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freedink-data  1.08.20080920
S4-H1P.c
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00001 void main( void )
00002 {
00003  preload_seq(514);
00004  preload_seq(70);
00005  int &talker;
00006  int &junk;
00007  &talker = 0;
00008  move(1, 6, 157, 1);
00009  freeze(&current_sprite);
00010  freeze(1);
00011  if (&story > 10)
00012  {
00013   unfreeze(&current_sprite);
00014   unfreeze(1);
00015   return;
00016  }
00017  say("`7AHHHHH!!!!!!", &current_sprite);
00018  wait(250);
00019  //Fire here
00020  playsound(42,22050,0,0,0);
00021  &junk = create_sprite(385, 151, 11, 506, 1);
00022  sp_seq(&junk, 514); 
00023  sp_dir(&junk, 4);
00024  sp_speed(&junk, 4);
00025  sp_flying(&junk, 1);
00026  say("AHHHHH!!!!!", 1);
00027  wait(290);
00028  move(1, 2, 240, 1);
00029  wait(560);
00030  sp_active(&junk, 0);
00031  &junk = create_sprite(157, 131, 7, 168, 1);
00032  sp_seq(&junk, 70);
00033  playsound(37,22050,0,0,0);
00034  wait(1200);
00035  sp_dir(1, 6);
00036  wait(500);
00037  say_stop("What the hell?!?", 1);
00038  wait(250);
00039  say_stop("`7Sorry.", &current_sprite);
00040  unfreeze(1);
00041  unfreeze(&current_sprite);
00042  //end
00043 }
00044 
00045 void talk( void )
00046 {
00047  if (&story > 10)
00048  {
00049   freeze(&current_sprite);
00050   freeze(1);
00051   say_stop("`7Ah, Dink.  How are you my boy, how are you.", &current_sprite);
00052   say_stop("`7Thank you so much for saving our town.", &current_sprite);
00053   wait(250);
00054   say_stop("Hey, no problem.", 1);
00055   wait(250);
00056   unfreeze(1);
00057   unfreeze(&current_sprite);
00058   return;
00059  }
00060  if (&talker == 2)
00061  {
00062   freeze(1);
00063   say_stop("`7I'm done talking to you, I have more important things to worry about.", &current_sprite);
00064   wait(250);
00065   say_stop("Hmmm.", 1);
00066   unfreeze(1);
00067   return;
00068  }
00069  freeze(1);
00070  freeze(&current_sprite);
00071  choice_start()
00072 "Ask what's up"
00073 "Ask about the town"
00074  "Leave"
00075  choice_end()
00076   if (&result == 1)
00077   {
00078    say_stop("Hey, uh thanks for that fireball!", 1);
00079    say_stop("What the hell's wrong with you?", 1);
00080    wait(250);
00081    say_stop("`7I .. I'm sorry, I thought you were someone else.", &current_sprite);
00082    wait(250);
00083    say_stop("Like who?!?", 1);
00084    wait(250);
00085    say_stop("`7Like maybe another raider coming for my food.", &current_sprite);
00086    say_stop("`7I have to defend myself.", &current_sprite);
00087    wait(250);
00088    say_stop("This town is messed up.", 1);
00089    &talker = 1;
00090   }
00091   if (&result == 2)
00092   {
00093    &junk = sp_dir(1, -1);
00094    say_stop("So, what's with the town here?", 1);
00095    wait(250);
00096    say_stop("`7We, we all worship the duck here.", &current_sprite);
00097    sp_dir(1, 2);
00098    wait(1000);
00099    say_stop("Ok, I'm gonna turn back towards you ...", 1);
00100    say_stop("and you're gonna give a normal answer this time.", 1);
00101    wait(250);
00102    say_stop("Ready ....", 1);
00103    sp_dir(1, &junk);
00104    wait(750);
00105    say_stop("`7We all worship the duck here.", &current_sprite);
00106    wait(1000);
00107    say_stop("Yeah ...", 1);
00108    say_stop("Is this some kind of religion?", 1);
00109    wait(250);
00110    say_stop("`7Yes, we give all and owe all to the duck.", &current_sprite);
00111    wait(250);
00112    say_stop("Well okay then, I'll ... I'll get back to you on that.", 1);
00113    &talker = 2;
00114   }
00115  unfreeze(1);
00116  unfreeze(&current_sprite);
00117 }
00118 
00119 void hit( void )
00120 {
00121  if (&story > 10)
00122  {
00123   freeze(&current_sprite);
00124   say_stop("`7Ah, some hero you are!", &current_sprite);
00125   unfreeze(&current_sprite);
00126   return;
00127  }
00128  freeze(&current_sprite);
00129  say_stop("`7Ahhh, knock it off you!", &current_sprite);
00130  unfreeze(&current_sprite);
00131 }
00132