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							- #include "CBattleInterface.h"
 
- #include "CGameInfo.h"
 
- #include "../lib/CLodHandler.h"
 
- #include "SDL_Extensions.h"
 
- #include "CAdvmapInterface.h"
 
- #include "AdventureMapButton.h"
 
- #include "CAnimation.h"
 
- #include "../lib/CObjectHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "CDefHandler.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "CMusicHandler.h"
 
- #include "CMessage.h"
 
- #include "CCursorHandler.h"
 
- #include "../CCallback.h"
 
- #include "../lib/BattleState.h"
 
- #include "../lib/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 "CCreatureWindow.h"
 
- #include "CVideoHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/map.h"
 
- #include <boost/assign/list_of.hpp>
 
- #include <boost/foreach.hpp>
 
- #include <boost/lexical_cast.hpp>
 
- #include <boost/algorithm/string/replace.hpp>
 
- #ifndef __GNUC__
 
- const double M_PI = 3.14159265358979323846;
 
- #else
 
- #define _USE_MATH_DEFINES
 
- #include <cmath>
 
- #endif
 
- #include <boost/format.hpp>
 
- const time_t CBattleInterface::HOVER_ANIM_DELTA = 1;
 
- /*
 
-  * 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 SDL_Color zwykly;
 
- CondSh<bool> CBattleInterface::animsAreDisplayed;
 
- struct CMP_stack2
 
- {
 
- 	inline bool operator ()(const CStack& a, const CStack& b)
 
- 	{
 
- 		return (a.Speed())>(b.Speed());
 
- 	}
 
- } cmpst2 ;
 
- static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float bCor)
 
- {
 
- 	SDL_Color * colorsToChange = surf->format->palette->colors;
 
- 	for(int g=0; g<surf->format->palette->ncolors; ++g)
 
- 	{
 
- 		if((colorsToChange+g)->b != 132 &&
 
- 			(colorsToChange+g)->g != 231 &&
 
- 			(colorsToChange+g)->r != 255) //it's not yellow border
 
- 		{
 
- 			(colorsToChange+g)->r = (float)((colorsToChange+g)->r) * rCor;
 
- 			(colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor;
 
- 			(colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor;
 
- 		}
 
- 	}
 
- }
 
- ////////////////////////Battle helpers
 
- //general anim
 
- void CBattleAnimation::endAnim()
 
- {
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
 
- 	{
 
- 		if(it->first == this)
 
- 		{
 
- 			it->first = NULL;
 
- 		}
 
- 	}
 
- }
 
- bool CBattleAnimation::isEarliest(bool perStackConcurrency)
 
- {
 
- 	int lowestMoveID = owner->animIDhelper + 5;
 
- 	CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
 
- 	CSpellEffectAnim * thSen = dynamic_cast<CSpellEffectAnim *>(this);
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
 
- 	{
 
- 		CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
 
- 		CSpellEffectAnim * sen = dynamic_cast<CSpellEffectAnim *>(it->first);
 
- 		if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
 
- 			continue;
 
- 		if(sen && thSen && sen != thSen && perStackConcurrency)
 
- 			continue;
 
- 		CReverseAnim * revAnim = dynamic_cast<CReverseAnim *>(stAnim);
 
- 		if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
 
- 			return false;
 
- 		if(it->first)
 
- 			amin(lowestMoveID, it->first->ID);
 
- 	}
 
- 	return ID == lowestMoveID || lowestMoveID == (owner->animIDhelper + 5);
 
- }
 
- CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
 
- : owner(_owner), ID(_owner->animIDhelper++)
 
- {}
 
- //Dummy animation
 
- bool CDummyAnim::init()
 
- {
 
- 	return true;
 
- }
 
- void CDummyAnim::nextFrame()
 
- {
 
- 	counter++;
 
- 	if(counter > howMany)
 
- 		endAnim();
 
- }
 
- void CDummyAnim::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
 
- {
 
- }
 
- //effect animation
 
- bool CSpellEffectAnim::init()
 
- {
 
- 	if(!isEarliest(true))
 
- 		return false;
 
- 	if(effect == 12) //armageddon
 
- 	{
 
- 		if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
 
- 		{
 
- 			CDefHandler * anim;
 
- 			if(customAnim.size())
 
- 				anim = CDefHandler::giveDef(customAnim);
 
- 			else
 
- 				anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
 
- 			if (Vflip)
 
- 			{
 
- 				for (int v=0; v<anim->ourImages.size(); ++v)
 
- 				{
 
- 					CSDL_Ext::VflipSurf(anim->ourImages[v].bitmap);
 
- 				}
 
- 			}
 
- 			for(int i=0; i * anim->width < owner->pos.w ; ++i)
 
- 			{
 
- 				for(int j=0; j * anim->height < owner->pos.h ; ++j)
 
- 				{
 
- 					SBattleEffect be;
 
- 					be.effectID = ID;
 
- 					be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
 
- 					if (Vflip)
 
- 					{
 
- 						for (int v=0; v<be.anim->ourImages.size(); ++v)
 
- 						{
 
- 							CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
 
- 						}
 
- 					}
 
- 					be.frame = 0;
 
- 					be.maxFrame = be.anim->ourImages.size();
 
- 					be.x = i * anim->width + owner->pos.x;
 
- 					be.y = j * anim->height + owner->pos.y;
 
- 					owner->battleEffects.push_back(be);
 
- 				}
 
- 			}
 
- 		}
 
- 		else //there is nothing to play
 
- 		{
 
- 			endAnim();
 
- 			return false;
 
- 		}
 
- 	}
 
- 	else // Effects targeted at a specific creature/hex.
 
- 	{
 
- 		if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
 
- 		{
 
- 			const CStack* destStack = owner->curInt->cb->battleGetStackByPos(destTile, false);
 
- 			Rect &tilePos = owner->bfield[destTile].pos;
 
- 			SBattleEffect be;
 
- 			be.effectID = ID;
 
- 			if(customAnim.size())
 
- 				be.anim = CDefHandler::giveDef(customAnim);
 
- 			else
 
- 				be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
 
- 			if (Vflip)
 
- 			{
 
- 				for (int v=0; v<be.anim->ourImages.size(); ++v)
 
- 				{
 
- 					CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
 
- 				}
 
- 			}
 
- 			be.frame = 0;
 
- 			be.maxFrame = be.anim->ourImages.size();
 
- 			if(effect == 1)
 
- 				be.maxFrame = 3;
 
- 			switch (effect)
 
- 			{
 
- 			case -1:
 
- 				be.x = x;
 
- 				be.y = y;
 
- 				break;
 
- 			case 0: // Prayer and Lightning Bolt.
 
- 			case 1:
 
- 				// Position effect with it's bottom center touching the bottom center of affected tile(s).
 
- 				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
 
- 				be.y = tilePos.y + tilePos.h - be.anim->height;
 
- 				break;
 
- 			default:
 
- 				// Position effect with it's center touching the top center of affected tile(s).
 
- 				be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
 
- 				be.y = tilePos.y - be.anim->height/2;
 
- 				break;
 
- 			}
 
- 			// Correction for 2-hex creatures.
 
- 			if (destStack != NULL && destStack->doubleWide())
 
- 				be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
 
- 			owner->battleEffects.push_back(be);
 
- 		}
 
- 		else //there is nothing to play
 
- 		{
 
- 			endAnim();
 
- 			return false;
 
- 		}
 
- 	}
 
- 	//battleEffects 
 
- 	return true;
 
- }
 
- void CSpellEffectAnim::nextFrame()
 
- {
 
- 	//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
 
- 	for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
 
- 	{
 
- 		if(it->effectID == ID)
 
- 		{
 
- 			++(it->frame);
 
- 			if(it->frame == it->maxFrame)
 
- 			{
 
- 				endAnim();
 
- 				break;
 
- 			}
 
- 			else
 
- 			{
 
- 				it->x += dx;
 
- 				it->y += dy;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CSpellEffectAnim::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	std::vector<std::list<SBattleEffect>::iterator> toDel;
 
- 	for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
 
- 	{
 
- 		if(it->effectID == ID)
 
- 		{
 
- 			toDel.push_back(it);
 
- 		}
 
- 	}
 
- 	for(int b=0; b<toDel.size(); ++b)
 
- 	{
 
- 		delete toDel[b]->anim;
 
- 		owner->battleEffects.erase(toDel[b]);
 
- 	}
 
- 	delete this;
 
- }
 
- CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx, int _dy, bool _Vflip)
 
- :CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), dx(_dx), dy(_dy), Vflip(_Vflip)
 
- {
 
- }
 
- CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip)
 
- :CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip)
 
- {
 
- }
 
- //stack's aniamtion
 
- CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack)
 
- : CBattleAnimation(_owner), stack(_stack)
 
- {
 
- }
 
- bool CBattleStackAnimation::isToReverseHlp(THex hexFrom, THex hexTo, bool curDir)
 
- {
 
- 	int fromMod = hexFrom % BFIELD_WIDTH;
 
- 	int fromDiv = hexFrom / BFIELD_WIDTH;
 
- 	int toMod = hexTo % BFIELD_WIDTH;
 
- 	if(curDir && fromMod < toMod)
 
- 		return false;
 
- 	else if(curDir && fromMod > toMod)
 
- 		return true;
 
- 	else if(curDir && fromMod == toMod)
 
- 	{
 
- 		return fromDiv % 2 == 0;
 
- 	}
 
- 	else if(!curDir && fromMod < toMod)
 
- 		return true;
 
- 	else if(!curDir && fromMod > toMod)
 
- 		return false;
 
- 	else if(!curDir && fromMod == toMod)
 
- 	{
 
- 		return fromDiv % 2 == 1;
 
- 	}
 
- 	tlog1 << "Catastrope in CBattleStackAnimation::isToReverse!" << std::endl;
 
- 	return false; //should never happen
 
- }
 
- bool CBattleStackAnimation::isToReverse(THex hexFrom, THex hexTo, bool curDir, bool toDoubleWide, bool toDir)
 
- {
 
- 	if(hexTo < 0) //turret
 
- 		return false;
 
- 	if(toDoubleWide)
 
- 	{
 
- 		return isToReverseHlp(hexFrom, hexTo, curDir) &&
 
- 			(toDir ? isToReverseHlp(hexFrom, hexTo-1, curDir) : isToReverseHlp(hexFrom, hexTo+1, curDir) );
 
- 	}
 
- 	else
 
- 	{
 
- 		return isToReverseHlp(hexFrom, hexTo, curDir);
 
- 	}
 
- }
 
- CCreatureAnimation * CBattleStackAnimation::myAnim()
 
- {
 
- 	return owner->creAnims[stack->ID];
 
- }
 
- //revering animation
 
- bool CReverseAnim::init()
 
- {
 
- 	if(myAnim() == NULL || myAnim()->getType() == 5)
 
- 	{
 
- 		endAnim();
 
- 		return false; //there is no such creature
 
- 	}
 
- 	if(!priority && !isEarliest(false))
 
- 		return false;
 
- 	
 
- 	if(myAnim()->framesInGroup(CCreatureAnim::TURN_R))
 
- 		myAnim()->setType(CCreatureAnim::TURN_R);
 
- 	else
 
- 		setupSecondPart();
 
- 		
 
- 	return true;
 
- }
 
- void CReverseAnim::nextFrame()
 
- {
 
- 	if(partOfAnim == 1) //first part of animation
 
- 	{
 
- 		if(myAnim()->onLastFrameInGroup())
 
- 		{
 
- 			partOfAnim = 2;
 
- 		}
 
- 	}
 
- 	else if(partOfAnim == 2)
 
- 	{
 
- 		if(!secondPartSetup)
 
- 		{
 
- 			setupSecondPart();
 
- 		}
 
- 		if(myAnim()->onLastFrameInGroup())
 
- 		{
 
- 			endAnim();
 
- 		}
 
- 	}
 
- }
 
- void CReverseAnim::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	if( stack->alive() )//don't do that if stack is dead
 
- 		myAnim()->setType(CCreatureAnim::HOLDING);
 
- 	delete this;
 
- }
 
- CReverseAnim::CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority)
 
- : CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority)
 
- {
 
- }
 
- void CReverseAnim::setupSecondPart()
 
- {
 
- 	owner->creDir[stack->ID] = !owner->creDir[stack->ID];
 
- 	if(!stack)
 
- 	{
 
- 		endAnim();
 
- 		return;
 
- 	}
 
- 	Point coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stack->ID], stack, owner);
 
- 	myAnim()->pos.x = coords.x;
 
- 	//creAnims[stackID]->pos.y = coords.second;
 
- 	if(stack->doubleWide())
 
- 	{
 
- 		if(stack->attackerOwned)
 
- 		{
 
- 			if(!owner->creDir[stack->ID])
 
- 				myAnim()->pos.x -= 44;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(owner->creDir[stack->ID])
 
- 				myAnim()->pos.x += 44;
 
- 		}
 
- 	}
 
- 	secondPartSetup = true;
 
- 	if(myAnim()->framesInGroup(CCreatureAnim::TURN_L))
 
- 		myAnim()->setType(CCreatureAnim::TURN_L);
 
- 	else
 
- 		endAnim();
 
- }
 
- //defence anim
 
- bool CDefenceAnim::init()
 
- {
 
- 	//checking initial conditions
 
- 	//if(owner->creAnims[stackID]->getType() != 2)
 
- 	//{
 
- 	//	return false;
 
- 	//}
 
- 	if(attacker == NULL && owner->battleEffects.size() > 0)
 
- 		return false;
 
- 	int lowestMoveID = owner->animIDhelper + 5;
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
 
- 	{
 
- 		CDefenceAnim * defAnim = dynamic_cast<CDefenceAnim *>(it->first);
 
- 		if(defAnim && defAnim->stack->ID != stack->ID)
 
- 			continue;
 
- 		CBattleAttack * attAnim = dynamic_cast<CBattleAttack *>(it->first);
 
- 		if(attAnim && attAnim->stack->ID != stack->ID)
 
- 			continue;
 
- 		if(attacker != NULL)
 
- 		{
 
- 			int attackerAnimType = owner->creAnims[attacker->ID]->getType();
 
- 			if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[attacker->ID]->getFrame() < attacker->getCreature()->attackClimaxFrame )
 
- 				return false;
 
- 		}
 
- 		CReverseAnim * animAsRev = dynamic_cast<CReverseAnim *>(it->first);
 
- 		if(animAsRev && animAsRev->priority)
 
- 			return false;
 
- 		if(it->first)
 
- 			amin(lowestMoveID, it->first->ID);
 
- 	}
 
- 	if(ID > lowestMoveID)
 
- 		return false;
 
- 	
 
- 	//reverse unit if necessary
 
- 	if(attacker && isToReverse(stack->position, attacker->position, owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID]))
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnim(owner, stack, stack->position, true));
 
- 		return false;
 
- 	}
 
- 	//unit reversed
 
- 	if(byShooting) //delay hit animation
 
- 	{		
 
- 		for(std::list<SProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
 
- 		{
 
- 			if(it->creID == attacker->getCreature()->idNumber)
 
- 			{
 
- 				return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	//initializing
 
- 	if(killed)
 
- 	{
 
- 		CCS->soundh->playSound(battle_sound(stack->getCreature(), killed));
 
- 		myAnim()->setType(CCreatureAnim::DEATH); //death
 
- 	}
 
- 	else
 
- 	{
 
- 		// TODO: this block doesn't seems correct if the unit is defending.
 
- 		CCS->soundh->playSound(battle_sound(stack->getCreature(), wince));
 
- 		myAnim()->setType(CCreatureAnim::HITTED); //getting hit
 
- 	}
 
- 	return true; //initialized successfuly
 
- }
 
- void CDefenceAnim::nextFrame()
 
- {
 
- 	if(!killed && myAnim()->getType() != CCreatureAnim::HITTED)
 
- 	{
 
- 		myAnim()->setType(CCreatureAnim::HITTED);
 
- 	}
 
- 	if(!myAnim()->onLastFrameInGroup())
 
- 	{
 
- 		if( myAnim()->getType() == CCreatureAnim::DEATH && (owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0
 
- 			&& !myAnim()->onLastFrameInGroup() )
 
- 		{
 
- 			myAnim()->incrementFrame();
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		endAnim();
 
- 	}
 
- 	
 
- }
 
- void CDefenceAnim::endAnim()
 
- {
 
- 	//restoring animType
 
- 	if(myAnim()->getType() == CCreatureAnim::HITTED)
 
- 		myAnim()->setType(CCreatureAnim::HOLDING);
 
- 	//printing info to console
 
- 	//if(attacker!=NULL)
 
- 	//	owner->printConsoleAttacked(stack, dmg, amountKilled, attacker);
 
- 	//const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
 
- 	//const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false);
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner)
 
- : CBattleStackAnimation(_owner, _attackedInfo.defender), dmg(_attackedInfo.dmg),
 
- 	amountKilled(_attackedInfo.amountKilled), attacker(_attackedInfo.attacker), byShooting(_attackedInfo.byShooting),
 
- 	killed(_attackedInfo.killed)
 
- {
 
- }
 
- ////move anim
 
- bool CBattleStackMoved::init()
 
- {
 
- 	if( !isEarliest(false) )
 
- 		return false;
 
- 	//a few useful variables
 
- 	steps = myAnim()->framesInGroup(CCreatureAnim::MOVING)*owner->getAnimSpeedMultiplier()-1;
 
- 	if(steps == 0) //this creature seems to have no move animation so we can end it immediately
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	whichStep = 0;
 
- 	int hexWbase = 44, hexHbase = 42;
 
- 	const CStack * movedStack = stack;
 
- 	if(!movedStack || myAnim()->getType() == 5)
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	//bool twoTiles = movedStack->doubleWide();
 
- 	
 
- 	Point begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
 
- 	Point endPosition = CBattleHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
 
- 	int mutPos = THex::mutualPosition(curStackPos, nextHex);
 
- 	
 
- 	//reverse unit if necessary
 
- 	if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnim(owner, stack, curStackPos, true));
 
- 		return false;
 
- 	}
 
- 	else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnim(owner, stack, curStackPos, true));
 
- 		return false;
 
- 	}
 
- 	if(myAnim()->getType() != CCreatureAnim::MOVING)
 
- 	{
 
- 		myAnim()->setType(CCreatureAnim::MOVING);
 
- 	}
 
- 	//unit reversed
 
- //	if(owner->moveSh <= 0)
 
