main(void)1 void main( void )
2 {
3 int &talker;
4 &talker = 0;
5 int &bsword;
6 int &b2sword;
7 int &bclaw;
8 int &bnut;
9 int &bad;
10 if (&story > 10)
11 {
12 &talker = 2;
13 return;
14 }
15 &bad = random(3, 1);
16 if (&bad == 1)
17 {
18 &bad = random(3, 1);
19 if (&bad == 1)
20 {
21 say_stop("`2Welcome to Jill's pawn shop.", ¤t_sprite);
22 }
23 if (&bad == 2)
24 {
25 say_stop("`2Oh, too have some food ...", ¤t_sprite);
26 }
27 if (&bad == 3)
28 {
29 say_stop("`2The ducks ... the ducks ...", ¤t_sprite);
30 }
31 }
32 }
33
talk(void)34 void talk( void )
35 {
36 freeze(1);
37 freeze(¤t_sprite);
38 choice_start()
39 (&talker == 0)"See what's news"
40 (&talker == 1)"See what's for sale"
41 (&talker == 2)"Say hi"
42 "Sell an item"
43 "Leave"
44 choice_end()
45 if (&result == 1)
46 {
47 say_stop("How's things been here lately?", 1);
48 wait(250);
49 say_stop("`2Oh just fine sir, thanks for asking.", ¤t_sprite);
50 wait(250);
51 say_stop("What's with all the ducks?", 1);
52 wait(250);
53 say_stop("`2Those ducks are our friends and keepers", ¤t_sprite);
54 say_stop("`2they've given us all we have today.", ¤t_sprite);
55 wait(1000);
56 say_stop("Okay, that's the weirdest statement I think I've heard today.", 1);
57 wait(250);
58 say_stop("`2Be kind to the ducks in this town.", ¤t_sprite);
59 wait(250);
60 say_stop("Sure, no problem.", 1);
61 &talker = 1;
62 }
63 if (&result == 2)
64 {
65 say_stop("Uh, do you have anything for sale?", 1);
66 wait(250);
67 say_stop("`2Well, I ... I'm afraid not right now sir.", ¤t_sprite);
68 wait(250);
69 say_stop("Why not?", 1);
70 wait(250);
71 say_stop("`2With the taxes being raised for the ducks,", ¤t_sprite);
72 wait(250);
73 say_stop("`2I've been forced to sell much of what I own to pay it.", ¤t_sprite);
74 wait(250);
75 say_stop("I see.", 1);
76 wait(250);
77 say_stop("`2Perhaps if you were to find me at a later date.", ¤t_sprite);
78 wait(250);
79 say_stop("`2Just, not right now.", ¤t_sprite);
80 }
81 if (&result == 3)
82 {
83 say_stop("Hi Jill, how are you doing?", 1);
84 wait(250);
85 say_stop("`2Oh Dink, thank you, thank you for saving us.", ¤t_sprite);
86 wait(250);
87 say_stop("`2I didn't know what was going to happen to the town.", ¤t_sprite);
88 wait(250);
89 say_stop("`2I've been doing fine, things are definitely doing better.", ¤t_sprite);
90 wait(250);
91 say_stop("`2Thank you.", ¤t_sprite);
92 }
93 if (&result == 4)
94 {
95 goto sell;
96 }
97 unfreeze(1);
98 unfreeze(¤t_sprite);
99 }
100
hit(void)101 void hit( void )
102 {
103 if (&story > 10)
104 {
105 say_stop("`2What kind of sick traitor are you?!?", ¤t_sprite);
106 return;
107 }
108 say_stop("`2Please, don't beat me sir.", ¤t_sprite);
109 wait(250);
110 }
111
sell(void)112 void sell(void )
113 {
114 //let's sell some stuff back
115
116 sell:
117
118 //how many items do they have?
119
120 &bsword = count_item("item-sw1");
121 &b2sword = count_item("item-sw2");
122 &bclaw = count_item("item-cl");
123 &bnut = count_item("item-nut");
124
125 choice_start()
126 set_y 240
127 set_title_color 6
128 title_start();
129 "We'll buy a few things. What have you got?"
130 title_end();
131 (&bsword > 0) "Sell a Longsword - $200"
132 (&bnut > 0) "Sell a nut - $2"
133 (&b2sword > 0) "Sell a Clawsword - $1000"
134 (&bclaw > 0) "Sell a slayer claw - $150"
135 "Sell nothing"
136 choice_end()
137
138 if (&result == 1)
139 {
140 kill_this_item("item-sw1");
141 &gold += 200;
142 goto sell;
143 }
144
145 if (&result == 2)
146 {
147 kill_this_item("item-nut");
148 &gold += 2;
149 goto sell;
150 }
151
152 if (&result == 3)
153 {
154 kill_this_item("item-sw2");
155 &gold += 1000;
156 goto sell;
157 }
158 if (&result == 4)
159 {
160 kill_this_item("item-cl");
161 &gold += 150;
162 goto sell;
163 }
164
165 unfreeze(1);
166 goto mainloop;
167 return;
168 }
169