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| #include "CBattleInterface.h"#include "CGameInfo.h"#include "../hch/CLodHandler.h"#include "SDL_Extensions.h"#include "CAdvmapInterface.h"#include "AdventureMapButton.h"#include "../hch/CObjectHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CDefHandler.h"#include "../hch/CSpellHandler.h"#include "CMessage.h"#include "CCursorHandler.h"#include "../CCallback.h"#include "../lib/CGameState.h"#include "../hch/CGeneralTextHandler.h"#include "CCreatureAnimation.h"#include "Graphics.h"#include "CSpellWindow.h"#include "CConfigHandler.h"#include <queue>#include <sstream>#include "../lib/CondSh.h"#include "../lib/NetPacks.h"#include "CPlayerInterface.h"#include "../hch/CVideoHandler.h"#include "../hch/CTownHandler.h"#include <boost/assign/list_of.hpp>#include <boost/lexical_cast.hpp>#ifndef __GNUC__const double M_PI = 3.14159265358979323846;#else#define _USE_MATH_DEFINES#include <cmath>#endif/* * CBattleInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */extern SDL_Surface * screen;extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;extern SDL_Color zwykly;CondSh<bool> CBattleInterface::animsAreDisplayed;struct CMP_stack2{	inline bool operator ()(const CStack& a, const CStack& b)	{		return (a.Speed())>(b.Speed());	}} cmpst2 ;static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float 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 = (float)((colorsToChange+g)->r) * rCor;			(colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor;			(colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor;		}	}}////////////////////////Battle helpers//general animvoid CBattleAnimation::endAnim(){	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)	{		if(it->first == this)		{			it->first = NULL;		}	}}bool CBattleAnimation::isEarliest(bool perStackConcurrency){	int lowestMoveID = owner->animIDhelper + 5;	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)	{		CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);		CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);		if(perStackConcurrency && stAnim && thAnim && stAnim->stackID != thAnim->stackID)			continue;		CReverseAnim * revAnim = dynamic_cast<CReverseAnim *>(stAnim);		if(revAnim && thAnim && stAnim && stAnim->stackID == thAnim->stackID && revAnim->priority)			return false;		if(it->first)			amin(lowestMoveID, it->first->ID);	}	return ID == lowestMoveID;}CBattleAnimation::CBattleAnimation(CBattleInterface * _owner): owner(_owner), ID(_owner->animIDhelper++){}//effect animationbool CSpellEffectAnim::init(){	if(!isEarliest(false))		return false;	if(effect == 12) //armageddon	{		if(effect == -1 || graphics->battleACToDef[effect].size() != 0)		{			CDefHandler * anim;			if(customAnim.size())				anim = CDefHandler::giveDef(customAnim);			else				anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);			for(int i=0; i * anim->width < owner->pos.w ; ++i)			{				for(int j=0; j * anim->height < owner->pos.h ; ++j)				{					SBattleEffect be;					be.effectID = ID;					be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);					be.frame = 0;					be.maxFrame = be.anim->ourImages.size();					be.x = i * anim->width + owner->pos.x;					be.y = j * anim->height + owner->pos.y;					owner->battleEffects.push_back(be);				}			}		}		else //there is nothing to play		{			endAnim();			return false;		}	}	else // Effects targeted at a specific creature/hex.	{		if(effect == -1 || graphics->battleACToDef[effect].size() != 0)		{			const CStack* destStack = LOCPLINT->cb->battleGetStackByPos(destTile, false);			Rect &tilePos = owner->bfield[destTile].pos;			SBattleEffect be;			be.effectID = ID;			if(customAnim.size())				be.anim = CDefHandler::giveDef(customAnim);			else				be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);			be.frame = 0;			be.maxFrame = be.anim->ourImages.size();			if(effect == 1)				be.maxFrame = 3;			switch (effect)			{			case -1:				be.x = x;				be.y = y;				break;			case 0: // Prayer and Lightning Bolt.			case 1:				// Position effect with it's bottom center touching the bottom center of affected tile(s).				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;				be.y = tilePos.y + tilePos.h - be.anim->height;				break;			default:				// Position effect with it's center touching the top center of affected tile(s).				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;				be.y = tilePos.y - be.anim->height/2;				break;			}			// Correction for 2-hex creatures.			if (destStack != NULL && destStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))				be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;			owner->battleEffects.push_back(be);		}		else //there is nothing to play		{			endAnim();			return false;		}	}	//battleEffects 	return true;}void CSpellEffectAnim::nextFrame(){	//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)	for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)	{		if(it->effectID == ID)		{			++(it->frame);			if(it->frame == it->maxFrame)			{				endAnim();				break;			}			else			{				it->x += dx;				it->y += dy;			}		}	}}void CSpellEffectAnim::endAnim(){	CBattleAnimation::endAnim();	std::vector<std::list<SBattleEffect>::iterator> toDel;	for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)	{		if(it->effectID == ID)		{			toDel.push_back(it);		}	}	for(int b=0; b<toDel.size(); ++b)	{		delete toDel[b]->anim;		owner->battleEffects.erase(toDel[b]);	}	delete this;}CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, int _destTile, int _dx, int _dy):CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), dx(_dx), dy(_dy){}CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy):CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy){}//stack's aniamtionCBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, int stack): CBattleAnimation(_owner), stackID(stack){}bool CBattleStackAnimation::isToReverseHlp(int hexFrom, int hexTo, bool curDir){	int fromMod = hexFrom % BFIELD_WIDTH;	int fromDiv = hexFrom / BFIELD_WIDTH;	int toMod = hexTo % BFIELD_WIDTH;	if(curDir && fromMod < toMod)		return false;	else if(curDir && fromMod > toMod)		return true;	else if(curDir && fromMod == toMod)	{		return fromDiv % 2 == 0;	}	else if(!curDir && fromMod < toMod)		return true;	else if(!curDir && fromMod > toMod)		return false;	else if(!curDir && fromMod == toMod)	{		return fromDiv % 2 == 1;	}	tlog1 << "Catastrope in CBattleStackAnimation::isToReverse!" << std::endl;	return false; //should never happen}bool CBattleStackAnimation::isToReverse(int hexFrom, int hexTo, bool curDir, bool toDoubleWide, bool toDir){	if(hexTo < 0) //turret		return false;	if(toDoubleWide)	{		return isToReverseHlp(hexFrom, hexTo, curDir) &&			(toDir ? isToReverseHlp(hexFrom, hexTo-1, curDir) : isToReverseHlp(hexFrom, hexTo+1, curDir) );	}	else	{		return isToReverseHlp(hexFrom, hexTo, curDir);	}}//revering animationbool CReverseAnim::init(){	if(owner->creAnims[stackID] == NULL || owner->creAnims[stackID]->getType() == 5)	{		endAnim();		return false; //there is no such creature	}	if(!priority && !isEarliest(false))		return false;		owner->creAnims[stackID]->setType(8);	return true;}void CReverseAnim::nextFrame(){	if(partOfAnim == 1) //first part of animation	{		if(owner->creAnims[stackID]->onLastFrameInGroup())		{			partOfAnim = 2;		}	}	else if(partOfAnim == 2)	{		if(!secondPartSetup)		{			owner->creDir[stackID] = !owner->creDir[stackID];			const CStack * curs = LOCPLINT->cb->battleGetStackByID(stackID, false);			Point coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stackID], curs, owner);			owner->creAnims[stackID]->pos.x = coords.x;			//creAnims[stackID]->pos.y = coords.second;			if(curs->hasFeatureOfType(StackFeature::DOUBLE_WIDE))			{				if(curs->attackerOwned)				{					if(!owner->creDir[stackID])						owner->creAnims[stackID]->pos.x -= 44;				}				else				{					if(owner->creDir[stackID])						owner->creAnims[stackID]->pos.x += 44;				}			}			owner->creAnims[stackID]->setType(7);			secondPartSetup = true;		}		if(owner->creAnims[stackID]->onLastFrameInGroup())		{			endAnim();		}	}}void CReverseAnim::endAnim(){	CBattleAnimation::endAnim();	if( LOCPLINT->cb->battleGetStackByID(stackID) )//don't do that if stack is dead		owner->creAnims[stackID]->setType(2);	delete this;}CReverseAnim::CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority): CBattleStackAnimation(_owner, stack), partOfAnim(1), hex(dest), secondPartSetup(false), priority(_priority){}//defence animbool CDefenceAnim::init(){	//checking initial conditions	//if(owner->creAnims[stackID]->getType() != 2)	//{	//	return false;	//}	if(IDby == -1 && owner->battleEffects.size() > 0)		return false;	int lowestMoveID = owner->animIDhelper + 5;	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)	{		CDefenceAnim * defAnim = dynamic_cast<CDefenceAnim *>(it->first);		if(defAnim && defAnim->stackID != stackID)			continue;		CBattleAttack * attAnim = dynamic_cast<CBattleAttack *>(it->first);		if(attAnim && attAnim->stackID != stackID)			continue;		const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);		if(IDby != -1)		{			int attackerAnimType = owner->creAnims[IDby]->getType();			if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[IDby]->getFrame() < attacker->creature->attackClimaxFrame )				return false;		}		CReverseAnim * animAsRev = dynamic_cast<CReverseAnim *>(it->first);		if(animAsRev && animAsRev->priority)			return false;		if(it->first)			amin(lowestMoveID, it->first->ID);	}	if(ID > lowestMoveID)		return false;		const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);	const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);	//reverse unit if necessary	if(attacker && isToReverse(attacked->position, attacker->position, owner->creDir[stackID], attacker->hasFeatureOfType(StackFeature::DOUBLE_WIDE), owner->creDir[IDby]))	{		owner->addNewAnim(new CReverseAnim(owner, stackID, attacked->position, true));		return false;	}	//unit reversed	if(byShooting) //delay hit animation	{				for(std::list<SProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)		{			if(it->creID == attacker->creature->idNumber)			{				return false;			}		}	}	//initializing	int maxLen = 0;			if(killed)	{		CGI->soundh->playSound(battle_sound(attacked->creature, killed));		owner->creAnims[stackID]->setType(5); //death	}	else	{		// TODO: this block doesn't seems correct if the unit is defending.		CGI->soundh->playSound(battle_sound(attacked->creature, wince));		owner->creAnims[stackID]->setType(3); //getting hit	}	return true; //initialized successfuly}void CDefenceAnim::nextFrame(){	if(!killed && owner->creAnims[stackID]->getType() != 3)	{		owner->creAnims[stackID]->setType(3);	}	if(!owner->creAnims[stackID]->onLastFrameInGroup())	{		if( owner->creAnims[stackID]->getType() == 5 && (owner->animCount+1)%(4/LOCPLINT->sysOpts.animSpeed)==0			&& !owner->creAnims[stackID]->onLastFrameInGroup() )		{			owner->creAnims[stackID]->incrementFrame();		}	}	else	{		endAnim();	}	}void CDefenceAnim::endAnim(){	//restoring animType	if(owner->creAnims[stackID]->getType() == 3)		owner->creAnims[stackID]->setType(2);	//printing info to console	if(IDby!