#include <define.h>

//#define NAME                    SCRIPT_

#include <command.h>
//#include <ModReact.h>



procedure start;
#include <push.h>
procedure critter_p_proc;
procedure damage_p_proc;
procedure destroy_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure flee_dude;

variable initialized1;
variable dude_enemy;
variable cap_count;


procedure start
begin
	if (not(initialized1) and metarule(14, 0)) then begin
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_AI_PACKET, global_var(GVAR_WATER_THIEF_1));
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_TEAM_NUM, 2);
		initialized1 := 1;
		float_msg(self_obj, message_str(SCRIPT_PHIL, random(128, 129)), FLOAT_MSG_NORMAL);
	end
	else begin
		if (script_action == critter_proc) then begin
			call critter_p_proc;
		end
		else begin
			if (script_action == damage_proc) then begin
				call damage_p_proc;
			end
			else begin
				if (script_action == destroy_proc) then begin
					call destroy_p_proc;
				end
				else begin
					if (script_action == pickup_proc) then begin
						call pickup_p_proc;
					end
					else begin
						if (script_action == talk_proc) then begin
							call talk_p_proc;
						end
					end
				end
			end
		end
	end
end

procedure critter_p_proc
begin
	dude_enemy := global_var(GVAR_WATER_THIEF_4);
	if ((dude_enemy >= 3) and (tile_distance_objs(self_obj, dude_obj) < 8)) then begin
		call flee_dude;
	end
	else begin
		if ((global_var(GVAR_WATER_THIEF_2) <= 0) and (dude_enemy < 3) and (global_var(GVAR_WATER_THIEF_3) > 0)) then begin
			terminate_combat;
			if (not(global_var(GVAR_WATER_THIEF_5))) then begin
				cap_count := random(80, 120);
				if (random(0, 1)) then begin
					float_msg(self_obj, message_str(SCRIPT_PHIL, 130) + cap_count + message_str(SCRIPT_PHIL, 131), FLOAT_MSG_NORMAL);
				end
				else begin
					float_msg(self_obj, message_str(SCRIPT_PHIL, 132) + cap_count + message_str(SCRIPT_PHIL, 133), FLOAT_MSG_NORMAL);
				end
				add_mult_objs_to_inven(dude_obj, create_object_sid(41, 0, 0, -1), cap_count);
				set_global_var(GVAR_WATER_THIEF_5, 1);
			end
		end
	end
end

procedure damage_p_proc
begin
	if (source_obj == dude_obj) then begin
		dude_enemy := global_var(GVAR_WATER_THIEF_4);
		dude_enemy := dude_enemy + 1;
		set_global_var(GVAR_WATER_THIEF_4, dude_enemy);
	end
end

procedure destroy_p_proc
begin
	if (source_obj == dude_obj) then begin
		if (source_obj == dude_obj) then begin
			if (((global_var(GVAR_BAD_MONSTER) + global_var(GVAR_GOOD_MONSTER)) >= 25) and ((global_var(GVAR_GOOD_MONSTER) > (2 * global_var(GVAR_BAD_MONSTER))) or (global_var(GVAR_BERSERKER_REPUTATION) == 1))) then begin
				set_global_var(GVAR_BERSERKER_REPUTATION, 1);
				set_global_var(GVAR_CHAMPION_REPUTATION, 0);
			end
			if (((global_var(GVAR_BAD_MONSTER) + global_var(GVAR_GOOD_MONSTER)) >= 25) and ((global_var(GVAR_BAD_MONSTER) > (3 * global_var(GVAR_GOOD_MONSTER))) or (global_var(GVAR_CHAMPION_REPUTATION) == 1))) then begin
				set_global_var(GVAR_CHAMPION_REPUTATION, 1);
				set_global_var(GVAR_BERSERKER_REPUTATION, 0);
			end
			set_global_var(GVAR_GOOD_MONSTER, global_var(GVAR_GOOD_MONSTER) + 1);
			if ((global_var(GVAR_GOOD_MONSTER) % 2) == 0) then begin
				set_global_var(GVAR_PLAYER_REPUTATION, global_var(GVAR_PLAYER_REPUTATION) - 1);
			end
		end
	end
end

procedure pickup_p_proc
begin
	dude_enemy := global_var(GVAR_WATER_THIEF_4);
	dude_enemy := dude_enemy + 1;
	set_global_var(GVAR_WATER_THIEF_4, dude_enemy);
end

procedure talk_p_proc
begin
	dude_enemy := global_var(GVAR_WATER_THIEF_4);
	if (dude_enemy >= 3) then begin
		float_msg(self_obj, message_str(SCRIPT_ENEMY, random(100, 105)), FLOAT_MSG_NORMAL);
	end
	else begin
		float_msg(self_obj, message_str(SCRIPT_PHIL, 127), FLOAT_MSG_NORMAL);
	end
end

procedure flee_dude
begin
	variable LVar0 := 0;
	variable LVar1 := 0;
	variable LVar2 := 0;
	while(LVar1 < 5) do begin
		if (tile_distance(tile_num(dude_obj), tile_num_in_direction(tile_num(self_obj), LVar1, 3)) > LVar2) then begin
			LVar0 := tile_num_in_direction(tile_num(self_obj), LVar1, 3);
			LVar2 := tile_distance(tile_num(dude_obj), LVar0);
		end
		LVar1 := LVar1 + 1;
	end
	animate_move_obj_to_tile(self_obj, LVar0, ANIMATE_RUN);
end