skylib_mudos_v1/
skylib_mudos_v1/bin/
skylib_mudos_v1/bin/db/
skylib_mudos_v1/mudlib/banish/a/
skylib_mudos_v1/mudlib/banish/b/
skylib_mudos_v1/mudlib/banish/c/
skylib_mudos_v1/mudlib/banish/d/
skylib_mudos_v1/mudlib/banish/e/
skylib_mudos_v1/mudlib/banish/f/
skylib_mudos_v1/mudlib/banish/g/
skylib_mudos_v1/mudlib/banish/h/
skylib_mudos_v1/mudlib/banish/j/
skylib_mudos_v1/mudlib/banish/l/
skylib_mudos_v1/mudlib/banish/m/
skylib_mudos_v1/mudlib/banish/n/
skylib_mudos_v1/mudlib/banish/o/
skylib_mudos_v1/mudlib/banish/p/
skylib_mudos_v1/mudlib/banish/r/
skylib_mudos_v1/mudlib/banish/s/
skylib_mudos_v1/mudlib/banish/t/
skylib_mudos_v1/mudlib/banish/u/
skylib_mudos_v1/mudlib/banish/w/
skylib_mudos_v1/mudlib/cmds/
skylib_mudos_v1/mudlib/cmds/admin/
skylib_mudos_v1/mudlib/cmds/guild-race/
skylib_mudos_v1/mudlib/cmds/guild-race/crafts/
skylib_mudos_v1/mudlib/cmds/guild-race/magic/
skylib_mudos_v1/mudlib/cmds/guild-race/other/
skylib_mudos_v1/mudlib/cmds/living/broken/
skylib_mudos_v1/mudlib/cmds/player/group_cmds/
skylib_mudos_v1/mudlib/d/admin/
skylib_mudos_v1/mudlib/d/admin/room/
skylib_mudos_v1/mudlib/d/admin/room/we_care/
skylib_mudos_v1/mudlib/d/admin/save/
skylib_mudos_v1/mudlib/d/admin/text/
skylib_mudos_v1/mudlib/d/learning/TinyTown/buildings/
skylib_mudos_v1/mudlib/d/learning/TinyTown/map/
skylib_mudos_v1/mudlib/d/learning/TinyTown/roads/
skylib_mudos_v1/mudlib/d/learning/chars/
skylib_mudos_v1/mudlib/d/learning/functions/
skylib_mudos_v1/mudlib/d/learning/handlers/
skylib_mudos_v1/mudlib/d/learning/help_topics/
skylib_mudos_v1/mudlib/d/learning/help_topics/npcs/
skylib_mudos_v1/mudlib/d/learning/help_topics/objects/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/crowd/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/situations/
skylib_mudos_v1/mudlib/d/learning/save/
skylib_mudos_v1/mudlib/d/learning/school/
skylib_mudos_v1/mudlib/d/learning/school/add_sc/
skylib_mudos_v1/mudlib/d/learning/school/characters/
skylib_mudos_v1/mudlib/d/learning/school/general/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/basic_commands/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/edtutor/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_mudos_v1/mudlib/d/learning/school/items/
skylib_mudos_v1/mudlib/d/learning/school/npc_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/room_basic/
skylib_mudos_v1/mudlib/d/learning/school/room_school/situations/
skylib_mudos_v1/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_mudos_v1/mudlib/d/learning/text/
skylib_mudos_v1/mudlib/d/liaison/
skylib_mudos_v1/mudlib/d/mudlib/
skylib_mudos_v1/mudlib/d/mudlib/changes/
skylib_mudos_v1/mudlib/d/playtesters/
skylib_mudos_v1/mudlib/d/playtesters/effects/
