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REGEN.C
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C/C++ Source or Header
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1993-11-17
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4KB
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95 lines
/* regen.c */
#include "header.h"
#include "larndefs.h"
#include "monsters.h"
#include "player.h"
/*
regen()
subroutine to regenerate player hp and spells
*/
regen()
{
register int i,flag;
register long *d;
d = c;
#ifdef EXTRA
d[MOVESMADE]++;
#endif
if (d[TIMESTOP]) { if(--d[TIMESTOP]<=0) bottomline(); return; } /* for stop time spell */
flag=0;
if (d[STRENGTH]<3) { d[STRENGTH]=3; flag=1; }
if (d[HP] != d[HPMAX])
if (d[REGENCOUNTER]-- <= 0) /* regenerate hit points */
{
d[REGENCOUNTER] = 22 + (d[HARDGAME]<<1) - d[LEVEL];
if ((d[HP] += d[REGEN]) > d[HPMAX]) d[HP] = d[HPMAX];
bottomhp();
}
if (d[SPELLS] < d[SPELLMAX]) /* regenerate spells */
if (d[ECOUNTER]-- <= 0)
{
d[ECOUNTER] = 100+4*(d[HARDGAME]-d[LEVEL]-d[ENERGY]);
d[SPELLS]++; bottomspell();
}
if (d[HERO]) if (--d[HERO]<=0) { for (i=0; i<6; i++) d[i] -= 10; flag=1; }
if (d[ALTPRO]) if (--d[ALTPRO]<=0) { d[MOREDEFENSES]-=3; flag=1; }
if (d[PROTECTIONTIME]) if (--d[PROTECTIONTIME]<=0) { d[MOREDEFENSES]-=2; flag=1; }
if (d[DEXCOUNT]) if (--d[DEXCOUNT]<=0) { d[DEXTERITY]-=3; flag=1; }
if (d[STRCOUNT]) if (--d[STRCOUNT]<=0) { d[STREXTRA]-=3; flag=1; }
if (d[BLINDCOUNT]) if (--d[BLINDCOUNT]<=0) { cursors(); lprcat("\nThe blindness lifts "); beep(); }
if (d[CONFUSE]) if (--d[CONFUSE]<=0) { cursors(); lprcat("\nYou regain your senses"); beep(); }
if (d[GIANTSTR]) if (--d[GIANTSTR]<=0) { d[STREXTRA] -= 20; flag=1; }
if (d[CHARMCOUNT]) if ((--d[CHARMCOUNT]) <= 0) flag=1;
if (d[INVISIBILITY]) if ((--d[INVISIBILITY]) <= 0) flag=1;
if (d[CANCELLATION]) if ((--d[CANCELLATION]) <= 0) flag=1;
if (d[WTW]) if ((--d[WTW]) <= 0) flag=1;
if (d[HASTESELF]) if ((--d[HASTESELF]) <= 0) flag=1;
if (d[AGGRAVATE]) --d[AGGRAVATE];
if (d[SCAREMONST]) if ((--d[SCAREMONST]) <= 0) flag=1;
if (d[STEALTH]) if ((--d[STEALTH]) <= 0) flag=1;
if (d[AWARENESS]) --d[AWARENESS];
if (d[HOLDMONST]) if ((--d[HOLDMONST]) <= 0) flag=1;
if (d[HASTEMONST]) --d[HASTEMONST];
if (d[FIRERESISTANCE]) if ((--d[FIRERESISTANCE]) <= 0) flag=1;
if (d[GLOBE]) if (--d[GLOBE]<=0) { d[MOREDEFENSES]-=10; flag=1; }
if (d[SPIRITPRO]) if (--d[SPIRITPRO] <= 0) flag=1;
if (d[UNDEADPRO]) if (--d[UNDEADPRO] <= 0) flag=1;
if (d[HALFDAM]) if (--d[HALFDAM]<=0) { cursors(); lprcat("\nYou now feel better "); beep(); }
if (d[SEEINVISIBLE])
if (--d[SEEINVISIBLE]<=0)
{ monstnamelist[INVISIBLESTALKER] = floorc;
if (!d[BLINDCOUNT]) {
cursors();
lprcat("\nYou feel your vision return to normal");
beep();
}
}
if (d[ITCHING])
{
if (d[ITCHING]>1)
if ((d[WEAR]!= -1) || (d[SHIELD]!= -1))
if (rnd(100)<50)
{
d[WEAR]=d[SHIELD]= -1; cursors();
lprcat("\nThe hysteria of itching forces you to remove your armor!");
beep(); recalc(); bottomline();
}
if (--d[ITCHING]<=0) { cursors(); lprcat("\nYou now feel the irritation subside!"); beep(); }
}
if (d[CLUMSINESS])
{
if (d[WIELD] != -1)
if (d[CLUMSINESS]>1)
if (item[playerx][playery]==0) /* only if nothing there */
if (rnd(100)<33) /* drop your weapon due to clumsiness */
drop_object((int)d[WIELD]);
if (--d[CLUMSINESS]<=0) { cursors(); lprcat("\nYou now feel less awkward!"); beep(); }
}
if (flag) bottomline();
}