; returns:
; a: str value
stat_calc_str:
+ ld hl, act_str
+ add hl, de
+ ld a, [hl]
ret
+
+ ; calculates weapon damage
+ ; inputs:
+ ; de actor
+ ; returns:
+ ; a: raw weapon damage
+stat_calc_weapon_damage:
+ ; TODO: 1 is fist stat...
+ ld a, 1
+ ret
+
+ ; calculates ac
+ ; inputs:
+ ; de: actor
+ ; returns:
+ ; a: ac
+stat_calc_ac:
+ ld hl, act_ac
+ add hl, de
+ ld a, [hl]
+ ret
+
+ ; calculates max hp based
+ ; inputs:
+ ; deL actor
+ ; returns:
+ ; a: max hp
+stat_calc_hp_max:
+ ld hl, act_vit
+ add hl, de
+ ld a, [hl]
+ add a, 2 ; base health
+ ret
+
+ ; calculates physical damage of
+ ; one actor agains another
+ ; inputs:
+ ; de: actor1
+ ; bc: actor2
+ ; returns:
+ ; sub damage from actor2
+ ; a: damage
+stat_calc_physical_damage_vs:
+ call stat_calc_weapon_damage
+ ; a = damage
+ push bc
+ pop de ; de = actor2 now
+ ld b, a ; b = weapon damage
+
+ call stat_calc_ac
+
+
+ ret
+@no_damage:
+ xor a, a
+ ret
; calculates the real speed state
; inputs: