}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- // TODO: check for victory, defeat or run
+ // TODO: check for victory or defeat
+ if (ranAway) {
+ ctrl.PopState(); // quit the battle scene
+ return;
+ }
// reset attack choices
activeHero = -1;
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {