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| #include "CBattleInterface.h"#include "CGameInfo.h"#include "../hch/CLodHandler.h"#include "SDL_Extensions.h"#include "CAdvmapInterface.h"#include "AdventureMapButton.h"#include "../hch/CObjectHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CDefHandler.h"#include "../hch/CSpellHandler.h"#include "CMessage.h"#include "CCursorHandler.h"#include "../CCallback.h"#include "../lib/CGameState.h"#include "../hch/CGeneralTextHandler.h"#include "CCreatureAnimation.h"#include "Graphics.h"#include "CSpellWindow.h"#include "CConfigHandler.h"#include <queue>#include <sstream>#include "../lib/CondSh.h"#include "../lib/NetPacks.h"#include "CPlayerInterface.h"#include "../hch/CVideoHandler.h"#include <boost/assign/list_of.hpp>#ifndef __GNUC__const double M_PI = 3.14159265358979323846;#else#define _USE_MATH_DEFINES#include <cmath>#endif/* * CBattleInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */extern SDL_Surface * screen;extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;extern SDL_Color zwykly;BattleSettings CBattleInterface::settings;struct CMP_stack2{	inline bool operator ()(const CStack& a, const CStack& b)	{		return (a.Speed())>(b.Speed());	}} cmpst2 ;static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float bCor){	SDL_Color * colorsToChange = surf->format->palette->colors;	for(int g=0; g<surf->format->palette->ncolors; ++g)	{		if((colorsToChange+g)->b != 132 &&			(colorsToChange+g)->g != 231 &&			(colorsToChange+g)->r != 255) //it's not yellow border		{			(colorsToChange+g)->r = (float)((colorsToChange+g)->r) * rCor;			(colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor;			(colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor;		}	}}CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)	: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), 	  mouseHoveredStack(-1), previouslyHoveredHex(-1), spellDestSelectMode(false), spellToCast(NULL),	  attackingInfo(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), 	  showStackQueue(false), moveStarted(false), moveSh(-1){	pos = myRect;	strongInterest = true;	givenCommand = new CondSh<BattleAction *>(NULL);	//initializing armies	this->army1 = army1;	this->army2 = army2;	std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();	for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)	{		newStack(b->second.ID);	}	//preparing menu background and terrain	std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];	background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] );	menu = BitmapHandler::loadBitmap("CBAR.BMP");	graphics->blueToPlayersAdv(menu, hero1->tempOwner);	//preparing graphics for displaying amounts of creatures	amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountNormal);	transformPalette(amountNormal, 0.59f, 0.19f, 0.93f);		amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountPositive);	transformPalette(amountPositive, 0.18f, 1.00f, 0.18f);	amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountNegative);	transformPalette(amountNegative, 1.00f, 0.18f, 0.18f);	amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");	CSDL_Ext::alphaTransform(amountEffNeutral);	transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f);	////blitting menu background and terrain	blitAt(background, pos.x, pos.y);	blitAt(menu, pos.x, 556 + pos.y);	CSDL_Ext::update();	//preparing buttons and console	bOptions = new AdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o);	bSurrender = new AdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s);	bFlee = new AdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r);	bAutofight  = new AdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a);	bSpell = new AdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c);	bWait = new AdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w);	bDefence = new AdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d);	bDefence->assignedKeys.insert(SDLK_SPACE);	bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);	bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);	bConsoleDown->bitmapOffset = 2;	console = new CBattleConsole();	console->pos.x = 211 + pos.x;	console->pos.y = 560 + pos.y;	console->pos.w = 406;	console->pos.h = 38;	//loading hero animations	if(hero1) // attacking hero	{		attackingHero = new CBattleHero(graphics->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner, hero1->tempOwner == LOCPLINT->playerID ? hero1 : NULL, this);		attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y);	}	else	{		attackingHero = NULL;	}	if(hero2) // defending hero	{		defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner, hero2->tempOwner == LOCPLINT->playerID ? hero2 : NULL, this);		defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y);	}	else	{		defendingHero = NULL;	}	//preparing cells and hexes	cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");	CSDL_Ext::alphaTransform(cellBorder);	cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");	CSDL_Ext::alphaTransform(cellShade);	for(int h=0; h<BFIELD_SIZE; ++h)	{		bfield[h].myNumber = h;		int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);		int y = 86 + 42 * (h/BFIELD_WIDTH);		bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);		bfield[h].accesible = true;		bfield[h].myInterface = this;	}	//locking occupied positions on batlefield	for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function	{		bfield[it->second.position].accesible = false;	}	//loading projectiles for units	for(std::map<int, CStack>::iterator g = stacks.begin(); g != stacks.end(); ++g)	{		if(g->second.creature->isShooting() && CGI->creh->idToProjectile[g->second.creature->idNumber] != std::string())		{			idToProjectile[g->second.creature->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile[g->second.creature->idNumber]);			if(idToProjectile[g->second.creature->idNumber]->ourImages.size() > 2) //add symmetric images			{				for(int k = idToProjectile[g->second.creature->idNumber]->ourImages.size()-2; k > 1; --k)				{					Cimage ci;					ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.creature->idNumber]->ourImages[k].bitmap);					ci.groupNumber = 0;					ci.imName = std::string();					idToProjectile[g->second.creature->idNumber]->ourImages.push_back(ci);				}			}			for(int s=0; s<idToProjectile[g->second.creature->idNumber]->ourImages.size(); ++s) //alpha transforming			{				CSDL_Ext::alphaTransform(idToProjectile[g->second.creature->idNumber]->ourImages[s].bitmap);			}		}	}	//preparing graphic with cell borders	cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);	//copying palette	for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256	{		cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];	}	//palette copied	for(int i=0; i<BFIELD_HEIGHT; ++i) //rows	{		for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns		{			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;			int y = 86 + 42 * i;			for(int cellX = 0; cellX < cellBorder->w; ++cellX)			{				for(int cellY = 0; cellY < cellBorder->h; ++cellY)				{					if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)						* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);				}			}		}	}	backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);	//preparing obstacle defs	std::vector<CObstacleInstance> obst = LOCPLINT->cb->battleGetAllObstacles();	for(int t=0; t<obst.size(); ++t)	{		idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles[obst[t].ID].defName);		for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)		{			SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));		}	}}CBattleInterface::~CBattleInterface(){	SDL_FreeSurface(background);	SDL_FreeSurface(menu);	SDL_FreeSurface(amountNormal);	SDL_FreeSurface(amountNegative);	SDL_FreeSurface(amountPositive);	SDL_FreeSurface(amountEffNeutral);	SDL_FreeSurface(cellBorders);	SDL_FreeSurface(backgroundWithHexes);	delete bOptions;	delete bSurrender;	delete bFlee;	delete bAutofight;	delete bSpell;	delete bWait;	delete bDefence;	delete bConsoleUp;	delete bConsoleDown;	delete console;	delete givenCommand;	delete attackingHero;	delete defendingHero;	SDL_FreeSurface(cellBorder);	SDL_FreeSurface(cellShade);	for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)		delete g->second;	for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)		delete g->second;	for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)		delete g->second;	LOCPLINT->battleInt = NULL;}void CBattleInterface::setPrintCellBorders(bool set){	settings.printCellBorders = set;	redrawBackgroundWithHexes(activeStack);	GH.totalRedraw();}void CBattleInterface::setPrintStackRange(bool set){	settings.printStackRange = set;	redrawBackgroundWithHexes(activeStack);	GH.totalRedraw();}void CBattleInterface::setPrintMouseShadow(bool set){	settings.printMouseShadow = set;}void CBattleInterface::activate(){	activateKeys();	activateMouseMove();	activateRClick();	bOptions->activate();	bSurrender->activate();	bFlee->activate();	bAutofight->activate();	bSpell->activate();	bWait->activate();	bDefence->activate();	bConsoleUp->activate();	bConsoleDown->activate();	for(int b=0; b<BFIELD_SIZE; ++b)	{		bfield[b].activate();	}	if(attackingHero)		attackingHero->activate();	if(defendingHero)		defendingHero->activate();	LOCPLINT->cingconsole->activate();}void CBattleInterface::deactivate(){	deactivateKeys();	deactivateMouseMove();	deactivateRClick();	bOptions->deactivate();	bSurrender->deactivate();	bFlee->deactivate();	bAutofight->deactivate();	bSpell->deactivate();	bWait->deactivate();	bDefence->deactivate();	bConsoleUp->deactivate();	bConsoleDown->deactivate();	for(int b=0; b<BFIELD_SIZE; ++b)	{		bfield[b].deactivate();	}	if(attackingHero)		attackingHero->deactivate();	if(defendingHero)		defendingHero->deactivate();	LOCPLINT->cingconsole->deactivate();}void CBattleInterface::show(SDL_Surface * to){	std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places	++animCount;	if(!to) //"evaluating" to		to = screen;		SDL_Rect buf;	SDL_GetClipRect(to, &buf);	SDL_SetClipRect(to, &pos);	//printing background and hexes	if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range	{		blitAt(backgroundWithHexes, pos.x, pos.y, to);	}	else	{		//showing background		blitAt(background, pos.x, pos.y, to);		if(settings.printCellBorders)		{			CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);		}	}	//printing hovered cell	for(int b=0; b<BFIELD_SIZE; ++b)	{		if(bfield[b].strictHovered && bfield[b].hovered)		{			if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with			if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with			if(currentlyHoveredHex != b) //repair hover info			{				previouslyHoveredHex = currentlyHoveredHex;				currentlyHoveredHex = b;			}			//print shade			if(spellToCast) //when casting spell			{				//calculating spell schoold level				const CSpell & spToCast =  CGI->spellh->spells[spellToCast->additionalInfo];				ui8 schoolLevel = 0;				if( LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned )				{					if(attackingHeroInstance)						schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);				}				else				{					if(defendingHeroInstance)						schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);				}				//obtaining range and printing it				std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);				for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex				{					if(settings.