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freedink-data  1.08.20080920
S2-WAND.c
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00001 void main( void )
00002 {
00003  int &pap;
00004  int &beat;
00005  &beat = 0;
00006  &pap = random(15, 1)
00007  if (&pap == 1)
00008  {
00009   say_stop("`4Hello there sir.", &current_sprite);
00010  }
00011 }
00012 
00013 void talk( void )
00014 {
00015  freeze(1);
00016  freeze(&current_sprite);
00017  choice_start()
00018  "Say Hi"
00019  "Ask about his tales"
00020  "Leave"
00021  choice_end()
00022   if (&result == 1)
00023   {
00024    say_stop("So what do you do?", 1);
00025    wait(250);
00026    say_stop("`4Well, I'm a hunter.", &current_sprite);
00027    wait(250);
00028    say_stop("`4Hope to find some good furs in these parts.", &current_sprite);
00029    wait(250);
00030    say_stop("That's a good job", 1);
00031    wait(250);
00032    say_stop("Any luck lately?", 1);
00033    wait(250);
00034    say_stop("`4No, not really.  It's been kinda weird.", &current_sprite);
00035    wait(250);
00036    say_stop("`4I've seen a lot of monsters around lately though,", &current_sprite);
00037    wait(250);
00038    say_stop("`4it's like maybe they scared off all the animals.", &current_sprite);
00039   }
00040   if (&result == 2)
00041   {
00042    &pap = random(2, 1);
00043    if (&pap == 1)
00044    {
00045     goto story1;
00046    }
00047    if (&pap == 2)
00048    {
00049     goto story2;
00050    }
00051   }
00052  unfreeze(1);
00053  unfreeze(&current_sprite);
00054 }
00055 
00056 void hit( void )
00057 {
00058  if (&beat == 0)
00059  {
00060   &beat = 1;
00061   say_stop("`4Sir, nooo.  I don't take kindly to bruising.", &current_sprite);
00062   return;
00063  }
00064  if (&beat == 1)
00065  {
00066   &beat = 2;
00067   say_stop("`4I'm warning you sir, please stop that.", &current_sprite);
00068   return;
00069  }
00070  if (&beat == 2)
00071  {
00072   say_stop("`4That's it, I'm outta here!", &current_sprite);
00073   sp_speed(&current_sprite, 4);
00074   move_stop(&current_sprite, 3, 700, 1);
00075   freeze(&current_sprite);
00076   wait(500);
00077   say_stop("See ya.", 1);
00078   sp_active(&current_sprite, 0);
00079  }
00080 }
00081 
00082 void story1( void )
00083 {
00084  story1:
00085  say_stop("`4I've heard many strange tales in my day.", &current_sprite);
00086  wait(250);
00087  say_stop("`4One particular tale spoke of an island in the sea.", &current_sprite);
00088  wait(250);
00089  say_stop("`4Where both humans and dragons lived.", &current_sprite);
00090  wait(250);
00091  say_stop("`4And in peace, no wars, no fighting.", &current_sprite);
00092  wait(250);
00093  say_stop("`4I even heard there was an underground tunnel to it.", &current_sprite);
00094  wait(250);
00095  say_stop("`4They say it was a beautiful island to visit.", &current_sprite);
00096  wait(250);
00097  say_stop("`4But I don't think it exists, just an old tale.", &current_sprite);
00098  unfreeze(1);
00099  unfreeze(&current_sprite);
00100 }
00101 
00102 void story2( void )
00103 {
00104  story2:
00105  say_stop("`4A long time ago there used to be an entire goblin castle", &current_sprite);
00106  wait(250);
00107  say_stop("`4in this land.", &current_sprite);
00108  wait(250);
00109  say_stop("`4It's said they launched attack and attack from it,", &current_sprite);
00110  wait(250);
00111  say_stop("`4terrorizing the land.", &current_sprite);
00112  wait(250);
00113  say_stop("`4But they say a magic user came and cast a mighty spell on the castle.", &current_sprite);
00114  wait(250);
00115  say_stop("`4So strong that it teleported the castle to the icelands in the north.", &current_sprite);
00116  wait(250);
00117  say_stop("`4Presumably the goblins died in the harsh weather.", &current_sprite);
00118  wait(250);
00119  say_stop("`4Otherwise, no one has heard of the castle since.", &current_sprite);
00120  unfreeze(1);
00121  unfreeze(&current_sprite);
00122 }