, res(res)
, attackTypeMenu(res->attackIcons)
, moveMenu(res->moveIcons)
- , activeHero(-1) { }
+ , activeHero(-1)
+ , ranAway(false) { }
public:
void AddMonster(const Monster &);
std::vector<Hero> &Heroes() { return heroes; }
const std::vector<Hero> &Heroes() const { return heroes; }
+ void SetRunaway() { ranAway = true; }
+
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
return geometry::Vector<int>(
geometry::Point<int> heroTagPositions[4];
AttackChoice attackChoices[4];
int activeHero;
+ bool ranAway;
};