 
- 			{
 
- 			case SpellID::SACRIFICE:
 
- 			case SpellID::TELEPORT:
 
- 				selectedStack = shere; //remember first target
 
- 				secondaryTarget = true;
 
- 				break;
 
- 			}
 
- 			isCastingPossible = true;
 
- 			break;
 
- 		case ANY_LOCATION:
 
- 			sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
 
- 			consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 			isCastingPossible = true;
 
- 			break;
 
- 		case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
 
- 			sp = nullptr;
 
- 			consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
 
- 			creatureCasting = true;
 
- 			isCastingPossible = true;
 
- 			break;
 
- 		case TELEPORT:
 
- 			consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
 
- 			cursorFrame = ECursor::COMBAT_TELEPORT;
 
- 			isCastingPossible = true;
 
- 			break;
 
- 		case OBSTACLE:
 
- 			consoleMsg = CGI->generaltexth->allTexts[550];
 
- 			//TODO: remove obstacle cursor
 
- 			isCastingPossible = true;
 
- 			break;
 
- 		case SACRIFICE:
 
- 			consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
 
- 			cursorFrame = ECursor::COMBAT_SACRIFICE;
 
- 			spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
 
- 			isCastingPossible = true;
 
- 			break;
 
- 		case FREE_LOCATION:
 
- 			consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 			isCastingPossible = true;
 
- 			break;
 
- 		case HEAL:
 
- 			cursorFrame = ECursor::COMBAT_HEAL;
 
- 			consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
 
- 			realizeAction = [=](){ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
 
- 			break;
 
- 		case RISE_DEMONS:
 
- 			cursorType = ECursor::SPELLBOOK;
 
- 			realizeAction = [=]()
 
- 				{
 
- 					giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID);
 
- 				};
 
- 			break;
 
- 		case CATAPULT:
 
- 			cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
 
- 			realizeAction = [=](){ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
 
- 			break;
 
- 		case CREATURE_INFO:
 
- 		{
 
- 			cursorFrame = ECursor::COMBAT_QUERY;
 
- 			consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
 
- 			realizeAction = [=](){ GH.pushInt(new CStackWindow(shere, false)); };
 
- 			break;
 
- 		}
 
- 		}
 
- 	}
 
- 	else //no possible valid action, display message
 
- 	{
 
- 		switch(illegalAction)
 
- 		{
 
- 		case AIMED_SPELL_CREATURE:
 
- 		case RANDOM_GENIE_SPELL:
 
- 			cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 			consoleMsg = CGI->generaltexth->allTexts[23];
 
- 			break;
 
- 		case TELEPORT:
 
- 			cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 			consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
 
- 			break;
 
- 		case SACRIFICE:
 
- 			consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
 
- 			break;
 
- 		case FREE_LOCATION:
 
- 			cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 			consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
 
- 			break;
 
- 		default:
 
- 			if(myNumber == -1)
 
- 				CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
 
- 			else
 
- 				cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(isCastingPossible) //common part
 
- 	{
 
- 		switch(currentAction) //don't use that with teleport / sacrifice
 
- 		{
 
- 		case TELEPORT: //FIXME: more generic solution?
 
- 		case SACRIFICE:
 
- 			break;
 
- 		default:
 
- 			cursorType = ECursor::SPELLBOOK;
 
- 			cursorFrame = 0;
 
- 			if(consoleMsg.empty() && sp)
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 			break;
 
- 		}
 
- 		realizeAction = [=]()
 
- 			{
 
- 				if(secondaryTarget) //select that target now
 
- 				{
 
- 					possibleActions.clear();
 
- 					switch(sp->id.toEnum())
 
- 					{
 
- 					case SpellID::TELEPORT: //don't cast spell yet, only select target
 
- 						possibleActions.push_back(TELEPORT);
 
- 						spellToCast->selectedStack = selectedStack->ID;
 
- 						break;
 
- 					case SpellID::SACRIFICE:
 
- 						possibleActions.push_back(SACRIFICE);
 
- 						break;
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					if(creatureCasting)
 
- 					{
 
- 						if(sp)
 
- 						{
 
- 							giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
 
- 						}
 
- 						else //unknown random spell
 
- 						{
 
- 							giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE));
 
- 						}
 
- 					}
 
- 					else
 
- 					{
 
- 						assert(sp);
 
- 						switch(sp->id.toEnum())
 
- 						{
 
- 						case SpellID::SACRIFICE:
 
- 							spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
 
- 							break;
 
- 						default:
 
- 							spellToCast->destinationTile = myNumber;
 
- 							break;
 
- 						}
 
- 						curInt->cb->battleMakeAction(spellToCast);
 
- 						endCastingSpell();
 
- 					}
 
- 					selectedStack = nullptr;
 
- 				}
 
- 			};
 
- 	}
 
- 	//helper lambda that appropriately realizes action / sets cursor and tooltip
 
- 	auto realizeThingsToDo = [&]()
 
- 		{
 
- 			if(eventType == MOVE)
 
- 			{
 
- 				if(setCursor)
 
- 					CCS->curh->changeGraphic(cursorType, cursorFrame);
 
- 				this->console->alterText(consoleMsg);
 
- 				this->console->whoSetAlter = 0;
 
- 			}
 
- 			if(eventType == LCLICK && realizeAction)
 
- 			{
 
- 				//opening creature window shouldn't affect myTurn...
 
