//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;
short sent_alert = 0;

body;

beginstate INIT_STATE;
	last_walk = get_current_tick();
	
	if (get_level(ME) < 25)
		set_level(ME,25);

	if (gf(63,8) > 0)
		erase_char(ME);
	break;

beginstate DEAD_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);
		}
	

break;

beginstate START_STATE; 
	if ((gf(63,3) == 0) && (get_nearest_party_char(5) >= 0)) {
		talk_no_exit(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) && (char_ok(16))) {
		set_foe_target(ME,16);
		set_state(3);
		}

		
	if ((gf(63,8) == 1) && (char_ok(16) == FALSE) && (get_attitude(ME) < 10)) {
		sf(63,8,2);
		begin_talk_mode(7);
		}
	if (gf(63,8) > 1) {
		if (dist_to_nav_point(ME,0) <= 3)
			erase_char(ME);
		approach_nav_point(ME,0,2);
		}

	if (am_i_doing_action() == FALSE)
		end_combat_turn();
break;

beginstate 3; // attacking
	if (target_ok() == FALSE)
		set_state(START_STATE);

	if ((gf(63,3) == 0) && (get_attitude(ME) >= 10))
		sf(63,3,2);

	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 guard has nothing else to say to you.");

	break;