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  /src/games/rogue/
use.c 328 ratio = ((float)rogue.hp_current) / rogue.hp_max;
331 rogue.hp_max += (extra ? 2 : 1);
333 rogue.hp_current = rogue.hp_max;
335 rogue.hp_max += (extra ? 1 : 0);
337 rogue.hp_current = rogue.hp_max;
345 add = (short)(ratio * (rogue.hp_max - rogue.hp_current));
347 if (rogue.hp_current > rogue.hp_max) {
348 rogue.hp_current = rogue.hp_max;
message.c 271 if (rogue.hp_max > MAX_HP) {
272 rogue.hp_current -= (rogue.hp_max - MAX_HP);
273 rogue.hp_max = MAX_HP;
276 rogue.hp_current, rogue.hp_max);
spec_hit.c 134 freeze_percent -= (rogue.hp_max / 3);
426 if ((rogue.hp_max -= hp) <= 0) {
427 rogue.hp_max = 1;
437 if (rand_percent(60) || (rogue.hp_max <= 30) || (rogue.hp_current < 10)) {
446 rogue.hp_max--;
move.c 556 if (rogue.hp_current == rogue.hp_max) {
608 if ((rogue.hp_current += regeneration) > rogue.hp_max) {
609 rogue.hp_current = rogue.hp_max;
zap.c 347 damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
level.c 837 rogue.hp_max += hp;
879 ((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1);
880 effective_average = (float)(rogue.hp_max - INIT_HP) / (rogue.exp - 1);
rogue.h 261 short hp_max; member in struct:fightr

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