// warrior.txt
// The script for a character that can use the warrior disciplines.

// 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 tried_return = 0;
short disc_level;
short used_disc;

body;

beginstate INIT_STATE;
	if (get_memory_cell(0) == 2)
		set_walk_speed(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))
		inc_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);
		}
		
	// Otherwise, just peacefully move around. Go back to start, if I'm too far
	// from where I started.
	if ((my_dist_from_start() >= 7) || ((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) {
			tried_return = 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(START_STATE);

	if ((my_dist_from_start() >= 25) && (tried_return == 0)) {
		tried_return = 1;
		set_foe_target(ME,-1);
		return_to_start(ME,2);
		set_state(4);
		}

	disc_level = (get_level(ME) / 4) + 1;
	// use a disc?
	if ((is_combat()) && (get_nearest_hate_char(2) >= 0) && (get_char_status(ME,27) == 0) && (get_ran(1,0,100) < 75)) {
		used_disc = 0;
		
		// heal bad effects
		if ((used_disc == 0) && (get_char_status(ME,1) < 0) && (disc_level >= 4)) {
			use_discipline(ME,4);
			used_disc = 1;
			}
		if ((used_disc == 0) && ((get_char_status(ME,0) < 0) || (get_char_status(ME,8) < 0)) && (get_ran(1,0,100) < 60) && (disc_level >= 3)) {
			use_discipline(ME,3);
			used_disc = 1;
			}
		
		// go down the list and pick somethying good otherwise
		if ((used_disc == 0) && (disc_level >= 9) && (get_ran(1,0,100) < 60)) {
			use_discipline(ME,9);
			used_disc = 1;
			}
		if ((used_disc == 0) && (disc_level >= 8) && (get_ran(1,0,100) < 60)) {
			use_discipline(ME,8);
			used_disc = 1;
			}
		if ((used_disc == 0) && (disc_level >= 7) && (get_ran(1,0,100) < 60)) {
			use_discipline(ME,7);
			used_disc = 1;
			}
		if ((used_disc == 0) && (disc_level >= 6) && (get_ran(1,0,100) < 60)) {
			use_discipline(ME,6);
			used_disc = 1;
			}
		if ((used_disc == 0) && (disc_level >= 5)) {
			use_discipline(ME,5); // dont devove below mighty blow
			used_disc = 1;
			}
		if ((used_disc == 0) && (disc_level >= 2) && (get_ran(1,0,100) < 60)) {
			use_discipline(ME,2);
			used_disc = 1;
			}
		if ((used_disc == 0) && (disc_level >= 1) && (get_ran(1,0,100) < 60)) {
			use_discipline(ME,1);
			used_disc = 1;
			}
		if (used_disc == 0)
			use_discipline(ME,0);
		
		}
	
	do_attack();
break;

beginstate 4; // returning to start
	if (my_dist_from_start() < 10)
		set_state(START_STATE);

	// Have I been hit? Strike back!
	if (who_shot_me() >= 0) {
		set_foe_target(ME,who_shot_me());
		do_attack();
		set_state(3);
		}
	
	return_to_start(ME,2);
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;