- 				if((currentAction != CREATURE_INFO) && !secondaryTarget)
 
- 				{
 
- 					myTurn = false; //tends to crash with empty calls
 
- 				}
 
- 				realizeAction();
 
- 				if(!secondaryTarget) //do not replace teleport or sacrifice cursor
 
- 					CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 				this->console->alterText("");
 
- 			}
 
- 		};
 
- 	realizeThingsToDo();
 
- }
 
- bool CBattleInterface::isCastingPossibleHere(const CStack * sactive, const CStack * shere, BattleHex myNumber)
 
- {
 
- 	creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
 
- 	bool isCastingPossible = true;
 
- 	int spellID = -1;
 
- 	if(creatureCasting)
 
- 	{
 
- 		if(creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
 
- 			spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
 
- 	}
 
- 	else //hero casting
 
- 		spellID = spellToCast->additionalInfo;
 
- 	sp = nullptr;
 
- 	if(spellID >= 0)
 
- 		sp = CGI->spellh->objects[spellID];
 
- 	if(sp)
 
- 	{
 
- 		const ISpellCaster * caster = creatureCasting ? static_cast<const ISpellCaster *>(sactive) : static_cast<const ISpellCaster *>(curInt->cb->battleGetMyHero());
 
- 		if(caster == nullptr)
 
- 		{
 
- 			isCastingPossible = false; //just in case
 
- 		}
 
- 		else
 
- 		{
 
- 			const ECastingMode::ECastingMode mode = creatureCasting ? ECastingMode::CREATURE_ACTIVE_CASTING : ECastingMode::HERO_CASTING;
 
- 			isCastingPossible = (sp->canBeCastAt(curInt->cb.get(), mode, caster, myNumber) == ESpellCastProblem::OK);
 
- 		}
 
- 	}
 
- 	else
 
- 		isCastingPossible = false;
 
- 	if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
 
- 		isCastingPossible = false;
 
- 	return isCastingPossible;
 
- }
 
- BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
 
- {
 
- 	//TODO far too much repeating code
 
- 	BattleHex destHex = -1;
 
- 	switch(CCS->curh->frame)
 
- 	{
 
- 	case 12: //from bottom right
 
- 	{
 
- 		bool doubleWide = activeStack->doubleWide();
 
- 		destHex = myNumber + ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH + 1) +
 
- 			(activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
 
- 		if(vstd::contains(occupyableHexes, destHex))
 
- 			return destHex;
 
- 		else if(activeStack->side == BattleSide::ATTACKER)
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex + 1))
 
- 				return destHex + 1;
 
- 		}
 
- 		else //if we are defender
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex - 1))
 
- 				return destHex - 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	case 7: //from bottom left
 
- 	{
 
- 		destHex = myNumber + ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH - 1 : GameConstants::BFIELD_WIDTH);
 
- 		if(vstd::contains(occupyableHexes, destHex))
 
- 			return destHex;
 
- 		else if(activeStack->side == BattleSide::ATTACKER)
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex + 1))
 
- 				return destHex + 1;
 
- 		}
 
- 		else //we are defender
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex - 1))
 
- 				return destHex - 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	case 8: //from left
 
- 	{
 
- 		if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
 
- 		{
 
- 			std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 			if(vstd::contains(acc, myNumber))
 
- 				return myNumber - 1;
 
- 			else
 
- 				return myNumber - 2;
 
- 		}
 
- 		else
 
- 		{
 
- 			return myNumber - 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	case 9: //from top left
 
- 	{
 
- 		destHex = myNumber - ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
 
- 		if(vstd::contains(occupyableHexes, destHex))
 
- 			return destHex;
 
- 		else if(activeStack->side == BattleSide::ATTACKER)
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex + 1))
 
- 				return destHex + 1;
 
- 		}
 
- 		else //if we are defender
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex - 1))
 
- 				return destHex - 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	case 10: //from top right
 
- 	{
 
- 		bool doubleWide = activeStack->doubleWide();
 
- 		destHex = myNumber - ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH - 1) +
 
- 			(activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
 
- 		if(vstd::contains(occupyableHexes, destHex))
 
- 			return destHex;
 
- 		else if(activeStack->side == BattleSide::ATTACKER)
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex + 1))
 
- 				return destHex + 1;
 
- 		}
 
- 		else //if we are defender
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex - 1))
 
- 				return destHex - 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	case 11: //from right
 
- 	{
 
- 		if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
 
- 		{
 
- 			std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 			if(vstd::contains(acc, myNumber))
 
- 				return myNumber + 1;
 
- 			else
 
- 				return myNumber + 2;
 
- 		}
 
- 		else
 
- 		{
 
- 			return myNumber + 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	case 13: //from bottom
 
- 	{
 
- 		destHex = myNumber + ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH + 1);
 
- 		if(vstd::contains(occupyableHexes, destHex))
 
- 			return destHex;
 
- 		else if(activeStack->side == BattleSide::ATTACKER)
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex + 1))
 
- 				return destHex + 1;
 
- 		}
 
- 		else //if we are defender
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex - 1))
 
- 				return destHex - 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	case 14: //from top
 
- 	{
 
- 		destHex = myNumber - ((myNumber / GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH - 1);
 
- 		if(vstd::contains(occupyableHexes, destHex))
 
- 			return destHex;
 
- 		else if(activeStack->side == BattleSide::ATTACKER)
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex + 1))
 
- 				return destHex + 1;
 
- 		}
 
- 		else //if we are defender
 
- 		{
 
- 			if(vstd::contains(occupyableHexes, destHex - 1))
 
- 				return destHex - 1;
 
- 		}
 
- 		break;
 
