dw_fluffos_v2/
dw_fluffos_v2/fluffos-2.9-ds2.05/
dw_fluffos_v2/fluffos-2.9-ds2.05/ChangeLog.old/
dw_fluffos_v2/fluffos-2.9-ds2.05/Win32/
dw_fluffos_v2/fluffos-2.9-ds2.05/compat/
dw_fluffos_v2/fluffos-2.9-ds2.05/compat/simuls/
dw_fluffos_v2/fluffos-2.9-ds2.05/include/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/clone/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/command/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/data/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/etc/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/include/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/inherit/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/inherit/master/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/log/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/single/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/single/tests/compiler/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/single/tests/efuns/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/single/tests/operators/
dw_fluffos_v2/fluffos-2.9-ds2.05/testsuite/u/
dw_fluffos_v2/fluffos-2.9-ds2.05/tmp/
dw_fluffos_v2/fluffos-2.9-ds2.05/windows/
dw_fluffos_v2/lib/
dw_fluffos_v2/lib/binaries/cmds/
dw_fluffos_v2/lib/binaries/cmds/creator/
dw_fluffos_v2/lib/binaries/cmds/living/
dw_fluffos_v2/lib/binaries/cmds/player/
dw_fluffos_v2/lib/binaries/d/admin/obj/
dw_fluffos_v2/lib/binaries/d/liaison/
dw_fluffos_v2/lib/binaries/global/virtual/
dw_fluffos_v2/lib/binaries/global/virtual/setup_compiler/
dw_fluffos_v2/lib/binaries/obj/handlers/autodoc/
dw_fluffos_v2/lib/binaries/obj/handlers/terrain_things/
dw_fluffos_v2/lib/binaries/obj/misc/
dw_fluffos_v2/lib/binaries/obj/misc/buckets/
dw_fluffos_v2/lib/binaries/obj/monster/
dw_fluffos_v2/lib/binaries/obj/reactions/
dw_fluffos_v2/lib/binaries/obj/reagents/
dw_fluffos_v2/lib/binaries/secure/cmds/creator/
dw_fluffos_v2/lib/binaries/secure/master/
dw_fluffos_v2/lib/binaries/std/
dw_fluffos_v2/lib/binaries/std/dom/
dw_fluffos_v2/lib/binaries/std/effects/object/
dw_fluffos_v2/lib/binaries/std/guilds/
dw_fluffos_v2/lib/binaries/std/languages/
dw_fluffos_v2/lib/binaries/std/races/
dw_fluffos_v2/lib/binaries/std/room/
dw_fluffos_v2/lib/binaries/std/room/basic/
dw_fluffos_v2/lib/binaries/std/shops/
dw_fluffos_v2/lib/binaries/std/shops/inherit/
dw_fluffos_v2/lib/binaries/www/
dw_fluffos_v2/lib/cmds/guild-race/
dw_fluffos_v2/lib/cmds/guild-race/crafts/
dw_fluffos_v2/lib/cmds/guild-race/other/
dw_fluffos_v2/lib/cmds/playtester/
dw_fluffos_v2/lib/cmds/playtester/senior/
dw_fluffos_v2/lib/d/admin/
dw_fluffos_v2/lib/d/admin/log/
dw_fluffos_v2/lib/d/admin/mapper/31-10-01/mapmaker/event/
dw_fluffos_v2/lib/d/admin/meetings/
dw_fluffos_v2/lib/d/admin/obj/
dw_fluffos_v2/lib/d/admin/room/we_care/
dw_fluffos_v2/lib/d/admin/save/
dw_fluffos_v2/lib/d/dist/
dw_fluffos_v2/lib/d/dist/mtf/
dw_fluffos_v2/lib/d/dist/pumpkin/
dw_fluffos_v2/lib/d/dist/pumpkin/chars/
dw_fluffos_v2/lib/d/dist/pumpkin/desert/
dw_fluffos_v2/lib/d/dist/pumpkin/gumboot/
dw_fluffos_v2/lib/d/dist/pumpkin/hospital/
dw_fluffos_v2/lib/d/dist/pumpkin/inherit/
dw_fluffos_v2/lib/d/dist/pumpkin/map/
dw_fluffos_v2/lib/d/dist/pumpkin/plain/
dw_fluffos_v2/lib/d/dist/pumpkin/pumpkin/
