where are my stairs ?
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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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