diff options
Diffstat (limited to 'src/Mobs/NewMonster.h')
-rw-r--r-- | src/Mobs/NewMonster.h | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/src/Mobs/NewMonster.h b/src/Mobs/NewMonster.h index 074538762..cfcfb4db5 100644 --- a/src/Mobs/NewMonster.h +++ b/src/Mobs/NewMonster.h @@ -62,6 +62,23 @@ public: eType GetMobType() const { return m_MobType; } protected: + + + /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/ + void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); + + /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/ + void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0); + + /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/ + void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel); + + /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/ + void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel); + + /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/ + void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel); + AString m_SoundHurt; AString m_SoundDeath; @@ -69,4 +86,11 @@ protected: cAttackComponent * m_Attack; cEnvironmentComponent * m_Environment; cMovementComponent * m_Movement; + + // Temporary placement till I figure out where to put it + float m_DropChanceWeapon; + float m_DropChanceHelmet; + float m_DropChanceChestplate; + float m_DropChanceLeggings; + float m_DropChanceBoots; }; |