view arogue5/fight.c @ 76:ad2cb9a07aaa

arogue5: fix player's typed responses getting put at the wrong place. Some sections of code that prompt the user for a string of input were calling get_str() with cw (the player-visible screen containing the map), which caused whatever the player typed to get printed starting at cw's idea of the cursor position, which was usually the Rogue's @-sign. This corrupted the map. The problem has been fixed by passing msgw (the message line at the top of the screen) to get_str(), so the player's typing appears where msgw thinks the cursor should be, which is in the sensible place right after the prompt. Some other get_str() invocations which used hw or stdscr have been left unmodified.
author John "Elwin" Edwards <elwin@sdf.org>
date Sat, 08 Sep 2012 22:05:05 -0700
parents 0ed67132cf10
children 56e748983fa8
line wrap: on
line source

/*
 * All the fighting gets done here
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"

#define CONF_DAMAGE	-1
#define PARAL_DAMAGE	-2
#define DEST_DAMAGE	-3

static const struct matrix att_mat[5] = {
/* Base		Max_lvl,	Factor,		Offset,		Range */
{  10,		25,		2,		1,		2 },
{  9,		18,		2,		1,		5 },
{  10,		19,		2,		1,		3 },
{  10,		21,		2,		1,		4 },
{   7,		25,		1,		0,		2 }
};

/*
 * fight:
 *	The player attacks the monster.
 */

fight(mp, weap, thrown)
register coord *mp;
struct object *weap;
bool thrown;
{
    register struct thing *tp;
    register struct linked_list *item;
    register bool did_hit = TRUE;
    bool back_stab = FALSE;

    /*
     * Find the monster we want to fight
     */
    if ((item = find_mons(mp->y, mp->x)) == NULL) {
	return(FALSE); /* must have killed him already */
    }
    tp = THINGPTR(item);
    /*
     * Since we are fighting, things are not quiet so no healing takes
     * place.
     */
    player.t_quiet = 0;
    tp->t_quiet = 0;

    /*
     * if its in the wall, we can't hit it
     */
    if (on(*tp, ISINWALL) && off(player, CANINWALL))
	return(FALSE);

    /*
     * Let him know it was really a mimic (if it was one).
     */
    if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) &&
	off(player, ISBLIND))
    {
	msg("Wait! That's a %s!", monsters[tp->t_index].m_name);
	turn_off(*tp, ISDISGUISE);
	did_hit = thrown;
    }
    if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
	msg("Wait! There's a %s!", monsters[tp->t_index].m_name);
	turn_off(*tp, CANSURPRISE);
	did_hit = thrown;
    }
    /*
     * if he's a thief and the creature is asleep then he gets a chance
     * for a backstab
     */
    if (player.t_ctype == C_THIEF			 	 && 
	(!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_no_move > 0)&&
	!on(*tp, NOSTAB))
	back_stab = TRUE;

    runto(tp, &hero);

    if (did_hit)
    {
	register const char *mname;

	did_hit = FALSE;
	mname = (on(player, ISBLIND)) ? "it" : monsters[tp->t_index].m_name;
	if (!can_blink(tp) &&
	    ( ((weap != NULL) && (weap->o_type == RELIC)) ||
	     ((off(*tp, MAGICHIT)  || ((weap != NULL) && (weap->o_hplus > 0 || weap->o_dplus > 0)) ) &&
	      (off(*tp, BMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 1 || weap->o_dplus > 1)) ) &&
	      (off(*tp, CMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 2 || weap->o_dplus > 2)) ) ) )
	    && roll_em(&player, tp, weap, thrown, cur_weapon, back_stab))
	{
	    did_hit = TRUE;

	    if (on(*tp, NOMETAL) && weap != NULL &&
		weap->o_type != RELIC && weap->o_flags & ISMETAL) {
		sprintf(outstring,"Your %s passes right through the %s!",
		    weaps[weap->o_which].w_name, mname);
		msg(outstring);
	    }
	    else if (thrown) {
		tp->t_wasshot = TRUE;
		thunk(weap, tp, mname);
	    }
	    else
		hit(weap, tp, NULL, mname, back_stab);

