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authorSteve Melenchuk <smelenchuk@gmail.com>2014-04-17 21:14:08 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2014-04-27 17:02:33 -0600
commitaf65ebd5ff1d82a27b1e881ec2cd63875bbbeb47 (patch)
treeaacf14d183b2f641c20b83162529c34b7b357abc /crawl-ref/source/attack.cc
parenta0b9eea05605c1024bf6387992650f60ee2fb501 (diff)
downloadcrawl-ref-af65ebd5ff1d82a27b1e881ec2cd63875bbbeb47.tar.gz
crawl-ref-af65ebd5ff1d82a27b1e881ec2cd63875bbbeb47.zip
Give M_ARCHER monsters their acc/dam bonuses back.
Sort of similar to how M_FIGHTER gets a melee accuracy bonus, I think this has a place here. The numbers are a bit complicated; the old code gave an ammoHitBonus of random2avg(HD * 4 / 3, 2) to the beam hit which is later added to the damage bonus. Since the randomisation here works differently the 4/3 is straight-up added to the to_hit and randomised when added to the damage.
Diffstat (limited to 'crawl-ref/source/attack.cc')
-rw-r--r--crawl-ref/source/attack.cc5
1 files changed, 1 insertions, 4 deletions
diff --git a/crawl-ref/source/attack.cc b/crawl-ref/source/attack.cc
index 68fced277f..2324e9120e 100644
--- a/crawl-ref/source/attack.cc
+++ b/crawl-ref/source/attack.cc
@@ -153,12 +153,9 @@ bool attack::handle_phase_end()
*/
int attack::calc_to_hit(bool random)
{
- const bool fighter = attacker->is_monster()
- && attacker->as_monster()->is_fighter();
- const int hd_mult = fighter ? 25 : 15;
int mhit = attacker->is_player() ?
15 + (calc_stat_to_hit_base() / 2)
- : 18 + attacker->get_experience_level() * hd_mult / 10;
+ : calc_mon_to_hit_base();
#ifdef DEBUG_DIAGNOSTICS
const int base_hit = mhit;