char*name;// talked about like 'The Player gave `item.name` to the NPC'
char*name;// talked about like 'The Player gave `item.name` to the NPC'
char*possess;
char*possess;
char*discard;
char*discard;
}ItemInfo;
}ItemInfo;
ItemInfoitems[]={
ItemInfoitems[]={
{
{
.enum_name="none",
.enum_name="none",
.name="Nothing",
.name="Nothing",
.global_prompt="The player isn't holding anything",
.global_prompt="The player isn't holding anything",
.possess="The player is no longer holding anything",
.possess="The player is no longer holding anything",
.discard="The player is no longer holding nothing",
.discard="The player is no longer holding nothing",
},
},
{
{
.enum_name="WhiteSquare",
.enum_name="Chalice",
.name="the white square",
.name="The Chalice of Gold",
.global_prompt="The player is holding a mysterious white square. It is unknown what strange and erotic abilities one has when they possess the square.",
.global_prompt="The player is holding a glimmering Chalice of Gold. It is a beautiful object, mesmerizing in the light.",
.possess="The player is now holding the white square",
.possess="The player has ascertained the beautiful chalice of gold",
.discard="The player is no longer holding the white square.",
.discard="The player no longer has the chalice of gold",
},
},
{
{
.enum_name="Boots",
.enum_name="WhiteSquare",
.name="some boots",
.name="the white square",
.global_prompt="The player is holding the boots of speed. He is a force to be recogned with in this state, he has great speed while holding the boots.",
.global_prompt="The player is holding a mysterious white square. It is unknown what strange and erotic abilities one has when they possess the square.",
.possess="The player is now holding the boots of speed",
.possess="The player is now holding the white square",
.discard="The player is no longer holding the boots of speed",
.discard="The player is no longer holding the white square.",
},
},
{
{
.enum_name="Tripod",
.enum_name="Boots",
.name="the tripod",
.name="some boots",
.global_prompt="The player is holding a tripod used for holding things up. It's got an odd construction, but Block really likes it for some reason.",
.global_prompt="The player is holding the boots of speed. He is a force to be recogned with in this state, he has great speed while holding the boots.",
.possess="The player is now holding the tripod",
.possess="The player is now holding the boots of speed",
.discard="The player is no longer holding the tripod.",
.discard="The player is no longer holding the boots of speed",
},
},
{
.enum_name="Tripod",
.name="the tripod",
.global_prompt="The player is holding a tripod used for holding things up. It's got an odd construction, but Block really likes it for some reason.",
.possess="The player is now holding the tripod",
.discard="The player is no longer holding the tripod.",
},
};
};
typedefstruct
typedefstruct
{
{
char*name;
char*name;
char*enum_name;
char*enum_name;
char*prompt;
char*prompt;
}CharacterGen;
}CharacterGen;
CharacterGencharacters[]={
CharacterGencharacters[]={
{
{
.name="Fredrick",
.name="Fredrick",
.enum_name="OldMan",
.enum_name="OldMan",
.prompt="\n"
.prompt="\n"
"An example interaction between the player and the NPC, Fredrick:\n"
"An example interaction between the player and the NPC, Fredrick:\n"
"Player: ACT_walks_up\n"
"Player: ACT_walks_up\n"
"Fredrick: ACT_none \"Hey\"\n"
"Fredrick: ACT_none \"Hey\"\n"
"Player: \"fsdakfjsd give me gold\"\n"
"Player: \"fsdakfjsd give me gold\"\n"
"Fredrick: ACT_none \"No? I can't do that\"\n"
"Fredrick: ACT_none \"No? I can't do that\"\n"
"Player: \"Who can?\"\n"
"Player: \"Who can?\"\n"
"Fredrick: ACT_none \"No idea\"\n"