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))					{						int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;						int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;						CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));					}				}			}			else if(settings.printMouseShadow) //when not casting spell			{				int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;				int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;				CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));			}		}	}		SDL_SetClipRect(to, &buf); //restoring previous clip_rect	//showing menu background and console	blitAt(menu, pos.x, 556 + pos.y, to);	console->show(to);	//showing buttons	bOptions->show(to);	bSurrender->show(to);	bFlee->show(to);	bAutofight->show(to);	bSpell->show(to);	bWait->show(to);	bDefence->show(to);	bConsoleUp->show(to);	bConsoleDown->show(to);	//prevents blitting outside this window	SDL_GetClipRect(to, &buf);	SDL_SetClipRect(to, &pos);	//showing obstacles	std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();	for(int b=0; b<obstacles.size(); ++b)	{		int x = ((obstacles[b].pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(obstacles[b].pos%BFIELD_WIDTH) + pos.x;		int y = 86 + 42 * (obstacles[b].pos/BFIELD_WIDTH) + pos.y;		std::vector<Cimage> &images = idToObstacle[obstacles[b].ID]->ourImages; //reference to animation of obstacle		blitAt(images[((animCount+1)/(4/settings.animSpeed))%images.size()].bitmap, x, y, to);	}	//showing hero animations	if(attackingHero)		attackingHero->show(to);	if(defendingHero)		defendingHero->show(to);	////showing units //a lot of work...	std::vector<int> stackAliveByHex[BFIELD_SIZE];	//double loop because dead stacks should be printed first	for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)	{		if(j->second.alive())			stackAliveByHex[j->second.position].push_back(j->second.ID);	}	std::vector<int> stackDeadByHex[BFIELD_SIZE];	for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)	{		if(!j->second.alive())			stackDeadByHex[j->second.position].push_back(j->second.ID);	}	attackingShowHelper(); // handle attack animation	for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks	{		for(size_t v=0; v<stackDeadByHex[b].size(); ++v)		{			creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x + pos.x, creAnims[stackDeadByHex[b][v]]->pos.y + pos.y, creDir[stackDeadByHex[b][v]], animCount, false); //increment always when moving, never if stack died		}	}	for(int b=0; b<BFIELD_SIZE; ++b) //showing alive stacks	{		for(size_t v=0; v<stackAliveByHex[b].size(); ++v)		{			int curStackID = stackAliveByHex[b][v];						if(creAnims.find(curStackID) == creAnims.end()) //eg. for summoned but not yet handled stacks				continue;			const CStack &curStack = stacks[curStackID];			int animType = creAnims[curStackID]->getType();			int affectingSpeed = settings.animSpeed;			if(animType == 1 || animType == 2) //standing stacks should not stand faster :)				affectingSpeed = 2;			bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=3 && animType!=2;			if(animType == 2)			{				if(standingFrame.find(curStackID)!=standingFrame.end())				{					incrementFrame = (animCount%(8/affectingSpeed)==0);					if(incrementFrame)					{						++standingFrame[curStackID];						if(standingFrame[curStackID] == creAnims[curStackID]->framesInGroup(2))						{							standingFrame.erase(standingFrame.find(curStackID));						}					}				}				else				{					if((rand()%50) == 0)					{						standingFrame.insert(std::make_pair(curStackID, 0));					}				}			}			creAnims[curStackID]->nextFrame(to, creAnims[curStackID]->pos.x + pos.x, creAnims[curStackID]->pos.y + pos.y, creDir[curStackID], animCount, incrementFrame, curStackID==activeStack, curStackID==mouseHoveredStack); //increment always when moving, never if stack died			//printing amount			if(curStack.amount > 0 //don't print if stack is not alive				&& (!LOCPLINT->curAction					|| (LOCPLINT->curAction->stackNumber != curStackID //don't print if stack is currently taking an action						&& (LOCPLINT->curAction->actionType != 6  ||  curStack.position != LOCPLINT->curAction->additionalInfo) //nor if it's an object of attack						&& (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action						)					)					&& !curStack.hasFeatureOfType(StackFeature::SIEGE_WEAPON) //and not a war machine...			)			{				int xAdd = curStack.attackerOwned ? 220 : 202;				//blitting amoutn background box				SDL_Surface *amountBG = NULL;				if(curStack.effects.size() == 0)				{					amountBG = amountNormal;				}				else				{					int pos=0; //determining total positiveness of effects					for(int c=0; c<curStack.effects.size(); ++c)					{						pos += CGI->spellh->spells[ curStack.effects[c].id ].positiveness;					}					if(pos > 0)					{						amountBG = amountPositive;					}					else if(pos < 0)					{						amountBG = amountNegative;					}					else					{						amountBG = amountEffNeutral;					}				}				SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[curStackID]->pos.x + xAdd + pos.x, creAnims[curStackID]->pos.y + 260 + pos.y));				//blitting amount				CSDL_Ext::printAtMiddleWB(					makeNumberShort(curStack.amount),					creAnims[curStackID]->pos.x + xAdd + 14 + pos.x,					creAnims[curStackID]->pos.y + 260 + 4 + pos.y,					GEOR13,					20,					zwykly,					to                );			}		}	}	//units shown	projectileShowHelper(to);//showing projectiles	//showing spell effects	if(battleEffects.size())	{		std::vector< std::list<SBattleEffect>::iterator > toErase;		for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)		{			SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;			SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, pos.x + it->x, pos.y + it->y));			++(it->frame);			if(it->frame == it->maxFrame)			{				toErase.push_back(it);			}		}		for(size_t b=0; b<toErase.size(); ++b)		{			delete toErase[b]->anim;			battleEffects.erase(toErase[b]);		}	}		//showing queue of stacks	if(showStackQueue)	{		int xPos = screen->w/2 - ( stacks.size() * 37 )/2;		int yPos = (screen->h - 600)/2 + 10;		std::vector<CStack> stacksSorted;		stacksSorted = LOCPLINT->cb->battleGetStackQueue();		int startFrom = -1;		for(size_t n=0; n<stacksSorted.size(); ++n)		{			if(stacksSorted[n].ID == activeStack)			{				startFrom = n;				break;			}		}		if(startFrom != -1)		{			for(size_t b=startFrom; b<stacksSorted.size()+startFrom; ++b)			{				SDL_BlitSurface(graphics->smallImgs[-2], NULL, to, &genRect(32, 32, xPos, yPos));				//printing colored border				for(int xFrom = xPos-1; xFrom<xPos+33; ++xFrom)				{					for(int yFrom = yPos-1; yFrom<yPos+33; ++yFrom)					{						if(xFrom == xPos-1 || xFrom == xPos+32 || yFrom == yPos-1 || yFrom == yPos+32)						{							SDL_Color pc;							if(stacksSorted[b % stacksSorted.size()].owner != 255)							{								pc = graphics->playerColors[stacksSorted[b % stacksSorted.size()].owner];							}							else							{								pc = *graphics->neutralColor;							}							CSDL_Ext::SDL_PutPixelWithoutRefresh(to, xFrom, yFrom, pc.r, pc.g, pc.b);						}					}				}				//colored border printed				SDL_BlitSurface(graphics->smallImgs[stacksSorted[b % stacksSorted.size()].creature->idNumber], NULL, to, &genRect(32, 32, xPos, yPos));				xPos += 37;			}		}	}	SDL_SetClipRect(to, &buf); //restoring previous clip_rect	//showing window with result of battle	if(resWindow)	{		resWindow->show(to);	}	//showing in-gmae console	LOCPLINT->cingconsole->show(to);	//printing border around interface	if(screen->w != 800 || screen->h !=600)		CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);}void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key){	if(key.keysym.sym == SDLK_q)	{		showStackQueue = key.state==SDL_PRESSED;	}	else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)	{		endCastingSpell();	}}void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent){	if(activeStack>=0 && !spellDestSelectMode)	{		mouseHoveredStack = -1;		int myNumber = -1; //number of hovered tile		for(int g=0; g<BFIELD_SIZE; ++g)		{			if(bfield[g].hovered && bfield[g].strictHovered)			{				myNumber = g;				break;			}		}		if(myNumber == -1)		{			CGI->curh->changeGraphic(1, 6);			if(console->whoSetAlter == 0)			{				console->alterTxt = "";			}		}		else		{			if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())			{				const CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);				const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);				if(shere)				{					if(shere->owner == LOCPLINT->playerID) //our stack					{						CGI->curh->changeGraphic(1,5);						//setting console text						char buf[500];						sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str());						console->alterTxt = buf;						console->whoSetAlter = 0;						mouseHoveredStack = shere->ID;						if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0)						{							creAnims[shere->ID]->playOnce(1);						}					}					else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy					{						CGI->curh->changeGraphic(1,3);						//setting console text						char buf[500];						sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, "?");						console->alterTxt = buf;						console->whoSetAlter = 0;					}					else if(isTileAttackable(myNumber)) //available enemy (melee attackable)					{						CCursorHandler *cursor = CGI->curh;						const CBattleHex &hoveredHex = bfield[myNumber];						const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.						