Refactor and tweak to melee combat.  Most notably, weapons only deal ONE damage type - not all (this may be overloaded for some weapons in the future).  The hatchet, a mid-power weapon, was just way too powerful if it got to cut AND bash.  Instead, the game will calculate what damage type is likely to deal the moster damage, and use just that type.  Also, armor is subtracted from the damage in Entity::attack().  This allows us to display the POST-ARMOR damage to the HUD; a much more important value.