- //		owner->moveSh = CCS->soundh->playSound(battle_sound(movedStack->getCreature(), move), -1);
 
- 	//step shift calculation
 
- 	posX = myAnim()->pos.x, posY = myAnim()->pos.y; // for precise calculations ;]
 
- 	if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING)) 
 
- 	{
 
- 		steps *= distance;
 
- 		steps /= 2; //to make animation faster
 
- 		stepX = (endPosition.x - (float)begPosition.x)/steps;
 
- 		stepY = (endPosition.y - (float)begPosition.y)/steps;
 
- 	}
 
- 	else
 
- 	{
 
- 		switch(mutPos)
 
- 		{
 
- 		case 0:
 
- 			stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
 
- 			stepY = (-1.0)*((float)hexHbase)/((float)steps);
 
- 			break;
 
- 		case 1:
 
- 			stepX = ((float)hexWbase)/(2.0f*steps);
 
- 			stepY = (-1.0)*((float)hexHbase)/((float)steps);
 
- 			break;
 
- 		case 2:
 
- 			stepX = ((float)hexWbase)/((float)steps);
 
- 			stepY = 0.0;
 
- 			break;
 
- 		case 3:
 
- 			stepX = ((float)hexWbase)/(2.0f*steps);
 
- 			stepY = ((float)hexHbase)/((float)steps);
 
- 			break;
 
- 		case 4:
 
- 			stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
 
- 			stepY = ((float)hexHbase)/((float)steps);
 
- 			break;
 
- 		case 5:
 
- 			stepX = (-1.0)*((float)hexWbase)/((float)steps);
 
- 			stepY = 0.0;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//step shifts calculated
 
- 	return true;
 
- }
 
- void CBattleStackMoved::nextFrame()
 
- {
 
- 	//moving instructions
 
- 	posX += stepX;
 
- 	myAnim()->pos.x = posX;
 
- 	posY += stepY;
 
- 	myAnim()->pos.y = posY;
 
- 	// Increments step count and check if we are finished with current animation
 
- 	++whichStep;
 
- 	if(whichStep == steps)
 
- 	{
 
- 		// Sets the position of the creature animation sprites
 
- 		Point coords = CBattleHex::getXYUnitAnim(nextHex, owner->creDir[stack->ID], stack, owner);
 
- 		myAnim()->pos = coords;
 
- 		
 
- 		// true if creature haven't reached the final destination hex
 
- 		if ((nextPos + 1) < destTiles.size())
 
- 		{
 
- 			// update the next hex field which has to be reached by the stack
 
- 			nextPos++;
 
- 			curStackPos = nextHex;
 
- 			nextHex = destTiles[nextPos];
 
- 			
 
- 			// update position of double wide creatures
 
- 			bool twoTiles = stack->doubleWide();
 
- 			if(twoTiles && bool(stack->attackerOwned) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big attacker creature is reversed
 
- 				myAnim()->pos.x -= 44;
 
- 			else if(twoTiles && (! bool(stack->attackerOwned) ) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big defender creature is reversed
 
- 				myAnim()->pos.x += 44;
 
- 			
 
- 			// re-init animation
 
- 			for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
 
- 			{
 
- 				if (it->first == this)
 
- 				{
 
- 					it->second = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		else
 
- 			endAnim();
 
- 	}
 
- }
 
- void CBattleStackMoved::endAnim()
 
- {
 
- 	const CStack * movedStack = stack;
 
- 	CBattleAnimation::endAnim();
 
- 	if(movedStack)
 
- 		owner->addNewAnim(new CBattleMoveEnd(owner, stack, nextHex));
 
- 	if(owner->moveSh >= 0)
 
- 	{
 
- 		CCS->soundh->stopSound(owner->moveSh);
 
- 		owner->moveSh = -1;
 
- 	}
 
- 	delete this;
 
- }
 
- CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, std::vector<THex> _destTiles, int _distance)
 
- : CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0f), stepY(0.0f)
 
- {
 
- 	curStackPos = stack->position;
 
- 	nextHex = destTiles.front();
 
- }
 
- //move started
 
- bool CBattleMoveStart::init()
 
- {
 
- 	if( !isEarliest(false) )
 
- 		return false;
 
- 	if(!stack || myAnim()->getType() == 5)
 
- 	{
 
- 		CBattleMoveStart::endAnim();
 
- 		return false;
 
- 	}
 
- 	CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
 
- 	myAnim()->setType(CCreatureAnim::MOVE_START);
 
- 	return true;
 
- }
 
- void CBattleMoveStart::nextFrame()
 
- {
 
- 	if(myAnim()->onLastFrameInGroup())
 
- 	{
 
- 		endAnim();
 
- 	}
 
- 	else
 
- 	{
 
-  		if((owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0)
 
-  			myAnim()->incrementFrame();
 
- 	}
 
- }
 
- void CBattleMoveStart::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack)
 
- : CBattleStackAnimation(_owner, _stack)
 
- {
 
- }
 
- //move finished
 
- bool CBattleMoveEnd::init()
 
- {
 
- 	if( !isEarliest(true) )
 
- 		return false;
 
- 	if(!stack || myAnim()->framesInGroup(CCreatureAnim::MOVE_END) == 0 ||
 
- 		myAnim()->getType() == CCreatureAnim::DEATH)
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
 
- 	myAnim()->setType(CCreatureAnim::MOVE_END);
 
- 	return true;
 
- }
 
- void CBattleMoveEnd::nextFrame()
 
- {
 
- 	if(myAnim()->onLastFrameInGroup())
 
- 	{
 
- 		endAnim();
 
- 	}
 
- }
 
- void CBattleMoveEnd::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	if(myAnim()->getType() != CCreatureAnim::DEATH)
 
- 		myAnim()->setType(CCreatureAnim::HOLDING); //resetting to default
 
- 	CCS->curh->show();
 
- 	delete this;
 
- }
 
- CBattleMoveEnd::CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile)
 
- : CBattleStackAnimation(_owner, _stack), destinationTile(destTile)
 
- {
 
- }
 
- //general attack anim
 
- void CBattleAttack::nextFrame()
 
- {
 
- 	if(myAnim()->getType() != group)
 
- 		myAnim()->setType(group);
 
- 	if(myAnim()->onFirstFrameInGroup())
 
- 	{
 
- 		if(shooting)
 
- 			CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot));
 
- 		else
 
- 			CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack));
 
- 	}
 
- 	else if(myAnim()->onLastFrameInGroup())
 
- 	{
 
- 		myAnim()->setType(CCreatureAnim::HOLDING);
 
- 		endAnim();
 
- 		return; //execution of endAnim deletes this !!!
 
- 	}
 
- }
 
- bool CBattleAttack::checkInitialConditions()
 
- {
 
- 	return isEarliest(false);
 
- }
 
- CBattleAttack::CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender)
 
- : CBattleStackAnimation(_owner, attacker), dest(_dest), attackedStack(defender), attackingStack(attacker)
 
- {
 
- 	assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n");
 
- 	if(attackingStack->getCreature()->idNumber != 145) //catapult is allowed to attack not-creature
 
- 	{
 
- 		assert(attackedStack && "attackedStack is NULL in CBattleAttack::CBattleAttack !\n");
 
- 	}
 
- 	else //catapult can attack walls only
 
- 	{
 
- 		assert(owner->curInt->cb->battleGetWallUnderHex(_dest) >= 0);
 
- 	}
 
- 	attackingStackPosBeforeReturn = attackingStack->position;
 
- }
 
- ////melee attack
 
- bool CMeleeAttack::init()
 
- {
 
- 	if( !CBattleAttack::checkInitialConditions() )
 
- 		return false;
 
- 	//if(owner->creAnims[stackID]->getType()!=2)
 
- 	//{
 
- 	//	return false;
 
- 	//}
 
- 	if(!attackingStack || myAnim()->getType() == 5)
 
- 	{
 
- 		endAnim();
 
- 		
 
- 		return false;
 
- 	}
 
- 	bool toReverse = isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
 
- 	if(toReverse)
 
- 	{
 
- 		owner->addNewAnim(new CReverseAnim(owner, stack, attackingStackPosBeforeReturn, true));
 
- 		return false;
 
- 	}
 
- 	//reversed
 
- 	shooting = false;
 
- 	static const CCreatureAnim::EAnimType mutPosToGroup[] = {CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_UP,
 
- 		CCreatureAnim::ATTACK_FRONT, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_FRONT};
 
- 	int revShiftattacker = (attackingStack->attackerOwned ? -1 : 1);
 
- 	int mutPos = THex::mutualPosition(attackingStackPosBeforeReturn, dest);
 
- 	if(mutPos == -1 && attackingStack->doubleWide())
 
- 	{
 
- 		mutPos = THex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->position);
 
- 	}
 
- 	if (mutPos == -1 && attackedStack->doubleWide())
 
- 	{
 
- 		mutPos = THex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
 
- 	}
 
- 	if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
 
- 	{
 
- 		mutPos = THex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
 
- 	}
 
- 	switch(mutPos) //attack direction
 
- 	{
 
- 	case 0: case 1: case 2: case 3: case 4: case 5:
 
- 		group = mutPosToGroup[mutPos];
 
- 		break;
 
- 	default:
 
- 		tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" mutual pos: "<<mutPos<<std::endl;
 
- 		group = CCreatureAnim::ATTACK_FRONT;
 
- 		break;
 
- 	}
 
- 	return true;
 
- }
 
- void CMeleeAttack::nextFrame()
 
- {
 
- 	/*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
 
- 	{
 
- 		CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
 
- 		CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
 
- 		if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )
 
- 			return;
 
- 	}*/
 
- 	CBattleAttack::nextFrame();
 
- }
 
- void CMeleeAttack::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CMeleeAttack::CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked)
 
- : CBattleAttack(_owner, attacker, _dest, _attacked)
 
- {
 
- }
 
- //shooting anim
 
- bool CShootingAnim::init()
 
- {
 
- 	if( !CBattleAttack::checkInitialConditions() )
 
- 		return false;
 
- 	const CStack * shooter = attackingStack;
 
- 	if(!shooter || myAnim()->getType() == 5)
 
- 	{
 
- 		endAnim();
 
- 		return false;
 
- 	}
 
- 	// Create the projectile animation
 
- 	
 
- 	float projectileAngle; //in radians; if positive, projectiles goes up
 
- 	float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
 
- 	int fromHex = shooter->position;
 
- 	projectileAngle = atan2(float(abs(dest - fromHex) / BFIELD_WIDTH), float(abs(dest - fromHex) % BFIELD_WIDTH));
 
- 	if(fromHex < dest)
 
- 		projectileAngle = -projectileAngle;
 
- 	
 
- 	// Get further info about the shooter e.g. relative pos of projectile to unit.
 
- 	// If the creature id is 149 then it's a arrow tower which has no additional info so get the
 
- 	// actual arrow tower shooter instead.
 
- 	const CCreature *shooterInfo = shooter->getCreature();
 
- 	if (shooterInfo->idNumber == 149)
 
- 	{
 
- 		int creID = CGI->creh->factionToTurretCreature[owner->siegeH->town->town->typeID];
 
- 		shooterInfo = CGI->creh->creatures[creID];
 
- 	}
 
- 	
 
- 	SProjectileInfo spi;
 
- 	spi.creID = shooter->getCreature()->idNumber;
 
- 	spi.stackID = shooter->ID;
 
- 	spi.reverse = !shooter->attackerOwned;
 
- 	spi.step = 0;
 
- 	spi.frameNum = 0;
 
- 	if(vstd::contains(CGI->creh->idToProjectileSpin, shooterInfo->idNumber))
 
- 		spi.spin = CGI->creh->idToProjectileSpin[shooterInfo->idNumber];
 
- 	else
 
- 	{
 
- 		tlog2 << "Warning - no projectile spin for spi.creID " << shooterInfo->idNumber << std::endl;
 
- 		spi.spin = false;
 
- 	}
 
- 	Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
 
- 	Point destcoord;
 
- 	
 
- 	
 
- 	// The "master" point where all projectile positions relate to.
 
- 	static const Point projectileOrigin(181, 252);
 
- 	if (attackedStack)
 
- 	{
 
- 		destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner); 
 
- 		destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
 
- 		// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
 
- 		if (projectileAngle > straightAngle)
 
- 		{
 
- 			//upper shot
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->upperRightMissleOffsetX;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->upperRightMissleOffsetY;
 
- 		}
 
- 		else if (projectileAngle < -straightAngle) 
 
- 		{
 
- 			//lower shot
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->lowerRightMissleOffsetX;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->lowerRightMissleOffsetY;
 
- 		}
 
- 		else 
 
- 		{
 
- 			//straight shot
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY;
 
- 		}
 
- 	
 
- 		double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
 
- 		spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / animSpeed;
 
- 		if(spi.lastStep == 0)
 
- 			spi.lastStep = 1;
 
- 		spi.dx = (destcoord.x - spi.x) / spi.lastStep;
 
- 		spi.dy = (destcoord.y - spi.y) / spi.lastStep;
 
- 		spi.catapultInfo = 0;
 
- 	}
 
- 	else 
 
- 	{
 
- 		// Catapult attack
 
- 		// These are the values for equations of this kind: f(x) = ax^2 + bx + c
 
- 		static const std::vector<CatapultProjectileInfo*> trajectoryCurves = boost::assign::list_of<CatapultProjectileInfo*>(new CatapultProjectileInfo(4.309, -3.198, 569.2, -296, 182))
 
- 			(new CatapultProjectileInfo(4.710, -3.11, 558.68, -258, 175))(new CatapultProjectileInfo(5.056, -3.003, 546.9, -236, 174))
 
- 			(new CatapultProjectileInfo(4.760, -2.74, 526.47, -216, 215))(new CatapultProjectileInfo(4.288, -2.496, 508.98, -223, 274))
 
- 			(new CatapultProjectileInfo(3.683, -3.018, 558.39, -324, 176))(new CatapultProjectileInfo(2.884, -2.607, 528.95, -366, 312))
 
- 			(new CatapultProjectileInfo(3.783, -2.364, 501.35, -227, 318));
 
- 		static std::map<int, int> hexToCurve = boost::assign::map_list_of<int, int>(29, 0)(62, 1)(95, 2)(130, 3)(182, 4)(12, 5)(50, 6)(183, 7);
 
- 		std::map<int, int>::iterator it = hexToCurve.find(dest.hex);
 
- 		if (it == hexToCurve.end())
 
- 		{
 
- 			tlog1 << "For the hex position " << dest.hex << " is no curve defined.";
 
- 			endAnim();
 
- 			return false;
 
- 		}
 
- 		else
 
- 		{
 
- 			int curveID = it->second;
 
- 			spi.catapultInfo = trajectoryCurves[curveID];
 
- 			double animSpeed = 3.318 * owner->getAnimSpeed();
 
- 			spi.lastStep = (spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed;
 
- 			spi.dx = animSpeed;
 
- 			spi.dy = 0;
 
- 			spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX + 17.;
 
- 			spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY + 10.;
 
- 			// Add explosion anim
 
- 			int xEnd = spi.x + spi.lastStep * spi.dx;
 
- 			int yEnd = spi.catapultInfo->calculateY(xEnd);
 
- 			owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF", xEnd - 126, yEnd - 105));
 
- 		}
 
- 	}
 
- 	
 
- 	// Set starting frame
 
- 	if(spi.spin)
 
- 	{
 
- 		spi.frameNum = 0;
 
- 	}
 
- 	else
 
- 	{
 
- 		spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1);
 
- 	}
 
- 	// Set projectile animation start delay which is specified in frames
 
- 	spi.animStartDelay = shooterInfo->attackClimaxFrame;
 
- 	owner->projectiles.push_back(spi);
 
- 	//attack animation
 
- 	shooting = true;
 
- 	if(projectileAngle > straightAngle) //upper shot
 
- 		group = CCreatureAnim::SHOOT_UP;
 
- 	else if(projectileAngle < -straightAngle) //lower shot
 
- 		group = CCreatureAnim::SHOOT_DOWN;
 
- 	else //straight shot
 
- 		group = CCreatureAnim::SHOOT_FRONT;
 
- 	return true;
 
- }
 
- void CShootingAnim::nextFrame()
 
- {
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
 
- 	{
 
- 		CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
 
- 		CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
 
- 		if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
 
- 			return;
 
- 	}
 
- 	CBattleAttack::nextFrame();
 
- }
 
- void CShootingAnim::endAnim()
 
- {
 
- 	CBattleAnimation::endAnim();
 
- 	delete this;
 
- }
 
- CShootingAnim::CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
 
- : CBattleAttack(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg), catapult(_catapult)
 
- {
 
- 	
 
- }
 
- ////////////////////////
 
- void CBattleInterface::addNewAnim(CBattleAnimation * anim)
 
- {
 
- 	pendingAnims.push_back( std::make_pair(anim, false) );
 
- 	animsAreDisplayed.setn(true);
 
- }
 
- CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
 
- 	: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), 
 
- 	  activeStack(NULL), stackToActivate(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1), spellSelMode(NO_LOCATION),
 
- 	  currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL),  stackCanCastSpell(false), spellDestSelectMode(false), spellToCast(NULL),
 
- 	  siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), givenCommand(NULL),
 
- 	  myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
 
-       
 
- {
 
- 	ObjectConstruction h__l__p(this);
 
- 	if(!curInt) curInt = LOCPLINT; //may happen when we are defending during network MP game
 
- 	animsAreDisplayed.setn(false);
 
- 	pos = myRect;
 
- 	strongInterest = true;
 
- 	givenCommand = new CondSh<BattleAction *>(NULL);
 
- 	if(attackerInt && attackerInt->cb->battleGetTacticDist()) //hotseat -> check tactics for both players (defender may be local human)
 
- 		tacticianInterface = attackerInt;
 
- 	else if(defenderInt && defenderInt->cb->battleGetTacticDist()) 
 
- 		tacticianInterface = defenderInt;
 
- 	tacticsMode = tacticianInterface;  //if we found interface of player with tactics, then enter tactics mode
 
- 	//create stack queue
 
- 	bool embedQueue = screen->h < 700;
 
- 	queue = new CStackQueue(embedQueue, this);
 
- 	if(!embedQueue)
 
- 	{
 
- 		if(curInt->sysOpts.showQueue)
 
- 			pos.y += queue->pos.h / 2; //center whole window
 
- 		queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
 
- // 		queue->pos.x = pos.x;
 
- // 		queue->pos.y = pos.y - queue->pos.h;
 
