// t4monson.txt
// by Nemesis (FiveIronCaddy488@sbcglobal.net)
// Same as basicnpc, but with some added stuff.
// 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 - Not used.
//   Cell 3 - Dialogue node to start with if talked to. if left at 0, this
//     character doesn't talk.

begincreaturescript;

variables;

short i,target,loopvar;

body;

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

beginstate DEAD_STATE;
	text_bubble_on_char(ME,"Urgh bastard");
	force_instant_terrain_redraw();
	pause(5);

	set_flag(2,29,1);//dead
	message_dialog("Monson takes his last bit of strength to bound toward the exit. He disappears from sight.","");
	erase_char(ME);

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)) {
		loopvar = 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);
	else if (loopvar == 0) {
		text_bubble_on_char(ME,"Gang rape!");
		force_instant_terrain_redraw();
		put_sparkles_on_char(ME,1,10);
		run_animation_sound(12);
		loopvar = 1;
	}
	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;