// Changing Dialogue v1.0.0
// changedialog.txt
// by Kelandon (tomwatts@berkeley.edu)
// Pretty much the same as basicnpc, talks differently based on a flag. If the
// flag is non-zero, this character will start at a different talk node.
//
// 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 - Dialogue node to start with if talk to after a flag is set. If
//	left at 0, char will stop talking.
// Cell 5,6 - SDF for switching to second dialogue node. If flag not 0, char 
//	will use the node in cell 4, not in cell 3. If both left at 0, char
//	doesn't switch nodes.

begincreaturescript;

variables;

short i, target;

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; 
	// 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(5) == 0) && (get_memory_cell(6) == 0)) ||
	    (get_flag(get_memory_cell(5), get_memory_cell(6)) == 0)) {
		if (get_memory_cell(3) == 0) {
			print_str("Talking: It doesn't respond.");
			end();
		}
		begin_talk_mode(get_memory_cell(3));
	}
	else {
		if (get_memory_cell(4) == 0) {
			print_str("Talking: It doesn't respond.");
			end();
		}
		begin_talk_mode(get_memory_cell(4));
	}
break;
