//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;
short did_sighting = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Alarm Worm");
	change_max_health(ME,80);
	set_resistance(ME,7,75);
	set_act_at_dist(ME,1);
	
	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_nearest_party_char(7) >= 0) && (get_attitude(ME) < 10) && (did_sighting == 0)) {
		did_sighting = 1;
		if (has_item_equip(376) == FALSE) {
			set_attitude(ME,10);
			print_named_str(ME,"inspects you. Then it quickly slithers away!");
			}
			else print_named_str(ME,"inspects you. It doesn't react.");
		}

	if ((did_sighting > 0) && (get_attitude(ME) >= 10) && (gf(26,7) == 0)) {
		set_state(4);
		}

	// 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(26,7) > 0) {
		if (get_attitude(ME) < 10)
			set_attitude(ME,10);
		}
	if ((gf(26,7) > 0) || (did_sighting > 0)) 
		fidget(ME,10);
		

	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 4; // fleeeee
	if (gf(26,7) > 0)
		set_state(START_STATE);
	
	if (dist_to_nav_point(ME,0) < 2) {
		sf(26,7,1);
		
		// one time lock se doors
		if ((gf(26,22) == 0) && (gf(26,23) == 0)) {
			sf(26,22,1);
			sf(26,18,0);
			sf(26,19,0);
			sf(26,20,0);
			}
			
		begin_talk_mode(33);
		}
	approach_nav_point(ME,0,2);
break;

beginstate TALKING_STATE;
	if (get_memory_cell(0) == 0) {
		print_str("Talking: You try to make a bit of small talk with this creature. Then you");
		print_str("  remember that worms can't talk.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;