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Type Decompiled script
SCRIPTS.LST comment Hightower's wife
MSG file HTWRWIFE.MSG

procedure start;
procedure combat;
procedure critter_p_proc;
procedure pickup_p_proc;
procedure talk_p_proc;
procedure destroy_p_proc;
procedure look_at_p_proc;
procedure damage_p_proc;
procedure combat_p_proc;
procedure Wife01;
procedure Wife02;
procedure Wife03;
procedure Wife04;
variable hostile;
variable Only_Once := 1;
variable visible := 1;
procedure get_reaction;
procedure ReactToLevel;
procedure LevelToReact;
procedure UpReact;
procedure DownReact;
procedure BottomReact;
procedure TopReact;
procedure BigUpReact;
procedure BigDownReact;
procedure UpReactLevel;
procedure DownReactLevel;
procedure Goodbyes;
variable exit_line;
procedure start
begin
        if (Only_Once) then begin
                Only_Once := 0;
                if (global_var(111) == 5) then begin
                        set_obj_visibility(self_obj, 1);
                        visible := 0;
                end
                critter_add_trait(self_obj, 1, 6, 42);
                critter_add_trait(self_obj, 1, 5, 5);
        end
        if (script_action == 21) then begin
                call look_at_p_proc;
        end
        else begin
                if (script_action == 4) then begin
                        call pickup_p_proc;
                end
                else begin
                        if (script_action == 11) then begin
                                call talk_p_proc;
                        end
                        else begin
                                if (script_action == 12) then begin
                                        call critter_p_proc;
                                end
                                else begin
                                        if (script_action == 18) then begin
                                                call destroy_p_proc;
                                        end
                                        else begin
                                                if (script_action == 14) then begin
                                                        call damage_p_proc;
                                                end
                                                else begin
                                                        if (script_action == 13) then begin
                                                                call combat_p_proc;
                                                        end
                                                end
                                        end
                                end
                        end
                end
        end
end
procedure combat
begin
        hostile := 1;
end
procedure critter_p_proc
begin
        if (visible == 0) then begin
                script_overrides;
        end
        else begin
                if (hostile) then begin
                        hostile := 0;
                        attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
                end
                if (map_var(5) == 1) then begin
                        if ((obj_can_hear_obj(self_obj, dude_obj) == 1) or (obj_can_see_obj(self_obj, dude_obj) == 1)) then begin
                                call combat;
                        end
                end
                else begin
                        if ((game_time_hour >= 600) and (game_time_hour < 700) or ((game_time_hour >= 700) and (game_time_hour < 1800))) then begin
                                if (tile_num(self_obj) != 22114) then begin
                                        animate_move_obj_to_tile(self_obj, 22114, 0);
                                end
                        end
                        else begin
                                if (tile_num(self_obj) != 25108) then begin
                                        animate_move_obj_to_tile(self_obj, 25108, 0);
                                end
                        end
                end
        end
end
procedure pickup_p_proc
begin
        if (source_obj == dude_obj) then begin
                hostile := 1;
        end
end
procedure talk_p_proc
begin
        call get_reaction;
        if ((game_time_hour >= 1900) or (game_time_hour < 600)) then begin
                call Wife03;
        end
        else begin
                if (global_var(248) == 1) then begin
                        call Wife04;
                end
                else begin
                        if (local_var(4) == 0) then begin
                                set_local_var(4, 1);
                                call Wife01;
                        end
                        else begin
                                call Wife02;
                        end
                end
        end
end
procedure destroy_p_proc
begin
        if (source_obj == dude_obj) then begin
                if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(156) == 1))) then begin
                        set_global_var(156, 1);
                        set_global_var(157, 0);
                end
                if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin
                        set_global_var(157, 1);
                        set_global_var(156, 0);
                end
                set_global_var(159, global_var(159) + 1);
                if ((global_var(159) % 2) == 0) then begin
                        set_global_var(155, global_var(155) - 1);
                end
        end
        set_map_var(0, map_var(0) + 1);
        if (map_var(0) > 1) then begin
                set_global_var(111, 2);
        end
end
procedure look_at_p_proc
begin
        script_overrides;
        display_msg(message_str(584, 100));
end
procedure damage_p_proc
begin
        set_map_var(5, 1);
        set_global_var(111, 5);
end
procedure combat_p_proc
begin
        critter_set_flee_state(self_obj, 1);
end
procedure Wife01
begin
        float_msg(self_obj, message_str(584, 101), 2);
end
procedure Wife02
begin
        float_msg(self_obj, message_str(584, 102), 2);
end
procedure Wife03
begin
        float_msg(self_obj, message_str(584, random(103, 105)), 2);
end
procedure Wife04
begin
        float_msg(self_obj, message_str(584, 106), 2);
        call combat;
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(155) > 0) then begin
                                set_local_var(0, local_var(0) + global_var(155));
                        end
                        else begin
                                set_local_var(0, local_var(0) - global_var(155));
                        end
                end
                else begin
                        if (local_var(3) == 1) then begin
                                set_local_var(0, local_var(0) - global_var(155));
                        end
                        else begin
                                set_local_var(0, local_var(0) + global_var(155));
                        end
                end
                if (global_var(158) > 2) then begin
                        set_local_var(0, local_var(0) - 30);
                end
                if (((global_var(160) + global_var(159)) >= 25) and ((global_var(160) > (3 * global_var(159))) or (global_var(157) == 1))) then begin
                        set_local_var(0, local_var(0) + 20);
                end
                if (((global_var(160) + global_var(159)) >= 25) and ((global_var(159) > (2 * global_var(160))) or (global_var(156) == 1))) then begin
                        set_local_var(0, local_var(0) - 20);
                end
                call ReactToLevel;
        end
end
procedure ReactToLevel
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 LevelToReact
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 UpReact
begin
        set_local_var(0, local_var(0) + 10);
        call ReactToLevel;
end
procedure DownReact
begin
        set_local_var(0, local_var(0) - 10);
        call ReactToLevel;
end
procedure BottomReact
begin
        set_local_var(1, 1);
        set_local_var(0, 1);
end
procedure TopReact
begin
        set_local_var(0, 100);
        set_local_var(1, 3);
end
procedure BigUpReact
begin
        set_local_var(0, local_var(0) + 25);
        call ReactToLevel;
end
procedure BigDownReact
begin
        set_local_var(0, local_var(0) - 25);
        call ReactToLevel;
end
procedure UpReactLevel
begin
        set_local_var(1, local_var(1) + 1);
        if (local_var(1) > 3) then begin
                set_local_var(1, 3);
        end
        call LevelToReact;
end
procedure DownReactLevel
begin
        set_local_var(1, local_var(1) - 1);
        if (local_var(1) < 1) then begin
                set_local_var(1, 1);
        end
        call LevelToReact;
end
procedure Goodbyes
begin
        exit_line := message_str(634, random(100, 105));
end