- 	}
 
- 	}
 
- 	return -1;
 
- }
 
- Rect CBattleInterface::hexPosition(BattleHex hex) const
 
- {
 
- 	int x = 14 + ((hex.getY()) % 2 == 0 ? 22 : 0) + 44 * hex.getX() + pos.x;
 
- 	int y = 86 + 42 * hex.getY() + pos.y;
 
- 	int w = cellShade->w;
 
- 	int h = cellShade->h;
 
- 	return Rect(x, y, w, h);
 
- }
 
- void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
 
- {
 
- 	//so when multiple obstacles are added, they show up one after another
 
- 	waitForAnims();
 
- 	int effectID = -1;
 
- 	soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
 
- 	std::string defname;
 
- 	switch(oi.obstacleType)
 
- 	{
 
- 	case CObstacleInstance::QUICKSAND:
 
- 		effectID = 55;
 
- 		sound = soundBase::QUIKSAND;
 
- 		break;
 
- 	case CObstacleInstance::LAND_MINE:
 
- 		effectID = 47;
 
- 		sound = soundBase::LANDMINE;
 
- 		break;
 
- 	case CObstacleInstance::FORCE_FIELD:
 
- 	{
 
- 		auto & spellObstacle = dynamic_cast<const SpellCreatedObstacle &>(oi);
 
- 		if(spellObstacle.casterSide)
 
- 		{
 
- 			if(oi.getAffectedTiles().size() < 3)
 
- 				defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
 
- 			else
 
- 				defname = "C15SPE6.DEF";
 
- 		}
 
- 		else
 
- 		{
 
- 			if(oi.getAffectedTiles().size() < 3)
 
- 				defname = "C15SPE0.DEF";
 
- 			else
 
- 				defname = "C15SPE9.DEF";
 
- 		}
 
- 	}
 
- 		sound = soundBase::FORCEFLD;
 
- 		break;
 
- 	case CObstacleInstance::FIRE_WALL:
 
- 		if(oi.getAffectedTiles().size() < 3)
 
- 			effectID = 43; //small fire wall appearing
 
- 		else
 
- 			effectID = 44; //and the big one
 
- 		sound = soundBase::fireWall;
 
- 		break;
 
- 	default:
 
- 		logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
 
- 		return;
 
- 	}
 
- 	if(effectID >= 0 && graphics->battleACToDef[effectID].empty())
 
- 	{
 
- 		logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
 
- 		return;
 
- 	}
 
- 	if(defname.empty() && effectID >= 0)
 
- 		defname = graphics->battleACToDef[effectID].front();
 
- 	assert(!defname.empty());
 
- 	//we assume here that effect graphics have the same size as the usual obstacle image
 
- 	// -> if we know how to blit obstacle, let's blit the effect in the same place
 
- 	Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
 
- 	addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
 
- 	//TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
 
- 	//CCS->soundh->playSound(sound);
 
- }
 
- void CBattleInterface::gateStateChanged(const EGateState state)
 
- {
 
- 	auto oldState = curInt->cb->battleGetGateState();
 
- 	bool playSound = false;
 
- 	int stateId = EWallState::NONE;
 
- 	switch(state)
 
- 	{
 
- 	case EGateState::CLOSED:
 
- 		if(oldState != EGateState::BLOCKED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::BLOCKED:
 
- 		if(oldState != EGateState::CLOSED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::OPENED:
 
- 		playSound = true;
 
- 		stateId = EWallState::DAMAGED;
 
- 		break;
 
- 	case EGateState::DESTROYED:
 
- 		stateId = EWallState::DESTROYED;
 
- 		break;
 
- 	}
 
- 	if(oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
 
- 		SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
 
- 	if(stateId != EWallState::NONE)
 
- 		siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
 
- 	if(playSound)
 
- 		CCS->soundh->playSound(soundBase::DRAWBRG);
 
- }
 
- const CGHeroInstance * CBattleInterface::currentHero() const
 
- {
 
- 	if(attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		return attackingHeroInstance;
 
- 	else
 
- 		return defendingHeroInstance;
 
- }
 
- InfoAboutHero CBattleInterface::enemyHero() const
 
- {
 
- 	InfoAboutHero ret;
 
- 	if(attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		curInt->cb->getHeroInfo(defendingHeroInstance, ret);
 
- 	else
 
- 		curInt->cb->getHeroInfo(attackingHeroInstance, ret);
 
- 	return ret;
 
- }
 
- void CBattleInterface::requestAutofightingAIToTakeAction()
 
- {
 
- 	assert(curInt->isAutoFightOn);
 
- 	boost::thread aiThread([&]()
 
- 		{
 
- 			       auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
 
- 			       if(curInt->isAutoFightOn)
 
- 			       {
 
- 				       if(tacticsMode)
 
- 				       {
 
- 	                                       // Always end tactics mode. Player interface is blocked currently, so it's not possible that
 
- 	                                       // the AI can take any action except end tactics phase (AI actions won't be triggered)
 
- 	                                       //TODO implement the possibility that the AI will be triggered for further actions
 
- 	                                       //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
 
- 					       setActiveStack(nullptr);
 
- 					       blockUI(true);
 
- 					       tacticsMode = false;
 
- 				       }
 
- 				       else
 
- 				       {
 
- 					       givenCommand.setn(ba.release());
 
- 				       }
 
- 			       }
 
- 			       else
 
- 			       {
 
- 				       boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
 
- 				       activateStack();
 
- 			       }
 
- 		});
 
- 	aiThread.detach();
 
