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| #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/BattleState.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"/* * CBattleInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */CondSh<bool> CBattleInterface::animsAreDisplayed;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,								   shared_ptr<CPlayerInterface> att, shared_ptr<CPlayerInterface> defen)	: 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), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr),	  siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),	  givenCommand(nullptr), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr){	OBJ_CONSTRUCTION;	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 = new CondSh<BattleAction *>(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;	//loading projectiles for units	for(const CStack *s : stacks)	{		if(s->getCreature()->isShooting())		{			CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];			const CCreature * creature;//creature whose shots should be loaded			if (s->getCreature()->idNumber == CreatureID::ARROW_TOWERS)				creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];			else				creature = s->getCreature();			projectile = CDefHandler::giveDef(creature->animation.projectileImageName);			for(auto & elem : projectile->ourImages) //alpha transforming			{				CSDL_Ext::alphaTransform(elem.bitmap);			}		}	}	//preparing graphic with cell borders	cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);	//copying palette	for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256	{		cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];	}	//palette copied	for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows	{		for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns		{			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;			int y = 86 + 42 * i;			for(int cellX = 0; cellX < cellBorder->w; ++cellX)			{				for(int cellY = 0; cellY < cellBorder->h; ++cellY)				{					if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)						* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);				}			}		}	}	backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);	//preparing obstacle defs	auto obst = curInt->cb->battleGetAllObstacles();	for(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);}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 givenCommand;	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);	}}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_ESCAPE && spellDestSelectMode)	{		endCastingSpell();	}}void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent){	auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)	{		return hex->hovered && hex->strictHovered;	});	handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);}void CBattleInterface::setBattleCursor(const int myNumber){	const CClickableHex & hoveredHex = *bfield[myNumber];	CCursorHandler *cursor = CCS->curh;	const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.	const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;	const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;	const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare	const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);	const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.	std::vector<int> sectorCursor; // From left to bottom left.	sectorCursor.push_back(8);	sectorCursor.push_back(9);	sectorCursor.push_back(10);	sectorCursor.push_back(11);	sectorCursor.push_back(12);	sectorCursor.push_back(7);	const bool doubleWide = activeStack->doubleWide();	bool aboveAttackable = true, belowAttackable = true;	// Exclude directions which cannot be attacked from.	// Check to the left.	if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))	{		sectorCursor[0] = -1;	}	// Check top left, top right as well as above for 2-hex creatures.	if (myNumber/GameConstants::BFIELD_WIDTH == 0)	{			sectorCursor[1] = -1;			sectorCursor[2] = -1;			aboveAttackable = false;	}	else	{		if (doubleWide)		{			bool attackRow[4] = {true, true, true, true};			if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))				attackRow[0] = false;			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))				attackRow[1] = false;			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))				attackRow[2] = false;			if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))				attackRow[3] = false;			if (!(attackRow[0] && attackRow[1]))				sectorCursor[1] = -1;			if (!(attackRow[1] && attackRow[2]))				aboveAttackable = false;			if (!(attackRow[2] && attackRow[3]))				sectorCursor[2] = -1;		}		else		{			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))				sectorCursor[1] = -1;			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))				sectorCursor[2] = -1;		}	}	// Check to the right.	if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))	{		sectorCursor[3] = -1;	}	// Check bottom right, bottom left as well as below for 2-hex creatures.	if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)	{		sectorCursor[4] = -1;		sectorCursor[5] = -1;		belowAttackable = false;	}	else	{		if (doubleWide)		{			bool attackRow[4] = {true, true, true, true};			if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))				attackRow[0] = false;			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))				attackRow[1] = false;			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))				attackRow[2] = false;			if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))				attackRow[3] = false;			if (!