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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Sheep.h"
#include "../BlockID.h"
#include "../Entities/Player.h"
#include "../World.h"
#include "FastRandom.h"
cSheep::cSheep(int a_Color) :
super("Sheep", mtSheep, "mob.sheep.say", "mob.sheep.say", 0.6, 1.3),
m_IsSheared(false),
m_WoolColor(a_Color)
// m_TimeToStopEating(-1)
{
// Generate random wool color.
if (m_WoolColor == -1)
{
m_WoolColor = GenerateNaturalRandomColor();
}
if ((m_WoolColor < 0) || (m_WoolColor > 15))
{
m_WoolColor = 0;
}
}
void cSheep::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
if (!m_IsSheared)
{
a_Drops.push_back(cItem(E_BLOCK_WOOL, 1, m_WoolColor));
}
int LootingLevel = 0;
if (a_Killer != NULL)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 1, 3 + LootingLevel, IsOnFire() ? E_ITEM_MUTTON : E_ITEM_RAW_MUTTON);
}
NIBBLETYPE cSheep::GenerateNaturalRandomColor(void)
{
cFastRandom Random;
int Chance = Random.NextInt(101);
if (Chance <= 81)
{
return E_META_WOOL_WHITE;
}
else if (Chance <= 86)
{
return E_META_WOOL_BLACK;
}
else if (Chance <= 91)
{
return E_META_WOOL_GRAY;
}
else if (Chance <= 96)
{
return E_META_WOOL_LIGHTGRAY;
}
else if (Chance <= 99)
{
return E_META_WOOL_BROWN;
}
else
{
return E_META_WOOL_PINK;
}
}
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