// fading.txt
// Modified basicnpc.txt, that models a creature slowly fading away (in
//  this case, due to a flawed summoning). Each turn, the creature loses
//  a tenth of its health, which can eventually kill it.
// 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;
short faded = 0;
short curtick = 0;

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);

	reset_dialog();
	if(faded == 0) {
		if(party_can_see_loc(my_loc_x(), my_loc_y()) == 1)
			add_dialog_str(0,"The demon utters a foul curse as the last of its body becomes insubstantial and disappears. All that it leaves behind is a foul sulfur odor and a few scorch-marks.",0);
		else
			add_dialog_str(0,"You hear the demon utter a loud, vile curse. Then, silence.",0);
		else
		}
	else
		add_dialog_str(0,"As you strike a final blow, the demon's insubstantial form dissipates like smoke. For a second, it seems as if the smoke is trying to form an obscene gesture, but then it loses its shape.",0);
	run_dialog(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_continue(3);
			else set_target(ME,-1);
		}
	
	// Look for a target, attack it if visible
	if (select_target(ME,8,0)) {
		set_state_continue(3);
		}
		
	// Have I been hit? Strike back!
	if (who_hit_me() >= 0) {
		set_target(ME,who_hit_me());
		set_state_continue(3);
		}

	if(faded == 1)
		faded = 0;

	//fading damage = 1/10 of the creature's health
	if((faded == 0) && (get_current_tick() != curtick)) {
		put_sparkles_on_char(ME,7,15);
		run_animation_sound(42);
		faded = 1;
		damage_char(ME, (get_max_health(ME) / 10), 4);
		curtick = get_current_tick();
		}
		
	// 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_continue(START_STATE);

	do_attack();

	if(faded == 1)
		faded = 0;

	//fading damage = 1/10 of the creature's health
	if((faded == 0) && (get_current_tick() != curtick)) {
		put_sparkles_on_char(ME,7,15);
		run_animation_sound(42);
		damage_char(ME, (get_max_health(ME) / 10), 4);
		faded = 1;
		curtick = get_current_tick();
		}

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;