const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;						const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;						const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2;						int cursorIndex = fmod(cursorHexAngle/subdividingAngle, 6.0);						int sectorCursor[] = {8, 9, 10, 11, 12, 7}; // From left to bottom left.						const int zigzagCorrection = !((myNumber/BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.						// Exclude directions which cannot be attacked from.						// Check to the left.						if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - 1)) {							sectorCursor[0] = -1;						}						// Check top left and top right.						if (myNumber/BFIELD_WIDTH == 0) {							sectorCursor[1] = -1;							sectorCursor[2] = -1;						} else {							if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))								sectorCursor[1] = -1;							if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))								sectorCursor[2] = -1;						}						// Check to the right.						if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + 1)) {							sectorCursor[3] = -1;						}						// Check bottom right and bottom left.						if (myNumber/BFIELD_WIDTH == BFIELD_HEIGHT - 1) {							sectorCursor[4] = -1;							sectorCursor[5] = -1;						} else {							if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))								sectorCursor[4] = -1;							if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))								sectorCursor[5] = -1;						}						// 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)%6] == -1) 							i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..						cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%6]);					}					else //unavailable enemy					{						CGI->curh->changeGraphic(1,0);						console->alterTxt = "";						console->whoSetAlter = 0;					}				}				else //empty unavailable tile				{					CGI->curh->changeGraphic(1,0);					console->alterTxt = "";					console->whoSetAlter = 0;				}			}			else //available tile			{				const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);				if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::FLYING))				{					CGI->curh->changeGraphic(1,2);					//setting console text					char buf[500];					sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());					console->alterTxt = buf;					console->whoSetAlter = 0;				}				else				{					CGI->curh->changeGraphic(1,1);					//setting console text					char buf[500];					sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());					console->alterTxt = buf;					console->whoSetAlter = 0;				}			}		}	}	else if(spellDestSelectMode)	{		int myNumber = -1; //number of hovered tile		for(int g=0; g<BFIELD_SIZE; ++g)		{			if(bfield[g].hovered && bfield[g].strictHovered)			{				myNumber = g;				break;			}		}		if(myNumber == -1)		{			CGI->curh->changeGraphic(1, 0);			//setting console text			console->alterTxt = CGI->generaltexth->allTexts[23];			console->whoSetAlter = 0;		}		else		{			//get dead stack if we cast resurrection or animate dead			const CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);			if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasFeatureOfType(StackFeature::UNDEAD)) //animate dead can be cast only on living creatures				stackUnder = NULL;			bool whichCase; //for cases 1, 2 and 3			switch(spellSelMode)			{			case 1:				whichCase = stackUnder && LOCPLINT->playerID == stackUnder->owner;				break;			case 2:				whichCase = stackUnder && LOCPLINT->playerID != stackUnder->owner;				break;			case 3:				whichCase = stackUnder;				break;			}			switch(spellSelMode)			{			case 0:				CGI->curh->changeGraphic(3, 0);				//setting console text				char buf[500];				sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str());				console->alterTxt = buf;				console->whoSetAlter = 0;				break;			case 1: case 2: case 3:				if( whichCase )				{					CGI->curh->changeGraphic(3, 0);					//setting console text					char buf[500];					std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;						sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());					console->alterTxt = buf;					console->whoSetAlter = 0;					break;				}				else				{					CGI->curh->changeGraphic(1, 0);					//setting console text					console->alterTxt = CGI->generaltexth->allTexts[23];					console->whoSetAlter = 0;				}				break;			case 4: //TODO: implement this case				break;			}		}	}}void CBattleInterface::clickRight(tribool down, bool previousState){	if(!down && spellDestSelectMode)	{		endCastingSpell();	}}bool CBattleInterface::reverseCreature(int number, int hex, bool wideTrick){	if(creAnims[number]==NULL)		return false; //there is no such creature	creAnims[number]->setType(8);	//int firstFrame = creAnims[number]->getFrame();	//for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(8) + firstFrame - 1; ++g)	while(!creAnims[number]->onLastFrameInGroup())	{		show(screen);		CSDL_Ext::update(screen);		SDL_framerateDelay(LOCPLINT->mainFPSmng);	}	creDir[number] = !creDir[number];	const CStack * curs = LOCPLINT->cb->battleGetStackByID(number);	std::pair <int, int> coords = CBattleHex::getXYUnitAnim(hex, creDir[number], curs);	creAnims[number]->pos.x = coords.first;	//creAnims[number]->pos.y = coords.second;	if(wideTrick && curs->hasFeatureOfType(StackFeature::DOUBLE_WIDE))	{		if(curs->attackerOwned)		{			if(!creDir[number])				creAnims[number]->pos.x -= 44;		}		else		{			if(creDir[number])				creAnims[number]->pos.x += 44;		}	}	creAnims[number]->setType(7);	//firstFrame = creAnims[number]->getFrame();	//for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(7) + firstFrame - 1; ++g)	while(!creAnims[number]->onLastFrameInGroup())	{		show(screen);		CSDL_Ext::update(screen);		SDL_framerateDelay(LOCPLINT->mainFPSmng);	}	creAnims[number]->setType(2);	return true;}void CBattleInterface::handleStartMoving(int number){	for(int i=0; i<creAnims[number]->framesInGroup(20)*getAnimSpeedMultiplier()-1; ++i)	{		show(screen);		CSDL_Ext::update(screen);		SDL_framerateDelay(LOCPLINT->mainFPSmng);		if((animCount+1)%(4/settings.animSpeed)==0)			creAnims[number]->incrementFrame();	}}void CBattleInterface::bOptionsf(){	CGI->curh->changeGraphic(0,0);	SDL_Rect temp_rect = genRect(431, 481, 160, 84);	CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this);	GH.pushInt(optionsWin);}void CBattleInterface::bSurrenderf(){}void CBattleInterface::bFleef(){	CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);	LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false);}void CBattleInterface::reallyFlee(){	giveCommand(4,0,0);	CGI->curh->changeGraphic(0, 0);}void CBattleInterface::bAutofightf(){}void CBattleInterface::bSpellf(){	CGI->curh->changeGraphic(0,0);	const CGHeroInstance * chi = NULL;	if(attackingHeroInstance->tempOwner == LOCPLINT->playerID)		chi = attackingHeroInstance;	else		chi = defendingHeroInstance;	CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi);	GH.pushInt(spellWindow);}void CBattleInterface::bWaitf(){	if(activeStack != -1)		giveCommand(8,0,activeStack);}void CBattleInterface::bDefencef(){	if(activeStack != -1) 		giveCommand(3,0,activeStack);}void CBattleInterface::bConsoleUpf(){	console->scrollUp();}void CBattleInterface::bConsoleDownf(){	console->scrollDown();}void CBattleInterface::newStack(int stackID){	const CStack * newStack = LOCPLINT->cb->battleGetStackByID(stackID);	std::pair <int, int> coords = CBattleHex::getXYUnitAnim(newStack->position, newStack->owner == attackingHeroInstance->tempOwner, newStack);	creAnims[stackID] = (new CCreatureAnimation(newStack->creature->animDefName));	creAnims[stackID]->setType(2);	creAnims[stackID]->pos = genRect(creAnims[newStack->ID]->fullHeight, creAnims[newStack->ID]->fullWidth, coords.first, coords.second);	creDir[stackID] = newStack->owner == attackingHeroInstance->tempOwner;}void CBattleInterface::stackRemoved(int stackID){	delete creAnims[stackID];	creAnims.erase(stackID);}void CBattleInterface::stackActivated(int number){	//givenCommand = NULL;	activeStack = number;	myTurn = true;	redrawBackgroundWithHexes(number);	bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(number)->state,WAITING)); //block waiting button if stack has been already waiting	//block cast spell button if hero doesn't have a spellbook	if(attackingHeroInstance && attackingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)	{		if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked			bSpell->block(!attackingHeroInstance->getArt(17));	}	else if(defendingHeroInstance && defendingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)	{		if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked			bSpell->block(!defendingHeroInstance->getArt(17));	}}void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance){	bool startMoving = creAnims[number]->getType()==20;	//a few useful variables	int curStackPos = LOCPLINT->cb->battleGetPos(number);	int steps = creAnims[number]->framesInGroup(0)*getAnimSpeedMultiplier()-1;	int hexWbase = 44, hexHbase = 42;	const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(number);	bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);		std::pair<int, int> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack);	