//twopts.txt - Like basic monst, but this character spends all its time 
// oscillating between its start point and a given nav point.
// Memory Cells:
//   Cell 0 - Dialogue node when spoken to
//   Cell 1,2 - Stuff done flag. If both 0, nothing. Otherwise when this is killed, set to 1.
//	 Cell 3 - The nav point the character marches out to.
//   Cell 4 - If nonzero, the character runs to its nav point immediately.
//     If 0, only goes occasionally.

begincreaturescript;

variables;

short i,target;
short path_a_or_b = 0;
short last_walk;

body;

beginstate INIT_STATE;
	set_name(ME,"Fleeing Mercenary");
	
	last_walk = get_current_tick();

	break;

beginstate DEAD_STATE;
	inc_flag(30,15,1);
break;

beginstate START_STATE; 
	if (path_a_or_b > 0) {
		// 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_foe_target(ME,-1);
			}
		
		// Look for a target, attack it if visible
		if (get_foe_target(ME,12,0)) {
			if (dist_to_party() > 8)
				approach_char(ME,30000,7);
				else {
					do_attack();
					set_state(3);
					}
			}
			
		// Have I been hit? Strike back!
		if (who_shot_me() >= 0) {
			set_foe_target(ME,who_shot_me());
			do_attack();
			set_state(3);
			}
		}

	if (path_a_or_b == 0) {
		if (dist_to_nav_point(ME,0) <= 4)
			path_a_or_b = 1;		
			else approach_nav_point(ME,0,2);
		}

	// 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(0) == 0) {
		print_str("Talking: You make a bit of small talk, but don't learn");
		print_str("  anything interesting.");
		}
		else begin_talk_mode(get_memory_cell(0));
break;