virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
+ // TODO: turn this mess into a well stuctured interface
public:
const Resources &Res() const { return *res; }
AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
const AttackChoice &ActiveHeroAttackChoice() const { return AttackChoiceAt(activeHero); }
AttackChoice &AttackChoiceAt(int index) { assert(index >= 0 && index < NumHeroes()); return attackChoices[index]; }
const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return attackChoices[index]; }
+ AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
+ const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
bool AttackSelectionDone() const { return activeHero >= numHeroes; }
int NumHeroes() const { return numHeroes; }