skylib_mudos_v1/mudlib/d/playtesters/handlers/
skylib_mudos_v1/mudlib/d/playtesters/items/
skylib_mudos_v1/mudlib/d/sage/
skylib_mudos_v1/mudlib/doc/
skylib_mudos_v1/mudlib/doc/creator/
skylib_mudos_v1/mudlib/doc/driver/
skylib_mudos_v1/mudlib/doc/driver/efuns/arrays/
skylib_mudos_v1/mudlib/doc/driver/efuns/buffers/
skylib_mudos_v1/mudlib/doc/driver/efuns/compile/
skylib_mudos_v1/mudlib/doc/driver/efuns/filesystem/
skylib_mudos_v1/mudlib/doc/driver/efuns/floats/
skylib_mudos_v1/mudlib/doc/driver/efuns/functions/
skylib_mudos_v1/mudlib/doc/driver/efuns/general/
skylib_mudos_v1/mudlib/doc/driver/efuns/mappings/
skylib_mudos_v1/mudlib/doc/driver/efuns/mixed/
skylib_mudos_v1/mudlib/doc/driver/efuns/mudlib/
skylib_mudos_v1/mudlib/doc/driver/efuns/numbers/
skylib_mudos_v1/mudlib/doc/driver/efuns/parsing/
skylib_mudos_v1/mudlib/doc/known_command/
skylib_mudos_v1/mudlib/doc/login/
skylib_mudos_v1/mudlib/doc/lpc/basic_manual/
skylib_mudos_v1/mudlib/doc/lpc/intermediate/
skylib_mudos_v1/mudlib/doc/new/add_command/
skylib_mudos_v1/mudlib/doc/new/events/
skylib_mudos_v1/mudlib/doc/new/handlers/
skylib_mudos_v1/mudlib/doc/new/living/race/
skylib_mudos_v1/mudlib/doc/new/living/spells/
skylib_mudos_v1/mudlib/doc/new/object/
skylib_mudos_v1/mudlib/doc/new/player/
skylib_mudos_v1/mudlib/doc/new/room/guild/
skylib_mudos_v1/mudlib/doc/new/room/outside/
skylib_mudos_v1/mudlib/doc/new/room/storeroom/
skylib_mudos_v1/mudlib/doc/object/
skylib_mudos_v1/mudlib/doc/playtesters/
skylib_mudos_v1/mudlib/doc/policy/
skylib_mudos_v1/mudlib/doc/weapons/
skylib_mudos_v1/mudlib/global/
skylib_mudos_v1/mudlib/global/creator/
skylib_mudos_v1/mudlib/global/handlers/
skylib_mudos_v1/mudlib/global/virtual/setup_compiler/
skylib_mudos_v1/mudlib/include/cmds/
skylib_mudos_v1/mudlib/include/effects/
skylib_mudos_v1/mudlib/include/npc/
skylib_mudos_v1/mudlib/include/room/
skylib_mudos_v1/mudlib/include/shops/
skylib_mudos_v1/mudlib/net/daemon/
skylib_mudos_v1/mudlib/net/daemon/chars/
skylib_mudos_v1/mudlib/net/inherit/
skylib_mudos_v1/mudlib/net/obj/
skylib_mudos_v1/mudlib/obj/amulets/
skylib_mudos_v1/mudlib/obj/b_day/
skylib_mudos_v1/mudlib/obj/clothes/
skylib_mudos_v1/mudlib/obj/dwarmours/plate/
skylib_mudos_v1/mudlib/obj/dwclothes/transport/horse/
skylib_mudos_v1/mudlib/obj/dwscabbards/
skylib_mudos_v1/mudlib/obj/dwweapons/axes/
skylib_mudos_v1/mudlib/obj/dwweapons/chains/
skylib_mudos_v1/mudlib/obj/faith/symbols/
skylib_mudos_v1/mudlib/obj/fungi/
skylib_mudos_v1/mudlib/obj/gatherables/
skylib_mudos_v1/mudlib/obj/instruments/
skylib_mudos_v1/mudlib/obj/magic/
skylib_mudos_v1/mudlib/obj/media/
skylib_mudos_v1/mudlib/obj/misc/player_shop/
skylib_mudos_v1/mudlib/obj/monster/godmother/
