+ // frame
+ const Frame *frame(active ? res->activeHeroTagFrame : res->heroTagFrame);
+ Vector<int> frameOffset(frame->BorderWidth(), frame->BorderHeight());
+ Vector<int> alignOffset(align == LEFT ? 4 * res->heroTagFont->CharWidth() : 0, 0);
+ frame->Draw(screen, position, width, height);
+
+ // gauges
+ // NOTE: assuming frame border is unit size until charsets are impemented
+ int gaugeX((align == LEFT ? 10 : 6) * res->heroTagFont->CharWidth());
+ // 4 units reserved for hero, gaugeX already includes frame offset
+ int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * res->heroTagFont->CharWidth());
+ // health gauge, second line
+ Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + res->heroTagFont->CharHeight());
+ res->healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
+ // mana gauge, third line
+ Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
+ res->manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
+ // ikari gauge, fourth line
+ Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+ res->ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+
+ // labels
+ int labelX((align == LEFT ? 5 : 1) * res->heroTagFont->CharWidth());
+ // level
+ Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
+ res->heroTagLabels->Draw(screen, position + levelLabelOffset, 0, 0);
+ // hp
+ Vector<int> healthLabelOffset(labelX, frameOffset.Y() + res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + healthLabelOffset, 0, 1);
+ // mp
+ Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + manaLabelOffset, 0, 2);
+ // cm
+ Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + moveLabelOffset, 0, 3);
+ // ip
+ Vector<int> ikariLabelOffset(labelX + 3 * res->heroTagFont->CharWidth(), frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + ikariLabelOffset, 0, 4);
+
+ // numbers
+ // level
+ Vector<int> levelNumberOffset(gaugeX + res->heroTagLabels->Width(), levelLabelOffset.Y());
+ res->heroTagFont->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
+ // health
+ Vector<int> healthNumberOffset(labelX + res->heroTagLabels->Width(), healthLabelOffset.Y());
+ res->heroTagFont->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
+ //mana
+ Vector<int> manaNumberOffset(labelX + res->heroTagLabels->Width(), manaLabelOffset.Y());
+ res->heroTagFont->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
+
+ // name
+ res->normalFont->DrawString(hero->Name(), screen, position + frameOffset + alignOffset, 5);
+
+ // attack icon
+ if (choice->GetType() != AttackChoice::UNDECIDED) {
+ Vector<int> attackIconOffset(labelX + res->heroTagLabels->Width(), frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+ res->attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, choice->GetType());