(attackRow[0] && attackRow[1]))				sectorCursor[5] = -1;			if (!(attackRow[1] && attackRow[2]))				belowAttackable = false;			if (!(attackRow[2] && attackRow[3]))				sectorCursor[4] = -1;		}		else		{			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))				sectorCursor[4] = -1;			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))				sectorCursor[5] = -1;		}	}	// Determine index from sector.	int cursorIndex;	if (doubleWide)	{		sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);		sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);		if (sector < 1.5)			cursorIndex = sector;		else if (sector >= 1.5 && sector < 2.5)			cursorIndex = 2;		else if (sector >= 2.5 && sector < 4.5)			cursorIndex = (int) sector + 1;		else if (sector >= 4.5 && sector < 5.5)			cursorIndex = 6;		else			cursorIndex = (int) sector + 2;	}	else	{		cursorIndex = sector;	}	// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]	if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; }))	{        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 && spellDestSelectMode)	{		endCastingSpell();	}}void CBattleInterface::bOptionsf(){	if(spellDestSelectMode) //we are casting a spell		return;	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);	Rect tempRect = genRect(431, 481, 160, 84);	tempRect += pos.topLeft();	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"]["neutralAI"].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;	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);	if(!myTurn)		return;	auto myHero = currentHero();	ESpellCastProblem::ESpellCastProblem spellCastProblem;	if (curInt->cb->battleCanCastSpell(&spellCastProblem))	{		auto  spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt.get());		GH.pushInt(spellWindow);	}	else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)	{		//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible		auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));		if(!blockingBonus)			return;;		if(blockingBonus->source == Bonus::ARTIFACT)		{			const int artID = blockingBonus->sid;			//If we have artifact, put name of our hero. Otherwise assume it's the enemy.			//TODO check who *really* is source of bonus			std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;			//%s wields the %s, an ancient artifact which creates a p dead to all magic.			LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])										% heroName % CGI->arth->artifacts[artID]->Name()));		}	}}void CBattleInterface::bWaitf(){	if(spellDestSelectMode) //we are casting a spell		return;	if(activeStack != 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->attackerOwned; // 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);}void CBattleInterface::stackRemoved(int stackID){	delete creAnims[stackID];	creAnims.erase(stackID);	creDir.erase(stackID);	//FIXME: what if currently removed stack is active one (Sacrifice)?	redrawBackgroundWithHexes(activeStack);	queue->update();}void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities{	//givenCommand = nullptr;	stackToActivate = stack;	waitForAnims();	//if(pendingAnims.size() == 0)	if(stackToActivate) //during waiting stack may have gotten activated through show		activateStack();}void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance){	addNewAnim(new CMovementAnimation(this, stack, destHex, distance));	waitForAnims();}void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos){	for (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 (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed		return;*/	if (targets > 1)		printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish	else		printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);}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]);	//unlock spellbook	//bSpell->block(!curInt->cb->battleCanCastSpell());	//don't unlock spellbook - this should be done when we have axctive creature}void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected){	const CStack *stack = curInt->cb->battleGetStackByID(stackID);	if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)	{		return;	}	if(stack && stack != activeStack)        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->attackerOwned)	{		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)	{		SDL_FreeSurface(siegeH->walls[attackInfo.attackedPart + 2]);		siegeH->walls[attackInfo.attackedPart + 2] = BitmapHandler::loadBitmap(			siegeH->getSiegeName(attackInfo.attackedPart + 2, curInt->cb->battleGetWallState(attackInfo.attackedPart)));	}}void CBattleInterface::battleFinished(const BattleResult& br){	bresult = &br;	{		auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);		animsAreDisplayed.waitUntil(false);	}	displayBattleFinished();	setActiveStack(nullptr);}void CBattleInterface::displayBattleFinished(){	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);	SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);	resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);	GH.pushInt(resWindow);}void CBattleInterface::spellCast( const BattleSpellCast * sc ){	const SpellID spellID(sc->id);	const CSpell &spell = * spellID.toSpell();	const std::string & spellName = spell.name;	const std::string& castSoundPath = spell.getCastSound();	std::string casterName("Something");	if(sc->castedByHero)		casterName = curInt->cb->battleGetHeroInfo(sc->side).name;	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)			{				casterName = casterStack->type->namePl;				srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this); 				srccoord.x += 250;				srccoord.y += 240;			}		}	}	//TODO: play custom cast animation	{	}		//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 /resist animation		for (auto & elem : sc->affectedCres) 	{		BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position;		if(vstd::contains(sc->resisted,elem))			displayEffect(78, position);		else			displaySpellEffect(spellID, position);	}	switch(sc->id)	{	case SpellID::SUMMON_FIRE_ELEMENTAL:	case SpellID::SUMMON_EARTH_ELEMENTAL:	case SpellID::SUMMON_WATER_ELEMENTAL:	case SpellID::SUMMON_AIR_ELEMENTAL:	case SpellID::CLONE:	case SpellID::REMOVE_OBSTACLE:		addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?		