Esempio n. 1
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/**
 * \brief Returns whether a non-playing character is currently considered as an obstacle for this entity.
 * \param npc a non-playing character
 * \return true if the NPC is currently an obstacle for this entity
 */
bool Boomerang::is_npc_obstacle(const Npc& npc) const {
  return npc.is_solid();
}
Esempio n. 2
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/**
 * \brief Returns whether a non-playing character is currently considered as an obstacle for this entity.
 * \param npc a non-playing character
 * \return true if the NPC is currently an obstacle for this entity
 */
bool Arrow::is_npc_obstacle(Npc& npc) {
  return npc.is_solid();
}
Esempio n. 3
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/**
 * \brief Returns whether a non-playing character is currently considered as an obstacle for this entity.
 * \param npc a non-playing character
 * \return true if the NPC is currently an obstacle for this entity
 */
bool CarriedItem::is_npc_obstacle(Npc& npc) {
  return npc.is_solid();
}
Esempio n. 4
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/**
 * \brief Returns whether a non-playing character is currently considered as an obstacle for this entity.
 * \param npc a non-playing character
 * \return true if the NPC is currently an obstacle for this entity
 */
bool Boomerang::is_npc_obstacle(Npc& npc) {
  return npc.is_solid();
}