const Hero &ActiveHero() const { return heroes[activeHero]; }
Hero &HeroAt(std::vector<Hero>::size_type index) { return heroes[index]; }
const Hero &HeroAt(std::vector<Hero>::size_type index) const { return heroes[index]; }
+ Monster &MonsterAt(std::vector<Monster>::size_type index) { return monsters[index]; }
+ const Monster &MonsterAt(std::vector<Monster>::size_type index) const { return monsters[index]; }
void SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs);
const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; }
const HeroTag &HeroTagAt(std::vector<Hero>::size_type index) const { return heroTags[index]; }
bool HeroPositionOccupied(int index) { return index >= 0 && index < int(heroes.size()); }
std::vector<Hero> &Heroes() { return heroes; }
const std::vector<Hero> &Heroes() const { return heroes; }
+ std::vector<Monster> &Monsters() { return monsters; }
+ const std::vector<Monster> &Monsters() const { return monsters; }
void SetRunaway() { ranAway = true; }
+ void ClearAllAttacks();
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {