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path: root/src/Mobs/Zombie.cpp
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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(CreateMonsterInfo a_Info, bool a_IsVillagerZombie) :
	super(a_Info, "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);
}