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							- /*
 
-  * CBattleInterface.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CBattleInterface.h"
 
- #include "CBattleAnimations.h"
 
- #include "CBattleInterfaceClasses.h"
 
- #include "CCreatureAnimation.h"
 
- #include "../CBitmapHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMessage.h"
 
- #include "../CMT.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../CVideoHandler.h"
 
- #include "../Graphics.h"
 
- #include "../gui/CAnimation.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/SDL_Extensions.h"
 
- #include "../windows/CAdvmapInterface.h"
 
- #include "../windows/CCreatureWindow.h"
 
- #include "../windows/CSpellWindow.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #include "../../lib/CondSh.h"
 
- #include "../../lib/CRandomGenerator.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- #include "../../lib/spells/Problem.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/BattleFieldHandler.h"
 
- #include "../../lib/ObstacleHandler.h"
 
- #include "../../lib/CGameState.h"
 
- #include "../../lib/mapping/CMap.h"
 
- #include "../../lib/NetPacks.h"
 
- #include "../../lib/UnlockGuard.h"
 
- CondSh<bool> CBattleInterface::animsAreDisplayed(false);
 
- CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
 
- static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
 
- {
 
- 	std::shared_ptr<CCreatureAnimation> animation = anim.lock();
 
- 	if(!animation)
 
- 		return;
 
- 	if (animation->isIdle())
 
- 	{
 
- 		const CCreature *creature = stack->getCreature();
 
- 		if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
 
- 		{
 
- 			if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
 
- 				animation->playOnce(CCreatureAnim::MOUSEON);
 
- 			else
 
- 				animation->setType(CCreatureAnim::HOLDING);
 
- 		}
 
- 		else
 
- 		{
 
- 			animation->setType(CCreatureAnim::HOLDING);
 
- 		}
 
- 	}
 
- 	// always reset callback
 
- 	animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
 
- }
 
- static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
 
- {
 
- 	SDL_Color *colorsToChange = surf->format->palette->colors;
 
- 	for (int g=0; g<surf->format->palette->ncolors; ++g)
 
- 	{
 
- 		SDL_Color *color = &colorsToChange[g];
 
- 		if (color->b != 132 &&
 
- 			color->g != 231 &&
 
- 			color->r != 255) //it's not yellow border
 
- 		{
 
- 			color->r = static_cast<Uint8>(color->r * rCor);
 
- 			color->g = static_cast<Uint8>(color->g * gCor);
 
- 			color->b = static_cast<Uint8>(color->b * bCor);
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::addNewAnim(CBattleAnimation *anim)
 
- {
 
- 	pendingAnims.push_back( std::make_pair(anim, false) );
 
- 	animsAreDisplayed.setn(true);
 
- }
 
- CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
 
- 		const CGHeroInstance *hero1, const CGHeroInstance *hero2,
 
- 		const SDL_Rect & myRect,
 
- 		std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
 
- 	: background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
 
- 	activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
 
- 	currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
 
- 	creatureSpellToCast(-1),
 
- 	siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
 
- 	myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	if(spectatorInt)
 
- 	{
 
- 		curInt = spectatorInt;
 
- 	}
 
- 	else if(!curInt)
 
- 	{
 
- 		//May happen when we are defending during network MP game -> attacker interface is just not present
 
- 		curInt = defenderInt;
 
- 	}
 
- 	animsAreDisplayed.setn(false);
 
- 	pos = myRect;
 
- 	strongInterest = true;
 
- 	givenCommand.setn(nullptr);
 
- 	//hot-seat -> check tactics for both players (defender may be local human)
 
- 	if(attackerInt && attackerInt->cb->battleGetTacticDist())
 
- 		tacticianInterface = attackerInt;
 
- 	else if(defenderInt && defenderInt->cb->battleGetTacticDist())
 
- 		tacticianInterface = defenderInt;
 
- 	//if we found interface of player with tactics, then enter tactics mode
 
- 	tacticsMode = static_cast<bool>(tacticianInterface);
 
- 	//create stack queue
 
- 	bool embedQueue;
 
- 	std::string queueSize = settings["battle"]["queueSize"].String();
 
- 	if(queueSize == "auto")
 
- 		embedQueue = screen->h < 700;
 
- 	else
 
- 		embedQueue = screen->h < 700 || queueSize == "small";
 
- 	queue = std::make_shared<CStackQueue>(embedQueue, this);
 
- 	if(!embedQueue)
 
- 	{
 
- 		if (settings["battle"]["showQueue"].Bool())
 
- 			pos.y += queue->pos.h / 2; //center whole window
 
- 		queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
 
- 	}
 
- 	queue->update();
 
- 	//preparing siege info
 
- 	const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
 
- 	if(town && town->hasFort())
 
- 	{
 
- 		siegeH = new SiegeHelper(town, this);
 
- 	}
 
- 	CPlayerInterface::battleInt = this;
 
- 	//initializing armies
 
- 	this->army1 = army1;
 
- 	this->army2 = army2;
 
- 	std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
 
- 	for(const CStack * s : stacks)
 
- 	{
 
- 		unitAdded(s);
 
- 	}
 
- 	//preparing menu background and terrain
 
- 	if(siegeH)
 
- 	{
 
- 		background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
 
- 		ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
 
- 		if (siegeLevel >= 2) //citadel or castle
 
- 		{
 
- 			//print moat/mlip
 
- 			SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
 
- 				* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
 
- 			auto & info = siegeH->town->town->clientInfo;
 
- 			Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
 
- 			Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
 
- 			if (moat) //eg. tower has no moat
 
- 				blitAt(moat, moatPos.x,moatPos.y, background);
 
- 			if (mlip) //eg. tower has no mlip
 
- 				blitAt(mlip, mlipPos.x, mlipPos.y, background);
 
- 			SDL_FreeSurface(moat);
 
- 			SDL_FreeSurface(mlip);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		auto bfieldType = curInt->cb->battleGetBattlefieldType();
 
- 		if(bfieldType == BattleField::NONE)
 
- 		{
 
- 			logGlobal->error("Invalid battlefield returned for current battle");
 
- 		}
 
- 		else
 
- 		{
 
- 			background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false);
 
- 		}
 
- 	}
 
- 	//preparing graphics for displaying amounts of creatures
 
- 	amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountNormal);
 
- 	transformPalette(amountNormal, 0.59, 0.19, 0.93);
 
- 	amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountPositive);
 
- 	transformPalette(amountPositive, 0.18, 1.00, 0.18);
 
- 	amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountNegative);
 
- 	transformPalette(amountNegative, 1.00, 0.18, 0.18);
 
- 	amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountEffNeutral);
 
- 	transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
 
- 	//preparing buttons and console
 
- 	bOptions = std::make_shared<CButton>(Point(  3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
 
- 	bSurrender = std::make_shared<CButton>(Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
 
- 	bFlee = std::make_shared<CButton>(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
 
- 	bAutofight = std::make_shared<CButton>(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
 
- 	bSpell = std::make_shared<CButton>(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
 
- 	bWait = std::make_shared<CButton>(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
 
- 	bDefence = std::make_shared<CButton>(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
 
- 	bDefence->assignedKeys.insert(SDLK_SPACE);
 
- 	bConsoleUp = std::make_shared<CButton>(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
 
- 	bConsoleDown = std::make_shared<CButton>(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
 
- 	bConsoleUp->setImageOrder(0, 1, 0, 0);
 
- 	bConsoleDown->setImageOrder(2, 3, 2, 2);
 
- 	console = std::make_shared<CBattleConsole>();
 
- 	console->pos.x += 211;
 
- 	console->pos.y += 560;
 
- 	console->pos.w = 406;
 
- 	console->pos.h = 38;
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext = std::make_shared<CButton>(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
 
- 		btactEnd = std::make_shared<CButton>(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
 
- 		menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
 
- 	}
 
- 	else
 
- 	{
 
- 		menu = BitmapHandler::loadBitmap("CBAR.BMP");
 
- 	}
 
- 	graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 	//loading hero animations
 
- 	if(hero1) // attacking hero
 
- 	{
 
- 		std::string battleImage;
 
- 		if(!hero1->type->battleImage.empty())
 
- 		{
 
- 			battleImage = hero1->type->battleImage;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(hero1->sex)
 
- 				battleImage = hero1->type->heroClass->imageBattleFemale;
 
- 			else
 
- 				battleImage = hero1->type->heroClass->imageBattleMale;
 
- 		}
 
- 		attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
 
- 		auto img = attackingHero->animation->getImage(0, 0, true);
 
- 		if(img)
 
- 			attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
 
- 	}
 
- 	if(hero2) // defending hero
 
- 	{
 
- 		std::string battleImage;
 
- 		if(!hero2->type->battleImage.empty())
 
- 		{
 
- 			battleImage = hero2->type->battleImage;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(hero2->sex)
 
- 				battleImage = hero2->type->heroClass->imageBattleFemale;
 
- 			else
 
- 				battleImage = hero2->type->heroClass->imageBattleMale;
 
- 		}
 
- 		defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
 
- 		auto img = defendingHero->animation->getImage(0, 0, true);
 
- 		if(img)
 
- 			defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
 
- 	}
 
- 	//preparing cells and hexes
 
- 	cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
 
- 	CSDL_Ext::alphaTransform(cellBorder);
 
- 	cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
 
- 	CSDL_Ext::alphaTransform(cellShade);
 
- 	for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
 
- 	{
 
- 		auto hex = std::make_shared<CClickableHex>();
 
- 		hex->myNumber = h;
 
- 		hex->pos = hexPosition(h);
 
- 		hex->accessible = true;
 
- 		hex->myInterface = this;
 
- 		bfield.push_back(hex);
 
- 	}
 
- 	//locking occupied positions on batlefield
 
- 	for(const CStack * s : stacks)  //stacks gained at top of this function
 
- 		if(s->initialPosition >= 0) //turrets have position < 0
 
- 			bfield[s->getPosition()]->accessible = false;
 
- 	//preparing graphic with cell borders
 
- 	cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
 
- 	//copying palette
 
- 	for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
 
- 	{
 
- 		cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
 
- 	}
 
- 	//palette copied
 
- 	for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
 
- 	{
 
- 		for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
 
- 		{
 
- 			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
 
- 			int y = 86 + 42 *i;
 
- 			for (int cellX = 0; cellX < cellBorder->w; ++cellX)
 
- 			{
 
- 				for (int cellY = 0; cellY < cellBorder->h; ++cellY)
 
- 				{
 
- 					if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
 
- 						* ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
 
- 	//preparing obstacle defs
 
- 	auto obst = curInt->cb->battleGetAllObstacles();
 
- 	for(auto & elem : obst)
 
- 	{
 
- 		if(elem->obstacleType == CObstacleInstance::USUAL)
 
- 		{
 
- 			std::string animationName = elem->getInfo().animation;
 
- 			auto cached = animationsCache.find(animationName);
 
- 			if(cached == animationsCache.end())
 
- 			{
 
- 				auto animation = std::make_shared<CAnimation>(animationName);
 
- 				animationsCache[animationName] = animation;
 
- 				obstacleAnimations[elem->uniqueID] = animation;
 
- 				animation->preload();
 
- 			}
 
- 			else
 
- 			{
 
- 				obstacleAnimations[elem->uniqueID] = cached->second;
 
- 			}
 
- 		}
 
- 		else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 		{
 
- 			std::string animationName = elem->getInfo().animation;
 
- 			auto cached = animationsCache.find(animationName);
 
- 			if(cached == animationsCache.end())
 
- 			{
 
- 				auto animation = std::make_shared<CAnimation>();
 
- 				animation->setCustom(animationName, 0, 0);
 
- 				animationsCache[animationName] = animation;
 
- 				obstacleAnimations[elem->uniqueID] = animation;
 
- 				animation->preload();
 
- 			}
 
- 			else
 
- 			{
 
- 				obstacleAnimations[elem->uniqueID] = cached->second;
 
- 			}
 
- 		}
 
- 	}
 
- 	for(auto hex : bfield)
 
- 		addChild(hex.get());
 
- 	if(tacticsMode)
 
- 		bTacticNextStack();
 
- 	CCS->musich->stopMusic();
 
- 	battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
 
- 	auto onIntroPlayed = [&]()
 
- 	{
 
- 		if(LOCPLINT->battleInt)
 
- 		{
 
- 			CCS->musich->playMusicFromSet("battle", true);
 
- 			battleActionsStarted = true;
 
- 			blockUI(settings["session"]["spectate"].Bool());
 
- 			battleIntroSoundChannel = -1;
 
- 		}
 
- 	};
 
- 	CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
 
- 	currentAction = PossiblePlayerBattleAction::INVALID;
 
- 	selectedAction = PossiblePlayerBattleAction::INVALID;
 
- 	addUsedEvents(RCLICK | MOVE | KEYBOARD);
 
- 	blockUI(true);
 
- }
 
- CBattleInterface::~CBattleInterface()
 
- {
 
- 	CPlayerInterface::battleInt = nullptr;
 
