void NextAttack();
bool AttacksFinished() const { return attackCursor >= int(attackOrder.size()); }
void CalculateDamage();
+ void ApplyDamage();
const Order &CurrentAttack() const { return attackOrder[attackCursor]; };
void ClearAllAttacks();
+ bool Victory() const;
+ bool Defeat() const;
+
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
return geometry::Vector<int>(