+ Vector<int> offset((screen->w - Width()) / 2, (screen->h - Height()) / 2);
+
+ RenderBackground(screen);
+ RenderHeros(screen, offset);
+ RenderMenu(screen, offset + Vector<int>(8 * Res().normalFont->CharWidth(), 13 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+ RenderInfo(screen, offset + Vector<int>(14 * Res().normalFont->CharWidth(), 21 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+}
+
+int PartyMenu::Width() const {
+ return 2 * (status[0].Width() + Res().normalFont->CharWidth());
+}
+
+int PartyMenu::Height() const {
+ return 2 * Res().normalFont->CharHeight()
+ + 2 * status[0].Height()
+ + Res().normalFont->CharHeight()
+ + 8 * Res().normalFont->CharHeight()
+ + 5 * Res().normalFont->CharHeight()
+ + 2 * Res().normalFont->CharHeight();
+}
+
+void PartyMenu::RenderBackground(SDL_Surface *screen) const {
+ Res().menubg->Draw(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
+}
+
+void PartyMenu::RenderHeros(SDL_Surface *screen, const Vector<int> &offset) const {
+ for (int i(0); i < 4; ++i) {
+ status[i].Render(screen, offset + StatusOffset(i));
+ }
+}
+
+Vector<int> PartyMenu::StatusOffset(int index) const {
+ return statusPositions[index] + Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight());
+}
+
+void PartyMenu::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) const {
+ Vector<int> menuOffset(3 * Res().normalFont->CharWidth(), Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 4);
+
+ Res().statusFrame->Draw(screen, offset, 23 * Res().normalFont->CharWidth(), 8 * Res().normalFont->CharHeight());
+ mainMenu.Draw(screen, offset + menuOffset);
+}
+
+void PartyMenu::RenderInfo(SDL_Surface *screen, const Vector<int> &offset) const {
+ Res().statusFrame->Draw(screen, offset, 17 * Res().normalFont->CharWidth(), 5 * Res().normalFont->CharHeight());
+
+ Vector<int> timeLabelOffset(2 * Res().normalFont->CharWidth(), Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 4);
+ Res().normalFont->DrawString(Res().mainMenuTimeText, screen, offset + timeLabelOffset);
+
+ Vector<int> hoursOffset(timeLabelOffset.X() + 6 * Res().normalFont->CharWidth(), timeLabelOffset.Y());
+ Res().normalFont->DrawNumber(game->state->time / 60 / 60, screen, offset + hoursOffset, 4);
+
+ Vector<int> timeSeparatorOffset(hoursOffset.X() + 4 * Res().normalFont->CharWidth(), hoursOffset.Y());
+ Res().normalFont->DrawChar(':', screen, offset + timeSeparatorOffset);
+
+ Vector<int> minutesOffset(timeSeparatorOffset.X() + Res().normalFont->CharWidth(), timeSeparatorOffset.Y());
+ Res().normalFont->DrawNumber(game->state->time / 60, screen, offset + minutesOffset, 2);
+ if (game->state->time / 60 < 10) {
+ Res().normalFont->DrawChar('0', screen, offset + minutesOffset);
+ }
+
+ Vector<int> goldLabelOffset(2 * Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() * 3 / 4);
+ Res().normalFont->DrawString(Res().mainMenuGoldText, screen, offset + goldLabelOffset);
+
+ Vector<int> goldOffset(goldLabelOffset.X() + 6 * Res().normalFont->CharWidth(), goldLabelOffset.Y());
+ Res().normalFont->DrawNumber(game->state->money, screen, offset + goldOffset, 7);