skylib_fluffos_v3/
skylib_fluffos_v3/bin/
skylib_fluffos_v3/bin/db/
skylib_fluffos_v3/fluffos-2.9-ds2.04/
skylib_fluffos_v3/fluffos-2.9-ds2.04/ChangeLog.old/
skylib_fluffos_v3/fluffos-2.9-ds2.04/Win32/
skylib_fluffos_v3/fluffos-2.9-ds2.04/compat/
skylib_fluffos_v3/fluffos-2.9-ds2.04/compat/simuls/
skylib_fluffos_v3/fluffos-2.9-ds2.04/include/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/clone/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/command/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/data/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/etc/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/include/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/inherit/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/inherit/master/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/log/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/single/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/single/tests/compiler/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/single/tests/efuns/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/single/tests/operators/
skylib_fluffos_v3/fluffos-2.9-ds2.04/testsuite/u/
skylib_fluffos_v3/fluffos-2.9-ds2.04/tmp/
skylib_fluffos_v3/fluffos-2.9-ds2.04/windows/
skylib_fluffos_v3/mudlib/
skylib_fluffos_v3/mudlib/cmds/
skylib_fluffos_v3/mudlib/cmds/admin/
skylib_fluffos_v3/mudlib/cmds/guild-race/
skylib_fluffos_v3/mudlib/cmds/living/broken/
skylib_fluffos_v3/mudlib/cmds/player/group_cmds/
skylib_fluffos_v3/mudlib/cmds/playtester/
skylib_fluffos_v3/mudlib/d/admin/
skylib_fluffos_v3/mudlib/d/admin/room/
skylib_fluffos_v3/mudlib/d/admin/room/we_care/
skylib_fluffos_v3/mudlib/d/admin/save/
skylib_fluffos_v3/mudlib/d/admin/text/
skylib_fluffos_v3/mudlib/d/learning/TinyTown/buildings/
skylib_fluffos_v3/mudlib/d/learning/TinyTown/map/
skylib_fluffos_v3/mudlib/d/learning/TinyTown/roads/
skylib_fluffos_v3/mudlib/d/learning/chars/
skylib_fluffos_v3/mudlib/d/learning/functions/
skylib_fluffos_v3/mudlib/d/learning/handlers/
skylib_fluffos_v3/mudlib/d/learning/help_topics/
skylib_fluffos_v3/mudlib/d/learning/help_topics/npcs/
skylib_fluffos_v3/mudlib/d/learning/help_topics/objects/
skylib_fluffos_v3/mudlib/d/learning/help_topics/rcs_demo/
skylib_fluffos_v3/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_fluffos_v3/mudlib/d/learning/help_topics/rooms/
skylib_fluffos_v3/mudlib/d/learning/help_topics/rooms/crowd/
skylib_fluffos_v3/mudlib/d/learning/help_topics/rooms/situations/
skylib_fluffos_v3/mudlib/d/learning/save/
skylib_fluffos_v3/mudlib/d/learning/school/
skylib_fluffos_v3/mudlib/d/learning/school/add_sc/
skylib_fluffos_v3/mudlib/d/learning/school/characters/
skylib_fluffos_v3/mudlib/d/learning/school/general/
skylib_fluffos_v3/mudlib/d/learning/school/getting-started/
skylib_fluffos_v3/mudlib/d/learning/school/getting-started/basic_commands/
skylib_fluffos_v3/mudlib/d/learning/school/getting-started/edtutor/
skylib_fluffos_v3/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_fluffos_v3/mudlib/d/learning/school/items/
skylib_fluffos_v3/mudlib/d/learning/school/npc_school/
skylib_fluffos_v3/mudlib/d/learning/school/room_school/
skylib_fluffos_v3/mudlib/d/learning/school/room_school/room_basic/
skylib_fluffos_v3/mudlib/d/learning/school/room_school/situations/
skylib_fluffos_v3/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_fluffos_v3/mudlib/d/learning/text/
skylib_fluffos_v3/mudlib/d/liaison/
skylib_fluffos_v3/mudlib/d/mudlib/
skylib_fluffos_v3/mudlib/d/mudlib/changes/
skylib_fluffos_v3/mudlib/d/playtesters/
skylib_fluffos_v3/mudlib/d/playtesters/effects/
skylib_fluffos_v3/mudlib/d/playtesters/handlers/
skylib_fluffos_v3/mudlib/d/playtesters/items/
skylib_fluffos_v3/mudlib/d/sage/
skylib_fluffos_v3/mudlib/doc/