- 	givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
 
- 	if (active) //dirty fix for #485
 
- 	{
 
- 		deactivate();
 
- 	}
 
- 	SDL_FreeSurface(background);
 
- 	SDL_FreeSurface(menu);
 
- 	SDL_FreeSurface(amountNormal);
 
- 	SDL_FreeSurface(amountNegative);
 
- 	SDL_FreeSurface(amountPositive);
 
- 	SDL_FreeSurface(amountEffNeutral);
 
- 	SDL_FreeSurface(cellBorders);
 
- 	SDL_FreeSurface(backgroundWithHexes);
 
- 	SDL_FreeSurface(cellBorder);
 
- 	SDL_FreeSurface(cellShade);
 
- 	delete siegeH;
 
- 	//TODO: play AI tracks if battle was during AI turn
 
- 	//if (!curInt->makingTurn)
 
- 	//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
 
- 	if (adventureInt && adventureInt->selection)
 
- 	{
 
- 		auto & terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
 
- 		CCS->musich->playMusicFromSet("terrain", terrain, true);
 
- 	}
 
- 	animsAreDisplayed.setn(false);
 
- }
 
- void CBattleInterface::setPrintCellBorders(bool set)
 
- {
 
- 	Settings cellBorders = settings.write["battle"]["cellBorders"];
 
- 	cellBorders->Bool() = set;
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	GH.totalRedraw();
 
- }
 
- void CBattleInterface::setPrintStackRange(bool set)
 
- {
 
- 	Settings stackRange = settings.write["battle"]["stackRange"];
 
- 	stackRange->Bool() = set;
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	GH.totalRedraw();
 
- }
 
- void CBattleInterface::setPrintMouseShadow(bool set)
 
- {
 
- 	Settings shadow = settings.write["battle"]["mouseShadow"];
 
- 	shadow->Bool() = set;
 
- }
 
- void CBattleInterface::activate()
 
- {
 
- 	if (curInt->isAutoFightOn)
 
- 	{
 
- 		bAutofight->activate();
 
- 		return;
 
- 	}
 
- 	CIntObject::activate();
 
- 	bOptions->activate();
 
- 	bSurrender->activate();
 
- 	bFlee->activate();
 
- 	bAutofight->activate();
 
- 	bSpell->activate();
 
- 	bWait->activate();
 
- 	bDefence->activate();
 
- 	if (attackingHero)
 
- 		attackingHero->activate();
 
- 	if (defendingHero)
 
- 		defendingHero->activate();
 
- 	for (auto hex : bfield)
 
- 		hex->activate();
 
- 	if (settings["battle"]["showQueue"].Bool())
 
- 		queue->activate();
 
- 	if (tacticsMode)
 
- 	{
 
- 		btactNext->activate();
 
- 		btactEnd->activate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->activate();
 
- 		bConsoleDown->activate();
 
- 	}
 
- 	LOCPLINT->cingconsole->activate();
 
- }
 
- void CBattleInterface::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- 	bOptions->deactivate();
 
- 	bSurrender->deactivate();
 
- 	bFlee->deactivate();
 
- 	bAutofight->deactivate();
 
- 	bSpell->deactivate();
 
- 	bWait->deactivate();
 
- 	bDefence->deactivate();
 
- 	for (auto hex : bfield)
 
- 		hex->deactivate();
 
- 	if (attackingHero)
 
- 		attackingHero->deactivate();
 
- 	if (defendingHero)
 
- 		defendingHero->deactivate();
 
- 	if (settings["battle"]["showQueue"].Bool())
 
- 		queue->deactivate();
 
- 	if (tacticsMode)
 
- 	{
 
- 		btactNext->deactivate();
 
- 		btactEnd->deactivate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->deactivate();
 
- 		bConsoleDown->deactivate();
 
- 	}
 
- 	LOCPLINT->cingconsole->deactivate();
 
- }
 
- void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
 
- {
 
- 	if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
 
- 	{
 
- 		if(settings["battle"]["showQueue"].Bool()) //hide queue
 
- 			hideQueue();
 
- 		else
 
- 			showQueue();
 
- 	}
 
- 	else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
 
- 	{
 
- 		enterCreatureCastingMode();
 
- 	}
 
- 	else if(key.keysym.sym == SDLK_ESCAPE)
 
- 	{
 
- 		if(!battleActionsStarted)
 
- 			CCS->soundh->stopSound(battleIntroSoundChannel);
 
- 		else
 
- 			endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
 
- {
 
- 	auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](std::shared_ptr<CClickableHex> hex)
 
- 	{
 
- 		return hex->hovered && hex->strictHovered;
 
- 	});
 
- 	handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
 
- }
 
- void CBattleInterface::setBattleCursor(const int myNumber)
 
- {
 
- 	const CClickableHex & hoveredHex = *bfield[myNumber];
 
- 	CCursorHandler *cursor = CCS->curh;
 
- 	const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
 
- 	const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2.0;
 
- 	const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2.0;
 
- 	const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
 
- 	const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
 
- 	const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
 
- 	std::vector<int> sectorCursor; // From left to bottom left.
 
- 	sectorCursor.push_back(8);
 
- 	sectorCursor.push_back(9);
 
- 	sectorCursor.push_back(10);
 
- 	sectorCursor.push_back(11);
 
- 	sectorCursor.push_back(12);
 
- 	sectorCursor.push_back(7);
 
- 	const bool doubleWide = activeStack->doubleWide();
 
- 	bool aboveAttackable = true, belowAttackable = true;
 
- 	// Exclude directions which cannot be attacked from.
 
- 	// Check to the left.
 
- 	if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
 
- 	{
 
- 		sectorCursor[0] = -1;
 
- 	}
 
- 	// Check top left, top right as well as above for 2-hex creatures.
 
- 	if (myNumber/GameConstants::BFIELD_WIDTH == 0)
 
- 	{
 
- 			sectorCursor[1] = -1;
 
- 			sectorCursor[2] = -1;
 
- 			aboveAttackable = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		if (doubleWide)
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if (!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[1] = -1;
 
- 			if (!(attackRow[1] && attackRow[2]))
 
- 				aboveAttackable = false;
 
- 			if (!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[1] = -1;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 	}
 
- 	// Check to the right.
 
- 	if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
 
- 	{
 
- 		sectorCursor[3] = -1;
 
- 	}
 
- 	// Check bottom right, bottom left as well as below for 2-hex creatures.
 
- 	if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
 
- 	{
 
- 		sectorCursor[4] = -1;
 
- 		sectorCursor[5] = -1;
 
- 		belowAttackable = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		if (doubleWide)
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if (!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[5] = -1;
 
- 			if (!(attackRow[1] && attackRow[2]))
 
- 				belowAttackable = false;
 
- 			if (!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[4] = -1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[4] = -1;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[5] = -1;
 
- 		}
 
- 	}
 
- 	// Determine index from sector.
 
- 	int cursorIndex;
 
- 	if (doubleWide)
 
- 	{
 
- 		sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
 
- 		sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
 
- 		if (sector < 1.5)
 
- 			cursorIndex = static_cast<int>(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 = static_cast<int>(sector);
 
- 	}
 
- 	// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
 
- 	if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
 
- 	{
 
- 		logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
 
- 		attackingHex = -1;
 
- 		return;
 
- 	}
 
- 	// Find the closest direction attackable, starting with the right one.
 
- 	// FIXME: Is this really how the original H3 client does it?
 
- 	int i = 0;
 
- 	while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
 
- 		i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
 
- 	int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
 
- 	cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
 
- 	switch (index)
 
- 	{
 
- 		case 0:
 
- 			attackingHex = myNumber - 1; //left
 
- 			break;
 
- 		case 1:
 
- 			attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
 
- 			break;
 
- 		case 2:
 
- 			attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
 
- 			break;
 
- 		case 3:
 
- 			attackingHex = myNumber + 1; //right
 
- 			break;
 
- 		case 4:
 
- 			attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
 
- 			break;
 
- 		case 5:
 
- 			attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
 
- 			break;
 
- 	}
 
- 	BattleHex hex(attackingHex);
 
- 	if (!hex.isValid())
 
- 		attackingHex = -1;
 
- }
 
- void CBattleInterface::clickRight(tribool down, bool previousState)
 
- {
 
- 	if (!down)
 
- 	{
 
- 		endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::bOptionsf()
 
- {
 
- 	if (spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	Rect tempRect = genRect(431, 481, 160, 84);
 
- 	tempRect += pos.topLeft();
 
- 	GH.pushIntT<CBattleOptionsWindow>(tempRect, this);
 
- }
 
- void CBattleInterface::bSurrenderf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	int cost = curInt->cb->battleGetSurrenderCost();
 
- 	if(cost >= 0)
 
- 	{
 
- 		std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
 
- 		if(enemyHeroName.empty())
 
- 		{
 
- 			logGlobal->warn("Surrender performed without enemy hero, should not happen!");
 
- 			enemyHeroName = "#ENEMY#";
 
- 		}
 
- 		std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
 
- 		curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
 
- 	}
 
- }
 
- void CBattleInterface::bFleef()
 
- {
 
- 	if (spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if ( curInt->cb->battleCanFlee() )
 
- 	{
 
- 		CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee,this);
 
- 		curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<std::shared_ptr<CComponent>> comps;
 
- 		std::string heroName;
 
- 		//calculating fleeing hero's name
 
- 		if (attackingHeroInstance)
 
- 			if (attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
 
- 				heroName = attackingHeroInstance->name;
 
- 		if (defendingHeroInstance)
 
- 			if (defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
 
- 				heroName = defendingHeroInstance->name;
 
- 		//calculating text
 
- 		auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present.  %s can not retreat!
 
- 		//printing message
 
- 		curInt->showInfoDialog(boost::to_string(txt), comps);
 
- 	}
 
- }
 
- void CBattleInterface::reallyFlee()
 
- {
 
- 	giveCommand(EActionType::RETREAT);
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- }
 
- void CBattleInterface::reallySurrender()
 
- {
 
- 	if (curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
 
- 	{
 
- 		curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
 
- 	}
 
- 	else
 
- 	{
 
- 		giveCommand(EActionType::SURRENDER);
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	}
 
- }
 
- void CBattleInterface::bAutofightf()
 
- {
 
- 	if (spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	//Stop auto-fight mode
 
- 	if (curInt->isAutoFightOn)
 
- 	{
 
- 		assert(curInt->autofightingAI);
 
- 		curInt->isAutoFightOn = false;
 
- 		logGlobal->trace("Stopping the autofight...");
 
- 	}
 
- 	else
 
- 	{
 
- 		curInt->isAutoFightOn = true;
 
- 		blockUI(true);
 
- 		auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
 
- 		ai->init(curInt->env, curInt->cb);
 
- 		ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
 
- 		curInt->autofightingAI = ai;
 
- 		curInt->cb->registerBattleInterface(ai);
 
- 		requestAutofightingAIToTakeAction();
 
- 	}
 
- }
 
- void CBattleInterface::bSpellf()
 
- {
 
- 	if (spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if (!myTurn)
 
- 		return;
 
- 	auto myHero = currentHero();
 
- 	if(!myHero)
 
- 		return;
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
 
- 	if(spellCastProblem == ESpellCastProblem::OK)
 
- 	{
 
- 		GH.pushIntT<CSpellWindow>(myHero, curInt.get());
 
- 	}
 
- 	else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
 
- 	{
 
- 		//TODO: move to spell mechanics, add more information to spell cast problem
 
- 		//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
 
- 		auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
 
- 		if (!blockingBonus)
 
- 			return;
 
- 		if (blockingBonus->source == Bonus::ARTIFACT)
 
- 		{
 
- 			const int32_t artID = blockingBonus->sid;
 
- 			//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
 
- 			//TODO check who *really* is source of bonus
 
- 			std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
 
- 			//%s wields the %s, an ancient artifact which creates a p dead to all magic.
 
