<?php
include_once $PATH_TO_CODE."/modules/dungeon/unit/dungeonrealobject.class.php";
include_once $PATH_TO_CODE."/script/zone.class.php";
include_once $PATH_TO_CODE."/script/imagemanager.class.php";
include_once $PATH_TO_CODE."/script/weapon.class.php";
include_once $PATH_TO_CODE."/script/log.class.php";
abstract class UndeadRealObject extends DungeonRealObject
{
/**Create a skeleton if killed unit is not undead. Delete killed unit, so no tomb*/
public function doAfterKill($parKilledUnit) {
parent::doAfterKill($parKilledUnit);
if($parKilledUnit->realObjectType != DungeonConstante::$REAL_OBJECT_TYPE_DEADWORM &&
$parKilledUnit->realObjectType != DungeonConstante::$REAL_OBJECT_TYPE_SPECTRE &&
$parKilledUnit->realObjectType != DungeonConstante::$REAL_OBJECT_TYPE_SKELETON &&
$parKilledUnit->realObjectType != DungeonConstante::$REAL_OBJECT_TYPE_TRAP) {
global $gloObjectManager;
$parKilledUnit->deleteObject();
$locTargetZone = $gloObjectManager->getZone($parKilledUnit->zoneId);
$locNewObjectId = Skeleton::create($locTargetZone, $this->playerId, false);
$locNewObject = $gloObjectManager->getRealObject($locNewObjectId);
$locNewObject->setActionPoint(0);
$locNewObject->setFightPoint(0);
$locNewObject->addXP($parKilledUnit->getLevel());
$locNewObject->setLife($locNewObject->getMaxLife()/2);
$locNewObject->setIAMode(RealObject::$IA_MODE_MEDIUM);
}
}
}
?>