break;	} //switch(sc->id)	//displaying message in console	bool customSpell = false;	if(sc->affectedCres.size() == 1)	{		const CStack * attackedStack = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false);		const std::string attackedName = attackedStack->getName();		const std::string attackedNameSing = attackedStack->getCreature()->nameSing;		const std::string attackedNamePl = attackedStack->getCreature()->namePl;		std::string text = CGI->generaltexth->allTexts[195];		if(sc->castedByHero)		{			boost::algorithm::replace_first(text, "%s", casterName);			boost::algorithm::replace_first(text, "%s", spellName);			boost::algorithm::replace_first(text, "%s", attackedNamePl); //target		}		else		{			auto getPluralText = [attackedStack](const int baseTextID) -> std::string			{				return CGI->generaltexth->allTexts[(attackedStack->count > 1 ? baseTextID+1 : baseTextID)];			};						bool plural = false; //add singular / plural form of creature text if this is true			int textID = 0;			switch(sc->id)			{				case SpellID::STONE_GAZE:					customSpell = true;					plural = true;					textID = 558;					break;				case SpellID::POISON:					customSpell = true;					plural = true;					textID = 561;					break;				case SpellID::BIND:					customSpell = true;					text = CGI->generaltexth->allTexts[560];					boost::algorithm::replace_first(text, "%s", attackedNamePl);					break;//Roots and vines bind the %s to the ground!				case SpellID::DISEASE:					customSpell = true;					plural = true;					textID = 553;					break;				case SpellID::PARALYZE:					customSpell = true;					plural = true;					textID = 563;					break;				case SpellID::AGE:				{					customSpell = true;					text = getPluralText(551);					boost::algorithm::replace_first(text, "%s", attackedName);					//The %s shrivel with age, and lose %d hit points."					TBonusListPtr bl = attackedStack->getBonuses(Selector::type(Bonus::STACK_HEALTH));					bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, SpellID::AGE));					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));				}					break;				case SpellID::THUNDERBOLT:					text = CGI->generaltexth->allTexts[367];					boost::algorithm::replace_first(text, "%s", attackedNamePl);					console->addText(text);					text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards					console->addText(text);					customSpell = true;					text = ""; //yeah, it's a terrible mess					break;				case SpellID::DISPEL_HELPFUL_SPELLS:					text = CGI->generaltexth->allTexts[555];					boost::algorithm::replace_first(text, "%s", attackedNamePl);					customSpell = true;					break;				case SpellID::DEATH_STARE:					customSpell = true;					if (sc->dmgToDisplay)					{						if (sc->dmgToDisplay > 1)						{							text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.							boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));							boost::algorithm::replace_first(text, "%s", attackedNamePl);						}						else						{							text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.							boost::algorithm::replace_first(text, "%s", attackedNameSing);						}						boost::algorithm::replace_first(text, "%s", casterName); //casting stack					}					else						text = "";					break;				default:					text = CGI->generaltexth->allTexts[565]; //The %s casts %s					boost::algorithm::replace_first(text, "%s", casterName); //casting stack			}			if (plural)			{				text = getPluralText(textID);				boost::algorithm::replace_first(text, "%s", attackedName);			}		}		if (!customSpell && !sc->dmgToDisplay)			boost::algorithm::replace_first(text, "%s", spellName); //simple spell name		if (text.size())			console->addText(text);	}	else	{		std::string text = CGI->generaltexth->allTexts[196];		boost::algorithm::replace_first(text, "%s", casterName);		boost::algorithm::replace_first(text, "%s", spellName);		console->addText(text);	}	if(sc->dmgToDisplay && !customSpell)	{		std::string dmgInfo = CGI->generaltexth->allTexts[376];		boost::algorithm::replace_first(dmgInfo, "%s", spellName); //simple spell name		boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));		console->addText(dmgInfo); //todo: casualties (?)	