1 /* regen.c Larn is copyrighted 1986 by Noah Morgan. */ 2 #include "header.h" 3 /* 4 ******* 5 REGEN() 6 ******* 7 regen() 8 9 subroutine to regenerate player hp and spells 10 */ regen()11regen() 12 { 13 register int i,flag; 14 register long *d; 15 d = c; 16 #ifdef EXTRA 17 d[MOVESMADE]++; 18 #endif 19 if (d[TIMESTOP]) { if(--d[TIMESTOP]<=0) bottomline(); return; } /* for stop time spell */ 20 flag=0; 21 22 if (d[STRENGTH]<3) { d[STRENGTH]=3; flag=1; } 23 if ((d[HASTESELF]==0) || ((d[HASTESELF] & 1) == 0)) 24 gtime++; 25 26 if (d[HP] != d[HPMAX]) 27 if (d[REGENCOUNTER]-- <= 0) /* regenerate hit points */ 28 { 29 d[REGENCOUNTER] = 22 + (d[HARDGAME]<<1) - d[LEVEL]; 30 if ((d[HP] += d[REGEN]) > d[HPMAX]) d[HP] = d[HPMAX]; 31 bottomhp(); 32 } 33 34 if (d[SPELLS] < d[SPELLMAX]) /* regenerate spells */ 35 if (d[ECOUNTER]-- <= 0) 36 { 37 d[ECOUNTER] = 100+4*(d[HARDGAME]-d[LEVEL]-d[ENERGY]); 38 d[SPELLS]++; bottomspell(); 39 } 40 41 if (d[HERO]) if (--d[HERO]<=0) { for (i=0; i<6; i++) d[i] -= 10; flag=1; } 42 if (d[ALTPRO]) if (--d[ALTPRO]<=0) { d[MOREDEFENSES]-=3; flag=1; } 43 if (d[PROTECTIONTIME]) if (--d[PROTECTIONTIME]<=0) { d[MOREDEFENSES]-=2; flag=1; } 44 if (d[DEXCOUNT]) if (--d[DEXCOUNT]<=0) { d[DEXTERITY]-=3; flag=1; } 45 if (d[STRCOUNT]) if (--d[STRCOUNT]<=0) { d[STREXTRA]-=3; flag=1; } 46 if (d[BLINDCOUNT]) if (--d[BLINDCOUNT]<=0) { cursors(); lprcat("\nThe blindness lifts "); beep(); } 47 if (d[CONFUSE]) if (--d[CONFUSE]<=0) { cursors(); lprcat("\nYou regain your senses"); beep(); } 48 if (d[GIANTSTR]) if (--d[GIANTSTR]<=0) { d[STREXTRA] -= 20; flag=1; } 49 if (d[CHARMCOUNT]) if ((--d[CHARMCOUNT]) <= 0) flag=1; 50 if (d[INVISIBILITY]) if ((--d[INVISIBILITY]) <= 0) flag=1; 51 if (d[CANCELLATION]) if ((--d[CANCELLATION]) <= 0) flag=1; 52 if (d[WTW]) if ((--d[WTW]) <= 0) flag=1; 53 if (d[HASTESELF]) if ((--d[HASTESELF]) <= 0) flag=1; 54 if (d[AGGRAVATE]) --d[AGGRAVATE]; 55 if (d[SCAREMONST]) if ((--d[SCAREMONST]) <= 0) flag=1; 56 if (d[STEALTH]) if ((--d[STEALTH]) <= 0) flag=1; 57 if (d[AWARENESS]) --d[AWARENESS]; 58 if (d[HOLDMONST]) if ((--d[HOLDMONST]) <= 0) flag=1; 59 if (d[HASTEMONST]) --d[HASTEMONST]; 60 if (d[FIRERESISTANCE]) if ((--d[FIRERESISTANCE]) <= 0) flag=1; 61 if (d[GLOBE]) if (--d[GLOBE]<=0) { d[MOREDEFENSES]-=10; flag=1; } 62 if (d[SPIRITPRO]) if (--d[SPIRITPRO] <= 0) flag=1; 63 if (d[UNDEADPRO]) if (--d[UNDEADPRO] <= 0) flag=1; 64 if (d[HALFDAM]) if (--d[HALFDAM]<=0) { cursors(); lprcat("\nYou now feel better "); beep(); } 65 if (d[SEEINVISIBLE]) 66 if (--d[SEEINVISIBLE]<=0) 67 { monstnamelist[INVISIBLESTALKER] = ' '; 68 cursors(); lprcat("\nYou feel your vision return to normal"); beep(); } 69 if (d[ITCHING]) 70 { 71 if (d[ITCHING]>1) 72 if ((d[WEAR]!= -1) || (d[SHIELD]!= -1)) 73 if (rnd(100)<50) 74 { 75 d[WEAR]=d[SHIELD]= -1; cursors(); 76 lprcat("\nThe hysteria of itching forces you to remove your armor!"); 77 beep(); recalc(); bottomline(); 78 } 79 if (--d[ITCHING]<=0) { cursors(); lprcat("\nYou now feel the irritation subside!"); beep(); } 80 } 81 if (d[CLUMSINESS]) 82 { 83 if (d[WIELD] != -1) 84 if (d[CLUMSINESS]>1) 85 if (item[playerx][playery]==0) /* only if nothing there */ 86 if (rnd(100)<33) /* drop your weapon due to clumsiness */ 87 drop_object((int)d[WIELD]); 88 if (--d[CLUMSINESS]<=0) { cursors(); lprcat("\nYou now feel less awkward!"); beep(); } 89 } 90 if (flag) bottomline(); 91 } 92 93