view xrogue/fight.c @ 181:d53b13637783

rogue4: rearrange some includes. Using MSVC with pdcurses, curses.h has to be included after windows.h and before process.h. This is apparently because bool is now a built-in type which pdcurses is not allowed to redefine. But I don't entirely understand how the headers are interacting, and I don't think the MSDN page does either.
author John "Elwin" Edwards
date Fri, 31 Jul 2015 20:01:44 -0400
parents 856017d63519
children f54901b9c39b
line wrap: on
line source

/*
    fight.c - All the fighting gets done here
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "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
#define DRAIN_DAMAGE    -4

int killed_chance = 0;  /* cumulative chance for goodies to loose it */

/*
 * returns true if player has a any chance to hit the monster
 */

player_can_hit(tp, weap)
register struct thing *tp;
register struct object *weap;
{
    if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
        return(TRUE);
    if (weap && weap->o_type == RELIC)
        return(TRUE);
    if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
        return(TRUE);
    if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
        return(TRUE);
    if (on(*tp,  MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
        return(TRUE);
    if (player.t_ctype == C_MONK) {
        if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
            return(TRUE);
        if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
            return(TRUE);
        if (on(*tp,  MAGICHIT) && pstats.s_lvl > 5)
            return(TRUE);
    }
    return(FALSE);
}

/*
 * 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 see_def, back_stab = FALSE;
    register char *mname;

    /*
     * 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.  The -1 also tells us that we are in a fight.
     */
    player.t_quiet = -1;
    tp->t_quiet = -1;

    see_def = ((off(*tp, ISINVIS)     || on(player, CANSEE)) &&
               (off(*tp, ISSHADOW)    || on(player, CANSEE)) &&
               (!thrown || cansee(unc(tp->t_pos))));

    mname = see_def ? monster_name(tp) : "something";

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

    if (on(*tp, ISSTONE)) {
        killed(item, FALSE, FALSE, FALSE);
        if (see_def) 
            msg("%s shatters into a million pieces!", prname(mname, TRUE));
        count = 0;
        return (TRUE);
    }
    /*
     * 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))
    {
        if (see_def) {
            msg("Wait! That's a %s!", mname);
            turn_off(*tp, ISDISGUISE);
        }
        did_hit = thrown;
    }
    if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
        if (see_def) {
            msg("Wait! There's a %s!", mname);
            turn_off(*tp, CANSURPRISE);
        }
        did_hit = thrown;
    }

    /*
     * if he's a thief or assassin and the creature is asleep then he gets 
     * a chance for a backstab
     */
    if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) &&
        !thrown          &&
        !on(*tp, NOSTAB) &&
        !invisible(tp)   &&
        (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_action == A_FREEZE))
            back_stab = TRUE;

    /*
     * assassins get an assassination chance, if it fails then its normal
     * damage
     */
    if (back_stab && player.t_ctype == C_ASSASSIN) {
        int chance;

        chance = 50 + (pstats.s_lvl - tp->t_stats.s_lvl) * 5;
        if (cur_weapon && (cur_weapon->o_flags & ISPOISON))
            chance += 20;
        if (roll(1,100) > chance || on(*tp, ISUNIQUE))
            back_stab = FALSE;
    }

    runto(tp, &hero);

    /* Let the monster know that the player has missiles! */
    if (thrown) tp->t_wasshot = TRUE;

    if (did_hit)
    {

        did_hit = FALSE;
        if (!can_blink(tp)              && 
            player_can_hit(tp, weap)    &&
            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) {
                msg("Your %s passes right through %s!",
                    weaps[weap->o_which].w_name, prname(mname, FALSE));
            }
            else if (weap != NULL && weap->o_type == MISSILE && on(*tp, CARRYBAMULET)) {
                    msg("The magic missile has no effect on %s. ",
                        prname(mname, FALSE));
            }
            else {
                hit(thrown ? (struct object *)NULL : weap,
                    TRUE, see_def,
                    thrown ? weap_name(weap) : NULL,
                    mname, back_stab, thrown, terse);