dw_fluffos_v2/lib/d/dist/pumpkin/save/
dw_fluffos_v2/lib/d/dist/pumpkin/squash/
dw_fluffos_v2/lib/d/dist/pumpkin/terrain/
dw_fluffos_v2/lib/d/dist/pumpkin/woods/
dw_fluffos_v2/lib/d/dist/start/
dw_fluffos_v2/lib/d/learning/TinyTown/buildings/
dw_fluffos_v2/lib/d/learning/TinyTown/map/
dw_fluffos_v2/lib/d/learning/TinyTown/roads/
dw_fluffos_v2/lib/d/learning/add_command/
dw_fluffos_v2/lib/d/learning/arms_and_weps/
dw_fluffos_v2/lib/d/learning/chars/
dw_fluffos_v2/lib/d/learning/cutnpaste/
dw_fluffos_v2/lib/d/learning/examples/npcs/
dw_fluffos_v2/lib/d/learning/examples/player_houses/npcs/
dw_fluffos_v2/lib/d/learning/examples/terrain_map/basic/
dw_fluffos_v2/lib/d/learning/functions/
dw_fluffos_v2/lib/d/learning/handlers/
dw_fluffos_v2/lib/d/learning/help_topics/npcs/
dw_fluffos_v2/lib/d/learning/help_topics/objects/
dw_fluffos_v2/lib/d/learning/help_topics/rcs_demo/
dw_fluffos_v2/lib/d/learning/help_topics/rooms/
dw_fluffos_v2/lib/d/learning/help_topics/rooms/crowd/
dw_fluffos_v2/lib/d/learning/help_topics/rooms/situations/
dw_fluffos_v2/lib/d/learning/items/
dw_fluffos_v2/lib/d/learning/save/
dw_fluffos_v2/lib/d/liaison/
dw_fluffos_v2/lib/d/liaison/NEWBIE/doc/
dw_fluffos_v2/lib/d/liaison/NEWBIE/save/oldlog/
dw_fluffos_v2/lib/db/
dw_fluffos_v2/lib/doc/
dw_fluffos_v2/lib/doc/creator/
dw_fluffos_v2/lib/doc/creator/autodoc/include/reaction/
dw_fluffos_v2/lib/doc/creator/autodoc/include/ritual_system/
dw_fluffos_v2/lib/doc/creator/autodoc/include/talker/
dw_fluffos_v2/lib/doc/creator/autodoc/include/terrain_map/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/baggage/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/clock/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/clothing/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/cont_save/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/corpse/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/money/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/monster/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/scabbard/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/service_provider/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/state_changer/
dw_fluffos_v2/lib/doc/creator/autodoc/obj/wand/
dw_fluffos_v2/lib/doc/creator/autodoc/std/book_dir/
dw_fluffos_v2/lib/doc/creator/autodoc/std/key/
dw_fluffos_v2/lib/doc/creator/autodoc/std/learning/
dw_fluffos_v2/lib/doc/creator/autodoc/std/map/
dw_fluffos_v2/lib/doc/creator/autodoc/std/race/
dw_fluffos_v2/lib/doc/creator/autodoc/std/weapon_logic/
dw_fluffos_v2/lib/doc/creator/files/
dw_fluffos_v2/lib/doc/creator/policy/
dw_fluffos_v2/lib/doc/creator/room/
dw_fluffos_v2/lib/doc/effects/
dw_fluffos_v2/lib/doc/ideas/
dw_fluffos_v2/lib/doc/known_command/
dw_fluffos_v2/lib/doc/lpc/basic_manual/
dw_fluffos_v2/lib/doc/lpc/intermediate/
dw_fluffos_v2/lib/doc/new/add_command/
dw_fluffos_v2/lib/doc/new/handlers/
dw_fluffos_v2/lib/doc/new/living/
dw_fluffos_v2/lib/doc/new/living/race/
dw_fluffos_v2/lib/doc/new/living/spells/
dw_fluffos_v2/lib/doc/new/player/
dw_fluffos_v2/lib/doc/new/room/guild/
dw_fluffos_v2/lib/doc/new/room/outside/
dw_fluffos_v2/lib/doc/new/room/storeroom/
dw_fluffos_v2/lib/doc/object/
dw_fluffos_v2/lib/doc/playtesters/
dw_fluffos_v2/lib/doc/policy/
dw_fluffos_v2/lib/doc/weapons/
dw_fluffos_v2/lib/global/handlers/
dw_fluffos_v2/lib/global/virtual/setup_compiler/
dw_fluffos_v2/lib/include/
dw_fluffos_v2/lib/include/cmds/
dw_fluffos_v2/lib/include/effects/
dw_fluffos_v2/lib/include/npc/
dw_fluffos_v2/lib/include/shops/
dw_fluffos_v2/lib/net/daemon/chars/
dw_fluffos_v2/lib/net/inherit/
dw_fluffos_v2/lib/net/intermud3/
dw_fluffos_v2/lib/net/intermud3/services/
dw_fluffos_v2/lib/net/obj/
dw_fluffos_v2/lib/net/save/
dw_fluffos_v2/lib/net/smnmp/
dw_fluffos_v2/lib/net/snmp/
dw_fluffos_v2/lib/obj/amulets/
dw_fluffos_v2/lib/obj/b_day/
dw_fluffos_v2/lib/obj/examples/
dw_fluffos_v2/lib/obj/food/alcohol/
dw_fluffos_v2/lib/obj/food/chocolates/
dw_fluffos_v2/lib/obj/food/fruits/
dw_fluffos_v2/lib/obj/food/meat/
dw_fluffos_v2/lib/obj/food/nuts/
dw_fluffos_v2/lib/obj/food/seafood/
dw_fluffos_v2/lib/obj/food/vegetables/
dw_fluffos_v2/lib/obj/fungi/
dw_fluffos_v2/lib/obj/furnitures/artwork/
dw_fluffos_v2/lib/obj/furnitures/bathroom/
dw_fluffos_v2/lib/obj/furnitures/beds/
dw_fluffos_v2/lib/obj/furnitures/cabinets/
dw_fluffos_v2/lib/obj/furnitures/chairs/
dw_fluffos_v2/lib/obj/furnitures/chests/
dw_fluffos_v2/lib/obj/furnitures/clocks/
dw_fluffos_v2/lib/obj/furnitures/crockery/
dw_fluffos_v2/lib/obj/furnitures/cupboards/
dw_fluffos_v2/lib/obj/furnitures/cushions/
dw_fluffos_v2/lib/obj/furnitures/fake_plants/
dw_fluffos_v2/lib/obj/furnitures/lamps/
dw_fluffos_v2/lib/obj/furnitures/mirrors/
dw_fluffos_v2/lib/obj/furnitures/outdoor/
dw_fluffos_v2/lib/obj/furnitures/safes/
dw_fluffos_v2/lib/obj/furnitures/shelves/
dw_fluffos_v2/lib/obj/furnitures/sideboards/
dw_fluffos_v2/lib/obj/furnitures/sofas/
dw_fluffos_v2/lib/obj/furnitures/stoves/
dw_fluffos_v2/lib/obj/furnitures/tables/
dw_fluffos_v2/lib/obj/furnitures/wardrobes/
dw_fluffos_v2/lib/obj/handlers/
dw_fluffos_v2/lib/obj/handlers/autodoc/
dw_fluffos_v2/lib/obj/jewellery/anklets/
dw_fluffos_v2/lib/obj/jewellery/bracelets/
dw_fluffos_v2/lib/obj/jewellery/earrings/
dw_fluffos_v2/lib/obj/jewellery/misc/
dw_fluffos_v2/lib/obj/jewellery/necklaces/
dw_fluffos_v2/lib/obj/jewellery/rings/
dw_fluffos_v2/lib/obj/media/
dw_fluffos_v2/lib/obj/misc/buckets/
dw_fluffos_v2/lib/obj/misc/jars/
dw_fluffos_v2/lib/obj/misc/papers/
dw_fluffos_v2/lib/obj/misc/player_shop/
dw_fluffos_v2/lib/obj/misc/shops/
dw_fluffos_v2/lib/obj/misc/traps/
dw_fluffos_v2/lib/obj/monster/
dw_fluffos_v2/lib/obj/monster/godmother/
dw_fluffos_v2/lib/obj/monster/transport/
dw_fluffos_v2/lib/obj/plants/inherit/
dw_fluffos_v2/lib/obj/potions/
dw_fluffos_v2/lib/open/boards/
dw_fluffos_v2/lib/save/autodoc/
dw_fluffos_v2/lib/save/bank_accounts/
dw_fluffos_v2/lib/save/boards/frog/
dw_fluffos_v2/lib/save/books/bed_catalog/
dw_fluffos_v2/lib/save/creators/
dw_fluffos_v2/lib/save/mail/
dw_fluffos_v2/lib/save/mail/p/
dw_fluffos_v2/lib/save/soul/data/
dw_fluffos_v2/lib/save/tasks/
dw_fluffos_v2/lib/save/vaults/
dw_fluffos_v2/lib/secure/cmds/lord/
dw_fluffos_v2/lib/secure/config/
dw_fluffos_v2/lib/secure/items/
dw_fluffos_v2/lib/secure/player/
dw_fluffos_v2/lib/soul/
dw_fluffos_v2/lib/soul/i/
dw_fluffos_v2/lib/soul/j/
dw_fluffos_v2/lib/soul/k/
dw_fluffos_v2/lib/soul/o/
dw_fluffos_v2/lib/soul/q/
dw_fluffos_v2/lib/soul/to_approve/
