#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Witch.h"
#include "FastRandom.h"
cWitch::cWitch(void) :
super(mtWitch, "entity.witch.hurt", "entity.witch.death", 0.6, 1.8)
{
m_EMPersonality = AGGRESSIVE;
m_BehaviorDoNothing.AttachToMonster(*this);
GetMonsterConfig("Witch");
}
void cWitch::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
auto & r1 = GetRandomProvider();
int DropTypeCount = r1.RandInt(1, 3);
for (int i = 0; i < DropTypeCount; i++)
{
int DropType = r1.RandInt(6);
switch (DropType)
{
case 0: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLASS_BOTTLE); break;
case 1: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GLOWSTONE_DUST); break;
case 2: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER); break;
case 3: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_REDSTONE_DUST); break;
case 4: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SPIDER_EYE); break;
case 5: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_STICK); break;
case 6: AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SUGAR); break;
}
}
AddRandomWeaponDropItem(a_Drops, LootingLevel);
}