; de: actor
; returns:
; a: damage value
-attr_attack_damage:
+act_attr_get_attack_damage:
ld hl, act_weapon
add hl, de
ld a, [hl] ; load weapon type
@unarmed:
; unarmed is just strength / 2
call act_attr_get_str
- sla a ; divide by 2
+ sra a ; divide by 2
cp a, 0 ; damage should at least be 1!
ret nz
ld a, 1 ; ensure it is at least 1!
ld [player+act_mp], a
; set player attribute table
- ld a, player_attr LO
- ld [player+act_attr], a
ld a, player_attr HI
+ ld [player+act_attr], a
+ ld a, player_attr LO
ld [player+act_attr+1], a
; set default stats
; player attack call
player_attack:
+ ld de, player
+ call act_attr_get_attack_damage
+
; TODO: implement correctly
; for now just remove an actor if
; they are near