//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, immobile

begincreaturescript;

variables;

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

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
		
	if (get_level(ME) >= 5) {
		set_level(ME,16);
		change_max_health(ME,50);
		}
		else set_courage(ME,0);
	
	if (gf(100,13) == 2)
		erase_char(ME);
	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(17,8) >= 5) && (gf(17,5) == 0) && (get_attitude(ME) < 10) && (get_nearest_party_char(6) >= 0)) {
		make_zone_hostile();
		begin_talk_mode(74);
		}
	if ((gf(17,8) == 0) && (gf(17,5) == 0) && (get_nearest_party_char(6) >= 0)) {
		sf(17,8,1);
		begin_talk_mode(75);
		}

	if ((get_attitude(ME) >= 10) && (dist_to_pc() <= 40) && (get_level(ME) >= 5)) {
		set_foe_target(ME,pc_num());
		set_state(3);
		}
		
	if (get_memory_cell(4) == 0) {
		if (path_a_or_b == 0) {
			if (tick_difference(last_walk,get_current_tick()) > 6) {
				if (approach_nav_point(ME,get_memory_cell(3),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 (tick_difference(last_walk,get_current_tick()) > 6) {
					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;
	if (gf(17,5) == 0) {
		print_str("Talking: The servile demands that you leave this hall. If you don't,");
		print_str("  they will raise the alarm.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;