示例#1
0
/*
 * Describe combat advantages.
 */
static bool describe_combat(textblock *tb, const object_type *o_ptr,
		oinfo_detail_t mode)
{
	bool full = mode & OINFO_FULL;

	const char *desc[SL_MAX] = { 0 };
	int i;
	int mult[SL_MAX];
	int cnt, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int str_plus, dex_plus, old_blows = 0, new_blows, extra_blows;
	int str_faster = -1, str_done = -1;
	object_type *bow = &p_ptr->inventory[INVEN_BOW];

	bitflag f[OF_SIZE], tmp_f[OF_SIZE], mask[OF_SIZE];

	bool weapon = (wield_slot(o_ptr) == INVEN_WIELD);
	bool ammo   = (p_ptr->state.ammo_tval == o_ptr->tval) &&
	              (bow->kind);
	int multiplier = 1;

	/* Create the "all slays" mask */
	create_mask(mask, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX);

	/* Abort if we've nothing to say */
	if (mode & OINFO_DUMMY) return FALSE;

	if (!weapon && !ammo)
	{
		/* Potions can have special text */
		if (o_ptr->tval != TV_POTION ||
				o_ptr->dd == 0 || o_ptr->ds == 0 ||
				!object_flavor_is_aware(o_ptr))
			return FALSE;

		textblock_append(tb, "It can be thrown at creatures with damaging effect.\n");
		return TRUE;
	}

	if (full) {
		object_flags(o_ptr, f);
	} else {
		object_flags_known(o_ptr, f);
	}

	textblock_append_c(tb, TERM_L_WHITE, "Combat info:\n");

	if (weapon)
	{
		/*
		 * Get the player's hypothetical state, were they to be
		 * wielding this item.
		 */
		player_state state;
		int dex_plus_bound;
		int str_plus_bound;

		object_type inven[INVEN_TOTAL];

		memcpy(inven, p_ptr->inventory, INVEN_TOTAL * sizeof(object_type));
		inven[INVEN_WIELD] = *o_ptr;

		if (full) object_know_all_flags(&inven[INVEN_WIELD]);

		calc_bonuses(inven, &state, TRUE);
		dex_plus_bound = STAT_RANGE - state.stat_ind[A_DEX];
		str_plus_bound = STAT_RANGE - state.stat_ind[A_STR];

		dam = ((o_ptr->ds + 1) * o_ptr->dd * 5);

		xtra_postcrit = state.dis_to_d * 10;
		if (object_attack_plusses_are_visible(o_ptr))
		{
			xtra_precrit += o_ptr->to_d * 10;
			plus += o_ptr->to_h;
		}

		calculate_melee_crits(&state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		/* Warn about heavy weapons */
		if (adj_str_hold[state.stat_ind[A_STR]] < o_ptr->weight / 10)
			textblock_append_c(tb, TERM_L_RED, "You are too weak to use this weapon.\n");

		textblock_append_c(tb, TERM_L_GREEN, "%d.%d ",
				state.num_blows / 100, (state.num_blows / 10) % 10);
		textblock_append(tb, "blow%s/round.\n",
				(state.num_blows > 100) ? "s" : "");

		/* Check to see if extra STR or DEX would yield extra blows */
		old_blows = state.num_blows;
		extra_blows = 0;

		/* First we need to look for extra blows on other items, as
		 * state does not track these */
		for (i = INVEN_BOW; i < INVEN_TOTAL; i++)
		{
			if (!p_ptr->inventory[i].kind)
				continue;
			object_flags_known(&p_ptr->inventory[i], tmp_f);

			if (of_has(tmp_f, OF_BLOWS))
				extra_blows += p_ptr->inventory[i].pval[which_pval(&p_ptr->inventory[i], OF_BLOWS)];
		}

		/* Then we add blows from the weapon being examined */
		if (of_has(f, OF_BLOWS))
			extra_blows += o_ptr->pval[which_pval(o_ptr, OF_BLOWS)];

		/* Then we check for extra "real" blows */
		for (dex_plus = 0; dex_plus < dex_plus_bound; dex_plus++)
		{
			for (str_plus = 0; str_plus < str_plus_bound; str_plus++)
	        {
				state.stat_ind[A_STR] += str_plus;
				state.stat_ind[A_DEX] += dex_plus;
				new_blows = calc_blows(o_ptr, &state, extra_blows);

