// Merchant
// merchant.txt
// by TM. Customized for the HLPM by Kelandon.
// v1.0.1
//
// A very simple, naive text. Merchant attacks anything it hates nearby.
// Once it has won, it returns to its home.  When talked to, Merchant skips
// talking and moves directly onto shopping with a generic, terse
// description of his/her goods.
//
// NOTE: This character doesn't move. It just changes the direction
// that it is facing. It also doesn't buy items, just sells them, except shop
// 17, which ONLY buys items.
//
// 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 - Shop Type
//     0 - Armor
//     1 - Weapons
//     2 - Tools
//     3 - Missiles
//     4 - Potions
//     5 - Artifacts
//     6 - Body Armor
//     7 - Mage Spells
//     8 - Priest Spells
//     9 - Herbs and rings
//     10 - Crystals and Scrolls
//     11 - Magic Armor
//     12 - Bracelets and Charms
//     13 - Powerful Weapons and Shields
//     14 - Wands
//	   17 - Buys items
//   Cell 4 - Prices (0-6, 6 is higher)

begincreaturescript;

variables;

short i,target;
string shop_type;

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);
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 turn 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) && (get_ran(1,1,4) == 1)) {
			set_character_facing(ME,get_ran(1,0,7));
			}

	// 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) {
	begin_shop_mode("Ardent Armor","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);

	}
	if (get_memory_cell(3) == 1) {
		begin_shop_mode("Insidious Implements","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 2) {
		begin_shop_mode("Devious Devices","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 3) {
		begin_shop_mode("Piercing Projectiles","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 4) {
		begin_shop_mode("Potent Potions","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 5) {
		begin_shop_mode("Awesome Artifacts","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 6) {
		begin_shop_mode("Defensive Devices","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 7) {
		begin_shop_mode("Magical Mayhem","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 8) {
		begin_shop_mode("Priestly Purchases","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 9) {
		begin_shop_mode("Helpful Herbs","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 10) {
		begin_shop_mode("Movable Magic","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 11) {
		begin_shop_mode("Augmented Armor","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 12) {
		begin_shop_mode("Superstition Supplements","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 13) {
		begin_shop_mode("Assorted Attacking Aids","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 14) {
		begin_shop_mode("Wonderful Wands","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  The goods appear to be of decent quality, although the prices are debatable.",get_memory_cell(3),get_memory_cell(4),-1);
	}
	if (get_memory_cell(3) == 17) {
		begin_shop_mode("Spider's Shop","Merchants are busy people.  Skipping conversation, this salesperson jumps into listing prices.  Oh, and it thinks you're cute.",get_memory_cell(3),get_memory_cell(4),get_memory_cell(4));
	}
break;