//groupnpc.txt - Like basicnpc.txt. Basically, it fidgets around and attacks anything 
//it sees it hates. Also, if it becomes hostile, it sends an alert message to everyone 
//in its group, if it is in a group.
// Memory Cells:
//   Cell 0 - If 0, default behavior. If 1, it doesnt fidget.
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//   Cell 3 - Number of state when talked to. Plays default text if 0.

begincreaturescript;

variables;

short i,target;
short sent_alert = 0;
short did_sighting = 0;

body;

beginstate INIT_STATE;
	break;

beginstate DEAD_STATE;
	if ((what_group_in(ME) >= 0) && (sent_alert == 0) && (get_attitude(ME) >= 10)) {
		set_attitude(1000 + what_group_in(ME),10);
		alert_char(1000 + what_group_in(ME));
		set_act_at_dist(1000 + what_group_in(ME),1);
		}

	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 (gf(26,7) > 0) {
		if (get_attitude(ME) < 10)
			set_attitude(ME,10);
		}	
	
	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(1000 + what_group_in(ME),10);
			if (can_see_char(1000))
				print_named_str(ME,"stares at you. Then it attacks!");
			if (gf(26,5) == 0) {
				sf(26,5,1);
				begin_talk_mode(30);
				}
				
			}
			else if (get_stat(20) < 8) {
				set_attitude(1000 + what_group_in(ME),10);
				print_named_str(ME,"looks at your necklace, but you fail to calm it.");
				if (gf(26,3) == 0) {
					sf(26,3,1);
					begin_talk_mode(31);
					}
				}
				else {
					print_named_str(ME,"looks at your necklace. You are able to calm it.");
					if (gf(26,4) == 0) {
						sf(26,4,1);
						begin_talk_mode(32);
						}
					}
		}
		
	// 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 (my_dist_from_start() >= 6) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else if (get_memory_cell(0) == 0)
			fidget(ME,20);

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

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);

	if ((what_group_in(ME) >= 0) && (sent_alert == 0) && (get_attitude(ME) >= 10)) {
		set_attitude(1000 + what_group_in(ME),10);
		alert_char(1000 + what_group_in(ME));
		set_act_at_dist(1000 + what_group_in(ME),1);
		sent_alert = 1;
		}
		
	do_attack();
break;

beginstate TALKING_STATE;
	if (get_memory_cell(3) > 0)
		begin_talk_mode(get_memory_cell(3));
		else print_str("Talking: It doesn't respond. It's not much of a talker.");
break;