- 			LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
 
- 										% heroName % CGI->artifacts()->getByIndex(artID)->getName()));
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::bWaitf()
 
- {
 
- 	if (spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if (activeStack != nullptr)
 
- 		giveCommand(EActionType::WAIT);
 
- }
 
- void CBattleInterface::bDefencef()
 
- {
 
- 	if (spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if (activeStack != nullptr)
 
- 		giveCommand(EActionType::DEFEND);
 
- }
 
- 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::unitAdded(const CStack * stack)
 
- {
 
- 	creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
 
- 	Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this);
 
- 	if(stack->initialPosition < 0) //turret
 
- 	{
 
- 		const CCreature *turretCreature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
 
- 		creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
 
- 		// Turret positions are read out of the config/wall_pos.txt
 
- 		int posID = 0;
 
- 		switch (stack->initialPosition)
 
- 		{
 
- 		case -2: // keep creature
 
- 			posID = 18;
 
- 			break;
 
- 		case -3: // bottom creature
 
- 			posID = 19;
 
- 			break;
 
- 		case -4: // upper creature
 
- 			posID = 20;
 
- 			break;
 
- 		}
 
- 		if (posID != 0)
 
- 		{
 
- 			coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
 
- 			coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
 
- 		}
 
- 		creAnims[stack->ID]->pos.h = 225;
 
- 	}
 
- 	else
 
- 	{
 
- 		creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
 
- 		creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
 
- 		creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
 
- 	}
 
- 	creAnims[stack->ID]->pos.x = coords.x;
 
- 	creAnims[stack->ID]->pos.y = coords.y;
 
- 	creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
 
- 	creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
 
- 	//loading projectiles for units
 
- 	if(stack->isShooter())
 
- 	{
 
- 		initStackProjectile(stack);
 
- 	}
 
- }
 
- void CBattleInterface::initStackProjectile(const CStack * stack)
 
- {
 
- 	const CCreature * creature;//creature whose shots should be loaded
 
- 	if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
 
- 		creature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
 
- 	else
 
- 		creature = stack->getCreature();
 
- 	std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
 
- 	projectile->preload();
 
- 	if(projectile->size(1) != 0)
 
- 		logAnim->error("Expected empty group 1 in stack projectile");
 
- 	else
 
- 		projectile->createFlippedGroup(0, 1);
 
- 	idToProjectile[stack->getCreature()->idNumber] = projectile;
 
- }
 
- void CBattleInterface::stackRemoved(uint32_t stackID)
 
- {
 
- 	if (activeStack != nullptr)
 
- 	{
 
- 		if (activeStack->ID == stackID)
 
- 		{
 
- 			BattleAction *action = new BattleAction();
 
- 			action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 			action->actionType = EActionType::CANCEL;
 
- 			action->stackNumber = activeStack->ID;
 
- 			givenCommand.setn(action);
 
- 			setActiveStack(nullptr);
 
- 		}
 
- 	}
 
- 	//todo: ensure that ghost stack animation has fadeout effect
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	queue->update();
 
- }
 
- void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
 
- {
 
- 	stackToActivate = stack;
 
- 	waitForAnims();
 
- 	if (stackToActivate) //during waiting stack may have gotten activated through show
 
- 		activateStack();
 
- }
 
- void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
 
- {
 
- 	addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
 
- {
 
- 	for(auto & attackedInfo : attackedInfos)
 
- 	{
 
- 		//if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
 
- 			addNewAnim(new CDefenceAnimation(attackedInfo, this));
 
- 		if(attackedInfo.rebirth)
 
- 		{
 
- 			displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
 
- 			CCS->soundh->playSound(soundBase::RESURECT);
 
- 		}
 
- 	}
 
- 	waitForAnims();
 
- 	std::array<int, 2> killedBySide = {0, 0};
 
- 	int targets = 0;
 
- 	for(const StackAttackedInfo & attackedInfo : attackedInfos)
 
- 	{
 
- 		++targets;
 
- 		ui8 side = attackedInfo.defender->side;
 
- 		killedBySide.at(side) += attackedInfo.amountKilled;
 
- 	}
 
- 	for(ui8 side = 0; side < 2; side++)
 
- 	{
 
- 		if(killedBySide.at(side) > killedBySide.at(1-side))
 
- 			setHeroAnimation(side, 2);
 
- 		else if(killedBySide.at(side) < killedBySide.at(1-side))
 
- 			setHeroAnimation(side, 3);
 
- 	}
 
- 	for (auto & attackedInfo : attackedInfos)
 
- 	{
 
- 		if (attackedInfo.rebirth)
 
- 			creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
 
- 		if (attackedInfo.cloneKilled)
 
- 			stackRemoved(attackedInfo.defender->ID);
 
- 	}
 
- }
 
- void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
 
- {
 
- 	if (shooting)
 
- 	{
 
- 		addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
 
- 	}
 
- 	else
 
- 	{
 
- 		addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
 
- 	}
 
- 	//waitForAnims();
 
- }
 
- void CBattleInterface::newRoundFirst( int round )
 
- {
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::newRound(int number)
 
- {
 
- 	console->addText(CGI->generaltexth->allTexts[412]);
 
- }
 
- void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
 
- {
 
- 	const CStack * actor = nullptr;
 
- 	if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
 
- 	{
 
- 		actor = activeStack;
 
- 	}
 
- 	auto side = curInt->cb->playerToSide(curInt->playerID);
 
- 	if(!side)
 
- 	{
 
- 		logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
 
- 		return;
 
- 	}
 
- 	auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
 
- 	ba->side = side.get();
 
- 	ba->actionType = action;
 
- 	ba->aimToHex(tile);
 
- 	ba->actionSubtype = additional;
 
- 	sendCommand(ba, actor);
 
- }
 
- void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
 
- {
 
- 	command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
 
- 	if(!tacticsMode)
 
- 	{
 
- 		logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
 
- 		myTurn = false;
 
- 		setActiveStack(nullptr);
 
- 		givenCommand.setn(command);
 
- 	}
 
- 	else
 
- 	{
 
- 		curInt->cb->battleMakeTacticAction(command);
 
- 		vstd::clear_pointer(command);
 
- 		setActiveStack(nullptr);
 
- 		//next stack will be activated when action ends
 
- 	}
 
- }
 
- bool CBattleInterface::isTileAttackable(const BattleHex & number) const
 
- {
 
- 	for (auto & elem : occupyableHexes)
 
- 	{
 
- 		if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
 
- {
 
- 	if (!siegeH || tacticsMode) return false;
 
- 	auto wallPart = curInt->cb->battleHexToWallPart(hex);
 
- 	if (!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
 
- 	auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
 
- 	return state != EWallState::DESTROYED && state != EWallState::NONE;
 
- }
 
- const CGHeroInstance * CBattleInterface::getActiveHero()
 
- {
 
- 	const CStack *attacker = activeStack;
 
- 	if(!attacker)
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- 	if(attacker->side == BattleSide::ATTACKER)
 
- 	{
 
- 		return attackingHeroInstance;
 
- 	}
 
- 	return defendingHeroInstance;
 
- }
 
- void CBattleInterface::hexLclicked(int whichOne)
 
- {
 
- 	handleHex(whichOne, LCLICK);
 
- }
 
- void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
 
- {
 
- 	if (ca.attacker != -1)
 
- 	{
 
- 		const CStack *stack = curInt->cb->battleGetStackByID(ca.attacker);
 
- 		for (auto attackInfo : ca.attackedParts)
 
- 		{
 
- 			addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		//no attacker stack, assume spell-related (earthquake) - only hit animation
 
- 		for (auto attackInfo : ca.attackedParts)
 
- 		{
 
- 			Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
 
- 			addNewAnim(new CEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
 
- 		}
 
- 	}
 
- 	waitForAnims();
 
- 	for (auto attackInfo : ca.attackedParts)
 
- 	{
 
- 		int wallId = attackInfo.attackedPart + 2;
 
- 		//gate state changing handled separately
 
- 		if (wallId == SiegeHelper::GATE)
 
- 			continue;
 
- 		SDL_FreeSurface(siegeH->walls[wallId]);
 
- 		siegeH->walls[wallId] = BitmapHandler::loadBitmap(
 
- 			siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
 
- 	}
 
- }
 
- void CBattleInterface::battleFinished(const BattleResult& br)
 
- {
 
- 	bresult = &br;
 
- 	{
 
- 		auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
 
- 		animsAreDisplayed.waitUntil(false);
 
- 	}
 
- 	setActiveStack(nullptr);
 
- 	displayBattleFinished();
 
- }
 
- void CBattleInterface::displayBattleFinished()
 
- {
 
- 	CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
 
- 	{
 
- 		close();
 
- 		return;
 
- 	}
 
- 	GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
 
- 	curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
 
- 	CPlayerInterface::battleInt = nullptr;
 
- }
 
- void CBattleInterface::spellCast(const BattleSpellCast * sc)
 
- {
 
- 	const SpellID spellID = sc->spellID;
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(!spell)
 
- 		return;
 
- 	const std::string & castSoundPath = spell->getCastSound();
 
- 	if (!castSoundPath.empty())
 
- 		CCS->soundh->playSound(castSoundPath);
 
- 	const auto casterStackID = sc->casterStack;
 
- 	const CStack * casterStack = nullptr;
 
- 	if(casterStackID >= 0)
 
- 	{
 
- 		casterStack = curInt->cb->battleGetStackByID(casterStackID);
 
- 	}
 
- 	Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;	//hero position by default
 
- 	{
 
- 		if(casterStack != nullptr)
 
- 		{
 
- 			srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
 
- 			srccoord.x += 250;
 
- 			srccoord.y += 240;
 
- 		}
 
- 	}
 
- 	if(casterStack != nullptr && sc->activeCast)
 
- 	{
 
- 		//todo: custom cast animation for hero
 
- 		displaySpellCast(spellID, casterStack->getPosition());
 
- 		addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
 
- 	}
 
- 	waitForAnims(); //wait for cast animation
 
- 	//playing projectile animation
 
- 	if (sc->tile.isValid())
 
- 	{
 
- 		Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
 
- 		destcoord.x += 250; destcoord.y += 240;
 
- 		//animation angle
 
- 		double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
 
- 		bool Vflip = (angle < 0);
 
- 		if (Vflip)
 
- 			angle = -angle;
 
- 		std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
 
- 		if(!animToDisplay.empty())
 
- 		{
 
- 			//TODO: calculate inside CEffectAnimation
 
- 			std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
 
- 			tmp->load(0, 0);
 
- 			auto first = tmp->getImage(0, 0);
 
- 			//displaying animation
 
- 			double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
 
- 			double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
 
- 			double distance = sqrt(diffX + diffY);
 
- 			int steps = static_cast<int>(distance / AnimationControls::getSpellEffectSpeed() + 1);
 
- 			int dx = (destcoord.x - srccoord.x - first->width())/steps;
 
- 			int dy = (destcoord.y - srccoord.y - first->height())/steps;
 
- 			addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
 
- 		}
 
- 	}
 
- 	waitForAnims(); //wait for projectile animation
 
- 	displaySpellHit(spellID, sc->tile);
 
- 	//queuing affect animation
 
- 	for(auto & elem : sc->affectedCres)
 
- 	{
 
- 		auto stack = curInt->cb->battleGetStackByID(elem, false);
 
- 		if(stack)
 
- 			displaySpellEffect(spellID, stack->getPosition());
 
- 	}
 
- 	//queuing additional animation
 
- 	for(auto & elem : sc->customEffects)
 
- 	{
 
- 		auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
 
- 		if(stack)
 
- 			displayEffect(elem.effect, stack->getPosition());
 
- 	}
 
- 	waitForAnims();
 
- 	//mana absorption
 
- 	if (sc->manaGained > 0)
 
- 	{
 
- 		Point leftHero = Point(15, 30) + pos;
 
- 		Point rightHero = Point(755, 30) + pos;
 
- 		addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
 
- 		addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
 
- 	}
 
- }
 
- void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
 
- {
 
- 	if(activeStack != nullptr)
 
- 		redrawBackgroundWithHexes(activeStack);
 
- }
 
- void CBattleInterface::setHeroAnimation(ui8 side, int phase)
 
- {
 
- 	if(side == BattleSide::ATTACKER)
 
- 	{
 
- 		if(attackingHero)
 
- 			attackingHero->setPhase(phase);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(defendingHero)
 
- 			defendingHero->setPhase(phase);
 
- 	}
 
- }
 
- void CBattleInterface::castThisSpell(SpellID spellID)
 
- {
 
- 	spellToCast = std::make_shared<BattleAction>();
 
- 	spellToCast->actionType = EActionType::HERO_SPELL;
 
- 	spellToCast->actionSubtype = spellID; //spell number
 
- 	spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
 
- 	spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 	spellDestSelectMode = true;
 
- 	creatureCasting = false;
 
- 	//choosing possible targets
 
- 	const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
 
- 	assert(castingHero); // code below assumes non-null hero
 
- 	sp = spellID.toSpell();
 
- 	PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
 
- 	if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
 
- 	{
 
- 		spellToCast->aimToHex(BattleHex::INVALID);
 
- 		curInt->cb->battleMakeAction(spellToCast.get());
 
- 		endCastingSpell();
 
- 	}
 
- 	else
 
- 	{
 
- 		possibleActions.clear();
 
- 		possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
 
- 		GH.fakeMouseMove();//update cursor
 
- 	}
 
- }
 
- void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
 
- {
 
- 	for(const auto & line : battleLog)
 
- 	{
 
- 		std::string formatted = line.toString();
 
- 		boost::algorithm::trim(formatted);
 
- 		if(!console->addText(formatted))
 
- 			logGlobal->warn("Too long battle log line");
 
- 	}
 
- }
 
- void CBattleInterface::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
 
- {
 
- 	for(const CustomEffectInfo & one : customEffects)
 
- 	{
 
- 		if(one.sound != 0)
 
- 			CCS->soundh->playSound(soundBase::soundID(one.sound));
 
- 		const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
 
- 		if(s && one.effect != 0)
 
- 			displayEffect(one.effect, s->getPosition());
 
- 	}
 
- }
 
- void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
 
- {
 
- 	std::string customAnim = graphics->battleACToDef[effect][0];
 