	    /* If the player hit a rust monster, he better have a + weapon */
	    if (on(*tp, CANRUST) && !thrown && (weap != NULL) &&
		weap->o_type != RELIC &&
		(weap->o_flags & ISMETAL) &&
		!(weap->o_flags & ISPROT) &&
		(weap->o_hplus < 1) && (weap->o_dplus < 1)) {
		if (rnd(100) < 50) weap->o_hplus--;
		else weap->o_dplus--;
		msg(terse ? "Your %s weakens!"
			  : "Your %s appears to be weaker now!",
		    weaps[weap->o_which].w_name);
	    }
		
	    /* If the player hit something that shrieks, wake the dungeon */
	    if (on(*tp, CANSHRIEK)) {
		turn_off(*tp, CANSHRIEK);
		msg("The %s emits a piercing shriek.", mname);
		aggravate();
	    }

	    /* If the player hit something that can surprise, it can't now */
	    if (on(*tp, CANSURPRISE)) turn_off(*tp, CANSURPRISE);


	    /* 
	     * Can the player confuse? 
	     */
	    if (on(player, CANHUH) && !thrown) {
		msg("Your hands stop glowing red");
		msg("The %s appears confused.", mname);
		turn_on(*tp, ISHUH);
		turn_off(player, CANHUH);
	    }
	    /*
	     * does the creature explode when hit?
	     */
	    if (on(*tp, CANEXPLODE))
		explode(tp);

	    /* 
	     * Merchants just disappear if hit 
	     */
	    if (on(*tp, CANSELL)) {
		msg("The %s disappears with his wares in a flash.",mname);
		killed(item, FALSE, FALSE);
	    }

	    else if (tp->t_stats.s_hpt <= 0)
		killed(item, TRUE, TRUE);

	    /* If the monster is fairly intelligent and about to die, it
	     * may turn tail and run.
	     */
	    else if ((tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/10)) &&
		     (rnd(25) < tp->t_stats.s_intel)) {
		turn_on(*tp, ISFLEE);

		/* If monster was suffocating, stop it */
		if (on(*tp, DIDSUFFOCATE)) {
		    turn_off(*tp, DIDSUFFOCATE);
		    extinguish(suffocate);
		}

		/* If monster held us, stop it */
		if (on(*tp, DIDHOLD) && (--hold_count == 0))
			turn_off(player, ISHELD);
		turn_off(*tp, DIDHOLD);
	    }
	}
	else {
	    if (thrown)
		bounce(weap, tp, mname);
	    else
		miss(weap, tp, NULL, mname);
	}
    }
    count = 0;
    return did_hit;
}

/*
 * attack:
 *	The monster attacks the player
 */

attack(mp, weapon, thrown)
register struct thing *mp;
register struct object *weapon;
bool thrown;
{
    register const char *mname;
    register bool did_hit = FALSE;
    register struct object *wielded;	/* The wielded weapon */

    /*
     * Since this is an attack, stop running and any healing that was
     * going on at the time.
     */
    running = FALSE;
    player.t_quiet = 0;
    mp->t_quiet = 0;

    if (on(*mp, ISDISGUISE) && off(player, ISBLIND))
	turn_off(*mp, ISDISGUISE);
    mname = on(player, ISBLIND) ? "it" : monsters[mp->t_index].m_name;

    /*
     * Try to find a weapon to wield.  Wield_weap will return a
     * projector if weapon is a projectile (eg. bow for arrow).
     * If weapon is NULL, it will try to find a suitable weapon.
     */
    wielded = wield_weap(weapon, mp);
    if (weapon == NULL) weapon = wielded;

    if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) {
	did_hit = TRUE;

	if (thrown) m_thunk(weapon, mp, mname);
	else hit(weapon, mp, mname, NULL, FALSE);

	if (pstats.s_hpt <= 0)
	    death(mp->t_index);	/* Bye bye life ... */

	/*
	 * suprising monsters appear after they shoot at you 
	 */
	if (thrown) {
	    if (on(*mp, CANSURPRISE)) 
		turn_off(*mp, CANSURPRISE);
	}
	if (!thrown) {
	    /*
	     * If a vampire hits, it may take half your hit points
	     */
	    if (on(*mp, CANSUCK) && !save(VS_MAGIC, &player, 0)) {
		if (pstats.s_hpt == 1) death(mp->t_index);
		else {
		  pstats.s_hpt /= 2;
		  msg("You feel your life force being drawn from you.");
		}
	    }