dw_fluffos_v2/lib/soul/u/
dw_fluffos_v2/lib/soul/v/
dw_fluffos_v2/lib/soul/wish_list/
dw_fluffos_v2/lib/soul/y/
dw_fluffos_v2/lib/soul/z/
dw_fluffos_v2/lib/std/creator/
dw_fluffos_v2/lib/std/effects/
dw_fluffos_v2/lib/std/effects/attached/
dw_fluffos_v2/lib/std/effects/external/
dw_fluffos_v2/lib/std/effects/fighting/
dw_fluffos_v2/lib/std/effects/other/
dw_fluffos_v2/lib/std/environ/
dw_fluffos_v2/lib/std/guilds/
dw_fluffos_v2/lib/std/hospital/
dw_fluffos_v2/lib/std/house/
dw_fluffos_v2/lib/std/house/onebedhouse/
dw_fluffos_v2/lib/std/house/onebedhut/
dw_fluffos_v2/lib/std/house/tworoomflat/
dw_fluffos_v2/lib/std/languages/
dw_fluffos_v2/lib/std/liquids/
dw_fluffos_v2/lib/std/nationality/
dw_fluffos_v2/lib/std/nationality/accents/
dw_fluffos_v2/lib/std/nationality/accents/national/
dw_fluffos_v2/lib/std/nationality/accents/regional/
dw_fluffos_v2/lib/std/npc/goals/
dw_fluffos_v2/lib/std/npc/goals/basic/
dw_fluffos_v2/lib/std/npc/goals/misc/
dw_fluffos_v2/lib/std/npc/inherit/
dw_fluffos_v2/lib/std/npc/plans/
dw_fluffos_v2/lib/std/npc/plans/basic/
dw_fluffos_v2/lib/std/outsides/
dw_fluffos_v2/lib/std/races/shadows/
dw_fluffos_v2/lib/std/room/basic/topography/
dw_fluffos_v2/lib/std/room/controller/
dw_fluffos_v2/lib/std/room/controller/topography/
dw_fluffos_v2/lib/std/room/furniture/games/
dw_fluffos_v2/lib/std/room/furniture/inherit/
dw_fluffos_v2/lib/std/room/inherit/carriage/
dw_fluffos_v2/lib/std/room/inherit/topography/
dw_fluffos_v2/lib/std/room/punishments/
dw_fluffos_v2/lib/std/room/topography/area/
dw_fluffos_v2/lib/std/room/topography/iroom/
dw_fluffos_v2/lib/std/room/topography/milestone/
dw_fluffos_v2/lib/std/shadows/
dw_fluffos_v2/lib/std/shadows/attached/
dw_fluffos_v2/lib/std/shadows/curses/
dw_fluffos_v2/lib/std/shadows/disease/
dw_fluffos_v2/lib/std/shadows/fighting/
dw_fluffos_v2/lib/std/shadows/room/
dw_fluffos_v2/lib/std/shops/controllers/
dw_fluffos_v2/lib/std/shops/objs/
dw_fluffos_v2/lib/std/shops/player_shop/
dw_fluffos_v2/lib/std/shops/player_shop/office_code/
dw_fluffos_v2/lib/std/socket/
dw_fluffos_v2/lib/www/
dw_fluffos_v2/lib/www/external/autodoc/
dw_fluffos_v2/lib/www/external/java/telnet/Documentation/
dw_fluffos_v2/lib/www/external/java/telnet/Documentation/images/
dw_fluffos_v2/lib/www/external/java/telnet/examples/
dw_fluffos_v2/lib/www/external/java/telnet/tools/
dw_fluffos_v2/lib/www/pics/
dw_fluffos_v2/lib/www/secure/creator/
dw_fluffos_v2/lib/www/secure/editors/
dw_fluffos_v2/lib/www/secure/survey_results/
dw_fluffos_v2/win32/
/*  -*- LPC -*-  */
/**
 * The Good Fighter shadow.  The main docs are stored in the effect
 * header file, not here...  Mostly for standardisation reasons.
 *
 * @see /std/effects/npc/good_fighter
 *
 * @author Sin
 * @created 12 November 1997
 * @changed 13 November 1997 -- Sin
 *     Converted it from a pure shadow to a shadow/effect pair
 * @changed 11 April 1998 -- Sin
 *     Added support for USE_UNARMED.
 *     God rid of some dead wood.
 * @changed 12 April 1998 -- Sin
 *     Added support for crush
 * @changed 3 August 2002 -- Rhinehold
 *     Converted to work with new non-effect combat system
 *     Added support for behead, pierce, bash, smash, chop
 *     Removed strike
 */

