| 26 | #include "../prng.hpp" |
| 27 | |
| 28 | Sint32 displayAttackPower(const int player, AttackHoverText_t& output) |
| 29 | { |
| 30 | Sint32 attack = 0; |
| 31 | Entity* entity = nullptr; |
| 32 | if ( players[player] ) |
| 33 | { |
| 34 | entity = players[player]->entity; |
| 35 | if ( stats[player] ) |
| 36 | { |
| 37 | bool shapeshiftUseMeleeAttack = false; |
| 38 | if ( entity && entity->effectShapeshift != NOTHING ) |
| 39 | { |
| 40 | shapeshiftUseMeleeAttack = true; |
| 41 | if ( entity && entity->effectShapeshift == CREATURE_IMP |
| 42 | && stats[player]->weapon && itemCategory(stats[player]->weapon) == MAGICSTAFF ) |
| 43 | { |
| 44 | shapeshiftUseMeleeAttack = false; |
| 45 | } |
| 46 | } |
| 47 | |
| 48 | if ( !stats[player]->weapon || shapeshiftUseMeleeAttack ) |
| 49 | { |
| 50 | // fists |
| 51 | int weaponAttack = 0; |
| 52 | attack += Entity::getAttack(players[player]->entity, stats[player], true, -1, &weaponAttack); |
| 53 | output.hoverType = AttackHoverText_t::ATK_HOVER_TYPE_UNARMED; // melee |
| 54 | output.totalAttack = attack; |
| 55 | output.proficiencyBonus = (stats[player]->getModifiedProficiency(PRO_UNARMED) / 20); // bonus from proficiency |
| 56 | Sint32 attr = statGetSTR(stats[player], entity); // bonus from main attribute |
| 57 | Sint32 prevStat = stats[player]->STR; |
| 58 | stats[player]->STR += -attr; |
| 59 | output.mainAttributeBonus = output.totalAttack - Entity::getAttack(players[player]->entity, stats[player], true); |
| 60 | stats[player]->STR = prevStat; |
| 61 | output.equipmentAndEffectBonus = weaponAttack - BASE_PLAYER_UNARMED_DAMAGE - output.proficiencyBonus; // bonus from equipment |
| 62 | |
| 63 | { |
| 64 | real_t variance = 20; |
| 65 | real_t baseSkillModifier = 50.0; // 40-60 base |
| 66 | Entity::setMeleeDamageSkillModifiers(players[player]->entity, stats[player], PRO_UNARMED, baseSkillModifier, variance, nullptr); |
| 67 | real_t skillModifierMin = baseSkillModifier - (variance / 2) + (stats[player]->getModifiedProficiency(PRO_UNARMED) / 2.0); |
| 68 | real_t skillModifierMax = skillModifierMin + variance; |
| 69 | skillModifierMin /= 100.0; |
| 70 | skillModifierMin = std::min(skillModifierMin, 1.0); |
| 71 | skillModifierMax /= 100.0; |
| 72 | skillModifierMax = std::min(skillModifierMax, 1.0); |
| 73 | output.proficiencyVariance = variance; |
| 74 | output.attackMaxRange = attack - static_cast<int>((1.0 - skillModifierMax) * attack); |
| 75 | output.attackMinRange = attack - static_cast<int>((1.0 - skillModifierMin) * attack); |
| 76 | output.proficiency = PRO_UNARMED; |
| 77 | output.totalAttack = output.attackMaxRange - ((output.attackMaxRange - output.attackMinRange) / 2.0); |
| 78 | } |
| 79 | } |
| 80 | else |
| 81 | { |
| 82 | int weaponskill = getWeaponSkill(stats[player]->weapon); |
| 83 | if ( weaponskill == PRO_RANGED ) |
| 84 | { |
| 85 | if ( isRangedWeapon(*stats[player]->weapon) ) |
nothing calls this directly
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