Example #1
0
void cMonster::AddRandomArmorDropItem(cItems & a_Drops, unsigned int 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());
		}
	}
}
Example #2
0
int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
	// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
	
	// Filter out damage types that are not protected by armor:
	if (!ArmorCoversAgainst(a_DamageType)) return 0;
	
	// Add up all armor points:
	// Ref.: http://www.minecraftwiki.net/wiki/Armor#Defense_points as of 2012_12_20
	int ArmorValue = 0;
	switch (GetEquippedHelmet().m_ItemType)
	{
		case E_ITEM_LEATHER_CAP:    ArmorValue += 1; break;
		case E_ITEM_GOLD_HELMET:    ArmorValue += 2; break;
		case E_ITEM_CHAIN_HELMET:   ArmorValue += 2; break;
		case E_ITEM_IRON_HELMET:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; break;
	}
	switch (GetEquippedChestplate().m_ItemType)
	{
		case E_ITEM_LEATHER_TUNIC:      ArmorValue += 3; break;
		case E_ITEM_GOLD_CHESTPLATE:    ArmorValue += 5; break;
		case E_ITEM_CHAIN_CHESTPLATE:   ArmorValue += 5; break;
		case E_ITEM_IRON_CHESTPLATE:    ArmorValue += 6; break;
		case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; break;
	}
	switch (GetEquippedLeggings().m_ItemType)
	{
		case E_ITEM_LEATHER_PANTS:    ArmorValue += 2; break;
		case E_ITEM_GOLD_LEGGINGS:    ArmorValue += 3; break;
		case E_ITEM_CHAIN_LEGGINGS:   ArmorValue += 4; break;
		case E_ITEM_IRON_LEGGINGS:    ArmorValue += 5; break;
		case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; break;
	}
	switch (GetEquippedBoots().m_ItemType)
	{
		case E_ITEM_LEATHER_BOOTS: ArmorValue += 1; break;
		case E_ITEM_GOLD_BOOTS:    ArmorValue += 1; break;
		case E_ITEM_CHAIN_BOOTS:   ArmorValue += 1; break;
		case E_ITEM_IRON_BOOTS:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; break;
	}
	
	// TODO: Special armor cases, such as wool, saddles, dog's collar
	// Ref.: http://www.minecraftwiki.net/wiki/Armor#Mob_armor as of 2012_12_20
	
	// Now ArmorValue is in [0, 20] range, which corresponds to [0, 80%] protection. Calculate the hitpoints from that:
	return a_Damage * (ArmorValue * 4) / 100;
}
Example #3
0
int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
	// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
	
	// Filter out damage types that are not protected by armor:
	// Ref.: http://www.minecraftwiki.net/wiki/Armor#Effects as of 2012_12_20
	switch (a_DamageType)
	{
		case dtOnFire:
		case dtSuffocating:
		case dtDrowning:  // TODO: This one could be a special case - in various MC versions (PC vs XBox) it is and isn't armor-protected
		case dtStarving:
		case dtInVoid:
		case dtPoisoning:
		case dtPotionOfHarming:
		case dtFalling:
		case dtLightning:
		{
			return 0;
		}
	}
	
	// Add up all armor points:
	// Ref.: http://www.minecraftwiki.net/wiki/Armor#Defense_points as of 2012_12_20
	int ArmorValue = 0;
	switch (GetEquippedHelmet().m_ItemType)
	{
		case E_ITEM_LEATHER_CAP:    ArmorValue += 1; break;
		case E_ITEM_GOLD_HELMET:    ArmorValue += 2; break;
		case E_ITEM_CHAIN_HELMET:   ArmorValue += 2; break;
		case E_ITEM_IRON_HELMET:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; break;
	}
	switch (GetEquippedChestplate().m_ItemType)
	{
		case E_ITEM_LEATHER_TUNIC:      ArmorValue += 3; break;
		case E_ITEM_GOLD_CHESTPLATE:    ArmorValue += 5; break;
		case E_ITEM_CHAIN_CHESTPLATE:   ArmorValue += 5; break;
		case E_ITEM_IRON_CHESTPLATE:    ArmorValue += 6; break;
		case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; break;
	}
	switch (GetEquippedLeggings().m_ItemType)
	{
		case E_ITEM_LEATHER_PANTS:    ArmorValue += 2; break;
		case E_ITEM_GOLD_LEGGINGS:    ArmorValue += 3; break;
		case E_ITEM_CHAIN_LEGGINGS:   ArmorValue += 4; break;
		case E_ITEM_IRON_LEGGINGS:    ArmorValue += 5; break;
		case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; break;
	}
	switch (GetEquippedBoots().m_ItemType)
	{
		case E_ITEM_LEATHER_BOOTS: ArmorValue += 1; break;
		case E_ITEM_GOLD_BOOTS:    ArmorValue += 1; break;
		case E_ITEM_CHAIN_BOOTS:   ArmorValue += 1; break;
		case E_ITEM_IRON_BOOTS:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; break;
	}
	
	// TODO: Special armor cases, such as wool, saddles, dog's collar
	// Ref.: http://www.minecraftwiki.net/wiki/Armor#Mob_armor as of 2012_12_20
	
	// Now ArmorValue is in [0, 20] range, which corresponds to [0, 80%] protection. Calculate the hitpoints from that:
	return a_Damage * (ArmorValue * 4) / 100;
}