TargetSelection::TargetSelection(BattleState *battle, bool multiple, bool atEnemy)
: battle(battle)
-, selected(battle ? (battle->MonsterPositions().size() > battle->Heroes().size() ? battle->MonsterPositions().size() : battle->Heroes().size()) : 0, false)
+, selected(battle ? ((int)battle->MonsterPositions().size() > battle->NumHeroes() ? (int)battle->MonsterPositions().size() : battle->NumHeroes()) : 0, false)
, selection(-1)
, cursor(0)
, multiple(multiple)
cursor = (cursor + 1) % battle->MonsterPositions().size();
}
} else {
- cursor = (cursor + 1) % battle->Heroes().size();
+ cursor = (cursor + 1) % battle->NumHeroes();
}
}
SelectHeroes();
return;
}
- int newCursor(cursor + 2 % 4);
- if (newCursor < int(battle->Heroes().size())) {
+ int newCursor((cursor + 2) % 4);
+ if (newCursor < battle->NumHeroes()) {
cursor = newCursor;
}
}
cursor = (cursor + battle->MonsterPositions().size() - 1) % battle->MonsterPositions().size();
FindNextEnemy();
} else {
- cursor = (cursor + battle->Heroes().size() - 1) % battle->Heroes().size();
+ cursor = (cursor + battle->NumHeroes() - 1) % battle->NumHeroes();
}
}