Searched refs:AT_HP (Results 1 – 9 of 9) sorted by relevance
55 p->Attr[AT_HP] = 999; in PLAYERDebug()70 p->Attr[AT_HP] = 18; in PLAYERDemo()86 p->Attr[AT_HP],p->Attr[AT_GOLD]); in PLAYERInv()92 if (i != AT_HP && i != AT_GOLD) in PLAYERInv()
46 if (Player.Attr[AT_HP] <= 0) /* Died.... */ in MAINStart()54 while (c != 'Q' && Player.Attr[AT_HP] > 0); in MAINStart()158 p->Attr[AT_HP],p->Attr[AT_GOLD]); in _MAINDisplay()
18 p->Attr[AT_HP],p->Attr[AT_GOLD]); in TOWNEnter()47 p->Attr[AT_HP],p->Attr[AT_GOLD]); in TOWNEnter()
69 p->Attr[AT_HP] -= /* It hurts ! */ in MOVEMove()105 p->Attr[AT_HP] = 0; /* Dead */ in MOVEMove()159 p->Attr[AT_HP] += p->HPGain; in MOVEEnterExit()
230 for (i = AT_HP;i <= AT_WISDOM;i++) in _ATTACKAmulet()235 p->Attr[AT_HP] = floor(p->Attr[AT_HP])/2; in _ATTACKAmulet()
143 #define AT_HP (0) /* Player attributes */ macro
79 p->Attr[AT_HP] -= n; /* Adjust hit points */ in _MONSTAttack()
70 AT_HP, enumerator
1954 {"iPAQ", AT_HP}, in ATGEN_ReplyGetManufacturer()