- //  		pos.h += queue->pos.h;
 
- //  		center();
 
- 	}
 
- 	queue->update();
 
- 	//preparing siege info
 
- 	const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
 
- 	if(town && town->hasFort())
 
- 	{
 
- 		siegeH = new SiegeHelper(town, this);
 
- 	}
 
- 	curInt->battleInt = this;
 
- 	//initializing armies
 
- 	this->army1 = army1;
 
- 	this->army2 = army2;
 
- 	std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks();
 
- 	BOOST_FOREACH(const CStack *s, stacks)
 
- 	{
 
- 		newStack(s);
 
- 	}
 
- 	//preparing menu background and terrain
 
- 	if(siegeH)
 
- 	{
 
- 		background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
 
- 		ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
 
- 		if(siegeLevel >= 2) //citadel or castle
 
- 		{
 
- 			//print moat/mlip
 
- 			SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
 
- 				* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
 
- 			Point moatPos = graphics->wallPositions[siegeH->town->town->typeID][12],
 
- 				mlipPos = graphics->wallPositions[siegeH->town->town->typeID][13];
 
- 			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
 
- 	{
 
- 		std::vector< std::string > & backref = graphics->battleBacks[ curInt->cb->battleGetBattlefieldType() ];
 
- 		background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
 
- 	}
 
- 	
 
- 	//preparing menu background
 
- 	//graphics->blueToPlayersAdv(menu, hero1->tempOwner);
 
- 	//preparing graphics for displaying amounts of creatures
 
- 	amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
 
- 	CSDL_Ext::alphaTransform(amountNormal);
 
- 	transformPalette(amountNormal, 0.59f, 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);
 
- 	//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);
 
- 	bFlee->block(!curInt->cb->battleCanFlee());	
 
- 	bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
 
- 	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);
 
- 	bSpell->block(true);
 
- 	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->setOffset(2);
 
- 	console = new CBattleConsole();
 
- 	console->pos.x = 211 + pos.x;
 
- 	console->pos.y = 560 + pos.y;
 
- 	console->pos.w = 406;
 
- 	console->pos.h = 38;
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext = new AdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this), 213 + pos.x, 560 + pos.y, "icm011.def", SDLK_SPACE);
 
- 		btactEnd = new AdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419 + pos.x, 560 + pos.y, "icm012.def", SDLK_RETURN);
 
- 		bDefence->block(true);
 
- 		bWait->block(true);
 
- 		menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
 
- 	}
 
- 	else
 
- 	{
 
- 		menu = BitmapHandler::loadBitmap("CBAR.BMP");
 
- 		btactEnd = btactNext = NULL;
 
- 	}
 
- 	graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 	//loading hero animations
 
- 	if(hero1) // attacking hero
 
- 	{
 
- 		int type = hero1->type->heroType;
 
- 		if ( type % 2 )   type--;
 
- 		if ( hero1->sex ) type++;
 
- 		attackingHero = new CBattleHero(graphics->battleHeroes[type], 0, 0, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : NULL, this);
 
- 		attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
 
- 	}
 
- 	else
 
- 	{
 
- 		attackingHero = NULL;
 
- 	}
 
- 	if(hero2) // defending hero
 
- 	{
 
- 		int type = hero2->type->heroType;
 
- 		if ( type % 2 )   type--;
 
- 		if ( hero2->sex ) type++;
 
- 		defendingHero = new CBattleHero(graphics->battleHeroes[type ], 0, 0, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : NULL, this);
 
- 		defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
 
- 	}
 
- 	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].accessible = true;
 
- 		bfield[h].myInterface = this;
 
- 	}
 
- 	//locking occupied positions on batlefield
 
- 	BOOST_FOREACH(const CStack *s, stacks)  //stacks gained at top of this function
 
- 		if(s->position >= 0) //turrets have position < 0
 
- 			bfield[s->position].accessible = false;
 
- 	//loading projectiles for units
 
- 	BOOST_FOREACH(const CStack *s, stacks)
 
- 	{
 
- 		int creID = (s->getCreature()->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : s->getCreature()->idNumber; //id of creature whose shots should be loaded
 
- 		if(s->getCreature()->isShooting() && vstd::contains(CGI->creh->idToProjectile, creID))
 
- 		{
 
- 			CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
 
- 			projectile = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]);
 
- 			if(projectile->ourImages.size() > 2) //add symmetric images
 
- 			{
 
- 				for(int k = projectile->ourImages.size()-2; k > 1; --k)
 
- 				{
 
- 					Cimage ci;
 
- 					ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap);
 
- 					ci.groupNumber = 0;
 
- 					ci.imName = std::string();
 
- 					projectile->ourImages.push_back(ci);
 
- 				}
 
- 			}
 
- 			for(int s=0; s<projectile->ourImages.size(); ++s) //alpha transforming
 
- 			{
 
- 				CSDL_Ext::alphaTransform(projectile->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 = curInt->cb->battleGetAllObstacles();
 
- 	for(int t=0; t<obst.size(); ++t)
 
- 	{
 
- 		idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles.find(obst[t].ID)->second.defName);
 
- 		for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)
 
- 		{
 
- 			SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
 
- 		}
 
- 	}
 
- 	for (int i = 0; i < ARRAY_COUNT(bfield); i++)
 
- 	{
 
- 		children.push_back(&bfield[i]);
 
- 	}
 
- 	if(tacticsMode)
 
- 	{
 
- 		active = 1;
 
- 		bTacticNextStack();
 
- 		active = 0;
 
- 	}
 
- 	CCS->musich->stopMusic();
 
- 	int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
 
- 	CCS->soundh->setCallback(channel, boost::bind(&CMusicHandler::playMusicFromSet, CCS->musich, CCS->musich->battleMusics, -1));
 
-     memset(stackCountOutsideHexes, 1, BFIELD_SIZE * sizeof(bool)); //initialize array with trues	
 
- }
 
- CBattleInterface::~CBattleInterface()
 
- {
 
- 	if (active) //dirty fix for #485
 
- 	{
 
- 		deactivate();
 
- 	}
 
- 	SDL_FreeSurface(background);
 
- 	SDL_FreeSurface(menu);
 
- 	SDL_FreeSurface(amountNormal);
 
- 	SDL_FreeSurface(amountNegative);
 
- 	SDL_FreeSurface(amountPositive);
 
- 	SDL_FreeSurface(amountEffNeutral);
 
- 	SDL_FreeSurface(cellBorders);
 
- 	SDL_FreeSurface(backgroundWithHexes);
 
- 	delete bOptions;
 
- 	delete bSurrender;
 
- 	delete bFlee;
 
- 	delete bAutofight;
 
- 	delete bSpell;
 
- 	delete bWait;
 
- 	delete bDefence;
 
- 	delete bConsoleUp;
 
- 	delete bConsoleDown;
 
- 	delete console;
 
- 	delete givenCommand;
 
- 	delete attackingHero;
 
- 	delete defendingHero;
 
- 	delete queue;
 
- 	SDL_FreeSurface(cellBorder);
 
- 	SDL_FreeSurface(cellShade);
 
- 	for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
 
- 		delete g->second;
 
- 	for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
 
- 		delete g->second;
 
- 	for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
 
- 		delete g->second;
 
- 	delete siegeH;
 
- 	curInt->battleInt = NULL;
 
- 	//TODO: play AI tracks if battle was during AI turn
 
- 	//if (!curInt->makingTurn) 
 
- 	//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
 
- 	
 
- 	if(adventureInt && adventureInt->selection)
 
- 	{
 
- 		int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->tertype;
 
- 		CCS->musich->playMusic(CCS->musich->terrainMusics[terrain], -1);
 
- 	}
 
- }
 
- void CBattleInterface::setPrintCellBorders(bool set)
 
- {
 
- 	curInt->sysOpts.printCellBorders = set;
 
- 	curInt->sysOpts.settingsChanged();
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	GH.totalRedraw();
 
- }
 
- void CBattleInterface::setPrintStackRange(bool set)
 
- {
 
- 	curInt->sysOpts.printStackRange = set;
 
- 	curInt->sysOpts.settingsChanged();
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	GH.totalRedraw();
 
- }
 
- void CBattleInterface::setPrintMouseShadow(bool set)
 
- {
 
- 	curInt->sysOpts.printMouseShadow = set;
 
- 	curInt->sysOpts.settingsChanged();
 
- }
 
- void CBattleInterface::activate()
 
- {
 
- 	activateKeys();
 
- 	activateMouseMove();
 
- 	activateRClick();
 
- 	bOptions->activate();
 
- 	bSurrender->activate();
 
- 	bFlee->activate();
 
- 	bAutofight->activate();
 
- 	bSpell->activate();
 
- 	bWait->activate();
 
- 	bDefence->activate();
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 	{
 
- 		bfield[b].activate();
 
- 	}
 
- 	if(attackingHero)
 
- 		attackingHero->activate();
 
- 	if(defendingHero)
 
- 		defendingHero->activate();
 
- 	if(curInt->sysOpts.showQueue)
 
- 		queue->activate();
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->activate();
 
- 		btactEnd->activate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->activate();
 
- 		bConsoleDown->activate();
 
- 	}
 
- 	LOCPLINT->cingconsole->activate();
 
- }
 
- void CBattleInterface::deactivate()
 
- {
 
- 	deactivateKeys();
 
- 	deactivateMouseMove();
 
- 	deactivateRClick();
 
- 	bOptions->deactivate();
 
- 	bSurrender->deactivate();
 
- 	bFlee->deactivate();
 
- 	bAutofight->deactivate();
 
- 	bSpell->deactivate();
 
- 	bWait->deactivate();
 
- 	bDefence->deactivate();
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 	{
 
- 		bfield[b].deactivate();
 
- 	}
 
- 	if(attackingHero)
 
- 		attackingHero->deactivate();
 
- 	if(defendingHero)
 
- 		defendingHero->deactivate();
 
- 	if(curInt->sysOpts.showQueue)
 
- 		queue->deactivate();
 
- 	if(tacticsMode)
 
- 	{
 
- 		btactNext->deactivate();
 
- 		btactEnd->deactivate();
 
- 	}
 
- 	else
 
- 	{
 
- 		bConsoleUp->deactivate();
 
- 		bConsoleDown->deactivate();
 
- 	}
 
- 	LOCPLINT->cingconsole->deactivate();
 
- }
 
- void CBattleInterface::show(SDL_Surface * to)
 
- {
 
- 	std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(); //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 != NULL && creAnims[activeStack->ID]->getType() != 0) //show everything with range
 
- 	{
 
- 		blitAt(backgroundWithHexes, pos.x, pos.y, to);
 
- 	}
 
- 	else
 
- 	{
 
- 		//showing background
 
- 		blitAt(background, pos.x, pos.y, to);
 
- 		if(curInt->sysOpts.printCellBorders)
 
- 		{
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
 
- 		}
 
- 	}
 
- 	//printing hovered cell
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 	{
 
- 		if(bfield[b].strictHovered && bfield[b].hovered)
 
- 		{
 
- 			if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
 
- 			if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
 
- 			if(currentlyHoveredHex != b) //repair hover info
 
- 			{
 
- 				previouslyHoveredHex = currentlyHoveredHex;
 
- 				currentlyHoveredHex = b;
 
- 			}
 
- 			//print shade
 
- 			if(spellToCast) //when casting spell
 
- 			{
 
- 				//calculating spell school level
 
- 				const CSpell & spToCast =  *CGI->spellh->spells[spellToCast->additionalInfo];
 
- 				ui8 schoolLevel = 0;
 
- 				if( 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(curInt->sysOpts.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))
 
- 					{
 
- 						int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;
 
- 						int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;
 
- 						SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 						CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
 
- 					}
 
- 				}
 
- 			}
 
- 			else if(curInt->sysOpts.printMouseShadow) //when not casting spell
 
- 			{//TODO: do not check it every frame
 
- 				if (activeStack) //highlight all attackable hexes
 
- 				{ 
 
- 					std::set<THex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
 
- 					BOOST_FOREACH(THex hex, set)
 
- 					{
 
- 						int x = 14 + ((hex/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(hex%BFIELD_WIDTH) + pos.x;
 
- 						int y = 86 + 42 * (hex/BFIELD_WIDTH) + pos.y;
 
- 						SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 						CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
 
- 					}
 
- 				}
 
- 				//always highlight pointed hex
 
- 				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;
 
- 				SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
 
- 				CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	SDL_SetClipRect(to, &buf); //restoring previous clip_rect
 
- 	//prevents blitting outside this window
 
- 	SDL_GetClipRect(to, &buf);
 
- 	SDL_SetClipRect(to, &pos);
 
- 	//preparing obstacles to be shown
 
- 	std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();
 
- 	std::multimap<THex, int> hexToObstacle;
 
- 	for(int b=0; b<obstacles.size(); ++b)
 
- 	{
 
- 		THex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
 
- 		hexToObstacle.insert(std::make_pair(position, b));
 
- 	}
 
- 	
 
- 	////showing units //a lot of work...
 
- 	std::vector<const CStack *> stackAliveByHex[BFIELD_SIZE];
 
- 	//double loop because dead stacks should be printed first
 
- 	for (int i = 0; i < stacks.size(); i++)
 
- 	{
 
- 		const CStack *s = stacks[i];
 
- 		if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
 
- 			continue;
 
- 		if(creAnims[s->ID]->getType() != 5 && s->position >= 0) //don't show turrets here
 
- 			stackAliveByHex[s->position].push_back(s);
 
- 	}
 
- 	std::vector<const CStack *> stackDeadByHex[BFIELD_SIZE];
 
- 	for (int i = 0; i < stacks.size(); i++)
 
- 	{
 
- 		const CStack *s = stacks[i];
 
- 		if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
 
- 			continue;
 
- 		if(creAnims[s->ID]->getType() == 5)
 
- 			stackDeadByHex[s->position].push_back(s);
 
- 	}
 
- 	//handle animations
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
 
- 	{
 
- 		if(!it->first) //this animation should be deleted
 
- 			continue;
 
- 		if(!it->second)
 
- 		{
 
- 			it->second = it->first->init();
 
- 		}
 
- 		if(it->second && it->first)
 
- 			it->first->nextFrame();
 
- 	}
 
- 	//delete anims
 
- 	int preSize = pendingAnims.size();
 
- 	for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
 
- 	{
 
- 		if(it->first == NULL)
 
- 		{
 
- 			pendingAnims.erase(it);
 
- 			it = pendingAnims.begin();
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(preSize > 0 && pendingAnims.size() == 0)
 
- 	{
 
- 		//action finished, restore the interface
 
- 		if(!active)
 
- 			activate();
 
- 		//activation of next stack
 
- 		if(pendingAnims.size() == 0 && stackToActivate != NULL)
 
- 		{
 
- 			activateStack();
 
- 		}
 
- 		//anims ended
 
- 		animsAreDisplayed.setn(false);
 
- 	}
 
- 	for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
 
- 	{
 
- 		for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
 
- 		{
 
- 			creAnims[stackDeadByHex[b][v]->ID]->nextFrame(to, creAnims[stackDeadByHex[b][v]->ID]->pos.x, creAnims[stackDeadByHex[b][v]->ID]->pos.y, creDir[stackDeadByHex[b][v]->ID], animCount, false); //increment always when moving, never if stack died
 
- 		}
 
- 	}
 
- 	std::vector<const CStack *> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
 
- 	if (!siegeH)
 
- 	{
 
- 		for(int b = 0; b < BFIELD_SIZE; ++b) //showing alive stacks
 
- 		{
 
- 			showAliveStacks(stackAliveByHex, b, &flyingStacks, to);
 
- 			showObstacles(&hexToObstacle, obstacles, b, to);
 
- 			showPieceOfWall(to, b, stacks);
 
- 		}
 
- 	}
 
- 	// Siege drawing
 
- 	else
 
- 	{
 
- 		for (int i = 0; i < 4; i++)
 
- 		{
 
- 			// xMin, xMax => go from hex x pos to hex x pos
 
- 			// yMin, yMax => go from hex y pos to hex y pos
 
- 			// xMove => 0: left side, 1: right side
 
- 			// xMoveDir => 0: decrement, 1: increment, alters every second hex line either xMin or xMax depending on xMove
 
- 			int xMin, xMax, yMin, yMax, xMove, xMoveDir = 0;
 
- 			
 
- 			switch (i)
 
- 			{
 
- 				// display units shown at the upper left side
 
- 			case 0:	
 
- 					xMin = 0;
 
- 					yMin = 0;
 
- 					xMax = 11;
 
- 					yMax = 4;
 
- 					xMove = 1;
 
- 					break;
 
- 				// display wall/units shown at the upper wall area/right upper side
 
- 			case 1:
 
- 					xMin = 12;
 
- 					yMin = 0;
 
- 					xMax = 16;
 
- 					yMax = 4;
 
- 					xMove = 0;
 
- 					break;
 
- 				// display units shown at the lower wall area/right lower side
 
- 			case 2:
 
- 					xMin = 10;
 
- 					yMin = 5;
 
- 					xMax = 16;
 
- 					yMax = 10;
 
- 					xMove = 0;
 
- 					xMoveDir = 1;
 
- 					break;
 
- 				// display units shown at the left lower side
 
- 			case 3:
 
- 					xMin = 0;
 
- 					yMin = 5;
 
- 					xMax = 9;
 
- 					yMax = 10;
 
- 					xMove = 1;
 
- 					xMoveDir = 1;
 
- 					break;
 
- 			}
 
- 			int runNum = 0;
 
- 			for (int j = yMin; j <= yMax; j++)
 
- 			{
 
- 				if (runNum > 0)
 
- 				{
 
- 					if (xMin == xMax)
 
- 						xMax = xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin; 
 
- 					else if (xMove == 1)
 
- 						xMax = ((runNum % 2) == 0) ? (xMax + (xMoveDir == 0 ? -1 : 1)) : xMax; 
 
- 					else if (xMove == 0)
 
- 						xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin; 
 
- 				}
 
- 				for (int k = xMin; k <= xMax; k++)
 
- 				{
 
- 					int hex = j * 17 + k;
 
- 					showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);
 
- 					showObstacles(&hexToObstacle, obstacles, hex, to);
 
- 					showPieceOfWall(to, hex, stacks);
 
- 				}
 
- 				++runNum;
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	for(int b=0; b<flyingStacks.size(); ++b) //showing flying stacks
 
- 		showAliveStack(flyingStacks[b], to);
 
- 	//units shown
 
- 	// Show projectiles
 
- 	projectileShowHelper(to);
 
