//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, just stands still. if 2, is suicide dude

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 ((get_memory_cell(4) == 2) && (gf(18,11) > 0)) {
		if (get_char_status(ME,6) == 0)
			force_char_status(39,6,50);
		end();
		}
		
	// 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_memory_cell(4) < 2) && (gf(18,10) == 0) && (get_nearest_party_char(7) >= 0)) {
		sf(18,10,1);
		begin_talk_mode(46);
		}
	if ((get_memory_cell(4) == 2) && (gf(18,11) == 0) && (get_nearest_party_char(6) >= 0)) {
		sf(18,11,1);
		set_attitude(39,10);
		begin_talk_mode(47);
		}

	
	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 (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 ((get_memory_cell(4) == 2) && (gf(18,11) > 0)) 
		set_state(START_STATE);
		
	if (target_ok() == FALSE)
		set_state(START_STATE);

	if ((get_memory_cell(4) < 2) && (gf(18,10) == 0)) {
		sf(18,10,1);
		begin_talk_mode(46);
		}
	if ((get_memory_cell(4) == 2) && (gf(18,11) == 0)) {
		sf(18,11,1);
		set_attitude(39,10);
		begin_talk_mode(47);
		}

	do_attack();
break;

beginstate TALKING_STATE;
	if (gf(18,11) > 0) {
		print_str("Talking: He can't say anything. He is too busy dying.");
		}
		else {
			sf(18,11,1);
			begin_talk_mode(47);
			}
	
	break;