=-1)		owner->printConsoleAttacked(stackID, dmg, amountKilled, IDby);	const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);	const CStack * attacked = LOCPLINT->cb->battleGetStackByID(stackID, false);	CBattleAnimation::endAnim();	delete this;}CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner): CBattleStackAnimation(_owner, _attackedInfo.ID), dmg(_attackedInfo.dmg),	amountKilled(_attackedInfo.amountKilled), IDby(_attackedInfo.IDby), byShooting(_attackedInfo.byShooting),	killed(_attackedInfo.killed){}////move animbool CBattleStackMoved::init(){	if( !isEarliest(false) )		return false;	//a few useful variables	steps = owner->creAnims[stackID]->framesInGroup(0)*owner->getAnimSpeedMultiplier()-1;	whichStep = 0;	int hexWbase = 44, hexHbase = 42;	const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);	if(!movedStack || owner->creAnims[stackID]->getType() == 5)	{		endAnim();		return false;	}	bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);		Point begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);	Point endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack, owner);	int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);		//reverse unit if necessary	if((begPosition.x > endPosition.x) && owner->creDir[stackID] == true)	{		owner->addNewAnim(new CReverseAnim(owner, stackID, curStackPos, true));		return false;	}	else if ((begPosition.x < endPosition.x) && owner->creDir[stackID] == false)	{		owner->addNewAnim(new CReverseAnim(owner, stackID, curStackPos, true));		return false;	}	if(owner->creAnims[stackID]->getType() != 0)	{		owner->creAnims[stackID]->setType(0);	}	//unit reversed	if(owner->moveSh <= 0)		owner->moveSh = CGI->soundh->playSound(battle_sound(movedStack->creature, move), -1);	//step shift calculation	posX = owner->creAnims[stackID]->pos.x, posY = owner->creAnims[stackID]->pos.y; // for precise calculations ;]	if(mutPos == -1 && movedStack->hasFeatureOfType(StackFeature::FLYING)) 	{		steps *= distance;		steps /= 2; //to make animation faster		stepX = (endPosition.x - (float)begPosition.x)/steps;		stepY = (endPosition.y - (float)begPosition.y)/steps;	}	else	{		switch(mutPos)		{		case 0:			stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);			stepY = (-1.0)*((float)hexHbase)/((float)steps);			break;		case 1:			stepX = ((float)hexWbase)/(2.0f*steps);			stepY = (-1.0)*((float)hexHbase)/((float)steps);			break;		case 2:			stepX = ((float)hexWbase)/((float)steps);			stepY = 0.0;			break;		case 3:			stepX = ((float)hexWbase)/(2.0f*steps);			stepY = ((float)hexHbase)/((float)steps);			break;		case 4:			stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);			stepY = ((float)hexHbase)/((float)steps);			break;		case 5:			stepX = (-1.0)*((float)hexWbase)/((float)steps);			stepY = 0.0;			break;		}	}	//step shifts calculated	return true;}void CBattleStackMoved::nextFrame(){	//moving instructions	posX += stepX;	owner->creAnims[stackID]->pos.x = posX;	posY += stepY;	owner->creAnims[stackID]->pos.y = posY;	++whichStep;	if(whichStep == steps)	{		endAnim();	}}void CBattleStackMoved::endAnim(){	const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID);	CBattleAnimation::endAnim();	if(movedStack)	{		bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);		if(endMoving)		{			owner->addNewAnim(new CBattleMoveEnd(owner, stackID, destHex));		}		Point coords = CBattleHex::getXYUnitAnim(destHex, owner->creDir[stackID], movedStack, owner);		owner->creAnims[stackID]->pos = coords;		if(!endMoving && twoTiles && bool(movedStack->attackerOwned) && (owner->creDir[stackID] != bool(movedStack->attackerOwned) )) //big attacker creature is reversed			owner->creAnims[stackID]->pos.x -= 44;		else if(!endMoving && twoTiles && (! bool(movedStack->attackerOwned) ) && (owner->creDir[stackID] != bool(movedStack->attackerOwned) )) //big defender creature is reversed			owner->creAnims[stackID]->pos.x += 44;	}	if(owner->moveSh >= 0)	{		CGI->soundh->stopSound(owner->moveSh);		owner->moveSh = -1;	}	delete this;}CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance): CBattleStackAnimation(_owner, _number), destHex(_destHex), endMoving(_endMoving), distance(_distance), stepX(0.0f), stepY(0.0f){	curStackPos = LOCPLINT->cb->battleGetPos(stackID);}//move startedbool CBattleMoveStart::init(){	if( !isEarliest(false) )		return false;	const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);	if(!movedStack || owner->creAnims[stackID]->getType() == 5)	{		CBattleMoveStart::endAnim();		return false;	}	CGI->soundh->playSound(battle_sound(movedStack->creature, startMoving));	return true;}void CBattleMoveStart::nextFrame(){	if(owner->creAnims[stackID]->onLastFrameInGroup())	{		endAnim();	}	else	{		if((owner->animCount+1)%(4/LOCPLINT->sysOpts.animSpeed)==0)			owner->creAnims[stackID]->incrementFrame();	}}void CBattleMoveStart::endAnim(){	CBattleAnimation::endAnim();	delete this;}CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, int stack): CBattleStackAnimation(_owner, stack){}//move finishedbool CBattleMoveEnd::init(){	if( !isEarliest(true) )		return false;	const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackID, false);	if(!movedStack || owner->creAnims[stackID]->framesInGroup(21) == 0 || owner->creAnims[stackID]->getType() == 5)	{		endAnim();		return false;	}	CGI->soundh->playSound(battle_sound(movedStack->creature, endMoving));	owner->creAnims[stackID]->setType(21);	return true;}void CBattleMoveEnd::nextFrame(){	if(owner->creAnims[stackID]->onLastFrameInGroup())	{		endAnim();	}}void CBattleMoveEnd::endAnim(){	CBattleAnimation::endAnim();	if(owner->creAnims[stackID]->getType() != 5)		owner->creAnims[stackID]->setType(2); //resetting to default	CGI->curh->show();	delete this;}CBattleMoveEnd::CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile): CBattleStackAnimation(_owner, stack), destinationTile(destTile){}//general attack animvoid CBattleAttack::nextFrame(){	if(owner->creAnims[stackID]->getType() != group)		owner->creAnims[stackID]->setType(group);	if(owner->creAnims[stackID]->getFrame() == 0)	{		if(shooting)		{			// TODO: I see that we enter this function twice with			// attackingInfo->frame==0, so all the inits are done			// twice. The following is just a workaround until			// that is fixed. Once done, we can get rid of			// sh			if (sh == -1) {				sh = CGI->soundh->playSound(battle_sound(attackingStack->creature, shoot));			}			owner->creAnims[stackID]->setType(group);		}		else		{			// TODO: see comment above			if (sh == -1)				sh = CGI->soundh->playSound(battle_sound(attackingStack->creature, attack));			static std::map<int, int> dirToType = boost::assign::map_list_of (0, 11)(1, 11)(2, 12)(3, 13)(4, 13)(5, 12);			int type; //dependent on attack direction			if(attackingStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))			{				type = dirToType[ BattleInfo::mutualPosition(attackingStackPosBeforeReturn + posShiftDueToDist, dest) ]; //attack direction			}			else //else for if(aStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))			{				type = BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest);			}			owner->creAnims[stackID]->setType(type);		}	}	else if(owner->creAnims[stackID]->onLastFrameInGroup())	{		owner->creAnims[stackID]->setType(2);		endAnim();		return; //execution of endAnim deletes this !!!	}}bool CBattleAttack::checkInitialConditions(){	return isEarliest(false);}CBattleAttack::CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest): CBattleStackAnimation(_owner, _stackID), sh(-1), dest(_dest){	attackedStack = LOCPLINT->cb->battleGetStackByPos(_dest, false);	attackingStack = LOCPLINT->cb->battleGetStackByID(_stackID, false);	attackingStackPosBeforeReturn = attackingStack->position;}////melee attackbool CMeleeAttack::init(){	if( !CBattleAttack::checkInitialConditions() )		return false;	//if(owner->creAnims[stackID]->getType()!=2)	//{	//	return false;	//}	if(!attackingStack || owner->creAnims[stackID]->getType() == 5)	{		endAnim();				return false;	}	int reversedShift = 0; //shift of attacking stack's position due to reversing	if(attackingStack->attackerOwned)	{		if(attackingStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)		{			if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest			{				reversedShift = (attackingStack->attackerOwned ? -1 : 1);			}		}	}	else //if(astack->attackerOwned)	{		if(attackingStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)		{			if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest			{				reversedShift = (attackingStack->attackerOwned ? -1 : 1);			}		}	}	//reversing stack if necessary	if(isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stackID], attackedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), owner->creDir[attackedStack->ID]))	{		owner->addNewAnim(new CReverseAnim(owner, stackID, attackingStackPosBeforeReturn, true));		return false;	}	//reversed	IDby = attackedStack->ID;	shooting = false;	posShiftDueToDist = reversedShift;	static const int mutPosToGroup[] = {11, 11, 12, 13, 13, 12};	int mutPos = BattleInfo::mutualPosition(attackingStackPosBeforeReturn + reversedShift, dest);	switch(mutPos) //attack direction	{	case 0: case 1: case 2: case 3: case 4: case 5:		group = mutPosToGroup[mutPos];		break;	default:		tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" reversed shift: "<<reversedShift<<std::endl;	}	return true;}void CMeleeAttack::nextFrame(){	/*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)	{		CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);		CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);		if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )			return;	}*/	CBattleAttack::nextFrame();}void CMeleeAttack::endAnim(){	CBattleAnimation::endAnim();	delete this;}CMeleeAttack::CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest): CBattleAttack(_owner, attacker, _dest){}//shooting animbool CShootingAnim::init(){	if( !CBattleAttack::checkInitialConditions() )		return false;	const CStack * shooter = attackingStack;	if(!shooter || owner->creAnims[stackID]->getType() == 5)	{		endAnim();		return false;	}	//projectile	float projectileAngle; //in radians; if positive, projectiles goes up	float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)	int fromHex = shooter->position;	projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH));	if(fromHex < dest)		projectileAngle = -projectileAngle;	SProjectileInfo spi;	spi.creID = shooter->creature->idNumber;	spi.reverse = !shooter->attackerOwned;	spi.step = 0;	spi.frameNum = 0;	spi.spin = CGI->creh->idToProjectileSpin[spi.creID];	Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);	Point destcoord;	if(attackedStack)	{		destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner); 	}	else //catapult attack	{		destcoord.x = -160 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH);		destcoord.y = -139 + 42 * (dest/BFIELD_WIDTH);	}	destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot	if(projectileAngle > straightAngle) //upper shot	{		spi.x = xycoord.x + 200 + shooter->creature->upperRightMissleOffsetX;		spi.y = xycoord.y + 100 - shooter->creature->upperRightMissleOffsetY;	}	else if(projectileAngle < -straightAngle) //lower shot	{		spi.x = xycoord.x + 200 + shooter->creature->lowerRightMissleOffsetX;		spi.y = xycoord.y + 150 - shooter->creature->lowerRightMissleOffsetY;	}	else //straight shot	{		spi.x = xycoord.x + 200 + shooter->creature->rightMissleOffsetX;		spi.y = xycoord.y + 125 - shooter->creature->rightMissleOffsetY;	}	spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / 40;	if(spi.lastStep == 0)		spi.lastStep = 1;	spi.dx = (destcoord.x - spi.x) / spi.lastStep;	spi.dy = (destcoord.y - spi.y) / spi.lastStep;	//set starting frame	if(spi.spin)	{		spi.frameNum = 0;	}	else	{		spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1);	}	//set delay	spi.animStartDelay = CGI->creh->creatures[spi.creID].attackClimaxFrame;	owner->projectiles.push_back(spi);	//attack aniamtion	if(attackedStack)		IDby = attackedStack->ID;	else		IDby = -1;	posShiftDueToDist = 0;	shooting = true;	if(projectileAngle > straightAngle) //upper shot		group = 14;	else if(projectileAngle < -straightAngle) //lower shot		group = 16;	else //straight shot		group = 15;	return true;}void CShootingAnim::nextFrame(){	for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)	{		CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);		CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);		if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID && anim2->priority ) )			return;	}	CBattleAttack::nextFrame();}void CShootingAnim::endAnim(){	CBattleAnimation::endAnim();	delete this;}CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, bool _catapult, int _catapultDmg): CBattleAttack(_owner, attacker, _dest), catapultDamage(_catapultDmg), catapult(_catapult){	if(catapult) //catapult attack	{		owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF",			-130 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH),			-50 + 42 * (dest/BFIELD_WIDTH) ));	}}////////////////////////void CBattleInterface::addNewAnim(CBattleAnimation * anim){	pendingAnims.push_back( std::make_pair(anim, false) );	animsAreDisplayed.setn(true);}CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)	: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),	  mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),	  spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),	  moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL), queue(NULL){	ObjectConstruction h__l__p(this);	animsAreDisplayed.setn(false);	pos = myRect;	strongInterest = true;	givenCommand = new CondSh<BattleAction *>(NULL);		//create stack queue	bool embedQueue = screen->h < 700;	queue = new CStackQueue(embedQueue); 	if(!embedQueue && LOCPLINT->sysOpts.showQueue)	{		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 = LOCPLINT->cb->battleGetDefendedTown();	if(town)	{		siegeH = new SiegeHelper(town, this);	}	LOCPLINT->battleInt = this;	//initializing