}
        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));
-
-       monsterAttacks.resize(monsters.size(), AttackChoice(this));
 }
 
 void BattleState::NextAttack() {
 }
 
 void BattleState::CalculateDamage() {
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : HeroAt(CurrentAttack().index).GetAttackChoice());
+       AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
        if (ac.GetType() == AttackChoice::DEFEND) return;
 
        if (CurrentAttack().isMonster) {
 
 void BattleState::ApplyDamage() {
        if (attackCursor < 0) return;
-       AttackChoice &ac(CurrentAttack().isMonster ? monsterAttacks[CurrentAttack().index] : HeroAt(CurrentAttack().index).GetAttackChoice());
+       AttackChoice &ac(CurrentAttack().isMonster ? MonsterAt(CurrentAttack().index).GetAttackChoice() : HeroAt(CurrentAttack().index).GetAttackChoice());
        TargetSelection &ts(ac.Selection());
        if (ts.TargetsEnemies()) {
                for (int i(0); i < MaxMonsters(); ++i) {
 
 AttackChoice &BattleState::CurrentAttackAttackChoice() {
        if (CurrentAttack().isMonster) {
-               return monsterAttacks[CurrentAttack().index];
+               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) {
-               heroes[i].GetAttackChoice() = AttackChoice(this);
+       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();
-       monsterAttacks.clear();
 }
 
 
 
        const geometry::Point<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
 
        bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
-       AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
-       const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
+       AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsters[index].GetAttackChoice(); }
+       const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsters[index].GetAttackChoice(); }
        bool AttackSelectionDone() const { return activeHero >= numHeroes; }
 
        int NumHeroes() const { return numHeroes; }
        std::vector<geometry::Point<int> > monsterPositions;
        std::vector<geometry::Point<int> > heroesPositions;
        std::vector<Monster> monsters;
-       std::vector<AttackChoice> monsterAttacks;
        std::vector<Order> attackOrder;
        Hero heroes[4];
        graphics::Menu<const common::Item *> itemMenu;
 
 #ifndef BATTLE_MONSTER_H_
 #define BATTLE_MONSTER_H_
 
+#include "AttackChoice.h"
 #include "Stats.h"
 #include "../graphics/Animation.h"
 
        void SetAttackAnimation(const graphics::Animation *a) { attackAnimation = a; }
        void SetSpellAnimation(const graphics::Animation *a) { spellAnimation = a; }
 
+       AttackChoice &GetAttackChoice() { return attackChoice; }
+       const AttackChoice &GetAttackChoice() const { return attackChoice; }
+
 private:
        const char *name;
        graphics::Sprite *sprite;
 
        graphics::AnimationRunner animation;
 
+       AttackChoice attackChoice;
+
        Uint16 maxHealth, health;
        Uint16 maxMana, mana;