+void BattleState::CalculateDamage(const Stats &attackerStats, TargetSelection &ts) const {
+ bool hitSome(false);
+ if (ts.TargetsMonsters()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (MonsterAt(i).Health() > 0) {
+ const Stats &defenderStats(MonsterAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < MaxMonsters(); ++i) {
+ if (MonsterAt(i).Health() > 0) {
+ const Stats &defenderStats(MonsterAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ break;
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (ts.IsSelected(i)) {
+ if (HeroAt(i).Health() > 0) {
+ const Stats &defenderStats(HeroAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ hitSome = true;
+ } else {
+ ts.Unselect(i);
+ }
+ }
+ }
+ if (hitSome) return;
+ for (int i(0); i < NumHeroes(); ++i) {
+ if (HeroAt(i).Health() > 0) {
+ const Stats &defenderStats(HeroAt(i).GetStats());
+ Uint16 damage(CalculateDamage(attackerStats, defenderStats));
+ ts.SetBad(i, damage);
+ break;
+ }
+ }
+ }
+}
+
+Uint16 BattleState::CalculateDamage(const Stats &attacker, const Stats &defender) const {
+ return attacker.Attack() / 2 - defender.Defense() / 4;
+}
+
+void BattleState::ApplyDamage() {
+ if (attackCursor < 0) return;
+ AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
+ TargetSelection &ts(ac.Selection());
+ if (ts.TargetsMonsters()) {
+ for (int i(0); i < MaxMonsters(); ++i) {
+ Monster &monster(MonsterAt(i));
+ if (ts.IsBad(i)) {
+ monster.SubtractHealth(ts.GetAmount(i));
+ if (monster.Health() == 0) {
+ expReward += monster.ExpReward();
+ goldReward += monster.GoldReward();
+ }
+ }
+ }
+ } else {
+ for (int i(0); i < NumHeroes(); ++i) {
+ Hero &hero(HeroAt(i));
+ if (ts.IsBad(i)) {
+ hero.SubtractHealth(ts.GetAmount(i));
+ }
+ }
+ }
+}
+
+AttackChoice &BattleState::CurrentAttackAttackChoice() {
+ if (CurrentAttack().isMonster) {
+ return MonsterAt(CurrentAttack().index).GetAttackChoice();
+ } else {
+ return HeroAt(CurrentAttack().index).GetAttackChoice();
+ }
+}
+
+void BattleState::ClearAllAttacks() {
+ attackCursor = -1;
+ activeHero = -1;
+ for (int i(0); i < NumHeroes(); ++i) {
+ HeroAt(i).GetAttackChoice() = AttackChoice(this);
+ }
+ for (int i(0); i < MaxMonsters(); ++i) {
+ MonsterAt(i).GetAttackChoice() = AttackChoice(this);
+ }
+ attackOrder.clear();
+}
+
+
+void BattleState::HandleEvents(const Input &input) {