+ AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
+ const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
+ const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; }
+ TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
+ const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
+ bool AttackSelectionDone() const { return activeHero >= numHeroes; }
+
+ 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 < numHeroes; }
+ int NumHeroes() const { return numHeroes; }
+ std::vector<Monster> &Monsters() { return monsters; }
+ const std::vector<Monster> &Monsters() const { return monsters; }
+
+ void SetRunaway() { ranAway = true; }
+ void ClearAllAttacks();