	    /*
	     * Stinking monsters make player weaker (to hit)
	     */
	    if (on(*mp, CANSTINK)) {
		turn_off(*mp, CANSTINK);
		if (!save(VS_POISON, &player, 0)) {
		    msg("The stench of the %s sickens you.", mname);
		    if (on(player, HASSTINK)) lengthen(unstink, STINKTIME);
		    else {
			turn_on(player, HASSTINK);
			fuse(unstink, 0, STINKTIME, AFTER);
		    }
		}
	    }

	    /*
	     * Chilling monster reduces strength each time
	     */
	    if (on(*mp, CANCHILL)) {
		if (!ISWEARING(R_SUSABILITY) && !save(VS_POISON, &player, 0)) {
		    msg("You cringe at the %s's chilling touch.", mname);
		    chg_str(-1);
		    if (lost_str++ == 0)
			fuse(res_strength, 0, CHILLTIME, AFTER);
		    else lengthen(res_strength, CHILLTIME);
		}
	    }

	    /*
	     * itching monsters reduce dexterity (temporarily)
	     */
	    if (on(*mp, CANITCH) && !save(VS_POISON, &player, 0)) {
		msg("The claws of the %s scratch you", mname);
		if(ISWEARING(R_SUSABILITY)) {
		    msg("The scratch has no effect");
		}
		else {
		    turn_on(player, HASITCH);
		    add_dexterity(TRUE);
		    lost_dext++;
		    fuse(un_itch, 0, roll(HEALTIME,SICKTIME), AFTER);
		}
	    }


	    /*
	     * If a hugging monster hits, it may SQUEEEEEEEZE
	     */
	    if (on(*mp, CANHUG)) {
		if (roll(1,20) >= 18 || roll(1,20) >= 18) {
		    msg("The %s squeezes you against itself.", mname);
		    if ((pstats.s_hpt -= roll(2,8)) <= 0)
			death(mp->t_index);
		}
	    }

	    /*
	     * If a disease-carrying monster hits, there is a chance the
	     * player will catch the disease
	     */
	    if (on(*mp, CANDISEASE) &&
		(rnd(pstats.s_const) < mp->t_stats.s_lvl) &&
		off(player, HASDISEASE)) {
		if (ISWEARING(R_HEALTH)) msg("The wound heals quickly.");
		else {
		    turn_on(player, HASDISEASE);
		    fuse(cure_disease, 0, roll(HEALTIME,SICKTIME), AFTER);
		    msg(terse ? "You have been diseased."
			: "You have contracted a disease!");
		}
	    }

	    /*
	     * If a rust monster hits, you lose armor
	     */
	    if (on(*mp, CANRUST)) { 
		if (cur_armor != NULL				&&
		    cur_armor->o_which != LEATHER		&&
		    cur_armor->o_which != STUDDED_LEATHER	&&
		    cur_armor->o_which != PADDED_ARMOR		&&
		    !(cur_armor->o_flags & ISPROT)		&&
		    cur_armor->o_ac < pstats.s_arm+1		) {
			msg(terse ? "Your armor weakens"
			    : "Your armor appears to be weaker now. Oh my!");
			cur_armor->o_ac++;
	        }
		if (cur_misc[WEAR_BRACERS] != NULL		&&
		    cur_misc[WEAR_BRACERS]->o_ac > 0		&&
		    !(cur_misc[WEAR_BRACERS]->o_flags & ISPROT)) {
			cur_misc[WEAR_BRACERS]->o_ac--;
			if (cur_misc[WEAR_BRACERS]->o_ac == 0) {
			    register struct linked_list *item;