                /* See if there are any special effects */
                if (effect(&player, tp, weap, thrown, TRUE, see_def) != 0)
                    killed(item, FALSE, FALSE, TRUE);
    
                /* 
                 * Merchants just disappear if hit 
                 */
                else if (on(*tp, CANSELL)) {
                    if (see_def)
                        msg("%s disappears with his wares in a flash! ",
                            prname(mname, FALSE));
                    killed(item, FALSE, FALSE, FALSE);
                }
    
                else if (tp->t_stats.s_hpt <= 0)
                    killed(item, TRUE, TRUE, TRUE);
    
                else {
                    /* If the victim was charmed, it now gets a saving throw! */
                    if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) {
                        msg("The eyes of %s turn clear.", prname(mname, FALSE));
                        turn_off(*tp, ISCHARMED);
                    }

                    dsrpt_monster(tp, FALSE, see_def); /* Disrupt a spell? */
                }
            }
        }
        else {
            miss(thrown ? (struct object *)NULL : weap,
                 TRUE, see_def,
                 thrown ? weap_name(weap) : (char *)NULL,
                 mname, thrown, terse);
        }
    }
    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 char *mname;
    register bool see_att, did_hit = FALSE;
    register struct object *wielded;    /* The wielded weapon */
    struct linked_list *get_wield;      /* Linked list header for wielded */

    /*
     * Since this is an attack, stop running and any healing that was
     * going on at the time.  The -1 also tells us that we're fighting.
     */
    running = FALSE;
    player.t_quiet = -1;
    mp->t_quiet = -1;

    if (on(*mp, ISDISGUISE) && off(player, ISBLIND))
        turn_off(*mp, ISDISGUISE);

    see_att = ((off(*mp, ISINVIS)     || on(player, CANSEE)) &&
               (off(*mp, ISSHADOW)    || on(player, CANSEE)) &&
               (!thrown || cansee(unc(mp->t_pos))));

    mname = see_att ? monster_name(mp) : "something";

    /*
     * 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.
     */
    get_wield = wield_weap(weapon, mp);
    if (get_wield) wielded = OBJPTR(get_wield);
    else wielded = NULL;

    /* If we aren't wielding a weapon, wield what we found (could be NULL) */
    if (weapon == NULL) weapon = wielded;

    if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) {
        int death_type; /* From one of the effects of getting hit */

        did_hit = TRUE;

        if (weapon != NULL && weapon->o_type == MISSILE && cur_relic[STONEBONES_AMULET]) {
            hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse);
            msg("Your amulet absorbs the magic missile. ");
        }
        else {
            hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse);
            dsrpt_player();     /* see if we disrupted some activity */
            if (pstats.s_hpt <= 0)
                death(mp->t_index);     /* Bye bye life ... */
            death_type = effect(mp, &player, weapon, thrown, see_att, TRUE);
            if (death_type != 0) {
        pstats.s_hpt = -1;
        death(death_type);
        }
        }

    }
    else {
        /* If the thing was trying to surprise, no good */
        if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE);