armies	this->army1 = army1;	this->army2 = army2;	std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();	for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)	{		newStack(b->second.ID);	}	//preparing menu background and terrain	if(siegeH)	{		background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );		ui8 siegeLevel = LOCPLINT->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) );			std::pair<int, int> moatPos = CGI->heroh->wallPositions[siegeH->town->town->typeID][10],				mlipPos = CGI->heroh->wallPositions[siegeH->town->town->typeID][11];			if(moat) //eg. tower has no moat				blitAt(moat, moatPos.first,moatPos.second, background);			if(mlip) //eg. tower has no mlip				blitAt(mlip, mlipPos.first, mlipPos.second, background);			SDL_FreeSurface(moat);			SDL_FreeSurface(mlip);		}	}	else	{		std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];		background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );	}		//preparing menu background	menu = BitmapHandler::loadBitmap("CBAR.BMP");	graphics->blueToPlayersAdv(menu, hero1->tempOwner);	//preparing graphics for displaying amounts of creatures	amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountNormal);	transformPalette(amountNormal, 0.59f, 0.19f, 0.93f);		amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountPositive);	transformPalette(amountPositive, 0.18f, 1.00f, 0.18f);	amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountNegative);	transformPalette(amountNegative, 1.00f, 0.18f, 0.18f);	amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountEffNeutral);	transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f);	////blitting menu background and terrain	blitAt(background, pos.x, pos.y);	blitAt(menu, pos.x, 556 + pos.y);	CSDL_Ext::update();	//preparing buttons and console	bOptions = new AdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o);	bSurrender = new AdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s);	bFlee = new AdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r);	bAutofight  = new AdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a);	bSpell = new AdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c);	bWait = new AdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w);	bDefence = new AdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d);	bDefence->assignedKeys.insert(SDLK_SPACE);	bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);	bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);	bConsoleDown->bitmapOffset = 2;	console = new CBattleConsole();	console->pos.x = 211 + pos.x;	console->pos.y = 560 + pos.y;	console->pos.w = 406;	console->pos.h = 38;	//loading hero animations	if(hero1) // attacking hero	{		attackingHero = new CBattleHero(graphics->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner, hero1->tempOwner == LOCPLINT->playerID ? hero1 : NULL, this);		attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y);	}	else	{		attackingHero = NULL;	}	if(hero2) // defending hero	{		defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner, hero2->tempOwner == LOCPLINT->playerID ? hero2 : NULL, this);		defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y);	}	else	{		defendingHero = NULL;	}	//preparing cells and hexes	cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");	CSDL_Ext::alphaTransform(cellBorder);	cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");	CSDL_Ext::alphaTransform(cellShade);	for(int h=0; h<BFIELD_SIZE; ++h)	{		bfield[h].myNumber = h;		int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);		int y = 86 + 42 * (h/BFIELD_WIDTH);		bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);		bfield[h].accesible = true;		bfield[h].myInterface = this;	}	//locking occupied positions on batlefield	for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function	{		if(it->second.position >= 0) //turrets have position < 0			bfield[it->second.position].accesible = false;	}	//loading projectiles for units	for(std::map<int, CStack>::iterator g = stacks.begin(); g != stacks.end(); ++g)	{		int creID = (g->second.creature->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : g->second.creature->idNumber; //id of creature whose shots should be loaded		if(g->second.creature->isShooting() && CGI->creh->idToProjectile[creID] != std::string())		{				idToProjectile[g->second.creature->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]);			if(idToProjectile[g->second.creature->idNumber]->ourImages.size() > 2) //add symmetric images			{				for(int k = idToProjectile[g->second.creature->idNumber]->ourImages.size()-2; k > 1; --k)				{					Cimage ci;					ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.creature->idNumber]->ourImages[k].bitmap);					ci.groupNumber = 0;					ci.imName = std::string();					idToProjectile[g->second.creature->idNumber]->ourImages.push_back(ci);				}			}			for(int s=0; s<idToProjectile[g->second.creature->idNumber]->ourImages.size(); ++s) //alpha transforming			{				CSDL_Ext::alphaTransform(idToProjectile[g->second.creature->idNumber]->ourImages[s].bitmap);			}		}	}	//preparing graphic with cell borders	cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);	//copying palette	for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256	{		cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];	}	//palette copied	for(int i=0; i<BFIELD_HEIGHT; ++i) //rows	{		for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns		{			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;			int y = 86 + 42 * i;			for(int cellX = 0; cellX < cellBorder->w; ++cellX)			{				for(int cellY = 0; cellY < cellBorder->h; ++cellY)				{					if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)						* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);				}			}		}	}	backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);	//preparing obstacle defs	std::vector<CObstacleInstance> obst = LOCPLINT->cb->battleGetAllObstacles();	for(int t=0; t<obst.size(); ++t)	{		idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles[obst[t].ID].defName);		for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)		{			SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));		}	}	for (int i = 0; i < ARRAY_COUNT(bfield); i++)	{		children.push_back(&bfield[i]);	}}CBattleInterface::~CBattleInterface(){	SDL_FreeSurface(background);	SDL_FreeSurface(menu);	SDL_FreeSurface(amountNormal);	SDL_FreeSurface(amountNegative);	SDL_FreeSurface(amountPositive);	SDL_FreeSurface(amountEffNeutral);	SDL_FreeSurface(cellBorders);	SDL_FreeSurface(backgroundWithHexes);	delete bOptions;	delete bSurrender;	delete bFlee;	delete bAutofight;	delete bSpell;	delete bWait;	delete bDefence;	delete bConsoleUp;	delete bConsoleDown;	delete console;	delete givenCommand;	delete attackingHero;	delete defendingHero;	delete queue;	SDL_FreeSurface(cellBorder);	SDL_FreeSurface(cellShade);	for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)		delete g->second;	for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)		delete g->second;	for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)		delete g->second;	delete siegeH;	LOCPLINT->battleInt = NULL;}void CBattleInterface::setPrintCellBorders(bool set){	LOCPLINT->sysOpts.printCellBorders = set;	LOCPLINT->sysOpts.settingsChanged();	redrawBackgroundWithHexes(activeStack);	GH.totalRedraw();}void CBattleInterface::setPrintStackRange(bool set){	LOCPLINT->sysOpts.printStackRange = set;	LOCPLINT->sysOpts.settingsChanged();	redrawBackgroundWithHexes(activeStack);	GH.totalRedraw();}void CBattleInterface::setPrintMouseShadow(bool set){	LOCPLINT->sysOpts.printMouseShadow = set;	LOCPLINT->sysOpts.settingsChanged();}void CBattleInterface::activate(){	activateKeys();	activateMouseMove();	activateRClick();	bOptions->activate();	bSurrender->activate();	bFlee->activate();	bAutofight->activate();	bSpell->activate();	bWait->activate();	bDefence->activate();	bConsoleUp->activate();	bConsoleDown->activate();	for(int b=0; b<BFIELD_SIZE; ++b)	{		bfield[b].activate();	}	if(attackingHero)		attackingHero->activate();	if(defendingHero)		defendingHero->activate();	if(LOCPLINT->sysOpts.showQueue)		queue->activate();	LOCPLINT->cingconsole->activate();}void CBattleInterface::deactivate(){	deactivateKeys();	deactivateMouseMove();	deactivateRClick();	bOptions->deactivate();	bSurrender->deactivate();	bFlee->deactivate();	bAutofight->deactivate();	bSpell->deactivate();	bWait->deactivate();	bDefence->deactivate();	bConsoleUp->deactivate();	bConsoleDown->deactivate();	for(int b=0; b<BFIELD_SIZE; ++b)	{		bfield[b].deactivate();	}	if(attackingHero)		attackingHero->deactivate();	if(defendingHero)		defendingHero->deactivate();	if(LOCPLINT->sysOpts.showQueue)		queue->deactivate();	LOCPLINT->cingconsole->deactivate();}void CBattleInterface::show(SDL_Surface * to){	std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places	++animCount;	if(!to) //"evaluating" to		to = screen;		SDL_Rect buf;	SDL_GetClipRect(to, &buf);	SDL_SetClipRect(to, &pos);	//printing background and hexes	if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range	{		blitAt(backgroundWithHexes, pos.x, pos.y, to);	}	else	{		//showing background		blitAt(background, pos.x, pos.y, to);		if(LOCPLINT->sysOpts.printCellBorders)		{			CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);		}	}	//printing hovered cell	for(int b=0; b<BFIELD_SIZE; ++b)	{		if(bfield[b].strictHovered && bfield[b].hovered)		{			if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with			if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with			if(currentlyHoveredHex != b) //repair hover info			{				previouslyHoveredHex = currentlyHoveredHex;				currentlyHoveredHex = b;			}			//print shade			if(spellToCast) //when casting spell			{				//calculating spell schoold level				const CSpell & spToCast =  CGI->spellh->spells[spellToCast->additionalInfo];				ui8 schoolLevel = 0;				if( LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned )				{					if(attackingHeroInstance)						schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);				}				else				{					if(defendingHeroInstance)						schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);				}				//obtaining range and printing it				std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);				for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex				{					if(LOCPLINT->sysOpts.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))					{						int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;						int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;						CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));					}				}			}			else if(LOCPLINT->sysOpts.printMouseShadow) //when not casting spell			{				int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;				int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;				CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));			}		}	}		SDL_SetClipRect(to, &buf); //restoring previous clip_rect	//showing buttons	bOptions->show(to);	bSurrender->show(to);	bFlee->show(to);	bAutofight->show(to);	bSpell->show(to);	bWait->show(to);	bDefence->show(to);	bConsoleUp->show(to);	bConsoleDown->show(to);	//prevents blitting outside this window	SDL_GetClipRect(to, &buf);	SDL_SetClipRect(to, &pos);	//preparing obstacles to be shown	std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();	std::multimap<int, int> hexToObstacle;	for(int b=0; b<obstacles.size(); ++b)	{		int position = CGI->heroh->obstacles[obstacles[b].ID].getMaxBlocked(obstacles[b].pos);		hexToObstacle.insert(std::make_pair(position, b));	}	////showing units //a lot of work...	std::vector<int> stackAliveByHex[BFIELD_SIZE];	//double loop because dead stacks should be printed first	for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)	{		if(creAnims[j->second.ID]->getType() != 5 && j->second.position >= 0) //don't show turrets here			stackAliveByHex[j->second.position].push_back(j->second.ID);	}	std::vector<int> stackDeadByHex[BFIELD_SIZE];	for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)	{		if(creAnims[j->second.ID]->getType() == 5)			stackDeadByHex[j->second.position].push_back(j->second.ID);	}	//handle animations	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)	{		if(!it->first) //this animation should be deleted			continue;		if(!it->second)		{			it->second = it->first->init();		}		if(it->second && it->first)			it->first->nextFrame();	}	//delete anims	int preSize = pendingAnims.size();	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)	{		if(it->first == NULL)		{			pendingAnims.erase(it);			it = pendingAnims.begin();			break;		}	}	if(preSize > 0 && pendingAnims.size() == 0)	{		//restoring good directions of stacks		for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)		{			if(creDir[it->second.ID] != bool(it->second.attackerOwned) && it->second.alive())			{				addNewAnim(new CReverseAnim(this, it->second.ID, it->second.position, false));			}		}		//activation of next stack		if(pendingAnims.size() == 0 && stackToActivate != -1)		{			activateStack();		}		//anims ended		animsAreDisplayed.setn(false);	}	for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks	{		for(size_t v=0; v<stackDeadByHex[b].size(); ++v)		{			creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x, creAnims[stackDeadByHex[b][v]]->pos.y, creDir[stackDeadByHex[b][v]], animCount, false); //increment always when moving, never if stack died		}	}	std::vector<int> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles	for(int b=0; b<BFIELD_SIZE; ++b) //showing alive stacks	{		for(size_t v=0; v<stackAliveByHex[b].size(); ++v)		{			int curStackID = stackAliveByHex[b][v];						if(!stacks[curStackID].hasFeatureOfType(StackFeature::FLYING) || creAnims[curStackID]->getType() != 0)				showAliveStack(curStackID, stacks, to);			else				flyingStacks.push_back(curStackID);		}		//showing obstacles		std::pair<std::multimap<int, int>::const_iterator, std::multimap<int, int>::const_iterator> obstRange =			hexToObstacle.equal_range(b);		for(std::multimap<int, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)		{			CObstacleInstance & curOb = obstacles[it->second];			std::pair<si16, si16> shift = CGI->heroh->obstacles[curOb.ID].posShift;			int x = ((curOb.pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%BFIELD_WIDTH) + pos.x + shift.first;			int y = 86 + 42 * (curOb.pos/BFIELD_WIDTH) + pos.y + shift.second;			std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle			blitAt(images[((animCount+1)/(4/LOCPLINT->sysOpts.animSpeed))%images.size()].bitmap, x, y, to);		}		//showing wall pieces		showPieceOfWall(to, b, stacks);	}		for(int b=0; b<flyingStacks.size(); ++b) //showing flyign stacks		showAliveStack(flyingStacks[b], stacks, to);	//units shown	//showing hero animations	if(attackingHero)		attackingHero->show(to);	if(defendingHero)		defendingHero->show(to);	projectileShowHelper(to);//showing projectiles	//showing spell effects	if(battleEffects.size())	{		for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)		{			SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;			SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y));		}	}	SDL_SetClipRect(to, &buf); //restoring previous clip_rect	//showing menu background and console	blitAt(menu, pos.x, 556 + pos.y, to);	console->show(to);	//showing window with result of battle	if(resWindow)	{		resWindow->show(to);	}	//showing in-game console	LOCPLINT->cingconsole->show(to);	Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);	if(LOCPLINT->sysOpts.showQueue)	{		if(!queue->embedded)		{			posWithQueue.y -= queue->pos.h;			posWithQueue.h += queue->pos.h;		}		//showing queue		if(!bresult)			queue->showAll(to);		else			queue->blitBg(to); //blit only background, stacks are deleted	}	//printing border around interface	if(screen->w != 800 || screen->h !=600)	{		CMessage::drawBorder(LOCPLINT->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);	}}void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key){	if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)	{		if(LOCPLINT->sysOpts.showQueue) //hide queue			hideQueue();		else			showQueue();		LOCPLINT->sysOpts.settingsChanged();	}	else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)	{		endCastingSpell();	}}void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent){	if(activeStack>=0 && !spellDestSelectMode)	{		mouseHoveredStack = -1;		int myNumber = -1; //number of hovered tile		for(int g=0; g<BFIELD_SIZE; ++g)		{			if(bfield[g].hovered && bfield[g].strictHovered)			{				myNumber = g;				break;			}		}		if(myNumber == -1)		{			CGI->curh->changeGraphic(1, 6);			if(console->whoSetAlter == 0)			{				console->alterTxt = "";			}		}		else		{			if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())			{				const CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);				const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);				if(shere)				{					if(shere->owner == LOCPLINT->playerID) //our stack					{						CGI->curh->changeGraphic(1,5);						//setting console text						char buf[500];						sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str());						console->alterTxt = buf;						console->whoSetAlter = 0;						mouseHoveredStack = shere->ID;						if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0)						{							creAnims[shere->ID]->playOnce(1);						}					}					else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy					{						CGI->curh->changeGraphic(1,3);						//setting console text						char buf[500];						//calculating esimated dmg						std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);						std::ostringstream estDmg;						estDmg << estimatedDmg.first << " - " << estimatedDmg.second;						//printing						sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, estDmg.str().c_str());						console->alterTxt = buf;						console->whoSetAlter = 0;					}					else if(isTileAttackable(myNumber)) //available enemy (melee attackable)					{						CCursorHandler *cursor = CGI->curh;						const CBattleHex &hoveredHex = bfield[myNumber];						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;						const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);						const int zigzagCorrection = !((myNumber/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 = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);						bool aboveAttackable = true, belowAttackable = true;						// Exclude directions which cannot be attacked from.						// Check to the left.						if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - 1)) {							sectorCursor[0] = -1;						}						// Check top left, top right as well as above for 2-hex creatures.						if (myNumber/BFIELD_WIDTH == 0) {								sectorCursor[1] = -1;								sectorCursor[2] = -1;								aboveAttackable = false;						} else {							if (doubleWide) {								bool attackRow[4] = {true, true, true, true};								if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection))									attackRow[0] = false;								if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))									attackRow[1] = false;								if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))									attackRow[2] = false;								if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber - 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(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))									sectorCursor[1] = -1;								if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))									sectorCursor[2] = -1;							}						}						// Check to the right.						if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + 1)) {							sectorCursor[3] = -1;						}						// Check bottom right, bottom left as well as below for 2-hex creatures.						if (myNumber/BFIELD_WIDTH == BFIELD_HEIGHT - 1) {							sectorCursor[4] = -1;							sectorCursor[5] = -1;							belowAttackable = false;						} else {							if (doubleWide) {								bool attackRow[4] = {true, true, true, true};								if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection))									attackRow[0] = false;								if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))									attackRow[1] = false;								if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))									attackRow[2] = false;								if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + 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(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))									sectorCursor[4] = -1;								if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))									sectorCursor[5] = -1;							}						}						// Determine index from sector.						int cursorIndex;						if (doubleWide) {							sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);							sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);							if (sector < 1.5)								cursorIndex = sector;							else if (sector >= 1.5 && sector < 2.5)								cursorIndex = 2;							else if (sector >= 2.5 && sector < 4.5)								cursorIndex = (int) sector + 1;							else if (sector >= 4.5 && sector < 5.5)								cursorIndex = 6;							else								cursorIndex = (int) sector + 2;						} else {							cursorIndex = sector;						}						// Find the closest direction attackable, starting with the right one.						// FIXME: Is this really how the original H3 client does it?						int i = 0;						while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1)							i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..						cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%sectorCursor.size()]);						//setting console info						char buf[500];						//calculating esimated dmg						std::pair<ui32, ui32> estimatedDmg = LOCPLINT->cb->battleEstimateDamage(sactive->ID, shere->ID);						std::ostringstream estDmg;						estDmg << estimatedDmg.first << " - " << estimatedDmg.second;						//printing						sprintf(buf, CGI->generaltexth->allTexts[36].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), estDmg.str().c_str());						console->alterTxt = buf;						console->whoSetAlter = 0;					}					else //unavailable enemy					{						CGI->curh->changeGraphic(1,0);						console->alterTxt = "";						console->whoSetAlter = 0;					}				}				else if( sactive && sactive->hasFeatureOfType(StackFeature::CATAPULT) && isCatapultAttackable(myNumber) ) //catapulting				{					CGI->curh->changeGraphic(1,16);					console->alterTxt = "";					console->whoSetAlter = 0;				}				else //empty unavailable tile				{					CGI->curh->changeGraphic(1,0);					console->alterTxt = "";					console->whoSetAlter = 0;				}			}			else //available tile			{				//setting console text and cursor				const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);				if(sactive) //there can be a moment when stack is dead ut next is not yet activated				{					char buf[500];					if(sactive->hasFeatureOfType(StackFeature::FLYING))					{						CGI->curh->changeGraphic(1,2);						sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());					}					else					{						CGI->curh->changeGraphic(1,1);						sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());					}					console->alterTxt = buf;					console->whoSetAlter = 0;				}			}		}	}	else if(spellDestSelectMode)	{		int myNumber = -1; //number of hovered tile		for(int g=0; g<BFIELD_SIZE; ++g)		{			if(bfield[g].hovered && bfield[g].strictHovered)			{				myNumber = g;				break;			}		}		if(myNumber == -1)		{			CGI->curh->changeGraphic(1, 0);			//setting console text			console->alterTxt = CGI->generaltexth->allTexts[23];			console->whoSetAlter = 0;		}		else		{			//get dead stack if we cast resurrection or animate dead			const CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);			if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasFeatureOfType(StackFeature::UNDEAD)) //animate dead can be cast only on undead creatures				stackUnder = NULL;			bool whichCase; //for cases 1, 2 and 3			switch(spellSelMode)			{			case 1:				whichCase = stackUnder && LOCPLINT->playerID == stackUnder->owner;				break;			case 2:				whichCase = stackUnder && LOCPLINT->playerID != stackUnder->owner;				break;			case 3:				whichCase = stackUnder;				break;			}			switch(spellSelMode)			{			case 0:				CGI->curh->changeGraphic(3, 0);				//setting console text				char buf[500];				sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str());				console->alterTxt = buf;				console->whoSetAlter = 0;				break;			case 1: case 2: case 3:				if( whichCase )				{					CGI->curh->changeGraphic(3, 0);					//setting console text					char buf[500];					std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;						sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());					console->alterTxt = buf;					console->whoSetAlter = 0;					break;				}				else				{					CGI->curh->changeGraphic(1, 0);					//setting console text					console->alterTxt = CGI->generaltexth->allTexts[23];					console->whoSetAlter = 0;				}				break;			case 4: //TODO: implement this case				if( blockedByObstacle(myNumber) )				{					CGI->curh->changeGraphic(3, 0);				}				else				{					CGI->curh->changeGraphic(1, 0);				}				break;			}		}	}}void CBattleInterface::clickRight(tribool down, bool previousState){	if(!down && spellDestSelectMode)	{		endCastingSpell();	}}void