			    for (item=pack; item!=NULL; item=next(item)) {
				if (OBJPTR(item) == cur_misc[WEAR_BRACERS]) {
				    detach(pack, item);
				    o_discard(item);
				    break;
				}
			    }
			    msg ("Your bracers crumble and fall off!");
			    cur_misc[WEAR_BRACERS] = NULL;
			    inpack--;
			}
			else {
			    msg("Your bracers weaken!");
			}
		}
	    }
	    /*
	     * If can dissolve and hero has leather type armor
	     */
	    if (on(*mp, CANDISSOLVE) && cur_armor != NULL &&
		(cur_armor->o_which == LEATHER		  ||
		 cur_armor->o_which == STUDDED_LEATHER	  ||
		 cur_armor->o_which == PADDED_ARMOR)	  &&
		!(cur_armor->o_flags & ISPROT) &&
		cur_armor->o_ac < pstats.s_arm+1) {
		msg(terse ? "Your armor dissolves"
		    : "Your armor appears to dissolve. Oh my!");
		cur_armor->o_ac++;
	    }

	    /* If a surprising monster hit you, you can see it now */
	    if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE);

	    /*
	     * If an infesting monster hits you, you get a parasite or rot
	     */
	    if (on(*mp, CANINFEST) && rnd(pstats.s_const) < mp->t_stats.s_lvl) {
		if (ISWEARING(R_HEALTH)) msg("The wound quickly heals.");
		else {
		    turn_off(*mp, CANINFEST);
		    msg(terse ? "You have been infested."
			: "You have contracted a parasitic infestation!");
		    infest_dam++;
		    turn_on(player, HASINFEST);
		}
	    }

	    /*
	     * Ants have poisonous bites
	     */
	    if (on(*mp, CANPOISON) && !save(VS_POISON, &player, 0)) {
		if (ISWEARING(R_SUSABILITY))
		    msg(terse ? "Sting has no effect"
			      : "A sting momentarily weakens you");
		else {
		    chg_str(-1);
		    msg(terse ? "A sting has weakened you" :
		    "You feel a sting in your arm and now feel weaker");
		}
	    }
	    /*
	     * does it take wisdom away?
	     */
	    if (on(*mp, TAKEWISDOM)		&& 
		!save(VS_MAGIC, &player, 0)	&&
		!ISWEARING(R_SUSABILITY)) {
			add_wisdom(TRUE);
	    }
	    /*
	     * does it take intelligence away?
	     */
	    if (on(*mp, TAKEINTEL)		&& 
		!save(VS_MAGIC, &player, 0)	&&
		!ISWEARING(R_SUSABILITY)) {
			add_intelligence(TRUE);
	    }
	    /*
	     * Cause fear by touching
	     */
	    if (on(*mp, TOUCHFEAR)) {
		turn_off(*mp, TOUCHFEAR);
		if (!ISWEARING(R_HEROISM)	&&
		    !save(VS_WAND, &player, 0)	&&
		    !(on(player, ISFLEE) && (player.t_dest == &mp->t_pos))) {
			turn_on(player, ISFLEE);
			player.t_dest = &mp->t_pos;
			msg("The %s's touch terrifies you.", mname);
		}
	    }

	    /*
	     * make the hero dance (as in otto's irresistable dance)
	     */
	    if (on(*mp, CANDANCE) 	&& 
		!on(player, ISDANCE)	&&
		!save(VS_MAGIC, &player, -4)) {
		    turn_off(*mp, CANDANCE);
		    turn_on(player, ISDANCE);
		    msg("You begin to dance uncontrollably!");
		    fuse(undance, 0, roll(2,4), AFTER);
	    }

	    /*
	     * Suffocating our hero
	     */
	    if (on(*mp, CANSUFFOCATE) && (rnd(100) < 15) &&
		(find_slot(suffocate) == FALSE)) {
		turn_on(*mp, DIDSUFFOCATE);
		msg("The %s is beginning to suffocate you.", mname);
		fuse(suffocate, 0, roll(4,2), AFTER);
	    }