#include <good_fighter.h>

#define LOGFILE "good_fighter"
#define CMDS "/cmds/guild-race/fighting/"

#define DEBUG

inherit "/std/effect_shadow";

#define W_ATTACKS ([ "crush"   : "crush $N with $W", \
                     "behead"  : "behead $N with $W", \
                     "impale"  : "impale $N with $W", \
                     "riposte" : "riposte $N with $W", \
                     "stab"    : "stab $N with $W", \
                     "pierce"  : "pierce $N with $W", \
                     "bash"    : "bash $N with $W", \
                     "smash"   : "smash $N with $W", \
                     "slash"   : "slash $N with $W", \
                     "slice"   : "slice $N with $W", \
                     "hack"    : "hack $N with $W", \
                     "chop"    : "chop $N with $W", \
                     "feint"   : "feint at $N with $W" ])
#define U_ATTACKS ([ "trip"    : "trip $N", \
                     "shove"   : "shove $N" ])
                   
string *specials;
mapping weapons;
int bluntorsharp;
int dodgeorparry;
object victim;

/**
 * @ignore
 * Used only to insure that the specials array is actually an array at
 * all times.
 */
void create()
{
  specials = ({ });
  weapons = ([ ]);
}

/**
 * This is a helper function used by the good_fighter_setup() function to
 * ensure that the specified skill is at least at a particular level.
 *
 * @param skill The skill to check
 *
 * @param level The minimum acceptable level for this skill
 */
protected void check_skill(string skill, int level)
{
  int cur;

  cur = player->query_skill(skill);
  if (cur < level)
    player->add_skill_level(skill, level - cur);
}

