+bool MapState::CheckMonster() {
+ Vector<int> coords(map->TileCoordinates(controlled->Position()));
+ Vector<int> neighbor[4];
+ neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
+ neighbor[1] = Vector<int>(coords.X() + 1, coords.Y()); // E
+ neighbor[2] = Vector<int>(coords.X(), coords.Y() + 1); // S
+ neighbor[3] = Vector<int>(coords.X() - 1, coords.Y()); // W
+
+ for (int i(0); i < 4; ++i) {
+ for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
+ if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) {
+ // TODO: check for turn advantage, see #26
+ // TODO: other transition
+ BattleState *battleState(new BattleState(game, map->BattleBackgroundAt((*e)->Position()), (*e)->PartyLayout()));
+ for (int i(0); i < 4; ++i) {
+ if (game->state->party[i]) {
+ battleState->AddHero(*game->state->party[i]);
+ }
+ }
+ for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
+ battleState->AddMonster(*monster);
+ }
+
+ ColorFade *fadeIn(new ColorFade(this, 0, 500, true));
+ fadeIn->SetLeadInTime(500);
+ ColorFade *fadeOut(new ColorFade(this, 0, 500));
+ fadeOut->SetLeadOutTime(500);
+
+ ctrl->PushState(fadeIn);
+ ctrl->PushState(battleState);
+ ctrl->PushState(fadeOut);
+ // TODO: move entity erase to happen after the transition or battle
+ entities.erase(e);
+ return true;
+ // needed information here:
+ // - battle background (from tile/area/map)
+ // - monsters + layout (from entity)
+ }
+ }
+ }
+ return false;
+}
+
+bool MapState::CheckLockTrigger() {
+ Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+ if (!trigger || trigger->GetType() != Trigger::TYPE_CONTACT) return false;
+ RunTrigger(*trigger);
+ return true;
+}
+