where are my stairs ?
extra_blows = 0;
-
- /* Start with blows from the weapon being examined */
- extra_blows += obj->known->modifiers[OBJ_MOD_BLOWS];
-
- /* Then we need to look for extra blows on other items, as
- * state does not track these */
- for (i = 0; i < player->body.count; i++) {
- struct object *helper = slot_object(player, i);
-
- if ((i == slot_by_name(player, "weapon")) || !helper)
- continue;
-
- extra_blows += helper->known->modifiers[OBJ_MOD_BLOWS];
- }
/* Apply modifiers */ state->stat_add[STAT_STR] += obj->modifiers[OBJ_MOD_STR] * p->obj_k->modifiers[OBJ_MOD_STR]; ... extra_blows += obj->modifiers[OBJ_MOD_BLOWS] * p->obj_k->modifiers[OBJ_MOD_BLOWS];
s32b modifiers[OBJ_MOD_MAX];
for (j = 0; j < OBJ_MOD_MAX; j++) {
modifiers[j] = obj->modifiers[j];
if (known_only && !object_is_known(p, obj) && !object_modifier_is_known(obj, j, aware)) modifiers[j] = 0;
}
...
extra_blows += modifiers[OBJ_MOD_BLOWS];
if (square_iswall_inner(c, y, x)) {
for (d = 0; d < 9; d++) {
/* Extract adjacent location */
int yy = y + ddy_ddd[d];
int xx = x + ddx_ddd[d];
/* Look for dungeon granite */
if ((c->squares[yy][xx].feat == FEAT_GRANITE) &&
(!square_iswall_inner(c, [B][COLOR="Red"]y, x[/COLOR][/B])) &&
(!square_iswall_outer(c, [B][COLOR="Red"]y, x[/COLOR][/B])) &&
(!square_iswall_solid(c, [B][COLOR="Red"]y, x[/COLOR][/B])))
{
/* Turn me into outer wall. */
set_marked_granite(c, y, x, SQUARE_WALL_OUTER);
/* Done; */
break;
}
}
}
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