if (ts.IsBad(i)) {
numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().bigNumberSprite));
numberPosition.push_back(
- battle->HeroesPositions()[i]);
+ battle->HeroAt(i).Position());
} else if (ts.IsGood(i)) {
numberAnimation.push_back(NumberAnimation(ts.GetAmount(i), battle->Res().numberAnimationPrototype, battle->Res().greenNumberSprite));
numberPosition.push_back(
- battle->HeroesPositions()[i]);
+ battle->HeroAt(i).Position());
}
}
}
void PerformAttacks::RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
if (!targetAnimation.Valid() || !targetAnimation.Running()) return;
const TargetSelection &ts(battle->CurrentAttackAttackChoice().Selection());
- const vector<Point<int> > &positions(ts.TargetsHeroes() ? battle->HeroesPositions() : battle->MonsterPositions());
- for (vector<Point<int> >::size_type i(0), end(positions.size()); i < end; ++i) {
+ for (vector<Point<int> >::size_type i(0), end(ts.TargetsHeroes() ? battle->NumHeroes() : battle->MaxMonsters()); i < end; ++i) {
if (ts.IsSelected(i)) {
- targetAnimation.DrawCenter(screen, positions[i] + offset);
+ targetAnimation.DrawCenter(screen, (ts.TargetsHeroes() ? battle->HeroAt(i).Position() : battle->MonsterPositions()[i]) + offset);
}
}
}