//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 0, sergeant, 1 - thahd, 2 - wounded thahd

begincreaturescript;

variables;

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

body;

beginstate INIT_STATE;
	if (get_memory_cell(4) == 0) {
		set_name(ME,"Sergeant Herne");
		set_boss_level(ME,1);
		}

	if (get_memory_cell(4) == 2) {
		set_name(ME,"Wounded Thahd");
		set_boss_level(ME,-1);
		}
	
	set_walk_speed(ME,22);
	
	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 (gf(16,3) > 0) {
		if ((get_memory_cell(4) == 2) && (gf(16,2) == 2)) {
			approach_nav_point(ME,3,2);
			if (dist_to_nav_point(ME,3) <= 2) {
				print_named_str(ME,"escapes into Kaz.");
				award_party_xp(20,10);
				erase_char(ME);
				end();
				}
			}
			else {	
				if (path_a_or_b == 0) {
					if (tick_difference(last_walk,get_current_tick()) > 2) {
						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 (my_number() == 84) {
							print_named_str(ME,"runs out of strength. It collapses and dies.");
							erase_char(ME);
							end();							
							}
						if (tick_difference(last_walk,get_current_tick()) > 2) {
							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 (path_a_or_b == 2) {
						if (my_number() == 85) {
							print_named_str(ME,"runs out of strength. It collapses and dies.");
							erase_char(ME);
							end();							
							}
						if (tick_difference(last_walk,get_current_tick()) > 2) {
							approach_nav_point(ME,2,2);
							if (dist_to_nav_point(ME,2) <= 2) {
								if (my_number() == 86) {
									print_named_str(ME,"runs out of strength. It collapses and dies.");
									erase_char(ME);
									end();							
									}
								print_named_str(ME,"escapes into Kratoa-Kel.");
								award_party_xp(20,10);
								erase_char(ME);
								end();
								}
							}	
						}
					}
		}
		
	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;
	if (gf(16,3) > 0) {
		print_str("Talking: There isn't time for talk right now. The attack");
		print_str("  is happening.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;