// 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. Don't give names to characters who don't talk.

begincreaturescript;

variables;

short i,target;
string name;
short sound = 0;

body;

beginstate INIT_STATE;
    message_dialog("When you enter the town, a gate slams shut behind you. Looks like you'll have to find another way out of here.", "");
    clear_buffer();
    append_string("Talking: This ");
    append_char_name(ME);
    if (get_species(ME) > 0)
        append_string(" doesn't seem to have the ability to talk.");
    else append_string(" doesn't seem to want to talk to you.");
    get_buffer_text(name);
	if (get_memory_cell(0) == 2)
		set_mobility(ME,0);
	if ((creature_type(ME) == 68) || (creature_type(ME) == 188))
	    sound = -173;
	if (creature_type(ME) == 186)
	    sound = -172;
	if (creature_type(ME) == 80)
	    sound = -161;
break;

beginstate DEAD_STATE;
    set_terrain(21, 7, 4);
    message_dialog("Roger receives a mortal wound. He is barely alive when he pulls out a crystal from his pocket and breaks it. He disappears in a smoke cloud.", "You hear the shrieking alarm signal. Now you bet that every villain in this fortress knows that you're here.");
    put_boom_on_char(ME, 2, 0);
    set_terrain();
    run_animation();
    if (creature_type(ME) > 245)
        set_terrain(my_loc_x(), my_loc_y(), 508);
	// 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 ((party_can_see_loc(my_loc_x(), my_loc_y()) && (sound != 0) && (get_ran(1, 1, 5) == 5)))
		play_sound(sound); 
		
	// if I have a target for some reason, go attack it
	if (target_ok()) {
		if (dist_to_char(get_target()) <= 3)
			set_state(3);
			else set_target(ME,-1);
		}
	
	// Look for a target, attack it if visible
	if (select_target(ME,3669,2)) {
		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);
		}
    move_to_loc_x_y(21, 7);
    if (my_loc_y() == 7)
    {
        set_terrain(21, 7, 4);
        erase_char(ME);
    }
	// 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(name);
		end();
		}
	if ((creature_type(ME) == 70) || (creature_type(ME) == 205)) {
	    if (get_ran(1, 1, 100) < 50)
	        play_sound(-35);
	    else play_sound(-36);
	    }
	if (sound != 0)
	    play_sound(sound);
	begin_talk_mode(get_memory_cell(3));
break;