//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 - Is an extra guy

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;
short extra_att = 0;

body;

beginstate INIT_STATE;
	set_level(ME,30);
	set_boss_level(ME,1);
	
	if (gf(59,21) > 0)
		erase_char(ME);
	if (gf(100,23) == 0)
		erase_char(ME);
		
	last_walk = get_current_tick();
	break;

beginstate DEAD_STATE;
	if ((get_memory_cell(1) != 0) || (get_memory_cell(2) != 0))
		inc_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE; 
	if (extra_att == 0) { // make sure friendly
		extra_att = 1;
		set_attitude(ME,3);
		}

	// 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(59,22) > 0) && ((get_memory_cell(4) == 0) || (gf(59,23) > 0))) {
		if (dist_to_nav_point(ME,3) <= 2) {
			print_named_str(ME,"escapes into Inner Gazaki-Uss.");
			sf(59,21,1);
			erase_char(ME);
			end();
			}
		approach_nav_point(ME,3,1); 
		
		}

	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 (get_memory_cell(0) == 0) {
		print_str("Talking: The creation doesn't respond. It stares straight ahead,");
		print_str("  awaiting the order to attack.");
		}
		else begin_talk_mode(get_memory_cell(0));
	break;