}	waitForAnims();	//mana absorption	if(sc->manaGained > 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){	if (sse.effect.back().sid == -1 && sse.stacks.size() == 1 && sse.effect.size() == 2)	{		const Bonus & bns = sse.effect.front();		if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)		{			//defensive stance			const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());			int txtid = 120;			if(stack->count != 1)				txtid++; //move to plural text			BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));			defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance			int val = stack->Defense() - defenseBonuses.totalValue();			auto txt = boost::format (CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;			console->addText(boost::to_string(txt));		}	}	if (activeStack != nullptr) //it can be -1 when a creature casts effect	{		redrawBackgroundWithHexes(activeStack);	}}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 tragets	const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;	assert(castingHero); // code below assumes non-null hero	sp = CGI->spellh->objects[spellID];	spellSelMode = ANY_LOCATION;		const CSpell::TargetInfo ti = sp->getTargetInfo(castingHero->getSpellSchoolLevel(sp));		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)	{		if(ti.smart)			spellSelMode = selectionTypeByPositiveness(*sp);		else			spellSelMode = ANY_CREATURE;	}		else if(ti.type == CSpell::OBSTACLE)	{		spellSelMode = OBSTACLE;	} 	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, bool areaEffect){	//todo: recheck areaEffect usage	addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));}void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect){	const CSpell * spell = spellID.toSpell();		if(spell == nullptr)		return;	for(const CSpell::TAnimation & animation : spell->animationInfo.affect)	{						addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));	}}void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect){	const CSpell * spell = spellID.toSpell();		if(spell == nullptr)		return;			for(const CSpell::TAnimation & animation : spell->animationInfo.hit)	{					addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));	}}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{	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 Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),		*randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));	if (s->casts &&  (spellcaster || randomSpellcaster))	{		stackCanCastSpell = true;		if(randomSpellcaster)			creatureSpellToCast = -1; //spell will be set later on cast		creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move		//TODO: what if creature can cast BOTH random genie spell and aimed spell?	}	else	{		stackCanCastSpell = false;		creatureSpellToCast = -1;	}	getPossibleActionsForStack (s);	GH.fakeMouseMove();}void CBattleInterface::endCastingSpell(){	assert(spellDestSelectMode);	delete spellToCast;	spellToCast = nullptr;	sp = nullptr;	spellDestSelectMode = false;	CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);	if (activeStack)	{		getPossibleActionsForStack (activeStack); //restore actions after they were cleared		myTurn = true;	}}void CBattleInterface::getPossibleActionsForStack(const CStack * stack){	possibleActions.clear();	if (tacticsMode)	{		possibleActions.push_back(MOVE_TACTICS);		possibleActions.push_back(CHOOSE_TACTICS_STACK);	}	else	{		//first action will be prioritized over later ones		if (stack->casts) //TODO: check for battlefield effects that prevent casting?		{			if (stack->hasBonusOfType (Bonus::SPELLCASTER))			{				 //TODO: poll possible spells				const CSpell * spell;				BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));				for (Bonus * spellBonus : spellBonuses)				{					spell = CGI->spellh->objects[spellBonus->subtype];					switch (spellBonus->subtype)					{						case SpellID::REMOVE_OBSTACLE:							possibleActions.push_back (OBSTACLE);							break;						default:							possibleActions.push_back (selectionTypeByPositiveness (*spell));							break;					}				}				std::sort(possibleActions.begin(), possibleActions.end());				auto it = std::unique (possibleActions.begin(), possibleActions.end());				possibleActions.erase (it, possibleActions.end());			}			if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))				possibleActions.push_back (RANDOM_GENIE_SPELL);			if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))				possibleActions.push_back (RISE_DEMONS);		}		if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))			possibleActions.push_back (SHOOT);		if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))			possibleActions.push_back (ATTACK_AND_RETURN);		possibleActions.push_back(ATTACK); //all active stacks can attack		possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere		if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks			possibleActions.push_back (MOVE_STACK); //all active stacks can attack		if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots			possibleActions.push_back (CATAPULT);		if (stack->hasBonusOfType (Bonus::HEALER))			possibleActions.push_back (HEAL);	}}void CBattleInterface::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	{		boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %			(attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;		formattedText.append(boost::to_string(txt));	}	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] != bool(s->attackerOwned) && 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){	ESpellCastProblem::ESpellCastProblem spellcastingProblem;	bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);	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);	}	//if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)	bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));	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  &&  stack->count != 1)		txtid++; //move to plural text	else if(txtid < 0)		txtid = -txtid;	if(txtid)	{		std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();		console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());	}	//displaying special abilities	switch (action->actionType)	{		case Battle::STACK_HEAL:			displayEffect(74, action->destinationTile);			CCS->soundh->playSound(soundBase::REGENER);			break;	}}void CBattleInterface::waitForAnims(){	auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);	animsAreDisplayed.waitWhileTrue();}void