#include "Monster.h"
#include "MoveMenu.h"
#include "Resources.h"
+#include "SmallHeroTag.h"
#include "../app/State.h"
#include "../geometry/Point.h"
#include "../geometry/Vector.h"
+#include "../graphics/Animation.h"
#include "../graphics/Menu.h"
#include <vector>
graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
- bool HasMoreHeroes() const { return activeHero < numHeroes; }
- void NextHero() { ++activeHero; }
+ void NextHero();
bool BeforeFirstHero() const { return activeHero < 0; }
void PreviousHero() { --activeHero; }
void SwapHeroes(int lhs, int rhs);
bool AttackSelectionDone() const { return activeHero >= numHeroes; }
int NumHeroes() const { return numHeroes; }
+ int MaxHeroes() const { return 4; }
int MaxMonsters() const { return monsters.size(); }
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; }
+ bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
void SetRunaway() { ranAway = true; }
void ClearAllAttacks();
void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderSmallHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
void LoadSpellMenu(std::vector<Hero>::size_type heroIndex);
graphics::Menu<const common::Item *> itemMenu;
graphics::Menu<const common::Item *> ikariMenus[4];
HeroTag heroTags[4];
+ SmallHeroTag smallHeroTags[4];
geometry::Point<int> heroTagPositions[4];
+ geometry::Point<int> smallHeroTagPositions[4];
AttackChoice attackChoices[4];
int numHeroes;
int activeHero;