skylib_fluffos_v3/mudlib/doc/creator/
skylib_fluffos_v3/mudlib/doc/driver/
skylib_fluffos_v3/mudlib/doc/driver/efuns/arrays/
skylib_fluffos_v3/mudlib/doc/driver/efuns/buffers/
skylib_fluffos_v3/mudlib/doc/driver/efuns/calls/
skylib_fluffos_v3/mudlib/doc/driver/efuns/compile/
skylib_fluffos_v3/mudlib/doc/driver/efuns/filesystem/
skylib_fluffos_v3/mudlib/doc/driver/efuns/floats/
skylib_fluffos_v3/mudlib/doc/driver/efuns/functions/
skylib_fluffos_v3/mudlib/doc/driver/efuns/general/
skylib_fluffos_v3/mudlib/doc/driver/efuns/mappings/
skylib_fluffos_v3/mudlib/doc/driver/efuns/mixed/
skylib_fluffos_v3/mudlib/doc/driver/efuns/mudlib/
skylib_fluffos_v3/mudlib/doc/driver/efuns/numbers/
skylib_fluffos_v3/mudlib/doc/driver/efuns/parsing/
skylib_fluffos_v3/mudlib/doc/login/
skylib_fluffos_v3/mudlib/doc/lpc/basic_manual/
skylib_fluffos_v3/mudlib/doc/lpc/intermediate/
skylib_fluffos_v3/mudlib/doc/new/add_command/
skylib_fluffos_v3/mudlib/doc/new/events/
skylib_fluffos_v3/mudlib/doc/new/handlers/
skylib_fluffos_v3/mudlib/doc/new/living/race/
skylib_fluffos_v3/mudlib/doc/new/living/spells/
skylib_fluffos_v3/mudlib/doc/new/object/
skylib_fluffos_v3/mudlib/doc/new/player/
skylib_fluffos_v3/mudlib/doc/new/room/guild/
skylib_fluffos_v3/mudlib/doc/new/room/outside/
skylib_fluffos_v3/mudlib/doc/new/room/storeroom/
skylib_fluffos_v3/mudlib/doc/object/
skylib_fluffos_v3/mudlib/doc/playtesters/
skylib_fluffos_v3/mudlib/doc/policy/
skylib_fluffos_v3/mudlib/doc/weapons/
skylib_fluffos_v3/mudlib/global/
skylib_fluffos_v3/mudlib/global/creator/
skylib_fluffos_v3/mudlib/handlers/
skylib_fluffos_v3/mudlib/include/casino/
skylib_fluffos_v3/mudlib/include/cmds/
skylib_fluffos_v3/mudlib/include/effects/
skylib_fluffos_v3/mudlib/include/npc/
skylib_fluffos_v3/mudlib/include/room/
skylib_fluffos_v3/mudlib/include/shops/
skylib_fluffos_v3/mudlib/net/daemon/
skylib_fluffos_v3/mudlib/net/daemon/chars/
skylib_fluffos_v3/mudlib/net/inherit/
skylib_fluffos_v3/mudlib/net/obj/
skylib_fluffos_v3/mudlib/net/obj/BACKUPS/
skylib_fluffos_v3/mudlib/obj/amulets/
skylib_fluffos_v3/mudlib/obj/armours/plate/
skylib_fluffos_v3/mudlib/obj/b_day/
skylib_fluffos_v3/mudlib/obj/clothes/transport/horse/
skylib_fluffos_v3/mudlib/obj/faith/symbols/
skylib_fluffos_v3/mudlib/obj/fungi/
skylib_fluffos_v3/mudlib/obj/gatherables/
skylib_fluffos_v3/mudlib/obj/instruments/
skylib_fluffos_v3/mudlib/obj/media/
skylib_fluffos_v3/mudlib/obj/misc/player_shop/
skylib_fluffos_v3/mudlib/obj/monster/godmother/
skylib_fluffos_v3/mudlib/obj/monster/transport/
skylib_fluffos_v3/mudlib/obj/rings/
skylib_fluffos_v3/mudlib/obj/scabbards/
skylib_fluffos_v3/mudlib/obj/spells/
skylib_fluffos_v3/mudlib/obj/stationery/
skylib_fluffos_v3/mudlib/obj/stationery/envelopes/
skylib_fluffos_v3/mudlib/obj/toys/
skylib_fluffos_v3/mudlib/obj/vessels/
skylib_fluffos_v3/mudlib/obj/weapons/axes/
skylib_fluffos_v3/mudlib/obj/weapons/chains/
skylib_fluffos_v3/mudlib/obj/weapons/maces/BACKUPS/
skylib_fluffos_v3/mudlib/save/autodoc/
skylib_fluffos_v3/mudlib/save/book_handler/
skylib_fluffos_v3/mudlib/save/books/history/calarien/
skylib_fluffos_v3/mudlib/save/mail/
skylib_fluffos_v3/mudlib/save/new_soul/data/
skylib_fluffos_v3/mudlib/save/parcels/
skylib_fluffos_v3/mudlib/save/playerinfo/
skylib_fluffos_v3/mudlib/save/players/d/
skylib_fluffos_v3/mudlib/save/players/s/
skylib_fluffos_v3/mudlib/save/random_names/
skylib_fluffos_v3/mudlib/save/random_names/data/
skylib_fluffos_v3/mudlib/save/terrains/
skylib_fluffos_v3/mudlib/save/terrains/tutorial_desert/
skylib_fluffos_v3/mudlib/save/terrains/tutorial_grassy_field/
skylib_fluffos_v3/mudlib/save/terrains/tutorial_mountain/
skylib_fluffos_v3/mudlib/save/todo_lists/
skylib_fluffos_v3/mudlib/secure/
skylib_fluffos_v3/mudlib/secure/cmds/admin/
skylib_fluffos_v3/mudlib/secure/cmds/lord/
