]> git.cameronkatri.com Git - bsdgames-darwin.git/blobdiff - larn/regen.c
New sentences begin on new lines.
[bsdgames-darwin.git] / larn / regen.c
index 1bfe7b6b3db35a968afe500fc8842df5d9f56161..efeefca5184af7de4e0648511b630af7c16e882e 100644 (file)
@@ -1,9 +1,13 @@
-#ifndef lint
-static char rcsid[] = "$NetBSD: regen.c,v 1.4 1997/07/13 20:21:39 christos Exp $";
-#endif /* not lint */
+/*     $NetBSD: regen.c,v 1.5 1997/10/18 20:03:43 christos Exp $       */
 
 /* regen.c                     Larn is copyrighted 1986 by Noah Morgan. */
+#include <sys/cdefs.h>
+#ifndef lint
+__RCSID("$NetBSD: regen.c,v 1.5 1997/10/18 20:03:43 christos Exp $");
+#endif                         /* not lint */
+
 #include "header.h"
+#include "extern.h"
 /*
        *******
        REGEN()
@@ -12,85 +16,172 @@ static char rcsid[] = "$NetBSD: regen.c,v 1.4 1997/07/13 20:21:39 christos Exp $
 
        subroutine to regenerate player hp and spells
  */
+void
 regen()
-       {
-       register int i,flag;
-       register long *d;
+{
+       int    i, flag;
+       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[TIMESTOP]) {
+               if (--d[TIMESTOP] <= 0)
+                       bottomline();
+               return;
+       }                       /* for stop time spell */
+       flag = 0;
 
-       if (d[STRENGTH]<3)      { d[STRENGTH]=3; flag=1; }
-       if ((d[HASTESELF]==0) || ((d[HASTESELF] & 1) == 0))
+       if (d[STRENGTH] < 3) {
+               d[STRENGTH] = 3;
+               flag = 1;
+       }
+       if ((d[HASTESELF] == 0) || ((d[HASTESELF] & 1) == 0))
                gltime++;
 
        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];
+               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[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] = ' ';
-                 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[SEEINVISIBLE] <= 0) {
+                       monstnamelist[INVISIBLESTALKER] = ' ';
+                       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[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 (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();
        }
-
+       if (flag)
+               bottomline();
+}