+void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+ if (ranAway) {
+ ctrl.PopState(); // quit the battle scene
+ return;
+ }
+ if (Victory()) {
+ // TODO: push victory state
+ ctrl.PopState();
+ return;
+ }
+ if (Defeat()) {
+ // TODO: push defeat state
+ ctrl.PopState();
+ return;
+ }
+ // TODO: this should not push a state while quitting
+ if (AttackSelectionDone()) {
+ ctrl.PushState(new PerformAttacks(this));
+ } else {
+ ctrl.PushState(new SelectMoveAction(this));
+ }
+}
+
+bool BattleState::Victory() const {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) return false;
+ }
+ return true;
+}
+
+bool BattleState::Defeat() const {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) return false;
+ }
+ return true;
+}
+
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+
+class OrderCompare {
+ public:
+ OrderCompare(BattleState *battle) : battle(battle) { }
+ bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
+ int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).GetStats().Agility() : battle->HeroAt(lhs.index).GetStats().Agility());
+ int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).GetStats().Agility() : battle->HeroAt(rhs.index).GetStats().Agility());
+ return lagl > ragl;
+ }
+ private:
+ BattleState *battle;
+};
+
+void BattleState::CalculateAttackOrder() {
+ attackOrder.reserve(monsters.size() + NumHeroes());
+ for (int i(0); i < NumHeroes(); ++i) {
+ attackOrder.push_back(Order(i, false));
+ }
+ for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
+ attackOrder.push_back(Order(i, true));
+ }
+ std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
+
+ monsterAttacks.resize(monsters.size(), AttackChoice(this));
+}