// t6Joshua.txt
// Modified basicnpc.txt, used for Joshua in the Waterfall Cave.
// 
// 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. When Joshua is killed, this flag is
//     set to equal 3.
//   Cell 3 - Dialogue node to start with if talked to. if left at 0, this
//     character doesn't talk.

begincreaturescript;

variables;

short i,target;

body;

beginstate INIT_STATE;
	if (get_memory_cell(0) == 2)
		set_mobility(ME,0);
	set_aggression(ME,100);
	set_courage(ME,100);
	set_strategy(ME,0);

	break;

beginstate DEAD_STATE;
	// Set the appropriate stuff done flag for this character being dead

	activate_hidden_group(2);
	relocate_character(19,my_loc_x(),my_loc_y());
	force_instant_terrain_redraw();
	set_character_facing(19,4);
	set_character_pose(19,1);

	reset_dialog();
	add_dialog_str(0,"Joshua reappears abruptly, clutching his wounds. He staggers momentarily and drops his sword. He feebly tries to heft his bow like a club.",0);
	add_dialog_str(1,"_So you've won for now,_ he gasps. _But you can't win forever. There will always be others like me!_",0);
	add_dialog_str(2,"With that said, he lets loose an almost unearthly roar, as if the sheer force of his voice will detonate the explosives.",0);
	add_dialog_str(3,"He moves to strike you with the raised bow, but he simply falls to the ground. A few twitches later, he stops breathing.",0);
	
	run_dialog(1);


	play_sound(-29);
	set_character_pose(19,11);
	force_instant_terrain_redraw();
	pause(1);
	set_character_pose(19,12);
	force_instant_terrain_redraw();
	pause(1);
	set_character_pose(19,13);
	force_instant_terrain_redraw();
	pause(1);
	set_character_pose(19,14);
	force_instant_terrain_redraw();
	pause(1);
	erase_char(19);
	force_instant_terrain_redraw();

	toggle_quest(14,0);

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

	//Check for crates to push, only one per turn
	if(get_terrain(my_loc_x(),(my_loc_y() + 1)) == 501) {
		set_terrain(my_loc_x(),(my_loc_y() + 1), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}
	else if(get_terrain(my_loc_x(),(my_loc_y() - 1)) == 501) {
		set_terrain(my_loc_x(),(my_loc_y() - 1), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}
	else if(get_terrain((my_loc_x() + 1),(my_loc_y() + 1)) == 501) {
		set_terrain((my_loc_x() + 1),(my_loc_y() + 1), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}
	else if(get_terrain((my_loc_x() - 1),(my_loc_y() + 1)) == 501) {
		set_terrain((my_loc_x() - 1),(my_loc_y() + 1), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}
	else if(get_terrain((my_loc_x() + 1),my_loc_y()) == 501) {
		set_terrain((my_loc_x() + 1),my_loc_y(), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}
	else if(get_terrain((my_loc_x() - 1),my_loc_y()) == 501) {
		set_terrain((my_loc_x() - 1),my_loc_y(), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}
	else if(get_terrain((my_loc_x() + 1),(my_loc_y() - 1)) == 501) {
		set_terrain((my_loc_x() + 1),(my_loc_y() - 1), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}
	else if(get_terrain((my_loc_x() - 1),(my_loc_y() - 1)) == 501) {
		set_terrain((my_loc_x() - 1),(my_loc_y() - 1), 0);
		inc_flag(6,16,1);
		play_sound(85); //rowing sound... alternate: 100
		print_str("Joshua pushes a crate into the water!");
	}

	if (target_ok() == FALSE)
		set_state_continue(START_STATE);
	else
		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;