+ 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]; }
+ Monster &MonsterAt(std::vector<Monster>::size_type index) { return monsters[index]; }
+ const Monster &MonsterAt(std::vector<Monster>::size_type index) const { return monsters[index]; }
+ void SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs);
+ 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]; }
+ const AttackChoice &AttackChoiceAt(std::vector<Hero>::size_type index) const { return attackChoices[index]; }
+ TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
+ const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
+ bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
+
+ graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu<const common::Item *> &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; }
+ std::vector<Monster> &Monsters() { return monsters; }
+ const std::vector<Monster> &Monsters() const { return monsters; }
+
+ void SetRunaway() { ranAway = true; }
+ void ClearAllAttacks();
+