#include <define.h>

//#define NAME                    SCRIPT_

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



procedure start;
#include <push.h>
procedure combat;
procedure critter_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure destroy_p_proc;
procedure look_at_p_proc;
procedure check_status;
procedure vincday;
procedure vincnight;
procedure vincent00;
procedure vincent01;
procedure vincent01n;
procedure vincent02;
procedure vincent02n;
procedure vincent03;
procedure vincent04;
procedure vincent05;

variable hostile1;
variable Only_Once := 1;
variable DISGUISED;
variable ARMED;
variable again;
variable home_tile;
variable sleep_tile;

procedure Get_Reaction;
procedure React_To_Level;
procedure Level_To_React;
procedure Up_React;
procedure Down_React;
procedure Bottom_React;
procedure Top_React;
procedure Big_Up_React;
procedure Big_Down_React;
procedure Up_React_Level;
procedure Down_React_Level;
procedure Goodbyes;

variable exit_line;


procedure start
begin
	if (Only_Once) then begin
		Only_Once := 0;
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_TEAM_NUM, 34);
		critter_add_trait(self_obj, TRAIT_OBJECT, OBJECT_AI_PACKET, AI_SUPER_MUTANT_NORMAL);
		home_tile := tile_num(self_obj);
		sleep_tile := 22284;
	end
	if (script_action == damage_proc) then begin
		if (global_var(GVAR_ENEMY_VAULT_13) == 0) then begin
			set_global_var(GVAR_ENEMY_VAULT_13, 1);
		end
	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 check_status;
					call talk_p_proc;
				end
				else begin
					if (script_action == timed_event_proc) then begin
						call vincent03;
					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
						end
					end
				end
			end
		end
	end
end

procedure combat
begin
	hostile1 := 1;
end

procedure critter_p_proc
begin
	if (hostile1) then begin
		hostile1 := 0;
		attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
	end
	else begin
		if (obj_can_see_obj(self_obj, dude_obj)) then begin
			call check_status;
			if ((ARMED == 1) or (DISGUISED == 0)) then begin
				call vincent02;
			end
			else begin
				if (local_var(5) == 0) then begin
					call talk_p_proc;
				end
			end
		end
		else begin
			if ((game_time_hour >= 700) and (game_time_hour < 1800)) then begin
				if (local_var(6)) then begin
					set_local_var(6, 0);
					animate_move_obj_to_tile(self_obj, home_tile, ANIMATE_WALK);
				end
				else begin
					if (tile_num(self_obj) != home_tile) then begin
						animate_move_obj_to_tile(self_obj, home_tile, ANIMATE_WALK);
					end
				end
			end
			else begin
				if (local_var(6)) then begin
					if (tile_num(self_obj) != sleep_tile) then begin
						animate_move_obj_to_tile(self_obj, sleep_tile, ANIMATE_WALK);
					end
				end
				else begin
					set_local_var(6, 1);
					animate_move_obj_to_tile(self_obj, sleep_tile, ANIMATE_WALK);
				end
			end
		end
	end
end

procedure pickup_p_proc
begin
	if (source_obj == dude_obj) then begin
		hostile1 := 1;
	end
end

procedure talk_p_proc
begin
	call check_status;
	set_local_var(5, 1);
	if ((ARMED == 1) or (DISGUISED == 0)) then begin
		call vincent02;
	end
	else begin
		if (tile_num(self_obj) == sleep_tile) then begin
			call vincday;
		end
		else begin
			call vincnight;
		end
	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_BAD_MONSTER, global_var(GVAR_BAD_MONSTER) + 1);
		if ((global_var(GVAR_BAD_MONSTER) % 6) == 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;
	if ((game_time_hour >= 700) and (game_time_hour < 1800)) then begin
		display_msg(message_str(SCRIPT_MADSCI, 400));
	end
	else begin
		display_msg(message_str(SCRIPT_MADSCI, 200));
	end
end

procedure check_status
begin
	DISGUISED := 0;
	ARMED := 0;
	if ((obj_item_subtype(critter_inven_obj(dude_obj, 1)) == 3) or (obj_item_subtype(critter_inven_obj(dude_obj, 2)) == 3)) then begin
		ARMED := 1;
	end
	if (obj_pid(critter_inven_obj(dude_obj, 0)) == 113) then begin
		if (metarule(16, 0) > 1) then begin
			DISGUISED := 0;
		end
		else begin
			DISGUISED := 1;
		end
	end
end

procedure vincday
begin
	again := local_var(4);
	if (again == 0) then begin
		call vincent00;
	end
	else begin
		if (again == 1) then begin
			call vincent01;
		end
		else begin
			if (again > 1) then begin
				call vincent03;
			end
		end
	end
	if (again < 2) then begin
		again := again + 1;
	end
	set_local_var(4, again);
end