std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack);	if(startMoving) //animation of starting move; some units don't have this animation (ie. halberdier)	{		if (movedStack->creature->sounds.startMoving)			CGI->soundh->playSound(movedStack->creature->sounds.startMoving);		handleStartMoving(number);	}	if(moveStarted)	{		moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1);		CGI->curh->hide();		creAnims[number]->setType(0);		moveStarted = false;	}	int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);	float stepX=0.0, stepY=0.0; //how far stack is moved in one frame; calculated later	//reverse unit if necessary	if((begPosition.first > endPosition.first) && creDir[number] == true)	{		reverseCreature(number, curStackPos, twoTiles);	}	else if ((begPosition.first < endPosition.first) && creDir[number] == false)	{		reverseCreature(number, curStackPos, twoTiles);	}	if(creAnims[number]->getType() != 0)	{		creAnims[number]->setType(0);	}	//unit reversed	//step shift calculation	float posX = creAnims[number]->pos.x, posY = creAnims[number]->pos.y; // for precise calculations ;]	if(mutPos == -1 && movedStack->hasFeatureOfType(StackFeature::FLYING)) 	{		steps *= distance;		stepX = (endPosition.first - (float)begPosition.first)/steps;		stepY = (endPosition.second - (float)begPosition.second)/steps;	}	else	{		switch(mutPos)		{		case 0:			stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);			stepY = (-1.0)*((float)hexHbase)/((float)steps);			break;		case 1:			stepX = ((float)hexWbase)/(2.0f*steps);			stepY = (-1.0)*((float)hexHbase)/((float)steps);			break;		case 2:			stepX = ((float)hexWbase)/((float)steps);			stepY = 0.0;			break;		case 3:			stepX = ((float)hexWbase)/(2.0f*steps);			stepY = ((float)hexHbase)/((float)steps);			break;		case 4:			stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);			stepY = ((float)hexHbase)/((float)steps);			break;		case 5:			stepX = (-1.0)*((float)hexWbase)/((float)steps);			stepY = 0.0;			break;		}	}	//step shifts calculated	//switch(mutPos) //reverse unit if necessary	//{	//case 0:	case 4:	case 5:	//	if(creDir[number] == true)	//		reverseCreature(number, curStackPos, twoTiles);	//	break;	//case 1:	case 2: case 3:	//	if(creDir[number] == false)	//		reverseCreature(number, curStackPos, twoTiles);	//	break;	//}	//moving instructions	for(int i=0; i<steps; ++i)	{		posX += stepX;		creAnims[number]->pos.x = posX;		posY += stepY;		creAnims[number]->pos.y = posY;				show(screen);		CSDL_Ext::update(screen);		SDL_framerateDelay(LOCPLINT->mainFPSmng);	}	//unit moved	if(endMoving)	{		handleEndOfMove(number, destHex);	}	std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], movedStack);	creAnims[number]->pos.x = coords.first;	if(!endMoving && twoTiles && (movedStack->owner == attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed		creAnims[number]->pos.x -= 44;	else if(!endMoving && twoTiles && (movedStack->owner != attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed		creAnims[number]->pos.x += 44;	creAnims[number]->pos.y = coords.second;}void CBattleInterface::stacksAreAttacked(std::vector<CBattleInterface::SStackAttackedInfo> attackedInfos){	//restoring default state of battleWindow by calling show func	while(true)	{		show(screen);		CSDL_Ext::update();		SDL_framerateDelay(LOCPLINT->mainFPSmng);		//checking break conditions		bool break_loop = true;		for(size_t g=0; g<attackedInfos.size(); ++g)		{			if(creAnims[attackedInfos[g].ID]->getType() != 2)			{				break_loop = false;			}			if(attackingInfo && attackingInfo->IDby == attackedInfos[g].IDby)			{				break_loop = false;			}		}		if(break_loop) break;	}	if(attackedInfos.size() == 1 && attackedInfos[0].byShooting) //delay hit animation	{		CStack attacker = *LOCPLINT->cb->battleGetStackByID(attackedInfos[0].IDby);		while(true)		{			bool found = false;			for(std::list<SProjectileInfo>::const_iterator it = projectiles.begin(); it!=projectiles.end(); ++it)			{				if(it->creID == attacker.creature->idNumber)				{					found = true;					break;				}			}			if(!found)				break;			else			{				show(screen);				CSDL_Ext::update(screen);				SDL_framerateDelay(LOCPLINT->mainFPSmng);			}		}	}	//initializing	int maxLen = 0;	for(size_t g=0; g<attackedInfos.size(); ++g)	{		const CStack * attacked = LOCPLINT->cb->battleGetStackByID(attackedInfos[g].ID, false);					if(attackedInfos[g].killed)		{			CGI->soundh->playSound(attacked->creature->sounds.killed);			creAnims[attackedInfos[g].ID]->setType(5); //death		}		else		{			// TODO: this block doesn't seems correct if the unit is defending.			CGI->soundh->playSound(attacked->creature->sounds.wince);			creAnims[attackedInfos[g].ID]->setType(3); //getting hit		}	}	//main showing loop	bool continueLoop = true;	while(continueLoop)	{		show(screen);		CSDL_Ext::update(screen);		SDL_Delay(5);		SDL_framerateDelay(LOCPLINT->mainFPSmng);		for(size_t g=0; g<attackedInfos.size(); ++g)		{			if((animCount+1)%(4/settings.animSpeed)==0 && !creAnims[attackedInfos[g].ID]->onLastFrameInGroup())			{				creAnims[attackedInfos[g].ID]->incrementFrame();			}			if(creAnims[attackedInfos[g].ID]->onLastFrameInGroup() && creAnims[attackedInfos[g].ID]->getType() == 3)				creAnims[attackedInfos[g].ID]->setType(2);		}		bool isAnotherOne = false; //if true, there is a stack whose hit/death anim must be continued		for(size_t g=0; g<attackedInfos.size(); ++g)		{			if(!creAnims[attackedInfos[g].ID]->onLastFrameInGroup())			{				isAnotherOne = true;				break;			}		}		if(!isAnotherOne)			continueLoop = false;	}	//restoring animType	for(size_t g=0; g<attackedInfos.size(); ++g)	{		if(creAnims[attackedInfos[g].ID]->getType() == 3)			creAnims[attackedInfos[g].ID]->setType(2);	}	//printing info to console	for(size_t g=0; g<attackedInfos.size(); ++g)	{		if(attackedInfos[g].IDby!=-1)			printConsoleAttacked(attackedInfos[g].ID, attackedInfos[g].dmg, attackedInfos[g].amountKilled, attackedInfos[g].IDby);	}}void CBattleInterface::stackAttacking(int ID, int dest){	if(attackingInfo == NULL && creAnims[ID]->getType() == 20)	{		handleStartMoving(ID);		creAnims[ID]->setType(2);	}	while(attackingInfo != NULL || creAnims[ID]->getType()!=2)	{		show(screen);		CSDL_Ext::update(screen);		SDL_framerateDelay(LOCPLINT->mainFPSmng);	}	CStack aStack = *LOCPLINT->cb->battleGetStackByID(ID); //attacking stack	int reversedShift = 0; //shift of attacking stack's position due to reversing	if(aStack.attackerOwned)	{		if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))		{			switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction			{				case 0:					//reverseCreature(ID, aStack.position, true);					break;				case 1:					break;				case 2:					break;				case 3:					break;				case 4:					//reverseCreature(ID, aStack.position, true);					break;				case 5:					reverseCreature(ID, aStack.position, true);					break;				case -1:					if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest					{						reverseCreature(ID, aStack.position, true);						reversedShift = (aStack.attackerOwned ? -1 : 1);					}					break;			}		}		else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))		{			switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction			{				case 0:					reverseCreature(ID, aStack.position, true);					break;				case 1:					break;				case 2:					break;				case 3:					break;				case 4:					reverseCreature(ID, aStack.position, true);					break;				case 5:					reverseCreature(ID, aStack.position, true);					break;			}		}	}	else //if(aStack.attackerOwned)	{		if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))		{			switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction			{				case 0:					//reverseCreature(ID, aStack.position, true);					break;				case 1:					break;				case 2:					reverseCreature(ID, aStack.position, true);					break;				case 3:					break;				case 4:					//reverseCreature(ID, aStack.position, true);					break;				case 5:					//reverseCreature(ID, aStack.position, true);					break;				case -1:					if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest					{						reverseCreature(ID, aStack.position, true);						reversedShift = (aStack.attackerOwned ? -1 : 1);					}					break;			}		}		else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))		{			switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction			{				case 0:					//reverseCreature(ID, aStack.position, true);					break;				case 1:					reverseCreature(ID, aStack.position, true);					break;				case 2:					reverseCreature(ID, aStack.position, true);					break;				case 3:					reverseCreature(ID, aStack.position, true);					break;				case 4:					//reverseCreature(ID, aStack.position, true);					break;				case 5:					//reverseCreature(ID, aStack.position, true);					break;			}		}	}	attackingInfo = new CAttHelper;	attackingInfo->dest = dest;	attackingInfo->frame = 0;	attackingInfo->hitCount = 0;	attackingInfo->ID = ID;	attackingInfo->IDby = LOCPLINT->cb->battleGetStackByPos(dest)->ID;	attackingInfo->reversing = false;	attackingInfo->posShiftDueToDist = reversedShift;	attackingInfo->shooting = false;	attackingInfo->sh = -1;	switch(BattleInfo::mutualPosition(aStack.position + reversedShift, dest)) //attack direction	{		case 0:			attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);			break;		case 1:			attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);			break;		case 2:			attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);			break;		case 3:			attackingInfo->maxframe = creAnims[ID]->framesInGroup(13);			break;		case 4:			attackingInfo->maxframe = creAnims[ID]->framesInGroup(13);			break;		case 5:			attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);			break;		default:			tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<aStack.position<<" reversed shift: "<<reversedShift<<std::endl;	}}void CBattleInterface::newRound(int number){	console->addText(CGI->generaltexth->allTexts[412]);	//unlock spellbook	bSpell->block(!LOCPLINT->cb->battleCanCastSpell());}void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional){	BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()	ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;	ba->actionType = action;	ba->destinationTile = tile;	ba->stackNumber = stack;	ba->additionalInfo = additional;	givenCommand->setn(ba);	myTurn = false;	activeStack = -1;}bool CBattleInterface::isTileAttackable(const int & number) const{	for(size_t b=0; b<shadedHexes.size(); ++b)	{		if(BattleInfo::mutualPosition(shadedHexes[b], number) != -1 || shadedHexes[b] == number)			return true;	}	return false;}void CBattleInterface::handleEndOfMove(int stackNumber, int destinationTile){	const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackNumber);	if(!movedStack)		return;	if(creAnims[stackNumber]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)	{		if (movedStack->creature->sounds.endMoving)		{			CGI->soundh->playSound(movedStack->creature->sounds.endMoving);		}		creAnims[stackNumber]->setType(21);		//for(int i=0; i<creAnims[number]->framesInGroup(21)*getAnimSpeedMultiplier()-1; ++i)		while(!creAnims[stackNumber]->onLastFrameInGroup())		{			show(screen);			CSDL_Ext::update(screen);			SDL_framerateDelay(LOCPLINT->mainFPSmng);		}	}	creAnims[stackNumber]->setType(2); //resetting to default	CGI->curh->show();	CGI->soundh->stopSound(moveSh);	if(creDir[stackNumber] != (movedStack->owner == attackingHeroInstance->tempOwner))		reverseCreature(stackNumber, destinationTile, movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE));	}void CBattleInterface::hexLclicked(int whichOne){	if((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack	{		if(!myTurn)			return; //we are not permit to do anything		if(spellDestSelectMode)		{			//checking destination			bool allowCasting = true;			bool onlyAlive = spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39; //when casting resurrection or animate dead we should be allow to select dead stack			switch(spellSelMode)			{			case 1:				if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )					allowCasting = false;				break;			case 2:				if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )					allowCasting = false;				break;			case 3:				if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive))					allowCasting = false;				break;			case 4: //TODO: implement this case				break;			}			//destination checked			if(allowCasting)			{				spellToCast->destinationTile = whichOne;				LOCPLINT->cb->battleMakeAction(spellToCast);				endCastingSpell();			}		}		else		{			const CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one			if(!dest || !dest->alive()) //no creature at that tile			{				if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range				{					CGI->curh->changeGraphic(1, 6); //cursor should be changed					if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE))					{						std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);						int shiftedDest = whichOne + (LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1);						if(vstd::contains(acc, whichOne))							giveCommand(2,whichOne,activeStack);						else if(vstd::contains(acc, shiftedDest))							giveCommand(2,shiftedDest,activeStack);					}					else					{						giveCommand(2,whichOne,activeStack);					}				}			}			else if(dest->owner != attackingHeroInstance->tempOwner				&& LOCPLINT->cb->battleCanShoot(activeStack, whichOne) ) //shooting			{				CGI->curh->changeGraphic(1, 6); //cursor should be changed				giveCommand(7,whichOne,activeStack);			}			else if(dest->owner != attackingHeroInstance->tempOwner) //attacking			{				switch(CGI->curh->number)				{				case 12: //from bottom right					{						int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );						if(vstd::contains(shadedHexes, destHex))							giveCommand(6,destHex,activeStack,whichOne);						else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								giveCommand(6,destHex+1,activeStack,whichOne);						}						else //if we are defneder						{							if(vstd::contains(shadedHexes, destHex-1))								giveCommand(6,destHex-1,activeStack,whichOne);						}						break;					}				case 7: //from bottom left					{						int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );						if(vstd::contains(shadedHexes, destHex))							giveCommand(6,destHex,activeStack,whichOne);						else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								giveCommand(6,destHex+1,activeStack,whichOne);						}						else //if we are defneder						{							if(vstd::contains(shadedHexes, destHex-1))								giveCommand(6,destHex-1,activeStack,whichOne);						}						break;					}				case 8: //from left					if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)					{						std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);						if(vstd::contains(acc, whichOne))							giveCommand(6,whichOne - 1,activeStack,whichOne);						else							giveCommand(6,whichOne - 2,activeStack,whichOne);					}					else					{						giveCommand(6,whichOne - 1,activeStack,whichOne);					}					break;				case 9: //from top left					{						int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );						if(vstd::contains(shadedHexes, destHex))							giveCommand(6,destHex,activeStack,whichOne);						else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								giveCommand(6,destHex+1,activeStack,whichOne);						}						else //if we are defneder						{							if(vstd::contains(shadedHexes, destHex-1))								giveCommand(6,destHex-1,activeStack,whichOne);						}						break;					}				case 10: //from top right					{						int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );						if(vstd::contains(shadedHexes, destHex))							giveCommand(6,destHex,activeStack,whichOne);						else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker						{							if(vstd::contains(shadedHexes, destHex+1))								giveCommand(6,destHex+1,activeStack,whichOne);						}						else //if we are defneder						{							if(vstd::contains(shadedHexes, destHex-1))								giveCommand(6,destHex-1,activeStack,whichOne);						}						break;					}				case 11: //from right					if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)					{						std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);						if(vstd::contains(acc, whichOne))							giveCommand(6,whichOne + 1,activeStack,whichOne);						else							giveCommand(6,whichOne + 2,activeStack,whichOne);					}					else					{						giveCommand(6,whichOne + 1,activeStack,whichOne);					}					break;				}				CGI->curh->changeGraphic(1, 6); //cursor should be changed			}		}	}}void CBattleInterface::stackIsShooting(int ID, int dest){	if(attackingInfo != NULL)	{		return; //something went wrong	}	//projectile	float projectileAngle; //in radians; if positive, projectiles goes up	float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)	int fromHex = LOCPLINT->cb->battleGetPos(ID);	projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH));	if(fromHex < dest)		projectileAngle = -projectileAngle;	SProjectileInfo spi;	spi.creID = LOCPLINT->cb->battleGetStackByID(ID)->creature->idNumber;	spi.reverse = !LOCPLINT->cb->battleGetStackByID(ID)->attackerOwned;	spi.step = 0;	spi.frameNum = 0;	spi.spin = CGI->creh->idToProjectileSpin[spi.creID];	std::pair<int, int> xycoord = CBattleHex::getXYUnitAnim(LOCPLINT->cb->battleGetPos(ID), true, LOCPLINT->cb->battleGetStackByID(ID));	std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(dest, false, LOCPLINT->cb->battleGetStackByID(ID)); 	destcoord.first += 250; destcoord.second += 210; //TODO: find a better place to shoot	if(projectileAngle > straightAngle) //upper shot	{		spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetX;		spi.y = xycoord.second + 100 - LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetY;	}	else if(projectileAngle < -straightAngle) //lower shot	{		spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetX;		spi.y = xycoord.second + 150 - LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetY;	}	else //straight shot	{		spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetX;		spi.y = xycoord.second + 125 - LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetY;	}	spi.lastStep = sqrt((float)((destcoord.first - spi.x)*(destcoord.first - spi.x) + (destcoord.second - spi.y) * (destcoord.second - spi.y))) / 40;	if(spi.lastStep == 0)		spi.lastStep = 1;	spi.dx = (destcoord.first - spi.x) / spi.lastStep;	spi.dy = (destcoord.second - spi.y) / spi.lastStep;	//set starting frame	if(spi.spin)	{		spi.frameNum = 0;	}	else	{		spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(idToProjectile[spi.creID]->ourImages.size()-1)))) * (idToProjectile[spi.creID]->ourImages.size()-1);	}	//set delay	spi.animStartDelay = CGI->creh->creatures[spi.creID].attackClimaxFrame;	projectiles.push_back(spi);	//attack aniamtion	attackingInfo = new CAttHelper;	attackingInfo->dest = dest;	attackingInfo->frame = 0;	attackingInfo->hitCount = 0;	attackingInfo->ID = ID;	attackingInfo->reversing = false;	attackingInfo->posShiftDueToDist = 0;	attackingInfo->shooting = true;	attackingInfo->sh = -1;	if(projectileAngle > straightAngle) //upper shot		attackingInfo->shootingGroup = 14;	else if(projectileAngle < -straightAngle) //lower shot		attackingInfo->shootingGroup = 16;	else //straight shot		attackingInfo->shootingGroup = 15;	attackingInfo->maxframe = creAnims[ID]->framesInGroup(attackingInfo->shootingGroup);}void CBattleInterface::battleFinished(const BattleResult& br){	CGI->curh->changeGraphic(0,0);		SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);	CGI->musich->stopMusic();	resWindow = new CBattleResultWindow(br, temp_rect, this);	GH.pushInt(resWindow);}void CBattleInterface::spellCast(SpellCast * sc){	CSpell &spell = CGI->spellh->spells[sc->id];	if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)		bSpell->block(true);	std::vector< std::string > anims; //for magic arrow and ice bolt	if (spell.soundID != soundBase::invalid)		CGI->soundh->playSound(spell.soundID);	switch(sc->id)	{	case 15: //magic arrow		{			//initialization of anims			anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");		