// farhunter.txt
// Exactly like basicnpc.txt (the default creature script), with one 
// major difference. If this creature is ever hostile, it will immediately 
// hunt the party down. This script is for creatures that hunt down party from
// far away. Since the pathing engine can't move a character too far, this
// character will go to an intervening waypoint before tracking the party.

// 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.
//   Cell 4 - The waypoint the character walks to before tracking the party.


begincreaturescript;



variables;

short i,target;
short got_to_wayp = 0;

body;

beginstate INIT_STATE;


	if (get_memory_cell(0) == 2)		set_mobility(ME,0);
	//if (get_attitude(ME) >= 10)	//	alert_char(ME);

	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);


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);		}		
	if (get_attitude(ME) >= 10) {		if (got_to_wayp == 0) {

			if (approach_waypoint(ME,get_memory_cell(4),2))				if (dist_to_waypoint(ME,get_memory_cell(4)) <= 6) {
					got_to_wayp = 1;
					alert_char(ME);
					}
			}
			else if (dist_to_party() <= 20)
				alert_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) {
		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 (get_attitude(ME) >= 10)
		alert_char(ME);

	if (target_ok() == FALSE)
		set_state(START_STATE);
	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;
