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Fixed Formatting, Added DropChances and CanPickUpLoot attributes to Monsters

This commit is contained in:
TheJumper
2014-02-23 19:44:58 +01:00
parent 8716263238
commit 2cc597372a
29 changed files with 515 additions and 40 deletions

View File

@@ -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)
{
@@ -880,6 +886,76 @@ void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned
void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth)
{
MTRand r1;
int Count = r1.randInt() % 1000;
if (Count < (a_Chance * 10))
{
a_Drops.push_back(cItem(a_Item, 1, a_ItemHealth));
}
}
void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel)
{
MTRand r1;
int Count = r1.randInt() % 200;
if (Count < (5 + a_LootingLevel))
{
int Rare = r1.randInt() % a_Items.Size();
a_Drops.push_back(a_Items.at(Rare));
}
}
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)