damage
checkdam(PLAYER *victim, PLAYER *attacker, IDENT *credit, int damage,
damage = (damage + 1) / 2;
victim->p_damage += damage;
int delta, damage;
damage = bp->b_size - absdy;
damage = bp->b_size - dx;
damage * conf_mindam, bp->b_type);
lprintf(" %3d %3d %3d ", (long)monster[i].damage, (long)monster[i].attack, (long)monster[i].defense);
char damage;
dam = monster[mster].damage;
i = ((6 + k) * monster[j].damage + 1) / 5;
monster[j].damage = (i > 127) ? 127 : i;
minus = minus / 100.00 * (float)damage;
damage -= (short)minus;
damage = monster->stationary_damage++;
damage /= 3;
if (damage > 0) {
rogue_damage(damage, monster, 0);
short damage, hit_chance;
damage = get_weapon_damage(rogue.weapon);
damage *= 3;
if (mon_damage(monster, damage)) { /* still alive? */
int t_hit, damage;
t_hit = get_number(obj->damage) + obj->hit_enchant;
while (obj->damage[i++] != 'd')
damage = get_number(obj->damage + i) + obj->d_enchant;
sprintf(new_damage, "%dd%d", t_hit, damage);
return(get_number(obj->damage) + obj->hit_enchant);
mon_damage(object *monster, short damage)
monster->hp_to_kill -= damage;
short damage;
damage = get_w_damage(weapon);
damage += damage_for_strength();
damage += ((((rogue.exp + ring_exp) - r_rings) + 1) / 2);
return(damage);
short damage, hit_chance;
damage = get_damage(monster->m_damage, 1);
obj->damage = "2d3";
obj->damage = "1d2";
obj->damage = "1d2";
obj->damage = "1d1";
obj->damage = "1d2";
obj->damage = "1d3";
obj->damage = "1d4";
obj->damage = "2d3";
obj->damage = "3d4";
obj->damage = "4d5";
obj->damage = "1d1";
#define m_damage damage
const char *damage; /* damage it does */
short damage, hit_chance;
damage = get_weapon_damage(weapon);
damage += get_weapon_damage(rogue.weapon);
damage = ((damage * 2) / 3);
damage = ((damage * 3) / 2);
mon_damage(monster, damage);
short i, ch, new_dir = -1, damage;
damage = monster->hp_to_kill;
damage = (monster->hp_to_kill / 10) + 1;
damage = get_rand((rogue.hp_current / 3), rogue.hp_max);
damage = (monster->hp_to_kill / 2) + 1;
mon_damage(monster, damage);
damage = -1;
damage = rogue.hp_current / 4;
damage = -2;
if (damage != -1) {
mon_damage(monster, damage);
damage = get_rand(3, (3 * rogue.exp));
damage = (damage * 3) / 2;
damage -= get_armor_class(rogue.armor);
rogue_damage(damage, NULL,
damage(l, extradm);
damage(i, (2.5 * (franf() + franf()) + 1.0) * Param.damfac[i]);
damage(TORPED, 0.2 * abs(d) * (franf() + 1.0));
void damage(int, double);
damage(WARP, repairs);
damage(i, (3.0 * (franf() + franf()) + 1.0) * Param.damfac[i]);
u_int8_t damage :1; /* damaged track */