//leavezone.txt - Basically functions like the default npc, except that, when a stuff done
// flag is set to nonzero, if flees to a navpoint and then disappears.
// Memory Cells:
//   Cell 0 - If 0, default behavior. If 1, it doesnt fidget.
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is set to 1, flee zone.
//      If the zone is left successfully, sets to 2
//	 Cell 3 - The nav point it flees to.
//   Cell 4 - Number of state when talked to. Plays default text if 0.
//   Cell 5 - Dialogue to play if talked to when fleeing, usually just 0 for default text

begincreaturescript;

variables;

short i,target;

body;

beginstate INIT_STATE;
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		if (get_flag(get_memory_cell(1),get_memory_cell(2)) > 0)
			erase_char(ME);
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		set_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE; 
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		if (get_flag(get_memory_cell(1),get_memory_cell(2)) > 0)
			set_state(5);
		
	// if I have a target for some reason, go attack it
	if (target_ok()) {
		if (dist_to_char(get_target()) <= 16)
			set_state(3);
			else set_foe_target(ME,-1);
		}
	
	if (get_foe_target(ME,8,0)) {
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	if (my_dist_from_start() >= 6) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else if (get_memory_cell(0) == 0)
			fidget(ME,20);

	if (am_i_doing_action() == FALSE)
		end_combat_turn();
break;

beginstate 3; // attacking
	if (get_health(ME) < get_max_health(ME) / 2) {
		set_state(5);
		}

	if (target_ok() == FALSE)
		set_state(START_STATE);
	do_attack();
break;

beginstate 5; // leaving zone
	set_act_at_dist(ME,1);
	if (approach_nav_point(ME,get_memory_cell(3),1)) {
		if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
			set_flag(get_memory_cell(1),get_memory_cell(2),2);
		if (dist_to_pc() <= 15)
			print_named_str(ME,"leaves the area.");
		erase_char(ME);
		}
break;

beginstate TALKING_STATE;
	if (get_flag(get_memory_cell(1),get_memory_cell(2)) > 0) {
		if (get_memory_cell(5) > 0)
			begin_talk_mode(get_memory_cell(5));
			else print_named_str(ME,"is too busy to talk right now.");
		}
		else begin_talk_mode(get_memory_cell(4));
break;