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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Zombie.h"
#include "../World.h"
#include "../LineBlockTracer.h"





cZombie::cZombie(bool a_IsVillagerZombie) :
	super(mtZombie, "entity.zombie.hurt", "entity.zombie.death", 0.6, 1.8),
	m_IsVillagerZombie(a_IsVillagerZombie),
	m_IsConverting(false)
{
	m_EMPersonality = AGGRESSIVE;
	m_BehaviorAttackerMelee.AttachToMonster(*this);
	m_BehaviorWanderer.AttachToMonster(*this);
	m_BehaviorAggressive.AttachToMonster(*this);
	m_BehaviourDayLightBurner.AttachToMonster(*this);
	GetMonsterConfig("Zombie");
	// mobTodo I need the config to load after attaching the Behaviors but this is not clean.
}





void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	unsigned int LootingLevel = 0;
	if (a_Killer != nullptr)
	{
		LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
	}
	AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ROTTEN_FLESH);
	cItems RareDrops;
	RareDrops.Add(cItem(E_ITEM_IRON));
	RareDrops.Add(cItem(E_ITEM_CARROT));
	RareDrops.Add(cItem(E_ITEM_POTATO));
	AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
	AddRandomArmorDropItem(a_Drops, LootingLevel);
	AddRandomWeaponDropItem(a_Drops, LootingLevel);
}