}	case 16: //ice bolt		{			if(anims.size() == 0) //initialization of anims			{				anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");			}		} //end of ice bolt only part		{ //common ice bolt and magic arrow part			//initial variables			std::string animToDisplay;			std::pair<int, int> srccoord = sc->side ? std::make_pair(770, 60) : std::make_pair(30, 60);			std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, LOCPLINT->cb->battleGetStackByPos(sc->tile)); //position attacked by arrow			destcoord.first += 250; destcoord.second += 240;			//animation angle			float angle = atan2(float(destcoord.first - srccoord.first), float(destcoord.second - srccoord.second));			//choosing animation by angle			if(angle > 1.50)				animToDisplay = anims[0];			else if(angle > 1.20)				animToDisplay = anims[1];			else if(angle > 0.90)				animToDisplay = anims[2];			else if(angle > 0.60)				animToDisplay = anims[3];			else				animToDisplay = anims[4];			//displaying animation			int steps = sqrt((float)((destcoord.first - srccoord.first)*(destcoord.first - srccoord.first) + (destcoord.second - srccoord.second) * (destcoord.second - srccoord.second))) / 40;			if(steps <= 0)				steps = 1;			CDefHandler * animDef = CDefHandler::giveDef(animToDisplay);			int dx = (destcoord.first - srccoord.first - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.second - srccoord.second - animDef->ourImages[0].bitmap->h)/steps;			SDL_Rect buf;			SDL_GetClipRect(screen, &buf);			SDL_SetClipRect(screen, &pos); //setting rect we can blit to			for(int g=0; g<steps; ++g)			{				show(screen);				SDL_Rect & srcr = animDef->ourImages[g%animDef->ourImages.size()].bitmap->clip_rect;				SDL_Rect dstr = genRect(srcr.h, srcr.w, srccoord.first + g*dx, srccoord.second + g*dy);				SDL_BlitSurface(animDef->ourImages[g%animDef->ourImages.size()].bitmap, &srcr, screen, &dstr);				CSDL_Ext::update(screen);				SDL_framerateDelay(LOCPLINT->mainFPSmng);			}			SDL_SetClipRect(screen, &buf); //restoring previous clip rect			break; //for 15 and 16 cases		}	case 17: //lightning bolt		displayEffect(1, sc->tile);		displayEffect(spell.mainEffectAnim, sc->tile);		break;	case 35: //dispel	case 37: //cure	case 38: //resurrection	case 39: //animate dead		for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)		{			displayEffect(spell.mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*it, false)->position);		}		break;	} //switch(sc->id)	//support for resistance	for(int j=0; j<sc->resisted.size(); ++j)	{		int tile = LOCPLINT->cb->battleGetStackByID(sc->resisted[j])->position;		displayEffect(78, tile);	}}void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse){	for(std::set<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)	{		displayEffect(CGI->spellh->spells[sse.effect.id].mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*ci)->position);	}	redrawBackgroundWithHexes(activeStack);}void CBattleInterface::castThisSpell(int spellID){	BattleAction * ba = new BattleAction;	ba->actionType = 1;	ba->additionalInfo = spellID; //spell number	ba->destinationTile = -1;	ba->stackNumber = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? -1 : -2;	ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;	spellToCast = ba;	spellDestSelectMode = true;	//choosing possible tragets	const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance;	spellSelMode = 0;	if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature	{		switch(CGI->spellh->spells[spellID].positiveness)		{		case -1 :			spellSelMode = 2;			break;		case 0:			spellSelMode = 3;			break;		case 1:			spellSelMode = 1;			break;		}	}	if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_1") != std::string::npos ||		CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert	{		if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)		{			switch(CGI->spellh->spells[spellID].positiveness)			{			case -1 :				spellSelMode = 2;				break;			case 0:				spellSelMode = 3;				break;			case 1:				spellSelMode = 1;				break;			}		}		else		{			spellSelMode = -1;		}	}	if(spellSelMode == -1) //user does not have to select location	{		spellToCast->destinationTile = -1;		LOCPLINT->cb->battleMakeAction(spellToCast);		delete spellToCast;		spellToCast = NULL;		spellDestSelectMode = false;		CGI->curh->changeGraphic(1, 6);	}	else	{		CGI->curh->changeGraphic(3, 0); 	}}void CBattleInterface::displayEffect(ui32 effect, int destTile){	if(effect == 12) //armageddon	{		if(graphics->battleACToDef[effect].size() != 0)		{			CDefHandler * anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);			for(int i=0; i * anim->width < pos.w ; ++i)			{				for(int j=0; j * anim->height < pos.h ; ++j)				{					SBattleEffect be;					be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);					be.frame = 0;					be.maxFrame = be.anim->ourImages.size();					be.x = i * anim->width;					be.y = j * anim->height;					battleEffects.push_back(be);				}			}		}	}	else	{		if(graphics->battleACToDef[effect].size() != 0)		{			SBattleEffect be;			be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);			be.frame = 0;			be.maxFrame = be.anim->ourImages.size();			be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45;			be.y = 105 + 42 * (destTile/BFIELD_WIDTH);			if(effect != 1 && effect != 0)			{				be.x -= be.anim->ourImages[0].bitmap->w/2;				be.y -= be.anim->ourImages[0].bitmap->h/2;			}			else if(effect == 1)			{				be.x -= be.anim->ourImages[0].bitmap->w;				be.y -= be.anim->ourImages[0].bitmap->h;			}			else if (effect == 0)			{				be.x -= be.anim->ourImages[0].bitmap->w/2;				be.y -= be.anim->ourImages[0].bitmap->h;			}			battleEffects.push_back(be);		}	}	//battleEffects }void CBattleInterface::setAnimSpeed(int set){	settings.animSpeed = set;}int CBattleInterface::getAnimSpeed() const{	return settings.animSpeed;}float CBattleInterface::getAnimSpeedMultiplier() const{	switch(settings.animSpeed)	{	case 1:		return 3.5f;	case 2:		return 2.2f;	case 4:		return 1.0f;	default:		return 0.0f;	}}void CBattleInterface::endCastingSpell(){	assert(spellDestSelectMode);	delete spellToCast;	spellToCast = NULL;	spellDestSelectMode = false;	CGI->curh->changeGraphic(1, 6);}void CBattleInterface::attackingShowHelper(){	if(attackingInfo && !attackingInfo->reversing)	{		if(attackingInfo->frame == 0)		{			const CStack * aStack = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack			if(attackingInfo->shooting)			{				// TODO: I see that we enter this function twice with				// attackingInfo->frame==0, so all the inits are done				// twice. The following is just a workaround until				// that is fixed. Once done, we can get rid of				// attackingInfo->sh				if (attackingInfo->sh == -1)					attackingInfo->sh = CGI->soundh->playSound(aStack->creature->sounds.shoot);				creAnims[attackingInfo->ID]->setType(attackingInfo->shootingGroup);			}			else			{				// TODO: see comment above				if (attackingInfo->sh == -1)					attackingInfo->sh = CGI->soundh->playSound(aStack->creature->sounds.attack);				std::map<int, int> dirToType = boost::assign::map_list_of (0, 11)(1, 11)(2, 12)(3, 13)(4, 13)(5, 12);				int type; //dependent on attack direction				if(aStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))				{					type = dirToType[ BattleInfo::mutualPosition(aStack->position + attackingInfo->posShiftDueToDist, attackingInfo->dest) ]; //attack direction				}				else //else for if(aStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))				{					type = BattleInfo::mutualPosition(aStack->position, attackingInfo->dest);				}				creAnims[attackingInfo->ID]->setType(type);			}		}		else if(attackingInfo->frame == (attackingInfo->maxframe - 1))		{			attackingInfo->reversing = true;			const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack			if(aStackp == NULL)				return;			CStack aStack = *aStackp;			if(aStack.attackerOwned)			{				if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))				{					switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction					{						case 0:							//reverseCreature(ID, aStack.position, true);							break;						case 1:							break;						case 2:							break;						case 3:							break;						case 4:							//reverseCreature(ID, aStack.position, true);							break;						case 5:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;						case -1:							if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest							{								reverseCreature(attackingInfo->ID, aStack.position, true);							}							break;					}				}				else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))				{					switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction					{						case 0:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;						case 1:							break;						case 2:							break;						case 3:							break;						case 4:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;						case 5:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;					}				}			}			else //if(aStack.attackerOwned)			{				if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))				{					switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction					{						case 0:							//reverseCreature(ID, aStack.position, true);							break;						case 1:							break;						case 2:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;						case 3:							break;						case 4:							//reverseCreature(ID, aStack.position, true);							break;						case 5:							//reverseCreature(ID, aStack.position, true);							break;						case -1:							if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest							{								reverseCreature(attackingInfo->ID, aStack.position, true);							}							break;					}				}				else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))				{					switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction					{						case 0:							//reverseCreature(ID, aStack.position, true);							break;						case 1:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;						case 2:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;						case 3:							reverseCreature(attackingInfo->ID, aStack.position, true);							break;						case 4:							//reverseCreature(ID, aStack.position, true);							break;						case 5:							//reverseCreature(ID, aStack.position, true);							break;					}				}			}			attackingInfo->reversing = false;			creAnims[attackingInfo->ID]->setType(2);			delete attackingInfo;			attackingInfo = NULL;		}		if(attackingInfo)		{			attackingInfo->hitCount++;			if(attackingInfo->hitCount%(4/settings.animSpeed) == 0)				attackingInfo->frame++;		}	}}void CBattleInterface::redrawBackgroundWithHexes(int activeStack){	shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack, true);	//preparating background graphic with hexes and shaded hexes	blitAt(background, 0, 0, backgroundWithHexes);	if(settings.printCellBorders)		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);	if(settings.printStackRange)	{		for(size_t m=0; m<shadedHexes.size(); ++m) //rows		{			int i = shadedHexes[m]/BFIELD_WIDTH; //row			int j = shadedHexes[m]%BFIELD_WIDTH-1; //column			int x = 58 + (i%2==0 ? 