+ for (int i(0); i < 4; ++i) {
+ spellMenus[i] = res->spellMenuPrototype;
+ LoadSpellMenu(i);
+ ikariMenus[i] = res->ikariMenuPrototype;
+ LoadIkariMenu(i);
+ heroTags[i] = HeroTag(this, i);
+ smallHeroTags[i] = SmallHeroTag(this, i);
+ }
+
+ int tagHeight(attackTypeMenu.Height());
+ int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+ int xOffset((Width() - 2 * tagWidth) / 2);
+ heroTagPositions[0] = Point<int>(xOffset, Height() - 2 * tagHeight);
+ heroTagPositions[1] = Point<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
+ heroTagPositions[2] = Point<int>(xOffset, Height() - tagHeight);
+ heroTagPositions[3] = Point<int>(xOffset + tagWidth, Height() - tagHeight);
+
+ tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
+ tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
+ xOffset = (Width() - 4 * tagWidth) / 2;
+ int yOffset(Height() - tagHeight);
+ smallHeroTagPositions[0] = Point<int>(xOffset, yOffset);
+ smallHeroTagPositions[1] = Point<int>(xOffset + 2 * tagWidth, yOffset);
+ smallHeroTagPositions[2] = Point<int>(xOffset + tagWidth, yOffset);
+ smallHeroTagPositions[3] = Point<int>(xOffset + 3 * tagWidth, yOffset);
+
+ itemMenu = res->itemMenuPrototype;
+ LoadInventory();
+}
+
+void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
+ spellMenus[index].Clear();
+ spellMenus[index].Reserve(HeroAt(index).Spells().size());
+ for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
+ bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
+ spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());