#include <SDL.h>
namespace app { class Input; }
+namespace common {
+ class Inventory;
+ class Item;
+}
namespace graphics {
class Font;
class Frame;
bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
- const graphics::Menu</* Spell */ void *> GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu</* Ikari or Item */ void *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+private:
+ void LoadInventory();
+
private:
SDL_Surface *background;
const PartyLayout *monstersLayout;
std::vector<Monster> monsters;
std::vector<Hero> heroes;
std::vector<graphics::Menu</* Spell */ void *> > spellMenus;
+ graphics::Menu<const common::Item *> itemMenu;
+ std::vector<graphics::Menu</* Ikari or Item */ void *> > ikariMenus;
std::vector<HeroTag> heroTags;
std::vector<AttackChoice> attackChoices;
int activeHero;