CBattleInterface::bOptionsf(){	if(spellDestSelectMode) //we are casting a spell		return;	CGI->curh->changeGraphic(0,0);	SDL_Rect temp_rect = genRect(431, 481, 160, 84);	CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this);	GH.pushInt(optionsWin);}void CBattleInterface::bSurrenderf(){	if(spellDestSelectMode) //we are casting a spell		return;}void CBattleInterface::bFleef(){	if(spellDestSelectMode) //we are casting a spell		return;	if( LOCPLINT->cb->battleCanFlee() )	{		CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);		LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false);	}	else	{		std::vector<SComponent*> comps;		std::string heroName;		//calculating fleeing hero's name		if(attackingHeroInstance)			if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())				heroName = attackingHeroInstance->name;		if(defendingHeroInstance)			if(defendingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())				heroName = defendingHeroInstance->name;		//calculating text		char buffer[1000];		sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str());		//printing message		LOCPLINT->showInfoDialog(std::string(buffer), comps);	}}void CBattleInterface::reallyFlee(){	giveCommand(4,0,0);	CGI->curh->changeGraphic(0, 0);}void CBattleInterface::bAutofightf(){	if(spellDestSelectMode) //we are casting a spell		return;}void CBattleInterface::bSpellf(){	if(spellDestSelectMode) //we are casting a spell		return;	CGI->curh->changeGraphic(0,0);	const CGHeroInstance * chi = NULL;	if(attackingHeroInstance->tempOwner == LOCPLINT->playerID)		chi = attackingHeroInstance;	else		chi = defendingHeroInstance;	CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi);	GH.pushInt(spellWindow);}void CBattleInterface::bWaitf(){	if(spellDestSelectMode) //we are casting a spell		return;	if(activeStack != -1)		giveCommand(8,0,activeStack);}void CBattleInterface::bDefencef(){	if(spellDestSelectMode) //we are casting a spell		return;	if(activeStack != -1) 		giveCommand(3,0,activeStack);}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(int stackID){	const CStack * newStack = LOCPLINT->cb->battleGetStackByID(stackID);	Point coords = CBattleHex::getXYUnitAnim(newStack->position, newStack->owner == attackingHeroInstance->tempOwner, newStack, this);;	if(newStack->position < 0) //turret	{		const CCreature & turretCreature = CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];		creAnims[stackID] = new CCreatureAnimation(turretCreature.animDefName);		}	else	{		creAnims[stackID] = new CCreatureAnimation(newStack->creature->animDefName);		}	creAnims[stackID]->setType(2);	creAnims[stackID]->pos = Rect(coords.x, coords.y, creAnims[newStack->ID]->fullWidth, creAnims[newStack->ID]->fullHeight);	creDir[stackID] = newStack->attackerOwned;}void CBattleInterface::stackRemoved(int stackID){	delete creAnims[stackID];	creAnims.erase(stackID);	creDir.erase(stackID);}void CBattleInterface::stackActivated(int number){	//givenCommand = NULL;	stackToActivate = number;	if(pendingAnims.size() == 0)		activateStack();}void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance){	addNewAnim(new CBattleStackMoved(this, number, destHex, endMoving, distance));}void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos){	for(int h = 0; h < attackedInfos.size(); ++h)	{		addNewAnim(new CDefenceAnim(attackedInfos[h], this));	}}void CBattleInterface::stackAttacking(int ID, int dest){	addNewAnim(new CMeleeAttack(this, ID, dest));}void CBattleInterface::newRound(int number){	console->addText(CGI->generaltexth->allTexts[412]);	//unlock spellbook	bSpell->block(!LOCPLINT->cb->battleCanCastSpell());	//handle regeneration	std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();	for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)	{		if( it->second.hasFeatureOfType(StackFeature::HP_REGENERATION) && it->second.alive() )			displayEffect(74, it->second.position);		if( it->second.hasFeatureOfType(StackFeature::FULL_HP_REGENERATION, 0) && it->second.alive() )			displayEffect(4, it->second.position);		if( it->second.hasFeatureOfType(StackFeature::FULL_HP_REGENERATION, 1) && it->second.alive() )			displayEffect(74, it->second.position);	}}void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional){	if(!LOCPLINT->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)	{		return;	}	BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()	ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;	ba->actionType = action;	ba->destinationTile = tile;	ba->stackNumber = stack;	ba->additionalInfo = additional;	//some basic validations	switch(action)	{	case 6:		assert(LOCPLINT->cb->battleGetStackByPos(additional)); //stack to attack must exist	case 2: case 7: case 9:		assert(tile < BFIELD_SIZE);		break;	}	myTurn = false;	activeStack = -1;	givenCommand->setn(ba);}bool CBattleInterface::isTileAttackable(const int & number) const{	for(size_t b=0; b<shadedHexes.size(); ++b)	{		if(BattleInfo::mutualPosition(shadedHexes[b], number) != -1 || shadedHexes[b] == number)			return true;	}	return false;}bool CBattleInterface::blockedByObstacle(int hex) const{	std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();	std::set<int> coveredHexes;	for(int b = 0; b < obstacles.size(); ++b)	{		std::vector<int> blocked = CGI->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);		for(int w = 0; w < blocked.size(); ++w)			coveredHexes.insert(blocked[w]);	}	return vstd::contains(coveredHexes, hex);}bool CBattleInterface::isCatapultAttackable(int hex) const{	if(!siegeH)		return false;	int wallUnder = LOCPLINT->cb->battleGetWallUnderHex(hex);	if(wallUnder == -1)		return false;	return LOCPLINT->cb->battleGetWallState(wallUnder) < 3;}void CBattleInterface::hexLclicked(int whichOne){	const CStack * actSt = LOCPLINT->cb->battleGetStackByID(activeStack);	if( ((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack		|| (actSt->hasFeatureOfType(StackFeature::CATAPULT) && !spellDestSelectMode )		)	{		if(!myTurn)			return; //we are not permit to do anything		if(spellDestSelectMode)		{			//checking destination			bool allowCasting = true;			bool onlyAlive = spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39; //when casting resurrection or animate dead we should be allow to select dead stack			switch(spellSelMode)			{			case 1:				if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )					allowCasting = false;				break;			case 2:				if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )					allowCasting = false;				break;			case 3:				if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive))					allowCasting = false;				break;			case 4:				if(!blockedByObstacle(whichOne))					allowCasting = false;				break;			}			//destination checked			if(allowCasting)			{				spellToCast->destinationTile = whichOne;				LOCPLINT->cb->battleMakeAction(spellToCast);				endCastingSpell();			}		}		else //we don't cast any spell		{			const CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one			if(!dest || !dest->alive()) //no creature at that tile			{				const CStack * sactive = LOCPLINT->cb->battleGetStackByID(activeStack);				if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range				{					CGI->curh->changeGraphic(1, 6); //cursor should be changed					if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE))					{						std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);						int shiftedDest = whichOne + (LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1);						if(vstd::contains(acc, whichOne))							giveCommand(2,whichOne,activeStack);						else if(vstd::contains(acc, shiftedDest))							giveCommand(2,shiftedDest,activeStack);					}					else					{						giveCommand(2,whichOne,activeStack);					}				}				else if(sactive->hasFeatureOfType(StackFeature::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult)				{					giveCommand(9,whichOne,activeStack);				}			}			else if(dest->owner != attackingHeroInstance->tempOwner				&& LOCPLINT->cb->battleCanShoot(activeStack, whichOne) ) //shooting			{				CGI->curh->changeGraphic(1, 6); //cursor should be changed				giveCommand(7,whichOne,activeStack);			}			else if(dest->owner != attackingHeroInstance->tempOwner) //attacking			{				const CStack * actStack = LOCPLINT->cb->battleGetStackByID(activeStack);				int attackFromHex = -1; //hex from which we will attack chosen stack				switch(CGI->curh->number)				{				case 12: //from bottom right					{						bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);						int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) + doubleWide;						if(vstd::contains(shadedHexes, destHex))							attackFromHex = destHex;						else if(actStack->attackerOwned) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								attackFromHex = destHex+1;						}						else //if we are defender						{							if(vstd::contains(shadedHexes, destHex-1))								attackFromHex = destHex-1;						}						break;					}				case 7: //from bottom left					{						int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );						if(vstd::contains(shadedHexes, destHex))							attackFromHex = destHex;						else if(actStack->attackerOwned) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								attackFromHex = destHex+1;						}						else //if we are defender						{							if(vstd::contains(shadedHexes, destHex-1))								attackFromHex = destHex-1;						}						break;					}				case 8: //from left					{						if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)						{							std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);							if(vstd::contains(acc, whichOne))								attackFromHex = whichOne - 1;							else								attackFromHex = whichOne - 2;						}						else						{							attackFromHex = whichOne - 1;						}						break;					}				case 9: //from top left					{						int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );						if(vstd::contains(shadedHexes, destHex))							attackFromHex = destHex;						else if(actStack->attackerOwned) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								attackFromHex = destHex+1;						}						else //if we are defender						{							if(vstd::contains(shadedHexes, destHex-1))								attackFromHex = destHex-1;						}						break;					}				case 10: //from top right					{						bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE);						int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) + doubleWide;						if(vstd::contains(shadedHexes, destHex))							attackFromHex = destHex;						else if(actStack->attackerOwned) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								attackFromHex = destHex+1;						}						else //if we are defender						{							if(vstd::contains(shadedHexes, destHex-1))								attackFromHex = destHex-1;						}						break;					}				case 11: //from right					{						if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)						{							std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);							if(vstd::contains(acc, whichOne))								attackFromHex = whichOne + 1;							else								attackFromHex = whichOne + 2;						}						else						{							attackFromHex = whichOne + 1;						}						break;					}				case 13: //from bottom					{						int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );						if(vstd::contains(shadedHexes, destHex))							attackFromHex = destHex;						else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								attackFromHex = destHex+1;						}						else //if we are defender						{							if(vstd::contains(shadedHexes, destHex-1))								attackFromHex = destHex-1;						}						break;					}				case 14: //from top					{						int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );						if(vstd::contains(shadedHexes, destHex))							attackFromHex = destHex;						else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								attackFromHex = destHex+1;						}						else //if we are defender						{							if(vstd::contains(shadedHexes, destHex-1))								attackFromHex = destHex-1;						}						break;					}				}				giveCommand(6, attackFromHex, activeStack, whichOne);				CGI->curh->changeGraphic(1, 6); //cursor should be changed			}		}	}}void CBattleInterface::stackIsShooting(int ID, int dest){	addNewAnim(new CShootingAnim(this, ID, dest));}void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca){	for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)	{		addNewAnim(new CShootingAnim(this, ca.attacker, it->first.second, true, it->second));		SDL_FreeSurface(siegeH->walls[it->first.first + 2]);		siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(			siegeH->getSiegeName(it->first.first + 2, LOCPLINT->cb->battleGetWallState(it->first.first)) );	