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/
#define CREATOR "Ceres"
/*
  Replacement consider command. This one takes weapons, skills, armour and hit
  points into account whereas the old one only compared their overall fighting
  skill
 */
#include <weapon.h>
#include <cmr.h>

inherit COMMAND_BASE;

int calc_danger(object ob);
string do_compare(int dif);

mixed cmd(object *obs) {
  object ob;
  int level, ok, dif, total, them;
  string out;

  if (sizeof(obs) > 1)  obs -= ({ this_player() });
  if (sizeof(obs) > 5) {
     add_failed_mess("You can only consider 5 things at once.\n");
     return 0;
  }
  
  if (this_player()->query_property("dead"))  {
    add_failed_mess( "You're dead.  You could just about kill a "
                        "conversation.\n" );
    return 0;
  }

  if(previous_object()->check_dark((int)environment(previous_object())->query_light()) < 0) {
     add_failed_mess("It's too dark to consider anyone.\n");
     return 0;
  }
  if(previous_object()->check_dark((int)environment(previous_object())->query_light()) > 0) {
     add_failed_mess("It's too bright to consider anyone.\n");
     return 0;
  }

  level = calc_danger(previous_object());
  
  foreach (ob in obs) {
    if (!living(ob)) {
       continue;
    }
    if (ob == previous_object()) {
       if (sizeof(obs) == 1) {
          write("You are exactly equal to yourself, you had better go and "
                "arm yourself with more spikey things and try to not arm "
                "your reflection at the same time.  No problems?\n");
          ok++;
       }
       continue;
    }
    ok++;
    them = calc_danger(ob);
    total += them;
    
    // percentage difference.
    dif = ((level - them) * 100) / level;

    if ( userp( ob ) && this_player()->query_property( "player_killer" ) &&
          !ob->query_property( "player_killer" ) ) {
       out = replace( do_compare( dif ), "$who$", (string)ob->the_short() +
             " [not a killer]" );
    } else {
       out = replace( do_compare( dif ), "$who$", (string)ob->the_short() );
    }

    if (userp(ob)) {
       tell_object(ob, this_player()->the_short() + " looks you up and down "
                       "carefully checking out your weapons and armour.\n");
    }
    
    write( out +"\n" );
    
  }
  if(!ok) {
    add_failed_mess("You need to consider someone.\n");
    return 0;
  }
  return 1;
}
  
string do_compare(int dif) {
  string ret;

   ret = "$C$$who$";
  
  if(dif > 320)
    ret = "%^BOLD%^GREEN%^"+ret+" is too weak to bother attacking";
  else
    switch(dif) {
    case 161..320:
      ret = "%^BOLD%^%^GREEN%^"+ret+" is someone you look down on";
      break;
    case 81..160:
      ret = "%^GREEN%^"+ret+" would be an easy target";
      break;
    case 41..80:
      ret = "%^GREEN%^"+ret+" is a lot weaker than you are";
      break;
    case 21..40:
      ret = "%^GREEN%^"+ret+" is weaker than you are";
      break;
    case 11..20:
      ret = "%^CYAN%^"+ret+" is slightly weaker than you are";
      break;
    case -10..10:
      ret = "%^CYAN%^"+ret+" is about equal with you";
      break;
    case -20..-11:
      ret = "%^CYAN%^"+ret+" is slightly tougher than you are";
      break;
    case -40..-21:
      ret = "%^RED%^"+ret+" is tougher than you";
      break;
    case -80..-41:
      ret = "%^RED%^"+ret+" is a lot tougher than you";
      break;
    case -160..-81:
      ret = "%^RED%^"+ret+" looks pretty nasty";
      break;
    case -320..-161:
      ret = "%^BOLD%^%^RED%^"+ret+" is into the don't-think-about-it region";
      break;
    default:
      ret = "%^BOLD%^%^RED%^You would have to be utterly insane to attack $who$";
      break;
    }
   return ret + ".%^RESET%^";
}

int calc_weapon_damage(object weapon) {
  mixed *data;
  int wdam, *damage, i;
  
  data = (mixed *)weapon->query_attack_data();
  if(sizeof(data)) {
    wdam = 0;
    for ( i = 0; i < sizeof( data ); i += W_ARRAY_SIZE ) {
      if (member_array( data[ i + W_TYPE ], ({ "blunt", "unarmed",
                                               "sharp", "pierce" }) ) == -1 )
        continue;
      damage = data[ i + W_DAMAGE ];
      wdam += ( data[ i + W_CHANCE ] * ( damage[ F_FIXED ] +
                        ( damage[ F_NUM ] * damage[ F_DIE ] ) / 2 ) ) / 100;
      wdam += damage[ F_FIXED ] + damage[ F_NUM ] * damage[ F_DIE ];
    }
  }
  return wdam;
}

int calc_value(mixed arr) {
  if (intp(arr))
    return arr;
  if (!pointerp(arr))
    return 0;
  if (sizeof(arr) == 1)
    return arr[F_FIXED];
  if (sizeof(arr) == 2)
    return arr[F_FIXED]+arr[F_NUM];
  return arr[F_FIXED]+(arr[F_NUM] * arr[F_DIE]);
}

int calc_armour_protection(object armour) {
  int ac, i;
  mapping data;
  mixed *stuff;

  if(!armour->query_armour())
    return 0;

  data = armour->query_armour_class();
  if(!sizeof(data))
     return 0;
  stuff = keys(data);
  for(i=0; i<sizeof(stuff); i++)
    ac += calc_value(data[stuff[i]][0]);
  return ac;
}

//  calculate how dangerous ob is. Factors used include: weapon damage, weapon
// skill, defensive skill, armour worn and hit points.
int calc_danger(object ob) {
   object weapon;
   object *weapons;
   object armour;
   object rider;
   int wdam;
   int wskill;
   int dskill;
   int ac;
   int hp;
   int trans;

   if (ob->query_transport()) {
      foreach (rider in ob->query_riders()) {
         trans += calc_danger(rider);
      }
   }

  // decide which weapon to use for the consider
  weapons = ob->query_holding();

  if(weapons && sizeof(weapons) > 0 && (weapons[0] != 0) && (weapons[0]->query_weapon())) {
    weapon = weapons[0];
    dskill = ob->query_skill_bonus("fighting.combat.parry.melee");
  } else if(weapons && sizeof(weapons) > 1 && (weapons[1] != 0) && (weapons[1]->query_weapon())) {
    weapon = weapons[1];
    dskill = ob->query_skill_bonus("fighting.combat.parry.melee");
  } else {
    weapon = ob;
    dskill = ob->query_skill_bonus("fighting.combat.parry.melee");
  }

  // count parry *and* dodge skill because they might change tactics
  // partway through any combat.
  dskill += ob->query_skill_bonus("fighting.combat.dodging.melee");
  
  wdam = calc_weapon_damage(weapon);
  if(!sizeof(weapon->query_attack_data()))
    wskill += ob->query_skill_bonus("fighting.combat.melee.unarmed");
  else
    wskill += ob->query_skill_bonus("fighting.combat.melee."+
              (string)weapon->query_attack_data()[W_SKILL]);
  hp = ob->query_hp();

  if(ob->query_wearing())
    foreach(armour in ob->query_wearing())
      if(armour)
        ac += calc_armour_protection(armour);

  // weighting of the different statistics
  wdam /= 3;
  hp /= 3;
  dskill /= 2;
  ac /= 6;
  
  return trans + wdam + wskill + dskill + ac + hp;
}

mixed* query_patterns() {
  return ({ "<indirect:living:here>", (: cmd($1) :) });
} /* query_patterns() */