- }
 
- CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner)
 
- 	: owner(_owner), town(siegeTown)
 
- {
 
- 	for(int g = 0; g < ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		if(g != SiegeHelper::GATE)
 
- 			walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
 
- 	}
 
- }
 
- CBattleInterface::SiegeHelper::~SiegeHelper()
 
- {
 
- 	auto gateState = owner->curInt->cb->battleGetGateState();
 
- 	for(int g = 0; g < ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		if(g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
 
- 			SDL_FreeSurface(walls[g]);
 
- 	}
 
- }
 
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
 
- {
 
- 	return getSiegeName(what, EWallState::INTACT);
 
- }
 
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
 
- {
 
- 	auto getImageIndex = [&]() -> int
 
- 		{
 
- 			switch(state)
 
- 			{
 
- 			case EWallState::INTACT:
 
- 				return 1;
 
- 			case EWallState::DAMAGED:
 
- 				return 2;
 
- 			case EWallState::DESTROYED:
 
- 				if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
 
- 					return 2;
 
- 				else
 
- 					return 3;
 
- 			}
 
- 			return 1;
 
- 		};
 
- 	const std::string & prefix = town->town->clientInfo.siegePrefix;
 
- 	std::string addit = boost::lexical_cast<std::string>(getImageIndex());
 
- 	switch(what)
 
- 	{
 
- 	case SiegeHelper::BACKGROUND:
 
- 		return prefix + "BACK.BMP";
 
- 	case SiegeHelper::BACKGROUND_WALL:
 
- 	{
 
- 		switch(town->town->faction->index)
 
- 		{
 
- 		case ETownType::RAMPART:
 
- 		case ETownType::NECROPOLIS:
 
- 		case ETownType::DUNGEON:
 
- 		case ETownType::STRONGHOLD:
 
- 			return prefix + "TPW1.BMP";
 
- 		default:
 
- 			return prefix + "TPWL.BMP";
 
- 		}
 
- 	}
 
- 	case SiegeHelper::KEEP:
 
- 		return prefix + "MAN" + addit + ".BMP";
 
- 	case SiegeHelper::BOTTOM_TOWER:
 
- 		return prefix + "TW1" + addit + ".BMP";
 
- 	case SiegeHelper::BOTTOM_WALL:
 
- 		return prefix + "WA1" + addit + ".BMP";
 
- 	case SiegeHelper::WALL_BELLOW_GATE:
 
- 		return prefix + "WA3" + addit + ".BMP";
 
- 	case SiegeHelper::WALL_OVER_GATE:
 
- 		return prefix + "WA4" + addit + ".BMP";
 
- 	case SiegeHelper::UPPER_WALL:
 
- 		return prefix + "WA6" + addit + ".BMP";
 
- 	case SiegeHelper::UPPER_TOWER:
 
- 		return prefix + "TW2" + addit + ".BMP";
 
- 	case SiegeHelper::GATE:
 
- 		return prefix + "DRW" + addit + ".BMP";
 
- 	case SiegeHelper::GATE_ARCH:
 
- 		return prefix + "ARCH.BMP";
 
- 	case SiegeHelper::BOTTOM_STATIC_WALL:
 
- 		return prefix + "WA2.BMP";
 
- 	case SiegeHelper::UPPER_STATIC_WALL:
 
- 		return prefix + "WA5.BMP";
 
- 	case SiegeHelper::MOAT:
 
- 		return prefix + "MOAT.BMP";
 
- 	case SiegeHelper::BACKGROUND_MOAT:
 
- 		return prefix + "MLIP.BMP";
 
- 	case SiegeHelper::KEEP_BATTLEMENT:
 
- 		return prefix + "MANC.BMP";
 
- 	case SiegeHelper::BOTTOM_BATTLEMENT:
 
- 		return prefix + "TW1C.BMP";
 
- 	case SiegeHelper::UPPER_BATTLEMENT:
 
- 		return prefix + "TW2C.BMP";
 
- 	default:
 
- 		return "";
 
- 	}
 
- }
 
- void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
 
- {
 
- 	Point pos = Point(-1, -1);
 
- 	auto & ci = town->town->clientInfo;
 
- 	if(vstd::iswithin(what, 1, 17))
 
- 	{
 
- 		pos.x = ci.siegePositions[what].x + owner->pos.x;
 
- 		pos.y = ci.siegePositions[what].y + owner->pos.y;
 
- 	}
 
- 	if(town->town->faction->index == ETownType::TOWER
 
- 	   && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
 
- 		return; // no moat in Tower. TODO: remove hardcode somehow?
 
- 	if(pos.x != -1)
 
- 	{
 
- 		//gate have no displayed bitmap when drawbridge is raised
 
- 		if(what == SiegeHelper::GATE)
 
- 		{
 
- 			auto gateState = owner->curInt->cb->battleGetGateState();
 
- 			if(gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
 
- 				return;
 
- 		}
 
- 		blitAt(walls[what], pos.x, pos.y, to);
 
- 	}
 
- }
 
- CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
 
- {
 
- 	facA = 0.005; // seems to be constant
 
- 	// system of 2 linear equations, solutions of which are missing coefficients
 
- 	// for quadratic equation a*x*x + b*x + c
 
- 	double eq[2][3] =
 
- 	{
 
- 		{ static_cast<double>(from.x), 1.0, from.y - facA * from.x * from.x },
 
- 		{ static_cast<double>(dest.x), 1.0, dest.y - facA * dest.x * dest.x }
 
- 	};
 
