… | |
… | |
224 | "You feel stupid!", |
224 | "You feel stupid!", |
225 | "You feel less potent!" |
225 | "You feel less potent!" |
226 | }; |
226 | }; |
227 | |
227 | |
228 | const char *const statname[NUM_STATS] = { |
228 | const char *const statname[NUM_STATS] = { |
229 | "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" |
229 | "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" |
230 | }; |
230 | }; |
231 | |
231 | |
232 | const char *const short_stat_name[NUM_STATS] = { |
232 | const char *const short_stat_name[NUM_STATS] = { |
233 | "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" |
233 | "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" |
234 | }; |
234 | }; |
235 | |
235 | |
236 | /* |
236 | /* |
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
237 | * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on |
238 | * what attr is (STR to POW). |
238 | * what attr is (STR to POW). |
… | |
… | |
1502 | if (move_type == 0) |
1502 | if (move_type == 0) |
1503 | move_type = MOVE_WALK; |
1503 | move_type = MOVE_WALK; |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1504 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1505 | move_type &= ~MOVE_WALK; |
1505 | move_type &= ~MOVE_WALK; |
1506 | |
1506 | |
1507 | update_ob_speed (this); |
1507 | set_speed (speed); |
1508 | |
1508 | |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1509 | /* It is quite possible that a player's spell costing might have changed, |
1510 | * so we will check that now. |
1510 | * so we will check that now. |
1511 | */ |
1511 | */ |
1512 | if (type == PLAYER) |
1512 | if (type == PLAYER) |