procedure vincnight
begin
	again := local_var(4);
	if (again == 0) then begin
		call vincent01n;
	end
	else begin
		if (again > 0) then begin
			call vincent02n;
		end
	end
	if (again < 2) then begin
		again := again + 1;
	end
	set_local_var(4, again);
end

procedure vincent00
begin
	float_msg(self_obj, message_str(SCRIPT_MADSCI, 402), FLOAT_MSG_RED);
	add_timer_event(self_obj, game_ticks(30), 1);
end

procedure vincent01
begin
	float_msg(self_obj, message_str(SCRIPT_MADSCI, 403), FLOAT_MSG_RED);
	add_timer_event(self_obj, game_ticks(15), 1);
end

procedure vincent01n
begin
	float_msg(self_obj, message_str(SCRIPT_MADSCI, 203), FLOAT_MSG_RED);
end

procedure vincent02
begin
	float_msg(self_obj, message_str(SCRIPT_MADSCI, 202), FLOAT_MSG_RED);
	call combat;
end

procedure vincent02n
begin
	float_msg(self_obj, message_str(SCRIPT_MADSCI, 204), FLOAT_MSG_RED);
end

procedure vincent03
begin
	if (obj_can_see_obj(self_obj, dude_obj)) then begin
		float_msg(self_obj, message_str(SCRIPT_MADSCI, 404), FLOAT_MSG_RED);
		call combat;
	end
end

procedure vincent04
begin
	float_msg(self_obj, message_str(SCRIPT_MADSCI, 203), FLOAT_MSG_RED);
end

procedure vincent05
begin
	float_msg(self_obj, message_str(SCRIPT_MADSCI, 204), FLOAT_MSG_RED);
end

procedure Get_Reaction
begin
	if (local_var(2) == 0) then begin
		set_local_var(0, 50);
		set_local_var(1, 2);
		set_local_var(2, 1);
		set_local_var(0, local_var(0) + (5 * get_critter_stat(dude_obj, 3)) - 25);
		set_local_var(0, local_var(0) + (10 * has_trait(0, dude_obj, 10)));
		if (has_trait(0, dude_obj, 39)) then begin
			if (global_var(GVAR_PLAYER_REPUTATION) > 0) then begin
				set_local_var(0, local_var(0) + global_var(GVAR_PLAYER_REPUTATION));
			end
			else begin
				set_local_var(0, local_var(0) - global_var(GVAR_PLAYER_REPUTATION));
			end
		end
		else begin
			if (local_var(3) == 1) then begin
				set_local_var(0, local_var(0) - global_var(GVAR_PLAYER_REPUTATION));
			end
			else begin
				set_local_var(0, local_var(0) + global_var(GVAR_PLAYER_REPUTATION));
			end
		end
		if (global_var(GVAR_CHILDKILLER_REPUTATION) > 2) then begin
			set_local_var(0, local_var(0) - 30);
		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_local_var(0, local_var(0) + 20);
		end
		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_local_var(0, local_var(0) - 20);
		end
		call React_To_Level;
	end
end

procedure React_To_Level
begin
	if (local_var(0) <= 25) then begin
		set_local_var(1, 1);
	end
	else begin
		if (local_var(0) <= 75) then begin
			set_local_var(1, 2);
		end
		else begin
			set_local_var(1, 3);
		end
	end
end

procedure Level_To_React
begin
	if (local_var(1) == 1) then begin
		set_local_var(0, random(1, 25));
	end
	else begin
		if (local_var(1) == 2) then begin
			set_local_var(0, random(26, 75));
		end
		else begin
			set_local_var(0, random(76, 100));
		end
	end
end

procedure Up_React
begin
	set_local_var(0, local_var(0) + 10);
	call React_To_Level;
end

procedure Down_React
begin
	set_local_var(0, local_var(0) - 10);
	call React_To_Level;
end

procedure Bottom_React
begin
	set_local_var(1, 1);
	set_local_var(0, 1);
end

procedure Top_React
begin
	set_local_var(0, 100);
	set_local_var(1, 3);
end

procedure Big_Up_React
begin
	set_local_var(0, local_var(0) + 25);
	call React_To_Level;
end

procedure Big_Down_React
begin
	set_local_var(0, local_var(0) - 25);
	call React_To_Level;
end

procedure Up_React_Level
begin
	set_local_var(1, local_var(1) + 1);
	if (local_var(1) > 3) then begin
		set_local_var(1, 3);
	end
	call Level_To_React;
end

procedure Down_React_Level
begin
	set_local_var(1, local_var(1) - 1);
	if (local_var(1) < 1) then begin
		set_local_var(1, 1);
	end
	call Level_To_React;
end

procedure Goodbyes
begin
	exit_line := message_str(SCRIPT_MODREACT, random(100, 105));
end