- 	addNewAnim(new CEffectAnimation(this, customAnim, destTile));
 
- }
 
- void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile)
 
- {
 
- 	for(const CSpell::TAnimation & animation : q)
 
- 	{
 
- 		if(animation.pause > 0)
 
- 			addNewAnim(new CDummyAnimation(this, animation.pause));
 
- 		else
 
- 			addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
 
- 	}
 
- }
 
- void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(spell)
 
- 		displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile);
 
- }
 
- void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell *spell = spellID.toSpell();
 
- 	if(spell)
 
- 		displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile);
 
- }
 
- void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
 
- {
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	if(spell)
 
- 		displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile);
 
- }
 
- void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
 
- {
 
- 	const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
 
- 	if(!stack)
 
- 	{
 
- 		logGlobal->error("Invalid stack ID %d", bte.stackID);
 
- 		return;
 
- 	}
 
- 	//don't show animation when no HP is regenerated
 
- 	switch(bte.effect)
 
- 	{
 
- 		//TODO: move to bonus type handler
 
- 		case Bonus::HP_REGENERATION:
 
- 			displayEffect(74, stack->getPosition());
 
- 			CCS->soundh->playSound(soundBase::REGENER);
 
- 			break;
 
- 		case Bonus::MANA_DRAIN:
 
- 			displayEffect(77, stack->getPosition());
 
- 			CCS->soundh->playSound(soundBase::MANADRAI);
 
- 			break;
 
- 		case Bonus::POISON:
 
- 			displayEffect(67, stack->getPosition());
 
- 			CCS->soundh->playSound(soundBase::POISON);
 
- 			break;
 
- 		case Bonus::FEAR:
 
- 			displayEffect(15, stack->getPosition());
 
- 			CCS->soundh->playSound(soundBase::FEAR);
 
- 			break;
 
- 		case Bonus::MORALE:
 
- 		{
 
- 			std::string hlp = CGI->generaltexth->allTexts[33];
 
- 			boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
 
- 			displayEffect(20,stack->getPosition());
 
- 			CCS->soundh->playSound(soundBase::GOODMRLE);
 
- 			console->addText(hlp);
 
- 			break;
 
- 		}
 
- 		default:
 
- 			return;
 
- 	}
 
- 	//waitForAnims(); //fixme: freezes game :?
 
- }
 
- void CBattleInterface::setAnimSpeed(int set)
 
- {
 
- 	Settings speed = settings.write["battle"]["animationSpeed"];
 
- 	speed->Float() = float(set) / 100;
 
- }
 
- int CBattleInterface::getAnimSpeed() const
 
- {
 
- 	if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
 
- 		return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
 
- 	return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
 
- }
 
- CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
 
- {
 
- 	return curInt.get();
 
- }
 
- bool CBattleInterface::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
 
- {
 
- 	Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, this);
 
- 	Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, this);
 
- 	if((begPosition.x > endPosition.x) && creDir[stack->ID])
 
- 		return true;
 
- 	else if((begPosition.x < endPosition.x) && !creDir[stack->ID])
 
- 		return true;
 
- 	return false;
 
- }
 
- void CBattleInterface::setActiveStack(const CStack *stack)
 
- {
 
- 	if (activeStack) // update UI
 
- 		creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
 
- 	activeStack = stack;
 
- 	if (activeStack) // update UI
 
- 		creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
 
- 	blockUI(activeStack == nullptr);
 
- }
 
- void CBattleInterface::setHoveredStack(const CStack *stack)
 
- {
 
- 	if (mouseHoveredStack)
 
- 		creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
 
- 	// stack must be alive and not active (which uses gold border instead)
 
- 	if (stack && stack->alive() && stack != activeStack)
 
- 	{
 
- 		mouseHoveredStack = stack;
 
- 		if (mouseHoveredStack)
 
- 		{
 
- 			creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
 
- 			if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
 
- 				creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
 
- 		}
 
- 	}
 
- 	else
 
- 		mouseHoveredStack = nullptr;
 
- }
 
- void CBattleInterface::activateStack()
 
- {
 
- 	if(!battleActionsStarted)
 
- 		return; //"show" function should re-call this function
 
- 	myTurn = true;
 
- 	if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
 
- 		curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
 
- 	setActiveStack(stackToActivate);
 
- 	stackToActivate = nullptr;
 
- 	const CStack *s = activeStack;
 
- 	queue->update();
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	//set casting flag to true if creature can use it to not check it every time
 
- 	const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)),
 
- 		randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
 
- 	if(s->canCast() && (spellcaster || randomSpellcaster))
 
- 	{
 
- 		stackCanCastSpell = true;
 
- 		if(randomSpellcaster)
 
- 			creatureSpellToCast = -1; //spell will be set later on cast
 
- 		else
 
- 			creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
 
- 		//TODO: what if creature can cast BOTH random genie spell and aimed spell?
 
- 		//TODO: faerie dragon type spell should be selected by server
 
- 	}
 
- 	else
 
- 	{
 
- 		stackCanCastSpell = false;
 
- 		creatureSpellToCast = -1;
 
- 	}
 
- 	possibleActions = getPossibleActionsForStack(s);
 
- 	GH.fakeMouseMove();
 
- }
 
- void CBattleInterface::endCastingSpell()
 
- {
 
- 	if(spellDestSelectMode)
 
- 	{
 
- 		spellToCast.reset();
 
- 		sp = nullptr;
 
- 		spellDestSelectMode = false;
 
- 		CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 		if(activeStack)
 
- 		{
 
- 			possibleActions = getPossibleActionsForStack(activeStack); //restore actions after they were cleared
 
- 			myTurn = true;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(activeStack)
 
- 		{
 
- 			possibleActions = getPossibleActionsForStack(activeStack);
 
- 			GH.fakeMouseMove();
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::enterCreatureCastingMode()
 
- {
 
- 	//silently check for possible errors
 
- 	if (!myTurn)
 
- 		return;
 
- 	if (tacticsMode)
 
- 		return;
 
- 	//hero is casting a spell
 
- 	if (spellDestSelectMode)
 
- 		return;
 
- 	if (!activeStack)
 
- 		return;
 
- 	if (!stackCanCastSpell)
 
- 		return;
 
- 	//random spellcaster
 
- 	if (creatureSpellToCast == -1)
 
- 		return;
 
- 	if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
 
- 	{
 
- 		const spells::Caster * caster = activeStack;
 
- 		const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
 
- 		spells::Target target;
 
- 		target.emplace_back();
 
- 		spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
 
- 		auto m = spell->battleMechanics(&cast);
 
- 		spells::detail::ProblemImpl ignored;
 
- 		const bool isCastingPossible = m->canBeCastAt(target, ignored);
 
- 		if (isCastingPossible)
 
- 		{
 
- 			myTurn = false;
 
- 			giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast);
 
- 			selectedStack = nullptr;
 
- 			CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		possibleActions = getPossibleActionsForStack(activeStack);
 
- 		auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
 
- 		{
 
- 			return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
 
- 				(x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
 
- 				(x != PossiblePlayerBattleAction::OBSTACLE);
 
- 		};
 
- 		vstd::erase_if(possibleActions, actionFilterPredicate);
 
- 		GH.fakeMouseMove();
 
- 	}
 
- }
 
- std::vector<PossiblePlayerBattleAction> CBattleInterface::getPossibleActionsForStack(const CStack *stack)
 
- {
 
- 	BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
 
- 	data.creatureSpellToCast = creatureSpellToCast;
 
- 	data.tacticsMode = tacticsMode;
 
- 	auto allActions = curInt->cb->getClientActionsForStack(stack, data);
 
- 	return std::vector<PossiblePlayerBattleAction>(allActions);
 
- }
 
- void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
 
- {
 
- 	if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
 
- 	auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
 
- 	{
 
- 		switch(item)
 
- 		{
 
- 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 		case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 		case PossiblePlayerBattleAction::NO_LOCATION:
 
- 		case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 		case PossiblePlayerBattleAction::OBSTACLE:
 
- 			if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
 
- 				return 1;
 
- 			else
 
- 				return 100;//bottom priority
 
- 			break;
 
- 		case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 			return 2; break;
 
- 		case PossiblePlayerBattleAction::RISE_DEMONS:
 
- 			return 3; break;
 
- 		case PossiblePlayerBattleAction::SHOOT:
 
- 			return 4; break;
 
- 		case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
 
- 			return 5; break;
 
- 		case PossiblePlayerBattleAction::ATTACK:
 
- 			return 6; break;
 
- 		case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 			return 7; break;
 
- 		case PossiblePlayerBattleAction::MOVE_STACK:
 
- 			return 8; break;
 
- 		case PossiblePlayerBattleAction::CATAPULT:
 
- 			return 9; break;
 
- 		case PossiblePlayerBattleAction::HEAL:
 
- 			return 10; break;
 
- 		default:
 
- 			return 200; break;
 
- 		}
 
- 	};
 
- 	auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
 
- 	{
 
- 		return assignPriority(lhs) > assignPriority(rhs);
 
- 	};
 
- 	std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
 
- }
 
- void CBattleInterface::endAction(const BattleAction* action)
 
- {
 
- 	const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	if(action->actionType == EActionType::HERO_SPELL)
 
- 		setHeroAnimation(action->side, 0);
 
- 	//check if we should reverse stacks
 
- 	//for some strange reason, it's not enough
 
- 	TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
 
- 	for (const CStack *s : stacks)
 
- 	{
 
- 		if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
 
- 		   && creAnims[s->ID]->isIdle())
 
- 		{
 
- 			addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false));
 
- 		}
 
- 	}
 
- 	queue->update();
 
- 	if (tacticsMode) //stack ended movement in tactics phase -> select the next one
 
- 		bTacticNextStack(stack);
 
- 	if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
 
- 		redrawBackgroundWithHexes(activeStack);
 
- 	if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
 
- 	{
 
- 		logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
 
- 		blockUI(false);
 
- 	}
 
- 	else
 
- 	{
 
- 		// block UI if no active stack (e.g. enemy turn);
 
- 		blockUI(activeStack == nullptr);
 
- 	}
 
- }
 
- void CBattleInterface::hideQueue()
 
- {
 
- 	Settings showQueue = settings.write["battle"]["showQueue"];
 
- 	showQueue->Bool() = false;
 
- 	queue->deactivate();
 
- 	if (!queue->embedded)
 
- 	{
 
- 		moveBy(Point(0, -queue->pos.h / 2));
 
- 		GH.totalRedraw();
 
- 	}
 
- }
 
- void CBattleInterface::showQueue()
 
- {
 
- 	Settings showQueue = settings.write["battle"]["showQueue"];
 
- 	showQueue->Bool() = true;
 
- 	queue->activate();
 
- 	if (!queue->embedded)
 
- 	{
 
- 		moveBy(Point(0, +queue->pos.h / 2));
 
- 		GH.totalRedraw();
 
- 	}
 
- }
 
- void CBattleInterface::blockUI(bool on)
 
- {
 
- 	bool canCastSpells = false;
 
- 	auto hero = curInt->cb->battleGetMyHero();
 
- 	if(hero)
 
- 	{
 
- 		ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
 
- 		//if magic is blocked, we leave button active, so the message can be displayed after button click
 
- 		canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
 
- 	}
 
- 	bool canWait = activeStack ? !activeStack->waitedThisTurn : false;
 
- 	bOptions->block(on);
 
- 	bFlee->block(on || !curInt->cb->battleCanFlee());
 
- 	bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
 
- 	// block only if during enemy turn and auto-fight is off
 
- 	// othervice - crash on accessing non-exisiting active stack
 
- 	bAutofight->block(!curInt->isAutoFightOn && !activeStack);
 
- 	if (tacticsMode && btactEnd && btactNext)
 
- 	{
 
- 		btactNext->block(on);
 
- 		btactEnd->block(on);
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->block(on);
 
- 		bConsoleDown->block(on);
 
- 	}
 
- 	bSpell->block(on || tacticsMode || !canCastSpells);
 
- 	bWait->block(on || tacticsMode || !canWait);
 
- 	bDefence->block(on || tacticsMode);
 
- }
 
- void CBattleInterface::startAction(const BattleAction* action)
 
- {
 
- 	//setActiveStack(nullptr);
 
- 	setHoveredStack(nullptr);
 
- 	blockUI(true);
 
- 	if(action->actionType == EActionType::END_TACTIC_PHASE)
 
- 	{
 
- 		SDL_FreeSurface(menu);
 
- 		menu = BitmapHandler::loadBitmap("CBAR.bmp");
 
- 		graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 		return;
 
- 	}
 
- 	const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	if (stack)
 
- 	{
 
- 		queue->update();
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
 
- 	}
 
- 	auto actionTarget = action->getTarget(curInt->cb.get());
 
- 	if(action->actionType == EActionType::WALK
 
- 		|| (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
 
- 	{
 
- 		assert(stack);
 
- 		moveStarted = true;
 
- 		if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
 
- 		{
 
- 			pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
 
- 		}
 
- 		if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))
 
- 			pendingAnims.push_back(std::make_pair(new CReverseAnimation(this, stack, stack->getPosition(), true), false));
 
- 	}
 
- 	redraw(); // redraw after deactivation, including proper handling of hovered hexes
 
- 	if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
 
- 	{
 
- 		setHeroAnimation(action->side, 4);
 
- 		return;
 
- 	}
 
- 	if (!stack)
 
- 	{
 
- 		logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
 
- 		return;
 
- 	}
 
- 	int txtid = 0;
 
- 	switch(action->actionType)
 
- 	{
 
- 	case EActionType::WAIT:
 
- 		txtid = 136;
 
- 		break;
 
- 	case EActionType::BAD_MORALE:
 
- 		txtid = -34; //negative -> no separate singular/plural form
 
- 		displayEffect(30, stack->getPosition());
 
- 		CCS->soundh->playSound(soundBase::BADMRLE);
 
- 		break;
 
- 	}
 
- 	if(txtid != 0)
 
- 		console->addText(stack->formatGeneralMessage(txtid));
 
- 	//displaying special abilities
 
- 	switch(action->actionType)
 
- 	{
 
- 		case EActionType::STACK_HEAL:
 
- 			displayEffect(74, actionTarget.at(0).hexValue);
 
- 			CCS->soundh->playSound(soundBase::REGENER);
 
- 			break;
 
- 	}
 
- }
 
- void CBattleInterface::waitForAnims()
 
- {
 
- 	auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
 
- 	animsAreDisplayed.waitWhileTrue();
 
- }
 
- void CBattleInterface::bEndTacticPhase()
 
- {
 
- 	setActiveStack(nullptr);
 
- 	blockUI(true);
 
- 	tacticsMode = false;
 
- }
 
- static bool immobile(const CStack *s)
 
- {
 
- 	return !s->Speed(0, true); //should bound stacks be immobile?
 
