//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;

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 ((get_attitude(ME) >= 10) && (gf(77,15) == 1)) {
		if (path_a_or_b == 0) {
			if (dist_to_nav_point(ME,2) <= 2)
				path_a_or_b = 1;
			approach_nav_point(ME,2,1);
			}
			else {
				if (tick_difference(last_walk,get_current_tick()) > 1) {
					last_walk = get_current_tick();
					if (get_nearest_party_char(7) < 0) {
						inc_flag(77,18,1);
						if (get_ran(1,0,1) == 0)
							print_str_color("You hear machinery being smashed.",3);
						}
					}
				if (dist_to_nav_point(ME,2) >= 6) 
					approach_nav_point(ME,2,1);
					else fidget(ME,25);
				}
		}
		

	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;
	begin_talk_mode(16);
	break;