games: Massive style(9) cleanup commit. Reduces differences to NetBSD.
[games.git] / games / larn / regen.c
1 /* regen.c                      Larn is copyrighted 1986 by Noah Morgan. */
2 /* $FreeBSD: src/games/larn/regen.c,v 1.4 1999/11/16 02:57:24 billf Exp $ */
3 /* $DragonFly: src/games/larn/regen.c,v 1.3 2006/08/26 17:05:05 pavalos Exp $ */
4 #include "header.h"
5 /*
6         *******
7         REGEN()
8         *******
9         regen()
10
11         subroutine to regenerate player hp and spells
12  */
13 void
14 regen(void)
15 {
16         int i, flag;
17         long *d;
18         d = c;
19 #ifdef EXTRA
20         d[MOVESMADE]++;
21 #endif
22         if (d[TIMESTOP]) {
23                 if (--d[TIMESTOP] <= 0)
24                         bottomline();
25                 return;
26         }                       /* for stop time spell */
27         flag = 0;
28
29         if (d[STRENGTH] < 3) {
30                 d[STRENGTH] = 3;
31                 flag = 1;
32         }
33         if ((d[HASTESELF] == 0) || ((d[HASTESELF] & 1) == 0))
34                 gtime++;
35
36         if (d[HP] != d[HPMAX])
37                 if (d[REGENCOUNTER]-- <= 0) {   /* regenerate hit points */
38                         d[REGENCOUNTER] = 22 + (d[HARDGAME] << 1) - d[LEVEL];
39                         if ((d[HP] += d[REGEN]) > d[HPMAX])
40                                 d[HP] = d[HPMAX];
41                         bottomhp();
42                 }
43
44         if (d[SPELLS] < d[SPELLMAX])    /* regenerate spells */
45                 if (d[ECOUNTER]-- <= 0) {
46                         d[ECOUNTER] = 100 + 4 * (d[HARDGAME] - d[LEVEL] - d[ENERGY]);
47                         d[SPELLS]++;
48                         bottomspell();
49                 }
50
51         if (d[HERO])
52                 if (--d[HERO] <= 0) {
53                         for (i = 0; i < 6; i++)
54                                 d[i] -= 10;
55                         flag = 1;
56                 }
57         if (d[ALTPRO])
58                 if (--d[ALTPRO] <= 0) {
59                         d[MOREDEFENSES] -= 3;
60                         flag = 1;
61                 }
62         if (d[PROTECTIONTIME])
63                 if (--d[PROTECTIONTIME] <= 0) {
64                         d[MOREDEFENSES] -= 2;
65                         flag = 1;
66                 }
67         if (d[DEXCOUNT])
68                 if (--d[DEXCOUNT] <= 0) {
69                         d[DEXTERITY] -= 3;
70                         flag = 1;
71                 }
72         if (d[STRCOUNT])
73                 if (--d[STRCOUNT] <= 0) {
74                         d[STREXTRA] -= 3;
75                         flag = 1;
76                 }
77         if (d[BLINDCOUNT])
78                 if (--d[BLINDCOUNT] <= 0) {
79                         cursors();
80                         lprcat("\nThe blindness lifts  ");
81                         beep();
82                 }
83         if (d[CONFUSE])
84                 if (--d[CONFUSE] <= 0) {
85                         cursors();
86                         lprcat("\nYou regain your senses");
87                         beep();
88                 }
89         if (d[GIANTSTR])
90                 if (--d[GIANTSTR] <= 0) {
91                         d[STREXTRA] -= 20;
92                         flag = 1;
93                 }
94         if (d[CHARMCOUNT])
95                 if ((--d[CHARMCOUNT]) <= 0)
96                         flag = 1;
97         if (d[INVISIBILITY])
98                 if ((--d[INVISIBILITY]) <= 0)
99                         flag = 1;
100         if (d[CANCELLATION])
101                 if ((--d[CANCELLATION]) <= 0)
102                         flag = 1;
103         if (d[WTW])
104                 if ((--d[WTW]) <= 0)
105                         flag = 1;
106         if (d[HASTESELF])
107                 if ((--d[HASTESELF]) <= 0)
108                         flag = 1;
109         if (d[AGGRAVATE])
110                 --d[AGGRAVATE];
111         if (d[SCAREMONST])
112                 if ((--d[SCAREMONST]) <= 0)
113                         flag = 1;
114         if (d[STEALTH])
115                 if ((--d[STEALTH]) <= 0)
116                         flag = 1;
117         if (d[AWARENESS])
118                 --d[AWARENESS];
119         if (d[HOLDMONST])
120                 if ((--d[HOLDMONST]) <= 0)
121                         flag = 1;
122         if (d[HASTEMONST])
123                 --d[HASTEMONST];
124         if (d[FIRERESISTANCE])
125                 if ((--d[FIRERESISTANCE]) <= 0)
126                         flag = 1;
127         if (d[GLOBE])
128                 if (--d[GLOBE] <= 0) {
129                         d[MOREDEFENSES] -= 10;
130                         flag = 1;
131                 }
132         if (d[SPIRITPRO])
133                 if (--d[SPIRITPRO] <= 0)
134                         flag = 1;
135         if (d[UNDEADPRO])
136                 if (--d[UNDEADPRO] <= 0)
137                         flag = 1;
138         if (d[HALFDAM])
139                 if (--d[HALFDAM] <= 0) {
140                         cursors();
141                         lprcat("\nYou now feel better ");
142                         beep();
143                 }
144         if (d[SEEINVISIBLE])
145                 if (--d[SEEINVISIBLE] <= 0) {
146                         monstnamelist[INVISIBLESTALKER] = ' ';
147                         cursors();
148                         lprcat("\nYou feel your vision return to normal");
149                         beep();
150                 }
151         if (d[ITCHING]) {
152                 if (d[ITCHING] > 1)
153                         if ((d[WEAR] != -1) || (d[SHIELD] != -1))
154                                 if (rnd(100) < 50) {
155                                         d[WEAR] = d[SHIELD] = -1;
156                                         cursors();
157                                         lprcat("\nThe hysteria of itching forces you to remove your armor!");
158                                         beep();
159                                         recalc();
160                                         bottomline();
161                                 }
162                 if (--d[ITCHING] <= 0) {
163                         cursors();
164                         lprcat("\nYou now feel the irritation subside!");
165                         beep();
166                 }
167         }
168         if (d[CLUMSINESS]) {
169                 if (d[WIELD] != -1)
170                         if (d[CLUMSINESS] > 1)
171                                 if (item[playerx][playery] == 0)        /* only if nothing there */
172                                         if (rnd(100) < 33)      /* drop your weapon due to clumsiness */
173                                                 drop_object((int)d[WIELD]);
174                 if (--d[CLUMSINESS] <= 0) {
175                         cursors();
176                         lprcat("\nYou now feel less awkward!");
177                         beep();
178                 }
179         }
180         if (flag)
181                 bottomline();
182 }