        /* If it couldn't surprise, let's tell the player. */
        else miss(weapon, see_att, TRUE, mname, (char *)NULL, thrown, terse);
    }
    if (fight_flush) 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 = char_class[class].base -
           char_class[class].factor *
           ((min(at_lvl, char_class[class].max_lvl) -
            char_class[class].offset)/char_class[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;
    char dmgbuf[20];
    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) {
        /*
         * monks damage grows with level
         */
        if (att == &pstats && player.t_ctype == C_MONK) {
            sprintf(dmgbuf, "%dd4", att->s_lvl/3+2);
            cp = dmgbuf;
        }
        else
            cp = att->s_dmg;
    }
    else if (weap->o_type == RELIC) {
        switch (weap->o_which) {
            case MUSTY_DAGGER:
            if (player.t_ctype == C_THIEF) 
            cp = "4d8+2/4d8+2";
        else
                cp = "4d8/4d8";
            when YEENOGHU_FLAIL:
            cp = "4d8+3/paralyze/confuse";
            when HRUGGEK_MSTAR:
            cp = "4d8+3";
            when AXE_AKLAD:
            if (player.t_ctype == C_FIGHTER) {
            if (hurl)
            cp = "4d8+6/drain";
                    else
            cp = "4d8+4/drain";
        }
        else {
            if (hurl)
            cp = "4d8+4/drain";
                    else
            cp = "4d8+2/drain";
                }
            when MING_STAFF:
                cp = "4d8+4";
            when ASMO_ROD:
                cp = "4d8/4d8";
            when ORCUS_WAND:
            cp = "4d8/destroy";
        }
    }
    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 {
        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,"4d8");
            weap->o_hplus = weap->o_dplus = 0;
        }
    }
    /*
     * If defender is wearing a cloak of displacement -- no damage
     * the first time. (unless its a hurled magic missile or the
     * attacker is very smart and can see thru the illusion)
     */
    if ((weap == NULL || weap->o_type != MISSILE)       &&
        def == &pstats                                  &&      
        off(*att_er, MISSEDDISP)                        &&
        att->s_intel < 21                               &&
        ((cur_misc[WEAR_CLOAK]!=NULL && 
          cur_misc[WEAR_CLOAK]->o_which==MM_DISP) ||
          cur_relic[EMORI_CLOAK])) {
        turn_on(*att_er, MISSEDDISP);
        if (cansee(att_er->t_pos.y, att_er->t_pos.x) && !invisible(att_er))
            msg("%s looks amazed! ", prname(monster_name(att_er), TRUE));
        return (FALSE);
    }
    if (on(*def_er, CARRYCLOAK)                         && 
        def != &pstats                                  && 
        (weap == NULL || weap->o_type != MISSILE)       && 
        off (*att_er, MISSEDDISP)                       &&
        pstats.s_intel < 21) {
            turn_on(*att_er, MISSEDDISP);
            msg("You feel amazed! ");
            return(FALSE);
    }
    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;
                when AXE_AKLAD:
                    hplus += 5;
                    dplus += 5;
            }
        }
        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", 6) == 0) ndice = DEST_DAMAGE;
            else if (strncmp(cp, "drain", 5) == 0) ndice = DRAIN_DAMAGE;
            else ndice = 0;
            nsides = 0;
            nplus = 0;
        }
        else {
            char *oldcp;

            /* Get the number of damage dice */
            ndice = atoi(cp);
            if ((cp = strchr(cp, 'd')) == NULL)
                break;

            /* Skip the 'd' and get the number of sides per die */
            nsides = atoi(++cp);

            /* Check for an addition -- save old place in case none is found */
            oldcp = cp;
            if ((cp = strchr(cp, '+')) != NULL) nplus = atoi(++cp);
            else {
                nplus = 0;
                cp = oldcp;
            }
        }

        if (def == &pstats) { /* Monster attacks player */
            if (on(*att_er, NOMETAL))
                def_arm = ac_compute(TRUE) - dext_prot(dex_compute());
            else
                def_arm = ac_compute(FALSE) - dext_prot(dex_compute());
            hplus += str_plus(att->s_str)+dext_plus(att->s_dext);
        }
        else if (att == &pstats) {      /* Player attacks monster */
            def_arm = def->s_arm - dext_prot(def->s_dext);
            if (player.t_ctype == C_MONK) /* no strength bonus for monk */
                if (weap == NULL) 
                    hplus += att->s_lvl/5; /* monks hplus varies with level */
            else
                hplus += str_plus(str_compute())+dext_plus(dex_compute());
        }
        else {  /* Monster attacks monster */
            def_arm = def->s_arm - dext_prot(def->s_dext);
            hplus += str_plus(att->s_str)+dext_plus(att->s_dext);
        }

        if (swing(att_er->t_ctype, att->s_lvl, def_arm, hplus)) {
            register int proll;

