AttackTypeMenu &GetAttackTypeMenu() { return attackTypeMenu; }
MoveMenu &GetMoveMenu() { return moveMenu; }
- graphics::Menu<const common::Spell *> &GetSpellMenu() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].SpellMenu(); }
- const graphics::Menu<const common::Spell *> &GetSpellMenu() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].SpellMenu(); }
- graphics::Menu<const common::Item *> &GetIkariMenu() { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].IkariMenu(); }
- const graphics::Menu<const common::Item *> &GetIkariMenu() const { assert(activeHero >= 0 && activeHero < NumHeroes()); return heroes[activeHero].IkariMenu(); }
- graphics::Menu<const common::Item *> &GetItemMenu() { return itemMenu; }
- const graphics::Menu<const common::Item *> &GetItemMenu() const { return itemMenu; }
+ graphics::Menu<const common::Item *> &ItemMenu() { return itemMenu; }
+ const graphics::Menu<const common::Item *> &ItemMenu() const { return itemMenu; }
void NextHero();
bool BeforeFirstHero() const { return activeHero < 0; }
const HeroTag &HeroTagAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTags[index]; }
const geometry::Point<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
- bool HasChosenAttackType() const { return ActiveHeroAttackChoice().GetType() != AttackChoice::UNDECIDED; }
- AttackChoice &ActiveHeroAttackChoice() { return AttackChoiceAt(activeHero); }
- const AttackChoice &ActiveHeroAttackChoice() const { return AttackChoiceAt(activeHero); }
- AttackChoice &AttackChoiceAt(int index) { assert(index >= 0 && index < NumHeroes()); return heroes[index].GetAttackChoice(); }
- const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index].GetAttackChoice(); }
- AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
- const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
+ bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
bool AttackSelectionDone() const { return activeHero >= numHeroes; }
int NumHeroes() const { return numHeroes; }
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; }
bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
void SetRunaway() { ranAway = true; }
MoveMenu moveMenu;
// TODO: combine all data about heros or monsters
std::vector<geometry::Point<int> > monsterPositions;
- std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
- std::vector<AttackChoice> monsterAttacks;
std::vector<Order> attackOrder;
Hero heroes[4];
graphics::Menu<const common::Item *> itemMenu;