/**
 * This helper function is used by good_fighter_setup() to add a known
 * command to the NPC's repertoire _only_ if the relevant skill is above
 * a certain level.  If the command is added, then it is also stored in the
 * specials[] array for later use by fight_in_progress()
 *
 * @param command The command to be added
 *
 * @param skill The skill that controls the NPC's effectiveness with this
 * command.
 *
 * @param level The minimum level before the command can be added.
 */
protected void check_add_command(string command, string skill, int level)
{
  int cur;

  cur = player->query_skill(skill);
  if (cur >= level) {
    player->add_known_command(command);
    specials += ({ command });
  }
}

/**
 * This function is called from a callout() registered when setup_shadow()
 * is called.  It is responsible for ensuring that all of the NPC's skills
 * are at a reasonable level, that the NPC has the commands appropriate
 * for its priorities and level, and that the tactics are set appropriately.
 */
void good_fighter_setup()
{
  int adjust;
  int lvl;
  int *args = arg();

  if (!args || !arrayp(args) || sizeof(args) != 2)
    return;

  specials = ({ });
  bluntorsharp = args[0];
  dodgeorparry = args[1];

  lvl = player->query_level();
  check_skill("other.perception", lvl / 2);
  check_skill("other.health", lvl);
  adjust = lvl * 3 / 4;
  if (bluntorsharp == USE_PIERCE) {
    check_skill("fighting.combat.melee.blunt", lvl - adjust);
    check_skill("fighting.combat.melee.sharp", lvl - adjust);
    check_skill("fighting.combat.melee.pierce", lvl + adjust);
    check_skill("fighting.combat.melee.unarmed", lvl - adjust);
  } else if (bluntorsharp == USE_BLUNT) {
    check_skill("fighting.combat.melee.blunt", lvl + adjust);
    check_skill("fighting.combat.melee.sharp", lvl - adjust);
    check_skill("fighting.combat.melee.pierce", lvl - adjust);
    check_skill("fighting.combat.melee.unarmed", lvl - adjust);
  } else if (bluntorsharp == USE_SHARP) {
    check_skill("fighting.combat.melee.blunt", lvl - adjust);
    check_skill("fighting.combat.melee.sharp", lvl + adjust);
    check_skill("fighting.combat.melee.pierce", lvl - adjust);
    check_skill("fighting.combat.melee.unarmed", lvl - adjust);
  } else if (bluntorsharp == USE_UNARMED) {
    check_skill("fighting.combat.melee.blunt", lvl - adjust);
    check_skill("fighting.combat.melee.sharp", lvl - adjust);
    check_skill("fighting.combat.melee.pierce", lvl - adjust);
    check_skill("fighting.combat.melee.unarmed", lvl + adjust);
  } else {
    check_skill("fighting.combat.melee.blunt", lvl);
    check_skill("fighting.combat.melee.sharp", lvl);
    check_skill("fighting.combat.melee.pierce", lvl);
    check_skill("fighting.combat.melee.unarmed", lvl);
  }

  adjust = lvl * 2 / 3;
  if (dodgeorparry == DEFEND_DODGE) {
    check_skill("fighting.combat.dodging", lvl + adjust);
    check_skill("fighting.combat.parry", lvl - adjust);
    player->init_command("tactics response dodge", 1);
  } else if (dodgeorparry == DEFEND_PARRY) {
    check_skill("fighting.combat.dodging", lvl - adjust);
    check_skill("fighting.combat.parry", lvl + adjust);
    player->init_command("tactics response parry", 1);
  } else {
    check_skill("fighting.combat.dodging", lvl);
    check_skill("fighting.combat.parry", lvl);
    player->init_command("tactics response neutral", 1);
  }
  check_skill("fighting.combat.special", lvl / 2);
  check_skill("fighting.points", lvl * 2);

  player->init_command("tactics attitude offensive", 1);