- }
 
- void CBattleInterface::bTacticNextStack(const CStack * current)
 
- {
 
- 	if (!current)
 
- 		current = activeStack;
 
- 	//no switching stacks when the current one is moving
 
- 	waitForAnims();
 
- 	TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
 
- 	vstd::erase_if (stacksOfMine, &immobile);
 
- 	if (stacksOfMine.empty())
 
- 	{
 
- 		bEndTacticPhase();
 
- 		return;
 
- 	}
 
- 	auto it = vstd::find(stacksOfMine, current);
 
- 	if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
 
- 		stackActivated(*it);
 
- 	else
 
- 		stackActivated(stacksOfMine.front());
 
- }
 
- std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
 
- {
 
- 	if (dmgRange.first != dmgRange.second)
 
- 		return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
 
- 	else
 
- 		return (boost::format("%d") % dmgRange.first).str();
 
- }
 
- bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
 
- {
 
- 	std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
 
- 	BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
 
- 	if (vstd::contains(acc, myNumber))
 
- 		return true;
 
- 	else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
 
- 		return true;
 
- 	else
 
- 		return false;
 
- }
 
- void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
 
- {
 
- 	if (!myTurn || !battleActionsStarted) //we are not permit to do anything
 
- 		return;
 
- 	// This function handles mouse move over hexes and l-clicking on them.
 
- 	// First we decide what happens if player clicks on this hex and set appropriately
 
- 	// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
 
- 	//
 
- 	// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
 
- 	//used when hovering -> tooltip message and cursor to be set
 
- 	std::string consoleMsg;
 
- 	bool setCursor = true; //if we want to suppress setting cursor
 
- 	ECursor::ECursorTypes cursorType = ECursor::COMBAT;
 
- 	int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
 
- 	//used when l-clicking -> action to be called upon the click
 
- 	std::function<void()> realizeAction;
 
- 	//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
 
- 	const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
 
- 	if(!shere)
 
- 		shere = curInt->cb->battleGetStackByPos(myNumber, false);
 
- 	if(!activeStack)
 
- 		return;
 
- 	bool ourStack = false;
 
- 	if (shere)
 
- 		ourStack = shere->owner == curInt->playerID;
 
- 	//stack changed, update selection border
 
- 	if (shere != mouseHoveredStack)
 
- 	{
 
- 		setHoveredStack(shere);
 
- 	}
 
- 	localActions.clear();
 
- 	illegalActions.clear();
 
- 	reorderPossibleActionsPriority(activeStack, shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
 
- 	const bool forcedAction = possibleActions.size() == 1;
 
- 	for (PossiblePlayerBattleAction action : possibleActions)
 
- 	{
 
- 		bool legalAction = false; //this action is legal and can be performed
 
- 		bool notLegal = false; //this action is not legal and should display message
 
- 		switch (action)
 
- 		{
 
- 			case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
 
- 				if (shere && ourStack)
 
- 					legalAction = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::MOVE_TACTICS:
 
- 			case PossiblePlayerBattleAction::MOVE_STACK:
 
- 			{
 
- 				if (!(shere && shere->alive())) //we can walk on dead stacks
 
- 				{
 
- 					if(canStackMoveHere(activeStack, myNumber))
 
- 						legalAction = true;
 
- 				}
 
- 				break;
 
- 			}
 
- 			case PossiblePlayerBattleAction::ATTACK:
 
- 			case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 			case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
 
- 			{
 
- 				if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
 
- 				{
 
- 					if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
 
- 					{
 
- 						setBattleCursor(myNumber); // temporary - needed for following function :(
 
- 						BattleHex attackFromHex = fromWhichHexAttack(myNumber);
 
- 						if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 							legalAction = true;
 
- 					}
 
- 				}
 
- 			}
 
- 				break;
 
- 			case PossiblePlayerBattleAction::SHOOT:
 
- 				if(curInt->cb->battleCanShoot(activeStack, myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 				if (myNumber > -1) //TODO: this should be checked for all actions
 
- 				{
 
- 					if(isCastingPossibleHere(activeStack, shere, myNumber))
 
- 						legalAction = true;
 
- 				}
 
- 				break;
 
- 			case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 				if(shere && isCastingPossibleHere(activeStack, shere, myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 			{
 
- 				if(shere && ourStack && shere != activeStack && shere->alive()) //only positive spells for other allied creatures
 
- 				{
 
- 					int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
 
- 					if(spellID > -1)
 
- 					{
 
- 						legalAction = true;
 
- 					}
 
- 				}
 
- 			}
 
- 				break;
 
- 			case PossiblePlayerBattleAction::OBSTACLE:
 
- 				if(isCastingPossibleHere(activeStack, shere, myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::TELEPORT:
 
- 			{
 
- 				//todo: move to mechanics
 
- 				ui8 skill = 0;
 
- 				if (creatureCasting)
 
- 					skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
 
- 				else
 
- 					skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
 
- 				//TODO: explicitely save power, skill
 
- 				if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
 
- 					legalAction = true;
 
- 				else
 
- 					notLegal = true;
 
- 			}
 
- 				break;
 
- 			case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
 
- 				if (shere && shere != selectedStack && ourStack && shere->alive())
 
- 					legalAction = true;
 
- 				else
 
- 					notLegal = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 				legalAction = true;
 
- 				if(!isCastingPossibleHere(activeStack, shere, myNumber))
 
- 				{
 
- 					legalAction = false;
 
- 					notLegal = true;
 
- 				}
 
- 				break;
 
- 			case PossiblePlayerBattleAction::CATAPULT:
 
- 				if (isCatapultAttackable(myNumber))
 
- 					legalAction = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::HEAL:
 
- 				if (shere && ourStack && shere->canBeHealed())
 
- 					legalAction = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::RISE_DEMONS:
 
- 				if (shere && ourStack && !shere->alive())
 
- 				{
 
- 					if (!(shere->hasBonusOfType(Bonus::UNDEAD)
 
- 						|| shere->hasBonusOfType(Bonus::NON_LIVING)
 
- 						|| shere->hasBonusOfType(Bonus::GARGOYLE)
 
- 						|| shere->summoned
 
- 						|| shere->isClone()
 
- 						|| shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
 
- 						))
 
- 						legalAction = true;
 
- 				}
 
- 				break;
 
- 		}
 
- 		if (legalAction)
 
- 			localActions.push_back (action);
 
- 		else if (notLegal || forcedAction)
 
- 			illegalActions.push_back (action);
 
- 	}
 
- 	illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
 
- 	if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
 
- 		currentAction = selectedAction;
 
- 	else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
 
- 		currentAction = localActions.front();
 
- 	else //no legal action possible
 
- 	{
 
- 		currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
 
- 		if (vstd::contains(illegalActions, selectedAction))
 
- 			illegalAction = selectedAction;
 
- 		else if (illegalActions.size())
 
- 			illegalAction = illegalActions.front();
 
- 		else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
 
- 		{
 
- 			currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
 
- 		}
 
- 		else
 
- 			illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
 
- 	}
 
- 	bool isCastingPossible = false;
 
- 	bool secondaryTarget = false;
 
- 	if (currentAction > PossiblePlayerBattleAction::INVALID)
 
- 	{
 
- 		switch (currentAction) //display console message, realize selected action
 
- 		{
 
- 			case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
 
- 				realizeAction = [=](){ stackActivated(shere); };
 
- 				break;
 
- 			case PossiblePlayerBattleAction::MOVE_TACTICS:
 
- 			case PossiblePlayerBattleAction::MOVE_STACK:
 
- 				if (activeStack->hasBonusOfType(Bonus::FLYING))
 
- 				{
 
- 					cursorFrame = ECursor::COMBAT_FLY;
 
- 					consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
 
- 				}
 
- 				else
 
- 				{
 
- 					cursorFrame = ECursor::COMBAT_MOVE;
 
- 					consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
 
- 				}
 
- 				realizeAction = [=]()
 
- 				{
 
- 					if(activeStack->doubleWide())
 
- 					{
 
- 						std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
 
- 						BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
 
- 						if(vstd::contains(acc, myNumber))
 
- 							giveCommand(EActionType::WALK, myNumber);
 
- 						else if(vstd::contains(acc, shiftedDest))
 
- 							giveCommand(EActionType::WALK, shiftedDest);
 
- 					}
 
- 					else
 
- 					{
 
- 						giveCommand(EActionType::WALK, myNumber);
 
- 					}
 
- 				};
 
- 				break;
 
- 			case PossiblePlayerBattleAction::ATTACK:
 
- 			case PossiblePlayerBattleAction::WALK_AND_ATTACK:
 
- 			case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
 
- 				{
 
- 					setBattleCursor(myNumber); //handle direction of cursor and attackable tile
 
- 					setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
 
- 					bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
 
- 					realizeAction = [=]()
 
- 					{
 
- 						BattleHex attackFromHex = fromWhichHexAttack(myNumber);
 
- 						if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 						{
 
- 							auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack));
 
- 							sendCommand(command, activeStack);
 
- 						}
 
- 					};
 
- 					TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
 
- 					std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
 
- 					consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
 
- 				}
 
- 				break;
 
- 			case PossiblePlayerBattleAction::SHOOT:
 
- 			{
 
- 				if (curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
 
- 					cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
 
- 				else
 
- 					cursorFrame = ECursor::COMBAT_SHOOT;
 
- 				realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
 
- 				TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
 
- 				std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
 
- 				//printing - Shoot %s (%d shots left, %s damage)
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % activeStack->shots.available() % estDmgText).str();
 
- 			}
 
- 				break;
 
- 			case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 				sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
 
- 				switch (sp->id)
 
- 				{
 
- 					case SpellID::SACRIFICE:
 
- 					case SpellID::TELEPORT:
 
- 						selectedStack = shere; //remember first target
 
- 						secondaryTarget = true;
 
- 						break;
 
- 				}
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::ANY_LOCATION:
 
- 				sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
 
- 				sp = nullptr;
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
 
- 				creatureCasting = true;
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::TELEPORT:
 
- 				consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
 
- 				cursorFrame = ECursor::COMBAT_TELEPORT;
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::OBSTACLE:
 
- 				consoleMsg = CGI->generaltexth->allTexts[550];
 
- 				//TODO: remove obstacle cursor
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::SACRIFICE:
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
 
- 				cursorFrame = ECursor::COMBAT_SACRIFICE;
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 				isCastingPossible = true;
 
- 				break;
 
- 			case PossiblePlayerBattleAction::HEAL:
 
- 				cursorFrame = ECursor::COMBAT_HEAL;
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
 
- 				realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
 
- 				break;
 
- 			case PossiblePlayerBattleAction::RISE_DEMONS:
 
- 				cursorType = ECursor::SPELLBOOK;
 
- 				realizeAction = [=]()
 
- 				{
 
- 					giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
 
- 				};
 
- 				break;
 
- 			case PossiblePlayerBattleAction::CATAPULT:
 
- 				cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
 
- 				realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
 
- 				break;
 
- 			case PossiblePlayerBattleAction::CREATURE_INFO:
 
- 			{
 
- 				cursorFrame = ECursor::COMBAT_QUERY;
 
