main(void)1 void main( void )
2 {
3 preload_seq(514);
4 preload_seq(70);
5 int &talker;
6 int &junk;
7 &talker = 0;
8 move(1, 6, 157, 1);
9 freeze(¤t_sprite);
10 freeze(1);
11 if (&story > 10)
12 {
13 unfreeze(¤t_sprite);
14 unfreeze(1);
15 return;
16 }
17 say("`7AHHHHH!!!!!!", ¤t_sprite);
18 wait(250);
19 //Fire here
20 playsound(42,22050,0,0,0);
21 &junk = create_sprite(385, 151, 11, 506, 1);
22 sp_seq(&junk, 514);
23 sp_dir(&junk, 4);
24 sp_speed(&junk, 4);
25 sp_flying(&junk, 1);
26 say("AHHHHH!!!!!", 1);
27 wait(290);
28 move(1, 2, 240, 1);
29 wait(560);
30 sp_active(&junk, 0);
31 &junk = create_sprite(157, 131, 7, 168, 1);
32 sp_seq(&junk, 70);
33 playsound(37,22050,0,0,0);
34 wait(1200);
35 sp_dir(1, 6);
36 wait(500);
37 say_stop("What the hell?!?", 1);
38 wait(250);
39 say_stop("`7Sorry.", ¤t_sprite);
40 unfreeze(1);
41 unfreeze(¤t_sprite);
42 //end
43 }
44
talk(void)45 void talk( void )
46 {
47 if (&story > 10)
48 {
49 freeze(¤t_sprite);
50 freeze(1);
51 say_stop("`7Ah, Dink. How are you my boy, how are you.", ¤t_sprite);
52 say_stop("`7Thank you so much for saving our town.", ¤t_sprite);
53 wait(250);
54 say_stop("Hey, no problem.", 1);
55 wait(250);
56 unfreeze(1);
57 unfreeze(¤t_sprite);
58 return;
59 }
60 if (&talker == 2)
61 {
62 freeze(1);
63 say_stop("`7I'm done talking to you, I have more important things to worry about.", ¤t_sprite);
64 wait(250);
65 say_stop("Hmmm.", 1);
66 unfreeze(1);
67 return;
68 }
69 freeze(1);
70 freeze(¤t_sprite);
71 choice_start()
72 "Ask what's up"
73 "Ask about the town"
74 "Leave"
75 choice_end()
76 if (&result == 1)
77 {
78 say_stop("Hey, uh thanks for that fireball!", 1);
79 say_stop("What the hell's wrong with you?", 1);
80 wait(250);
81 say_stop("`7I .. I'm sorry, I thought you were someone else.", ¤t_sprite);
82 wait(250);
83 say_stop("Like who?!?", 1);
84 wait(250);
85 say_stop("`7Like maybe another raider coming for my food.", ¤t_sprite);
86 say_stop("`7I have to defend myself.", ¤t_sprite);
87 wait(250);
88 say_stop("This town is messed up.", 1);
89 &talker = 1;
90 }
91 if (&result == 2)
92 {
93 &junk = sp_dir(1, -1);
94 say_stop("So, what's with the town here?", 1);
95 wait(250);
96 say_stop("`7We, we all worship the duck here.", ¤t_sprite);
97 sp_dir(1, 2);
98 wait(1000);
99 say_stop("Ok, I'm gonna turn back towards you ...", 1);
100 say_stop("and you're gonna give a normal answer this time.", 1);
101 wait(250);
102 say_stop("Ready ....", 1);
103 sp_dir(1, &junk);
104 wait(750);
105 say_stop("`7We all worship the duck here.", ¤t_sprite);
106 wait(1000);
107 say_stop("Yeah ...", 1);
108 say_stop("Is this some kind of religion?", 1);
109 wait(250);
110 say_stop("`7Yes, we give all and owe all to the duck.", ¤t_sprite);
111 wait(250);
112 say_stop("Well okay then, I'll ... I'll get back to you on that.", 1);
113 &talker = 2;
114 }
115 unfreeze(1);
116 unfreeze(¤t_sprite);
117 }
118
hit(void)119 void hit( void )
120 {
121 if (&story > 10)
122 {
123 freeze(¤t_sprite);
124 say_stop("`7Ah, some hero you are!", ¤t_sprite);
125 unfreeze(¤t_sprite);
126 return;
127 }
128 freeze(¤t_sprite);
129 say_stop("`7Ahhh, knock it off you!", ¤t_sprite);
130 unfreeze(¤t_sprite);
131 }
132