This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
#include "stdafx.h"
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#include "Container.h"
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#include "EntitySelector.h"
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const EntitySelector *EntitySelector::ENTITY_STILL_ALIVE = new AliveEntitySelector();
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const EntitySelector *EntitySelector::CONTAINER_ENTITY_SELECTOR = new ContainerEntitySelector();
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bool AliveEntitySelector::matches(shared_ptr<Entity> entity) const
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{
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return entity->isAlive();
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}
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bool ContainerEntitySelector::matches(shared_ptr<Entity> entity) const
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{
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return (dynamic_pointer_cast<Container>(entity) != NULL) && entity->isAlive();
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}
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MobCanWearArmourEntitySelector::MobCanWearArmourEntitySelector(shared_ptr<ItemInstance> item)
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{
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this->item = item;
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}
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bool MobCanWearArmourEntitySelector::matches(shared_ptr<Entity> entity) const
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{
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if ( !entity->isAlive() ) return false;
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if ( !entity->instanceof(eTYPE_LIVINGENTITY) ) return false;
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shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(entity);
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if (mob->getCarried(Mob::getEquipmentSlotForItem(item)) != NULL) return false;
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if ( mob->instanceof(eTYPE_MOB) )
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{
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return dynamic_pointer_cast<Mob>(mob)->canPickUpLoot();
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}
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else if (mob->instanceof(eTYPE_PLAYER))
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{
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return true;
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}
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return false;
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} |