CBattleInterface::bEndTacticPhase(){	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 /*= nullptr*/){	if(!current)		current = activeStack;	//no switching stacks when the current one is moving	waitForAnims();	TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);	stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());	auto it = vstd::find(stacksOfMine, current);	if(it != stacksOfMine.end() && ++it != stacksOfMine.end())		stackActivated(*it);	else		stackActivated(stacksOfMine.front());}CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell){	switch(spell.positiveness)	{	case CSpell::NEGATIVE :		return HOSTILE_CREATURE_SPELL;	case CSpell::NEUTRAL:		return ANY_CREATURE;	case CSpell::POSITIVE:		return FRIENDLY_CREATURE_SPELL;	}	assert(0);	return NO_LOCATION; //should never happen}std::string formatDmgRange(std::pair<ui32, ui32> dmgRange){	if(dmgRange.first != dmgRange.second)		return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();	else		return (boost::format("%d") % dmgRange.first).str();}bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber){	std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);	int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);	if (vstd::contains(acc, myNumber))		return true;	else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))		return true;	else		return false;}void CBattleInterface::handleHex(BattleHex myNumber, int eventType){	if(!myTurn) //we are not permit to do anything		return;	// This function handles mouse move over hexes and l-clicking on them.	// First we decide what happens if player clicks on this hex and set appropriately	// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.	//	// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.	//used when hovering -> tooltip message and cursor to be set	std::string consoleMsg;	bool setCursor = true; //if we want to suppress setting cursor	ECursor::ECursorTypes cursorType = ECursor::COMBAT;	int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?	//used when l-clicking -> action to be called upon the click	std::function<void()> realizeAction;	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();	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				{					creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called					legalAction = true;				}				break;			case HOSTILE_CREATURE_SPELL:				if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))					legalAction = true;				break;			case FRIENDLY_CREATURE_SPELL:			{				if (isCastingPossibleHere (sactive, shere, myNumber)) //need to be called before sp is determined				{					bool rise = false; //TODO: can you imagine rising hostile creatures?					sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo];					if (sp && sp->isRisingSpell())							rise = true;					if (shere && (shere->alive() || rise) && ourStack)						legalAction = true;				}				break;			}			case RANDOM_GENIE_SPELL:			{				if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures				{					int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);					if (spellID > -1)					{						legalAction = true;					}				}			}				break;			case OBSTACLE:				if (isCastingPossibleHere (sactive, shere, myNumber))					legalAction = true;				break;			case TELEPORT:			{				ui8 skill = 0;				if (creatureCasting)					skill = sactive->valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, SpellID::TELEPORT));				else					skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->objects[spellToCast->additionalInfo]);				//TODO: explicitely save power, skill				if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))					legalAction = true;				else					notLegal = true;			}				break;			case SACRIFICE: //choose our living stack to sacrifice				if (shere && shere != selectedStack && ourStack && shere->alive())					legalAction = true;				else					notLegal = true;				break;			case FREE_LOCATION:				{					ui8 side = curInt->cb->battleGetMySide();					auto hero = curInt->cb->battleGetMyHero();					assert(!creatureCasting); //we assume hero casts this spell					assert(hero);					legalAction = true;					bool hexesOutsideBattlefield = false;					auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);					for(BattleHex hex : tilesThatMustBeClear)					{						if(curInt->cb->battleGetStackByPos(hex, true)  ||  !!curInt->cb->battleGetObstacleOnPos(hex, false)						 || !hex.isAvailable())						{							legalAction = false;							notLegal = true;						}					}					if(hexesOutsideBattlefield)					{						legalAction = false;						notLegal = true;					}				}				break;			case CATAPULT:				if (isCatapultAttackable(myNumber))					legalAction = true;				break;			case HEAL:				if (shere && ourStack && shere->canBeHealed())					legalAction = true;				break;			case RISE_DEMONS:				if (shere && ourStack && !shere->alive())					legalAction = true;				break;		}		if (legalAction)			localActions.push_back (action);		else if (notLegal)			illegalActions.push_back (action);	}	illegalAction = INVALID; //clear it in first place	if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default		currentAction = selectedAction;	else if (localActions.size()) //if not possible, select first available action 9they are sorted by suggested priority)		currentAction = localActions.front();	else //no legal action possible	{		currentAction = INVALID; //don't allow to do anything		if (vstd::contains(illegalActions, selectedAction))			illegalAction = selectedAction;		else if (illegalActions.size())			illegalAction = illegalActions.front();		