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-rw-r--r--crawl-ref/source/fight.cc19
1 files changed, 14 insertions, 5 deletions
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index d6ae6ad37e..1df53b95d2 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -1551,7 +1551,7 @@ int melee_attack::player_apply_water_attack_bonus(int damage)
int melee_attack::player_apply_weapon_skill(int damage)
{
if (weapon && (weapon->base_type == OBJ_WEAPONS
- || item_is_staff( *weapon )))
+ || weapon->base_type == OBJ_STAVES))
{
damage *= 25 + (random2( you.skills[ wpn_skill ] + 1 ));
damage /= 25;
@@ -1583,10 +1583,14 @@ int melee_attack::player_apply_misc_modifiers(int damage)
int melee_attack::player_apply_weapon_bonuses(int damage)
{
- if (weapon && weapon->base_type == OBJ_WEAPONS)
+ if (weapon && (weapon->base_type == OBJ_WEAPONS
+ || item_is_rod( *weapon )))
{
int wpn_damage_plus = weapon->plus2;
+ if (item_is_rod( *weapon ))
+ wpn_damage_plus = (short)weapon->props["rod_enchantment"];
+
damage += (wpn_damage_plus > -1) ? (random2(1 + wpn_damage_plus))
: -(1 + random2(-wpn_damage_plus));
@@ -1767,6 +1771,8 @@ int melee_attack::player_weapon_type_modify(int damage)
weap_type = WPN_UNARMED;
else if (item_is_staff(*weapon))
weap_type = WPN_QUARTERSTAFF;
+ else if (item_is_rod(*weapon))
+ weap_type = WPN_CLUB;
else if (weapon->base_type == OBJ_WEAPONS)
weap_type = weapon->sub_type;
@@ -3905,10 +3911,13 @@ int melee_attack::player_to_hit(bool random_factor)
}
}
- else if (item_is_staff( *weapon ))
+ else if (weapon->base_type == OBJ_STAVES)
{
// magical staff
your_to_hit += property( *weapon, PWPN_HIT );
+
+ if (item_is_rod( *weapon ))
+ your_to_hit += (short)weapon->props["rod_enchantment"];
}
}
@@ -4068,7 +4077,7 @@ int melee_attack::player_weapon_speed()
int attack_delay = 0;
if (weapon && (weapon->base_type == OBJ_WEAPONS
- || item_is_staff( *weapon )))
+ || weapon->base_type == OBJ_STAVES))
{
attack_delay = property( *weapon, PWPN_SPEED );
attack_delay -= you.skills[ wpn_skill ] / 2;
@@ -4212,7 +4221,7 @@ int melee_attack::player_calc_base_weapon_damage()
{
int damage = 0;
- if (weapon->base_type == OBJ_WEAPONS || item_is_staff( *weapon ))
+ if (weapon->base_type == OBJ_WEAPONS || weapon->base_type == OBJ_STAVES)
damage = property( *weapon, PWPN_DAMAGE );
// Staves can be wielded with a worn shield, but are much less