- 	//showing spell effects
 
- 	if(battleEffects.size())
 
- 	{
 
- 		for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
 
- 		{
 
- 			SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
 
- 			SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y);
 
- 			SDL_BlitSurface(bitmapToBlit, NULL, to, &temp_rect);
 
- 		}
 
- 	}
 
- 	SDL_SetClipRect(to, &buf); //restoring previous clip_rect
 
- 	//showing menu background and console
 
- 	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 window with result of battle
 
- 	if(resWindow)
 
- 	{
 
- 		resWindow->show(to);
 
- 	}
 
- 	//showing in-game console
 
- 	LOCPLINT->cingconsole->show(to);
 
- 	Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
 
- 	if(curInt->sysOpts.showQueue)
 
- 	{
 
- 		if(!queue->embedded)
 
- 		{
 
- 			posWithQueue.y -= queue->pos.h;
 
- 			posWithQueue.h += queue->pos.h;
 
- 		}
 
- 		//showing queue
 
- 		if(!bresult)
 
- 			queue->showAll(to);
 
- 		else
 
- 			queue->blitBg(to); //blit only background, stacks are deleted
 
- 	}
 
- 	//printing border around interface
 
- 	if(screen->w != 800 || screen->h !=600)
 
- 	{
 
- 		CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
 
- 	}
 
- }
 
- void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
 
- {
 
- 	//showing hero animations
 
- 	if (hex == 0)
 
- 		if(attackingHero)
 
- 			attackingHero->show(to);
 
- 	if (hex == 16)
 
- 		if(defendingHero)
 
- 			defendingHero->show(to);
 
- 	
 
- 	for(int v = 0; v < aliveStacks[hex].size(); ++v)
 
- 	{
 
- 		const CStack *s = aliveStacks[hex][v];
 
- 		if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != 0)
 
- 			showAliveStack(s, to);
 
- 		else
 
- 			flyingStacks->push_back(s);
 
- 	}
 
- }
 
- void CBattleInterface::showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to)
 
- {
 
- 	std::pair<std::multimap<THex, int>::const_iterator, std::multimap<THex, int>::const_iterator> obstRange =
 
- 		hexToObstacle->equal_range(hex);
 
- 	for(std::multimap<THex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
 
- 	{
 
- 		CObstacleInstance & curOb = obstacles[it->second];
 
- 		std::pair<si16, si16> shift = CGI->heroh->obstacles.find(curOb.ID)->second.posShift;
 
- 		int x = ((curOb.pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%BFIELD_WIDTH) + pos.x + shift.first;
 
- 		int y = 86 + 42 * (curOb.pos/BFIELD_WIDTH) + pos.y + shift.second;
 
- 		std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle
 
- 		blitAt(images[((animCount+1)/(4/curInt->sysOpts.animSpeed))%images.size()].bitmap, x, y, to);
 
- 	}
 
- }
 
- void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
 
- {
 
- 	if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
 
- 	{
 
- 		if(curInt->sysOpts.showQueue) //hide queue
 
- 			hideQueue();
 
- 		else
 
- 			showQueue();
 
- 		curInt->sysOpts.settingsChanged();
 
- 	}
 
- 	else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
 
- 	{
 
- 		endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
 
- {
 
- 	if(activeStack && !spellDestSelectMode)
 
- 	{
 
-         int lastMouseHoveredStack = mouseHoveredStack;
 
- 		bool stackCastsSpell;
 
- 		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)
 
- 		{
 
- 			CCS->curh->changeGraphic(1, 6);
 
- 			if(console->whoSetAlter == 0)
 
- 			{
 
- 				console->alterTxt = "";
 
- 			}
 
- 		}
 
- 		else //battlefield hex
 
- 		{
 
-             if(!vstd::contains(occupyableHexes, myNumber) || activeStack->coversPos(myNumber))
 
- 			{
 
- 				const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, false);
 
- 				const CStack *sactive = activeStack;
 
- 				if(shere)
 
- 				{
 
- 					bool ourStack = shere->owner == curInt->playerID;
 
- 					//determine if creature spell is going to be cast
 
- 					stackCastsSpell = false;
 
- 					if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell
 
- 					{
 
- 						if ((int)creatureSpellToCast > -1) //use randomized spell (Faerie Dragon), or only avaliable spell (Archangel)
 
- 						{
 
- 							const CSpell * spell =  CGI->spellh->spells[creatureSpellToCast];
 
- 							if (curInt->cb->battleCanCastThisSpell(spell, THex(myNumber)) == SpellCasting::OK)
 
- 							{
 
- 								if (spell->positiveness > -1 && ourStack || spell->positiveness < 1 && !ourStack)
 
- 								{
 
- 									CCS->curh->changeGraphic(3, 0);
 
- 									stackCastsSpell = true;
 
- 								}
 
- 							}
 
- 						}
 
- 						else if (ourStack) //must have only random positive spell (genie)
 
- 						{
 
- 							if (shere != sactive) //can't cast on itself
 
- 							{
 
- 								int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
 
- 								if (spellID > -1) //can cast any spell on target stack
 
- 								{
 
- 									CCS->curh->changeGraphic(3, 0);
 
- 									stackCastsSpell = true;
 
- 								}
 
- 							}
 
- 						}
 
- 					}
 
- 					if(ourStack) //our stack
 
- 					{
 
- 						if (shere->alive())
 
- 						{
 
- 							if (!stackCastsSpell) //use other abilities or display info
 
- 							{
 
- 								if(sactive->hasBonusOfType(Bonus::HEALER))
 
- 								{
 
- 									//display the possibility to heal this creature
 
- 									CCS->curh->changeGraphic(1, 17);
 
- 								}
 
- 								else
 
- 								{
 
- 									//info about creature
 
- 									CCS->curh->changeGraphic(1,5);
 
- 								}
 
- 								//setting console text
 
- 								char buf[500];
 
- 								sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str());
 
- 								console->alterTxt = buf;
 
- 								console->whoSetAlter = 0;
 
- 								const time_t curTime = time(NULL);
 
- 								if (shere->ID != lastMouseHoveredStack &&
 
- 								   curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA &&
 
- 								   creAnims[shere->ID]->getType() == CCreatureAnim::HOLDING &&
 
- 								   creAnims[shere->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
 
- 								{
 
- 									creAnims[shere->ID]->playOnce(CCreatureAnim::MOUSEON);
 
- 									lastMouseHoveredStackAnimationTime = curTime;
 
- 								}
 
- 							}
 
- 						} //end of alive
 
- 						else if (sactive->hasBonusOfType(Bonus::DAEMON_SUMMONING) && sactive->casts)
 
- 						{
 
- 							CCS->curh->changeGraphic(3, 0);
 
- 						}
 
- 						mouseHoveredStack = shere->ID; //for dead also?
 
- 					}
 
- 					//end of our stack
 
- 					else if (!stackCastsSpell) //if not, then try attack
 
- 					{
 
- 						if (curInt->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
 
- 						{
 
- 							if(curInt->cb->battleHasDistancePenalty(activeStack, myNumber) ||
 
- 								curInt->cb->battleHasWallPenalty(activeStack, myNumber))
 
- 							{
 
- 								CCS->curh->changeGraphic(1,15);
 
- 							}
 
- 							else
 
- 							{
 
- 								CCS->curh->changeGraphic(1,3);
 
- 							}
 
- 							//setting console text
 
- 							char buf[500];
 
- 							//calculating estimated dmg
 
- 							std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere);
 
- 							std::ostringstream estDmg;
 
- 							estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
 
- 							//printing
 
- 							sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str(),
 
- 								sactive->shots, estDmg.str().c_str());
 
- 							console->alterTxt = buf;
 
- 							console->whoSetAlter = 0;
 
- 						}
 
- 						else if (isTileAttackable(myNumber)) //available enemy (melee attackable)
 
- 						{
 
- 							//handle direction of cursor and attackable tile
 
- 							setBattleCursor(myNumber);
 
- 							//setting console info
 
- 							char buf[500];
 
- 							//calculating estimated dmg
 
- 							std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere);
 
- 							std::ostringstream estDmg;
 
- 							estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
 
- 							//printing
 
- 							sprintf(buf, CGI->generaltexth->allTexts[36].c_str(),
 
- 								shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str(), estDmg.str().c_str());
 
- 							console->alterTxt = buf;
 
- 							console->whoSetAlter = 0;
 
- 						}
 
- 						else //unavailable enemy
 
- 						{
 
- 							CCS->curh->changeGraphic(1,0);
 
- 							console->alterTxt = "";
 
- 							console->whoSetAlter = 0;
 
- 						}
 
- 					}
 
- 				} //end of stack
 
- 				//TODO: allow aiming for creature spells
 
- 				else if (sactive && sactive->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(myNumber)) //catapulting
 
- 				{
 
- 					CCS->curh->changeGraphic(1,16);
 
- 					console->alterTxt = "";
 
- 					console->whoSetAlter = 0;
 
- 				}
 
- 				else //empty unavailable tile
 
- 				{
 
- 					CCS->curh->changeGraphic(1,0);
 
- 					console->alterTxt = "";
 
- 					console->whoSetAlter = 0;
 
- 				}
 
- 			}
 
- 			else //available tile
 
- 			{
 
- 				//setting console text and cursor
 
- 				if(activeStack) //there can be a moment when stack is dead ut next is not yet activated
 
- 				{
 
- 					char buf[500];
 
- 					if(activeStack->hasBonusOfType(Bonus::FLYING))
 
- 					{
 
- 						CCS->curh->changeGraphic(1,2);
 
- 						sprintf(buf, CGI->generaltexth->allTexts[295].c_str(),
 
- 							activeStack->count == 1 ? activeStack->getCreature()->nameSing.c_str() : activeStack->getCreature()->namePl.c_str());
 
- 					}
 
- 					else
 
- 					{
 
- 						CCS->curh->changeGraphic(1,1);
 
- 						sprintf(buf, CGI->generaltexth->allTexts[294].c_str(),
 
- 							activeStack->count == 1 ? activeStack->getCreature()->nameSing.c_str() : activeStack->getCreature()->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)
 
- 		{
 
- 			CCS->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 = curInt->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);
 
- 			if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasBonusOfType(Bonus::UNDEAD)) //animate dead can be cast only on undead creatures
 
- 				stackUnder = NULL;
 
- 			bool whichCase; //for cases 1, 2 and 3
 
- 			switch(spellSelMode)
 
- 			{
 
- 			case 1:
 
- 				whichCase = stackUnder && curInt->playerID == stackUnder->owner;
 
- 				break;
 
- 			case 2:
 
- 				whichCase = stackUnder && curInt->playerID != stackUnder->owner;
 
- 				break;
 
- 			case 3:
 
- 				whichCase = stackUnder;
 
- 				break;
 
- 			}
 
- 			switch(spellSelMode)
 
- 			{
 
- 			case 0:
 
- 				CCS->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 )
 
- 				{
 
- 					CCS->curh->changeGraphic(3, 0);
 
- 					//setting console text
 
- 					char buf[500];
 
- 					std::string creName = stackUnder->count > 1 ? stackUnder->getCreature()->namePl : stackUnder->getCreature()->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
 
- 				{
 
- 					CCS->curh->changeGraphic(1, 0);
 
- 					//setting console text
 
- 					console->alterTxt = CGI->generaltexth->allTexts[23];
 
- 					console->whoSetAlter = 0;
 
- 				}
 
- 				break;
 
- 			case 4: //TODO: implement this case
 
- 				if( blockedByObstacle(myNumber) )
 
- 				{
 
- 					CCS->curh->changeGraphic(3, 0);
 
- 				}
 
- 				else
 
- 				{
 
- 					CCS->curh->changeGraphic(1, 0);
 
- 				}
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::setBattleCursor(const int myNumber)
 
- {
 
- 	const CBattleHex & hoveredHex = bfield[myNumber];
 
- 	CCursorHandler *cursor = CCS->curh;
 
- 	const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
 
- 	const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
 
- 	const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
 
- 	const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
 
- 	const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
 
- 	const int zigzagCorrection = !((myNumber/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%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/BFIELD_WIDTH == 0) 
 
- 	{
 
- 			sectorCursor[1] = -1;
 
- 			sectorCursor[2] = -1;
 
- 			aboveAttackable = false;
 
- 	} 
 
- 	else 
 
- 	{
 
- 		if (doubleWide) 
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if (!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[1] = -1;
 
- 			if (!(attackRow[1] && attackRow[2]))
 
- 				aboveAttackable = false;
 
- 			if (!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[1] = -1;
 
- 			if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[2] = -1;
 
- 		}
 
- 	}
 
- 	// Check to the right.
 
- 	if (myNumber%BFIELD_WIDTH >= 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/BFIELD_WIDTH == BFIELD_HEIGHT - 1)
 
- 	{
 
- 		sectorCursor[4] = -1;
 
- 		sectorCursor[5] = -1;
 
- 		belowAttackable = false;
 
- 	} 
 
- 	else 
 
- 	{
 
- 		if (doubleWide)
 
- 		{
 
- 			bool attackRow[4] = {true, true, true, true};
 
- 			if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection))
 
- 				attackRow[0] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				attackRow[1] = false;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
 
- 				attackRow[2] = false;
 
- 			if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH + 1 + zigzagCorrection))
 
- 				attackRow[3] = false;
 
- 			if (!(attackRow[0] && attackRow[1]))
 
- 				sectorCursor[5] = -1;
 
- 			if (!(attackRow[1] && attackRow[2]))
 
- 				belowAttackable = false;
 
- 			if (!(attackRow[2] && attackRow[3]))
 
- 				sectorCursor[4] = -1;
 
- 		} 
 
- 		else 
 
- 		{
 
- 			if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
 
- 				sectorCursor[4] = -1;
 
- 			if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
 
- 				sectorCursor[5] = -1;
 
- 		}
 
- 	}
 
- 	// Determine index from sector.
 
- 	int cursorIndex;
 
- 	if (doubleWide) 
 
- 	{
 
- 		sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
 
- 		sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
 
- 		if (sector < 1.5)
 
- 			cursorIndex = sector;
 
- 		else if (sector >= 1.5 && sector < 2.5)
 
- 			cursorIndex = 2;
 
- 		else if (sector >= 2.5 && sector < 4.5)
 
- 			cursorIndex = (int) sector + 1;
 
- 		else if (sector >= 4.5 && sector < 5.5)
 
- 			cursorIndex = 6;
 
- 		else
 
- 			cursorIndex = (int) sector + 2;
 
- 	} 
 
- 	else 
 
- 	{
 
- 		cursorIndex = sector;
 
- 	}
 
- 	// Find the closest direction attackable, starting with the right one.
 
- 	// FIXME: Is this really how the original H3 client does it?
 
- 	int i = 0;
 
- 	while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //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(1, sectorCursor[index]);
 
- 	switch (index)
 
- 	{
 
- 		case 0:
 
- 			attackingHex = myNumber - 1; //left
 
- 			break;
 
- 		case 1:
 
- 			attackingHex = myNumber - BFIELD_WIDTH - 1 + zigzagCorrection; //top left
 
- 			break;
 
- 		case 2:
 
- 			attackingHex = myNumber - BFIELD_WIDTH + zigzagCorrection; //top right
 
- 			break;
 
- 		case 3:
 
- 			break;
 
- 			attackingHex = myNumber + 1; //right
 
- 		case 4:
 
- 			break;
 
- 			attackingHex = myNumber + BFIELD_WIDTH + zigzagCorrection; //bottom right
 
- 		case 5:
 
- 			attackingHex = myNumber + BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
 
- 			break;
 
- 	}
 
- 	THex hex(attackingHex);
 
- 	if (!hex.isValid())
 
- 		attackingHex = -1;
 
- }
 
- void CBattleInterface::clickRight(tribool down, bool previousState)
 
- {
 
- 	if(!down && spellDestSelectMode)
 
- 	{
 
- 		endCastingSpell();
 
- 	}
 
- }
 
- void CBattleInterface::bOptionsf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	CCS->curh->changeGraphic(0,0);
 
- 	Rect tempRect = genRect(431, 481, 160, 84);
 
- 	tempRect += pos.topLeft();
 
- 	CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(tempRect, this);
 
- 	GH.pushInt(optionsWin);
 
- }
 
- void CBattleInterface::bSurrenderf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	int cost = curInt->cb->battleGetSurrenderCost();
 
- 	if(cost >= 0)
 
- 	{
 
- 		const CGHeroInstance *opponent = curInt->cb->battleGetFightingHero(1);
 
- 		std::string enemyHeroName = opponent ? opponent->name : "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled? 
 
- 		std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
 
- 		curInt->showYesNoDialog(surrenderMessage, std::vector<SComponent*>(), boost::bind(&CBattleInterface::reallySurrender,this), 0, false);
 
- 	}
 
- }
 
- void CBattleInterface::bFleef()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if( curInt->cb->battleCanFlee() )
 
- 	{
 
- 		CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
 
- 		curInt->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false); //Are you sure you want to retreat?
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<SComponent*> 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
 
- 		char buffer[1000];
 
- 		sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present.  %s can not retreat!
 
