- void PreviousHero() { --activeHero; }
- Hero &ActiveHero() { return heroes[activeHero]; }
- const Hero &ActiveHero() const { return heroes[activeHero]; }
- bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
- void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
- bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
- graphics::Menu</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
- const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
- graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
- const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
- graphics::Menu</* Item */ void *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu</* Item */ void *> &GetItemMenu() const { return itemMenu; }
+ void PreviousHero();
+ void SwapHeroes(int lhs, int rhs);
+ Hero &ActiveHero() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
+ const Hero &ActiveHero() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero]; }
+
+ Hero &HeroAt(int index) { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+ const Hero &HeroAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index]; }
+ Monster &MonsterAt(int index) { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+ const Monster &MonsterAt(int index) const { assert(index >= 0 && index < NumHeroes()); return monsters[index]; }
+
+ const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
+ const geometry::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+ Capsule &GetCapsule() { return capsule; }
+
+ bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
+ bool AttackSelectionDone() const { return activeHero >= numHeroes; }
+
+ int NumHeroes() const { return numHeroes; }
+ int MaxHeroes() const { return 4; }
+ int MaxMonsters() const { return monsters.size(); }
+
+ bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
+ bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
+
+ void SetRunaway() { ranAway = true; }
+
+ struct Order {
+ enum Performer {
+ HERO,
+ CAPSULE,
+ MONSTER,
+ };
+ Order(Performer by, int index = 0)
+ : index(index), by(by) { }
+ AttackChoice &GetAttackChoice(BattleState &) const;
+ common::Stats &GetStats(BattleState &) const;
+ bool IsHero() const { return by == HERO; }
+ bool IsCapsule() const { return by == CAPSULE; }
+ bool IsMonster() const { return by == MONSTER; }
+ int index;
+ Performer by;
+ };
+
+ void CalculateAttackOrder();
+ void NextAttack();
+ bool AttacksFinished() const;
+ void CalculateDamage();
+ void ApplyDamage();
+ const Order &CurrentAttack() const { assert(attackCursor >= 0 && attackCursor < int(attackOrder.size())); return attackOrder[attackCursor]; };
+ AttackChoice &CurrentAttackAttackChoice();
+ void ClearAllAttacks();
+
+ bool Victory() const;
+ bool Defeat() const;