//twopts.txt - Like basic monst, but this character spends all its time oscillating 
// between two nav points.
// Memory Cells:
//   Cell 0 - Dialogue node
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//	 Cell 3 - The nav point the character marches to.
//   Cell 4 - If 1, this creature goes straight to the nav point immediately
//     and never returns

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		inc_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()) {
		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 ((dist_to_pc() <= 6) && (can_see_char(pc_num())) && (gf(11,16) == 0))
		begin_talk_mode(113);
		
	if (path_a_or_b == 0) {
		if ((tick_difference(last_walk,get_current_tick()) > 8) ||   (get_memory_cell(4) > 0)) {
			if (approach_nav_point(ME,0,2)) {
				last_walk = get_current_tick();
				path_a_or_b = 1;
				}
				else if (am_i_doing_action() == FALSE) {
					last_walk = get_current_tick();
					path_a_or_b = 1;
					}		
			}	
		}
	else if (path_a_or_b == 1) {
		if ((tick_difference(last_walk,get_current_tick()) > 8) ||   (get_memory_cell(4) > 0)) {
			if (approach_nav_point(ME,1,2)) {
				last_walk = get_current_tick();
				path_a_or_b = 2;
				}
				else if (am_i_doing_action() == FALSE) {
					last_walk = get_current_tick();
					path_a_or_b = 2;
					}		
			}	
		}
		else if (tick_difference(last_walk,get_current_tick()) > 8) {
				if (return_to_start(ME,2)) {
					last_walk = get_current_tick();
					path_a_or_b = 0;		
					}
					else if (am_i_doing_action() == FALSE) {
						last_walk = get_current_tick();
						path_a_or_b = 0;
						}
				}
			

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

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);
	do_attack();
break;

beginstate TALKING_STATE;
	begin_talk_mode(113);
	break;