}}void CBattleInterface::battleFinished(const BattleResult& br){	bresult = &br;	LOCPLINT->pim->unlock();	animsAreDisplayed.waitUntil(false);	LOCPLINT->pim->lock();	displayBattleFinished();}void CBattleInterface::displayBattleFinished(){	CGI->curh->changeGraphic(0,0);		SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);	CGI->musich->stopMusic();	resWindow = new CBattleResultWindow(*bresult, temp_rect, this);	GH.pushInt(resWindow);}void CBattleInterface::spellCast(SpellCast * sc){	CSpell &spell = CGI->spellh->spells[sc->id];	if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)		bSpell->block(true);	std::vector< std::string > anims; //for magic arrow and ice bolt	if (spell.soundID != soundBase::invalid)		CGI->soundh->playSound(spell.soundID);	switch(sc->id)	{	case 15: //magic arrow		{			//initialization of anims			anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");		}	case 16: //ice bolt		{			if(anims.size() == 0) //initialization of anims			{				anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");			}		} //end of ice bolt only part		{ //common ice bolt and magic arrow part			//initial variables			std::string animToDisplay;			Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;			Point destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, LOCPLINT->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow			destcoord.x += 250; destcoord.y += 240;			//animation angle			float angle = atan2(float(destcoord.x - srccoord.x), float(destcoord.y - srccoord.y));			//choosing animation by angle			if(angle > 1.50)				animToDisplay = anims[0];			else if(angle > 1.20)				animToDisplay = anims[1];			else if(angle > 0.90)				animToDisplay = anims[2];			else if(angle > 0.60)				animToDisplay = anims[3];			else				animToDisplay = anims[4];			//displaying animation			CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);			int steps = sqrt((float)((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;			if(steps <= 0)				steps = 1;			int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;			delete animDef;			addNewAnim(new CSpellEffectAnim(this, animToDisplay, srccoord.x, srccoord.y, dx, dy));			break; //for 15 and 16 cases		}	case 17: //lightning bolt		displayEffect(1, sc->tile);		displayEffect(spell.mainEffectAnim, sc->tile);		break;	case 35: //dispel	case 37: //cure	case 38: //resurrection	case 39: //animate dead		for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)		{			displayEffect(spell.mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*it, false)->position);		}		break;	} //switch(sc->id)	//support for resistance	for(int j=0; j<sc->resisted.size(); ++j)	{		int tile = LOCPLINT->cb->battleGetStackByID(sc->resisted[j])->position;		displayEffect(78, tile);	}}void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse){	for(std::set<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)	{		displayEffect(CGI->spellh->spells[sse.effect.id].mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*ci)->position);	}	redrawBackgroundWithHexes(activeStack);}void CBattleInterface::castThisSpell(int spellID){	BattleAction * ba = new BattleAction;	ba->actionType = 1;	ba->additionalInfo = spellID; //spell number	ba->destinationTile = -1;	ba->stackNumber = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? -1 : -2;	ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;	spellToCast = ba;	spellDestSelectMode = true;	//choosing possible tragets	const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance;	spellSelMode = 0;	if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature	{		switch(CGI->spellh->spells[spellID].positiveness)		{		case -1 :			spellSelMode = 2;			break;		case 0:			spellSelMode = 3;			break;		case 1:			spellSelMode = 1;			break;		}	}	if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_1") != std::string::npos ||		CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert	{		if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)		{			switch(CGI->spellh->spells[spellID].positiveness)			{			case -1 :				spellSelMode = 2;				break;			case 0:				spellSelMode = 3;				break;			case 1:				spellSelMode = 1;				break;			}		}		else		{			spellSelMode = -1;		}	}	if(CGI->spellh->spells[spellID].attributes.find("OBSTACLE_TARGET") != std::string::npos) //spell to be cast on an obstacle	{		spellSelMode = 4;	}	if(spellSelMode == -1) //user does not have to select location	{		spellToCast->destinationTile = -1;		LOCPLINT->cb->battleMakeAction(spellToCast);		delete spellToCast;		spellToCast = NULL;		spellDestSelectMode = false;		CGI->curh->changeGraphic(1, 6);	}	else	{		CGI->curh->changeGraphic(3, 0); 	}}void CBattleInterface::displayEffect(ui32 effect, int destTile){	addNewAnim(new CSpellEffectAnim(this, effect, destTile));}void CBattleInterface::setAnimSpeed(int set){	LOCPLINT->sysOpts.animSpeed = set;	LOCPLINT->sysOpts.settingsChanged();}int CBattleInterface::getAnimSpeed() const{	return LOCPLINT->sysOpts.animSpeed;	LOCPLINT->sysOpts.settingsChanged();}void CBattleInterface::activateStack(){	activeStack = stackToActivate;	stackToActivate = -1;	myTurn = true;	queue->update();	redrawBackgroundWithHexes(activeStack);	bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(activeStack)->state,WAITING)); //block waiting button if stack has been already waiting	//block cast spell button if hero doesn't have a spellbook	if(attackingHeroInstance && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)	{		if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked			bSpell->block(!attackingHeroInstance->getArt(17));	}	else if(defendingHeroInstance && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)	{		if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked			bSpell->block(!defendingHeroInstance->getArt(17));	}	GH.fakeMouseMove();}float CBattleInterface::getAnimSpeedMultiplier() const{	switch(LOCPLINT->sysOpts.animSpeed)	{	case 1:		return 3.5f;	case 2:		return 2.2f;	case 4:		return 1.0f;	default:		return 0.0f;	}}void CBattleInterface::endCastingSpell(){	assert(spellDestSelectMode);	delete spellToCast;	spellToCast = NULL;	spellDestSelectMode = false;	CGI->curh->changeGraphic(1, 6);}void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to){	if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks		return;	const CStack &curStack = stacks.find(ID)->second;	int animType = creAnims[ID]->getType();	int affectingSpeed = LOCPLINT->sysOpts.animSpeed;	if(animType == 1 || animType == 2) //standing stacks should not stand faster :)		affectingSpeed = 2;	bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;	if(animType == 2)	{		if(standingFrame.find(ID)!=standingFrame.end())		{			incrementFrame = (animCount%(8/affectingSpeed)==0);			if(incrementFrame)			{				++standingFrame[ID];				if(standingFrame[ID] == creAnims[ID]->framesInGroup(2))				{					standingFrame.erase(standingFrame.find(ID));				}			}		}		else		{			if((rand()%50) == 0)			{				standingFrame.insert(std::make_pair(ID, 0));			}		}	}	creAnims[ID]->nextFrame(to, creAnims[ID]->pos.x, creAnims[ID]->pos.y, creDir[ID], animCount, incrementFrame, ID==activeStack, ID==mouseHoveredStack); //increment always when moving, never if stack died	//printing amount	if(curStack.amount > 0 //don't print if stack is not alive		&& (!LOCPLINT->curAction			|| (LOCPLINT->curAction->stackNumber != ID //don't print if stack is currently taking an action				&& (LOCPLINT->curAction->actionType != 6  ||  curStack.position != LOCPLINT->curAction->additionalInfo) //nor if it's an object of attack				&& (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action				)			)			&& !curStack.hasFeatureOfType(StackFeature::SIEGE_WEAPON) //and not a war machine...	)	{		int xAdd = curStack.attackerOwned ? 220 : 202;		//blitting amoutn background box		SDL_Surface *amountBG = NULL;		if(curStack.effects.size() == 0)		{			amountBG = amountNormal;		}		else		{			int pos=0; //determining total positiveness of effects			for(int c=0; c<curStack.effects.size(); ++c)			{				pos += CGI->spellh->spells[ curStack.effects[c].id ].positiveness;			}			if(pos > 0)			{				amountBG = amountPositive;			}			else if(pos < 0)			{				amountBG = amountNegative;			}			else			{				amountBG = amountEffNeutral;			}		}		SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + 260));		//blitting amount		CSDL_Ext::printAtMiddle(			makeNumberShort(curStack.amount),			creAnims[ID]->pos.x + xAdd + 15,			creAnims[ID]->pos.y + 260 + 5,			FONT_TINY,			zwykly,			to        );	}}void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks){	if(!siegeH)		return;	static const std::map<int, int> hexToPart = boost::assign::map_list_of(12, 8)(16, 1)(29, 7)(50, 2)(62, 12)(78, 6)(112, 10)(147, 5)(165, 11)(182, 3)(186, 0);		//additionally print bottom wall	if(hex == 182)	{		siegeH->printPartOfWall(to, 4);	}	std::map<int, int>::const_iterator it = hexToPart.find(hex);	if(it != hexToPart.end())	{		siegeH->printPartOfWall(to, it->second);		//print creature in turret		int posToSeek = -1;		switch(it->second)		{		case 3: //bottom turret			posToSeek = -3;			break;		case 8: //upper turret			posToSeek = -4;			break;		case 2: //keep			posToSeek = -2;			break;		}		if(posToSeek != -1)		{			int ID = -1;			for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)			{				if(it->second.position == posToSeek)				{					ID = it->second.ID;					break;				}			}			if(ID != -1)			{				showAliveStack(ID, stacks, to);				//blitting creature cover				switch(posToSeek)				{				case -3: //bottom turret					siegeH->printPartOfWall(to, 16);					break;				case -4: //upper turret					siegeH->printPartOfWall(to, 17);					break;				case -2: //keep					siegeH->printPartOfWall(to, 15);					break;				}			}		}	}}void CBattleInterface::redrawBackgroundWithHexes(int activeStack){	shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack, true);	//preparating background graphic with hexes and shaded hexes	blitAt(background, 0, 0, backgroundWithHexes);	if(LOCPLINT->sysOpts.printCellBorders)		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);	if(LOCPLINT->sysOpts.printStackRange)	{		for(size_t m=0; m<shadedHexes.size(); ++m) //rows		{			int i = shadedHexes[m]/BFIELD_WIDTH; //row			int j = shadedHexes[m]%BFIELD_WIDTH-1; //column			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;			int y = 86 + 42 * i;			CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &genRect(cellShade->h, cellShade->w, x, y));		}	}}void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby){	char tabh[200];	const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);	const CStack * defender = LOCPLINT->cb->battleGetStackByID(ID, false);	int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->amount > 1 ? 