- 		//printing message
 
- 		curInt->showInfoDialog(std::string(buffer), comps);
 
- 	}
 
- }
 
- void CBattleInterface::reallyFlee()
 
- {
 
- 	giveCommand(BattleAction::RETREAT,0,0);
 
- 	CCS->curh->changeGraphic(0, 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(BattleAction::SURRENDER,0,0);
 
- 		CCS->curh->changeGraphic(0, 0);
 
- 	}
 
- }
 
- void CBattleInterface::bAutofightf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- }
 
- void CBattleInterface::bSpellf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	CCS->curh->changeGraphic(0,0);
 
- 	const CGHeroInstance * chi = NULL;
 
- 	if(attackingHeroInstance->tempOwner == curInt->playerID)
 
- 		chi = attackingHeroInstance;
 
- 	else
 
- 		chi = defendingHeroInstance;
 
- 	CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi, curInt);
 
- 	GH.pushInt(spellWindow);
 
- }
 
- void CBattleInterface::bWaitf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(activeStack != NULL)
 
- 		giveCommand(8,0,activeStack->ID);
 
- }
 
- void CBattleInterface::bDefencef()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(activeStack != NULL)
 
- 		giveCommand(3,0,activeStack->ID);
 
- }
 
- void CBattleInterface::bConsoleUpf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	console->scrollUp();
 
- }
 
- void CBattleInterface::bConsoleDownf()
 
- {
 
- 	if(spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	console->scrollDown();
 
- }
 
- void CBattleInterface::newStack(const CStack * stack)
 
- {
 
- 	Point coords = CBattleHex::getXYUnitAnim(stack->position, stack->owner == attackingHeroInstance->tempOwner, stack, this);;
 
- 	if(stack->position < 0) //turret
 
- 	{
 
- 		const CCreature & turretCreature = *CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];
 
- 		creAnims[stack->ID] = new CCreatureAnimation(turretCreature.animDefName);	
 
- 		// Turret positions are read out of the /config/wall_pos.txt
 
- 		int posID = 0;
 
- 		switch (stack->position)
 
- 		{
 
- 		case -2: // keep creature
 
- 			posID = 18;
 
- 			break;
 
- 		case -3: // bottom creature
 
- 			posID = 19;
 
- 			break;
 
- 		case -4: // upper creature
 
- 			posID = 20;
 
- 			break;
 
- 		}
 
- 		if (posID != 0)
 
- 		{
 
- 			coords.x = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].x + this->pos.x;
 
- 			coords.y = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].y + this->pos.y;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		creAnims[stack->ID] = new CCreatureAnimation(stack->getCreature()->animDefName);	
 
- 	}
 
- 	creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
 
- 	creAnims[stack->ID]->pos = Rect(coords.x, coords.y, creAnims[stack->ID]->fullWidth, creAnims[stack->ID]->fullHeight);
 
- 	creDir[stack->ID] = stack->attackerOwned;
 
- }
 
- void CBattleInterface::stackRemoved(int stackID)
 
- {
 
- 	delete creAnims[stackID];
 
- 	creAnims.erase(stackID);
 
- 	creDir.erase(stackID);
 
- }
 
- void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
 
- {
 
- 	//don't show animation when no HP is regenerated
 
- 	if (stack->firstHPleft != stack->MaxHealth())
 
- 	{
 
- 		if( stack->hasBonusOfType(Bonus::HP_REGENERATION) || stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION, 1))
 
- 		{
 
- 			displayEffect(74, stack->position);
 
- 			CCS->soundh->playSound(soundBase::REGENER);
 
- 		}
 
- 		if( stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION, 0))
 
- 		{
 
- 			displayEffect(74, stack->position);
 
- 			CCS->soundh->playSound(soundBase::REGENER);
 
- 		}
 
- 	}
 
- 	if(stack->hasBonusOfType(Bonus::MANA_DRAIN))
 
- 	{
 
- 		CGHeroInstance * enemy = NULL; //probably could be smarter and not duplicated
 
- 		if (defendingHero)
 
- 			if (defendingHero->myHero->tempOwner != stack->owner)
 
- 				enemy = const_cast<CGHeroInstance *>(defendingHero->myHero);
 
- 		if (attackingHero)
 
- 			if (attackingHero->myHero->tempOwner != stack->owner)
 
- 				enemy = const_cast<CGHeroInstance *>(attackingHero->myHero);
 
- 		if (enemy)
 
- 		{
 
- 			ui32 manaDrained = stack->valOfBonuses(Bonus::MANA_DRAIN);
 
- 			amin (manaDrained, enemy->mana);
 
- 			if (manaDrained)
 
- 			{
 
- 				displayEffect(77, stack->position);
 
- 				CCS->soundh->playSound(soundBase::MANADRAI);
 
- 			}
 
- 		}
 
- 	}
 
- 	if(stack->hasBonusOfType(Bonus::POISON))
 
- 	{
 
- 		displayEffect(67, stack->position);
 
- 		CCS->soundh->playSound(soundBase::POISON);
 
- 	}
 
- 	//givenCommand = NULL;
 
- 	stackToActivate = stack;
 
- 	if(pendingAnims.size() == 0)
 
- 		activateStack();
 
- }
 
- void CBattleInterface::stackMoved(const CStack * stack, std::vector<THex> destHex, int distance)
 
- {
 
- 	addNewAnim(new CBattleStackMoved(this, stack, destHex, distance));
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos)
 
- {
 
- 	for(int h = 0; h < attackedInfos.size(); ++h)
 
- 	{
 
- 		addNewAnim(new CDefenceAnim(attackedInfos[h], this));
 
- 		if (attackedInfos[h].rebirth)
 
- 		{
 
- 			displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation
 
- 			CCS->soundh->playSound(soundBase::RESURECT);
 
- 		}
 
- 	}
 
- 	waitForAnims();
 
- 	int targets = 0, killed = 0, damage = 0;
 
- 	for(int h = 0; h < attackedInfos.size(); ++h)
 
- 	{
 
- 		++targets;
 
- 		killed += attackedInfos[h].killed;
 
- 		damage += attackedInfos[h].dmg;
 
- 	}
 
- 	if (targets > 1)
 
- 		printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
 
- 	else
 
- 		printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
 
- 	for(int h = 0; h < attackedInfos.size(); ++h)
 
- 	{
 
- 		if (attackedInfos[h].rebirth)
 
- 			creAnims[attackedInfos[h].defender->ID]->setType(CCreatureAnim::HOLDING);
 
- 	}
 
- }
 
- void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const CStack * attacked, bool shooting )
 
- {
 
- 	if (shooting)
 
- 	{
 
- 		addNewAnim(new CShootingAnim(this, attacker, dest, attacked));
 
- 	}
 
- 	else
 
- 	{
 
- 		addNewAnim(new CMeleeAttack(this, attacker, dest, attacked));
 
- 	}
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::newRoundFirst( int round )
 
- {
 
- 	//handle regeneration
 
- 	std::vector<const CStack*> stacks = curInt->cb->battleGetStacks(); //gets only alive stacks
 
- //	BOOST_FOREACH(const CStack *s, stacks)
 
- //	{
 
- //	}
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::newRound(int number)
 
- {
 
- 	console->addText(CGI->generaltexth->allTexts[412]);
 
- 	//unlock spellbook
 
- 	//bSpell->block(!curInt->cb->battleCanCastSpell());
 
- 	//don't unlock spellbook - this should be done when we have axctive creature
 
- 	
 
- }
 
- void CBattleInterface::giveCommand(ui8 action, THex tile, ui32 stack, si32 additional)
 
- {
 
- 	if(!curInt->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)
 
- 	{
 
- 		return;
 
- 	}
 
- 	BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
 
- 	ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 	ba->actionType = action;
 
- 	ba->destinationTile = tile;
 
- 	ba->stackNumber = stack;
 
- 	ba->additionalInfo = additional;
 
- 	//some basic validations
 
- 	switch(action)
 
- 	{
 
- 		case BattleAction::WALK_AND_ATTACK:
 
- 			assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
 
- 		case BattleAction::WALK:
 
- 		case BattleAction::SHOOT:
 
- 		case BattleAction::CATAPULT:
 
- 			assert(tile < BFIELD_SIZE);
 
- 			break;
 
- 	}
 
- 	if(!tacticsMode)
 
- 	{
 
- 		myTurn = false;
 
- 		activeStack = NULL;
 
- 		givenCommand->setn(ba);
 
- 	}
 
- 	else
 
- 	{
 
- 		curInt->cb->battleMakeTacticAction(ba);
 
- 		delNull(ba);
 
- 		bTacticNextStack();
 
- 	}
 
- }
 
- bool CBattleInterface::isTileAttackable(const THex & number) const
 
- {
 
- 	for(size_t b=0; b<occupyableHexes.size(); ++b)
 
- 	{
 
- 		if(THex::mutualPosition(occupyableHexes[b], number) != -1 || occupyableHexes[b] == number)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CBattleInterface::blockedByObstacle(THex hex) const
 
- {
 
- 	std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();
 
- 	std::set<THex> coveredHexes;
 
- 	for(int b = 0; b < obstacles.size(); ++b)
 
- 	{
 
- 		std::vector<THex> blocked = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getBlocked(obstacles[b].pos);
 
- 		for(int w = 0; w < blocked.size(); ++w)
 
- 			coveredHexes.insert(blocked[w]);
 
- 	}
 
- 	return vstd::contains(coveredHexes, hex);
 
- }
 
- bool CBattleInterface::isCatapultAttackable(THex hex) const
 
- {
 
- 	if(!siegeH)
 
- 		return false;
 
- 	int wallUnder = curInt->cb->battleGetWallUnderHex(hex);
 
- 	if(wallUnder == -1)
 
- 		return false;
 
- 	return curInt->cb->battleGetWallState(wallUnder) < 3;
 
- }
 
- const CGHeroInstance * CBattleInterface::getActiveHero()
 
- {
 
- 	const CStack * attacker = activeStack;
 
- 	if (!attacker)
 
- 	{
 
- 		return NULL;
 
- 	}
 
- 	if (attacker->attackerOwned)
 
- 	{
 
- 		return attackingHeroInstance;
 
- 	}
 
- 	
 
- 	return defendingHeroInstance;
 
- }
 
- void CBattleInterface::hexLclicked(int whichOne)
 
- {
 
- 	const CStack * actSt = activeStack;
 
- 	const CStack* dest = curInt->cb->battleGetStackByPos(whichOne, false); //creature at destination tile; -1 if there is no one
 
- 	if(!actSt)
 
- 	{
 
- 		tlog3 << "Hex l-clicked when no active stack!\n";
 
- 		return;
 
- 	}
 
- 	if( ((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
 
- 		|| (actSt->hasBonusOfType(Bonus::CATAPULT) && !spellDestSelectMode || dest ) //enemy's first aid tent can stand there and we want to shoot it
 
- 		)
 
- 	{
 
- 		if(!myTurn)
 
- 			return; //we are not permit to do anything
 
- 		if(spellDestSelectMode) //TODO: choose target for area creature spell
 
- 		{
 
- 			//checking destination
 
- 			bool allowCasting = true;
 
- 			bool onlyAlive = vstd::contains(CGI->spellh->risingSpells, spellToCast->additionalInfo); //when casting resurrection or animate dead we should be allow to select dead stack
 
- 			//TODO: more general handling of dead targets
 
- 			switch(spellSelMode)
 
- 			{
 
- 			case FRIENDLY_CREATURE:
 
- 				if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID != dest->owner )
 
- 					allowCasting = false;
 
- 				break;
 
- 			case HOSTILE_CREATURE:
 
- 				if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID == dest->owner )
 
- 					allowCasting = false;
 
- 				break;
 
- 			case ANY_CREATURE:
 
- 				if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive))
 
- 					allowCasting = false;
 
- 				break;
 
- 			case OBSTACLE:
 
- 				if(!blockedByObstacle(whichOne))
 
- 					allowCasting = false;
 
- 			case TELEPORT: //teleport
 
- 				const CSpell *s = CGI->spellh->spells[spellToCast->additionalInfo];
 
- 				ui8 skill = getActiveHero()->getSpellSchoolLevel(s); //skill level
 
- 				if (!curInt->cb->battleCanTeleportTo(activeStack, whichOne, skill))
 
- 				{
 
- 					allowCasting = false;
 
- 				}
 
- 				break;
 
- 			}
 
- 			//destination checked
 
- 			if(allowCasting)
 
- 			{
 
- 				spellToCast->destinationTile = whichOne;
 
- 				curInt->cb->battleMakeAction(spellToCast);
 
- 				endCastingSpell();
 
- 			}
 
- 		}
 
- 		else //we don't aim for spell target area
 
- 		{
 
- 			bool walkableTile = false;
 
- 			if (dest)
 
- 			{
 
- 				bool ourStack = actSt->owner == dest->owner;
 
- 				//try to cast stack spell first
 
- 				if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell
 
- 				{
 
- 					if ((int)creatureSpellToCast > -1) //use randomized spell (Faerie Dragon), or only avaliable spell (Archangel)
 
- 					{
 
- 						const CSpell * spell =  CGI->spellh->spells[creatureSpellToCast];
 
- 						if (curInt->cb->battleCanCastThisSpell(spell, THex(whichOne)) == SpellCasting::OK)
 
- 						{
 
- 							if (spell->positiveness > -1 && ourStack || spell->positiveness < 1 && !ourStack)
 
- 							{
 
- 								giveCommand(BattleAction::MONSTER_SPELL, whichOne, actSt->ID, creatureSpellToCast);
 
- 							}
 
- 						}
 
- 					}
 
- 					else if (ourStack) //must have only random positive spell (genie)
 
- 					{
 
- 						if (dest != actSt) //can't cast on itself
 
- 						{
 
- 							int spellID = curInt->cb->battleGetRandomStackSpell(dest, CBattleInfoCallback::RANDOM_GENIE);
 
- 							if (spellID > -1) //can cast any spell on target stack
 
- 							{
 
- 								giveCommand(BattleAction::MONSTER_SPELL, whichOne, actSt->ID, spellID); //use randomized spell
 
- 							}
 
- 						}
 
- 					}
 
- 					creatureSpellToCast = -1;
 
- 					return; //no further action after cast
 
- 				}
 
- 				if (dest->alive())
 
- 				{
 
- 					if(dest->owner != actSt->owner && curInt->cb->battleCanShoot(activeStack, whichOne)) //shooting
 
- 					{
 
- 						CCS->curh->changeGraphic(1, 6); //cursor should be changed
 
- 						giveCommand (BattleAction::SHOOT, whichOne, activeStack->ID);
 
- 					}
 
- 					else if(!ourStack) //attacking
 
- 					{
 
- 						const CStack * actStack = activeStack;
 
- 						int attackFromHex = -1; //hex from which we will attack chosen stack
 
- 						switch(CCS->curh->number)
 
- 						{
 
- 						case 12: //from bottom right
 
- 							{
 
- 								bool doubleWide = actStack->doubleWide();
 
- 								int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) +
 
- 									(actStack->attackerOwned && doubleWide ? 1 : 0);
 
- 								if(vstd::contains(occupyableHexes, destHex))
 
- 									attackFromHex = destHex;
 
- 								else if(actStack->attackerOwned) //if we are attacker
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex+1))
 
- 										attackFromHex = destHex+1;
 
- 								}
 
- 								else //if we are defender
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex-1))
 
- 										attackFromHex = destHex-1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						case 7: //from bottom left
 
- 							{
 
- 								int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );
 
- 								if(vstd::contains(occupyableHexes, destHex))
 
- 									attackFromHex = destHex;
 
- 								else if(actStack->attackerOwned) //if we are attacker
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex+1))
 
- 										attackFromHex = destHex+1;
 
- 								}
 
- 								else //if we are defender
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex-1))
 
- 										attackFromHex = destHex-1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						case 8: //from left
 
- 							{
 
- 								if(actStack->doubleWide() && !actStack->attackerOwned)
 
- 								{
 
- 									std::vector<THex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 									if(vstd::contains(acc, whichOne))
 
- 										attackFromHex = whichOne - 1;
 
- 									else
 
- 										attackFromHex = whichOne - 2;
 
- 								}
 
- 								else
 
- 								{
 
- 									attackFromHex = whichOne - 1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						case 9: //from top left
 
- 							{
 
- 								int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );
 
- 								if(vstd::contains(occupyableHexes, destHex))
 
- 									attackFromHex = destHex;
 
- 								else if(actStack->attackerOwned) //if we are attacker
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex+1))
 
- 										attackFromHex = destHex+1;
 
- 								}
 
- 								else //if we are defender
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex-1))
 
- 										attackFromHex = destHex-1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						case 10: //from top right
 
- 							{
 
- 								bool doubleWide = actStack->doubleWide();
 
- 								int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) +
 
- 									(actStack->attackerOwned && doubleWide ? 1 : 0);
 
- 								if(vstd::contains(occupyableHexes, destHex))
 
- 									attackFromHex = destHex;
 
- 								else if(actStack->attackerOwned) //if we are attacker
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex+1))
 
- 										attackFromHex = destHex+1;
 
- 								}
 
- 								else //if we are defender
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex-1))
 
- 										attackFromHex = destHex-1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						case 11: //from right
 
- 							{
 
- 								if(actStack->doubleWide() && actStack->attackerOwned)
 
- 								{
 
- 									std::vector<THex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 									if(vstd::contains(acc, whichOne))
 
- 										attackFromHex = whichOne + 1;
 
- 									else
 
- 										attackFromHex = whichOne + 2;
 
- 								}
 
- 								else
 
- 								{
 
- 									attackFromHex = whichOne + 1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						case 13: //from bottom
 
- 							{
 
- 								int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );
 
- 								if(vstd::contains(occupyableHexes, destHex))
 
- 									attackFromHex = destHex;
 
- 								else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex+1))
 
- 										attackFromHex = destHex+1;
 
- 								}
 
- 								else //if we are defender
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex-1))
 
- 										attackFromHex = destHex-1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						case 14: //from top
 
- 							{
 
- 								int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );
 
- 								if(vstd::contains(occupyableHexes, destHex))
 
- 									attackFromHex = destHex;
 
- 								else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex+1))
 
- 										attackFromHex = destHex+1;
 
- 								}
 
- 								else //if we are defender
 
- 								{
 
- 									if(vstd::contains(occupyableHexes, destHex-1))
 
- 										attackFromHex = destHex-1;
 
- 								}
 
- 								break;
 
- 							}
 
- 						}
 
- 						if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
 
- 						{
 
- 							giveCommand(BattleAction::WALK_AND_ATTACK, attackFromHex, activeStack->ID, whichOne);
 
- 					
 
- 							CCS->curh->changeGraphic(1, 6); //cursor should be changed
 
- 						}
 
- 					}
 
- 					else if (actSt->hasBonusOfType(Bonus::HEALER) && actSt->owner == dest->owner) //friendly creature we can heal
 
- 					{ //TODO: spellDestSelectMode > -2 if we don't want to heal but perform some other (?) action
 
- 						giveCommand(BattleAction::STACK_HEAL, whichOne, activeStack->ID); //command healing
 
- 						CCS->curh->changeGraphic(1, 6); //cursor should be changed
 
- 					}
 
- 				} //stack is not alive
 
- 				else if (actSt->hasBonusOfType(Bonus::DAEMON_SUMMONING) && actSt->casts &&
 
- 						actSt->owner == dest->owner && spellSelMode > -2)//friendly body we can (and want) rise
 
- 				{
 
- 					giveCommand(BattleAction::DAEMON_SUMMONING, whichOne, activeStack->ID);
 
- 					CCS->curh->changeGraphic(1, 6); //cursor should be changed
 
- 				}
 
- 				else //not a subject of resurrection
 
- 					walkableTile = true;
 
