Code:
struct object *obj;
Code:
/* Analyze equipment */
for (i = 0; i < p->body.count; i++) {
int index = 0;
struct object *obj = slot_object(p, i);
struct curse_data *curse = obj ? obj->curses : NULL;
while (obj) {
Code:
/* Apply combat bonuses */
state->ac += obj->ac;
if (!known_only || obj->known->to_a)
state->to_a += obj->to_a;
if (!slot_type_is(p, i, EQUIP_WEAPON)
&& !slot_type_is(p, i, EQUIP_BOW)) {
if (!known_only || obj->known->to_h) {
state->to_h += obj->to_h;
}
if (!known_only || obj->known->to_d) {
state->to_d += obj->to_d;
}
}
Code:
/* Move to any unprocessed curse object */
if (curse) {
index++;
obj = NULL;
while (index < z_info->curse_max) {
if (curse[index].power) {
obj = curses[index].obj;
break;
} else {
index++;
}
}
} else {
obj = NULL;
}
Heaviness curse is a nice idea, BTW, I will probably steal it back from you
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