#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;
procedure sleeping;

variable night_person;
variable wake_time;
variable sleep_time;
variable home_tile;
variable sleep_tile;
variable initialized1;


procedure start
begin
	variable LVar0 := 0;
	if (not(initialized1)) then begin
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_TEAM_NUM, 24);
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_AI_PACKET, AI_PEASANT);
		if (obj_is_carrying_obj_pid(self_obj, 41) == 0) then begin
			LVar0 := create_object_sid(41, 0, 0, -1);
			add_mult_objs_to_inven(self_obj, LVar0, random(0, 20));
		end
		if (local_var(3) == 0) then begin
			set_local_var(3, tile_num(self_obj));
		end
		sleep_tile := 7000;
		wake_time := random(610, 650);
		sleep_time := random(1710, 1750);
		initialized1 := 1;
	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
	if (local_var(1) and tile_distance_objs(self_obj, dude_obj)) then begin
		call flee_dude;
	end
end

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

procedure destroy_p_proc
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
	if (source_obj == dude_obj) then begin
		if (global_var(GVAR_ENEMY_JUNKTOWN) == 0) then begin
			set_global_var(GVAR_ENEMY_JUNKTOWN, 1);
			set_global_var(GVAR_PLAYER_REPUTATION, global_var(GVAR_PLAYER_REPUTATION) - 5);
		end
	end
end

procedure pickup_p_proc
begin
	set_local_var(1, 1);
	set_global_var(GVAR_ENEMY_JUNKTOWN, 1);
end

procedure talk_p_proc
begin
	if ((local_var(1) == 1) or (global_var(GVAR_ENEMY_JUNKTOWN) == 1)) then begin
		float_msg(self_obj, message_str(SCRIPT_ENEMY, random(100, 105)), FLOAT_MSG_RED);
	end
	else begin
		if (local_var(0) == 0) then begin
			set_local_var(0, random(101, 104));
		end
		float_msg(self_obj, message_str(SCRIPT_JUNKPEAS, local_var(0)), 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

procedure sleeping
begin
	if (local_var(2) == 1) then begin
		if (not(night_person) and (game_time_hour >= wake_time) and (game_time_hour < sleep_time) or (night_person and ((game_time_hour >= wake_time) or (game_time_hour < sleep_time)))) then begin
			if (((game_time_hour - wake_time) < 10) and ((game_time_hour - wake_time) > 0)) then begin
				if (tile_num(self_obj) != home_tile) then begin
					animate_move_obj_to_tile(self_obj, home_tile, ANIMATE_WALK);
				end
				else begin
					set_local_var(2, 0);
				end
			end
			else begin
				move_to(self_obj, home_tile, elevation(self_obj));
				if (tile_num(self_obj) == home_tile) then begin
					set_local_var(2, 0);
				end
			end
		end
	end
	else begin
		if (night_person and (game_time_hour >= sleep_time) and (game_time_hour < wake_time) or (not(night_person) and ((game_time_hour >= sleep_time) or (game_time_hour < wake_time)))) then begin
			if (((game_time_hour - sleep_time) < 10) and ((game_time_hour - sleep_time) > 0)) then begin
				if (tile_num(self_obj) != sleep_tile) then begin
					animate_move_obj_to_tile(self_obj, self_obj, ANIMATE_WALK);
				end
				else begin
					set_local_var(2, 1);
				end
			end
			else begin
				if (tile_num(self_obj) != sleep_tile) then begin
					move_to(self_obj, sleep_tile, elevation(self_obj));
				end
				else begin
					set_local_var(2, 1);
				end
			end
		end
	end
end