- 				consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
 
- 				realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	else //no possible valid action, display message
 
- 	{
 
- 		switch (illegalAction)
 
- 		{
 
- 			case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
 
- 			case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
 
- 				cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 				consoleMsg = CGI->generaltexth->allTexts[23];
 
- 				break;
 
- 			case PossiblePlayerBattleAction::TELEPORT:
 
- 				cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 				consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
 
- 				break;
 
- 			case PossiblePlayerBattleAction::SACRIFICE:
 
- 				consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
 
- 				break;
 
- 			case PossiblePlayerBattleAction::FREE_LOCATION:
 
- 				cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 				consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
 
- 				break;
 
- 			default:
 
- 				if (myNumber == -1)
 
- 					CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
 
- 				else
 
- 					cursorFrame = ECursor::COMBAT_BLOCKED;
 
- 				break;
 
- 		}
 
- 	}
 
- 	if (isCastingPossible) //common part
 
- 	{
 
- 		switch (currentAction) //don't use that with teleport / sacrifice
 
- 		{
 
- 			case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
 
- 			case PossiblePlayerBattleAction::SACRIFICE:
 
- 				break;
 
- 			default:
 
- 				cursorType = ECursor::SPELLBOOK;
 
- 				cursorFrame = 0;
 
- 				if (consoleMsg.empty() && sp)
 
- 					consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
 
- 				break;
 
- 		}
 
- 		realizeAction = [=]()
 
- 		{
 
- 			if(secondaryTarget) //select that target now
 
- 			{
 
- 				possibleActions.clear();
 
- 				switch (sp->id.toEnum())
 
- 				{
 
- 					case SpellID::TELEPORT: //don't cast spell yet, only select target
 
- 						spellToCast->aimToUnit(shere);
 
- 						possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
 
- 						break;
 
- 					case SpellID::SACRIFICE:
 
- 						spellToCast->aimToHex(myNumber);
 
- 						possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
 
- 						break;
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				if (creatureCasting)
 
- 				{
 
- 					if (sp)
 
- 					{
 
- 						giveCommand(EActionType::MONSTER_SPELL, myNumber, creatureSpellToCast);
 
- 					}
 
- 					else //unknown random spell
 
- 					{
 
- 						giveCommand(EActionType::MONSTER_SPELL, myNumber);
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					assert(sp);
 
- 					switch (sp->id.toEnum())
 
- 					{
 
- 					case SpellID::SACRIFICE:
 
- 						spellToCast->aimToUnit(shere);//victim
 
- 						break;
 
- 					default:
 
- 						spellToCast->aimToHex(myNumber);
 
- 						break;
 
- 					}
 
- 					curInt->cb->battleMakeAction(spellToCast.get());
 
- 					endCastingSpell();
 
- 				}
 
- 				selectedStack = nullptr;
 
- 			}
 
- 		};
 
- 	}
 
- 	{
 
- 		if (eventType == MOVE)
 
- 		{
 
- 			if (setCursor)
 
- 				CCS->curh->changeGraphic(cursorType, cursorFrame);
 
- 			this->console->alterText(consoleMsg);
 
- 			this->console->whoSetAlter = 0;
 
- 		}
 
- 		if (eventType == LCLICK && realizeAction)
 
- 		{
 
- 			//opening creature window shouldn't affect myTurn...
 
- 			if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
 
- 			{
 
- 				myTurn = false; //tends to crash with empty calls
 
- 			}
 
- 			realizeAction();
 
- 			if (!secondaryTarget) //do not replace teleport or sacrifice cursor
 
- 				CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
 
- 			this->console->alterText("");
 
- 		}
 
- 	}
 
- }
 
- bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
 
- {
 
- 	creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
 
- 	bool isCastingPossible = true;
 
- 	int spellID = -1;
 
- 	if (creatureCasting)
 
- 	{
 
- 		if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
 
- 			spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
 
- 	}
 
- 	else //hero casting
 
- 	{
 
- 		spellID = spellToCast->actionSubtype;
 
- 	}
 
- 	sp = nullptr;
 
- 	if (spellID >= 0)
 
- 		sp = CGI->spellh->objects[spellID];
 
- 	if (sp)
 
- 	{
 
- 		const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
 
- 		if (caster == nullptr)
 
- 		{
 
- 			isCastingPossible = false;//just in case
 
- 		}
 
- 		else
 
- 		{
 
- 			const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
 
- 			spells::Target target;
 
- 			target.emplace_back(myNumber);
 
- 			spells::BattleCast cast(curInt->cb.get(), caster, mode, sp);
 
- 			auto m = sp->battleMechanics(&cast);
 
- 			spells::detail::ProblemImpl problem; //todo: display problem in status bar
 
- 			isCastingPossible = m->canBeCastAt(target, problem);
 
- 		}
 
- 	}
 
- 	else
 
- 		isCastingPossible = false;
 
- 	if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
 
- 			isCastingPossible = false;
 
- 	return isCastingPossible;
 
- }
 
- BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
 
- {
 
- 	//TODO far too much repeating code
 
- 	BattleHex destHex;
 
- 	switch(CCS->curh->frame)
 
- 	{
 
- 	case 12: //from bottom right
 
- 		{
 
- 			bool doubleWide = activeStack->doubleWide();
 
- 			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
 
- 				(activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->side == BattleSide::ATTACKER)
 
- 			{
 
- 				if (vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 7: //from bottom left
 
- 		{
 
- 			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
 
- 			if (vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->side == BattleSide::ATTACKER)
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 8: //from left
 
- 		{
 
- 			if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
 
- 			{
 
- 				std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
 
- 				if (vstd::contains(acc, myNumber))
 
- 					return myNumber - 1;
 
- 				else
 
- 					return myNumber - 2;
 
- 			}
 
- 			else
 
- 			{
 
- 				return myNumber - 1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 9: //from top left
 
- 		{
 
- 			destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->side == BattleSide::ATTACKER)
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 10: //from top right
 
- 		{
 
- 			bool doubleWide = activeStack->doubleWide();
 
- 			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
 
- 				(activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->side == BattleSide::ATTACKER)
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 11: //from right
 
- 		{
 
- 			if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
 
- 			{
 
- 				std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
 
- 				if(vstd::contains(acc, myNumber))
 
- 					return myNumber + 1;
 
- 				else
 
- 					return myNumber + 2;
 
- 			}
 
- 			else
 
- 			{
 
- 				return myNumber + 1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 13: //from bottom
 
- 		{
 
- 			destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
 
- 			if(vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->side == BattleSide::ATTACKER)
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 14: //from top
 
- 		{
 
- 			destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
 
- 			if (vstd::contains(occupyableHexes, destHex))
 
- 				return destHex;
 
- 			else if(activeStack->side == BattleSide::ATTACKER)
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex+1))
 
- 					return destHex+1;
 
- 			}
 
- 			else //if we are defender
 
- 			{
 
- 				if(vstd::contains(occupyableHexes, destHex-1))
 
- 					return destHex-1;
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	return -1;
 
- }
 
- Rect CBattleInterface::hexPosition(BattleHex hex) const
 
- {
 
- 	int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
 
- 	int y = 86 + 42 *hex.getY() + pos.y;
 
- 	int w = cellShade->w;
 
- 	int h = cellShade->h;
 
- 	return Rect(x, y, w, h);
 
- }
 
- void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
 
- {
 
- 	//so when multiple obstacles are added, they show up one after another
 
- 	waitForAnims();
 
- 	//soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
 
- 	std::string defname;
 
- 	switch(oi.obstacleType)
 
- 	{
 
- 	case CObstacleInstance::SPELL_CREATED:
 
- 		{
 
- 			auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
 
- 			defname = spellObstacle.appearAnimation;
 
- 			//TODO: sound
 
- 			//soundBase::QUIKSAND
 
- 			//soundBase::LANDMINE
 
- 			//soundBase::FORCEFLD
 
- 			//soundBase::fireWall
 
- 		}
 
- 		break;
 
- 	default:
 
- 		logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi.obstacleType);
 
- 		return;
 
- 	}
 
- 	auto animation = std::make_shared<CAnimation>(defname);
 
- 	animation->preload();
 
- 	auto first = animation->getImage(0, 0);
 
- 	if(!first)
 
- 		return;
 
- 	//we assume here that effect graphics have the same size as the usual obstacle image
 
- 	// -> if we know how to blit obstacle, let's blit the effect in the same place
 
- 	Point whereTo = getObstaclePosition(first, oi);
 
- 	addNewAnim(new CEffectAnimation(this, animation, whereTo.x, whereTo.y));
 
- 	//TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
 
- 	//CCS->soundh->playSound(sound);
 
- }
 
- void CBattleInterface::gateStateChanged(const EGateState state)
 
- {
 
- 	auto oldState = curInt->cb->battleGetGateState();
 
- 	bool playSound = false;
 
- 	int stateId = EWallState::NONE;
 
- 	switch(state)
 
- 	{
 
- 	case EGateState::CLOSED:
 
- 		if (oldState != EGateState::BLOCKED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::BLOCKED:
 
- 		if (oldState != EGateState::CLOSED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::OPENED:
 
- 		playSound = true;
 
- 		stateId = EWallState::DAMAGED;
 
- 		break;
 
- 	case EGateState::DESTROYED:
 
- 		stateId = EWallState::DESTROYED;
 
- 		break;
 
- 	}
 
- 	if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
 
- 		SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
 
- 	if (stateId != EWallState::NONE)
 
- 		siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
 
- 	if (playSound)
 
- 		CCS->soundh->playSound(soundBase::DRAWBRG);
 
- }
 
- const CGHeroInstance *CBattleInterface::currentHero() const
 
- {
 
- 	if (attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		return attackingHeroInstance;
 
- 	else
 
- 		return defendingHeroInstance;
 
- }
 
- InfoAboutHero CBattleInterface::enemyHero() const
 
- {
 
- 	InfoAboutHero ret;
 
- 	if (attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		curInt->cb->getHeroInfo(defendingHeroInstance, ret);
 
- 	else
 
- 		curInt->cb->getHeroInfo(attackingHeroInstance, ret);
 
- 	return ret;
 
- }
 
- void CBattleInterface::requestAutofightingAIToTakeAction()
 
- {
 
- 	assert(curInt->isAutoFightOn);
 
- 	boost::thread aiThread([&]()
 
- 	{
 
- 		auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
 
- 		if(curInt->cb->battleIsFinished())
 
- 		{
 
- 			return; // battle finished with spellcast
 
- 		}
 
- 		if (curInt->isAutoFightOn)
 
- 		{
 
- 			if (tacticsMode)
 
- 			{
 
- 				// Always end tactics mode. Player interface is blocked currently, so it's not possible that
 
- 				// the AI can take any action except end tactics phase (AI actions won't be triggered)
 
- 				//TODO implement the possibility that the AI will be triggered for further actions
 
- 				//TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
 
- 				setActiveStack(nullptr);
 
- 				blockUI(true);
 
- 				tacticsMode = false;
 
- 			}
 
- 			else
 
- 			{
 
- 				givenCommand.setn(ba.release());
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
 
- 			activateStack();
 
- 		}
 
- 	});
 
- 	aiThread.detach();
 
- }
 
- CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner)
 
- 	: owner(_owner), town(siegeTown)
 
- {
 
- 	for (int g = 0; g < ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		if (g != SiegeHelper::GATE)
 
- 			walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
 
- 	}
 
- }
 
- CBattleInterface::SiegeHelper::~SiegeHelper()
 
- {
 
- 	auto gateState = owner->curInt->cb->battleGetGateState();
 
- 	for (int g = 0; g < ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		if (g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
 
- 			SDL_FreeSurface(walls[g]);
 
- 	}
 
- }
 
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
 
- {
 
- 	return getSiegeName(what, EWallState::INTACT);
 
- }
 
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
 
- {
 
- 	auto getImageIndex = [&]() -> int
 
- 	{
 
- 		switch (state)
 
- 		{
 
- 		case EWallState::INTACT : return 1;
 
- 		case EWallState::DAMAGED :
 
- 			if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
 
- 				return 1;
 
- 			else
 
- 				return 2;
 
- 		case EWallState::DESTROYED :
 
- 			if (what == 2 || what == 3 || what == 8)
 
- 				return 2;
 
- 			else
 
- 				return 3;
 
- 		}
 
- 		return 1;
 
- 	};
 
- 	const std::string & prefix = town->town->clientInfo.siegePrefix;
 
- 	std::string addit = boost::lexical_cast<std::string>(getImageIndex());
 
- 	switch(what)
 
- 	{
 
- 	case SiegeHelper::BACKGROUND:
 
- 		return prefix + "BACK.BMP";
 
- 	case SiegeHelper::BACKGROUND_WALL:
 
- 		{
 
- 			switch(town->town->faction->index)
 
- 			{
 
- 			case ETownType::RAMPART:
 
- 			case ETownType::NECROPOLIS:
 
- 			case ETownType::DUNGEON:
 
- 			case ETownType::STRONGHOLD:
 
