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  /src/games/rogue/
use.c 326 rogue.hp_current += rogue.exp;
328 ratio = ((float)rogue.hp_current) / rogue.hp_max;
333 rogue.hp_current = rogue.hp_max;
337 rogue.hp_current = rogue.hp_max;
345 add = (short)(ratio * (rogue.hp_max - rogue.hp_current));
346 rogue.hp_current += add;
347 if (rogue.hp_current > rogue.hp_max) {
348 rogue.hp_current = rogue.hp_max;
trap.c 118 rogue.hp_current -= get_damage("1d6", 1);
119 if (rogue.hp_current <= 0) {
120 rogue.hp_current = 0;
127 if (rogue.hp_current <= 0) {
zap.c 256 hp = rogue.hp_current / 3;
257 rogue.hp_current = (rogue.hp_current + 1) / 2;
347 damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
363 damage = rogue.hp_current / 4;
hit.c 166 if (d >= rogue.hp_current) {
167 rogue.hp_current = 0;
172 rogue.hp_current -= d;
372 if (((!to_the_death) && (rogue.hp_current <= possible_damage)) ||
move.c 556 if (rogue.hp_current == rogue.hp_max) {
604 rogue.hp_current++;
606 rogue.hp_current++;
608 if ((rogue.hp_current += regeneration) > rogue.hp_max) {
609 rogue.hp_current = rogue.hp_max;
spec_hit.c 423 if ((rogue.hp_current -= hp) <= 0) {
424 rogue.hp_current = 1;
437 if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
447 rogue.hp_current--;
message.c 272 rogue.hp_current -= (rogue.hp_max - MAX_HP);
276 rogue.hp_current, rogue.hp_max);
rogue.h 260 short hp_current; member in struct:fightr
level.c 836 rogue.hp_current += hp;

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