22 : 0) + 44*j;			int y = 86 + 42 * i;			CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &genRect(cellShade->h, cellShade->w, x, y));		}	}}void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby){	char tabh[200];	const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);	const CStack * defender = LOCPLINT->cb->battleGetStackByID(ID, false);	int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->amount > 1 ? 377 : 376].c_str(),		(attacker->amount > 1 ? attacker->creature->namePl.c_str() : attacker->creature->nameSing.c_str()),		dmg);	if(killed > 0)	{		if(killed > 1)		{			sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender->creature->namePl.c_str());		}		else //killed == 1		{			sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender->creature->nameSing.c_str());		}	}	console->addText(std::string(tabh));}void CBattleInterface::projectileShowHelper(SDL_Surface * to){	if(to == NULL)		to = screen;	std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;	for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)	{		if(it->animStartDelay>0)		{			--(it->animStartDelay);			continue;		}		SDL_Rect dst;		dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;		dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;		dst.x = it->x;		dst.y = it->y;		if(it->reverse)		{			SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);			CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);			SDL_FreeSurface(rev);		}		else		{			CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);		}		//actualizing projectile		++it->step;		if(it->step == it->lastStep)		{			toBeDeleted.insert(toBeDeleted.end(), it);		}		else		{			it->x += it->dx;			it->y += it->dy;			if(it->spin)			{				++(it->frameNum);				it->frameNum %= idToProjectile[it->creID]->ourImages.size();			}		}	}	for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)	{		projectiles.erase(*it);	}}void CBattleHero::show(SDL_Surface *to){	//animation of flag	if(flip)	{		CSDL_Ext::blit8bppAlphaTo24bpp(			flag->ourImages[flagAnim].bitmap,			NULL,			screen,			&genRect(				flag->ourImages[flagAnim].bitmap->h,				flag->ourImages[flagAnim].bitmap->w,				62 + pos.x,				39 + pos.y			)		);	}	else	{		CSDL_Ext::blit8bppAlphaTo24bpp(			flag->ourImages[flagAnim].bitmap,			NULL,			screen,			&genRect(				flag->ourImages[flagAnim].bitmap->h,				flag->ourImages[flagAnim].bitmap->w,				71 + pos.x,				39 + pos.y			)		);	}	++flagAnimCount;	if(flagAnimCount%4==0)	{		++flagAnim;		flagAnim %= flag->ourImages.size();	}	//animation of hero	int tick=-1;	for(int i=0; i<dh->ourImages.size(); ++i)	{		if(dh->ourImages[i].groupNumber==phase)			++tick;		if(tick==image)		{			SDL_Rect posb = pos;			CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);			if(phase != 4 || nextPhase != -1 || image < 4)			{				if(flagAnimCount%2==0)				{					++image;				}				if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame				{					image = 0;				}			}			if(phase == 4 && nextPhase != -1 && image == 7)			{				phase = nextPhase;				nextPhase = -1;				image = 0;			}			break;		}	}}void CBattleHero::activate(){	activateLClick();}void CBattleHero::deactivate(){	deactivateLClick();}void CBattleHero::setPhase(int newPhase){	if(phase != 4)	{		phase = newPhase;		image = 0;	}	else	{		nextPhase = newPhase;	}}void CBattleHero::clickLeft(tribool down, bool previousState){	if(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions	{		for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield		{			if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)				return;		}		CGI->curh->changeGraphic(0,0);		CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero);		GH.pushInt(spellWindow);	}}CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0){	dh = CDefHandler::giveDef( defName );	for(int i=0; i<dh->ourImages.size(); ++i) //transforming images	{		if(flip)		{			SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);			SDL_FreeSurface(dh->ourImages[i].bitmap);			dh->ourImages[i].bitmap = hlp;		}		CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);	}	dh->alphaTransformed = true;	if(flip)		flag = CDefHandler::giveDef("CMFLAGR.DEF");	else		flag = CDefHandler::giveDef("CMFLAGL.DEF");	//coloring flag and adding transparency	for(int i=0; i<flag->ourImages.size(); ++i)	{		CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);		graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);	}}CBattleHero::~CBattleHero(){	delete dh;	delete flag;}std::pair<int, int> CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack){	std::pair<int, int> ret = std::make_pair(-500, -500); //returned value	ret.second = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y	//counting x	if(attacker)	{		ret.first = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);	}	else	{		ret.first = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);	}	//shifting position for double - hex creatures	if(stack && stack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))	{		if(attacker)		{			ret.first -= 42;		}		else		{			ret.first += 42;		}	}	//returning	return ret;}void CBattleHex::activate(){	activateHover();	activateMouseMove();	activateLClick();	activateRClick();}void CBattleHex::deactivate(){	deactivateHover();	deactivateMouseMove();	deactivateLClick();	deactivateRClick();}void CBattleHex::hover(bool on){	hovered = on;	//Hoverable::hover(on);	if(!on && setAlterText)	{		myInterface->console->alterTxt = std::string();		setAlterText = false;	}}CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL){}void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent){	if(myInterface->cellShade)	{		if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex		{			strictHovered = false;		}		else //hovered pixel is inside hex		{			strictHovered = true;		}	}	if(hovered && strictHovered) //print attacked creature to console	{		if(myInterface->console->alterTxt.size() == 0 && LOCPLINT->cb->battleGetStack(myNumber) != -1 &&			LOCPLINT->cb->battleGetStackByPos(myNumber)->owner != LOCPLINT->playerID &&			LOCPLINT->cb->battleGetStackByPos(myNumber)->alive())		{			char tabh[160];			CStack attackedStack = *LOCPLINT->cb->battleGetStackByPos(myNumber);			const std::string & attackedName = attackedStack.amount == 1 ? attackedStack.creature->nameSing : attackedStack.creature->namePl;			sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());			myInterface->console->alterTxt = std::string(tabh);			setAlterText = true;		}	}	else if(setAlterText)	{		myInterface->console->alterTxt = std::string();		setAlterText = false;	}}void CBattleHex::clickLeft(tribool down, bool previousState){	if(!down && hovered && strictHovered) //we've been really clicked!	{		myInterface->hexLclicked(myNumber);	}}void CBattleHex::clickRight(tribool down, bool previousState){	int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile	if(hovered && strictHovered && stID!=-1)	{		const CStack & myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info		if(!myst.alive()) return;		StackState *pom = NULL;		if(down)		{			pom = new StackState();			const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance;			pom->attackBonus = myst.Attack() - myst.creature->attack;			pom->defenseBonus = myst.Defense() - myst.creature->defence;			pom->luck = myst.Luck();			pom->morale = myst.Morale();			pom->speedBonus = myst.Speed() - myst.creature->speed;			pom->healthBonus = myst.MaxHealth() - myst.creature->hitPoints;			if(myst.hasFeatureOfType(StackFeature::SIEGE_WEAPON))				pom->dmgMultiplier = h->getPrimSkillLevel(0) + 1;			else				pom->dmgMultiplier = 1;			pom->shotsLeft = myst.shots;			for(int vb=0; vb<myst.effects.size(); ++vb)			{				pom->effects.insert(myst.effects[vb].id);			}			pom->currentHealth = myst.firstHPleft;			GH.pushInt(new CCreInfoWindow(myst.creature->idNumber, 0, myst.amount, pom, 0, 0, NULL));		}		delete pom;	}}CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0){}CBattleConsole::~CBattleConsole(){	texts.clear();}void CBattleConsole::show(SDL_Surface * to){	if(ingcAlter.size())	{		CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);	}	else if(alterTxt.size())	{		CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);	}	else if(texts.size())	{		if(texts.size()==1)		{			CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);		}		else		{			CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);			CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 80, zwykly, to);		}	}}bool CBattleConsole::addText(const std::string & text){	if(text.size()>70)		return false; //text too long!	int firstInToken = 0;	for(int i=0; i<text.size(); ++i) //tokenize	{		if(text[i] == 10)		{			texts.push_back( text.substr(firstInToken, i-firstInToken) );			firstInToken = i+1;		}	}	texts.push_back( text.substr(firstInToken, text.size()) );	lastShown = texts.size()-1;	return true;}void CBattleConsole::eraseText(unsigned int pos){	if(pos < texts.size())	{		texts.erase(texts.begin() + pos);		if(lastShown == texts.size())			--lastShown;	