skylib_fluffos_v3/
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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/
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skylib_fluffos_v3/fluffos-2.9-ds2.04/windows/
skylib_fluffos_v3/mudlib/
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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/
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skylib_fluffos_v3/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_fluffos_v3/mudlib/d/learning/school/items/
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skylib_fluffos_v3/mudlib/doc/
skylib_fluffos_v3/mudlib/doc/creator/
skylib_fluffos_v3/mudlib/doc/driver/
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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/
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skylib_fluffos_v3/mudlib/doc/driver/efuns/parsing/
skylib_fluffos_v3/mudlib/doc/login/
skylib_fluffos_v3/mudlib/doc/lpc/basic_manual/
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skylib_fluffos_v3/mudlib/global/
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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/
/*  -*- LPC -*-  */
/*
 * $Locker:  $
 * $Id: good_fighter.c,v 1.3 1998/04/11 23:55:16 sin Exp $
 * $Log: good_fighter.c,v $
 * Revision 1.3  1998/04/11 23:55:16  sin
 * Changed documentation to describe USE_UNARMED
 *
 * Revision 1.2  1998/02/06 22:18:18  sin
 * Change in preparation for the skills rearrange.
 *
 * Revision 1.1  1998/01/06 04:16:50  ceres
 * Initial revision
 * 
*/
/**
 * The Good Fighter effect makes the npc fight a lot better.  It has a
 * classification of "npc.fighter".
 *
 * <p>Many NPCs need to be able to fight well.  Generally "fight well"
 * simply means using the special combat commands that their guild
 * offers.  Of course, since the use of those commands requires that an
 * NPC have the requisite skills, the NPC will also have to include
 * logic to set those skills to an appropriate level.  Since many
 * NPCs need to be good fighters, this kind of code is duplicated
 * all over the Disc.
 *
 * <p>This shadow does everything necessary to turn a plain, stupid,
 * NPC into a semi-intelligent fighter.
 *
 * <p>To be more specific, when this shadow is applied to an NPC, it'll
 * do everything necessary to make sure the NPC has the commands
 * appropriate to their level, has the skills to use those commands,
 * and has the intelligence to use the commands in a useful way.
 *
 * <p>Currently, this shadow is only really useful to members of the
 * warriors' guild.  It should be relatively straightforward to
 * generalize this shadow to the needs of other guilds, or to write
 * customized shadows based on this one but tuned for those others.
 * But that is a later project.
 *
 * <p>To use this shadow, you must first set the NPC's guild, race,
 * and level, and their stats (strength, constitution, &c.).  Then
 * add the effect to the NPC.  Defines are provided in good_fighter.h
 * to simplify this.  Generally, this would be done in the setup()
 * function for the NPC, but it can also be done later, in response
 * to some event, or a player's statement, or what have you.  The
 * only thing that is important is that the effect needs to get added
 * after the NPC's stats are set, and before the NPC enters combat.
 *
 * <p>When you add the effect, you need to give an argument.  This
 * argument tunes the effect to one of 15 different variants, depending
 * on how the fighter should use blunt, sharp, and pierce attacks, and
 * how the fighter defends itself.  Defines for the attacks are
 * USE_SHARP, USE_PIERCE, USE_BLUNT, USE_UNARMED, and USE_BALANCED.
 * Defines for the defenses are DEFEND_DODGE, DEFEND_PARRY, and 
 * DEFEND_BALANCED.  As an example, if you want a fighter who uses 
 * piercing attacks, while defending with parry, then use the following 
 * code:
 * <pre>
 *   add_effect(GOOD_FIGHTER, ({ USE_PIERCE, DEFEND_PARRY }) );
 * </pre>
 * Always put the USE_xxx before the DEFEND_xxx!
 *
 * <p>Obviously, it doesn't make a whole lot of since to set an NPC
 * to USE_UNARMED and DEFEND_PARRY unless you also give them a
 * shield.
 *
 * <p>The skills and intelligence of the NPC are driven largely by
 * the NPC's level.  The higher level an NPC is, the more special
 * commands will be available to the NPC, and the more often the NPC
 * will use these commands.
 *
 * <p>The effect applies a shadow to the NPC.  It is in that shadow
 * that nearly all the intelligence resides.
 *
 * @see /std/shadows/fighting/combat
 * @see /std/race->set_guild()
 * @see /std/race->set_level()
 * @see clone_object()
 *
 * @author Sin
 * @created 12 November 1997
 * @changed 13 November 1997 -- Sin
 *     Converted it from a pure shadow to a shadow/effect pair.
 * @changed 6 Feb 1998 -- Sin
 *     Fixed documentation, and modified effect to support the skill
 *     changeover (USE_PIERCE).
 * @changed 11 April 1998 -- Sin
 *     Changed documentation to discuss USE_UNARMED.
 */

#include "path.h"

#include <effect.h>

#define CLASS "npc.fighter"

/** @ignore yes */
string query_classification() { return CLASS; }

/** @ignore yes */
int query_indefinite() { return 1; }

/** @ignore yes */
string query_shadow_ob() { return SHADOWS "good_fighter"; }

/** @ignore yes */
void gfs(object player)
{
  player->good_fighter_setup();
}

/** @ignore yes */
int *beginning(object player, int *arg)
{
  if (!arg || !arrayp(arg) || sizeof(arg) != 2)
    arg = ({ 0, 0 });
  player->submit_ee("gfs", 1, EE_ONCE);
  return arg;
} /* beginning() */

/** @ignore yes */
void restart(object player, int *arg)
{
  beginning(player, arg);
} /* restart() */

/** @ignore yes */
int *merge_effect(object player, int *oldarg, int *newarg)
{
  return oldarg;
} /* merge_effect() */

/** @ignore yes */
void end(object player, int *arg)
{
} /* end() */