- 	// solve system via determinants
 
- 	double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
 
- 	double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
 
- 	double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
 
- 	facB = detB / det;
 
- 	facC = detC / det;
 
- 	// make sure that parabola is correct e.g. passes through from and dest
 
- 	assert(fabs(calculateY(from.x) - from.y) < 1.0);
 
- 	assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
 
- }
 
- double CatapultProjectileInfo::calculateY(double x)
 
- {
 
- 	return facA * pow(x, 2.0) + facB * x + facC;
 
- }
 
- void CBattleInterface::showAll(SDL_Surface * to)
 
- {
 
- 	show(to);
 
- }
 
- void CBattleInterface::show(SDL_Surface * to)
 
- {
 
- 	assert(to);
 
- 	SDL_Rect buf;
 
- 	SDL_GetClipRect(to, &buf);
 
- 	SDL_SetClipRect(to, &pos);
 
- 	++animCount;
 
- 	showBackground(to);
 
- 	showBattlefieldObjects(to);
 
- 	showProjectiles(to);
 
- 	updateBattleAnimations();
 
- 	SDL_SetClipRect(to, &buf); //restoring previous clip_rect
 
- 	showInterface(to);
 
- 	//activation of next stack
 
- 	if(pendingAnims.empty() && stackToActivate != nullptr)
 
- 	{
 
- 		activateStack();
 
- 		//we may have changed active interface (another side in hot-seat),
 
- 		// so we can't continue drawing with old setting.
 
- 		show(to);
 
- 	}
 
- }
 
- void CBattleInterface::showBackground(SDL_Surface * to)
 
- {
 
- 	if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
 
- 	{
 
- 		// FIXME: any *real* reason to keep this separate? Speed difference can't be that big
 
- 		blitAt(backgroundWithHexes, pos.x, pos.y, to);
 
- 	}
 
- 	else
 
- 	{
 
- 		showBackgroundImage(to);
 
- 		showAbsoluteObstacles(to);
 
- 	}
 
- 	showHighlightedHexes(to);
 
- }
 
- void CBattleInterface::showBackgroundImage(SDL_Surface * to)
 
- {
 
- 	blitAt(background, pos.x, pos.y, to);
 
- 	if(settings["battle"]["cellBorders"].Bool())
 
- 	{
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
 
- 	}
 
- }
 
- void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
 
- {
 
- 	//Blit absolute obstacles
 
- 	for(auto & oi : curInt->cb->battleGetAllObstacles())
 
- 		if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 			blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
 
- 	if(siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
 
- 		siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
 
- }
 
- void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
 
- {
 
- 	bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
 
- 	if(activeStack && settings["battle"]["stackRange"].Bool())
 
- 	{
 
- 		std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
 
- 		for(BattleHex hex : set)
 
- 			if(hex != currentlyHoveredHex)
 
- 				showHighlightedHex(to, hex);
 
- 		// display the movement shadow of the stack at b (i.e. stack under mouse)
 
- 		const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
 
- 		if(shere && shere != activeStack && shere->alive())
 
- 		{
 
- 			std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true);
 
- 			for(BattleHex hex : v)
 
- 			{
 
- 				if(hex != currentlyHoveredHex)
 
- 					showHighlightedHex(to, hex);
 
- 				else if(!settings["battle"]["mouseShadow"].Bool())
 
- 					delayedBlit = true; //blit at the end of method to avoid graphic artifacts
 
- 				else
 
- 					showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
 
- 			}
 
- 		}
 
- 	}
 
- 	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;
 
- 			}
 
- 			if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
 
- 			{
 
- 				const ISpellCaster * caster = nullptr;
 
- 				const CSpell * spell = nullptr;
 
- 				if(spellToCast) //hero casts spell
 
- 				{
 
- 					spell = SpellID(spellToCast->additionalInfo).toSpell();
 
- 					caster = getActiveHero();
 
- 				}
 
- 				else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting) //stack casts spell
 
- 				{
 
- 					spell = SpellID(creatureSpellToCast).toSpell();
 
- 					caster = activeStack;
 
- 				}
 
- 				if(caster && spell) //when casting spell
 
- 				{
 
- 					//calculating spell school level
 
- 					ui8 schoolLevel = caster->getSpellSchoolLevel(spell);
 
- 					// printing shaded hex(es)
 
- 					auto shaded = spell->rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
 
- 					for(BattleHex shadedHex : shaded)
 
- 					{
 
- 						if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
 
- 							showHighlightedHex(to, shadedHex, true);
 
- 					}
 
- 				}
 
- 				else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
 
- 				{
 
- 					if(currentlyHoveredHex.getX() != 0
 
- 					   && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
 
- 						showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex, bool darkBorder)
 
- {
 
- 	int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
 
- 	int y = 86 + 42 * hex.getY() + pos.y;
 
- 	SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 	CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, to, &temp_rect);
 
- 	if(!darkBorder && settings["battle"]["cellBorders"].Bool())
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
 
- }
 
- void CBattleInterface::showProjectiles(SDL_Surface * to)
 
- {
 
- 	assert(to);
 
- 	std::list<std::list<ProjectileInfo>::iterator> toBeDeleted;
 
- 	for(auto it = projectiles.begin(); it != projectiles.end(); ++it)
 
- 	{
 
- 		// Check if projectile is already visible (shooter animation did the shot)
 
- 		if(!it->shotDone)
 
- 		{
 
- 			// frame we're waiting for is reached OR animation has already finished
 
- 			if(creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
 
- 			   creAnims[it->stackID]->isShooting() == false)
 
- 			{
 
- 				//at this point projectile should become visible
 
- 				creAnims[it->stackID]->pause(); // pause animation
 
- 				it->shotDone = true;
 
- 			}
 
- 			else
 
- 				continue; // wait...
 
