// HealingPotion.txt
//
// by Jeremy "Terror's Martyr" LeVeque
//
// This script uses the combat behavior of basicnpc.txt.  What
// differentiates this script from basicnpc.txt, however, is
// that the monster will drink a certain number of potions
// which heal a certain amount of its HP when it is damaged
// enough.
// 
// 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 - Stuff done flag. If both 0, nothing. Otherwise when this 
//     is killed, set to 1. (Example: If cell 1 is 3 and cell 2 is 5, when
//     creature is killed, sets SDF(3,5) to 1.)
//   Cell 3 - Dialogue node to start with if talked to. if left at 0, this
//     character doesn't talk.
//   Cell 4 - Percent of HP remaining needed to drink potion.
//   Cell 5 - Percent of HP healed by one potion.
//   Cell 6 - Number of potions.  Defaults to 1.

begincreaturescript;

variables;

short i,target;
short max,nowhp,pcent,ppcent,potion,needed,num,maxnum;

body;

beginstate INIT_STATE;
	if (get_memory_cell(0) == 2)
		set_mobility(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))
		set_flag(get_memory_cell(1),get_memory_cell(2),1);
break;

beginstate START_STATE; 

maxnum = get_memory_cell(6);
if(get_memory_cell(6) == 0){
	maxnum = 1;
}
max = get_max_health(ME);
pcent = (get_memory_cell(4) / 100);
needed = (max * pcent);
ppcent = (get_memory_cell(5) / 100);
potion = (max * ppcent);
if(get_memory_cell(4) == 0){
	pcent = (25 / 100);
	needed = (max * pcent);
}
if(get_memory_cell(5) == 0){
	ppcent = (40 / 100);
	potion = (max * pcent);
}
nowhp = get_health(ME);

while(nowhp <= needed && num <= maxnum){
	if(num <= get_memory_cell(6)){
		play_sound(28);
		change_char_health(ME,potion);
		print_named_str(ME," swallows a healing potion!");
		num = num + 1;
	}

max = get_max_health(ME);
potion = (max / 5);
nowhp = get_health(ME);

}

	// 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_target(ME,-1);
		}
	
	// Look for a target, attack it if visible
	if (select_target(ME,8,0)) {
		do_attack();
		set_state(3);
		}
		
	// Have I been hit? Strike back!
	if (who_hit_me() >= 0) {
		set_target(ME,who_hit_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) {
			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);
	do_attack();
break;

beginstate TALKING_STATE;
	if (get_memory_cell(3) == 0) {
		print_str("Talking: It doesn't respond.");
		end();
		}
	begin_talk_mode(get_memory_cell(3));
break;