- 			}
 
- 			else
 
- 			{
 
- 				walkableTile = true;
 
- 			}
 
- 			if (walkableTile) // we can try to move to this tile
 
- 			{
 
- 				if(std::find(occupyableHexes.begin(), occupyableHexes.end(), whichOne) != occupyableHexes.end())// and it's in our range
 
- 				{
 
- 					CCS->curh->changeGraphic(1, 6); //cursor should be changed
 
- 					if(activeStack->doubleWide())
 
- 					{
 
- 						std::vector<THex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
 
- 						int shiftedDest = whichOne + (activeStack->attackerOwned ? 1 : -1);
 
- 						if(vstd::contains(acc, whichOne))
 
- 							giveCommand (BattleAction::WALK ,whichOne, activeStack->ID);
 
- 						else if(vstd::contains(acc, shiftedDest))
 
- 							giveCommand (BattleAction::WALK, shiftedDest, activeStack->ID);
 
- 					}
 
- 					else
 
- 					{
 
- 						giveCommand(BattleAction::WALK, whichOne, activeStack->ID);
 
- 					}
 
- 				}
 
- 				else if(actSt->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult)
 
- 				{
 
- 					giveCommand(BattleAction::CATAPULT, whichOne, activeStack->ID);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
 
- {
 
- 	for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
 
- 	{
 
- 		const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
 
- 		addNewAnim(new CShootingAnim(this, stack, it->first.second, NULL, true, it->second));
 
- 		SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
 
- 		siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
 
- 			siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
 
- 	}
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::battleFinished(const BattleResult& br)
 
- {
 
- 	bresult = &br;
 
- 	LOCPLINT->pim->unlock();
 
- 	animsAreDisplayed.waitUntil(false);
 
- 	LOCPLINT->pim->lock();
 
- 	displayBattleFinished();
 
- }
 
- void CBattleInterface::displayBattleFinished()
 
- {
 
- 	CCS->curh->changeGraphic(0,0);
 
- 	
 
- 	SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
 
- 	resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
 
- 	GH.pushInt(resWindow);
 
- }
 
- void CBattleInterface::spellCast( const BattleSpellCast * sc )
 
- {
 
- 	const CSpell &spell = *CGI->spellh->spells[sc->id];
 
- 	//spell opening battle is cast when no stack is active
 
- 	if(sc->castedByHero && ( activeStack == NULL || sc->side == !activeStack->attackerOwned) )
 
- 		bSpell->block(true);
 
- 	std::vector< std::string > anims; //for magic arrow and ice bolt
 
- 	if (vstd::contains(CCS->soundh->spellSounds, &spell))
 
- 		CCS->soundh->playSound(CCS->soundh->spellSounds[&spell]);
 
- 	switch(sc->id)
 
- 	{
 
- 	case 15: //magic arrow
 
- 		{
 
- 			//initialization of anims
 
- 			anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");
 
- 		}
 
- 	case 16: //ice bolt
 
- 		{
 
- 			if(anims.size() == 0) //initialization of anims
 
- 			{
 
- 				anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
 
- 			}
 
- 		} //end of ice bolt only part
 
- 		{ //common ice bolt and magic arrow part
 
- 			//initial variables
 
- 			std::string animToDisplay;
 
- 			Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
 
- 			Point destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
 
- 			destcoord.x += 250; destcoord.y += 240;
 
- 			//animation angle
 
- 			float angle = atan2(float(destcoord.x - srccoord.x), float(destcoord.y - srccoord.y));
 
- 			bool Vflip = false;
 
- 			if (angle < 0)
 
- 			{
 
- 				Vflip = true;
 
- 				angle = -angle;
 
- 			}
 
- 			//choosing animation by angle
 
- 			if(angle > 1.50)
 
- 				animToDisplay = anims[0];
 
- 			else if(angle > 1.20)
 
- 				animToDisplay = anims[1];
 
- 			else if(angle > 0.90)
 
- 				animToDisplay = anims[2];
 
- 			else if(angle > 0.60)
 
- 				animToDisplay = anims[3];
 
- 			else
 
- 				animToDisplay = anims[4];
 
- 			//displaying animation
 
- 			CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
 
- 			
 
- 			int steps = sqrt((float)((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
 
- 			if(steps <= 0)
 
- 				steps = 1;
 
- 			int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
 
- 			delete animDef;
 
- 			addNewAnim(new CSpellEffectAnim(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
 
- 			break; //for 15 and 16 cases
 
- 		}
 
- 	case 17: //lightning bolt
 
- 	case 57: //Titan's Thunder
 
- 	case 77: //thunderbolt
 
- 		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, curInt->cb->battleGetStackByID(*it, false)->position);
 
- 		}
 
- 		break;
 
- 	case 66: case 67: case 68: case 69: //summon elemental
 
- 		addNewAnim(new CDummyAnim(this, 2));
 
- 		break;
 
- 	} //switch(sc->id)
 
- 	//support for resistance
 
- 	for(int j=0; j<sc->resisted.size(); ++j)
 
- 	{
 
- 		int tile = curInt->cb->battleGetStackByID(sc->resisted[j])->position;
 
- 		displayEffect(78, tile);
 
- 	}
 
- 	//displaying message in console
 
- 	bool customSpell = false;
 
- 	bool plural = false; //add singular / plural form of creature text if this is true
 
- 	int textID = 0;
 
- 	if(sc->affectedCres.size() == 1)
 
- 	{
 
- 		std::string text = CGI->generaltexth->allTexts[195];
 
- 		if(sc->castedByHero)
 
- 		{
 
- 			boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
 
- 			boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //spell name
 
- 			boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target
 
- 		}
 
- 		else
 
- 		{
 
- 			switch(sc->id)
 
- 			{
 
- 				case 70: //Stone Gaze
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 558;
 
- 					break;
 
- 				case 71: //Poison
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 561;
 
- 					break;
 
- 				case 72: //Bind
 
- 					customSpell = true;
 
- 					text = CGI->generaltexth->allTexts[560];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
 
- 					break;	//Roots and vines bind the %s to the ground!
 
- 				case 73: //Disease
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 553;
 
- 					break;
 
- 				case 74: //Paralyze
 
- 					customSpell = true;
 
- 					plural = true;
 
- 					textID = 563;
 
- 					break;
 
- 				case 75: // Aging
 
- 				{
 
- 					customSpell = true;
 
- 					if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
 
- 					{
 
- 						text = CGI->generaltexth->allTexts[552];
 
- 						boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
 
- 					}
 
- 					else
 
- 					{
 
- 						text = CGI->generaltexth->allTexts[551];
 
- 						boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
 
- 					}
 
- 					//The %s shrivel with age, and lose %d hit points."	
 
- 					TBonusListPtr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH));
 
- 					bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75));
 
- 					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
 
- 				}
 
- 					break;
 
- 				case 77: //Thunderbolt
 
- 					text = CGI->generaltexth->allTexts[367];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
 
- 					console->addText(text);
 
- 					text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
 
- 					boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
 
- 					console->addText(text);
 
- 					customSpell = true;
 
- 					text = ""; //yeah, it's a terrible mess
 
- 					break;
 
- 				case 78: //Dispell helpful spells
 
- 					text = CGI->generaltexth->allTexts[555];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
 
- 					customSpell = true;
 
- 					break;
 
- 				case 79: // Death Stare
 
- 					customSpell = true;
 
- 					if (sc->dmgToDisplay)
 
- 					{
 
- 						if (sc->dmgToDisplay > 1)
 
- 						{
 
- 							text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
 
- 							boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
 
- 							boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
 
- 						}
 
- 						else
 
- 						{
 
- 							text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
 
- 							boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
 
- 						}
 
- 						boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
 
- 					}
 
- 					else
 
- 						text = "";
 
- 					break;
 
- 				default:
 
- 					text = CGI->generaltexth->allTexts[565]; //The %s casts %s	
 
- 					boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
 
- 			}
 
- 			if (plural)
 
- 			{
 
- 				if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
 
- 				{
 
- 					text = CGI->generaltexth->allTexts[textID + 1];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
 
- 				}
 
- 				else
 
- 				{
 
- 					text = CGI->generaltexth->allTexts[textID];
 
- 					boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
 
- 				}
 
- 			}
 
- 		}
 
- 		if (!customSpell && !sc->dmgToDisplay)
 
- 			boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
 
- 		if (text.size())
 
- 			console->addText(text);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string text = CGI->generaltexth->allTexts[196];
 
- 		if(sc->castedByHero)
 
- 		{
 
- 			boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
 
- 		}
 
- 		else if(sc->attackerType < CGI->creh->creatures.size())
 
- 		{
 
- 			boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
 
- 		}
 
- 		else
 
- 		{
 
- 			//TODO artifacts that cast spell; scripts some day
 
- 			boost::algorithm::replace_first(text, "Something", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
 
- 		}
 
- 		boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
 
- 		console->addText(text);
 
- 	}
 
- 	if(sc->dmgToDisplay && !customSpell)
 
- 	{
 
- 		std::string dmgInfo = CGI->generaltexth->allTexts[376];
 
- 		boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
 
- 		boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
 
- 		console->addText(dmgInfo); //todo: casualties (?)
 
- 	}
 
- 	waitForAnims();
 
- }
 
- void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
 
- {
 
- 	int effID = sse.effect.back().sid;
 
- 	if(effID != -1) //can be -1 for defensive stance effect
 
- 	{
 
- 		for(std::vector<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
 
- 		{
 
- 			displayEffect(CGI->spellh->spells[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(*ci)->position);
 
- 		}
 
- 	}
 
- 	else if (sse.stacks.size() == 1 && sse.effect.size() == 2)
 
- 	{
 
- 		const Bonus & bns = sse.effect.front();
 
- 		if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
 
- 		{
 
- 			//defensive stance
 
- 			const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
 
- 			int txtid = 120;
 
- 			if(stack->count != 1)
 
- 				txtid++; //move to plural text
 
- 			char txt[4000];
 
- 			BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
 
- 			defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
 
- 			int val = stack->Defense() - defenseBonuses.totalValue();
 
- 			sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(),  (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val);
 
- 			console->addText(txt);
 
- 		}
 
- 		
 
- 	}
 
- 	if (activeStack != NULL) //it can be -1 when a creature casts effect
 
- 	{
 
- 		redrawBackgroundWithHexes(activeStack);
 
- 	}
 
- }
 
- void CBattleInterface::castThisSpell(int spellID)
 
- {
 
- 	BattleAction * ba = new BattleAction;
 
- 	ba->actionType = BattleAction::HERO_SPELL;
 
- 	ba->additionalInfo = spellID; //spell number
 
- 	ba->destinationTile = -1;
 
- 	ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
 
- 	ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
 
- 	spellToCast = ba;
 
- 	spellDestSelectMode = true;
 
- 	//choosing possible tragets
 
- 	const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
 
- 	const CSpell & spell = *CGI->spellh->spells[spellID];
 
- 	spellSelMode = ANY_LOCATION;
 
- 	if(spell.getTargetType() == CSpell::CREATURE)
 
- 	{
 
- 		switch(spell.positiveness)
 
- 		{
 
- 		case -1 :
 
- 			spellSelMode = HOSTILE_CREATURE;
 
- 			break;
 
- 		case 0:
 
- 			spellSelMode = ANY_CREATURE;
 
- 			break;
 
- 		case 1:
 
- 			spellSelMode = FRIENDLY_CREATURE;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(spell.getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
 
- 	{
 
- 		if(castingHero && castingHero->getSpellSchoolLevel(&spell) < 3)
 
- 		{
 
- 			switch(spell.positiveness)
 
- 			{
 
- 			case -1 :
 
- 				spellSelMode = HOSTILE_CREATURE;
 
- 				break;
 
- 			case 0:
 
- 				spellSelMode = ANY_CREATURE;
 
- 				break;
 
- 			case 1:
 
- 				spellSelMode = FRIENDLY_CREATURE;
 
- 				break;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			spellSelMode = NO_LOCATION;
 
- 		}
 
- 	}
 
- 	if(spell.getTargetType() == CSpell::OBSTACLE)
 
- 	{
 
- 		spellSelMode = OBSTACLE;
 
- 	}
 
- 	if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ] == "X") //spell has no range
 
- 	{
 
- 		spellSelMode = NO_LOCATION;
 
- 	}
 
- 	if(spell.id == 63) //teleport
 
- 	{
 
- 		spellSelMode = TELEPORT;
 
- 	}
 
- 	if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ].size() > 1) //spell has many-hex range
 
- 	{
 
- 		spellSelMode = ANY_LOCATION;
 
- 	}
 
- 	if(spellSelMode == NO_LOCATION) //user does not have to select location
 
- 	{
 
- 		spellToCast->destinationTile = -1;
 
- 		curInt->cb->battleMakeAction(spellToCast);
 
- 		endCastingSpell();
 
- 	}
 
- 	else
 
- 	{
 
- 		CCS->curh->changeGraphic(3, 0); 
 
- 	}
 
- }
 
- void CBattleInterface::displayEffect(ui32 effect, int destTile)
 
- {
 
- 	addNewAnim(new CSpellEffectAnim(this, effect, destTile));
 
- }
 
- void CBattleInterface::setAnimSpeed(int set)
 
- {
 
- 	curInt->sysOpts.animSpeed = set;
 
- 	curInt->sysOpts.settingsChanged();
 
- }
 
- int CBattleInterface::getAnimSpeed() const
 
- {
 
- 	return curInt->sysOpts.animSpeed;
 
- }
 
- void CBattleInterface::activateStack()
 
- {
 
- 	activeStack = stackToActivate;
 
- 	stackToActivate = NULL;
 
- 	const CStack *s = activeStack;
 
- 	myTurn = true;
 
- 	if(attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
 
- 		curInt = attackerInt->playerID == s->owner ? attackerInt : defenderInt;
 
- 	queue->update();
 
- 	redrawBackgroundWithHexes(activeStack);
 
- 	bWait->block(vstd::contains(s->state, WAITING)); //block waiting button if stack has been already waiting
 
- 	//block cast spell button if hero doesn't have a spellbook
 
- 	bSpell->block(!curInt->cb->battleCanCastSpell());
 
- 	bSurrender->block((curInt == attackerInt ? defendingHeroInstance : attackingHeroInstance) == NULL);
 
- 	bFlee->block(!curInt->cb->battleCanFlee());
 
- 	bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
 
- 	//set casting flag to true if creature can use it to not check it every time
 
- 	if (s->casts && s->hasBonus(Selector::type(Bonus::SPELLCASTER) || Selector::type(Bonus::RANDOM_SPELLCASTER)))
 
- 	{
 
- 		stackCanCastSpell = true;
 
- 		creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
 
- 	}
 
- 	else
 
- 	{
 
- 		stackCanCastSpell = false;
 
- 		creatureSpellToCast = -1;
 
- 	}
 
- 	GH.fakeMouseMove();
 
- 	if(!pendingAnims.size() && !active)
 
- 		activate();
 
- }
 
- float CBattleInterface::getAnimSpeedMultiplier() const
 
- {
 
- 	switch(curInt->sysOpts.animSpeed)
 
- 	{
 
- 	case 1:
 
- 		return 3.5f;
 
- 	case 2:
 
- 		return 2.2f;
 
- 	case 4:
 
- 		return 1.0f;
 
- 	default:
 
- 		return 0.0f;
 
- 	}
 
- }
 
- void CBattleInterface::endCastingSpell()
 
- {
 
- 	assert(spellDestSelectMode);
 
- 	delete spellToCast;
 
- 	spellToCast = NULL;
 
- 	spellDestSelectMode = false;
 
- 	CCS->curh->changeGraphic(1, 6);
 
- }
 
- void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
 
- {
 
- 	int ID = stack->ID;
 
- 	if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
 
- 		return;
 
- 	const CCreature *creature = stack->getCreature();
 
- 	SDL_Rect unitRect = {creAnims[ID]->pos.x, creAnims[ID]->pos.y, creAnims[ID]->fullWidth, creAnims[ID]->fullHeight};
 
- 	
 
- 	int animType = creAnims[ID]->getType();
 
- 	int affectingSpeed = curInt->sysOpts.animSpeed;
 
- 	if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
 
- 		affectingSpeed = 2;
 
- 	bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
 
- 	if (creature->idNumber == 149)
 
- 	{
 
- 		// a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim
 
- 		unitRect.h = graphics->wallPositions[siegeH->town->town->typeID][20].y;
 
- 	}
 
- 	else
 
- 	{
 
- 		// standing animation
 
- 		if(animType == 2)
 
- 		{
 
- 			if(standingFrame.find(ID)!=standingFrame.end())
 
- 			{
 
- 				incrementFrame = (animCount%(8/affectingSpeed)==0);
 
- 				if(incrementFrame)
 
- 				{
 
- 					++standingFrame[ID];
 
- 					if(standingFrame[ID] == creAnims[ID]->framesInGroup(CCreatureAnim::HOLDING))
 
- 					{
 
- 						standingFrame.erase(standingFrame.find(ID));
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				if((rand()%50) == 0)
 
- 				{
 
- 					standingFrame.insert(std::make_pair(ID, 0));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	// As long as the projectile of the shooter-stack is flying incrementFrame should be false
 
- 	bool shootingFinished = true;
 
- 	for (std::list<SProjectileInfo>::iterator it = projectiles.begin(); it != projectiles.end(); ++it)
 
- 	{
 
- 		if (it->stackID == ID)
 
- 		{
 
- 			shootingFinished = false;
 
- 			if (it->animStartDelay == 0)
 
- 				incrementFrame = false;
 
- 		}
 
- 	}
 
- 	
 
- 	// Increment always when moving, never if stack died
 
- 	creAnims[ID]->nextFrame(to, unitRect.x, unitRect.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack, &unitRect);
 
- 	//printing amount
 
- 	if(stack->count > 0 //don't print if stack is not alive
 
- 		&& (!curInt->curAction
 
- 			|| (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action
 
- 				&& (curInt->curAction->actionType != BattleAction::WALK_AND_ATTACK  ||  stack->position != curInt->curAction->additionalInfo) //nor if it's an object of attack
 
- 				&& (curInt->curAction->destinationTile != stack->position) //nor if it's on destination tile for current action
 
- 				)
 
- 			)
 
- 			&& !stack->hasBonusOfType(Bonus::SIEGE_WEAPON) //and not a war machine...
 
