From 1afcc255bfe7153dc397970e0ece41d6d48e63be Mon Sep 17 00:00:00 2001 From: TheJumper Date: Sun, 23 Feb 2014 18:13:49 +0100 Subject: Fixed Formatting, Added DropChance attributes to Monsters --- src/Mobs/Monster.cpp | 26 ++++++++++++++++++++++---- 1 file changed, 22 insertions(+), 4 deletions(-) (limited to 'src/Mobs/Monster.cpp') diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index c81f46d6a..23e4219e8 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -81,6 +81,11 @@ 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_SightDistance(25) , m_BurnsInDaylight(false) { @@ -912,22 +917,22 @@ 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 < (17 + (a_LootingLevel * 2))) + if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2))) { if (!GetEquippedHelmet().IsEmpty()) a_Drops.push_back(GetEquippedHelmet()); } - if (r1.randInt() % 200 < (17 + (a_LootingLevel * 2))) + if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2))) { if (!GetEquippedChestplate().IsEmpty()) a_Drops.push_back(GetEquippedChestplate()); } - if (r1.randInt() % 200 < (17 + (a_LootingLevel * 2))) + if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2))) { if (!GetEquippedLeggings().IsEmpty()) a_Drops.push_back(GetEquippedLeggings()); } - if (r1.randInt() % 200 < (17 + (a_LootingLevel * 2))) + if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2))) { if (!GetEquippedBoots().IsEmpty()) a_Drops.push_back(GetEquippedBoots()); } @@ -937,6 +942,19 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) +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