explicit TargetSelection(BattleState *battle = 0, bool multiple = false, bool atEnemy = true);
public:
- bool TargetsEnemies() const { return enemy; }
- bool TargetsHeroes() const { return !TargetsEnemies(); }
+ bool TargetsMonsters() const { return enemy; }
+ bool TargetsHeroes() const { return !TargetsMonsters(); }
bool IsSelected(int index) const { return index >= 0 && index < int(selected.size()) && selected[index].type != State::IGNORE; }
bool HasSelected() const { return selection >= 0; }
int SingleSelection() const { return selection; }
void ReadMode(const common::TargetingMode &);
- void SelectEnemies();
+ void SelectMonsters();
void SelectHeroes();
void Select(int index) { selected[index].type = State::SELECTED; selection = index; }
void Unselect(int index) { selected[index].type = State::IGNORE; }