Use macro for spell pw cost per spell level
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@@ -25,4 +25,7 @@ struct spell {
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#define spellid(spell) g.spl_book[spell].sp_id
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#define spellid(spell) g.spl_book[spell].sp_id
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#define spellknow(spell) g.spl_book[spell].sp_know
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#define spellknow(spell) g.spl_book[spell].sp_know
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/* how much Pw a spell of level lvl costs to cast? */
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#define SPELL_LEV_PW(lvl) ((lvl) * 5)
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#endif /* SPELL_H */
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#endif /* SPELL_H */
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+1
-1
@@ -924,7 +924,7 @@ spelleffects(int spell_otyp, boolean atme)
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* Note: dotele() also calculates energy use and checks nutrition
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* Note: dotele() also calculates energy use and checks nutrition
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* and strength requirements; if any of these change, update it too.
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* and strength requirements; if any of these change, update it too.
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*/
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*/
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energy = (spellev(spell) * 5); /* 5 <= energy <= 35 */
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energy = SPELL_LEV_PW(spellev(spell)); /* 5 <= energy <= 35 */
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/*
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/*
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* Spell casting no longer affects knowledge of the spell. A
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* Spell casting no longer affects knowledge of the spell. A
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+3
-3
@@ -932,10 +932,10 @@ u_init(void)
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break;
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break;
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}
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}
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/* If we have at least one spell, force starting Pw to be 5,
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/* If we have at least one spell, force starting Pw to be enough,
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so hero can cast the level 1 spell they should have */
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so hero can cast the level 1 spell they should have */
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if (num_spells() && (u.uenmax < 5))
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if (num_spells() && (u.uenmax < SPELL_LEV_PW(1)))
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u.uen = u.uenmax = u.uenpeak = u.ueninc[u.ulevel] = 5;
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u.uen = u.uenmax = u.uenpeak = u.ueninc[u.ulevel] = SPELL_LEV_PW(1);
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return;
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return;
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}
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}
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