// oldman.txt
// MGS - 2005
// A very simple, naive text. Creature attacks anything it hates nearby.
// Once it has won, it returns to its home.
// - Only change made is to the 'not respond' talk state.  Needed it to tell
// party to move forward to kick off special (not talk).
// 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;

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);
	message_dialog("At the old man's death, you hear a voice boom from the heavens.", "_You fools, that was my brother, now die!_");
	kill_char(1000, 2, 0);
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(3) == 0) {
		message_dialog("The old man beckons you forward.", "_Come closer_ he says _I can't hear you back there._");
		end();
	}
	begin_talk_mode(get_memory_cell(3));
break;