else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature		{			currentAction = CREATURE_INFO;		}		else			illegalAction = INVALID; //we should never be here	}	bool isCastingPossible = false;	bool secondaryTarget = false;	if (currentAction > INVALID)	{		switch (currentAction) //display console message, realize selected action		{			case CHOOSE_TACTICS_STACK:				consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s				realizeAction = [=]{ stackActivated(shere); };				break;			case MOVE_TACTICS:			case MOVE_STACK:				if (activeStack->hasBonusOfType(Bonus::FLYING))				{					cursorFrame = ECursor::COMBAT_FLY;					consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here				}				else				{					cursorFrame = ECursor::COMBAT_MOVE;					consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here				}				realizeAction = [=]				{					if (activeStack->doubleWide())					{						std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);						int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);						if(vstd::contains(acc, myNumber))							giveCommand (Battle::WALK ,myNumber, activeStack->ID);						else if(vstd::contains(acc, shiftedDest))							giveCommand (Battle::WALK, shiftedDest, activeStack->ID);					}					else					{						giveCommand (Battle::WALK, myNumber, activeStack->ID);					}				};				break;			case ATTACK:			case WALK_AND_ATTACK:			case ATTACK_AND_RETURN: //TODO: allow to disable return			{				setBattleCursor(myNumber); //handle direction of cursor and attackable tile				setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?				realizeAction = [=]				{					BattleHex attackFromHex = fromWhichHexAttack(myNumber);					if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)					{						giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);					}				};				std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg				consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)			}				break;			case SHOOT:			{				if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))					cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;				else					cursorFrame = ECursor::COMBAT_SHOOT;				realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};				std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg				//printing - Shoot %s (%d shots left, %s damage)				consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();			}				break;			case HOSTILE_CREATURE_SPELL:			case FRIENDLY_CREATURE_SPELL:				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:				//cursorFrame = ECursor::SPELLBOOK;				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s				isCastingPossible = true;				break;			case HEAL:				cursorFrame = ECursor::COMBAT_HEAL;				consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s				realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing				break;			case RISE_DEMONS:				cursorType = ECursor::SPELLBOOK;				realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };				break;			case CATAPULT:				cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;				realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };				break;			case CREATURE_INFO:			{				cursorFrame = ECursor::COMBAT_QUERY;				consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();				realizeAction = [=]{ GH.pushInt(new CStackWindow(shere, false)); };				break;			}		}	}	else //no possible valid action, display message	{		switch (illegalAction)		{			case HOSTILE_CREATURE_SPELL:			case FRIENDLY_CREATURE_SPELL:			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(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)	{		if (creatureCasting)			isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);		else			isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);	}	if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)			isCastingPossible = false;	return isCastingPossible;}BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber){	//TODO far too much repeating code	BattleHex destHex = -1;	switch(CCS->curh->frame)	{	case 12: //from bottom right		{			bool doubleWide = activeStack->doubleWide();			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +				(activeStack->attackerOwned && doubleWide ? 1 : 0);			if(vstd::contains(occupyableHexes, destHex))				return destHex;			else if(activeStack->attackerOwned) //if we are attacker			{				if(vstd::contains(occupyableHexes, destHex+1))					return destHex+1;			}			else //if we are defender			{				if(vstd::contains(occupyableHexes, destHex-1))					return destHex-1;			}			break;		}	case 7: //from bottom left		{			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );			if(vstd::contains(occupyableHexes, destHex))				return destHex;			else if(activeStack->attackerOwned) //if we are attacker			{				if(vstd::contains(occupyableHexes, destHex+1))					return destHex+1;			}			else //if we are defender			{				if(vstd::contains(occupyableHexes, destHex-1))					return destHex-1;			}			break;		}	case 8: //from left		{			if(activeStack->doubleWide() && !activeStack->attackerOwned)			{				std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);				if(vstd::contains(acc, myNumber))					return myNumber - 1;				else					return myNumber - 2;			}			else			{				return myNumber - 1;			}			break;		}	case 9: //from top left		{			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );			if(vstd::contains(occupyableHexes, destHex))				return destHex;			else if(activeStack->attackerOwned) //if we are attacker			{				if(vstd::contains(occupyableHexes, destHex+1))					return destHex+1;			}			else //if we are defender			{				if(vstd::contains(occupyableHexes, destHex-1))					return destHex-1;			}			break;		}	case 10: //from top right		{			bool doubleWide = activeStack->doubleWide();			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +				(activeStack->attackerOwned && doubleWide ? 