From 2f59517023765e8f5d5555adacafd146729ab071 Mon Sep 17 00:00:00 2001 From: TheJumper Date: Sun, 23 Feb 2014 19:35:56 +0100 Subject: Fixed Formatting, Added DropChances and CanPickUpLoot attributes to Monsters --- src/Mobs/Monster.cpp | 49 ++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 48 insertions(+), 1 deletion(-) (limited to 'src/Mobs/Monster.cpp') diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 66629474b..4ab485321 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -81,6 +81,12 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString , m_AttackDamage(1) , m_AttackRange(2) , m_AttackInterval(0) + , m_DropChanceWeapon(0.085) + , m_DropChanceHelmet(0.085) + , m_DropChanceChestplate(0.085) + , m_DropChanceLeggings(0.085) + , m_DropChanceBoots(0.085) + , m_CanPickUpLoot(true) , m_SightDistance(25) , m_BurnsInDaylight(false) { @@ -884,7 +890,7 @@ void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short { MTRand r1; int Count = r1.randInt() % 1000; - if (Count < (a_Chance*10)) + if (Count < (a_Chance * 10)) { a_Drops.push_back(cItem(a_Item, 1, a_ItemHealth)); } @@ -909,6 +915,47 @@ void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a +void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) +{ + MTRand r1; + if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2))) + { + if (!GetEquippedHelmet().IsEmpty()) a_Drops.push_back(GetEquippedHelmet()); + } + + if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2))) + { + if (!GetEquippedChestplate().IsEmpty()) a_Drops.push_back(GetEquippedChestplate()); + } + + if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2))) + { + if (!GetEquippedLeggings().IsEmpty()) a_Drops.push_back(GetEquippedLeggings()); + } + + if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2))) + { + if (!GetEquippedBoots().IsEmpty()) a_Drops.push_back(GetEquippedBoots()); + } +} + + + + + +void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel) +{ + MTRand r1; + if (r1.randInt() % 200 < ((m_DropChanceWeapon * 200) + (a_LootingLevel * 2))) + { + if (!GetEquippedWeapon().IsEmpty()) a_Drops.push_back(GetEquippedWeapon()); + } +} + + + + + void cMonster::HandleDaylightBurning(cChunk & a_Chunk) { if (!m_BurnsInDaylight) -- cgit v1.2.3