
/*
 * Copyright 2011-2022 Cuberite Contributors
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#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() :
	Super("Zombie", mtZombie, "entity.zombie.hurt", "entity.zombie.death", "entity.zombie.ambient", 0.6f, 1.95f)
{
}





void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
	unsigned int LootingLevel = 0;
	if (a_Killer != nullptr)
	{
		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);
}
