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authorStefan O'Rear <stefanor@cox.net>2010-01-02 23:53:15 -0800
committerStefan O'Rear <stefanor@cox.net>2010-01-02 23:53:15 -0800
commit45257acf3e73631c66d66ebc9ed3e4ac88951a37 (patch)
treef8c465d36a5f019349d18b817bce746ece6efff3 /crawl-ref/source/itemprop.cc
parentecb85a04028949511fb528ca262eab74093c645f (diff)
downloadcrawl-ref-45257acf3e73631c66d66ebc9ed3e4ac88951a37.tar.gz
crawl-ref-45257acf3e73631c66d66ebc9ed3e4ac88951a37.zip
Rods function in melee as a +x/+x club (#300)
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r--crawl-ref/source/itemprop.cc14
1 files changed, 11 insertions, 3 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index f19bea28f1..9b9a938b16 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -1307,6 +1307,8 @@ int get_damage_type(const item_def &item)
{
int ret = DAM_BASH;
+ if (item_is_rod(item))
+ ret = DAM_BLUDGEON;
if (item.base_type == OBJ_WEAPONS)
ret = (Weapon_prop[Weapon_index[item.sub_type]].dam_type & DAM_MASK);
@@ -1635,6 +1637,8 @@ skill_type weapon_skill( const item_def &item )
{
if (item.base_type == OBJ_WEAPONS && !is_range_weapon( item ))
return (Weapon_prop[ Weapon_index[item.sub_type] ].skill);
+ else if (item_is_rod( item ))
+ return (SK_MACES_FLAILS); // Rods are short and stubby
else if (item.base_type == OBJ_STAVES)
return (SK_STAVES);
@@ -2063,6 +2067,8 @@ int corpse_freshness(const item_def &item)
//
int property(const item_def &item, int prop_type)
{
+ weapon_type weapon_sub;
+
switch (item.base_type)
{
case OBJ_ARMOUR:
@@ -2089,12 +2095,14 @@ int property(const item_def &item, int prop_type)
break;
case OBJ_STAVES:
+ weapon_sub = item_is_rod(item) ? WPN_CLUB : WPN_QUARTERSTAFF;
+
if (prop_type == PWPN_DAMAGE)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].dam);
+ return (Weapon_prop[ Weapon_index[weapon_sub] ].dam);
else if (prop_type == PWPN_HIT)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].hit);
+ return (Weapon_prop[ Weapon_index[weapon_sub] ].hit);
else if (prop_type == PWPN_SPEED)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].speed);
+ return (Weapon_prop[ Weapon_index[weapon_sub] ].speed);
break;
default: