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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