				/* Test to make sure that this extra blow is a
				 * new str/dex combination, not a repeat
				 */
				if ((new_blows - new_blows % 10) > (old_blows - old_blows % 10) &&
					(str_plus < str_done ||
					str_done == -1))
				{
					textblock_append(tb, "With +%d STR and +%d DEX you would get %d.%d blows\n",
						str_plus, dex_plus, (new_blows / 100),
						(new_blows / 10) % 10);
					state.stat_ind[A_STR] -= str_plus;
					state.stat_ind[A_DEX] -= dex_plus;
					str_done = str_plus;
					break;
				}

				/* If the combination doesn't increment
				 * the displayed blows number, it might still
				 * take a little less energy
				 */
				if (new_blows > old_blows &&
					(str_plus < str_faster ||
					str_faster == -1) &&
					(str_plus < str_done ||
					str_done == -1))
				{
					textblock_append(tb, "With +%d STR and +%d DEX you would attack a bit faster\n",
						str_plus, dex_plus);
					state.stat_ind[A_STR] -= str_plus;
					state.stat_ind[A_DEX] -= dex_plus;
					str_faster = str_plus;
					continue;
				}

				state.stat_ind[A_STR] -= str_plus;
				state.stat_ind[A_DEX] -= dex_plus;
			}
		}
	}
	else
	{
		int tdis = 6 + 2 * p_ptr->state.ammo_mult;

		if (object_attack_plusses_are_visible(o_ptr))
			plus += o_ptr->to_h;

		calculate_missile_crits(&p_ptr->state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		/* Calculate damage */
		dam = ((o_ptr->ds + 1) * o_ptr->dd * 5);

		if (object_attack_plusses_are_visible(o_ptr))
			dam += (o_ptr->to_d * 10);
		if (object_attack_plusses_are_visible(bow))
			dam += (bow->to_d * 10);

		/* Apply brands/slays from the shooter to the ammo, but only if known
		 * Note that this is not dependent on mode, so that viewing shop-held
		 * ammo (fully known) does not leak information about launcher */
		object_flags_known(bow, tmp_f);
		of_union(f, tmp_f);

		textblock_append(tb, "Hits targets up to ");
		textblock_append_c(tb, TERM_L_GREEN, format("%d", tdis * 10));
		textblock_append(tb, " feet away.\n");
	}

	/* Collect slays */
	/* Melee weapons get slays and brands from other items now */
	if (weapon)
	{
		bool nonweap = FALSE;

		for (i = INVEN_LEFT; i < INVEN_TOTAL; i++)
		{
			if (!p_ptr->inventory[i].kind)
				continue;
			object_flags_known(&p_ptr->inventory[i], tmp_f);

			of_inter(tmp_f, mask); /* strip out non-slays */

			if (of_union(f, tmp_f))
				nonweap = TRUE;
		}

		if (nonweap)
			textblock_append(tb, "This weapon may benefit from one or more off-weapon brands or slays.\n");
	}

	textblock_append(tb, "Average damage/round: ");

	if (ammo) multiplier = p_ptr->state.ammo_mult;

	cnt = list_slays(f, mask, desc, NULL, mult, TRUE);
	for (i = 0; i < cnt; i++)
	{
		int melee_adj_mult = ammo ? 0 : 1; /* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + mult[i] - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;
		if (weapon) 
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= p_ptr->state.num_shots;
		

		if (total_dam <= 0)
			textblock_append_c(tb, TERM_L_RED, "%d", 0);
		else if (total_dam % 10)
			textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
					total_dam / 10, total_dam % 10);
		else
			textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);


		textblock_append(tb, " vs. %s, ", desc[i]);
	}

	if (cnt) textblock_append(tb, "and ");

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= p_ptr->state.num_shots;

	if (total_dam <= 0)
		textblock_append_c(tb, TERM_L_RED, "%d", 0);
	else if (total_dam % 10)
		textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
				total_dam / 10, total_dam % 10);
	else
		textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);

	if (cnt) textblock_append(tb, " vs. others");
	textblock_append(tb, ".\n");

	/* Note the impact flag */
	if (of_has(f, OF_IMPACT))
		textblock_append(tb, "Sometimes creates earthquakes on impact.\n");

	/* Add breakage chance */
	if (ammo)
	{
		int chance = breakage_chance(o_ptr, TRUE);
		textblock_append_c(tb, TERM_L_GREEN, "%d%%", chance);
		textblock_append(tb, " chance of breaking upon contact.\n");
	}