1 : 0);			if(vstd::contains(occupyableHexes, destHex))				return destHex;			else if(activeStack->attackerOwned) //if we are attacker			{				if(vstd::contains(occupyableHexes, destHex+1))					return destHex+1;			}			else //if we are defender			{				if(vstd::contains(occupyableHexes, destHex-1))					return destHex-1;			}			break;		}	case 11: //from right		{			if(activeStack->doubleWide() && activeStack->attackerOwned)			{				std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);				if(vstd::contains(acc, myNumber))					return myNumber + 1;				else					return myNumber + 2;			}			else			{				return myNumber + 1;			}			break;		}	case 13: //from bottom		{			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );			if(vstd::contains(occupyableHexes, destHex))				return destHex;			else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker			{				if(vstd::contains(occupyableHexes, destHex+1))					return destHex+1;			}			else //if we are defender			{				if(vstd::contains(occupyableHexes, destHex-1))					return destHex-1;			}			break;		}	case 14: //from top		{			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );			if(vstd::contains(occupyableHexes, destHex))				return destHex;			else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker			{				if(vstd::contains(occupyableHexes, destHex+1))					return destHex+1;			}			else //if we are defender			{				if(vstd::contains(occupyableHexes, destHex-1))					return destHex-1;			}			break;		}	}	return -1;}Rect CBattleInterface::hexPosition(BattleHex hex) const{	int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;	int y = 86 + 42 * hex.getY() + pos.y;	int w = cellShade->w;	int h = cellShade->h;	return Rect(x, y, w, h);}void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi){	//so when multiple obstacles are added, they show up one after another	waitForAnims();	int effectID = -1;	soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?	std::string defname;	switch(oi.obstacleType)	{	case CObstacleInstance::QUICKSAND:		effectID = 55;		sound = soundBase::QUIKSAND;		break;	case CObstacleInstance::LAND_MINE:		effectID = 47;		sound = soundBase::LANDMINE;		break;	case CObstacleInstance::FORCE_FIELD:		{			auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);			if(spellObstacle.casterSide)			{				if(oi.getAffectedTiles().size() < 3)					defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing				else					defname = "C15SPE6.DEF";			}			else			{				if(oi.getAffectedTiles().size() < 3)					defname = "C15SPE0.DEF";				else					defname = "C15SPE9.DEF";			}		}		sound = soundBase::FORCEFLD;		break;	case CObstacleInstance::FIRE_WALL:		if(oi.getAffectedTiles().size() < 3)			effectID = 43; //small fire wall appearing		else			effectID = 44; //and the big one		sound = soundBase::fireWall;		break;	default:        logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;		return;	}	if(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);}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 = new 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);			}		}		else		{			delete ba;			boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->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)	{		walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );	}}CBattleInterface::SiegeHelper::~SiegeHelper(){	for(auto & elem : walls)	{		SDL_FreeSurface(elem);	}}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 0: //background		return prefix + "BACK.BMP";	case 1: //background wall		{			switch(town->town->faction->index)			{			case 5: case 4: case 1: case 6:				return prefix + "TPW1.BMP";			default:				return prefix + "TPWL.BMP";			}		}	case 2: //keep		return prefix + "MAN" + addit + ".BMP";	case 3: //bottom tower		return prefix + "TW1" + addit + ".BMP";	case 4: //bottom wall		return prefix + "WA1" + addit + ".BMP";	case 5: //below gate		return prefix + "WA3" + addit + ".BMP";	case 6: //over gate		return prefix + "WA4" + addit + ".BMP";	case 7: //upper wall		return prefix + "WA6" + addit + ".BMP";	case 8: //upper tower		return prefix + "TW2" + addit + ".BMP";	case 9: //gate		return prefix + "DRW" + addit + ".BMP";	case 10: //gate arch		return prefix + "ARCH.BMP";	case 11: //bottom static wall		return prefix + "WA2.BMP";	case 12: //upper static wall		return prefix + "WA5.BMP";	case 13: //moat		return prefix + "MOAT.BMP";	case 14: //mlip		return prefix + "MLIP.BMP";	case 15: //keep creature cover		return prefix + "MANC.BMP";	case 16: //bottom turret creature cover		return prefix + "TW1C.BMP";	case 17: //upper turret creature cover		return prefix + "TW2C.BMP";	default:		return "";	}}/// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,/// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,/// 15. keep turret cover, 16. lower turret cover, 17. upper turret covervoid CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what){	Point pos = Point(-1, -1);	auto & ci = owner->siegeH->town->town->clientInfo;	if (what >= 1 && what <= 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 == 13 || what == 14))		return; // no moat in Tower. TODO: remove hardcode somehow?	