… | |
… | |
540 | } |
540 | } |
541 | |
541 | |
542 | if (symptom->stats.dam > 0) |
542 | if (symptom->stats.dam > 0) |
543 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
543 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
544 | else |
544 | else |
545 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
545 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
546 | |
546 | |
547 | if (symptom->stats.maxsp > 0) |
547 | if (symptom->stats.maxsp > 0) |
548 | sp_reduce = symptom->stats.maxsp; |
548 | sp_reduce = symptom->stats.maxsp; |
549 | else |
549 | else |
550 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
550 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
551 | |
551 | |
552 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
552 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
553 | |
553 | |
554 | /* create the symptom "other arch" object and drop it here |
554 | /* create the symptom "other arch" object and drop it here |
555 | * under every part of the monster |
555 | * under every part of the monster |
556 | * The victim may well have died. |
556 | * The victim may well have died. |
557 | */ |
557 | */ |