/* 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();
    }
