//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();
	break;

beginstate DEAD_STATE;

break;

beginstate START_STATE; 
	if ((get_attitude(ME) < 10) && (gf(52,5) > 0))
		set_attitude(ME,10);
	if ((get_attitude(ME) < 10) && (gf(52,7) > 0) && (gf(52,15) == 0))
		set_attitude(ME,10);

	// 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 ((get_attitude(ME) < 10) && (gf(52,15) == 0) && (get_nearest_party_char(6) >= 0)) {
		talk_no_exit(10);
		}
		
	if ((get_attitude(ME) < 10) && (gf(52,15) > 0)) {
		if (dist_to_nav_point(ME,0) > 2)
			approach_nav_point(ME,0,1);
		}
		else {
			if (path_a_or_b == 0) {
				if ((tick_difference(last_walk,get_current_tick()) > 6) ||   (get_memory_cell(4) > 0)) {
					if (approach_nav_point(ME,1,2)) {
						last_walk = get_current_tick();
						path_a_or_b = 1;
						}
						else if (am_i_doing_action() == FALSE) {
							last_walk = get_current_tick();
							path_a_or_b = 1;
							}		
					}	
				}
				else if (get_memory_cell(4) == 0) {
					if (tick_difference(last_walk,get_current_tick()) > 6) {
						if (return_to_start(ME,2)) {
							last_walk = get_current_tick();
							path_a_or_b = 0;		
							}
							else if (am_i_doing_action() == FALSE) {
								last_walk = get_current_tick();
								path_a_or_b = 0;
								}
						}
					}
			}
			
	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;
		print_str("Talking: You try to talk to the battle gamma, but it doesn't");
		print_str("  respond. Even if it can speak, it's too tired and hungry.");
	break;