377 : 376].c_str(),		(attacker->amount > 1 ? attacker->creature->namePl.c_str() : attacker->creature->nameSing.c_str()),		dmg);	if(killed > 0)	{		if(killed > 1)		{			sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender->creature->namePl.c_str());		}		else //killed == 1		{			sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender->creature->nameSing.c_str());		}	}	console->addText(std::string(tabh));}void CBattleInterface::projectileShowHelper(SDL_Surface * to){	if(to == NULL)		to = screen;	std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;	for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)	{		if(it->animStartDelay>0)		{			--(it->animStartDelay);			continue;		}		SDL_Rect dst;		dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;		dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;		dst.x = it->x;		dst.y = it->y;		if(it->reverse)		{			SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);			CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);			SDL_FreeSurface(rev);		}		else		{			CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);		}		//actualizing projectile		++it->step;		if(it->step == it->lastStep)		{			toBeDeleted.insert(toBeDeleted.end(), it);		}		else		{			it->x += it->dx;			it->y += it->dy;			if(it->spin)			{				++(it->frameNum);				it->frameNum %= idToProjectile[it->creID]->ourImages.size();			}		}	}	for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)	{		projectiles.erase(*it);	}}void CBattleInterface::endAction(const BattleAction* action){		//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished	{		activate();	}	if(action->actionType == 1)	{		if(action->side)			defendingHero->setPhase(0);		else			attackingHero->setPhase(0);	}	if(action->actionType == 2 && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack	{		pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false));	}	if(action->actionType == 9) //catapult	{	}}void CBattleInterface::hideQueue(){	LOCPLINT->sysOpts.showQueue = false;	queue->deactivate();	if(!queue->embedded)	{		moveBy(Point(0, -queue->pos.h / 2));		GH.totalRedraw();	}}void CBattleInterface::showQueue(){	LOCPLINT->sysOpts.showQueue = true;	queue->activate();	if(!queue->embedded)	{		moveBy(Point(0, +queue->pos.h / 2));		GH.totalRedraw();	}}void CBattleInterface::startAction(const BattleAction* action){	const CStack *stack = LOCPLINT->cb->battleGetStackByID(action->stackNumber);	if(stack)	{		queue->update();	}	else	{		assert(action->actionType == 1); //only cast spell is valid action without acting stack number	}	if(action->actionType == 2 		|| (action->actionType == 6 && action->destinationTile != stack->position))	{		moveStarted = true;		if(creAnims[action->stackNumber]->framesInGroup(20))		{			pendingAnims.push_back(std::make_pair(new CBattleMoveStart(this, action->stackNumber), false));		}	}	deactivate();	char txt[400];	if(action->actionType == 1)	{		if(action->side)			defendingHero->setPhase(4);		else			attackingHero->setPhase(4);		return;	}	if(!stack)	{		tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;		return;	}	int txtid = 0;	switch(action->actionType)	{	case 3: //defend		txtid = 120;		break;	case 8: //wait		txtid = 136;		break;	case 11: //bad morale		txtid = -34; //negative -> no separate singular/plural form				displayEffect(30,stack->position);		break;	}	if(txtid > 0  &&  stack->amount != 1)		txtid++; //move to plural text	else if(txtid < 0)		txtid = -txtid;	if(txtid)	{		sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(),  (stack->amount != 1) ? stack->creature->namePl.c_str() : stack->creature->nameSing.c_str(), 0);		console->addText(txt);	}}void CBattleHero::show(SDL_Surface *to){	//animation of flag	if(flip)	{		CSDL_Ext::blit8bppAlphaTo24bpp(			flag->ourImages[flagAnim].bitmap,			NULL,			screen,			&genRect(				flag->ourImages[flagAnim].bitmap->h,				flag->ourImages[flagAnim].bitmap->w,				62 + pos.x,				39 + pos.y			)		);	}	else	{		CSDL_Ext::blit8bppAlphaTo24bpp(			flag->ourImages[flagAnim].bitmap,			NULL,			screen,			&genRect(				flag->ourImages[flagAnim].bitmap->h,				flag->ourImages[flagAnim].bitmap->w,				71 + pos.x,				39 + pos.y			)		);	}	++flagAnimCount;	if(flagAnimCount%4==0)	{		++flagAnim;		flagAnim %= flag->ourImages.size();	}	//animation of hero	int tick=-1;	for(int i=0; i<dh->ourImages.size(); ++i)	{		if(dh->ourImages[i].groupNumber==phase)			++tick;		if(tick==image)		{			SDL_Rect posb = pos;			CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);			if(phase != 4 || nextPhase != -1 || image < 4)			{				if(flagAnimCount%2==0)				{					++image;				}				if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame				{					image = 0;				}			}			if(phase == 4 && nextPhase != -1 && image == 7)			{				phase = nextPhase;				nextPhase = -1;				image = 0;			}			break;		}	}}void CBattleHero::activate(){	activateLClick();}void CBattleHero::deactivate(){	deactivateLClick();}void CBattleHero::setPhase(int newPhase){	if(phase != 4)	{		phase = newPhase;		image = 0;	}	else	{		nextPhase = newPhase;	}}void CBattleHero::clickLeft(tribool down, bool previousState){	if(myOwner->spellDestSelectMode) //we are casting a spell		return;	if(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions	{		for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield		{			if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)				return;		}		CGI->curh->changeGraphic(0,0);		CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero);		GH.pushInt(spellWindow);	}}CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0), flagAnimCount(0){	dh = CDefHandler::giveDef( defName );	for(int i=0; i<dh->ourImages.size(); ++i) //transforming images	{		if(flip)		{			SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);			SDL_FreeSurface(dh->ourImages[i].bitmap);			dh->ourImages[i].bitmap = hlp;		}		CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);	}	dh->alphaTransformed = true;	if(flip)		flag = CDefHandler::giveDef("CMFLAGR.DEF");	else		flag = CDefHandler::giveDef("CMFLAGL.DEF");	//coloring flag and adding transparency	for(int i=0; i<flag->ourImages.size(); ++i)	{		CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);		graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);	}}CBattleHero::~CBattleHero(){	delete dh;	delete flag;}Point CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack, const CBattleInterface * cbi){	Point ret(-500, -500); //returned value	if(stack->position < 0) //creatures in turrets	{		const CCreature & turretCreature = CGI->creh->creatures[ CGI->creh->factionToTurretCreature[cbi->siegeH->town->town->typeID] ];		int xShift = turretCreature.isDoubleWide() ? 44 : 0;		switch(stack->position)		{		case -2: //keep			ret = Point(505 + xShift, -66);			break;		case -3: //lower turret			ret = Point(368 + xShift, 304);			break;		case -4: //upper turret			ret = Point(339 + xShift, -192);			break;			}	}	else	{		ret.y = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y		//counting x		if(attacker)		{			ret.x = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);		}		else		{			ret.x = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);		}		//shifting position for double - hex creatures		if(stack && stack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))		{			if(attacker)			{				ret.x -= 42;			}			else			{				ret.x += 42;			}		}	}	//returning	return ret + LOCPLINT->battleInt->pos;}void CBattleHex::activate(){	activateHover();	activateMouseMove();	activateLClick();	activateRClick();}void CBattleHex::deactivate(){	deactivateHover();	deactivateMouseMove();	deactivateLClick();	deactivateRClick();}void CBattleHex::hover(bool on){	hovered = on;	//Hoverable::hover(on);	if(!on && setAlterText)	{		myInterface->console->alterTxt = std::string();		setAlterText = false;	}}CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL){}void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent){	if(myInterface->cellShade)	{		if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex		{			strictHovered = false;		}		else //hovered pixel is inside hex		{			strictHovered = true;		}	}	if(hovered && strictHovered) //print attacked creature to console	{		if(myInterface->console->alterTxt.size() == 0 && LOCPLINT->cb->battleGetStack(myNumber) != -1 &&			LOCPLINT->cb->battleGetStackByPos(myNumber)->owner != LOCPLINT->playerID &&			LOCPLINT->cb->battleGetStackByPos(myNumber)->alive())		{			char tabh[160];			CStack attackedStack = *LOCPLINT->cb->battleGetStackByPos(myNumber);			const std::string & attackedName = attackedStack.amount == 1 ? attackedStack.creature->nameSing : attackedStack.creature->namePl;			sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());			myInterface->console->alterTxt = std::string(tabh);			setAlterText = true;		}	}	else if(setAlterText)	{		myInterface->console->alterTxt = std::string();		setAlterText = false;	}}void CBattleHex::clickLeft(tribool down, bool previousState){	if(!down && hovered && strictHovered) //we've been really clicked!	{		myInterface->hexLclicked(myNumber);	}}void CBattleHex::clickRight(tribool down, bool previousState){	int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile	if(hovered && strictHovered && stID!=-1)	{		const CStack & myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info		if(!myst.alive()) return;		StackState *pom = NULL;		if(down)		{			pom = new StackState();			const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance;			pom->attackBonus = myst.Attack() - myst.creature->attack;			pom->defenseBonus = myst.Defense() - myst.creature->defence;			pom->luck = myst.Luck();			pom->morale = myst.Morale();			pom->speedBonus = myst.Speed() - myst.creature->speed;			pom->healthBonus = myst.MaxHealth() - myst.creature->hitPoints;			if(myst.hasFeatureOfType(StackFeature::SIEGE_WEAPON))				pom->dmgMultiplier = h->getPrimSkillLevel(0) + 1;			else				pom->dmgMultiplier = 1;			pom->shotsLeft = myst.shots;			for(int vb=0; vb<myst.effects.size(); ++vb)			{				pom->effects.insert(myst.effects[vb].id);			}			pom->currentHealth = myst.firstHPleft;			GH.pushInt(new CCreInfoWindow(myst.creature->idNumber, 0, myst.amount, pom, 0, 0, NULL));		}		delete pom;	}}CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0){}CBattleConsole::~CBattleConsole(){	texts.clear();}void CBattleConsole::show(SDL_Surface * to){	if(ingcAlter.size())	{		CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);	}	else if(alterTxt.size())	{		CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);	}	else if(texts.size())	{		if(texts.size()==1)		{			CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);		}		else		{			CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);			CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 80, zwykly, to);		}	}}bool CBattleConsole::addText(const std::string & text){	if(text.size()>70)		return false; //text too long!	int firstInToken = 0;	for(int i=0; i<text.size(); ++i) //tokenize	{		if(text[i] == 10)		{			texts.push_back( text.substr(firstInToken, i-firstInToken) );			firstInToken = i+1;		}	}	texts.push_back( text.substr(firstInToken, text.size()) );	lastShown = texts.size()-1;	return true;}void CBattleConsole::eraseText(unsigned int pos){	if(pos < texts.size())	{		texts.erase(texts.begin() + pos);		if(lastShown == texts.size())			--lastShown;	}}void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos){	if(pos >= texts.size()) //no such pos		return;	texts[pos] = text;}void CBattleConsole::scrollUp(unsigned int by){	if(lastShown > by)		lastShown -= by;}void CBattleConsole::scrollDown(unsigned int by){	if(lastShown + by < texts.size())		lastShown += by;}CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner){	this->pos = pos;	background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);	graphics->blueToPlayersAdv(background, LOCPLINT->playerID);	SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);	SDL_FreeSurface(background);	background = pom;	exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);	if(br.winner==0) //attacker won	{		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 60, 122, GEOR13, zwykly, background);		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 410, 122, GEOR13, zwykly, background);	}	else //if(br.winner==1)	{		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 60, 122, GEOR13, zwykly, background);		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 410, 122, GEOR13, zwykly, background);	}		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 235, 299, GEOR16, tytulowy, background);	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 235, 329, GEOR16, zwykly, background);	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 235, 426, GEOR16, zwykly, background);	std::string attackerName, defenderName;	if(owner->attackingHeroInstance) //a hero attacked	{		SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38));		//setting attackerName		attackerName = owner->attackingHeroInstance->name;	}	else //a monster attacked	{		int bestMonsterID = -1;		int bestPower = 0;		for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army1->slots.begin(); it!=owner->army1->slots.end(); ++it)		{			if( CGI->creh->creatures[it->first].AIValue > bestPower)			{				bestPower = CGI->creh->creatures[it->first].AIValue;				bestMonsterID = it->first;			}		}		SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));		//setting attackerName		attackerName =  CGI->creh->creatures[bestMonsterID].namePl;	}	if(owner->defendingHeroInstance) //a hero defended	{		SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 391, 38));		//setting defenderName		defenderName = owner->defendingHeroInstance->name;	}	else //a monster defended	{		int bestMonsterID = -1;		int bestPower = 0;		for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army2->slots.begin(); it!