// mobchat.txt
// Like basicnpc but has a base conversation attached to it.
// Memory Cells:
//   Cell 0 - How creature moves.
//     0 - If 0, wander randomly. 
//     1 - Stands still until a target appears.
//     2 - Completely immobile, even if target appears.
//   Cell 1,2 - The two values SDF 297 0 and 297 1 are set to.
//   Cell 3 - Dialogue node to start with if talked to. if left at 0, this
//     character doesn't talk.

// Conversations:
//  8340 - Weaponsmith (was 40). Value 1 - # of shop. Value 2 - Shop cost
//         Shops = 31 32
//  8360 - Armorsmith (was 60). Value 1 - # of shop. Value 2 - Shop cost
//         Shops = 33 34
//  8380 - Tinker (was 80). Value 1 - # of shop. Value 2 - Shop cost
//         Shops = 35 36 37
//  8400 - Food shop (was 100). Value 1 - # of shop. Value 2 - Shop cost
//         Shops = 20 24
//  8420 - Tailor (was 120). Value 1 - # of shop. Value 2 - Shop cost
//         Shops = 38 39
//  8440 - Fletcher (was 140). Value 1 - # of shop. Value 2 - Shop cost
//         Shops = 40 41
//  8500 - Innkeeper (was 300). Value 1,2 - coords of inn. needs to be upper 
//         left corner of clear 2x2 squares

begincreaturescript;

variables;

short i,target;
short tried_return = 0;

body;

beginstate INIT_STATE;
	if (get_memory_cell(3) == 8340)
		set_name(ME,"Weaponsmith");
	if (get_memory_cell(3) == 8360)
		set_name(ME,"Armorsmith");
	if (get_memory_cell(3) == 8380)
		set_name(ME,"Tinker");
	if (get_memory_cell(3) == 8400)
		set_name(ME,"Chef");
	if (get_memory_cell(3) == 8420)
		set_name(ME,"Tailor");
	if (get_memory_cell(3) == 8440)
		set_name(ME,"Fletcher");
	if (get_memory_cell(3) == 8500)
		set_name(ME,"Innkeeper");
		
	if (get_memory_cell(0) == 2)
		set_walk_speed(ME,0);
	break;

beginstate DEAD_STATE;
	// Set the appropriate stuff done flag for this character being dead
	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 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);
		}
	
	// Look for a target, attack it if visible
	if (get_foe_target(ME,12,0)) {
		if (dist_to_party() > 8)
			approach_char(ME,30000,7);
			else {
				do_attack();
				set_state(3);
				}
		}
		
	// Have I been hit? Strike back!
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
		
	// Otherwise, just peacefully move around. Go back to start, if I'm too far
	// from where I started.
	if ((my_dist_from_start() >= 6) || ((my_dist_from_start() > 0) && (get_memory_cell(0) > 0))) {
		if (get_ran(1,1,100) < 40) 
			return_to_start(ME,1);
		}
		else if (get_memory_cell(0) == 0) {
			tried_return = 0;
			fidget(ME,25);
			}

	// if we're in combat and the above didn't give me anything to do, just
	// stop now. Otherwise, game will keep running script, and that eats up CPU time.
	if (am_i_doing_action() == FALSE)
		end_combat_turn();
break;

beginstate 3; // attacking

	if (target_ok() == FALSE)
		set_state(START_STATE);

	if ((my_dist_from_start() >= 25) && (tried_return == 0)) {
		tried_return = 1;
		set_foe_target(ME,-1);
		return_to_start(ME,2);
		set_state(4);
		}

	do_attack();
break;

beginstate 4; // returning to start
	if (my_dist_from_start() < 10)
		set_state(START_STATE);

	// Have I been hit? Strike back!
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	
	return_to_start(ME,2);
break;

beginstate TALKING_STATE;

	if (get_memory_cell(3) == 0) {
		print_str("Talking: You receive no response.");
		end();
		}
		
	sf(297,0,get_memory_cell(1));
	sf(297,1,get_memory_cell(2));
	begin_talk_mode(get_memory_cell(3));
break;