//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 status = 0;
short hit_count = 0;

body;

beginstate INIT_STATE;
	set_name(ME,"Podling Hunter");
	set_level(ME,20);
	change_max_health(ME,60);
	set_aggression(ME,9);
	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);
		}

		inc_flag(43,5,1);
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 ((status == 0) && (my_dist_from_start() >= 6)) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else if ((status == 2) && (dist_to_nav_point(ME,0) >= 6)) {
			approach_nav_point(ME,0,2);
			}
			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;
		}
	
	if ((status == 0) && (get_health(ME) < get_max_health(ME) / 2)) {
		status = 1;
		set_foe_target(ME,-1);
		print_named_str(ME,"runs away.");
		set_state(4);
		}
		
	do_attack();
break;


beginstate 4; // fleeing state
	 set_act_at_dist(ME,1);
	 
	 if (who_shot_me() >= 0) 
		hit_count = hit_count + 1;
	if (hit_count >= 2) {
		status = 2;
		set_state(START_STATE);
		}
		
	if (approach_nav_point(ME,0,2)) {
		set_foe_target(ME,-1);
		status = 2;
		set_state(START_STATE);
		}
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.");
break;