  if (bluntorsharp != USE_BLUNT) {
    if (dodgeorparry == DEFEND_PARRY)
      check_add_command("riposte", "fighting.combat.special", 15);
    if (bluntorsharp == USE_SHARP) {
      check_add_command("hack", "fighting.combat.special", 15);
      check_add_command("slash", "fighting.combat.special", 15);
      check_add_command("slice", "fighting.combat.special", 75);
      check_add_command("chop", "fighting.combat.special", 75);
      if (player->query_guild_ob() == "/std/guilds/warrior")
        check_add_command("behead", "fighting.combat.special", 150);
    }
    if (bluntorsharp == USE_PIERCE) {
      check_add_command("stab", "fighting.combat.special", 15);
      check_add_command("pierce", "fighting.combat.special", 75);
      if (player->query_guild_ob() == "/std/guilds/warrior")
        check_add_command("impale", "fighting.combat.special", 150);
    }
  }
  if (bluntorsharp == USE_BLUNT || bluntorsharp == USE_BALANCED) {
    check_add_command("bash", "fighting.combat.special", 15);
    check_add_command("smash", "fighting.combat.special", 75);
    if (player->query_guild_ob() == "/std/guilds/warrior")
      check_add_command("crush", "fighting.combat.special", 150);
  }
  check_add_command("feint", "fighting.combat.special", 15);
  check_add_command("trip", "fighting.combat.special", 15);
  check_add_command("shove", "fighting.combat.special", 15);
  player->add_known_command("concentrate");
}

/**
 * This helper function is used by fight_in_progress() to see if one of
 * the NPC's weapons are appropriate for use with the command.
 *
 * @param weapon The object to check.
 *
 * @return 1 if the object is appropriate, 0 otherwise
 */
protected int check_weapon(object weapon, string command) {
  if (member_array(weapon->query_command_names(), ({ command })) != -1)
    return 1;
  return 0;
}

/**
 * This helper function is used by fight_in_progress() to see if one of
 * the NPC's weapons are appropriate for use with the 'crush' command.
 *
 * @param weapon The object to check.
 *
 * @return 1 if the object is appropriate, 0 otherwise
 */
protected int check_crush(object weapon)
{
  if (member_array(weapon->query_commands_names(), ({ "smash" })) != -1)
    return 1;
  return 0;
}

/**
 * This helper function is used by fight_in_progress() to see if one of
 * the NPC's weapons are appropriate for use with the 'behead' command.
 *
 * @param weapon The object to check.
 *
 * @return 1 if the object is appropriate, 0 otherwise
 */
protected int check_behead(object weapon)
{
  if (member_array(weapon->query_commands_names(), ({ "slice" })) != -1)
    return 1;
  return 0;
}

/**
 * This helper function is used by fight_in_progress() to see if one
 * of the NPC's weapons are appropriate for use with the 'impale' command.
 *
 * @param weapon The object to check.
 *
 * @return 1 if the object is appropriate, 0 otherwise
 */
protected int check_impale(object weapon)
{
  if (member_array(weapon->query_commands_names(), ({ "pierce" })) != -1)
    return 1;
  return 0;
}

/**
 * This helper function is used by fight_in_progress() to see if one of
 * the NPC's weapons are appropriate for use with the 'riposte' command.
 *
 * @param weapon The object to check.
 *
 * @return 1 if the object is appropriate, 0 otherwise
 */
protected int check_riposte(object weapon)
{
  if (member_array(weapon->query_commands_names(), ({ "slash" })) != -1)
    return 1;
  return 0;
}

/**
 * This function is called once per combat round by the combat shadow,
 * and does most of the work for this shadow.  It controls on whom
 * the NPC is concentrating, chooses an appropriate attack, and chooses
 * an appropriate weapon for the attack.
 *
 * <p>Most of the intelligence is in the specific choice of attack, and
 * there isn't a whole lot in that.  It restricts itself to simply going
 * through the attacks stored in the specials[] array (calculated in
 * the call to good_fighter_setup()), finding which attacks are valid (based
 * on whether the opponent is holding a weapon and which weapons are wielded
 * by the NPC).  Once it has a list of valid commands, it choses from them
 * randomly.
 *
 * <p>Regardless, there is always the possibility that this function will
 * drop through and allow the combat handler to attack normally.  That
 * chance is inversely proportional to the NPC's level.
 *
 * @param attacker The current person attacking the NPC.
 */
void event_fight_in_progress(object attacker, object opponent)
{
  object ts, temp, weapon;
  int chance;
  string cmd, str;

