//messily modified to make followpc.txt
// flocknpc.txt
// Similar to basicnpc, except that this creature will follow around another
// creature (who is probably moving around in some way). If it is close to that 
// creature, it will wander away and then return.
// If the creature it wants to follow is dead or doesn't exist, it will just 
// wander.
// Memory Cells:
//   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.
//   Cell 4 - The waypoint the character walks to before tracking the party.
//   Cell 5 - Waypoint to go to if can't get to normal one...

begincreaturescript;

variables;

short i,target, pc;

body;

beginstate INIT_STATE;

	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; 
	pc = random_party_member();
	// 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);
		}
		
	if (char_ok(pc) == FALSE) {
		}
		else if (get_flag(0, 5) == 0) {
		}
		else if (dist_to_char(pc) <= 2) {
			fidget(ME,25);
			}
		else if ((dist_to_char(pc) >= 8) && (get_memory_cell(4) != 0)){
			if ((approach_waypoint(ME,get_memory_cell(4),2) == 0) && (get_memory_cell(5) != 0)){
				if ((approach_waypoint(ME,get_memory_cell(5),2) == 0) && (get_memory_cell(6) != 0)){
					if ((approach_waypoint(ME,get_memory_cell(6),2) == 0) && (get_memory_cell(7) != 0)){
						approach_waypoint(ME,get_memory_cell(7),2);
						}
					}
				}
			}
			else if ((approach_char(ME,pc,2) == 0) && (get_memory_cell(4) != 0)){
				if ((approach_waypoint(ME,get_memory_cell(4),2) == 0) && (get_memory_cell(5) != 0)){
					if ((approach_waypoint(ME,get_memory_cell(5),2) == 0) && (get_memory_cell(6) != 0)){
						if ((approach_waypoint(ME,get_memory_cell(6),2) == 0) && (get_memory_cell(7) != 0)){
							approach_waypoint(ME,get_memory_cell(7),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(3) == 0) {
		print_str("Talking: You try to make some small talk with the soldiers, but they're too nervous for conversation.");
		end();
		}
	begin_talk_mode(get_memory_cell(3));
break;