+void BattleState::OnResumeState(SDL_Surface *screen) {
+ if (ranAway) {
+ Ctrl().PopState(); // quit the battle scene
+ return;
+ }
+ if (Victory()) {
+ Ctrl().PopState();
+ return;
+ }
+ if (Defeat()) {
+ 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::OnPauseState(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));
+ MonsterAt(i).GetAttackChoice() = AttackChoice(this);
+ }
+ std::sort(attackOrder.begin(), attackOrder.end(), OrderCompare(this));
+}
+
+void BattleState::NextAttack() {
+ if (Victory() || Defeat()) {
+ attackCursor = attackOrder.size();
+ return;
+ }
+ ++attackCursor;
+ while (attackCursor < int(attackOrder.size())) {
+ if (attackOrder[attackCursor].isMonster) {
+ if (MonsterAt(attackOrder[attackCursor].index).Health() > 0) break;
+ } else {
+ if (HeroAt(attackOrder[attackCursor].index).Health() > 0) break;
+ }
+ ++attackCursor;
+ }
+}
+
+bool BattleState::AttacksFinished() const {
+ return attackCursor >= int(attackOrder.size())
+ || Victory() || Defeat();
+}
+
+void BattleState::CalculateDamage() {
+ if (CurrentAttack().isMonster) {
+ DecideMonsterAttack(MonsterAt(CurrentAttack().index));
+ }
+ AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
+ if (ac.GetType() == AttackChoice::DEFEND) return;
+ TargetSelection &ts(ac.Selection());
+
+ if (CurrentAttack().isMonster) {
+ const Stats &attackerStats(MonsterAt(CurrentAttack().index).GetStats());
+ CalculateDamage(attackerStats, ts);
+ } else {
+ const Stats &attackerStats(HeroAt(CurrentAttack().index).GetStats());
+ CalculateDamage(attackerStats, ts);