//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 - What path type (0,1,2)

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;
short goal_x,goal_y;
short last_abil;
short ae_range = 8;

body;

beginstate INIT_STATE;
	set_name(ME,"Spire Defense Golem");
	set_level(ME,30);
	change_max_health(ME,100);
	set_boss_level(ME,2);
	set_new_abil(ME,20);
	
	last_abil = 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 ((get_attitude(ME) < 10) && (get_nearest_party_char(5) >= 0)) {
		print_named_str(ME,"has detected you!");

		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);
		
		if (gf(76,7) == 0) {
			sf(76,7,1);
			begin_talk_mode(6);
			}
		}
		
	if (get_ran(1,0,100) < 20)
			give_char_text_bubble(ME,"Whirrrr ... Click.");
	if (get_ran(1,0,100) < 20)
			give_char_text_bubble(ME,"Hummmmmm ...");
	
	// 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_memory_cell(3) == 0) {
		if (gf(76,10) == 0) {
			if ((gf(76,6) == 0) || (gf(76,6) == 2)) {
				goal_x = 30; goal_y = 12;
				}
			if (gf(76,6) == 1) {
				goal_x = 19; goal_y = 12;
				}
			if (gf(76,6) == 3) {
				goal_x = 33; goal_y = 12;
				}
			}
		if (gf(76,10) == 1) {
			if ((gf(76,6) == 0) || (gf(76,6) == 2)) {
				goal_x = 30; goal_y = 27;
				}
			if (gf(76,6) == 1) {
				goal_x = 30; goal_y = 12;
				}
			if (gf(76,6) == 3) {
				goal_x = 14; goal_y = 27;
				}
			}
		}
	if (get_memory_cell(3) == 1) {
		if (gf(76,11) == 0) {
			if ((gf(76,6) == 0) || (gf(76,6) == 2)) {
				goal_x = 29; goal_y = 40;
				}
			if (gf(76,6) == 1) {
				goal_x = 30; goal_y = 52;
				}
			if (gf(76,6) == 3) {
				goal_x = 41; goal_y = 39;
				}
			}
		if (gf(76,11) == 1) {
			if ((gf(76,6) == 0) || (gf(76,6) == 2)) {
				goal_x = 14; goal_y = 52;
				}
			if (gf(76,6) == 1) {
				goal_x = 30; goal_y = 52;
				}
			if (gf(76,6) == 3) {
				goal_x = 14; goal_y = 39;
				}
			}
		}
	if (get_memory_cell(3) == 2) {
		if (gf(76,12) == 0) {
			if ((gf(76,6) == 0) || (gf(76,6) == 2)) {
				goal_x = 54; goal_y = 39;
				}
			if (gf(76,6) == 1) {
				goal_x = 44; goal_y = 39;
				}
			if (gf(76,6) == 3) {
				goal_x = 56; goal_y = 49;
				}
			}
		if (gf(76,12) == 1) {
			if ((gf(76,6) == 0) || (gf(76,6) == 2)) {
				goal_x = 56; goal_y = 49;
				}
			if (gf(76,6) == 1) {
				goal_x = 54; goal_y = 39;
				}
			if (gf(76,6) == 3) {
				goal_x = 41; goal_y = 53;
				}
			}
		}
	if (dist_to_zone_loc(ME,goal_x,goal_y) > 2)
		approach_zone_loc(ME,goal_x,goal_y,1);
	

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

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

	if ((get_attitude(ME) >= 10) && (is_combat()) && 
	  (tick_difference(last_abil,get_current_tick()) > 0)) {
		run_char_animation(2,1,35);	
		last_abil = get_current_tick();

		  	place_particle_num(ME,1,4,8);
			print_named_str(ME,"radiates a cloud of searing energy.");
			pc_heard_sound_delay(179,250);						
	  		create_missile_spiral(155,40,ae_range,2);
	  		damage_nearby(get_ran(1,300,400),ae_range,1,0);
			status_nearby(4,ae_range,20,0);

			status_nearby(-15,ae_range,9,0);
			status_nearby(-15,ae_range,11,0);
			status_nearby(-15,ae_range,12,0);
			status_nearby(-15,ae_range,13,0);
			status_nearby(-15,ae_range,14,0);
			status_nearby(-15,ae_range,15,0);
			status_nearby(-15,ae_range,16,0);
			status_nearby(-15,ae_range,18,0);
			status_nearby(-15,ae_range,19,0);

		end();
		}
		
	do_attack();
break;

beginstate TALKING_STATE;
		print_str("Talking: The golem doesn't respond.");

	break;