- 				return prefix + "TPW1.BMP";
 
- 			default:
 
- 				return prefix + "TPWL.BMP";
 
- 			}
 
- 		}
 
- 	case SiegeHelper::KEEP:
 
- 		return prefix + "MAN" + addit + ".BMP";
 
- 	case SiegeHelper::BOTTOM_TOWER:
 
- 		return prefix + "TW1" + addit + ".BMP";
 
- 	case SiegeHelper::BOTTOM_WALL:
 
- 		return prefix + "WA1" + addit + ".BMP";
 
- 	case SiegeHelper::WALL_BELLOW_GATE:
 
- 		return prefix + "WA3" + addit + ".BMP";
 
- 	case SiegeHelper::WALL_OVER_GATE:
 
- 		return prefix + "WA4" + addit + ".BMP";
 
- 	case SiegeHelper::UPPER_WALL:
 
- 		return prefix + "WA6" + addit + ".BMP";
 
- 	case SiegeHelper::UPPER_TOWER:
 
- 		return prefix + "TW2" + addit + ".BMP";
 
- 	case SiegeHelper::GATE:
 
- 		return prefix + "DRW" + addit + ".BMP";
 
- 	case SiegeHelper::GATE_ARCH:
 
- 		return prefix + "ARCH.BMP";
 
- 	case SiegeHelper::BOTTOM_STATIC_WALL:
 
- 		return prefix + "WA2.BMP";
 
- 	case SiegeHelper::UPPER_STATIC_WALL:
 
- 		return prefix + "WA5.BMP";
 
- 	case SiegeHelper::MOAT:
 
- 		return prefix + "MOAT.BMP";
 
- 	case SiegeHelper::BACKGROUND_MOAT:
 
- 		return prefix + "MLIP.BMP";
 
- 	case SiegeHelper::KEEP_BATTLEMENT:
 
- 		return prefix + "MANC.BMP";
 
- 	case SiegeHelper::BOTTOM_BATTLEMENT:
 
- 		return prefix + "TW1C.BMP";
 
- 	case SiegeHelper::UPPER_BATTLEMENT:
 
- 		return prefix + "TW2C.BMP";
 
- 	default:
 
- 		return "";
 
- 	}
 
- }
 
- void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface *to, int what)
 
- {
 
- 	Point pos = Point(-1, -1);
 
- 	auto & ci = town->town->clientInfo;
 
- 	if (vstd::iswithin(what, 1, 17))
 
- 	{
 
- 		pos.x = ci.siegePositions[what].x + owner->pos.x;
 
- 		pos.y = ci.siegePositions[what].y + owner->pos.y;
 
- 	}
 
- 	if (town->town->faction->index == ETownType::TOWER
 
- 		&& (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
 
- 		return; // no moat in Tower. TODO: remove hardcode somehow?
 
- 	if (pos.x != -1)
 
- 	{
 
- 		//gate have no displayed bitmap when drawbridge is raised
 
- 		if (what == SiegeHelper::GATE)
 
- 		{
 
- 			auto gateState = owner->curInt->cb->battleGetGateState();
 
- 			if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
 
- 				return;
 
- 		}
 
- 		blitAt(walls[what], pos.x, pos.y, to);
 
- 	}
 
- }
 
- CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
 
- {
 
- 	facA = 0.005; // seems to be constant
 
- 	// system of 2 linear equations, solutions of which are missing coefficients
 
- 	// for quadratic equation a*x*x + b*x + c
 
- 	double eq[2][3] = {
 
- 		{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
 
- 		{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
 
- 	};
 
- 	// solve system via determinants
 
- 	double det  = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
 
- 	double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
 
- 	double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
 
- 	facB = detB / det;
 
- 	facC = detC / det;
 
- 	// make sure that parabola is correct e.g. passes through from and dest
 
- 	assert(fabs(calculateY(from.x) - from.y) < 1.0);
 
- 	assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
 
- }
 
- double CatapultProjectileInfo::calculateY(double x)
 
- {
 
- 	return facA *pow(x, 2.0) + facB *x + facC;
 
- }
 
- void CBattleInterface::showAll(SDL_Surface *to)
 
- {
 
- 	show(to);
 
- }
 
- void CBattleInterface::show(SDL_Surface *to)
 
- {
 
- 	assert(to);
 
- 	SDL_Rect buf;
 
- 	SDL_GetClipRect(to, &buf);
 
- 	SDL_SetClipRect(to, &pos);
 
- 	++animCount;
 
- 	showBackground(to);
 
- 	showBattlefieldObjects(to);
 
- 	showProjectiles(to);
 
- 	if(battleActionsStarted)
 
- 		updateBattleAnimations();
 
- 	SDL_SetClipRect(to, &buf); //restoring previous clip_rect
 
- 	showInterface(to);
 
- 	//activation of next stack
 
- 	if (pendingAnims.empty() && stackToActivate != nullptr && battleActionsStarted) //FIXME: watch for recursive infinite loop here when working with this file, this needs rework anyway...
 
- 	{
 
- 		activateStack();
 
- 		//we may have changed active interface (another side in hot-seat),
 
- 		// so we can't continue drawing with old setting.
 
- 		show(to);
 
- 	}
 
- }
 
- void CBattleInterface::showBackground(SDL_Surface *to)
 
- {
 
- 	if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
 
- 	{
 
- 		// FIXME: any *real* reason to keep this separate? Speed difference can't be that big
 
- 		blitAt(backgroundWithHexes, pos.x, pos.y, to);
 
- 	}
 
- 	else
 
- 	{
 
- 		showBackgroundImage(to);
 
- 		showAbsoluteObstacles(to);
 
- 	}
 
- 	showHighlightedHexes(to);
 
- }
 
- void CBattleInterface::showBackgroundImage(SDL_Surface *to)
 
- {
 
- 	blitAt(background, pos.x, pos.y, to);
 
- 	if (settings["battle"]["cellBorders"].Bool())
 
- 	{
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
 
- 	}
 
- }
 
- void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
 
- {
 
- 	//Blit absolute obstacles
 
- 	for(auto & oi : curInt->cb->battleGetAllObstacles())
 
- 	{
 
- 		if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 		{
 
- 			auto img = getObstacleImage(*oi);
 
- 			if(img)
 
- 				img->draw(to, pos.x + oi->getInfo().width, pos.y + oi->getInfo().height);
 
- 		}
 
- 	}
 
- 	if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
 
- 		siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
 
- }
 
- void CBattleInterface::showHighlightedHexes(SDL_Surface *to)
 
- {
 
- 	bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
 
- 	if(activeStack && settings["battle"]["stackRange"].Bool())
 
- 	{
 
- 		std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
 
- 		for(BattleHex hex : set)
 
- 			if(hex != currentlyHoveredHex)
 
- 				showHighlightedHex(to, hex);
 
- 		// display the movement shadow of the stack at b (i.e. stack under mouse)
 
- 		const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
 
- 		if(shere && shere != activeStack && shere->alive())
 
- 		{
 
- 			std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
 
- 			for(BattleHex hex : v)
 
- 			{
 
- 				if(hex != currentlyHoveredHex)
 
- 					showHighlightedHex(to, hex);
 
- 				else if(!settings["battle"]["mouseShadow"].Bool())
 
- 					delayedBlit = true; //blit at the end of method to avoid graphic artifacts
 
- 				else
 
- 					showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
 
- 			}
 
- 		}
 
- 	}
 
- 	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
 
- 	{
 
- 		if(bfield[b]->strictHovered && bfield[b]->hovered)
 
- 		{
 
- 			if(previouslyHoveredHex == -1)
 
- 				previouslyHoveredHex = b; //something to start with
 
- 			if(currentlyHoveredHex == -1)
 
- 				currentlyHoveredHex = b; //something to start with
 
- 			if(currentlyHoveredHex != b) //repair hover info
 
- 			{
 
- 				previouslyHoveredHex = currentlyHoveredHex;
 
- 				currentlyHoveredHex = b;
 
- 			}
 
- 			if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
 
- 			{
 
- 				const spells::Caster *caster = nullptr;
 
- 				const CSpell *spell = nullptr;
 
- 				spells::Mode mode = spells::Mode::HERO;
 
- 				if(spellToCast)//hero casts spell
 
- 				{
 
- 					spell = SpellID(spellToCast->actionSubtype).toSpell();
 
- 					caster = getActiveHero();
 
- 				}
 
- 				else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell
 
- 				{
 
- 					spell = SpellID(creatureSpellToCast).toSpell();
 
- 					caster = activeStack;
 
- 					mode = spells::Mode::CREATURE_ACTIVE;
 
- 				}
 
- 				if(caster && spell) //when casting spell
 
- 				{
 
- 					// printing shaded hex(es)
 
- 					spells::BattleCast event(curInt->cb.get(), caster, mode, spell);
 
- 					auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex);
 
- 					for(BattleHex shadedHex : shaded)
 
- 					{
 
- 						if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
 
- 							showHighlightedHex(to, shadedHex, true);
 
- 					}
 
- 				}
 
- 				else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
 
- 				{
 
- 					if(currentlyHoveredHex.getX() != 0
 
- 					 && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
 
- 						showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
 
- {
 
- 	int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x;
 
- 	int y = 86 + 42 *hex.getY() + pos.y;
 
- 	SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
 
- 	CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
 
- 	if(!darkBorder && settings["battle"]["cellBorders"].Bool())
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
 
- }
 
- void CBattleInterface::showProjectiles(SDL_Surface *to)
 
- {
 
- 	assert(to);
 
- 	std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
 
- 	for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
 
- 	{
 
- 		// Check if projectile is already visible (shooter animation did the shot)
 
- 		if (!it->shotDone)
 
- 		{
 
- 			// frame we're waiting for is reached OR animation has already finished
 
- 			if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
 
- 				creAnims[it->stackID]->isShooting() == false)
 
- 			{
 
- 				//at this point projectile should become visible
 
- 				creAnims[it->stackID]->pause(); // pause animation
 
- 				it->shotDone = true;
 
- 			}
 
- 			else
 
- 				continue; // wait...
 
- 		}
 
- 		size_t group = it->reverse ? 1 : 0;
 
- 		auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
 
- 		if(image)
 
- 		{
 
- 			SDL_Rect dst;
 
- 			dst.h = image->height();
 
- 			dst.w = image->width();
 
- 			dst.x = static_cast<int>(it->x - dst.w / 2);
 
- 			dst.y = static_cast<int>(it->y - dst.h / 2);
 
- 			image->draw(to, &dst, nullptr);
 
- 		}
 
- 		// Update projectile
 
- 		++it->step;
 
- 		if (it->step == it->lastStep)
 
- 		{
 
- 			toBeDeleted.insert(toBeDeleted.end(), it);
 
- 		}
 
- 		else
 
- 		{
 
- 			if (it->catapultInfo)
 
- 			{
 
- 				// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
 
- 				it->x += it->dx;
 
- 				it->y = it->catapultInfo->calculateY(it->x);
 
- 				++(it->frameNum);
 
- 				it->frameNum %= idToProjectile[it->creID]->size(0);
 
- 			}
 
- 			else
 
- 			{
 
- 				// Normal projectile, just add the calculated "deltas" to the x and y positions.
 
