//flag2pt.txt - Like basic monst, but this character spends all its time 
// oscillating between its start point and a given nav point. When it goes 
// depends on the value of of a flag, which is set in the zone script
// 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 4,5 - Flag that determines when it moves. if 0, goes out to nav
//     point. If 1, returns to start.

begincreaturescript;

variables;

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

body;

beginstate INIT_STATE;
	if (get_level(ME) >= 28)
		set_name(ME,"Caravan Guard");
		else {
			set_level(ME,25);
			set_name(ME,"Caravan Worker");
			}
		
	last_walk = get_current_tick();

	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_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 (fled_once == 0) {
		if (gf(7,5) == 0) {
			if (dist_to_nav_point(ME,2) > 4)
				approach_nav_point(ME,2,2);
			}
			else {
				return_to_start(ME,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);


	if ((get_health(ME) < (get_max_health(ME) * 2) / 3) && (fled_once == 0)) {
		fled_once = 1;
		set_foe_target(ME,-1);
		set_act_at_dist(ME,1);
		approach_nav_point(ME,get_memory_cell(4),2);
		set_state(4);
		}

	do_attack();
break;

beginstate 4; // returning to start
	if (dist_to_nav_point(ME,1) <= 35) {
		if (approach_nav_point(ME,1,2))
			set_state(START_STATE);
			}
		else approach_nav_point(ME,0,2);
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;