- 	)
 
- 	{
 
-         const THex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
 
-         const bool edge = stack->position % BFIELD_WIDTH == (stack->attackerOwned ? BFIELD_WIDTH - 2 : 1);
 
-         const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
 
- 		int xAdd = (stack->attackerOwned ? 220 : 202) +
 
-                    (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
 
-                    (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
 
-         int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
 
- 		//blitting amount background box
 
- 		SDL_Surface *amountBG = NULL;
 
- 		TBonusListPtr spellEffects = stack->getSpellBonuses();
 
- 		if(!spellEffects->size())
 
- 		{
 
- 			amountBG = amountNormal;
 
- 		}
 
- 		else
 
- 		{
 
- 			int pos=0; //determining total positiveness of effects
 
- 			std::vector<si32> spellIds = stack->activeSpells();
 
- 			for(std::vector<si32>::const_iterator it = spellIds.begin(); it != spellIds.end(); it++)
 
- 			{
 
- 				pos += CGI->spellh->spells[ *it ]->positiveness;
 
- 			}
 
- 			if(pos > 0)
 
- 			{
 
- 				amountBG = amountPositive;
 
- 			}
 
- 			else if(pos < 0)
 
- 			{
 
- 				amountBG = amountNegative;
 
- 			}
 
- 			else
 
- 			{
 
- 				amountBG = amountEffNeutral;
 
- 			}
 
- 		}
 
- 		SDL_Rect temp_rect = genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + yAdd);
 
- 		SDL_BlitSurface(amountBG, NULL, to, &temp_rect);
 
- 		//blitting amount
 
- 		CSDL_Ext::printAtMiddle(
 
- 			makeNumberShort(stack->count),
 
- 			creAnims[ID]->pos.x + xAdd + 15,
 
- 			creAnims[ID]->pos.y + yAdd + 5,
 
- 			FONT_TINY,
 
- 			zwykly,
 
- 			to
 
- 		);
 
- 	}
 
- }
 
- void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks)
 
- {
 
- 	if(!siegeH)
 
- 		return;
 
- 	using namespace boost::assign;
 
- 	static const std::map<int, std::list<int> > hexToPart = map_list_of<int, std::list<int> >(12, list_of<int>(8)(1)(7))(45, list_of<int>(12)(6))
 
- 		/*gate (78, list_of<int>(9))*/(101, list_of<int>(10))(118, list_of<int>(2))(165, list_of<int>(11))(186, list_of<int>(3));
 
- 	std::map<int, std::list<int> >::const_iterator it = hexToPart.find(hex);
 
- 	if(it != hexToPart.end())
 
- 	{
 
- 		BOOST_FOREACH(int wallNum, it->second)
 
- 		{
 
- 			siegeH->printPartOfWall(to, wallNum);
 
- 			//print creature in turret
 
- 			int posToSeek = -1;
 
- 			switch(wallNum)
 
- 			{
 
- 			case 3: //bottom turret
 
- 				posToSeek = -3;
 
- 				break;
 
- 			case 8: //upper turret
 
- 				posToSeek = -4;
 
- 				break;
 
- 			case 2: //keep
 
- 				posToSeek = -2;
 
- 				break;
 
- 			}
 
- 			if(posToSeek != -1)
 
- 			{
 
- 				const CStack *turret = NULL;
 
- 				BOOST_FOREACH(const CStack *s, stacks)
 
- 				{
 
- 					if(s->position == posToSeek)
 
- 					{
 
- 						turret = s;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(turret)
 
- 				{
 
- 					showAliveStack(turret, to);
 
- 					//blitting creature cover
 
- 					switch(posToSeek)
 
- 					{
 
- 					case -3: //bottom turret
 
- 						siegeH->printPartOfWall(to, 16);
 
- 						break;
 
- 					case -4: //upper turret
 
- 						siegeH->printPartOfWall(to, 17);
 
- 						break;
 
- 					case -2: //keep
 
- 						siegeH->printPartOfWall(to, 15);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	// Damaged wall below gate have to be drawn earlier than a non-damaged wall below gate.
 
- 	if ((hex == 112 && curInt->cb->battleGetWallState(3) == 3) || (hex == 147 && curInt->cb->battleGetWallState(3) != 3))
 
- 		siegeH->printPartOfWall(to, 5);
 
- 	// Damaged bottom wall have to be drawn earlier than a non-damaged bottom wall.
 
- 	if ((hex == 165 && curInt->cb->battleGetWallState(4) == 3) || (hex == 185 && curInt->cb->battleGetWallState(4) != 3))
 
- 		siegeH->printPartOfWall(to, 4);
 
- }
 
- void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
 
- {
 
- 	attackableHexes.clear();
 
- 	if (activeStack)
 
- 		occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
 
-     curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
 
- 	//preparating background graphic with hexes and shaded hexes
 
- 	blitAt(background, 0, 0, backgroundWithHexes);
 
- 	if(curInt->sysOpts.printCellBorders)
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
 
- 	if(curInt->sysOpts.printStackRange)
 
- 	{
 
- 		std::vector<THex> hexesToShade = occupyableHexes;
 
- 		hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
 
- 		BOOST_FOREACH(THex 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, NULL, backgroundWithHexes, &temp_rect);
 
- 		}
 
- 	}
 
- }
 
- void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
 
- {
 
- 	char tabh[200];
 
- 	int end = 0;
 
- 	if (attacker) //ignore if stacks were killed by spell
 
- 	{
 
- 		end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
 
- 		(attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg);
 
- 	}
 
- 	if(killed > 0)
 
- 	{
 
- 		if(killed > 1)
 
- 		{
 
- 			sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed,
 
- 				multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish
 
- 		}
 
- 		else //killed == 1
 
- 		{
 
- 			sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), 
 
- 				multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes
 
- 		}
 
- 	}
 
- 	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)
 
- 	{
 
- 		// Creature have to be in a shooting anim and the anim start delay must be over.
 
- 		// Otherwise abort to start moving the projectile.
 
- 		if (it->animStartDelay > 0)
 
- 		{
 
- 			if(it->animStartDelay == creAnims[it->stackID]->getAnimationFrame() + 1
 
- 					&& creAnims[it->stackID]->getType() >= 14 && creAnims[it->stackID]->getType() <= 16)
 
- 				it->animStartDelay = 0;
 
- 			else
 
- 				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;
 
- 		
 
- 		// The equation below calculates the center pos of the canon, but we need the top left pos
 
- 		// of it for drawing
 
- 		if (it->catapultInfo)
 
- 		{
 
- 			dst.x -= 17.;
 
- 			dst.y -= 10.;
 
- 		}
 
- 		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);
 
- 		}
 
- 		// 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 - this->pos.x) + this->pos.y;
 
- 			}
 
- 			else
 
- 			{
 
- 				// Normal projectile, just add the calculated "deltas" to the x and y positions.
 
- 				it->x += it->dx;
 
- 				it->y += it->dy;
 
- 			}
 
- 			if(it->spin)
 
- 			{
 
- 				++(it->frameNum);
 
- 				it->frameNum %= idToProjectile[it->creID]->ourImages.size();
 
- 			}
 
- 		}
 
- 	}
 
- 	for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
 
- 	{
 
- 		projectiles.erase(*it);
 
- 	}
 
- }
 
- void CBattleInterface::endAction(const BattleAction* action)
 
- {	
 
- 	//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
 
- // 	{
 
- // 		activate();
 
- // 	}
 
- 	if(action->actionType == BattleAction::HERO_SPELL)
 
- 	{
 
- 		if(action->side)
 
- 			defendingHero->setPhase(0);
 
- 		else
 
- 			attackingHero->setPhase(0);
 
- 	}
 
- 	if(action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
 
- 	{
 
- 		const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 		pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, stack, action->destinationTile), false));
 
- 	}
 
- 	if(action->actionType == BattleAction::CATAPULT) //catapult
 
- 	{
 
- 	}
 
- 	//check if we should reverse stacks
 
- 	//for some strange reason, it's not enough
 
- // 	std::set<const CStack *> stacks;
 
- // 	stacks.insert(LOCPLINT->cb->battleGetStackByID(action->stackNumber));
 
- // 	stacks.insert(LOCPLINT->cb->battleGetStackByPos(action->destinationTile));
 
- 	TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
 
- 	BOOST_FOREACH(const CStack *s, stacks)
 
- 	{
 
- 		if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive())
 
- 		{
 
- 			addNewAnim(new CReverseAnim(this, s, s->position, false));
 
- 		}
 
- 	}
 
- 	queue->update();
 
- 	if(tacticsMode) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
 
- 		redrawBackgroundWithHexes(activeStack);
 
- }
 
- void CBattleInterface::hideQueue()
 
- {
 
- 	curInt->sysOpts.showQueue = false;
 
- 	queue->deactivate();
 
- 	if(!queue->embedded)
 
- 	{
 
- 		moveBy(Point(0, -queue->pos.h / 2));
 
- 		GH.totalRedraw();
 
- 	}
 
- }
 
- void CBattleInterface::showQueue()
 
- {
 
- 	curInt->sysOpts.showQueue = true;
 
- 	queue->activate();
 
- 	if(!queue->embedded)
 
- 	{
 
- 		moveBy(Point(0, +queue->pos.h / 2));
 
- 		GH.totalRedraw();
 
- 	}
 
- }
 
- void CBattleInterface::startAction(const BattleAction* action)
 
- {
 
- 	if(action->actionType == BattleAction::END_TACTIC_PHASE)
 
- 	{
 
- 		SDL_FreeSurface(menu);
 
- 		menu = BitmapHandler::loadBitmap("CBAR.bmp");
 
- 		graphics->blueToPlayersAdv(menu, curInt->playerID);
 
- 		bDefence->block(false);
 
- 		bWait->block(false);
 
- 		if(active)
 
- 		{
 
- 			if(btactEnd && btactNext) //if the other side had tactics, there are no buttons
 
- 			{
 
- 				btactEnd->deactivate();
 
- 				btactNext->deactivate();
 
- 				bConsoleDown->activate();
 
- 				bConsoleUp->activate();
 
- 			}
 
- 		}
 
- 		redraw();
 
- 		return;
 
- 	}
 
- 	const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 	if(stack)
 
- 	{
 
- 		queue->update();
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(action->actionType == BattleAction::HERO_SPELL); //only cast spell is valid action without acting stack number
 
- 	}
 
- 	if(action->actionType == BattleAction::WALK 
 
- 		|| (action->actionType == BattleAction::WALK_AND_ATTACK && action->destinationTile != stack->position))
 
- 	{
 
- 		moveStarted = true;
 
- 		if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
 
- 		{
 
- 			const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
 
- 			pendingAnims.push_back(std::make_pair(new CBattleMoveStart(this, stack), false));
 
- 		}
 
- 	}
 
- 	if(active)
 
- 		deactivate();
 
- 	char txt[400];
 
- 	if(action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
 
- 	{
 
- 		if(action->side)
 
- 			defendingHero->setPhase(4);
 
- 		else
 
- 			attackingHero->setPhase(4);
 
- 		return;
 
- 	}
 
- 	if(!stack)
 
- 	{
 
- 		tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
 
- 		return;
 
- 	}
 
- 	int txtid = 0;
 
- 	switch(action->actionType)
 
- 	{
 
- 	case BattleAction::WAIT:
 
- 		txtid = 136;
 
- 		break;
 
- 	case BattleAction::BAD_MORALE:
 
- 		txtid = -34; //negative -> no separate singular/plural form
 
- 		displayEffect(30,stack->position);
 
- 		break;
 
- 	}
 
- 	if(txtid > 0  &&  stack->count != 1)
 
- 		txtid++; //move to plural text
 
- 	else if(txtid < 0)
 
- 		txtid = -txtid;
 
- 	if(txtid)
 
- 	{
 
- 		sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(),  (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), 0);
 
- 		console->addText(txt);
 
- 	}
 
- 	//displaying special abilities
 
- 	switch (action->actionType)
 
- 	{
 
- 		case BattleAction::STACK_HEAL:
 
- 			displayEffect(74, action->destinationTile);
 
- 			CCS->soundh->playSound(soundBase::REGENER);
 
- 			break;
 
- 	}
 
- }
 
- void CBattleInterface::waitForAnims()
 
- {
 
- 	LOCPLINT->pim->unlock();
 
- 	animsAreDisplayed.waitWhileTrue();
 
- 	LOCPLINT->pim->lock();
 
- }
 
- void CBattleInterface::bEndTacticPhase()
 
- {
 
- 	btactEnd->block(true);
 
- 	tacticsMode = false;
 
- }
 
- static bool immobile(const CStack *s)
 
- {
 
- 	return !s->Speed();
 
- }
 
- void CBattleInterface::bTacticNextStack()
 
- {
 
- 	TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
 
- 	stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
 
- 	TStacks::iterator it = vstd::find(stacksOfMine, activeStack);
 
- 	if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
 
- 		stackActivated(*it);
 
- 	else
 
- 		stackActivated(stacksOfMine.front());
 
- }
 
- void CBattleHero::show(SDL_Surface *to)
 
- {
 
- 	//animation of flag
 
- 	if(flip)
 
- 	{
 
- 		SDL_Rect temp_rect = genRect(
 
- 			flag->ourImages[flagAnim].bitmap->h,
 
- 			flag->ourImages[flagAnim].bitmap->w,
 
- 			pos.x + 61,
 
- 			pos.y + 39);
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(
 
- 			flag->ourImages[flagAnim].bitmap,
 
- 			NULL,
 
- 			screen,
 
- 			&temp_rect);
 
- 	}
 
- 	else
 
- 	{
 
- 		SDL_Rect temp_rect = genRect(
 
- 			flag->ourImages[flagAnim].bitmap->h,
 
- 			flag->ourImages[flagAnim].bitmap->w,
 
- 			pos.x + 72,
 
- 			pos.y + 39);
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(
 
- 			flag->ourImages[flagAnim].bitmap,
 
- 			NULL,
 
- 			screen,
 
- 			&temp_rect);
 
- 	}
 
- 	++flagAnimCount;
 
- 	if(flagAnimCount%4==0)
 
- 	{
 
- 		++flagAnim;
 
- 		flagAnim %= flag->ourImages.size();
 
- 	}
 
- 	//animation of hero
 
- 	int tick=-1;
 
- 	for(int i=0; i<dh->ourImages.size(); ++i)
 
- 	{
 
- 		if(dh->ourImages[i].groupNumber==phase)
 
- 			++tick;
 
- 		if(tick==image)
 
- 		{
 
- 			SDL_Rect posb = pos;
 
- 			CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
 
- 			if(phase != 4 || nextPhase != -1 || image < 4)
 
- 			{
 
- 				if(flagAnimCount%2==0)
 
- 				{
 
- 					++image;
 
- 				}
 
- 				if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
 
- 				{
 
- 					image = 0;
 
- 				}
 
- 			}
 
- 			if(phase == 4 && nextPhase != -1 && image == 7)
 
- 			{
 
- 				phase = nextPhase;
 
- 				nextPhase = -1;
 
- 				image = 0;
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CBattleHero::activate()
 
- {
 
- 	activateLClick();
 
- }
 
- void CBattleHero::deactivate()
 
- {
 
- 	deactivateLClick();
 
- }
 
- void CBattleHero::setPhase(int newPhase)
 
- {
 
- 	if(phase != 4)
 
- 	{
 
- 		phase = newPhase;
 
- 		image = 0;
 
- 	}
 
- 	else
 
- 	{
 
- 		nextPhase = newPhase;
 
- 	}
 
- }
 
- void CBattleHero::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if(myOwner->spellDestSelectMode) //we are casting a spell
 
- 		return;
 
- 	if(!down && myHero && myOwner->myTurn && myOwner->curInt->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;
 
- 		}
 
- 		CCS->curh->changeGraphic(0,0);
 
- 		CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero, myOwner->curInt);
 
- 		GH.pushInt(spellWindow);
 
- 	}
 
- }
 
- CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0), flagAnimCount(0)
 
- {
 
- 	dh = CDefHandler::giveDef( defName );
 
- 	for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
 
- 	{
 
- 		if(flip)
 
- 		{
 
- 			SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
 
- 			SDL_FreeSurface(dh->ourImages[i].bitmap);
 
- 			dh->ourImages[i].bitmap = hlp;
 
- 		}
 
- 		CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
 
- 	}
 
- 	if(flip)
 
- 		flag = CDefHandler::giveDef("CMFLAGR.DEF");
 
- 	else
 
- 		flag = CDefHandler::giveDef("CMFLAGL.DEF");
 
- 	//coloring flag and adding transparency
 
- 	for(int i=0; i<flag->ourImages.size(); ++i)
 
- 	{
 
- 		CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
 
- 		graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
 
- 	}
 
- }
 
- CBattleHero::~CBattleHero()
 
- {
 
- 	delete dh;
 
- 	delete flag;
 
- }
 
- Point CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack, const CBattleInterface * cbi)
 
- {
 
- 	Point ret(-500, -500); //returned value
 
- 	if(stack && stack->position < 0) //creatures in turrets
 
- 	{
 
- 		switch(stack->position)
 
- 		{
 
- 		case -2: //keep
 
- 			ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][17];
 
- 			break;
 
- 		case -3: //lower turret
 
- 			ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][18];
 
- 			break;
 
- 		case -4: //upper turret
 
- 			ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][19];
 
- 			break;	
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		ret.y = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y
 
- 		//counting x
 
- 		if(attacker)
 
- 		{
 
- 			ret.x = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
 
- 		}
 
- 		else
 
- 		{
 
- 			ret.x = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
 
- 		}
 
- 		//shifting position for double - hex creatures
 
- 		if(stack && stack->doubleWide())
 
- 		{
 
- 			if(attacker)
 
- 			{
 
- 				ret.x -= 44;
 
- 			}
 
- 			else
 
- 			{
 
- 				ret.x += 45;
 
- 			}
 
- 		}
 
- 	}
 
- 	//returning
 
- 	return ret +CPlayerInterface::battleInt->pos;
 
- }
 
- void CBattleHex::activate()
 
- {
 
- 	activateHover();
 
- 	activateMouseMove();
 
- 	activateLClick();
 
- 	activateRClick();
 
- }
 
- void CBattleHex::deactivate()
 
- {
 
- 	deactivateHover();
 
- 	deactivateMouseMove();
 
- 	deactivateLClick();
 
- 	deactivateRClick();
 
- }
 
- void CBattleHex::hover(bool on)
 
- {
 
- 	hovered = on;
 
- 	//Hoverable::hover(on);
 
- 	if(!on && setAlterText)
 
