//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. Says when to move out and patrol
//	 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 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(52,7) > 0) || (gf(100,19) > 0) || (gf(52,5) > 0)) {
		if (gf(get_memory_cell(1),get_memory_cell(2)) > 0) {
			if (path_a_or_b == 0) {
				if (dist_to_nav_point(ME,get_memory_cell(3)) <= 3)
					path_a_or_b = 1;
					else approach_nav_point(ME,get_memory_cell(3),1);
	
				}
				else {
					fidget(ME,18);
					if (dist_to_nav_point(ME,get_memory_cell(3)) > 7)
						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;
	if (gf(get_memory_cell(1),get_memory_cell(2)) > 0) 
		begin_talk_mode(9);
		else begin_talk_mode(8);
	break;