if(pos.x != -1)	{		blitAt(walls[what], pos.x, pos.y, to);	}}CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest){	facA = 0.005; // seems to be constant	// system of 2 linear equations, solutions of which are missing coefficients	// for quadratic equation a*x*x + b*x + c	double eq[2][3] = {		{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },		{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }	};	// solve system via determinants	double det  = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];	double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];	double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];	facB = detB / det;	facC = detC / det;	// make sure that parabola is correct e.g. passes through from and dest	assert(fabs(calculateY(from.x) - from.y) < 1.0);	assert(fabs(calculateY(dest.x) - dest.y) < 1.0);}double CatapultProjectileInfo::calculateY(double x){	return facA * pow(x, 2.0) + facB * x + facC;}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, 14); // show moat background}void CBattleInterface::showHighlightedHexes(SDL_Surface * to){	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())			{				if(spellToCast) //when casting spell				{					//calculating spell school level					const CSpell & spToCast =  *CGI->spellh->objects[spellToCast->additionalInfo];					ui8 schoolLevel = 0;					auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;					if (caster)						schoolLevel = caster->getSpellSchoolLevel(&spToCast);					// printing shaded hex(es)					auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());					for(BattleHex shadedHex : shaded)					{						if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))							showHighlightedHex(to, shadedHex);					}				}				else if (active)//always highlight pointed hex				{					if (currentlyHoveredHex.getX() != 0					 && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)						showHighlightedHex(to, currentlyHoveredHex);				}			}		}	}	if(activeStack && settings["battle"]["stackRange"].Bool())	{		std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);		for(BattleHex hex : set)			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)				showHighlightedHex(to, hex);		}	}}void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex){	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);}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)) // siege weapons are always singular			return false;		if (curInt->curAction)		{			if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action				return false;			if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted				stack->position == curInt->curAction->additionalInfo)				return false;			if (curInt->curAction->destinationTile == stack->position) // stack is moving				return false;		}		return true;	};	auto getEffectsPositivness = [&](const CStack * stack) -> int	{		int pos = 0;		for(auto & spellId : stack->activeSpells())		{			pos += CGI->spellh->objects[ 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 BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);			const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);			const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];			int xAdd = (stack->attackerOwned ? 220 : 202) +					   (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +					   (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);			int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);			//blitting amount background box			SDL_Surface *amountBG = amountNormal;			if(!stack->getSpellBonuses()->empty())				amountBG = getAmountBoxBackground(getEffectsPositivness(stack));			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->count), 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<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;	// Sort creatures	for (auto & stack : curInt->cb->battleGetAllStacks())	{		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;		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	for(auto & obstacle : curInt->cb->battleGetAllObstacles())	{		if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE		&& obstacle->obstacleType != CObstacleInstance::MOAT)		{			sorted.hex[obstacle->pos].obstacles.push_back(obstacle);		}	}	// Sort wall parts	if (siegeH)	{		sorted.beforeAll.walls.push_back(1);  // 1. background wall		sorted.hex[135].walls.push_back(2);   // 2. keep		sorted.afterAll.walls.push_back(3);   // 3. bottom tower		sorted.hex[182].walls.push_back(4);   // 4. bottom wall		sorted.hex[130].walls.push_back(5);   // 5. wall below gate,		sorted.hex[62].walls.push_back(6);    // 6. wall over gate		sorted.hex[12].walls.push_back(7);    // 7. upper wall		sorted.beforeAll.walls.push_back(8);  // 8. upper tower		//sorted.hex[94].walls.push_back(9);  // 9. gate // Not implemented it seems		sorted.hex[112].walls.push_back(10);  // 10. gate arch		sorted.hex[165].walls.push_back(11);  // 11. bottom static wall		sorted.hex[45].walls.push_back(12);   // 12. upper static wall		if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))		{			sorted.beforeAll.walls.push_back(13); // 13. moat			//sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle			sorted.hex[135].walls.push_back(15);  // 15. keep turret cover		}		if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))		{			sorted.afterAll.walls.push_back(16);  // 16. lower turret cover			sorted.beforeAll.walls.push_back(17); // 17. upper turret cover		}	}	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);	//preparating 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"]["cellBorders"].Bool())		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);	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);		}	}}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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