- 		}
 
- 		SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
 
- 		SDL_Rect dst;
 
- 		dst.h = image->h;
 
- 		dst.w = image->w;
 
- 		dst.x = it->x - dst.w / 2;
 
- 		dst.y = it->y - dst.h / 2;
 
- 		if(it->reverse)
 
- 		{
 
- 			SDL_Surface * rev = CSDL_Ext::verticalFlip(image);
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
 
- 			SDL_FreeSurface(rev);
 
- 		}
 
- 		else
 
- 		{
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
 
- 		}
 
- 		// Update projectile
 
- 		++it->step;
 
- 		if(it->step == it->lastStep)
 
- 		{
 
- 			toBeDeleted.insert(toBeDeleted.end(), it);
 
- 		}
 
- 		else
 
- 		{
 
- 			if(it->catapultInfo)
 
- 			{
 
- 				// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
 
- 				it->x += it->dx;
 
- 				it->y = it->catapultInfo->calculateY(it->x);
 
- 				++(it->frameNum);
 
- 				it->frameNum %= idToProjectile[it->creID]->ourImages.size();
 
- 			}
 
- 			else
 
- 			{
 
- 				// Normal projectile, just add the calculated "deltas" to the x and y positions.
 
- 				it->x += it->dx;
 
- 				it->y += it->dy;
 
- 			}
 
- 		}
 
- 	}
 
- 	for(auto & elem : toBeDeleted)
 
- 	{
 
- 		// resume animation
 
- 		creAnims[elem->stackID]->play();
 
- 		projectiles.erase(elem);
 
- 	}
 
- }
 
- void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
 
- {
 
- 	auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
 
- 		{
 
- 			showPiecesOfWall(to, hex.walls);
 
- 			showObstacles(to, hex.obstacles);
 
- 			showAliveStacks(to, hex.alive);
 
- 			showBattleEffects(to, hex.effects);
 
- 		};
 
- 	BattleObjectsByHex objects = sortObjectsByHex();
 
- 	// dead stacks should be blit first
 
- 	showStacks(to, objects.beforeAll.dead);
 
- 	for(auto & data : objects.hex)
 
- 		showStacks(to, data.dead);
 
- 	showStacks(to, objects.afterAll.dead);
 
- 	// display objects that must be blit before anything else (e.g. topmost walls)
 
- 	showHexEntry(objects.beforeAll);
 
- 	// show heroes after "beforeAll" - e.g. topmost wall in siege
 
- 	if(attackingHero)
 
- 		attackingHero->show(to);
 
- 	if(defendingHero)
 
- 		defendingHero->show(to);
 
- 	// actual blit of most of objects, hex by hex
 
- 	// NOTE: row-by-row blitting may be a better approach
 
- 	for(auto & data : objects.hex)
 
- 		showHexEntry(data);
 
- 	// objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
 
- 	showHexEntry(objects.afterAll);
 
- }
 
- void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
 
- {
 
- 	auto isAmountBoxVisible = [&](const CStack * stack) -> bool
 
- 		{
 
- 			if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
 
- 				return false;
 
- 			if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
 
- 				return false;
 
- 			for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
 
- 			{
 
- 				auto hitAnimation = dynamic_cast<CDefenceAnimation *>(anim.first);
 
- 				if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
 
- 					return false;
 
- 			}
 
- 			if(curInt->curAction)
 
- 			{
 
- 				if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
 
- 				{
 
- 					if(curInt->curAction->actionType == Battle::WALK || curInt->curAction->actionType == Battle::SHOOT) //hide when stack walks or shoots
 
- 						return false;
 
- 					else if(curInt->curAction->actionType == Battle::WALK_AND_ATTACK && curInt->curAction->destinationTile != stack->position) //when attacking, hide until walk phase finished
 
- 						return false;
 
- 				}
 
- 				if(curInt->curAction->actionType == Battle::SHOOT && curInt->curAction->destinationTile == stack->position) //hide if we are ranged attack target
 
- 					return false;
 
- 			}
 
- 			return true;
 
- 		};
 
- 	auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
 
- 		{
 
- 			int pos = 0;
 
- 			for(const auto & spellId : activeSpells)
 
- 			{
 
- 				pos += CGI->spellh->objects.at(spellId)->positiveness;
 
- 			}
 
- 			return pos;
 
- 		};
 
- 	auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
 
- 		{
 
- 			if(positivness > 0)
 
- 				return amountPositive;
 
- 			if(positivness < 0)
 
- 				return amountNegative;
 
- 			return amountEffNeutral;
 
- 		};
 
- 	showStacks(to, stacks); // Actual display of all stacks
 
- 	for(auto & stack : stacks)
 
- 	{
 
- 		assert(stack);
 
- 		//printing amount
 
- 		if(isAmountBoxVisible(stack))
 
- 		{
 
- 			const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
 
- 			const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
 
- 			const BattleHex nextPos = stack->position + sideShift;
 
- 			const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
 
- 			const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
 
- 			int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
 
- 				(stack->doubleWide() ? 44 : 0) * sideShift +
 
- 				(moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
 
- 			int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
 
- 			//blitting amount background box
 
- 			SDL_Surface * amountBG = amountNormal;
 
- 			std::vector<si32> activeSpells = stack->activeSpells();
 
- 			if(!activeSpells.empty())
 