- 	{
 
- 		myInterface->console->alterTxt = std::string();
 
- 		setAlterText = false;
 
- 	}
 
- }
 
- CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(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
 
- 	{
 
- 		const CStack * attackedStack = myInterface->curInt->cb->battleGetStackByPos(myNumber);
 
- 		if(myInterface->console->alterTxt.size() == 0 &&attackedStack != NULL &&
 
- 			attackedStack->owner != myInterface->curInt->playerID &&
 
- 			attackedStack->alive())
 
- 		{
 
- 			char tabh[160];
 
- 			const std::string & attackedName = attackedStack->count == 1 ? attackedStack->getCreature()->nameSing : attackedStack->getCreature()->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)
 
- {
 
- 	const CStack * myst = myInterface->curInt->cb->battleGetStackByPos(myNumber); //stack info
 
- 	if(hovered && strictHovered && myst!=NULL)
 
- 	{
 
- 		
 
- 		if(!myst->alive()) return;
 
- 		if(down)
 
- 		{
 
- 			GH.pushInt(createCreWindow(myst));
 
- 		}
 
- 	}
 
- }
 
- 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 + 11, FONT_SMALL, 80, zwykly, to);
 
- 	}
 
- 	else if(alterTxt.size())
 
- 	{
 
- 		CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
 
- 	}
 
- 	else if(texts.size())
 
- 	{
 
- 		if(texts.size()==1)
 
- 		{
 
- 			CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
 
- 		}
 
- 		else
 
- 		{
 
- 			CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
 
- 			CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 27, FONT_SMALL, 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, CBattleInterface * _owner)
 
- : owner(_owner)
 
- {
 
- 	this->pos = pos;
 
- 	background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
 
- 	graphics->blueToPlayersAdv(background, owner->curInt->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);
 
- 	exit->borderColor = Colors::MetallicGold;
 
- 	exit->borderEnabled = true;
 
- 	if(br.winner==0) //attacker won
 
- 	{
 
- 		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 59, 124, FONT_SMALL, zwykly, background);
 
- 		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 408, 124, FONT_SMALL, zwykly, background);
 
- 	}
 
- 	else //if(br.winner==1)
 
- 	{
 
- 		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 59, 124, FONT_SMALL, zwykly, background);
 
- 		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 412, 124, FONT_SMALL, zwykly, background);
 
- 	}
 
- 	
 
- 	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 232, 302, FONT_BIG, tytulowy, background);
 
- 	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 232, 332, FONT_BIG, zwykly, background);
 
- 	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 237, 428, FONT_BIG, zwykly, background);
 
- 	std::string attackerName, defenderName;
 
- 	if(owner->attackingHeroInstance) //a hero attacked
 
- 	{
 
- 		SDL_Rect temp_rect = genRect(64, 58, 21, 38);
 
- 		SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &temp_rect);
 
- 		//setting attackerName
 
- 		attackerName = owner->attackingHeroInstance->name;
 
- 	}
 
- 	else //a monster attacked
 
- 	{
 
- 		int bestMonsterID = -1;
 
- 		int bestPower = 0;
 
- 		for(TSlots::const_iterator it = owner->army1->Slots().begin(); it!=owner->army1->Slots().end(); ++it)
 
- 		{
 
- 			if( it->second->type->AIValue > bestPower)
 
- 			{
 
- 				bestPower = it->second->type->AIValue;
 
- 				bestMonsterID = it->second->type->idNumber;
 
- 			}
 
- 		}
 
- 		SDL_Rect temp_rect = genRect(64, 58, 21, 38);
 
- 		SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &temp_rect);
 
- 		//setting attackerName
 
- 		attackerName =  CGI->creh->creatures[bestMonsterID]->namePl;
 
- 	}
 
- 	if(owner->defendingHeroInstance) //a hero defended
 
- 	{
 
- 		SDL_Rect temp_rect = genRect(64, 58, 392, 38);
 
- 		SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &temp_rect);
 
- 		//setting defenderName
 
- 		defenderName = owner->defendingHeroInstance->name;
 
- 	}
 
- 	else //a monster defended
 
- 	{
 
- 		int bestMonsterID = -1;
 
- 		int bestPower = 0;
 
- 		for(TSlots::const_iterator it = owner->army2->Slots().begin(); it!=owner->army2->Slots().end(); ++it)
 
- 		{
 
- 			if( it->second->type->AIValue > bestPower)
 
- 			{
 
- 				bestPower = it->second->type->AIValue;
 
- 				bestMonsterID = it->second->type->idNumber;
 
- 			}
 
- 		}
 
- 		SDL_Rect temp_rect = genRect(64, 58, 392, 38);
 
- 		SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &temp_rect);
 
- 		//setting defenderName
 
- 		defenderName =  CGI->creh->creatures[bestMonsterID]->namePl;
 
- 	}
 
- 	//printing attacker and defender's names
 
- 	CSDL_Ext::printAt(attackerName, 89, 37, FONT_SMALL, zwykly, background);
 
- 	CSDL_Ext::printTo(defenderName, 381, 53, FONT_SMALL, 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, FONT_SMALL, zwykly, background);
 
- 		}
 
- 		else
 
- 		{
 
- 			int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
 
- 			int yPos = 344 + step*97;
 
- 			for(std::map<ui32,si32>::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)
 
- 			{
 
- 				blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
 
- 				std::ostringstream amount;
 
- 				amount<<it->second;
 
- 				CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, FONT_SMALL, zwykly, background);
 
- 				xPos += 42;
 
- 			}
 
- 		}
 
- 	}
 
- 	//printing result description
 
- 	bool weAreAttacker = (owner->curInt->playerID == owner->attackingHeroInstance->tempOwner);
 
- 	if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
 
- 	{
 
- 		int text=-1;
 
- 		switch(br.result)
 
- 		{
 
- 			case 0: text = 304; break;
 
- 			case 1: text = 303; break;
 
- 			case 2: text = 302; break;
 
- 		}
 
- 		CCS->musich->playMusic(musicBase::winBattle);
 
- 		CCS->videoh->open(VIDEO_WIN);
 
- 		std::string str = CGI->generaltexth->allTexts[text];
 
- 		
 
- 		const CGHeroInstance * ourHero = weAreAttacker? owner->attackingHeroInstance : owner->defendingHeroInstance;
 
- 		if (ourHero)
 
- 		{
 
- 			str += CGI->generaltexth->allTexts[305];
 
- 			boost::algorithm::replace_first(str,"%s",ourHero->name);
 
- 			boost::algorithm::replace_first(str,"%d",boost::lexical_cast<std::string>(br.exp[weAreAttacker?0:1]));
 
- 		}
 
- 		CSDL_Ext::printAtMiddleWB(str, 235, 235, FONT_SMALL, 55, zwykly, background);
 
- 	}
 
- 	else // we lose
 
- 	{
 
- 		switch(br.result)
 
- 		{
 
- 		case 0: //normal victory
 
- 		{
 
- 			CCS->musich->playMusic(musicBase::loseCombat);
 
- 			CCS->videoh->open(VIDEO_LOSE_BATTLE_START);
 
- 			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, FONT_SMALL, zwykly, background);
 
- 			break;
 
- 		}
 
- 		case 1: //flee
 
- 		{
 
- 			CCS->musich->playMusic(musicBase::retreatBattle);
 
- 			CCS->videoh->open(VIDEO_RETREAT_START);
 
- 			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, FONT_SMALL, zwykly, background);
 
- 			break;
 
- 		}
 
- 		case 2: //surrender
 
- 		{
 
- 			CCS->musich->playMusic(musicBase::surrenderBattle);
 
- 			CCS->videoh->open(VIDEO_SURRENDER);
 
- 			CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 220, FONT_SMALL, zwykly, background);
 
- 			break;
 
- 		}
 
- 		}
 
- 	}
 
- }
 
- CBattleResultWindow::~CBattleResultWindow()
 
- {
 
- 	SDL_FreeSurface(background);
 
- }
 
- void CBattleResultWindow::activate()
 
- {
 
- 	owner->curInt->showingDialog->set(true);
 
- 	exit->activate();
 
- }
 
- void CBattleResultWindow::deactivate()
 
- {
 
- 	exit->deactivate();
 
- }
 
- void CBattleResultWindow::show(SDL_Surface *to)
 
- {
 
- 	//evaluating to
 
- 	if(!to)
 
- 		to = screen;
 
- 	CCS->videoh->update(107, 70, background, false, true);
 
- 	SDL_BlitSurface(background, NULL, to, &pos);
 
- 	exit->showAll(to);
 
- }
 
- void CBattleResultWindow::bExitf()
 
- {
 
- 	if(LOCPLINT->cb->getStartInfo()->mode == StartInfo::DUEL)
 
- 	{
 
- 		std::exit(0);
 
- 	}
 
- 	CPlayerInterface * intTmp = owner->curInt;
 
- 	GH.popInts(2); //first - we; second - battle interface
 
- 	intTmp->showingDialog->setn(false);
 
- 	CCS->videoh->close();
 
- }
 
- CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	pos = position;
 
- 	background = new CPicture("comopbck.bmp");
 
- 	background->colorize(owner->curInt->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, 25, 56, false);
 
- 	viewGrid->select(owner->curInt->sysOpts.printCellBorders);
 
- 	movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 25, 89, false);
 
- 	movementShadow->select(owner->curInt->sysOpts.printStackRange);
 
- 	mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 25, 122, false);
 
- 	mouseShadow->select(owner->curInt->sysOpts.printMouseShadow);
 
- 	animSpeeds = new CHighlightableButtonsGroup(0);
 
- 	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def", 28, 225, 1);
 
- 	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def", 92, 225, 2);
 
- 	animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",156, 225, 4);
 
- 	animSpeeds->select(owner->getAnimSpeed(), 1);
 
- 	animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);
 
- 	setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[393], boost::bind(&CBattleOptionsWindow::bDefaultf,this), 246, 359, "codefaul.def");
 
- 	setToDefault->swappedImages = true;
 
- 	setToDefault->update();
 
- 	exit = new AdventureMapButton (CGI->generaltexth->zelp[392], boost::bind(&CBattleOptionsWindow::bExitf,this), 357, 359, "soretrn.def",SDLK_RETURN);
 
- 	exit->swappedImages = true;
 
- 	exit->update();
 
- 	//creating labels
 
- 	labels.push_back(new CLabel(242,  32, FONT_BIG,    CENTER, tytulowy, CGI->generaltexth->allTexts[392]));//window title
 
- 	labels.push_back(new CLabel(122, 214, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[393]));//animation speed
 
- 	labels.push_back(new CLabel(122, 293, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[394]));//music volume
 
- 	labels.push_back(new CLabel(122, 359, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[395]));//effects' volume
 
- 	labels.push_back(new CLabel(353,  66, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[396]));//auto - combat options
 
- 	labels.push_back(new CLabel(353, 265, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[397]));//creature info
 
- 	//auto - combat options
 
- 	labels.push_back(new CLabel(283,  86, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[398]));//creatures
 
- 	labels.push_back(new CLabel(283, 116, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[399]));//spells
 
- 	labels.push_back(new CLabel(283, 146, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[400]));//catapult
 
- 	labels.push_back(new CLabel(283, 176, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[151]));//ballista
 
- 	labels.push_back(new CLabel(283, 206, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[401]));//first aid tent
 
- 	//creature info
 
- 	labels.push_back(new CLabel(283, 285, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[402]));//all stats
 
- 	labels.push_back(new CLabel(283, 315, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[403]));//spells only
 
- 	
 
- 	//general options
 
- 	labels.push_back(new CLabel(61,  57, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[404]));
 
- 	labels.push_back(new CLabel(61,  90, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[405]));
 
- 	labels.push_back(new CLabel(61, 123, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[406]));
 
- 	labels.push_back(new CLabel(61, 156, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[407]));
 
- }
 
- void CBattleOptionsWindow::bDefaultf()
 
- {
 
- }
 
- void CBattleOptionsWindow::bExitf()
 
- {
 
- 	GH.popIntTotally(this);
 
- }
 
- std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
 
- CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
 
-   : owner(_owner), town(siegeTown)
 
- {
 
- 	for(int g=0; g<ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
 
- 	}
 
- }
 
- CBattleInterface::SiegeHelper::~SiegeHelper()
 
- {
 
- 	for(int g=0; g<ARRAY_COUNT(walls); ++g)
 
- 	{
 
- 		SDL_FreeSurface(walls[g]);
 
- 	}
 
- }
 
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
 
- {
 
- 	if(what == 2 || what == 3 || what == 8)
 
- 	{
 
- 		if(additInfo == 3) additInfo = 2;
 
- 	}
 
- 	char buf[100];
 
- 	SDL_itoa(additInfo, buf, 10);
 
- 	std::string addit(buf);
 
- 	switch(what)
 
- 	{
 
- 	case 0: //background
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
 
- 	case 1: //background wall
 
- 		{
 
- 			switch(town->town->typeID)
 
- 			{
 
- 			case 5: case 4: case 1: case 6:
 
- 				return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
 
- 			case 0: case 2: case 3: case 7: case 8:
 
- 				return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
 
- 			default:
 
- 				return "";
 
- 			}
 
- 		}
 
- 	case 2: //keep
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
 
- 	case 3: //bottom tower
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";
 
- 	case 4: //bottom wall
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";
 
- 	case 5: //below gate
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";
 
- 	case 6: //over gate
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";
 
- 	case 7: //upper wall
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";
 
- 	case 8: //upper tower
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";
 
- 	case 9: //gate
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";
 
- 	case 10: //gate arch
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";
 
- 	case 11: //bottom static wall
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";
 
- 	case 12: //upper static wall
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";
 
- 	case 13: //moat
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";
 
- 	case 14: //mlip
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";
 
- 	case 15: //keep creature cover
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";
 
- 	case 16: //bottom turret creature cover
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";
 
- 	case 17: //upper turret creature cover
 
- 		return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";
 
- 	default:
 
- 		return "";
 
- 	}
 
- }
 
- /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate, 
 
- /// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip, 
 
- /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
 
- /// Positions are loaded from the config file: /config/wall_pos.txt
 
- void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
 
- {
 
- 	Point pos = Point(-1, -1);
 
- 	
 
- 	if (what >= 1 && what <= 17)
 
- 	{
 
- 		pos.x = graphics->wallPositions[town->town->typeID][what - 1].x + owner->pos.x;
 
- 		pos.y = graphics->wallPositions[town->town->typeID][what - 1].y + owner->pos.y;
 
- 	}
 
- 	if(pos.x != -1)
 
- 	{
 
- 		blitAt(walls[what], pos.x, pos.y, to);
 
- 	}
 
- }
 
- void CStackQueue::update()
 
- {
 
- 	stacksSorted.clear();
 
- 	owner->curInt->cb->getStackQueue(stacksSorted, QUEUE_SIZE);
 
- 	for (int i = 0; i < QUEUE_SIZE ; i++)
 
- 	{
 
- 		stackBoxes[i]->setStack(stacksSorted[i]);
 
- 	}
 
- }
 
- CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner)
 
- :embedded(Embedded), owner(_owner)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	if(embedded)
 
- 	{
 
- 		box = NULL;
 
- 		bg = NULL;
 
- 		pos.w = QUEUE_SIZE * 37;
 
- 		pos.h = 32; //height of small creature img
 
- 		pos.x = screen->w/2 - pos.w/2;
 
- 		pos.y = (screen->h - 600)/2 + 10;
 
- 	}
 
- 	else
 
- 	{
 
- 		box = BitmapHandler::loadBitmap("CHRROP.pcx");
 
- 		bg = BitmapHandler::loadBitmap("DIBOXPI.pcx");
 
- 		pos.w = 600;
 
- 		pos.h = bg->h;
 
- 	}
 
- 	stackBoxes.resize(QUEUE_SIZE);
 
- 	for (int i = 0; i < QUEUE_SIZE; i++)
 
- 	{
 
- 		stackBoxes[i] = new StackBox(box);
 
- 		stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i;
 
- 	}
 
- }
 
- CStackQueue::~CStackQueue()
 
- {
 
- 	SDL_FreeSurface(box);
 
- }
 
- void CStackQueue::showAll( SDL_Surface *to )
 
- {
 
- 	blitBg(to);
 
- 	CIntObject::showAll(to);
 
- }
 
- void CStackQueue::blitBg( SDL_Surface * to )
 
- {
 
- 	if(bg)
 
- 	{
 
- 		for (int w = 0; w < pos.w; w += bg->w)
 
- 		{
 
- 			blitAtLoc(bg, w, 0, to);		
 
- 		}
 
- 	}
 
- }
 
- void CStackQueue::StackBox::showAll( SDL_Surface *to )
 
- {
 
- 	assert(my);
 
- 	if(bg)
 
- 	{
 
- 		graphics->blueToPlayersAdv(bg, my->owner);
 
- 		//SDL_UpdateRect(bg, 0, 0, 0, 0);
 
- 		SDL_Rect temp_rect = genRect(bg->h, bg->w, pos.x, pos.y);
 
- 		CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &temp_rect);
 
- 		//blitAt(bg, pos, to);
 
- 		blitAt(graphics->bigImgs[my->getCreature()->idNumber], pos.x +9, pos.y + 1, to);
 
- 		printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);
 
- 	}
 
- 	else
 
- 	{
 
- 		blitAt(graphics->smallImgs[-2], pos, to);
 
- 		blitAt(graphics->smallImgs[my->getCreature()->idNumber], pos, to);
 
- 		const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]);
 
- 		CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b));
 
- 		printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to);
 
- 	}
 
- }
 
- void CStackQueue::StackBox::setStack( const CStack *nStack )
 
- {
 
- 	my = nStack;
 
- }
 
- CStackQueue::StackBox::StackBox(SDL_Surface *BG)
 
-  :my(NULL), bg(BG)
 
- {
 
- 	if(bg)
 
- 	{
 
- 		pos.w = bg->w;
 
- 		pos.h = bg->h;
 
- 	}
 
- 	else
 
- 	{
 
- 		pos.w = pos.h = 32;
 
- 	}
 
- 	pos.y += 2;
 
- }
 
- CStackQueue::StackBox::~StackBox()
 
- {
 
- }
 
- void CStackQueue::StackBox::hover( bool on )
 
- {
 
- }
 
- double CatapultProjectileInfo::calculateY(double x)
 
- {
 
- 	return (facA * pow(10., -3.)) * pow(x, 2.0) + facB * x + facC;
 
- }
 
 
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