	/* You always have something to say... */
	return TRUE;
}
示例#2
0
/**
 * Gets information about the average damage/turn that can be inflicted if
 * the player wields the given weapon.
 *
 * Fills in the damage against normal adversaries in `normal_damage`, as well
 * as the slays on the weapon in slay_list[] and corresponding damages in 
 * slay_damage[].  These must both be at least SL_MAX long to be safe.
 * `nonweap_slay` is set to whether other items being worn could add to the
 * damage done by branding attacks.
 *
 * Returns the number of slays populated in slay_list[] and slay_damage[].
 *
 * Note that the results are meaningless if called on a fake ego object as
 * the actual ego may have different properties.
 */
static bool obj_known_damage(const struct object *obj, int *normal_damage,
							struct brand **brand_list, struct slay **slay_list,
							bool *nonweap_slay)
{
	int i;
	int dice, sides, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int old_blows = 0;
	struct brand *brand;
	struct slay *slay;

	struct object *bow = equipped_item_by_slot_name(player, "shooting");
	bool weapon = tval_is_melee_weapon(obj);
	bool ammo   = (player->state.ammo_tval == obj->tval) &&
	              (bow);
	int multiplier = 1;

	struct player_state state;
	int weapon_slot = slot_by_name(player, "weapon");
	struct object *current_weapon = slot_object(player, weapon_slot);

	/* Pretend we're wielding the object if it's a weapon */
	if (weapon)
		player->body.slots[weapon_slot].obj = (struct object *) obj;

	/* Calculate the player's hypothetical state */
	calc_bonuses(player, &state, true, false);

	/* Stop pretending */
	player->body.slots[weapon_slot].obj = current_weapon;

	/* Use displayed dice if real dice not known */
	if (object_attack_plusses_are_visible(obj)) {
		dice = obj->dd;
		sides = obj->ds;
	} else {
		dice = obj->kind->dd;
		sides = obj->kind->ds;
	}

	/* Calculate damage */
	dam = ((sides + 1) * dice * 5);

	if (weapon)	{
		xtra_postcrit = state.to_d * 10;
		if (object_attack_plusses_are_visible(obj)) {
			xtra_precrit += obj->to_d * 10;
			plus += obj->to_h;
		}

		calculate_melee_crits(&state, obj->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		old_blows = state.num_blows;
	} else { /* Ammo */
		if (object_attack_plusses_are_visible(obj))
			plus += obj->to_h;

		calculate_missile_crits(&player->state, obj->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		if (object_attack_plusses_are_visible(obj))
			dam += (obj->to_d * 10);
		if (object_attack_plusses_are_visible(bow))
			dam += (bow->to_d * 10);
	}

	if (ammo) multiplier = player->state.ammo_mult;

	/* Get the brands */
	*brand_list = brand_collect(obj->known->brands, ammo ? bow->known : NULL);

	/* Get the slays */
	*slay_list = slay_collect(obj->known->slays, ammo ? bow->known : NULL);

	/* Melee weapons may get slays and brands from other items */
	*nonweap_slay = false;
	if (weapon)	{
		for (i = 2; i < player->body.count; i++) {
			struct object *slot_obj = slot_object(player, i);
			struct brand *new_brand;
			struct slay *new_slay;
			if (!slot_obj)
				continue;

			if (slot_obj->known->brands || slot_obj->known->slays)
				*nonweap_slay = true;
			else
				continue;

			/* Replace the old lists with new ones */
			new_brand = brand_collect(*brand_list, slot_obj->known);
			new_slay = slay_collect(*slay_list, slot_obj->known);
			free_brand(*brand_list);
			free_slay(*slay_list);
			*brand_list = new_brand;
			*slay_list = new_slay;
		}
	}

	/* Get damage for each brand on the objects */
	for (brand = *brand_list; brand; brand = brand->next) {
		/* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		int melee_adj_mult = ammo ? 0 : 1;

		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + brand->multiplier
						   - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= player->state.num_shots;

		brand->damage = total_dam;
	}

	/* Get damage for each slay on the objects */
	for (slay = *slay_list; slay; slay = slay->next) {
		/* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		int melee_adj_mult = ammo ? 0 : 1;

		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + slay->multiplier
						   - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= player->state.num_shots;

		slay->damage = total_dam;
	}

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;

	/* Normal damage, not considering brands or slays */
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= player->state.num_shots;

