… | |
… | |
313 | |
313 | |
314 | enc += op->stats.luck; |
314 | enc += op->stats.luck; |
315 | |
315 | |
316 | /* Do spell paths now */ |
316 | /* Do spell paths now */ |
317 | for (i = 1; i < NRSPELLPATHS; i++) |
317 | for (i = 1; i < NRSPELLPATHS; i++) |
318 | { |
|
|
319 | if (op->path_attuned & (1 << i)) |
318 | if (op->path_attuned & (1 << i)) |
320 | enc++; |
319 | enc++; |
321 | else if (op->path_denied & (1 << i)) |
320 | else if (op->path_denied & (1 << i)) |
322 | enc -= 2; |
321 | enc -= 2; |
323 | else if (op->path_repelled & (1 << i)) |
322 | else if (op->path_repelled & (1 << i)) |
324 | enc--; |
323 | enc--; |
325 | } |
|
|
326 | |
324 | |
327 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
325 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
328 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
326 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
329 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
327 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
330 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
328 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
… | |
… | |
788 | /* Note that the resolution this provides for players really isn't |
786 | /* Note that the resolution this provides for players really isn't |
789 | * very good. Any player with a speed greater than .67 will |
787 | * very good. Any player with a speed greater than .67 will |
790 | * fall into the 'lightning fast movement' category. |
788 | * fall into the 'lightning fast movement' category. |
791 | */ |
789 | */ |
792 | if (op->has_active_speed ()) |
790 | if (op->has_active_speed ()) |
793 | switch ((int) ((FABS (op->speed)) * 15)) |
791 | switch ((int)((fabs (op->speed)) * 15.)) |
794 | { |
792 | { |
795 | case 0: |
793 | case 0: |
796 | buf << "(very slow movement)"; |
794 | buf << "(very slow movement)"; |
797 | break; |
795 | break; |
798 | case 1: |
796 | case 1: |