}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- // TODO: check for victory or defeat
if (ranAway) {
ctrl.PopState(); // quit the battle scene
return;
}
}
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+ if (CurrentAttack().isMonster) {
+ return monsterAttacks[CurrentAttack().index];
+ } else {
+ return AttackChoiceAt(CurrentAttack().index);
+ }
+}
+
void BattleState::ClearAllAttacks() {
attackCursor = -1;
activeHero = -1;