- 				amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
 
- 			SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
 
- 			SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
 
- 			//blitting amount
 
- 			Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w / 2,
 
- 				      creAnims[stack->ID]->pos.y + yAdd + amountNormal->h / 2);
 
- 			graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
 
- {
 
- 	for(const CStack * stack : stacks)
 
- 	{
 
- 		creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
 
- 		creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
 
- 	}
 
- }
 
- void CBattleInterface::showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
 
- {
 
- 	for(auto & obstacle : obstacles)
 
- 	{
 
- 		SDL_Surface * toBlit = getObstacleImage(*obstacle);
 
- 		Point p = getObstaclePosition(toBlit, *obstacle);
 
- 		blitAt(toBlit, p.x, p.y, to);
 
- 	}
 
- }
 
- void CBattleInterface::showBattleEffects(SDL_Surface * to, const std::vector<const BattleEffect *> & battleEffects)
 
- {
 
- 	for(auto & elem : battleEffects)
 
- 	{
 
- 		int currentFrame = floor(elem->currentFrame);
 
- 		currentFrame %= elem->anim->ourImages.size();
 
- 		SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
 
- 		SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
 
- 		SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
 
- 	}
 
- }
 
- void CBattleInterface::showInterface(SDL_Surface * to)
 
- {
 
- 	blitAt(menu, pos.x, 556 + pos.y, to);
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->showAll(to);
 
- 		btactEnd->showAll(to);
 
- 	}
 
- 	else
 
- 	{
 
- 		console->showAll(to);
 
- 		bConsoleUp->showAll(to);
 
- 		bConsoleDown->showAll(to);
 
- 	}
 
- 	//showing buttons
 
- 	bOptions->showAll(to);
 
- 	bSurrender->showAll(to);
 
- 	bFlee->showAll(to);
 
- 	bAutofight->showAll(to);
 
- 	bSpell->showAll(to);
 
- 	bWait->showAll(to);
 
- 	bDefence->showAll(to);
 
- 	//showing in-game console
 
- 	LOCPLINT->cingconsole->show(to);
 
- 	Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
 
- 	if(settings["battle"]["showQueue"].Bool())
 
- 	{
 
- 		if(!queue->embedded)
 
- 		{
 
- 			posWithQueue.y -= queue->pos.h;
 
- 			posWithQueue.h += queue->pos.h;
 
- 		}
 
- 		//showing queue
 
- 		if(!bresult)
 
- 			queue->showAll(to);
 
- 		else
 
- 			queue->blitBg(to);
 
- 	}
 
- 	//printing border around interface
 
- 	if(screen->w != 800 || screen->h != 600)
 
- 	{
 
- 		CMessage::drawBorder(curInt->playerID, to, posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x - 14, posWithQueue.y - 15);
 
- 	}
 
- }
 
- BattleObjectsByHex CBattleInterface::sortObjectsByHex()
 
- {
 
- 	auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
 
- 		{
 
- 			for(auto & anim : pendingAnims)
 
- 			{
 
- 				// certainly ugly workaround but fixes quite annoying bug
 
- 				// stack position will be updated only *after* movement is finished
 
- 				// before this - stack is always at its initial position. Thus we need to find
 
- 				// its current position. Which can be found only in this class
 
- 				if(CMovementAnimation * move = dynamic_cast<CMovementAnimation *>(anim.first))
 
- 				{
 
- 					if(move->stack == stack)
 
- 						return move->nextHex;
 
- 				}
 
- 			}
 
- 			return stack->position;
 
- 		};
 
- 	BattleObjectsByHex sorted;
 
- 	auto stacks = curInt->cb->battleGetStacksIf([](const CStack * s)
 
- 	{
 
- 		return !s->isTurret();
 
- 	});
 
- 	// Sort creatures
 
- 	for(auto & stack : stacks)
 
- 	{
 
- 		if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
 
- 			continue;
 
- 		if(stack->position < 0) // turret shooters are handled separately
 
- 			continue;
 
- 		//FIXME: hack to ignore ghost stacks
 
- 		if((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
 
- 			; //ignore
 
- 		else if(!creAnims[stack->ID]->isDead())
 
- 		{
 
- 			if(!creAnims[stack->ID]->isMoving())
 
- 				sorted.hex[stack->position].alive.push_back(stack);
 
- 			else
 
- 			{
 
- 				// flying creature - just blit them over everyone else
 
- 				if(stack->hasBonusOfType(Bonus::FLYING))
 
- 					sorted.afterAll.alive.push_back(stack);
 
- 				else //try to find current location
 
- 					sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
 
- 			}
 
- 		}
 
- 		else
 
- 			sorted.hex[stack->position].dead.push_back(stack);
 
- 	}
 
- 	// Sort battle effects (spells)
 
- 	for(auto & battleEffect : battleEffects)
 
- 	{
 
- 		if(battleEffect.position.isValid())
 
- 			sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
 
- 		else
 
- 			sorted.afterAll.effects.push_back(&battleEffect);
 
- 	}
 
- 	// Sort obstacles
 
- 	{
 
- 		std::map<BattleHex, std::shared_ptr<const CObstacleInstance>> backgroundObstacles;
 
- 		for(auto & obstacle : curInt->cb->battleGetAllObstacles())
 
- 		{
 
- 			if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
 
- 			   && obstacle->obstacleType != CObstacleInstance::MOAT)
 
- 			{
 
- 				backgroundObstacles[obstacle->pos] = obstacle;
 
- 			}
 
- 		}
 
- 		for(auto & op : backgroundObstacles)
 