            /* Take care of special effects */
            switch (ndice) {
              case CONF_DAMAGE:
                if (def == &pstats) { /* Monster attacks player */
                    if (!save(VS_MAGIC, &player, 0) && off(player, ISCLEAR)) {
                        msg("You feel disoriented.");
                        if (find_slot(unconfuse))
                            lengthen(unconfuse, HUHDURATION);
                        else
                            fuse(unconfuse, (VOID *)NULL, HUHDURATION, AFTER);
                        turn_on(player, ISHUH);
                    }
                    else msg("You feel dizzy, but it quickly passes.");
                }
                /* Player or monster hits monster */
                else if (!save(VS_MAGIC, def_er, 0) && off(*def_er, ISCLEAR)) { 
                    if (att == &pstats) {
            if (rnd(10) > 6)
                            msg("The artifact warms you with pleasure! ");
            }
                    turn_on(*def_er, ISHUH);
                }
                did_hit = TRUE;
              when PARAL_DAMAGE:
                if (def == &pstats) { /* Monster attacks player */
                    if (!save(VS_MAGIC, &player, 0) && off(player, CANINWALL)) {
                        msg("You stiffen up.");
                        player.t_no_move += movement(&player) * FREEZETIME;
                        player.t_action = A_FREEZE;
                    }
                }
                else if (!save(VS_MAGIC, def_er, 0)) { /* Player hits monster */
                    if (att == &pstats) {
            if (rnd(10) > 6)
                msg("The artifact hums happily! ");
            }
                    turn_off(*def_er, ISRUN);
                    turn_on(*def_er, ISHELD);
                }
                did_hit = TRUE;
              when DEST_DAMAGE:
                if (def == &pstats) {   /* Monster attacks player */
            if (rnd(10) > 5)
                        msg("You feel a tug at your life force.");
                    if (!save(VS_MAGIC, &player, -4)) {
                        msg("The wand devours your soul!  --More--");
            wait_for(' ');
                        def->s_hpt = -1;
            death(D_RELIC);
                    }
                }
                /* Player hits monster */
                else if (!save(VS_MAGIC, def_er, -4)) {
                    if (att == &pstats) {
            if (rnd(10) > 4)
                            msg("The artifact draws some energy.");
                     }
                    /* The player loses some major hit pts  */
                    att->s_hpt -= (att->s_hpt/5)+1;
            if (att->s_hpt <= 0) {
            msg("The wand has devoured your soul!  --More--");
            wait_for(' ');
            att->s_hpt = -1;
            death(D_RELIC);
            }
                    /* Kill the monster */
                    def->s_hpt = 0;
                }
                did_hit = TRUE;
            when DRAIN_DAMAGE:
                if (def == &pstats) {       /* Monster attacks player */
                    if (!save(VS_MAGIC, &player, -4)) {
                        lower_level(att_er->t_index);
                    }
                }
                /* Player hits monster */
                else if (!save(VS_MAGIC, def_er, -4)) {
                    def->s_hpt -= roll(1, 8);
                    def->s_lvl--;
                    if (def->s_lvl <= 0)
                        def->s_hpt = 0;     /* he's dead */
                    if (att == &pstats) {
            if (rnd(10) > 7)
                        msg("The artifact cackles with laughter! ");
            }
                }
                did_hit = TRUE;
              otherwise:
                /* Heil's ankh always gives maximum damage */
                if (att == &pstats && cur_relic[HEIL_ANKH])
                    proll = ndice * nsides;
                else proll = roll(ndice, nsides);

                if (ndice + nsides > 0 && proll < 1)
                    debug("Damage for %dd%d came out %d.",
                                ndice, nsides, proll);
                damage = dplus + proll + nplus;
                if (att == &pstats) {
                    /*
                     * Monks do not get strength bonus on damage.  Instead,
                     * if they are wielding a weapon, they get at extra
                     * 1/2 point per level of damage.
                     */
                    if(player.t_ctype == C_MONK) {
                        /* Bonus does not apply for hands. */
                        if (weap != NULL) damage += att->s_lvl / 2;
                    }
                    else
                        damage += add_dam(str_compute());
                }
                else
                    damage += add_dam(att->s_str);

