#include <define.h>

//#define NAME                    SCRIPT_

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



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

variable hostile1;
variable initialized1;
variable round_counter;
variable PsstTime;


procedure start
begin
	if (not(initialized1)) then begin
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_TEAM_NUM, 2);
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_AI_PACKET, AI_PEASANT);
		add_timer_event(self_obj, game_ticks(random(15, 60)), 1);
		add_timer_event(self_obj, game_ticks(random(3, 5)), 1);
		initialized1 := 1;
	end
	else begin
		if (script_action == combat_proc) then begin
			call combat_p_proc;
		end
		else begin
			if (script_action == critter_proc) then begin
				call critter_p_proc;
			end
			else begin
				if (script_action == destroy_proc) then begin
					call destroy_p_proc;
				end
				else begin
					if (script_action == look_at_proc) then begin
						call look_at_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
end

procedure combat_p_proc
begin
	if (fixed_param == 4) then begin
		round_counter := round_counter + 1;
		if (round_counter > 3) then begin
			if ((global_var(GVAR_ENEMY_SHADY_SANDS) == 0) and ((cur_map_index == MAP_SHADYW) or (cur_map_index == MAP_SHADYE))) then begin
				set_global_var(GVAR_ENEMY_SHADY_SANDS, 1);
				set_global_var(GVAR_PLAYER_REPUTATION, global_var(GVAR_PLAYER_REPUTATION) - 5);
			end
		end
	end
end

procedure critter_p_proc
begin
	variable LVar0 := 0;
	if (obj_can_see_obj(self_obj, dude_obj)) then begin
		if ((global_var(GVAR_ENEMY_SHADY_SANDS) == 1) and ((cur_map_index == MAP_SHADYW) or (cur_map_index == MAP_SHADYE))) then begin
			hostile1 := 1;
		end
	end
	if (hostile1) then begin
		hostile1 := 0;
		attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
	end
	else begin
		if (local_var(0)) then begin
			if (tile_distance_objs(self_obj, dude_obj) < 8) then begin
				call flee_dude;
			end
		end
	end
	LVar0 := global_var(GVAR_CURE_JARVIS_4);
	if ((((game_time / 10) - LVar0) >= 10) and (tile_distance_objs(self_obj, dude_obj) <= 4) and (global_var(GVAR_ENEMY_SHADY_SANDS) == 0) and ((cur_map_index == MAP_SHADYW) or (cur_map_index == MAP_SHADYE))) then begin
		float_msg(self_obj, message_str(SCRIPT_CITIZEN, random(110, 114)), FLOAT_MSG_NORMAL);
		LVar0 := game_time / 10;
		set_global_var(GVAR_CURE_JARVIS_4, LVar0);
	end
end

procedure damage_p_proc
begin
	if (source_obj == dude_obj) then begin
		set_local_var(0, 1);
	end
end

procedure destroy_p_proc
begin
	if ((source_obj == dude_obj) and ((cur_map_index == MAP_SHADYW) or (cur_map_index == MAP_SHADYE))) then begin
		set_global_var(GVAR_ENEMY_SHADY_SANDS, 1);
	end
	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

procedure look_at_p_proc
begin
	script_overrides;
	display_msg(message_str(SCRIPT_PLEASANT, 100));
end

procedure pickup_p_proc
begin
	hostile1 := 1;
end

procedure talk_p_proc
begin
	if (local_var(0) or global_var(GVAR_ENEMY_SHADY_SANDS)) then begin
		float_msg(self_obj, message_str(SCRIPT_ENEMY, random(100, 105)), FLOAT_MSG_NORMAL);
	end
	else begin
		if (global_var(GVAR_RADSCORPION_SEED) == 2) then begin
			float_msg(self_obj, message_str(SCRIPT_PLEASANT, random(101, 104)), FLOAT_MSG_NORMAL);
		end
		else begin
			float_msg(self_obj, message_str(SCRIPT_PLEASANT, random(101, 107)), FLOAT_MSG_NORMAL);
		end
	end
end

procedure timed_event_p_proc
begin
	if (obj_on_screen(self_obj)) then begin
		animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), random(0, 5), random(1, 5)), ANIMATE_WALK);
	end
	add_timer_event(self_obj, game_ticks(random(6, 10)), 1);
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