//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 - mobs ee flag.
//	 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;
short sent_alert = 0;

body;

beginstate INIT_STATE;
	set_boss_level(ME,1);
	
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	inc_flag(54,11,1);
	
	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);
		}
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_attitude(ME) < 10) && (get_nearest_party_char(7) >= 0) && (gf(get_memory_cell(1),get_memory_cell(2)) == 0)) {
		sf(get_memory_cell(1),get_memory_cell(2),1);
		if ((has_spec_item(2) == 0) || (get_stat(20) < 7)) {
			print_named_str(ME,"has sighted you. You aren't able to convince");
			print_str_color("  it to leave you alone.",2);
			set_attitude(ME,10);
			inc_flag(54,11,4);
			}
			else sf(54,14,1);
		if (gf(54,12) == 0) {
			sf(54,12,1);
			begin_talk_mode(5);
			}
		}

	
	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 (path_a_or_b == 0) {
		if ((tick_difference(last_walk,get_current_tick()) > 6) ||   (get_memory_cell(4) > 0)) {
			if (approach_nav_point(ME,get_memory_cell(3),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);


	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;
		}
		
	do_attack();
break;

beginstate TALKING_STATE;
		print_str("Talking: The patrolling creation ignores you. It doesn't matter.");
		print_str("  It can't talk.");
	break;