skylib_fluffos_v3/mudlib/secure/config/
skylib_fluffos_v3/mudlib/secure/handlers/autodoc/
skylib_fluffos_v3/mudlib/secure/handlers/intermud/
skylib_fluffos_v3/mudlib/secure/include/global/
skylib_fluffos_v3/mudlib/secure/save/
skylib_fluffos_v3/mudlib/secure/save/handlers/
skylib_fluffos_v3/mudlib/secure/std/
skylib_fluffos_v3/mudlib/secure/std/classes/
skylib_fluffos_v3/mudlib/secure/std/modules/
skylib_fluffos_v3/mudlib/std/creator/
skylib_fluffos_v3/mudlib/std/dom/
skylib_fluffos_v3/mudlib/std/effects/
skylib_fluffos_v3/mudlib/std/effects/external/
skylib_fluffos_v3/mudlib/std/effects/fighting/
skylib_fluffos_v3/mudlib/std/effects/magic/
skylib_fluffos_v3/mudlib/std/effects/magic/BACKUPS/
skylib_fluffos_v3/mudlib/std/effects/other/BACKUPS/
skylib_fluffos_v3/mudlib/std/effects/priest/
skylib_fluffos_v3/mudlib/std/effects/room/
skylib_fluffos_v3/mudlib/std/environ/
skylib_fluffos_v3/mudlib/std/guilds/
skylib_fluffos_v3/mudlib/std/guilds/old/
skylib_fluffos_v3/mudlib/std/languages/
skylib_fluffos_v3/mudlib/std/liquids/
skylib_fluffos_v3/mudlib/std/npc/
skylib_fluffos_v3/mudlib/std/npc/goals/
skylib_fluffos_v3/mudlib/std/npc/goals/basic/
skylib_fluffos_v3/mudlib/std/npc/goals/misc/
skylib_fluffos_v3/mudlib/std/npc/plans/
skylib_fluffos_v3/mudlib/std/npc/plans/basic/
skylib_fluffos_v3/mudlib/std/npc/types/
skylib_fluffos_v3/mudlib/std/npc/types/helper/
skylib_fluffos_v3/mudlib/std/npcs/
skylib_fluffos_v3/mudlib/std/outsides/
skylib_fluffos_v3/mudlib/std/races/shadows/
skylib_fluffos_v3/mudlib/std/room/basic/BACKUPS/
skylib_fluffos_v3/mudlib/std/room/basic/topography/
skylib_fluffos_v3/mudlib/std/room/controller/
skylib_fluffos_v3/mudlib/std/room/inherit/topography/
skylib_fluffos_v3/mudlib/std/room/topography/area/
skylib_fluffos_v3/mudlib/std/room/topography/iroom/
skylib_fluffos_v3/mudlib/std/room/topography/milestone/
skylib_fluffos_v3/mudlib/std/shadows/curses/
skylib_fluffos_v3/mudlib/std/shadows/disease/
skylib_fluffos_v3/mudlib/std/shadows/fighting/
skylib_fluffos_v3/mudlib/std/shadows/healing/
skylib_fluffos_v3/mudlib/std/shadows/magic/
skylib_fluffos_v3/mudlib/std/shadows/poison/
skylib_fluffos_v3/mudlib/std/shadows/room/
skylib_fluffos_v3/mudlib/std/shops/controllers/
skylib_fluffos_v3/mudlib/std/shops/objs/
skylib_fluffos_v3/mudlib/std/shops/player_shop/
skylib_fluffos_v3/mudlib/std/socket/
skylib_fluffos_v3/mudlib/std/soul/d/
skylib_fluffos_v3/mudlib/std/soul/e/
skylib_fluffos_v3/mudlib/std/soul/i/
skylib_fluffos_v3/mudlib/std/soul/j/
skylib_fluffos_v3/mudlib/std/soul/k/
skylib_fluffos_v3/mudlib/std/soul/l/
skylib_fluffos_v3/mudlib/std/soul/n/
skylib_fluffos_v3/mudlib/std/soul/o/
skylib_fluffos_v3/mudlib/std/soul/q/
skylib_fluffos_v3/mudlib/std/soul/r/
skylib_fluffos_v3/mudlib/std/soul/u/
skylib_fluffos_v3/mudlib/std/soul/v/
skylib_fluffos_v3/mudlib/std/soul/y/
skylib_fluffos_v3/mudlib/std/soul/z/
skylib_fluffos_v3/mudlib/std/stationery/
skylib_fluffos_v3/mudlib/w/
skylib_fluffos_v3/mudlib/w/default/
skylib_fluffos_v3/mudlib/w/default/armour/
skylib_fluffos_v3/mudlib/w/default/clothes/
skylib_fluffos_v3/mudlib/w/default/item/
skylib_fluffos_v3/mudlib/w/default/npc/
skylib_fluffos_v3/mudlib/w/default/room/
skylib_fluffos_v3/mudlib/w/default/weapon/
skylib_fluffos_v3/mudlib/www/
skylib_fluffos_v3/mudlib/www/java/
skylib_fluffos_v3/mudlib/www/secure/
skylib_fluffos_v3/mudlib/www/secure/lpc/advanced/
skylib_fluffos_v3/mudlib/www/secure/lpc/intermediate/
skylib_fluffos_v3/win32/
/**
 * Replacement consider command. This one takes weapons, skills, armour and hit
 * points into account whereas the old one only compared their overall fighting
 * skill.
 * @changed Changed to be more skill vs skill.
 * Also added a check for just-cloned NPCs to reset their stats etc.,
 * if needed.
 * - Sandoz, June 2003.
 */