	*normal_damage = total_dam;

	return (*slay_list || *brand_list);
}
示例#3
0
/*
 * Describe damage.
 */
static bool describe_damage(textblock *tb, const object_type *o_ptr,
		player_state state, bitflag f[OF_SIZE], oinfo_detail_t mode)
{
	const char *desc[SL_MAX] = { 0 };
	size_t i, cnt;
	int mult[SL_MAX];
	int dice, sides, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int old_blows = 0;
	object_type *bow = &p_ptr->inventory[INVEN_BOW];

	bitflag tmp_f[OF_SIZE], mask[OF_SIZE];

	bool weapon = (wield_slot(o_ptr) == INVEN_WIELD);
	bool ammo   = (p_ptr->state.ammo_tval == o_ptr->tval) &&
	              (bow->kind);
	int multiplier = 1;
	bool full = mode & OINFO_FULL;

	/* Create the "all slays" mask */
	create_mask(mask, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX);

	/* Use displayed dice if real dice not known */
	if (full || object_attack_plusses_are_visible(o_ptr)) {
		dice = o_ptr->dd;
		sides = o_ptr->ds;
	} else {
		dice = o_ptr->kind->dd;
		sides = o_ptr->kind->ds;
	}

	/* Calculate damage */
	dam = ((sides + 1) * dice * 5);

	if (weapon)	{
		xtra_postcrit = state.dis_to_d * 10;
		if (object_attack_plusses_are_visible(o_ptr) || full) {
			xtra_precrit += o_ptr->to_d * 10;
			plus += o_ptr->to_h;
		}

		calculate_melee_crits(&state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		old_blows = state.num_blows;
	} else { /* Ammo */
		if (object_attack_plusses_are_visible(o_ptr) || full)
			plus += o_ptr->to_h;

		calculate_missile_crits(&p_ptr->state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		if (object_attack_plusses_are_visible(o_ptr) || full)
			dam += (o_ptr->to_d * 10);
		if (object_attack_plusses_are_visible(bow))
			dam += (bow->to_d * 10);

		/* Apply brands/slays from the shooter to the ammo, but only if known
		 * Note that this is not dependent on mode, so that viewing shop-held
		 * ammo (fully known) does not leak information about launcher */
		object_flags_known(bow, tmp_f);
		of_union(f, tmp_f);
	}

	/* Collect slays */
	/* Melee weapons get slays and brands from other items now */
	if (weapon)	{
		bool nonweap_slay = FALSE;

		for (i = INVEN_LEFT; i < INVEN_TOTAL; i++) {
			if (!p_ptr->inventory[i].kind)
				continue;

			object_flags_known(&p_ptr->inventory[i], tmp_f);

			/* Strip out non-slays */
			of_inter(tmp_f, mask);

			if (of_union(f, tmp_f))
				nonweap_slay = TRUE;
		}

		if (nonweap_slay)
			textblock_append(tb, "This weapon may benefit from one or more off-weapon brands or slays.\n");
	}

	textblock_append(tb, "Average damage/round: ");

	if (ammo) multiplier = p_ptr->state.ammo_mult;

	/* Output damage for creatures effected by the brands or slays */
	cnt = list_slays(f, mask, desc, NULL, mult, TRUE);
	for (i = 0; i < cnt; i++) {
		/* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		int melee_adj_mult = ammo ? 0 : 1;

		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + mult[i] - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= p_ptr->state.num_shots;

		if (total_dam <= 0)
			textblock_append_c(tb, TERM_L_RED, "%d", 0);
		else if (total_dam % 10)
			textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
					total_dam / 10, total_dam % 10);
		else
			textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);

		textblock_append(tb, " vs. %s, ", desc[i]);
	}

	if (cnt) textblock_append(tb, "and ");

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;

	/* Normal damage, not considering brands or slays */
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= p_ptr->state.num_shots;

	if (total_dam <= 0)
		textblock_append_c(tb, TERM_L_RED, "%d", 0);
	else if (total_dam % 10)
		textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
				total_dam / 10, total_dam % 10);
	else
		textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);

	if (cnt) textblock_append(tb, " vs. others");
	textblock_append(tb, ".\n");

