//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;

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
	
	if (get_level(ME) < 22)
		set_level(ME,22);
	set_boss_level(ME,1);
	
	if (gf(38,9) > 0)
		erase_char(ME);
	break;

beginstate DEAD_STATE;

break;

beginstate START_STATE; 
	if ((gf(38,9) == 0) && (get_attitude(ME) < 10) && (my_number() == 21) && (get_nearest_party_char(6) >= 0)) {
		sf(38,9,1);
		talk_no_exit(30);
		}
		
	// 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(38,9) > 0) && (get_attitude(ME) < 10)) {
		if (dist_to_nav_point(ME,3) <= 1)
			erase_char(ME);
		approach_nav_point(ME,3,2);
		}
	
	

	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(38,9) > 0) {
		print_str("Talking: Now that they've seen your pass, the soldiers have no");
		print_str("  interest in talking to you.");
		}
		else {
		print_str("Talking: The soldier doesn't want to talk to you. He nods over at");
		print_str("  his captain.");
		}
	break;