#include <combat.h>
#include <weapon.h>
#include <player.h>

inherit COMMAND_BASE;

private int hps;

int calc_danger( object ob, int melee, int defensive, int flag );
string do_compare( int dif, object o );

/**
 * @ignore yes
 * Right, this is why we do this.
 * Since NPCs skills and stats are properly set only after a
 * couple of seconds from cloning them, we want to know when
 * to call reset_all2() on them, which will force a reset on
 * their skills and stats, hopefully giving them the hps etc.,
 * that they are intended to have.
 * To know whether they have already reset their stats, we
 * compare their current hit points to those of the basic
 * NPC object's.  If they match, it is 99.9% likely that they
 * have not been reset. (At this point of time the NPC object
 * has 10000 hps by default).
 * - Sandoz.
 */
private void create() {
    hps = NPC_OBJ->query_hp();
} /* create() */

/** @ignore yes */
int cmd( object *obs ) {
    object ob, *weapons;
    int i, level, ok, dif, them, dskill, wskill;
    mixed data;

    if( TP->query_property("dead") ) {
        add_failed_mess("You're dead.  You could just about kill a "
            "conversation.\n");
        return 0;
    }

    if( sizeof(obs) > 1 )
        obs -= ({ TP });

    if( sizeof(obs) > 5 ) {
        add_failed_mess("You can only consider 5 things at once.\n");
        return 0;
    }

    switch( TP->check_dark( ENV(TP)->query_light() ) ) {
      case -2..-1 :
        add_failed_mess("It's too dark to consider anyone.\n");
        return 0;
      case 1..2 :
        add_failed_mess("It's too bright to consider anyone.\n");
        return 0;
      default :
    }

    // Decide which weapon to use for the consider.
    if( sizeof( weapons = TP->query_weapons() - ({ 0 }) ) ) {
        ob = choice( weapons );
        dskill = TP->query_skill_bonus("fighting.combat.parry.melee");
    } else {
        ob = TP;
        dskill = TP->query_skill_bonus("fighting.combat.special.unarmed");
    }

    // Count parry *and* dodge skill because they might change tactics
    // partway through any combat.
    dskill += TP->query_skill_bonus("fighting.combat.dodging.melee");

    // Make it the average of parry and dodge.
    dskill /= 2;