	return TRUE;
}
示例#4
0
文件: obj-info.c 项目: lhz/angband
/**
 * Gets information about the average damage/turn that can be inflicted if
 * the player wields the given weapon.
 *
 * Fills in the damage against normal adversaries in `normal_damage`, as well
 * as the slays on the weapon in slay_list[] and corresponding damages in 
 * slay_damage[].  These must both be at least SL_MAX long to be safe.
 * `nonweap_slay` is set to whether other items being worn could add to the
 * damage done by branding attacks.
 *
 * Returns the number of slays populated in slay_list[] and slay_damage[].
 *
 * Note that the results are meaningless if called on a fake ego object as
 * the actual ego may have different properties.
 */
static bool obj_known_damage(const struct object *obj, int *normal_damage,
							 int *brand_damage, int *slay_damage,
							 bool *nonweap_slay)
{
	int i;
	int dice, sides, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int old_blows = 0;
	bool *total_brands;
	bool *total_slays;
	bool has_brands_or_slays = false;

	struct object *bow = equipped_item_by_slot_name(player, "shooting");
	bool weapon = tval_is_melee_weapon(obj);
	bool ammo   = (player->state.ammo_tval == obj->tval) && (bow);
	int melee_adj_mult = ammo ? 0 : 1;
	int multiplier = 1;

	struct player_state state;
	int weapon_slot = slot_by_name(player, "weapon");
	struct object *current_weapon = slot_object(player, weapon_slot);

	/* Pretend we're wielding the object if it's a weapon */
	if (weapon)
		player->body.slots[weapon_slot].obj = (struct object *) obj;

	/* Calculate the player's hypothetical state */
	memcpy(&state, &player->state, sizeof(state));
	state.stat_ind[STAT_STR] = 0; //Hack - NRM
	state.stat_ind[STAT_DEX] = 0; //Hack - NRM
	calc_bonuses(player, &state, true, false);

	/* Stop pretending */
	player->body.slots[weapon_slot].obj = current_weapon;

	/* Finish if dice not known */
	dice = obj->known->dd;
	sides = obj->known->ds;
	if (!dice || !sides) return false;

	/* Calculate damage */
	dam = ((sides + 1) * dice * 5);

	if (weapon)	{
		xtra_postcrit = state.to_d * 10;
		xtra_precrit += obj->known->to_d * 10;
		plus += obj->known->to_h;

		calculate_melee_crits(&state, obj->weight, plus, &crit_mult, &crit_add,
							  &crit_div);

		old_blows = state.num_blows;
	} else { /* Ammo */
		plus += obj->known->to_h;

		calculate_missile_crits(&player->state, obj->weight, plus, &crit_mult,
								&crit_add, &crit_div);

		dam += (obj->known->to_d * 10);
		dam += (bow->known->to_d * 10);
	}

	if (ammo) multiplier = player->state.ammo_mult;

	/* Get the brands */
	total_brands = mem_zalloc(z_info->brand_max * sizeof(bool));
	copy_brands(&total_brands, obj->known->brands);
	if (ammo && bow->known)
		copy_brands(&total_brands, bow->known->brands);

	/* Get the slays */
	total_slays = mem_zalloc(z_info->slay_max * sizeof(bool));
	copy_slays(&total_slays, obj->known->slays);
	if (ammo && bow->known)
		copy_slays(&total_slays, bow->known->slays);

	/* Melee weapons may get slays and brands from other items */
	*nonweap_slay = false;
	if (weapon)	{
		for (i = 2; i < player->body.count; i++) {
			struct object *slot_obj = slot_object(player, i);
			if (!slot_obj)
				continue;

			if (slot_obj->known->brands || slot_obj->known->slays)
				*nonweap_slay = true;
			else
				continue;

			/* Replace the old lists with new ones */
			copy_brands(&total_brands, slot_obj->known->brands);
			copy_slays(&total_slays, slot_obj->known->slays);
		}
	}

	/* Get damage for each brand on the objects */
	for (i = 1; i < z_info->brand_max; i++) {
		/* Must have the brand */
		if (total_brands[i])
			has_brands_or_slays = true;
		else
			continue;

		/* Include bonus damage and brand in stated average */
		total_dam = dam * (multiplier + brands[i].multiplier - melee_adj_mult)
			+ xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= player->state.num_shots;

		brand_damage[i] = total_dam;
	}

	/* Get damage for each slay on the objects */
	for (i = 1; i < z_info->slay_max; i++) {
		/* Must have the slay */
		if (total_slays[i])
			has_brands_or_slays = true;
		else
			continue;

		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + slays[i].multiplier - melee_adj_mult)
			+ xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= player->state.num_shots;

		slay_damage[i] = total_dam;
	}

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;

	/* Normal damage, not considering brands or slays */
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= player->state.num_shots;

	*normal_damage = total_dam;

	mem_free(total_brands);
	mem_free(total_slays);
	return has_brands_or_slays;
}