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freedink-data  1.08.20080920
S1-H3-OF.c
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00001 void main( void )
00002 {
00003  int &say;
00004  &say = random(4,1);
00005  if (&say == 4)
00006  {
00007         say_stop("`7I'm sorry my dear, I miss you...", &current_sprite);
00008         say_stop("`7Oh Dink!!  Sorry, didn't see you there.", &current_sprite);
00009  }
00010  if (&story == 5)
00011  {
00012         &say = random(3,1);
00013         if (&say == 1)
00014         {
00015                say_stop("`7Dink!  I hope you're doing okay.", &current_sprite);
00016                wait(250);
00017                say_stop("`7Tragic, what happened.", &current_sprite);
00018         }
00019  }
00020  if (&farmer_quest == 1)
00021  {
00022         say("`7Oh Dink, how goes the battle?", &current_sprite);
00023  }
00024  if (&farmer_quest == 2)
00025  {
00026         say("`7Ah Dink, savior of my farm!", &current_sprite);
00027  }
00028 }
00029 
00030 void talk( void )
00031 {
00032  freeze(1);
00033  freeze(&current_sprite);
00034  choice_start()
00035  "Ask how the family's doing"
00036 (&farmer_quest == 0)"Inquire about his farm"
00037  "Ask to see Libby"
00038 (&farmer_quest == 1)"Get info about the farm"
00039  "Leave"
00040  choice_end()
00041  wait(200);
00042   if (&result == 1)
00043   {
00044  say_stop("So how is the family?", 1);
00045           say_stop("`7We're fine.", &current_sprite);
00046            wait(200);
00047           say_stop("Ah.", 1);
00048          if (&story == 5)
00049          {
00050                 say_stop("`7Dink, I'm so sorry about your mother.", &current_sprite);
00051                 say_stop("`7She was a good lady.", &current_sprite);
00052            wait(200);
00053                 say_stop("Thanks.", 1);
00054          }
00055   }
00056   if (&result == 2)
00057   {
00058           say_stop("So how is your farm?  Growing much?", 1);
00059 
00060           wait(200);
00061           say_stop("`7The farm... oh the farm!!  Those damn monsters,", &current_sprite);
00062          say_stop("`7they're really starting to bother me.", &current_sprite);
00063          say_stop("`7They come in from the forest and tear up the fields!", &current_sprite);
00064          say_stop("`7I gotta do something about them soon ..." ,&current_sprite);
00065       choice_start()
00066       "Offer to take care of the problem"
00067       "Ask what he plans to do"
00068       choice_end()
00069          if (&result == 1)
00070          {
00071                 &farmer_quest = 1;
00072                 say_stop("Don't worry Mr. SmileStein, I'll take care of the problem.", 1);
00073                 wait(250);
00074                 say_stop("`7Really Dink??  Oh thank you, thank you.", &current_sprite);
00075                 say_stop("`7Just come back and tell me when you've defeated them.", &current_sprite);
00076                 say_stop("No problem sir.", 1);
00077          }
00078          if (&result == 2)
00079          {
00080                 say_stop("What are you planning?", 1);
00081                 wait(250);
00082                 say_stop("`7I'm thinking of hiring a hunter from PortTown to come", &current_sprite);
00083                 say_stop("`7and take care of them!  That'll help next year's harvest.", &current_sprite);
00084          }
00085   }
00086   if (&result == 3)
00087   {
00088           say_stop("Can I go up and see Libby?", 1);
00089          wait(250);
00090 
00091          if (&farmer_quest == 2)
00092          {
00093                 say_stop("`7For you Dink, yes go right up.", &current_sprite);
00094                 unfreeze(1);
00095                   unfreeze(&current_sprite);
00096                 return;
00097          }
00098          say_stop("`7No, no you may not right now.", &current_sprite);
00099          say_stop("`7She is not to be disturbed.", &current_sprite);
00100          say_stop("Oh", 1);
00101   }
00102   if (&result == 4)
00103   {
00104          say_stop("`7Well, my farm is off to the west a bit.", &current_sprite);
00105          say_stop("`7The monsters seem to be trampling it constantly.", &current_sprite);
00106          say_stop("`7Please see what you can do Dink.", &current_sprite);
00107   }
00108   unfreeze(1);
00109   unfreeze(&current_sprite);
00110 }
00111 
00112 void hit( void )
00113 {
00114  say_stop("`7Please, I'm not in the mood.", &current_sprite);
00115 }