skylib_mudos_v1/mudlib/obj/monster/transport/
skylib_mudos_v1/mudlib/obj/rings/
skylib_mudos_v1/mudlib/obj/spells/
skylib_mudos_v1/mudlib/obj/stationery/
skylib_mudos_v1/mudlib/obj/stationery/envelopes/
skylib_mudos_v1/mudlib/obj/stationery/papers/
skylib_mudos_v1/mudlib/obj/toys/
skylib_mudos_v1/mudlib/obj/vessels/
skylib_mudos_v1/mudlib/obj/weapons/swords/
skylib_mudos_v1/mudlib/save/autodoc/
skylib_mudos_v1/mudlib/save/leaflets/
skylib_mudos_v1/mudlib/save/mail/
skylib_mudos_v1/mudlib/save/new_soul/data/
skylib_mudos_v1/mudlib/save/parcels/
skylib_mudos_v1/mudlib/save/playerinfo/
skylib_mudos_v1/mudlib/save/players/d/
skylib_mudos_v1/mudlib/save/random_names/
skylib_mudos_v1/mudlib/save/random_names/data/
skylib_mudos_v1/mudlib/save/terrains/
skylib_mudos_v1/mudlib/save/terrains/tutorial_desert/
skylib_mudos_v1/mudlib/save/terrains/tutorial_grassy_field/
skylib_mudos_v1/mudlib/save/terrains/tutorial_mountain/
skylib_mudos_v1/mudlib/save/todo_lists/
skylib_mudos_v1/mudlib/secure/
skylib_mudos_v1/mudlib/secure/cmds/admin/
skylib_mudos_v1/mudlib/secure/cmds/lord/
skylib_mudos_v1/mudlib/secure/config/
skylib_mudos_v1/mudlib/secure/handlers/autodoc/
skylib_mudos_v1/mudlib/secure/handlers/intermud/
skylib_mudos_v1/mudlib/secure/include/global/
skylib_mudos_v1/mudlib/secure/save/
skylib_mudos_v1/mudlib/secure/save/handlers/
skylib_mudos_v1/mudlib/secure/std/classes/
skylib_mudos_v1/mudlib/secure/std/modules/
skylib_mudos_v1/mudlib/std/commands/
skylib_mudos_v1/mudlib/std/commands/shadows/
skylib_mudos_v1/mudlib/std/creator/
skylib_mudos_v1/mudlib/std/dom/
skylib_mudos_v1/mudlib/std/effects/
skylib_mudos_v1/mudlib/std/effects/external/
skylib_mudos_v1/mudlib/std/effects/fighting/
skylib_mudos_v1/mudlib/std/effects/priest/
skylib_mudos_v1/mudlib/std/effects/room/
skylib_mudos_v1/mudlib/std/environ/
skylib_mudos_v1/mudlib/std/guilds/
skylib_mudos_v1/mudlib/std/guilds/old/
skylib_mudos_v1/mudlib/std/languages/
skylib_mudos_v1/mudlib/std/languages/BACKUPS/
skylib_mudos_v1/mudlib/std/liquids/
skylib_mudos_v1/mudlib/std/npc/
skylib_mudos_v1/mudlib/std/npc/goals/
skylib_mudos_v1/mudlib/std/npc/goals/basic/
skylib_mudos_v1/mudlib/std/npc/goals/misc/
skylib_mudos_v1/mudlib/std/npc/plans/
skylib_mudos_v1/mudlib/std/npc/plans/basic/
skylib_mudos_v1/mudlib/std/npc/types/
skylib_mudos_v1/mudlib/std/npc/types/helper/
skylib_mudos_v1/mudlib/std/npcs/
skylib_mudos_v1/mudlib/std/outsides/
skylib_mudos_v1/mudlib/std/races/shadows/
skylib_mudos_v1/mudlib/std/room/basic/topography/
skylib_mudos_v1/mudlib/std/room/controller/
skylib_mudos_v1/mudlib/std/room/inherit/topography/
skylib_mudos_v1/mudlib/std/room/topography/area/
skylib_mudos_v1/mudlib/std/room/topography/iroom/
