#include <define.h>

//#define NAME                    SCRIPT_

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



procedure start;
#include <push.h>
procedure map_enter_p_proc;
procedure map_update_p_proc;
procedure map_exit_p_proc;
procedure Lighting;
procedure add_party;
procedure update_party;
procedure remove_party;

variable party_elevation;
variable dude_start_hex;

export variable Ian_ptr;
export variable Dog_ptr;
export variable Tycho_ptr;
export variable Katja_ptr;
export variable Tandi_ptr;

variable Scorp_hex;
variable Scorp_ptr;
variable luck;
variable roll;
variable new_obj;

procedure Darkness;
procedure Invasion;


procedure start
begin
	if (script_action == map_enter_proc) then begin
		call map_enter_p_proc;
	end
	else begin
		if (script_action == map_update_proc) then begin
			call map_update_p_proc;
		end
		else begin
			if (script_action == map_exit_proc) then begin
				call map_exit_p_proc;
			end
		end
	end
end

procedure map_enter_p_proc
begin
	if (metarule(14, 0)) then begin
		display_msg(message_str(SCRIPT_SHADYWST, 102));
	end
	set_global_var(GVAR_MARK_V15_1, 1);
	call Lighting;
	if (global_var(GVAR_LOAD_MAP_INDEX) == 1) then begin
		override_map_start(113, 96, 0, 2);
	end
	else begin
		if (global_var(GVAR_LOAD_MAP_INDEX) == 2) then begin
			override_map_start(115, 105, 0, 5);
		end
		else begin
			override_map_start(117, 121, 0, 5);
		end
	end
	if (map_var(0) == 0) then begin
		set_map_var(0, 1);
		luck := get_critter_stat(dude_obj, 6);
		roll := random(1, 6) + random(1, 6) + random(1, 6);
		if ((luck < 4) or (roll < 8)) then begin
			Scorp_ptr := create_object_sid(16777227, 0, 0, 12);
			Scorp_hex := 21515;
			critter_attempt_placement(Scorp_ptr, Scorp_hex, 0);
			critter_add_trait(Scorp_ptr, 1, 6, 5);
		end
	end
	call add_party;
end

procedure map_update_p_proc
begin
	call Lighting;
end

procedure map_exit_p_proc
begin
	call remove_party;
end

procedure Lighting
begin
	variable LVar0 := 0;
	LVar0 := game_time_hour;
	if ((LVar0 >= 600) and (LVar0 < 700)) then begin
		set_light_level(LVar0 - 600 + 40);
	end
	else begin
		if ((LVar0 >= 700) and (LVar0 < 1800)) then begin
			set_light_level(100);
		end
		else begin
			if ((LVar0 >= 1800) and (LVar0 < 1900)) then begin
				set_light_level(100 - (LVar0 - 1800));
			end
			else begin
				set_light_level(40);
			end
		end
	end
end

procedure add_party
begin
	variable LVar0 := 0;
	variable LVar1 := 0;
	party_elevation := elevation(dude_obj);
	if (global_var(GVAR_TANDI_STATUS) == 5) then begin
		if (Tandi_ptr == 0) then begin
		end
		critter_add_trait(Tandi_ptr, 1, 6, 0);
	end
end

procedure update_party
begin
	variable LVar0 := 0;
	variable LVar1 := 0;
	if (elevation(dude_obj) != party_elevation) then begin
		party_elevation := elevation(dude_obj);
		if (global_var(GVAR_IAN_STATUS) == 2) then begin
			if (Ian_ptr == 0) then begin
			end
			else begin
				move_to(Ian_ptr, tile_num_in_direction(tile_num(dude_obj), 1, 2), elevation(dude_obj));
			end
		end
		if (global_var(GVAR_DOG_EMPATHY)) then begin
			if (Dog_ptr == 0) then begin
			end
			else begin
				move_to(Dog_ptr, tile_num_in_direction(tile_num(dude_obj), 2, 1), elevation(dude_obj));
			end
		end
		if (global_var(GVAR_HERNANDEZ_STATUS) == 2) then begin
			if (Tycho_ptr == 0) then begin
			end
			else begin
				move_to(Tycho_ptr, tile_num_in_direction(tile_num(dude_obj), 3, 2), elevation(dude_obj));
			end
		end
		if (global_var(GVAR_KATJA_STATUS) == 2) then begin
			if (Katja_ptr == 0) then begin
			end
			else begin
				move_to(Katja_ptr, tile_num_in_direction(tile_num(dude_obj), 4, 2), elevation(dude_obj));
			end
		end
		if (global_var(GVAR_TANDI_STATUS) == 5) then begin
			if (Tandi_ptr == 0) then begin
			end
			else begin
				move_to(Tandi_ptr, tile_num_in_direction(tile_num(dude_obj), 4, 4), elevation(dude_obj));
			end
		end
	end
end

procedure remove_party
begin
	if (global_var(GVAR_IAN_STATUS) == 2) then begin
		set_global_var(GVAR_IAN_STATUS, 2);
	end
	if (global_var(GVAR_DOG_EMPATHY)) then begin
		set_global_var(GVAR_DOG_EMPATHY, 1);
	end
	if (global_var(GVAR_HERNANDEZ_STATUS) == 2) then begin
		set_global_var(GVAR_HERNANDEZ_STATUS, 2);
	end
	if (global_var(GVAR_KATJA_STATUS) == 2) then begin
		set_global_var(GVAR_KATJA_STATUS, 2);
	end
	if (global_var(GVAR_TANDI_STATUS) == 5) then begin
	end
end

procedure Darkness
begin
	set_light_level(40);
end

procedure Invasion
begin
	if (not(global_var(GVAR_MASTER_BLOWN) == 2)) then begin
		if (global_var(GVAR_NECROPOLIS_INVADED_DATE) > (game_time / (10 * 60 * 60 * 24))) then begin
			set_global_var(GVAR_NECROPOLIS_INVADED, 1);
		end
		if (global_var(GVAR_THE_HUB_INVADED_DATE) > (game_time / (10 * 60 * 60 * 24))) then begin
			set_global_var(GVAR_HUB_INVADED, 1);
		end
		if (global_var(GVAR_BROTHERHOOD_INVADED_DATE) > (game_time / (10 * 60 * 60 * 24))) then begin
			set_global_var(GVAR_BROTHERHOOD_INVADED, 1);
		end
		if (global_var(GVAR_JUNKTOWN_INVADED_DATE) > (game_time / (10 * 60 * 60 * 24))) then begin
			set_global_var(GVAR_JUNKTOWN_INVADED, 1);
		end
		if (global_var(GVAR_SHADY_SANDS_INVADED_DATE) > (game_time / (10 * 60 * 60 * 24))) then begin
			set_global_var(GVAR_SHADY_SANDS_INVADED, 1);
		end
		if (global_var(GVAR_VAULT_13_INVADED_DATE) <= 0) then begin
			set_global_var(GVAR_VAULT_INVADED, 1);
		end
		if (global_var(GVAR_FOLLOWERS_INVADED_DATE) > (game_time / (10 * 60 * 60 * 24))) then begin
			set_global_var(GVAR_FOLLOWERS_INVADED, 1);
		end
	end
end