                /* Check for half damage monsters */
                if (on(*def_er, HALFDAMAGE)) damage /= 2;

                /* add in multipliers for backstabbing */
                if (back_stab || 
                    (weap && att != &pstats && on(*att_er, CANBSTAB))) {
                    int mult = 2 + (att->s_lvl-1)/4; /* Normal multiplier */

                    if (mult > 5)
                        mult = 5;
                    if (weap && weap->o_type == RELIC && 
                        weap->o_which == MUSTY_DAGGER)
                        mult++;
                    damage *= mult;
                }
                if (att == &pstats) {
                    if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) {
                        cur_weapon->o_flags &= ~ISPOISON;
                        if (save(VS_POISON, def_er, -2))
                            damage += def->s_hpt/4;
                        else
                            damage += def->s_hpt/2;
                    }
                    if (back_stab && player.t_ctype == C_ASSASSIN)
                        damage = def->s_hpt + 1;
                }
                /* Check for no-damage and division */
                if (on(*def_er, BLOWDIVIDE)) {
                    damage = 0;
                    creat_mons(def_er, def_er->t_index, FALSE);
                    if (cansee(unc(def_er->t_pos))) light(&hero);
                }
                /* check for immunity to metal -- RELICS are always bad */
                if (on(*def_er, NOMETAL) && weap != NULL &&
                    weap->o_type != RELIC && weap->o_flags & ISMETAL) {
                    damage = 0;
                }
                if (weap != NULL && weap->o_type == MISSILE) {
                    if ((def == &pstats && cur_relic[STONEBONES_AMULET]) ||
                        (att == &pstats && on(*def_er, CARRYBAMULET))) {
                        damage = 0;
                    }
                }
                def->s_hpt -= max(0, damage);   /* Do the damage */
                did_hit = TRUE;
                vampiric_damage = damage;
                if (def->s_hpt < 0)     /* only want REAL damage inflicted */
                    vampiric_damage += def->s_hpt;
                if (vampiric_damage < 0)
                    vampiric_damage = 0;
                if (att == &pstats && ISWEARING(R_VAMPREGEN) && !hurl) {
                    if ((pstats.s_hpt += vampiric_damage/2) > max_stats.s_hpt)
                        pstats.s_hpt = max_stats.s_hpt;
                }
        if (hplus < 0) hplus = 0;
        if (damage < 0) damage = 0;
                debug ("hplus=%d dmg=%d", hplus, damage);
            }
        }
        if ((cp = strchr(cp, '/')) == NULL)
            break;
        cp++;
    }
    return did_hit;
}

/*
 * prname:
 *      The print name of a combatant
 */

char *
prname(who, upper)
register char *who;
bool upper;
{
    static char tbuf[LINELEN];

    *tbuf = '\0';
    if (who == 0)
        strcpy(tbuf, "you"); 
    else if (on(player, ISBLIND) || strcmp(who, "something") == 0)
        strcpy(tbuf, "something");
    else
    {
        /* If we have a name (starts with a capital), don't use a "the" */
        if (islower(*who)) strcpy(tbuf, "the ");
        strcat(tbuf, who);
    }
    if (upper)
        *tbuf = toupper(*tbuf);
    return tbuf;
}

/*
 * hit:
 *      Print a message to indicate a succesful hit
 */

hit(weapon, see_att, see_def, er, ee, back_stab, thrown, short_msg)
register struct object *weapon;
bool see_att, see_def;