// basicnpc.txt
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// 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.

begincreaturescript;

variables;

short i,target,j;

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
	j = (get_flag(250,1));
	
	if(get_flag(250,0) == 2) { //IF EVIL
		set_char_status(j,2,5,1,1);
		if(get_ran(1,1,2) == 1) {
			change_char_health(1000,5);
		} else {
			change_char_energy(1000,5);
		}
		inc_flag(250,2,1);
	}

	if(get_flag(250,0) == 1) { //IF GOOD
		if(who_hit_me() == j) { //if you kill him...
			message_dialog("As you kill this person, one of your fellow soldiers turns to you and attacks - given the circumstances it's not hard to believe you may be a traitor.","After a second, more soldiers attack. You don't stand a chance...");
			kill_char(1000,3,0);
		}
		
	}
break;

beginstate START_STATE; 
	// if party is bad, civilians flee party
	if (get_flag(250,0) == 2)
			flee_char(ME,0,15);

	// If I was attacked, run away
	if (who_hit_me() >= 0) {
			flee_char(ME,who_hit_me(),15);
			}

	// If whatever door found to be open, go there
	if (get_flag(0,11) == 2) { // SW
			approach_waypoint(ME,1,1);
			
			// if I am at waypoint, erase me (as if I fleed town)
			if (approach_waypoint(ME,1,1) == 1)
					erase_char(ME);
			}

	if (get_flag(0,12) == 2) { //SE
			approach_waypoint(ME,2,1);

			// if I am at waypoint, erase me (as if I fleed town)
			if (approach_waypoint(ME,2,1) == 1)
					erase_char(ME);
			}

	if (get_flag(0,13) == 2) { // NW
			approach_waypoint(ME,0,1);
			
			// if I am at waypoint, erase me (as if I fleed town)
			if (approach_waypoint(ME,0,1) == 1)
					erase_char(ME);
			}

	// 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 => always flee
	flee_char(ME,who_hit_me(),15);
	set_state(START_STATE);
break;

beginstate TALKING_STATE;
	text_bubble_on_char(0,"");
	text_bubble_on_char(0,"I can't start talking now...");
	force_instant_terrain_redraw();
	pause(10);

	text_bubble_on_char(0,"");
	text_bubble_on_char(0,"I have a duty to do!");
	force_instant_terrain_redraw();
	pause(10);

	text_bubble_on_char(0,"");
	force_instant_terrain_redraw();
break;