skylib_mudos_v1/mudlib/std/room/topography/milestone/
skylib_mudos_v1/mudlib/std/shadows/curses/
skylib_mudos_v1/mudlib/std/shadows/disease/
skylib_mudos_v1/mudlib/std/shadows/fighting/
skylib_mudos_v1/mudlib/std/shadows/healing/
skylib_mudos_v1/mudlib/std/shadows/magic/
skylib_mudos_v1/mudlib/std/shadows/poison/
skylib_mudos_v1/mudlib/std/shadows/rituals/
skylib_mudos_v1/mudlib/std/shadows/room/
skylib_mudos_v1/mudlib/std/shops/controllers/
skylib_mudos_v1/mudlib/std/shops/objs/
skylib_mudos_v1/mudlib/std/shops/player_shop/
skylib_mudos_v1/mudlib/std/socket/
skylib_mudos_v1/mudlib/std/soul/
skylib_mudos_v1/mudlib/std/soul/d/
skylib_mudos_v1/mudlib/std/soul/e/
skylib_mudos_v1/mudlib/std/soul/i/
skylib_mudos_v1/mudlib/std/soul/j/
skylib_mudos_v1/mudlib/std/soul/k/
skylib_mudos_v1/mudlib/std/soul/l/
skylib_mudos_v1/mudlib/std/soul/n/
skylib_mudos_v1/mudlib/std/soul/o/
skylib_mudos_v1/mudlib/std/soul/q/
skylib_mudos_v1/mudlib/std/soul/u/
skylib_mudos_v1/mudlib/std/soul/v/
skylib_mudos_v1/mudlib/std/soul/y/
skylib_mudos_v1/mudlib/std/soul/z/
skylib_mudos_v1/mudlib/std/stationery/
skylib_mudos_v1/mudlib/w/
skylib_mudos_v1/mudlib/w/default/
skylib_mudos_v1/mudlib/w/default/armour/
skylib_mudos_v1/mudlib/w/default/clothes/
skylib_mudos_v1/mudlib/w/default/item/
skylib_mudos_v1/mudlib/w/default/npc/
skylib_mudos_v1/mudlib/w/default/room/
skylib_mudos_v1/mudlib/w/default/weapon/
skylib_mudos_v1/mudlib/www/
skylib_mudos_v1/mudlib/www/download/
skylib_mudos_v1/mudlib/www/java/
skylib_mudos_v1/mudlib/www/secure/
skylib_mudos_v1/mudlib/www/secure/lpc/advanced/
skylib_mudos_v1/mudlib/www/secure/lpc/intermediate/
skylib_mudos_v1/v22.2b14-DSv10/
skylib_mudos_v1/v22.2b14-DSv10/ChangeLog.old/
skylib_mudos_v1/v22.2b14-DSv10/Win32/
skylib_mudos_v1/v22.2b14-DSv10/compat/
skylib_mudos_v1/v22.2b14-DSv10/compat/simuls/
skylib_mudos_v1/v22.2b14-DSv10/include/
skylib_mudos_v1/v22.2b14-DSv10/mudlib/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/clone/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/command/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/data/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/etc/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/include/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/master/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/log/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/compiler/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/efuns/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/operators/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/u/
skylib_mudos_v1/v22.2b14-DSv10/tmp/
skylib_mudos_v1/v22.2b14-DSv10/windows/
#include <tasks.h>
#include <weapon.h>