=owner->army2->slots.end(); ++it)		{			if( CGI->creh->creatures[it->second.first].AIValue > bestPower)			{				bestPower = CGI->creh->creatures[it->second.first].AIValue;				bestMonsterID = it->second.first;			}		}		SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 391, 38));		//setting defenderName		defenderName =  CGI->creh->creatures[bestMonsterID].namePl;	}	//printing attacker and defender's names	CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background);	CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, zwykly, background);	//printing casualities	for(int step = 0; step < 2; ++step)	{		if(br.casualties[step].size()==0)		{			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, GEOR16, zwykly, background);		}		else		{			int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture			int yPos = 344 + step*97;			for(std::map<ui32,si32>::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)			{				blitAt(graphics->smallImgs[it->first], xPos, yPos, background);				std::ostringstream amount;				amount<<it->second;				CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);				xPos += 42;			}		}	}	//printing result description	bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner);	switch(br.result)	{	case 0: //normal victory		if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won		{			CGI->musich->playMusic(musicBase::winBattle);#ifdef _WIN32			CGI->videoh->open(VIDEO_WIN);#else			CGI->videoh->open(VIDEO_WIN, true);#endif			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);		}		else		{			CGI->musich->playMusic(musicBase::loseCombat);			CGI->videoh->open(VIDEO_LOSE_BATTLE_START);			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);		}		break;	case 1: //flee		if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won		{			CGI->musich->playMusic(musicBase::winBattle);#ifdef _WIN32			CGI->videoh->open(VIDEO_WIN);#else			CGI->videoh->open(VIDEO_WIN, true);#endif			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);		}		else		{			CGI->musich->playMusic(musicBase::retreatBattle);			CGI->videoh->open(VIDEO_RETREAT_START);			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);		}		break;	case 2: //surrender		if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won		{			CGI->musich->playMusic(musicBase::winBattle);#ifdef _WIN32			CGI->videoh->open(VIDEO_WIN);#else			CGI->videoh->open(VIDEO_WIN, true);#endif			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);		}		else		{			CGI->musich->playMusic(musicBase::surrenderBattle);			CGI->videoh->open(VIDEO_SURRENDER);			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);		}		break;	}}CBattleResultWindow::~CBattleResultWindow(){	SDL_FreeSurface(background);}void CBattleResultWindow::activate(){	LOCPLINT->showingDialog->set(true);	exit->activate();}void CBattleResultWindow::deactivate(){	exit->deactivate();}void CBattleResultWindow::show(SDL_Surface *to){	//evaluating to	if(!to)		to = screen;	CGI->videoh->update(107, 70, background, false, true);	SDL_BlitSurface(background, NULL, to, &pos);	exit->show(to);}void CBattleResultWindow::bExitf(){	GH.popInts(2); //first - we; second - battle interface	LOCPLINT->showingDialog->setn(false);	CGI->videoh->close();}CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner){	pos = position;	background = BitmapHandler::loadBitmap("comopbck.bmp", true);	graphics->blueToPlayersAdv(background, LOCPLINT->playerID);	viewGrid = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintCellBorders, owner, true), boost::bind(&CBattleInterface::setPrintCellBorders, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[427].first)(3,CGI->generaltexth->zelp[427].first), CGI->generaltexth->zelp[427].second, false, "sysopchk.def", NULL, 185, 140, false);	viewGrid->select(LOCPLINT->sysOpts.printCellBorders);	movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 185, 173, false);	movementShadow->select(LOCPLINT->sysOpts.printStackRange);	mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 185, 207, false);	mouseShadow->select(LOCPLINT->sysOpts.printMouseShadow);	animSpeeds = new CHighlightableButtonsGroup(0);	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1);	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2);	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4);	animSpeeds->select(owner->getAnimSpeed(), 1);	animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);	setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def");	std::swap(setToDefault->imgs[0][0], setToDefault->imgs[0][1]);	exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN);	std::swap(exit->imgs[0][0], exit->imgs[0][1]);	//printing texts to background	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 240, 32, GEOR16, tytulowy, background); //window title	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 211, GEOR16, tytulowy, background); //animation speed	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 292, GEOR16, tytulowy, background); //music volume	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 358, GEOR16, tytulowy, background); //effects' volume	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 64, GEOR16, tytulowy, background); //auto - combat options	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 264, GEOR16, tytulowy, background); //creature info		//auto - combat options	CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 87, GEOR16, zwykly, background); //creatures	CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 117, GEOR16, zwykly, background); //spells	CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 147, GEOR16, zwykly, background); //catapult	CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 177, GEOR16, zwykly, background); //ballista	CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 207, GEOR16, zwykly, background); //first aid tent		//creature info	CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 286, GEOR16, zwykly, background); //all stats	CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 316, GEOR16, zwykly, background); //spells only			//general options	CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 58, GEOR16, zwykly, background); //hex grid	CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 91, GEOR16, zwykly, background); //movement shadow	CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, GEOR16, zwykly, background); //cursor shadow	CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 157, GEOR16, zwykly, background); //spellbook animation	//texts printed}CBattleOptionsWindow::~CBattleOptionsWindow(){	SDL_FreeSurface(background);	delete setToDefault;	delete exit;	delete viewGrid;	delete movementShadow;	delete animSpeeds;	delete mouseShadow;}void CBattleOptionsWindow::activate(){	setToDefault->activate();	exit->activate();	viewGrid->activate();	movementShadow->activate();	animSpeeds->activate();	mouseShadow->activate();}void CBattleOptionsWindow::deactivate(){	setToDefault->deactivate();	exit->deactivate();	viewGrid->deactivate();	movementShadow->deactivate();	animSpeeds->deactivate();	mouseShadow->deactivate();}void CBattleOptionsWindow::show(SDL_Surface *to){	if(!to) //"evaluating" to		to = screen;	SDL_BlitSurface(background, NULL, to, &pos);	setToDefault->show(to);	exit->show(to);	viewGrid->show(to);	movementShadow->show(to);	animSpeeds->show(to);	mouseShadow->show(to);}void CBattleOptionsWindow::bDefaultf(){}void CBattleOptionsWindow::bExitf(){	GH.popIntTotally(this);}std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner): town(siegeTown), owner(_owner){	for(int g=0; g<ARRAY_COUNT(walls); ++g)	{		walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );	}}CBattleInterface::SiegeHelper::~SiegeHelper(){	for(int g=0; g<ARRAY_COUNT(walls); ++g)	{		SDL_FreeSurface(walls[g]);	}}std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const{	if(what == 2 || what == 3 || what == 8)	{		if(additInfo == 3) additInfo = 2;	}	char buf[100];	SDL_itoa(additInfo, buf, 10);	std::string addit(buf);	switch(what)	{	case 0: //background		return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";	case 1: //background wall		{			switch(town->town->typeID)			{			case 5: case 4: case 1: case 6:				return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";			case 0: case 2: case 3: case 7: case 8:				return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";			default:				return "";			}		}	case 2: //keep		return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";	case 3: //bottom tower		return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";	case 4: //bottom wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";	case 5: //below gate		return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";	case 6: //over gate		return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";	case 7: //upper wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";	case 8: //upper tower		return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";	case 9: //gate		return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";	case 10: //gate arch		return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";	case 11: //bottom static wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";	case 12: //upper static wall		return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";	case 13: //moat		return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";	case 14: //mlip		return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";	case 15: //keep creature cover		return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";	case 16: //bottom turret creature cover		return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";	case 17: //upper turret creature cover		return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";	default:		return "";	}}void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what){	Point pos = Point(-1, -1);	switch(what)	{	case 1: //background wall		pos = Point(owner->pos.w + owner->pos.x - walls[1]->w, 55 + owner->pos.y);		break;	case 2: //keep		pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);		break;	case 3: //bottom tower	case 4: //bottom wall	case 5: //below gate	case 6: //over gate	case 7: //upper wall	case 8: //upper tower	case 9: //gate	case 10: //gate arch	case 11: //bottom static wall	case 12: //upper static wall		pos.x = CGI->heroh->wallPositions[town->town->typeID][what - 3].first + owner->pos.x;		pos.y = CGI->heroh->wallPositions[town->town->typeID][what - 3].second + owner->pos.y;		break;	case 15: //keep creature cover		pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);		break;	case 16: //bottom turret creature cover		pos.x = CGI->heroh->wallPositions[town->town->typeID][0].first + owner->pos.x;		pos.y = CGI->heroh->wallPositions[town->town->typeID][0].second + owner->pos.y;		break;	case 17: //upper turret creature cover		pos.x = CGI->heroh->wallPositions[town->town->typeID][5].first + owner->pos.x;		pos.y = CGI->heroh->wallPositions[town->town->typeID][5].second + owner->pos.y;		break;	};	if(pos.x != -1)	{		blitAt(walls[what], pos.x, pos.y, to);	}}void CStackQueue::update(){	stacksSorted.clear();	LOCPLINT->cb->getStackQueue(stacksSorted, QUEUE_SIZE);	for (int i = 0; i < QUEUE_SIZE ; i++)	{		stackBoxes[i]->setStack(stacksSorted[i]);	}}CStackQueue::CStackQueue(bool Embedded):embedded(Embedded){	OBJ_CONSTRUCTION_CAPTURING_ALL;	if(embedded)	{		box = NULL;		bg = NULL;		pos.w = QUEUE_SIZE * 37;		pos.h = 32; //height of small creature img		pos.x = screen->w/2 - pos.w/2;		pos.y = (screen->h - 600)/2 + 10;	}	else	{		box = BitmapHandler::loadBitmap("CHRROP.pcx");		bg = BitmapHandler::loadBitmap("DIBOXPI.pcx");		pos.w = 600;		pos.h = bg->h;	}	stackBoxes.resize(QUEUE_SIZE);	for (int i = 0; i < QUEUE_SIZE; i++)	{		stackBoxes[i] = new StackBox(box);		stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i;	}}CStackQueue::~CStackQueue(){	SDL_FreeSurface(box);}void CStackQueue::showAll( SDL_Surface *to ){	blitBg(to);	CIntObject::showAll(to);}void CStackQueue::blitBg( SDL_Surface * to ){	if(bg)	{		for (int w = 0; w < pos.w; w += bg->w)		{			blitAtLoc(bg, w, 0, to);				}	}}void CStackQueue::StackBox::showAll( SDL_Surface *to ){	assert(my);	if(bg)	{		graphics->blueToPlayersAdv(bg, my->owner);		//SDL_UpdateRect(bg, 0, 0, 0, 0);		CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &genRect(bg->h, bg->w, pos.x, pos.y));		//blitAt(bg, pos, to);		blitAt(graphics->bigImgs[my->creature->idNumber], pos.x +9, pos.y + 1, to);		printAtMiddleLoc(makeNumberShort(my->amount), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);	}	else	{		blitAt(graphics->smallImgs[-2], pos, to);		blitAt(graphics->smallImgs[my->creature->idNumber], pos, to);		const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]);		CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b));		printAtMiddleLoc(makeNumberShort(my->amount), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to);	}}void CStackQueue::StackBox::setStack( const CStack *nStack ){	my = nStack;}CStackQueue::StackBox::StackBox(SDL_Surface *BG):bg(BG), my(NULL){	if(bg)	{		pos.w = bg->w;		pos.h = bg->h;	}	else	{		pos.w = pos.h = 32;	}	pos.y += 2;}CStackQueue::StackBox::~StackBox(){}void CStackQueue::StackBox::hover( bool on ){}
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