AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
+ graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
+ const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
+ const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
+ 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; }
bool BeforeFirstHero() const { return activeHero < 0; }
void PreviousHero() { --activeHero; }
+ void SwapHeroes(int lhs, int rhs);
Hero &ActiveHero() { return heroes[activeHero]; }
const Hero &ActiveHero() const { return heroes[activeHero]; }
+
Hero &HeroAt(int index) { return heroes[index]; }
const Hero &HeroAt(int index) const { return heroes[index]; }
Monster &MonsterAt(std::vector<Monster>::size_type index) { return monsters[index]; }
const Monster &MonsterAt(std::vector<Monster>::size_type index) const { return monsters[index]; }
- void SwapHeroes(int lhs, int rhs);
- const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; }
+
const HeroTag &HeroTagAt(int index) const { return heroTags[index]; }
const geometry::Point<int> &HeroTagPositionAt(int index) const { return heroTagPositions[index]; }
+
bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
- void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; }
- TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
- const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
bool AttackSelectionDone() const { return activeHero >= numHeroes; }
- graphics::Menu<const common::Spell *> &GetSpellMenu() { return spellMenus[activeHero]; }
- const graphics::Menu<const common::Spell *> &GetSpellMenu() const { return spellMenus[activeHero]; }
- graphics::Menu<const common::Item *> &GetIkariMenu() { return ikariMenus[activeHero]; }
- const graphics::Menu<const common::Item *> &GetIkariMenu() const { return ikariMenus[activeHero]; }
- graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
-
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; }