	    /*
	     * Turning to stone
	     */
	    if (on(*mp, TOUCHSTONE)) {
		turn_off(*mp, TOUCHSTONE);
		if (on(player, CANINWALL))
			msg("The %s's touch has no effect.", mname);
		else {
		    if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 15) {
		        msg("Your body begins to solidify.");
		        msg("You are turned to stone !!! --More--");
		        wait_for(cw,' ');
			death(D_PETRIFY);
		    }
		    else {
			msg("The %s's touch stiffens your limbs.", mname);
			no_command += STONETIME;
		    }
		}
	    }

	    /*
	     * Wraiths might drain energy levels
	     */
	    if ((on(*mp, CANDRAIN) || on(*mp, DOUBLEDRAIN)) && rnd(100) < 15) {
		lower_level(mp->t_index);
		if (on(*mp, DOUBLEDRAIN)) lower_level(mp->t_index);
		turn_on(*mp, DIDDRAIN);  
	    }

	    /*
	     * Violet fungi stops the poor guy from moving
	     */
	    if (on(*mp, CANHOLD) && off(*mp, DIDHOLD)) {
		turn_on(player, ISHELD);
		turn_on(*mp, DIDHOLD);
		hold_count++;
	    }

	    /*
	     * Sucker will suck blood and run
	     */
	    if (on(*mp, CANDRAW)) {
		turn_off(*mp, CANDRAW);
		turn_on(*mp, ISFLEE);
		msg("The %s sates itself with your blood.", mname);
		if ((pstats.s_hpt -= 12) <= 0) death(mp->t_index);
	    }

	    /*
	     * Bad smell will force a reduction in strength
	     */
	    if (on(*mp, CANSMELL)) {
		turn_off(*mp, CANSMELL);
		if (save(VS_MAGIC, &player, 0) || ISWEARING(R_SUSABILITY))
		    msg("You smell an unpleasant odor.");
		else {
		    int odor_str = -(rnd(6)+1);

		    msg("You are overcome by a foul odor.");
		    if (lost_str == 0) {
			chg_str(odor_str);
			fuse(res_strength, 0, SMELLTIME, AFTER);
			lost_str -= odor_str;
		    }
		    else lengthen(res_strength, SMELLTIME);
		}
	    }

	    /*
	     * Paralyzation
	     */
	    if (on(*mp, CANPARALYZE)) {
		turn_off(*mp, CANPARALYZE);
		if (!save(VS_PARALYZATION, &player, 0)) {
		    if (on(player, CANINWALL))
			msg("The %s's touch has no effect.", mname);
		    else {
			msg("The %s's touch paralyzes you.", mname);
			no_command += FREEZETIME;
		    }
		}
	    }

	    /*
	     * Painful wounds make you faint
	     */
	     if (on(*mp, CANPAIN)) {
		turn_off(*mp, CANPAIN);
		if (!ISWEARING(R_ALERT) && !save(VS_POISON, &player, 0)) {
			msg("You faint from the painful wound");
			no_command += PAINTIME;
		}
	    }

	    /*
	     * The monsters touch slows the hero down
	     */
	     if (on(*mp, CANSLOW)) {
		turn_off(*mp, CANSLOW);
		if (!save(VS_PARALYZATION, &player, 0)) 
			add_slow();
	    }

	    /*
	     * Rotting
	     */
	    if (on(*mp, CANROT)) {
		if (!ISWEARING(R_HEALTH) && 
		    !save(VS_POISON, &player, 0)     && 
		    off(player, DOROT)) {
		    turn_on(player, DOROT);
		    msg("You feel your skin starting to rot away!");
		}
	    }

	    if (on(*mp, STEALGOLD)) {
		/*
		 * steal some gold
		 */
		register long lastpurse;
		register struct linked_list *item;
		register struct object *obj;

		lastpurse = purse;
		purse -= GOLDCALC + GOLDCALC;
		if (!save(VS_MAGIC, &player, mp->t_stats.s_lvl/10)) {
		    if (on(*mp, ISUNIQUE))
			purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
		    purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC;
		}
		if (purse < 0)
		    purse = 0;
		if (purse != lastpurse) {
		    msg("Your purse feels lighter");