}}void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos){	if(pos >= texts.size()) //no such pos		return;	texts[pos] = text;}void CBattleConsole::scrollUp(unsigned int by){	if(lastShown > by)		lastShown -= by;}void CBattleConsole::scrollDown(unsigned int by){	if(lastShown + by < texts.size())		lastShown += by;}CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner){	this->pos = pos;	background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);	graphics->blueToPlayersAdv(background, LOCPLINT->playerID);	SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);	SDL_FreeSurface(background);	background = pom;	exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);	if(br.winner==0) //attacker won	{		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 60, 122, GEOR13, zwykly, background);		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 410, 122, GEOR13, zwykly, background);	}	else //if(br.winner==1)	{		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 60, 122, GEOR13, zwykly, background);		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 410, 122, GEOR13, zwykly, background);	}		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 235, 299, GEOR16, tytulowy, background);	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 235, 329, GEOR16, zwykly, background);	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 235, 426, GEOR16, zwykly, background);	std::string attackerName, defenderName;	if(owner->attackingHeroInstance) //a hero attacked	{		SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38));		//setting attackerName		attackerName = owner->attackingHeroInstance->name;	}	else //a monster attacked	{		int bestMonsterID = -1;		int bestPower = 0;		for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army1->slots.begin(); it!=owner->army1->slots.end(); ++it)		{			if( CGI->creh->creatures[it->first].AIValue > bestPower)			{				bestPower = CGI->creh->creatures[it->first].AIValue;				bestMonsterID = it->first;			}		}		SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));		//setting attackerName		attackerName =  CGI->creh->creatures[bestMonsterID].namePl;	}	if(owner->defendingHeroInstance) //a hero defended	{		SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 391, 38));		//setting defenderName		defenderName = owner->defendingHeroInstance->name;	}	else //a monster defended	{		int bestMonsterID = -1;		int bestPower = 0;		for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army2->slots.begin(); it!=owner->army2->slots.end(); ++it)		{			if( CGI->creh->creatures[it->second.first].AIValue > bestPower)			{				bestPower = CGI->creh->creatures[it->second.first].AIValue;				bestMonsterID = it->second.first;			}		}		SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 391, 38));		//setting defenderName		defenderName =  CGI->creh->creatures[bestMonsterID].namePl;	}	//printing attacker and defender's names	CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background);	CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, zwykly, background);	//printing casualities	for(int step = 0; step < 2; ++step)	{		if(br.casualties[step].size()==0)		{			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, GEOR16, zwykly, background);		}		else		{			int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture			int yPos = 344 + step*97;			for(std::set<std::pair<ui32,si32> >::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)			{				blitAt(graphics->smallImgs[it->first], xPos, yPos, background);				std::ostringstream amount;				amount<<it->second;				CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);				xPos += 42;			}		}	}	//printing result description	bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner);	switch(br.result)	{	case 0: //normal victory		if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won		{			CGI->musich->playMusic(musicBase::winBattle);#ifdef _WIN32			CGI->videoh->open(VIDEO_WIN);#else			CGI->videoh->open(VIDEO_WIN, true);#endif			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);		}		else		{			CGI->musich->playMusic(musicBase::loseCombat);			CGI->videoh->open(VIDEO_LOSE_BATTLE_START);			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);		}		break;	case 1: //flee		if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won		{			CGI->musich->playMusic(musicBase::winBattle);#ifdef _WIN32			CGI->videoh->open(VIDEO_WIN);#else			CGI->videoh->open(VIDEO_WIN, true);#endif			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);		}		else		{			CGI->musich->playMusic(musicBase::retreatBattle);			CGI->videoh->open(VIDEO_RETREAT_START);			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);		}		break;	case 2: //surrender		if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won		{			CGI->musich->playMusic(musicBase::winBattle);#ifdef _WIN32			CGI->videoh->open(VIDEO_WIN);#else			CGI->videoh->open(VIDEO_WIN, true);#endif			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);		}		else		{			CGI->musich->playMusic(musicBase::surrenderBattle);			CGI->videoh->open(VIDEO_SURRENDER);			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);		}		break;	}}CBattleResultWindow::~CBattleResultWindow(){	SDL_FreeSurface(background);}void CBattleResultWindow::activate(){	LOCPLINT->showingDialog->set(true);	exit->activate();}void CBattleResultWindow::deactivate(){	exit->deactivate();}void CBattleResultWindow::show(SDL_Surface *to){	//evaluating to	if(!to)		to = screen;	CGI->videoh->update(107, 70, background, false, true);	SDL_BlitSurface(background, NULL, to, &pos);	exit->show(to);}void CBattleResultWindow::bExitf(){	GH.popInts(2); //first - we; second - battle interface	LOCPLINT->showingDialog->setn(false);	CGI->videoh->close();}CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner){	pos = position;	background = BitmapHandler::loadBitmap("comopbck.bmp", true);	graphics->blueToPlayersAdv(background, LOCPLINT->playerID);	viewGrid = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintCellBorders, owner, true), boost::bind(&CBattleInterface::setPrintCellBorders, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[427].first)(3,CGI->generaltexth->zelp[427].first), CGI->generaltexth->zelp[427].second, false, "sysopchk.def", NULL, 185, 140, false);	viewGrid->select(owner->settings.printCellBorders);	movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 185, 173, false);	movementShadow->select(owner->settings.printStackRange);	mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 185, 207, false);	mouseShadow->select(owner->settings.printMouseShadow);	animSpeeds = new CHighlightableButtonsGroup(0);	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1);	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2);	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4);	animSpeeds->select(owner->getAnimSpeed(), 1);	animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);	setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def");	std::swap(setToDefault->imgs[0][0], setToDefault->imgs[0][1]);	exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN);	std::swap(exit->imgs[0][0], exit->imgs[0][1]);	//printing texts to background	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 240, 32, GEOR16, tytulowy, background); //window title	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 211, GEOR16, tytulowy, background); //animation speed	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 292, GEOR16, tytulowy, background); //music volume	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 358, GEOR16, tytulowy, background); //effects' volume	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 64, GEOR16, tytulowy, background); //auto - combat options	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 264, GEOR16, tytulowy, background); //creature info		//auto - combat options	CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 87, GEOR16, zwykly, background); //creatures	CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 117, GEOR16, zwykly, background); //spells	CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 147, GEOR16, zwykly, background); //catapult	CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 177, GEOR16, zwykly, background); //ballista	CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 207, GEOR16, zwykly, background); //first aid tent		//creature info	CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 286, GEOR16, zwykly, background); //all stats	CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 316, GEOR16, zwykly, background); //spells only			//general options	CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 58, GEOR16, zwykly, background); //hex grid	CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 91, GEOR16, zwykly, background); //movement shadow	CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, GEOR16, zwykly, background); //cursor shadow	CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 157, GEOR16, zwykly, background); //spellbook animation	//texts printed}CBattleOptionsWindow::~CBattleOptionsWindow(){	SDL_FreeSurface(background);	delete setToDefault;	delete exit;	delete viewGrid;	delete movementShadow;	delete animSpeeds;	delete mouseShadow;}void CBattleOptionsWindow::activate(){	setToDefault->activate();	exit->activate();	viewGrid->activate();	movementShadow->activate();	animSpeeds->activate();	mouseShadow->activate();}void CBattleOptionsWindow::deactivate(){	setToDefault->deactivate();	exit->deactivate();	viewGrid->deactivate();	movementShadow->deactivate();	animSpeeds->deactivate();	mouseShadow->deactivate();}void CBattleOptionsWindow::show(SDL_Surface *to){	if(!to) //"evaluating" to		to = screen;	SDL_BlitSurface(background, NULL, to, &pos);	setToDefault->show(to);	exit->show(to);	viewGrid->show(to);	movementShadow->show(to);	animSpeeds->show(to);	mouseShadow->show(to);}void CBattleOptionsWindow::bDefaultf(){}void CBattleOptionsWindow::bExitf(){	GH.popIntTotally(this);}
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