  /* I have to get to the top of the shadow stack, because the combat
   * shadow was probably added after this one. */
  ts = player;
//  while ((temp = shadow(ts, 0)) != 0 && temp != ts)
//    ts = temp;

  ts->event_fight_in_progress(attacker, opponent);

  if (victim && !objectp(victim))
    victim = 0;
  if (victim && !interactive(victim))
    victim = 0;
  if (victim && environment(victim) != environment(player))
    victim = 0;
  if (victim && victim != attacker)
    return;
  if (!victim) {
//    player->do_command("concentrate " + (attacker->query_short()));
//    victim = player->query_concentrating();
    victim = attacker;
    if (!victim)
      return;
  }
/*  if (!ts->query_special_manoeuvre() ||
      (sizeof((int *)ts->effects_matching("fighting.combat.special")))) {
    player->fight_in_progress(attacker);
    return;
  }
*/
  /*
   * As the NPC gets higher level, there should be more possiblity of
   * it using a special command.  But on the other hand, it mustn't
   * ever get to the point that it will _always_ use special commands.
   * I have fixed the upper limit at a 25% chance of using a special
   * command, and that is reached at level 300.
   * Right now the probability curve is linear.  It should really
   * be a sigmoid.
   */
  chance = (player->query_level() / 12) + 5;
  if(chance > 25)
    chance = 25;

  if (random(100) + 1 < chance) {
    object *holding;
    string *candidates;
    int i, j;

    candidates = ({ });
    holding = player->query_holding() - ({ 0 });
    foreach(weapon in holding) {
      // Setup an array of the attack possibilities for each weapon so
      // we don't have to recalc them everytime.
      if(!weapons[weapon]) {
        weapons[weapon] = ({ });
        for (i = 0; i < sizeof(specials); i++)
          if(W_ATTACKS[specials[i]]) {
            weapons[weapon] += ({ replace(W_ATTACKS[specials[i]], "$W",
                                          weapon->query_short()) });
          }
      }

      // Add held weapons to the candidates list
      candidates += weapons[weapon];
    }

    // Setup unarmed attacks.
    if(weapons["unarmed"]) {
      for(i=0; i<sizeof(specials); i++)
        weapons["unarmed"] = ({ });
        if(U_ATTACKS[specials[i]])
          weapons["unarmed"] += ({ U_ATTACKS[specials[i]] });
    }

    // add unarmed attacks to the candidates list
    candidates += weapons["unarmed"];
    
#ifdef DEBUG
    //    debug_printf("Commands available: %O", candidates);
#endif
    if(sizeof(candidates)) {
      cmd = replace(candidates[random(sizeof(candidates))], "$N",
                    opponent->query_name());
      
#ifdef DEBUG
      debug_printf("Trying to perform: %O", cmd);
#endif
      player->do_command(cmd, 1);
    } else {
#ifdef DEBUG
      debug_printf("No command to perform");
#endif
    }
  } else {
#ifdef DEBUG
    debug_printf("Not doing a special this time");
#endif
  }
}

/**
 * When a creator uses the 'stat' command on an NPC that is shadowed
 * by this object, this function gets called.  It returns an array
 * containing the normal stats for tho object that this is shadowing,
 * plus it tacks on some information regarding the configuration of
 * this shadow.
 *
 * @return A list of stats related to this shadow, augmented by
 * the stats of the NPC that this shadow is attached to (if any).
 */
mixed *stats()
{
  if (!player || !objectp(player))
    return ({ ({ "good fighter", "unattached" }) });
  return player->stats() + ({
    ({ "good fighter",
      ((bluntorsharp == USE_BLUNT) ? "blunt" :
        ((bluntorsharp == USE_PIERCE) ? "pierce" :
          ((bluntorsharp == USE_SHARP) ? "sharp" : "balanced"))) +
      ((dodgeorparry == DEFEND_DODGE) ? " dodger" :
        ((dodgeorparry == DEFEND_PARRY) ? " parrier" : " fighter")) }),
    ({ "managed commands", implode(specials, ", ") })
  });
}