		    /* Give the gold to the thief */
		    for (item=mp->t_pack; item != NULL; item=next(item)) {
			obj = OBJPTR(item);
			if (obj->o_type == GOLD) {
			    obj->o_count += lastpurse - purse;
			    break;
			}
		    }

		    /* Did we do it? */
		    if (item == NULL) {	/* Then make some */
			item = new_item(sizeof *obj);
			obj = OBJPTR(item);
			obj->o_type = GOLD;
			obj->o_count = lastpurse - purse;
			obj->o_hplus = obj->o_dplus = 0;
			strcpy(obj->o_damage,"0d0");
                        strcpy(obj->o_hurldmg,"0d0");
			obj->o_ac = 11;
			obj->contents = NULL;
			obj->o_group = 0;
			obj->o_flags = 0;
			obj->o_mark[0] = '\0';
			obj->o_pos = mp->t_pos;

			attach(mp->t_pack, item);
		    }
		}

		turn_on(*mp, ISFLEE);
		turn_on(*mp, ISINVIS);
	    }

	    if (on(*mp, STEALMAGIC)) {
		register struct linked_list *list, *steal;
		register struct object *obj;
		register int nobj;

		/*
		 * steal a magic item, look through the pack
		 * and pick out one we like.
		 */
		steal = NULL;
		for (nobj = 0, list = pack; list != NULL; list = next(list))
		{
		    obj = OBJPTR(list);
		    if (!is_current(obj) &&
			is_magic(obj)	 && 
			rnd(++nobj) == 0)
			    steal = list;
		}
		if (steal != NULL)
		{
		    register struct object *obj;
		    struct linked_list *item;

		    obj = OBJPTR(steal);
		    if (on(*mp, ISUNIQUE))
			monsters[mp->t_index].m_normal = TRUE;
		    item = find_mons(mp->t_pos.y, mp->t_pos.x);
		    killed(item, FALSE, FALSE);
		    if (obj->o_count > 1 && obj->o_group == 0) {
			register int oc;

			oc = --(obj->o_count);
			obj->o_count = 1;
			sprintf(outstring,"The %s stole %s!", mname, inv_name(obj, TRUE));
			msg(outstring);
			obj->o_count = oc;
		    }
		    else {
			sprintf(outstring,"The %s stole %s!", mname, inv_name(obj, TRUE));
			msg(outstring);
			detach(pack, steal);

			/* If this is a relic, clear its holding field */
			if (obj->o_type == RELIC)
			    cur_relic[obj->o_which] = 0;

			o_discard(steal);
		        inpack--;
		    }
		    updpack(FALSE);
		}
	    }
	}
    }
    else {
	/* If the thing was trying to surprise, no good */
	if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE);

	else if (thrown) m_bounce(weapon, mp, mname);
	else miss(weapon, mp, mname, NULL);
    }
    if (fight_flush)
	md_flushinp();
    count = 0;
    status(FALSE);
    return(did_hit);
}

/*
 * swing:
 *	returns true if the swing hits
 */

swing(class, at_lvl, op_arm, wplus)
short class;
int at_lvl, op_arm, wplus;
{
    register int res = rnd(20)+1;
    register int need;

    need = att_mat[class].base -
	   att_mat[class].factor *
	   ((min(at_lvl, att_mat[class].max_lvl) -
	    att_mat[class].offset)/att_mat[class].range) +
	   (10 - op_arm);
    if (need > 20 && need <= 25) need = 20;

    return (res+wplus >= need);
}

/*
 * roll_em:
 *	Roll several attacks
 */

roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab)
struct thing *att_er, *def_er;
struct object *weap;
bool hurl;
struct object *cur_weapon;
bool back_stab;
{
    register struct stats *att, *def;
    register char *cp = NULL;
    register int ndice, nsides, nplus, def_arm;
    bool did_hit = FALSE;
    int prop_hplus, prop_dplus;
    int vampiric_damage;

