, res(res)
, attackTypeMenu(res->attackIcons)
, moveMenu(res->moveIcons)
- , activeHero(-1) { }
+ , activeHero(-1)
+ , ranAway(false) { }
public:
void AddMonster(const Monster &);
virtual void Resize(int width, int height);
- virtual void HandleInput(const app::Input &);
+ virtual void HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
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]; }
const geometry::Point<int> &HeroTagPositionAt(std::vector<Hero>::size_type index) const { return heroTagPositions[index]; }
void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
+ const AttackChoice &AttackChoiceAt(std::vector<Hero>::size_type index) const { return attackChoices[index]; }
TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
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 {
std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
std::vector<Hero> heroes;
- std::vector<graphics::Menu<const common::Spell *> > spellMenus;
+ graphics::Menu<const common::Spell *> spellMenus[4];
graphics::Menu<const common::Item *> itemMenu;
- std::vector<graphics::Menu<const common::Item *> > ikariMenus;
+ graphics::Menu<const common::Item *> ikariMenus[4];
HeroTag heroTags[4];
geometry::Point<int> heroTagPositions[4];
AttackChoice attackChoices[4];
int activeHero;
+ bool ranAway;
};