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-rw-r--r--src/Mobs/Old Mobs/Zombie.cpp62
1 files changed, 62 insertions, 0 deletions
diff --git a/src/Mobs/Old Mobs/Zombie.cpp b/src/Mobs/Old Mobs/Zombie.cpp
new file mode 100644
index 000000000..30225c32d
--- /dev/null
+++ b/src/Mobs/Old Mobs/Zombie.cpp
@@ -0,0 +1,62 @@
+
+#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("Zombie", mtZombie, "mob.zombie.hurt", "mob.zombie.death", 0.6, 1.8),
+ m_IsVillagerZombie(a_IsVillagerZombie),
+ m_IsConverting(false)
+{
+ SetBurnsInDaylight(true);
+}
+
+
+
+
+
+void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
+{
+ int LootingLevel = 0;
+ if (a_Killer != NULL)
+ {
+ 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);
+}
+
+
+
+
+
+void cZombie::MoveToPosition(const Vector3d & a_Position)
+{
+ // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement
+ if (
+ !IsOnFire() &&
+ (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)
+ )
+ {
+ m_bMovingToDestination = false;
+ return;
+ }
+
+ super::MoveToPosition(a_Position);
+}
+
+
+
+