// Remove this to disable logging to /log/BAD_WEAPONS 
// and creator informs when judging 
#define DEBUG 1

#define COST 25
#define SKILL "general.evaluating.weapons"
#define QUEST_AVE 140
#define QUEST_MAX 570
#define LEARN 5
#define TEACH 50

inherit COMMAND_BASE;

nosave string *_attack_types = ({ "blunt", "sharp", "pierce" });

varargs int *calc_rating( object weapon, object player ) {
    int i, size;
    int ave = 0;
    int max = 0;
    int *damage;
    mixed *data;
    
    data = (mixed *)weapon->query_attack_data();
    
    if ( !( size = sizeof( data ) ) )
        return ({ 0, 0 });
        
    for ( i = 0; i < size; i += W_ARRAY_SIZE ) {
        if ( member_array( data[ i + W_TYPE ], _attack_types ) == -1 )
            continue;
      damage = data[ i + W_DAMAGE ];
      ave += ( data[ i + W_CHANCE ] * ( damage[ F_FIXED ] +
            ( damage[ F_NUM ] * ( 1 + damage[ F_DIE ] ) ) / 2 ) ) / 100;
      max += damage[ F_FIXED ] + damage[ F_NUM ] * damage[ F_DIE ];
    }
    
#ifdef DEBUG
    debug_printf("[%s - ave: %d max: %d]\n", weapon->short(), 
        ave, max );
#endif
    
    return ({ ave, max });
} /* calc_rating() */

void judge_against( object player, object first, object second ) {
    int grain, rating, rating_1, rating_2, difficulty, margin, *data_1, *data_2;
    data_1 = calc_rating( first, player );
    data_2 = calc_rating( second, player );
    difficulty = data_1[ 0 ] - data_2[ 0 ];

    if ( difficulty > 0 )
        difficulty = QUEST_AVE - difficulty;
    else
        difficulty = QUEST_AVE + difficulty;
    
    margin = ( difficulty + ( difficulty * ( data_1[ 1 ] + data_2[ 1 ] ) ) /
        ( 2 * QUEST_MAX ) ) / 2;
    
    switch ( TASKER->perform_task(this_player(), SKILL, difficulty - 25,
        TM_COMMAND) ) {
        
        case AWARD:
            tell_object( player, 
                "%^YELLOW%^"+ replace( ({ "As you scrutinise $weapons$, you "
                "recognise an aspect of judging that you didn't use before.",
                "You realise something else that you can use to better judge "
                "$weapons$.", "As you inspect $weapons$, you feel a sense "
                "of surety in your judgement." })[ random( 3 ) ], "$weapons$",
                query_multiple_short( ({ first, second }), "the" ) ) +
                "%^RESET%^\n" );
        
        case SUCCEED:
            break;
        
        default:
            tell_object( player, 
                "You examine "+ query_multiple_short( ({ first, second }),
                    "the" ) + " closely, but you're not sure which is "
                    "better.\n" );
            return;
    }
    grain = sqrt( (int)this_player()->query_skill_bonus( SKILL ) );
    
    if ( grain > 12 )
        grain = 12;
    
    rating_1 = QUEST_AVE * data_1[ 1 ] + QUEST_MAX * data_1[ 0 ];
    rating_1 = ( grain * rating_1 + QUEST_AVE * QUEST_MAX ) /
         ( 2 * QUEST_AVE * QUEST_MAX );
    rating_2 = QUEST_AVE * data_2[ 1 ] + QUEST_MAX * data_2[ 0 ];
    rating_2 = ( grain * rating_2 + QUEST_AVE * QUEST_MAX ) /
         ( 2 * QUEST_AVE * QUEST_MAX );
    rating = rating_1 - rating_2;
    
    if ( rating > 0 )
        rating++;
    else
        rating--;
        
    rating = 6 + rating / 2;
    
    if ( rating > 12 )
        rating = 12;
    
    if ( rating < 0 )
        rating = 0;
    
    if ( rating == 6 ) {
        tell_object( player, "You think that " + 
            query_multiple_short( ({ first, second }), "the" ) + 
            " are exactly the same.\n" );
        return;
    }
    
    tell_object( player, "You think that " + first->the_short() +" is "+ ({
         "amazingly worse", "extremely worse", "very much worse", 
         "much worse", "worse", "a bit worse", "!", "a bit better",
         "better", "much better", "very much better", 
         "extremely better", "amazingly better" })[ rating ] +" than "+
         second->the_short() +".\n" );
} /* judge_against() */

void judge_weapon( object player, object weapon ) {
    int grain, rating, margin, *data;
    
    data = calc_rating( weapon, player );
    margin = ( data[ 0 ] + ( data[ 0 ] * data[ 1 ] ) / QUEST_MAX ) / 2;
    