- 				it->x += it->dx;
 
- 				it->y += it->dy;
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto & elem : toBeDeleted)
 
- 	{
 
- 		// resume animation
 
- 		creAnims[elem->stackID]->play();
 
- 		projectiles.erase(elem);
 
- 	}
 
- }
 
- void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
 
- {
 
- 	auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
 
- 	{
 
- 		showPiecesOfWall(to, hex.walls);
 
- 		showObstacles(to, hex.obstacles);
 
- 		showAliveStacks(to, hex.alive);
 
- 		showBattleEffects(to, hex.effects);
 
- 	};
 
- 	BattleObjectsByHex objects = sortObjectsByHex();
 
- 	// dead stacks should be blit first
 
- 	showStacks(to, objects.beforeAll.dead);
 
- 	for (auto & data : objects.hex)
 
- 		showStacks(to, data.dead);
 
- 	showStacks(to, objects.afterAll.dead);
 
- 	// display objects that must be blit before anything else (e.g. topmost walls)
 
- 	showHexEntry(objects.beforeAll);
 
- 	// show heroes after "beforeAll" - e.g. topmost wall in siege
 
- 	if (attackingHero)
 
- 		attackingHero->show(to);
 
- 	if (defendingHero)
 
- 		defendingHero->show(to);
 
- 	// actual blit of most of objects, hex by hex
 
- 	// NOTE: row-by-row blitting may be a better approach
 
- 	for (auto &data : objects.hex)
 
- 		showHexEntry(data);
 
- 	// objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
 
- 	showHexEntry(objects.afterAll);
 
- }
 
- void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
 
- {
 
- 	BattleHex currentActionTarget;
 
- 	if(curInt->curAction)
 
- 	{
 
- 		auto target = curInt->curAction->getTarget(curInt->cb.get());
 
- 		if(!target.empty())
 
- 			currentActionTarget = target.at(0).hexValue;
 
- 	}
 
- 	auto isAmountBoxVisible = [&](const CStack *stack) -> bool
 
- 	{
 
- 		if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
 
- 			return false;
 
- 		if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
 
- 			return false;
 
- 		for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
 
- 		{
 
- 			auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
 
- 			if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
 
- 				return false;
 
- 		}
 
- 		if(curInt->curAction)
 
- 		{
 
- 			if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
 
- 			{
 
- 				if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
 
- 					return false;
 
- 				else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
 
- 					return false;
 
- 			}
 
- 			if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
 
- 				return false;
 
- 		}
 
- 		return true;
 
- 	};
 
- 	auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
 
- 	{
 
- 		int pos = 0;
 
- 		for (const auto & spellId : activeSpells)
 
- 		{
 
- 			pos += CGI->spellh->objects.at(spellId)->positiveness;
 
- 		}
 
- 		return pos;
 
- 	};
 
- 	auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
 
- 	{
 
- 		if (positivness > 0)
 
- 			return amountPositive;
 
- 		if (positivness < 0)
 
- 			return amountNegative;
 
- 		return amountEffNeutral;
 
- 	};
 
- 	showStacks(to, stacks); // Actual display of all stacks
 
- 	for (auto & stack : stacks)
 
- 	{
 
- 		assert(stack);
 
- 		//printing amount
 
- 		if (isAmountBoxVisible(stack))
 
- 		{
 
- 			const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
 
- 			const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
 
- 			const BattleHex nextPos = stack->getPosition() + sideShift;
 
- 			const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
 
- 			const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
 
- 			int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
 
- 					   (stack->doubleWide() ? 44 : 0) * sideShift +
 
- 					   (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
 
- 			int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
 
- 			//blitting amount background box
 
- 			SDL_Surface *amountBG = amountNormal;
 
- 			std::vector<si32> activeSpells = stack->activeSpells();
 
- 			if (!activeSpells.empty())
 
- 				amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
 
- 			SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
 
- 			SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
 
- 			//blitting amount
 
- 			Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
 
- 						  creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
 
- 			graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
 
- {
 
- 	for (const CStack *stack : stacks)
 
- 	{
 
- 		creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
 
- 		creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
 
- 	}
 
- }
 
- void CBattleInterface::showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
 
- {
 
- 	for(auto & obstacle : obstacles)
 
- 	{
 
- 		auto img = getObstacleImage(*obstacle);
 
- 		if(img)
 
- 		{
 
- 			Point p = getObstaclePosition(img, *obstacle);
 
- 			img->draw(to, p.x, p.y);
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
 
- {
 
- 	for (auto & elem : battleEffects)
 
- 	{
 
- 		int currentFrame = static_cast<int>(floor(elem->currentFrame));
 
- 		currentFrame %= elem->animation->size();
 
- 		auto img = elem->animation->getImage(currentFrame);
 
- 		SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
 
- 		img->draw(to, &temp_rect, nullptr);
 
- 	}
 
- }
 
- void CBattleInterface::showInterface(SDL_Surface *to)
 
- {
 
- 	blitAt(menu, pos.x, 556 + pos.y, to);
 
- 	if (tacticsMode)
 
- 	{
 
- 		btactNext->showAll(to);
 
- 		btactEnd->showAll(to);
 
- 	}
 
- 	else
 
- 	{
 
- 		console->showAll(to);
 
- 		bConsoleUp->showAll(to);
 
- 		bConsoleDown->showAll(to);
 
- 	}
 
- 	//showing buttons
 
- 	bOptions->showAll(to);
 
- 	bSurrender->showAll(to);
 
- 	bFlee->showAll(to);
 
- 	bAutofight->showAll(to);
 
- 	bSpell->showAll(to);
 
- 	bWait->showAll(to);
 
- 	bDefence->showAll(to);
 
- 	//showing in-game console
 
- 	LOCPLINT->cingconsole->show(to);
 
- 	Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
 
- 	if (settings["battle"]["showQueue"].Bool())
 
- 	{
 
- 		if (!queue->embedded)
 
- 		{
 
- 			posWithQueue.y -= queue->pos.h;
 
- 			posWithQueue.h += queue->pos.h;
 
- 		}
 
- 		queue->showAll(to);
 
- 	}
 
- 	//printing border around interface
 
- 	if (screen->w != 800 || screen->h !=600)
 
- 	{
 
- 		CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
 
- 	}
 
- }
 
- BattleObjectsByHex CBattleInterface::sortObjectsByHex()
 
- {
 
- 	auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
 
- 	{
 
- 		for (auto & anim : pendingAnims)
 
- 		{
 
- 			// certainly ugly workaround but fixes quite annoying bug
 
- 			// stack position will be updated only *after* movement is finished
 
- 			// before this - stack is always at its initial position. Thus we need to find
 
- 			// its current position. Which can be found only in this class
 
- 			if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
 
- 			{
 
- 				if (move->stack == stack)
 
- 					return move->nextHex;
 
- 			}
 
- 		}
 
- 		return stack->getPosition();
 
- 	};
 
- 	BattleObjectsByHex sorted;
 
- 	auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s)
 
- 	{
 
- 		return !s->isTurret();
 
- 	});
 
- 	// Sort creatures
 
- 	for (auto & stack : stacks)
 
- 	{
 
- 		if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
 
- 			continue;
 
- 		if (stack->initialPosition < 0) // turret shooters are handled separately
 
- 			continue;
 
- 		//FIXME: hack to ignore ghost stacks
 
- 		if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
 
- 			;//ignore
 
- 		else if (!creAnims[stack->ID]->isDead())
 
- 		{
 
- 			if (!creAnims[stack->ID]->isMoving())
 
- 				sorted.hex[stack->getPosition()].alive.push_back(stack);
 
- 			else
 
- 			{
 
- 				// flying creature - just blit them over everyone else
 
- 				if (stack->hasBonusOfType(Bonus::FLYING))
 
- 					sorted.afterAll.alive.push_back(stack);
 
- 				else//try to find current location
 
- 					sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
 
- 			}
 
- 		}
 
- 		else
 
- 			sorted.hex[stack->getPosition()].dead.push_back(stack);
 
- 	}
 
- 	// Sort battle effects (spells)
 
- 	for (auto & battleEffect : battleEffects)
 
- 	{
 
- 		if (battleEffect.position.isValid())
 
- 			sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
 
- 		else
 
- 			sorted.afterAll.effects.push_back(&battleEffect);
 
- 	}
 
- 	// Sort obstacles
 
- 	{
 
- 		std::map<BattleHex, std::shared_ptr<const CObstacleInstance>> backgroundObstacles;
 
- 		for (auto &obstacle : curInt->cb->battleGetAllObstacles()) {
 
- 			if (obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
 
- 				&& obstacle->obstacleType != CObstacleInstance::MOAT) {
 
- 				backgroundObstacles[obstacle->pos] = obstacle;
 
- 			}
 
- 		}
 
- 		for (auto &op : backgroundObstacles)
 
- 		{
 
- 			sorted.beforeAll.obstacles.push_back(op.second);
 
- 		}
 
- 	}
 
- 	// Sort wall parts
 
- 	if (siegeH)
 
- 	{
 
- 		sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
 
- 		sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
 
- 		sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
 
- 		sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
 
- 		sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
 
- 		sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
 
- 		sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
 
- 		sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
 
- 		sorted.hex[94].walls.push_back(SiegeHelper::GATE);
 
- 		sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
 
- 		sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
 
- 		sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
 
- 		if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
 
- 		{
 
- 			sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
 
- 			//sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
 
- 			sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
 
- 		}
 
- 		if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
 
- 		{
 
- 			sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
 
- 			sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
 
- 		}
 
- 	}
 
- 	return sorted;
 
- }
 
- void CBattleInterface::updateBattleAnimations()
 
- {
 
- 	//handle animations
 
- 	for (auto & elem : pendingAnims)
 
- 	{
 
- 		if (!elem.first) //this animation should be deleted
 
- 			continue;
 
- 		if (!elem.second)
 
- 		{
 
- 			elem.second = elem.first->init();
 
- 		}
 
- 		if (elem.second && elem.first)
 
- 			elem.first->nextFrame();
 
- 	}
 
- 	//delete anims
 
- 	int preSize = static_cast<int>(pendingAnims.size());
 
- 	for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
 
- 	{
 
- 		if (it->first == nullptr)
 
- 		{
 
- 			pendingAnims.erase(it);
 
- 			it = pendingAnims.begin();
 
- 			break;
 
- 		}
 
- 	}
 
- 	if (preSize > 0 && pendingAnims.empty())
 
- 	{
 
- 		//anims ended
 
- 		blockUI(activeStack == nullptr);
 
- 		animsAreDisplayed.setn(false);
 
- 	}
 
- }
 
- std::shared_ptr<IImage> CBattleInterface::getObstacleImage(const CObstacleInstance & oi)
 
- {
 
- 	int frameIndex = (animCount+1) *25 / getAnimSpeed();
 
- 	std::shared_ptr<CAnimation> animation;
 
- 	if(oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 	{
 
- 		animation = obstacleAnimations[oi.uniqueID];
 
- 	}
 
- 	else if(oi.obstacleType == CObstacleInstance::SPELL_CREATED)
 
- 	{
 
- 		const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(&oi);
 
- 		if(!spellObstacle)
 
- 			return std::shared_ptr<IImage>();
 
- 		std::string animationName = spellObstacle->animation;
 
- 		auto cacheIter = animationsCache.find(animationName);
 
- 		if(cacheIter == animationsCache.end())
 
- 		{
 
- 			logAnim->trace("Creating obstacle animation %s", animationName);
 
- 			animation = std::make_shared<CAnimation>(animationName);
 
- 			animation->preload();
 
- 			animationsCache[animationName] = animation;
 
- 		}
 
- 		else
 
- 		{
 
- 			animation = cacheIter->second;
 
- 		}
 
- 	}
 
- 	if(animation)
 
- 	{
 
- 		frameIndex %= animation->size(0);
 
- 		return animation->getImage(frameIndex, 0);
 
- 	}
 
- 	return nullptr;
 
- }
 
- Point CBattleInterface::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
 
- {
 
- 	int offset = obstacle.getAnimationYOffset(image->height());
 
- 	Rect r = hexPosition(obstacle.pos);
 
- 	r.y += 42 - image->height() + offset;
 
- 	return r.topLeft();
 
- }
 
- void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack)
 
- {
 
- 	attackableHexes.clear();
 
- 	if (activeStack)
 
- 		occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
 
- 	auto fillStackCountOutsideHexes = [&]()
 
- 	{
 
- 		auto accessibility = curInt->cb->getAccesibility();
 
- 		for(int i = 0; i < accessibility.size(); i++)
 
- 			stackCountOutsideHexes.at(i) = (accessibility[i] == EAccessibility::ACCESSIBLE);
 
- 	};
 
- 	fillStackCountOutsideHexes();
 
- 	//prepare background graphic with hexes and shaded hexes
 
- 	blitAt(background, 0, 0, backgroundWithHexes);
 
- 	//draw absolute obstacles (cliffs and so on)
 
- 	for(auto & oi : curInt->cb->battleGetAllObstacles())
 
- 	{
 
- 		if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
 
- 		{
 
- 			auto img = getObstacleImage(*oi);
 
- 			if(img)
 
- 				img->draw(backgroundWithHexes, oi->getInfo().width, oi->getInfo().height);
 
- 		}
 
- 	}
 
- 	if (settings["battle"]["stackRange"].Bool())
 
- 	{
 
- 		std::vector<BattleHex> hexesToShade = occupyableHexes;
 
- 		hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
 
- 		for (BattleHex hex : hexesToShade)
 
- 		{
 
- 			int i = hex.getY(); //row
 
- 			int j = hex.getX()-1; //column
 
- 			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
 
- 			int y = 86 + 42 *i;
 
- 			SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
 
- 		}
 
- 	}
 
- 	if(settings["battle"]["cellBorders"].Bool())
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
 
- }
 
- void CBattleInterface::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
 
- {
 
- 	if (!siegeH)
 
- 		return;
 
- 	for (auto piece : pieces)
 
- 	{
 
- 		if (piece < 15) // not a tower - just print
 
- 			siegeH->printPartOfWall(to, piece);
 
- 		else // tower. find if tower is built and not destroyed - stack is present
 
- 		{
 
- 			// PieceID    StackID
 
- 			// 15 = keep,  -2
 
- 			// 16 = lower, -3
 
- 			// 17 = upper, -4
 
- 			// tower. check if tower is alive - stack is found
 
- 			int stackPos = 13 - piece;
 
- 			const CStack *turret = nullptr;
 
- 			for (auto & stack : curInt->cb->battleGetAllStacks(true))
 
- 			{
 
- 				if(stack->initialPosition == stackPos)
 
- 				{
 
- 					turret = stack;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if (turret)
 
- 			{
 
- 				std::vector<const CStack *> stackList(1, turret);
 
- 				showStacks(to, stackList);
 
- 				siegeH->printPartOfWall(to, piece);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
 
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