+ const Resources &r(battle->Res());
+
+ // frame
+ const Frame *frame(active ? r.activeHeroTagFrame : r.heroTagFrame);
+ Vector<int> frameOffset(frame->BorderWidth(), frame->BorderHeight());
+ Vector<int> alignOffset((index % 2) ? 4 * r.heroTagFont->CharWidth() : 0, 0);
+ frame->Draw(screen, position, width, height);
+
+ const Hero &hero(battle->HeroAt(index));
+
+ // gauges
+ // NOTE: assuming frame border is unit size until charsets are impemented
+ int gaugeX(((index % 2) ? 10 : 6) * r.heroTagFont->CharWidth());
+ // 4 units reserved for hero, gaugeX already includes frame offset
+ int gaugeWidth(width - gaugeX - ((index % 2) ? 1 : 5) * r.heroTagFont->CharWidth());
+ // health gauge, second line
+ Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + r.heroTagFont->CharHeight());
+ r.healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero.RelativeHealth(255));
+ // mana gauge, third line
+ Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * r.heroTagFont->CharHeight());
+ r.manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero.RelativeMana(255));
+ // ikari gauge, fourth line
+ Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero.RelativeIP(255));
+
+ // labels
+ int labelX(((index % 2) ? 5 : 1) * r.heroTagFont->CharWidth());
+ // level
+ Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
+ r.heroTagLabels->Draw(screen, position + levelLabelOffset, r.levelLabelCol, r.levelLabelRow);
+ // hp
+ Vector<int> healthLabelOffset(labelX, frameOffset.Y() + r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + healthLabelOffset, r.healthLabelCol, r.healthLabelRow);
+ // mp
+ Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + manaLabelOffset, r.manaLabelCol, r.manaLabelRow);
+ // cm
+ Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + moveLabelOffset, r.moveLabelCol, r.moveLabelRow);
+ // ip
+ Vector<int> ikariLabelOffset(labelX + 3 * r.heroTagFont->CharWidth(), frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + ikariLabelOffset, r.ikariLabelCol, r.ikariLabelRow);
+
+ // numbers
+ // level
+ Vector<int> levelNumberOffset(gaugeX + r.heroTagLabels->Width(), levelLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Level(), screen, position + levelNumberOffset, 2);
+ // health
+ Vector<int> healthNumberOffset(labelX + r.heroTagLabels->Width(), healthLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Health(), screen, position + healthNumberOffset, 3);
+ //mana
+ Vector<int> manaNumberOffset(labelX + r.heroTagLabels->Width(), manaLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Mana(), screen, position + manaNumberOffset, 3);
+
+ // name
+ r.normalFont->DrawString(hero.Name(), screen, position + frameOffset + alignOffset, 5);
+
+ // attack icon
+ if (battle->AttackChoiceAt(index).GetType() != AttackChoice::UNDECIDED) {
+ Vector<int> attackIconOffset(labelX + r.heroTagLabels->Width(), frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, battle->AttackChoiceAt(index).GetType());
+ }
+
+ // hero
+ HeroSprite()->Draw(screen, position + HeroOffset(), 0, battle->HeroAt(index).Health() > 0 ? 0 : 2);
+}
+
+Vector<int> HeroTag::HeroOffset() const {
+ return Vector<int>(
+ (index % 2) ? battle->Res().normalFont->CharWidth() : 10 * battle->Res().normalFont->CharWidth(),
+ battle->Res().normalFont->CharWidth());