//wimpygroup.txt - Like basicnpc.txt. Basically, it fidgets around and doesnt' attack
// anything until attacked. Also, if it becomes hostile, it sends an alert message to everyone 
//in its group, if it is in a group.
// 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 killed, set to 1.
//   Cell 3 - Number of state when talked to. Plays default text if 0.

begincreaturescript;

variables;

short i,target;
short sent_alert = 0;
short i_am_enraged = 0;

body;

beginstate INIT_STATE;
	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 I have a target for some reason, go attack it
	if (target_ok()) {
		i_am_enraged = 1;
		set_state(3);
		}
	
	if (i_am_enraged > 0) {
		if (get_foe_target(ME,8,0)) {
			do_attack();
			set_state(3);
			}
		}
	if (who_shot_me() >= 0) {
		i_am_enraged = 1;
		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 ((what_group_in(ME) >= 0) && (sent_alert == 0)) {
		alert_char(1000 + what_group_in(ME));
		sent_alert = 1;
		}
		
	if (target_ok() == FALSE)
		set_state(START_STATE);
	do_attack();
break;

beginstate TALKING_STATE;
	if (get_memory_cell(3) > 0)
		begin_talk_mode(get_memory_cell(3));
		else print_str("Talking: It doesn't respond.");
break;