damage
int delta, damage;
damage = bp->b_size - absdy;
damage = bp->b_size - dx;
damage * MINDAM, bp->b_type);
lprintf(" %3ld %3ld %3ld ", (long) monster[i].damage, (long) monster[i].attack, (long) monster[i].defense);
char damage;
dam = monster[mster].damage;
i = ((6 + k) * mp->damage + 1) / 5;
mp->damage = (i > 127) ? 127 : i;
damage = get_damage(monster->m_damage, 1);
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? */
tmp_to_hit = get_number(obj->damage) + obj->hit_enchant;
while ((obj->damage[i] != 'd') && obj->damage[i]) {
if (obj->damage[i] == 'd') {
tmp_damage = get_number(obj->damage + i) + obj->d_enchant;
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;
obj->damage = "2d3";
obj->damage = "1d2";
obj->damage = "1d2";
obj->damage = mon_tab[i].damage;
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);
(void)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;
(void)mon_damage(monster, damage);
damage = -1;
damage = rogue.hp_current / 4;
damage = -2;
if (damage != -1) {
(void)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]);
damage = olddamage = 0;
damage++;
(damage <= smarts/10 &&
damage++;
if (damage) {
if (curobj->energy >= 500 && (!damage || !damflag[NOSHIELDS]))
damage++;
damage = 0;
if (damage) {
if (damage > 1 || !damflag[dam]) {
olddamage = damage;
damage--;
olddamage = damage;
olddamage = damage;
tmp = damflag[dam] * damage;
if ((!damage || !damflag[dam]) && curscore != oldcurscore) {
if (damage)
if (!damage || !damflag[NOPHASERS]) {
damage++;
if (!damage || !damflag[NOTORPS]) {
damage++;
if (ent && (!damage || !damflag[NOIMPULSE])) {
if (ent && (!damage || !damflag[NOWARP])) {
if (ent && (!damage || !damflag[NOZAPPER])) {
damage++;
if (status < 2 && (!damage || !damflag[NODESTRUCT])) {
damage++;
if ((!damage || !damflag[NODESTRUCT]) && (base||ent)) {
damage++;
if ((!damage || !damflag[NODESTRUCT]) && (base||ent)) {
damage++;
if (!damage || !damflag[NOTRACTORS]) {
damage++;
else if (!damage ||
damage++;
EXT int damage INIT(0);