    switch ( TASKER->perform_task(this_player(), SKILL,  data[ 0 ] + 25,
        TM_COMMAND) ) {
    
        case AWARD:
            tell_object( player, 
                "%^YELLOW%^"+ replace( ({ "As you scrutinise $weapon$, you "
                "recognise an aspect of judging that you didn't use before.",
                "You realise something else that you can use to judge "
                "$weapon$.", "As you inspect $weapon$, you feel a sense of "
                "surety in your judgement." })[ random( 3 ) ], "$weapon$",
                weapon->the_short() ) +"%^RESET%^\n" );
        
        case SUCCEED:
            break;
        
        default:
            tell_object( player, "You think that " + weapon->the_short() + 
                " is a good weapon, but you're not sure.\n" );
            return;
    }
    
    grain = sqrt( player->query_skill_bonus( SKILL ) / 2 );
   
    if ( grain > 14 )
        grain = 14;
    
    rating = QUEST_AVE * data[ 1 ] + QUEST_MAX * data[ 0 ];
    rating = ( grain * rating + QUEST_AVE * QUEST_MAX ) / 
        ( 2 * QUEST_AVE * QUEST_MAX );
    
    rating += 14 - grain;
    
    if ( rating > 14 ) {
#ifdef DEBUG
        log_file( "BAD_WEAPON", "%s exceeds weapon specifications, rating is "
            "%d.\n", file_name( weapon ), rating );
#endif
        tell_object( player, "Please inform a creator that " + 
            weapon->the_short() + " exceeds weapon specifications.\n" );
        return;
    }
    
    tell_object( player, "You think that "+ weapon->the_short() +" is " + ({
        "an atrocius", "an extremely poor", "a very poor", "a rather poor",
         "a poor", "a pretty poor", "a quite poor", "a reasonable",
         "a quite good", "a pretty good", "a good", "a rather good",
         "a very good", "an extremely good", "an excellent" })[ rating ] +
         " weapon.\n" );
} /* judge_weapon() */

int valid_weapon( object player, object ob ) {
    if ( living( ob ) ) {
        if ( ob == player ) {
            add_failed_mess( "You stare at your muscles for a moment, "
                "and decide that you're more than capable of destroying "
                "any enemy that decides to interfer with you.\n" );
            return 0;
        }
        
        add_failed_mess( "You stare at $I for a while, but decide it "
            "would be better if you considered them instead.\n",
            ({ ob }) );
        return 0;
    }
    
    if ( !ob->query_weapon() ) {
        add_failed_mess( "$C$$I is not a weapon.\n", ({ ob }) );
        return 0;
    }
    
    return 1;
} /* valid_weapon() */


int cmd( object first, object second ) {
    object *indirect_obs;
    int cost;
    function judge_func;
    
    if ( !valid_weapon( this_player(), first ) ) {
        return 0;
    }
    
    cost = COST;
    
    if ( second ) {
        if ( !valid_weapon( this_player(), second ) ) {
            return 0;
        }
        
        cost *= 2;
        
        indirect_obs = ({ first, second });
        judge_func = (: judge_against :);
    }
    else { 
        indirect_obs = ({ first });
        judge_func = (: judge_weapon :);
    }
    
    if ( this_player()->query_specific_gp( "other" ) < cost ) {
        add_failed_mess( "You can't muster the energy to scrutinise "
            "$I at the moment.\n", indirect_obs );
        return 0;
    }
    
    this_player()->adjust_gp( -cost );
    
    call_out( judge_func, 0, this_player(), first, second );
    add_succeeded_mess( "$N look$s closely at $I.\n", indirect_obs );
    return 1;           
} /* cmd() */

mixed *query_patterns() {
    return ({ "<indirect:object'weapon'>", (: cmd( $1[0], 0 ) :),
        "<indirect:object'weapon'> against <indirect:object'weapon'>",
            (: cmd( $1[0][0], $1[1][0] ) :) });
} /* query_patterns() */