- bool HasMoreHeroes() const { return activeHero < (int) heroes.size(); }
- void NextHero() { ++activeHero; }
- bool BeforeFirstHero() const { return activeHero < 0; }
- void PreviousHero() { --activeHero; }
- Hero &ActiveHero() { return heroes[activeHero]; }
- const Hero &ActiveHero() const { return heroes[activeHero]; }
- Hero &HeroAt(std::vector<Hero>::size_type index) { return heroes[index]; }
- const Hero &HeroAt(std::vector<Hero>::size_type index) const { return heroes[index]; }
- const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; }
- const HeroTag &HeroTagAt(std::vector<Hero>::size_type index) const { return heroTags[index]; }
- const geometry::Point<int> &HeroTagPositionAt(std::vector<Hero>::size_type index) const { return heroTagPositions[index]; }
- bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
- void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
- AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
- const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
- TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
- const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
- 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<const common::Item *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
-
- const std::vector<geometry::Point<int> > &MonsterPositions() const { return monsterPositions; }
- bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
- const std::vector<geometry::Point<int> > &HeroesPositions() const { return heroesPositions; }
- bool HeroPositionOccupied(int index) { return index >= 0 && index < int(heroes.size()); }
- std::vector<Hero> &Heroes() { return heroes; }
- const std::vector<Hero> &Heroes() const { return heroes; }
+ graphics::Menu<const common::Item *> &ItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &ItemMenu() const { return itemMenu; }
+
+ Hero &HeroAt(int index) { return battle.HeroAt(index); }
+ const Hero &HeroAt(int index) const { return battle.HeroAt(index); }
+ Monster &MonsterAt(int index) { return battle.MonsterAt(index); }
+ const Monster &MonsterAt(int index) const { return battle.MonsterAt(index); }
+
+ const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
+ const math::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+ int NumHeroes() const { return battle.NumHeroes(); }
+ int MaxHeroes() const { return battle.MaxHeroes(); }
+ int NumMonsters() const { return battle.NumMonsters(); }
+ int MaxMonsters() const { return battle.MaxMonsters(); }
+
+ void SetRunaway() { ranAway = true; }