// patrolnpc.txt
// Creature attacks anything it hates nearby, and spends the rest of its time patrolling a path.
// Once it has won, it returns to its home.
// Memory Cells:
//   Cell 0 - Number of path to follow.
//	 Cell 1 - If 0, just loops around path. If 1, walks to end of path, waits a little, and returns home.
//      If 2, goes to end of path and just stops.
//   Cell 2 - Node if talked to. 0 means no conversation
//   Cell 3,4 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.

begincreaturescript;

variables;

short i,target;
short did_walk = 0;

body;

beginstate INIT_STATE;
	if (creature_type(ME) != 104)
		set_name(ME,"Thistlewood Raider");
	if (creature_type(ME) == 170) {
		set_name(ME,"Callaran");
		set_boss_level(ME,2);
		set_new_abil(ME,13);
		set_strategy(ME,1);
		}
	set_level(ME,22);
	
	break;

beginstate DEAD_STATE;
	if (creature_type(ME) == 170) 
		sf(49,1,1);

break;

beginstate START_STATE;
	if (get_foe_target(ME,6,0)) {
		do_attack();
		set_state(3);
		}
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}

	if (did_walk == 0) {
		follow_path(ME,1,0);
		set_state(4);
		}
		else {
			if ((get_attitude(ME) >= 10) && (dist_to_pc() <= 40)) {
				set_foe_target(ME,pc_num());
				set_state(3);
				}			
			}
	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; // patrol
	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 (dist_to_nav_point(ME,2) <= 3) {
		did_walk = 1;
		set_state(START_STATE);
		}
	if (follow_path(ME,1,0) == TRUE) {
		did_walk = 1;
		set_state(START_STATE);
		}
		
break;
beginstate TALKING_STATE;
	if (get_memory_cell(2) == 0) {
		print_str("Talking: It doesn't respond.");
		}
		else begin_talk_mode(get_memory_cell(2));	
break;