- 		{
 
- 			sorted.beforeAll.obstacles.push_back(op.second);
 
- 		}
 
- 	}
 
- 	// Sort wall parts
 
- 	if(siegeH)
 
- 	{
 
- 		sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
 
- 		sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
 
- 		sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
 
- 		sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
 
- 		sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
 
- 		sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
 
- 		sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
 
- 		sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
 
- 		sorted.hex[94].walls.push_back(SiegeHelper::GATE);
 
- 		sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
 
- 		sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
 
- 		sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
 
- 		if(siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
 
- 		{
 
- 			sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
 
- 			//sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
 
- 			sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
 
- 		}
 
- 		if(siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
 
- 		{
 
- 			sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
 
- 			sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
 
- 		}
 
- 	}
 
- 	return sorted;
 
- }
 
- void CBattleInterface::updateBattleAnimations()
 
- {
 
- 	//handle animations
 
- 	for(auto & elem : pendingAnims)
 
- 	{
 
- 		if(!elem.first) //this animation should be deleted
 
- 			continue;
 
- 		if(!elem.second)
 
- 		{
 
- 			elem.second = elem.first->init();
 
- 		}
 
- 		if(elem.second && elem.first)
 
- 			elem.first->nextFrame();
 
- 	}
 
- 	//delete anims
 
- 	int preSize = pendingAnims.size();
 
- 	for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
 
- 	{
 
- 		if(it->first == nullptr)
 
- 		{
 
- 			pendingAnims.erase(it);
 
- 			it = pendingAnims.begin();
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(preSize > 0 && pendingAnims.empty())
 
- 	{
 
- 		//anims ended
 
- 		blockUI(activeStack == nullptr);
 
- 		animsAreDisplayed.setn(false);
 
- 	}
 
- }
 
- SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance & oi)
 
- {
 
- 	int frameIndex = (animCount + 1) * 25 / getAnimSpeed();
 
- 	switch(oi.obstacleType)
 
- 	{
 
- 	case CObstacleInstance::USUAL:
 
- 		return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::ABSOLUTE_OBSTACLE:
 
- 		return idToAbsoluteObstacle.find(oi.ID)->second;
 
- 	case CObstacleInstance::QUICKSAND:
 
- 		return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::LAND_MINE:
 
- 		return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::FIRE_WALL:
 
- 		return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
 
- 	case CObstacleInstance::FORCE_FIELD:
 
- 	{
 
- 		auto & forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
 
- 		if(forceField.getAffectedTiles().size() > 2)
 
- 			return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
 
- 		else
 
- 			return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
 
- 	}
 
- 	case CObstacleInstance::MOAT: //moat is blitted by SiegeHelper, this shouldn't be called
 
- 	default:
 
- 		assert(0);
 
- 		return nullptr;
 
- 	}
 
- }
 
- Point CBattleInterface::getObstaclePosition(SDL_Surface * image, const CObstacleInstance & obstacle)
 
- {
 
- 	int offset = image->h % 42;
 
- 	if(obstacle.obstacleType == CObstacleInstance::USUAL)
 
- 	{
 
- 		if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
 
- 			offset -= 42;
 
- 	}
 
- 	else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
 
- 	{
 
- 		offset -= 42;
 
- 	}
 
- 	Rect r = hexPosition(obstacle.pos);
 
- 	r.y += 42 - image->h + offset;
 
- 	return r.topLeft();
 
- }
 
- void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
 
- {
 
- 	attackableHexes.clear();
 
- 	if(activeStack)
 
- 		occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
 
- 	curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
 
- 	//prepare background graphic with hexes and shaded hexes
 
- 	blitAt(background, 0, 0, backgroundWithHexes);
 
- 	//draw absolute obstacles (cliffs and so on)
 
- 	for(auto & oi : curInt->cb->battleGetAllObstacles())
 
- 	{
 
- 		if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE /*  ||  oi.obstacleType == CObstacleInstance::MOAT*/)
 
- 			blitAt(getObstacleImage(*oi), oi->getInfo().width,
 
- 			       oi->getInfo().height, backgroundWithHexes);
 
- 	}
 
- 	if(settings["battle"]["stackRange"].Bool())
 
- 	{
 
- 		std::vector<BattleHex> hexesToShade = occupyableHexes;
 
- 		hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
 
- 		for(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, nullptr, backgroundWithHexes, &temp_rect);
 
- 		}
 
- 	}
 
- 	if(settings["battle"]["cellBorders"].Bool())
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
 
- }
 
- void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
 
- {
 
- 	if(!siegeH)
 
- 		return;
 
- 	for(auto piece : pieces)
 
- 	{
 
- 		if(piece < 15) // not a tower - just print
 
- 			siegeH->printPartOfWall(to, piece);
 
- 		else // tower. find if tower is built and not destroyed - stack is present
 
- 		{
 
- 			// PieceID    StackID
 
- 			// 15 = keep,  -2
 
- 			// 16 = lower, -3
 
- 			// 17 = upper, -4
 
- 			// tower. check if tower is alive - stack is found
 
- 			int stackPos = 13 - piece;
 
- 			const CStack * turret = nullptr;
 
- 			for(auto & stack : curInt->cb->battleGetAllStacks(true))
 
- 			{
 
- 				if(stack->position == stackPos)
 
- 				{
 
- 					turret = stack;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(turret)
 
- 			{
 
- 				std::vector<const CStack *> stackList(1, turret);
 
- 				showStacks(to, stackList);
 
- 				siegeH->printPartOfWall(to, piece);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
 
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