    /* Get statistics */
    att = &att_er->t_stats;
    def = &def_er->t_stats;

    prop_hplus = prop_dplus = 0;
    if (weap == NULL)
	cp = att->s_dmg;
    else if (hurl) {
	if ((weap->o_flags&ISMISL) && cur_weapon != NULL &&
	  cur_weapon->o_which == weap->o_launch)
	{
	    cp = weap->o_hurldmg;
	    prop_hplus = cur_weapon->o_hplus;
	    prop_dplus = cur_weapon->o_dplus;
	}
	else
	    cp = (weap->o_flags&ISMISL ? weap->o_damage : weap->o_hurldmg);
    }
    else {
	if (weap->o_type == RELIC) {
	    switch (weap->o_which) {
		case MUSTY_DAGGER:	cp = "1d4+1/1d4+1";
		when YEENOGHU_FLAIL:	cp = "3d6/paralyze/confuse";
		when HRUGGEK_MSTAR:	cp = "3d10";
		when MING_STAFF:	cp = "1d8";
		when ASMO_ROD:		cp = "2d8+1";
		when ORCUS_WAND:	cp = "destroy";
	    }
	}
	else cp = weap->o_damage;
	/*
	 * Drain a staff of striking
	 */
	if (weap->o_type == STICK && weap->o_which == WS_HIT
	    && weap->o_charges == 0)
		{
		    strcpy(weap->o_damage,"0d0");
		    weap->o_hplus = weap->o_dplus = 0;
		}
    }
    for (;;)
    {
	int damage;
	int hplus = prop_hplus;
	int dplus = prop_dplus;

	if (weap != NULL && weap->o_type == RELIC) {
	    switch (weap->o_which) {
		case MUSTY_DAGGER:
		    if (att != &pstats || /* Not player or good stats */
			(str_compute() > 15 && dex_compute() > 15)) {

			hplus += 6;
			dplus += 6;

			/* Give an additional strength and dex bonus */
			if (att == &pstats) {
			    hplus += str_plus(str_compute()) +
				     dext_plus(dex_compute());
			    dplus += dext_plus(dex_compute()) +
				     add_dam(str_compute());
			}
			else {
			    hplus += str_plus(att->s_str) +
				     dext_plus(att->s_dext);
			    dplus += dext_plus(att->s_dext) +
				     add_dam(att->s_str);
			}
		    }
		    else {
			hplus -= 3;
			dplus -= 3;
		    }
		when YEENOGHU_FLAIL:
		case HRUGGEK_MSTAR:
		    hplus += 3;
		    dplus += 3;
		when MING_STAFF:
		    hplus += 2;
		    dplus += 2;
	    }
	}
	else if (weap != NULL) {
	    hplus += weap->o_hplus;
	    dplus += weap->o_dplus;
	}

	/* Is attacker weak? */
	if (on(*att_er, HASSTINK)) hplus -= 2;

	if (att == &pstats)	/* Is the attacker the player? */
	{
	    hplus += hitweight();	/* adjust for encumberence */
	    dplus += hung_dam();	/* adjust damage for hungry player */
	    dplus += ring_value(R_ADDDAM);
	}
	if (back_stab || (weap && att != &pstats && on(*att_er, CANBSTAB)))
	    hplus += 4;	/* add in pluses for backstabbing */

	/* Get the damage */
	while (isspace(*cp)) cp++;
	if (!isdigit(*cp)) {
	    if (strncmp(cp, "confuse", 7) == 0) ndice = CONF_DAMAGE;
	    else if (strncmp(cp, "paralyze", 8) == 0) ndice = PARAL_DAMAGE;
	    else if (strncmp(cp, "destroy", 7) == 0) ndice = DEST_DAMAGE;
	    else ndice = 0;
	    nsides = 0;
	    nplus = 0;
	}
	else {
	    char *oldcp;

	    /* Get the number of damage dice */