//hunter.txt - Same as talknpc except that, if it is ever hostile, will immediately 
//hunt down the pc and attack.
// Memory Cells:
//   Cell 0 - If 0, default behavior. If 1, it doesnt fidget and is a caller.
//   Cell 1 - flag number for this one.
//   Cell 2,3 -  Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.

begincreaturescript;

variables;

short i,target;

body;

beginstate INIT_STATE;
	set_aggression(ME,8);
	
	if (get_memory_cell(0) > 0) {
		set_level(ME,9);
		set_boss_level(ME,1);
		set_name(ME,"Nesting Roamer");
		}
	break;

beginstate DEAD_STATE;
	inc_flag(14,1,1);
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);
		}
//print_nums(get_memory_cell(1),gf(14,get_memory_cell(1)),0);

	if ((get_memory_cell(0) == 0) && (get_attitude(ME) >= 10) && (dist_to_pc() <= 40) && (gf(14,get_memory_cell(1)) > 0)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}

	if (my_dist_from_start() >= 6) {
		return_to_start(ME,1);
		}
		else if (get_memory_cell(0) == 0)
			fidget(ME,5);


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

break;

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);
	
	if ((get_memory_cell(0) > 0) && (gf(14,get_memory_cell(1)) == 0)) {
		print_named_str(ME,"screeches for help!");
		sf(14,get_memory_cell(1),1);
		run_char_animation(2,1,35);	
		set_act_at_dist(1000 + what_group_in(ME),1);
		pc_heard_sound(169);
		end();	
		}
	do_attack();
break;

beginstate TALKING_STATE;
	if (get_memory_cell(1) == 0) {
		print_str("Talking: You make a bit of small talk with this person, but don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(1));
break;