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-rw-r--r--src/Mobs/NewMonster.h24
1 files changed, 24 insertions, 0 deletions
diff --git a/src/Mobs/NewMonster.h b/src/Mobs/NewMonster.h
index 074538762..cfcfb4db5 100644
--- a/src/Mobs/NewMonster.h
+++ b/src/Mobs/NewMonster.h
@@ -62,6 +62,23 @@ public:
eType GetMobType() const { return m_MobType; }
protected:
+
+
+ /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
+ void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
+
+ /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
+ void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
+
+ /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
+ void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
+
+ /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);
+
+ /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel);
+
AString m_SoundHurt;
AString m_SoundDeath;
@@ -69,4 +86,11 @@ protected:
cAttackComponent * m_Attack;
cEnvironmentComponent * m_Environment;
cMovementComponent * m_Movement;
+
+ // Temporary placement till I figure out where to put it
+ float m_DropChanceWeapon;
+ float m_DropChanceHelmet;
+ float m_DropChanceChestplate;
+ float m_DropChanceLeggings;
+ float m_DropChanceBoots;
};