    // Our offensive skills.
    if( !sizeof( data = ob->query_attack_data() ) ) {
        wskill += TP->query_skill_bonus("fighting.combat.melee.unarmed");
    } else {
        for( i = 0; i < sizeof(data); i += W_ARRAY_SIZE )
            wskill += TP->query_skill_bonus( MELEE + data[ i + W_SKILL ] );
        wskill /= sizeof(data) / W_ARRAY_SIZE;
    }

    level = calc_danger( TP, 0, 0, 0 );

    foreach( ob in obs ) {
        if( !living(ob) )
            continue;

        if(ob->query_name() == "death"){
          tell_object(TP,"Look, be honest. What makes you think you can "
             "harm death?\n");
          continue; 
        }

        if( ob == TP ) {
            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, wskill, dskill, 1 );

        // Percentage difference.
        dif = ( level - them ) * 100 / level;

        write( do_compare( dif, ob )+"\n");

        if( userp(ob) )
            tell_object( ob, TP->the_short()+" looks you up and down "
                "carefully checking out your weapons and armour.\n");
    }

    if( !ok ) {
        add_failed_mess("You need to consider someone.\n");
        return 0;
    }

    return 1;

} /* cmd() */

/** @ignore yes */
string do_compare( int dif, object o ) {
    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 $who$";
        }
    }

    if( userp(o) && TP->query_property(PKER) && !o->query_property(PKER) )
        ret = replace_string( ret, "$who$", o->the_short()+" [not a killer]");
    else
        ret = replace_string( ret, "$who$", o->the_short() );

    return ret + ".%^RESET%^";

} /* do_compare() */

/** @ignore yes */
int calc_weapon_damage( object weapon ) {
    mixed *data;
    int wdam, *damage, i;

    if( sizeof( data = weapon->query_attack_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;

} /* calc_weapon_damage() */

/** @calc_value() */
int calc_value( mixed arr ) {
    if( intp(arr) )
        return arr;

    if( !pointerp(arr) )
        return 0;

    switch( sizeof(arr) ) {
      case 1 :
        return arr[F_FIXED];
      case 2 :
        return arr[F_FIXED] + arr[F_NUM];
      default :
        return arr[F_FIXED] + arr[F_NUM] * arr[F_DIE];
    }

} /* calc_value() */

/** @ignore yes */
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;

} /* calc_armour_protection() */

/**
 * @ignore yes
 * This method calculates how dangerous a creature is.
 * Factors used include: weapon damage, weapon skill, defensive skill,
 * armour worn and hit points.
 */
int calc_danger( object ob, int melee, int defensive, int flag ) {
    object weapon, *obs, armour, rider;
    int wdam, wskill, dskill, ac, hp, trans, i;
    mixed data;

    if( ob->query_hps() == hps )
        ob->reset_all2();

    if( ob->query_transport() )
        foreach( rider in ob->query_riders() )
            trans += calc_danger( rider, melee, defensive, flag );

    // Decide which weapon to use for the consider.
    if( sizeof( obs = ob->query_weapons() - ({ 0 }) ) ) {
        weapon = choice( obs );
        dskill = ob->query_skill_bonus("fighting.combat.parry.melee");
    } else {
        weapon = ob;
        dskill = ob->query_skill_bonus("fighting.combat.special.unarmed");
    }

    // Count parry *and* dodge skill because they might change tactics
    // partway through any combat.
    dskill += ob->query_skill_bonus("fighting.combat.dodging.melee");

    // Make it the average of parry and dodge.
    dskill /= 2;

    wdam = calc_weapon_damage(weapon);

    if( !sizeof( data = weapon->query_attack_data() ) ) {
        wskill += ob->query_skill_bonus("fighting.combat.melee.unarmed");
    } else {
        for( i = 0; i < sizeof(data); i += W_ARRAY_SIZE )
            wskill += ob->query_skill_bonus( MELEE + data[ i + W_SKILL ] );
        wskill /= sizeof(data) / W_ARRAY_SIZE;
    }

    // Test against the defensive of the considerer.
    if( flag )
        wskill += wskill - defensive;

    // Test against the melee skills of the considerer.
    if( flag )
        dskill += dskill - melee;

    hp = ob->query_hp();

    if( sizeof( obs = ob->query_wearing() - ({ 0 }) ) ) {
        foreach( armour in obs )
            ac += calc_armour_protection(armour);
        ac /= sizeof(obs);
    }

    // The weighting of the different statistics.
    wdam /= 3;
    hp /= 3;
    wskill = 2 * wskill;

    event( TP, "inform", sprintf("%s: wdam: %i, hp: %i, wskill: %i, "
        "dskill: %i, ac: %i, total: %i", ob->short(), wdam, hp, wskill,
        dskill, ac, wdam + wskill + dskill + ac + hp ), "debug");

    return trans + wdam + wskill + dskill + ac + hp;

} /* calc_danger() */

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