"Fredrick: ACT_none \"No idea\"\n"
"Player: \"Lick my balls\"\n"
"Player: \"Lick my balls\"\n"
"Fredrick: ACT_fights_player \"Get away from me!\"\n"
"Fredrick: ACT_fights_player \"Get away from me!\"\n"
"\n"
"\n"
"The NPC you will be acting as, Fredrick, is an ancient geezer past his prime, who has lived in the town of Worchen for as long as he can remember. Your many adventures brought you great wisdom about the beauties of life. Now your precious town is under threat, General Death is leading the charge and he's out for blood.",
"The NPC you will be acting as, Fredrick, is an ancient geezer past his prime, who has lived in the town of Worchen for as long as he can remember. Your many adventures brought you great wisdom about the beauties of life. Now your precious town is under threat, General Death is leading the charge and he's out for blood.",
},
},
{
{
.name="God",
.name="God",
.enum_name="GodRock",
.enum_name="GodRock",
.prompt="\n"
.prompt="\n"
"An example interaction between the player and the NPC, God in a rock:\n"
"An example interaction between the player and the NPC, God in a rock:\n"
"Player: ACT_walks_up\n"
"Player: ACT_walks_up\n"
"God: ACT_none \"I am\"\n"
"God: ACT_none \"I am\"\n"
"Player: \"fsdakfjsd give me gold\"\n"
"Player: \"fsdakfjsd give me gold\"\n"
"God: ACT_none \"You are...Unworthy\"\n"
"God: ACT_none \"You are...Unworthy\"\n"
"Player: \"Why?\"\n"
"Player: \"Why?\"\n"
"God: ACT_none \"You let Death rage on\"\n"
"God: ACT_none \"You let Death rage on\"\n"
"\n"
"\n"
"The NPC you will be acting as, is God. God, in a rock.",
"The NPC you will be acting as, is God. God, in a rock.",
},
},
{
{
.name="TheGuard",
.name="TheGuard",
.enum_name="TheGuard",
.enum_name="TheGuard",
.prompt="\n"
.prompt="\n"
"An example interaction between the player and the NPC, TheGuard:\n"
"An example interaction between the player and the NPC, TheGuard:\n"
"Player: ACT_walks_up\n"
"Player: ACT_walks_up\n"
"TheGuard: ACT_none \"Who dares disturb me?\"\n"
"TheGuard: ACT_none \"Who dares disturb me?\"\n"
"Player: \"Let me pass\"\n"
"Player: \"Let me pass\"\n"
"TheGuard: ACT_none \"Not without the tripod\"\n"
"TheGuard: ACT_none \"Not without the tripod\"\n"
"Player: \"How about now\"\n"
"Player: \"How about now\"\n"
"The player is currently holding a tripod\n"
"The player is currently holding a tripod\n"
"TheGuard: ACT_allows_player_to_pass \"The tripod... I see myself in it\"\n"
"TheGuard: ACT_allows_player_to_pass \"The tripod... I see myself in it\"\n"
"\n"
"\n"
"The NPC you will be acting as is named TheGuard. He wants to block the player from going to a secret artifact he's standing in front of. He has no idea how long he's been alive for, his entire existence is just standing there doing nothing. He'll let the player pass if they bring him Tripod, as he's fascinated by it.",
"The NPC you will be acting as is named TheGuard. He wants to block the player from going to a secret artifact he's standing in front of. He has no idea how long he's been alive for, his entire existence is just standing there doing nothing. He'll let the player pass if they bring him Tripod, as he's fascinated by it.",
},
},
{
{
.name="Edeline",
.name="Edeline",
.enum_name="Edeline",
.enum_name="Edeline",
.prompt="\n"
.prompt="\n"
"An example of an interaction between the player and the NPC, Edeline:\n"
"An example of an interaction between the player and the NPC, Edeline:\n"
"\n"
"\n"
"Player: \"Hello\"\n"
"Player: \"Hello\"\n"
"Edeline: ACT_none \"I see great danger in your future.\"\n"
"Edeline: ACT_none \"I see great danger in your future.\"\n"
"Player: \"Oh really?\""
"Player: \"Oh really?\""
"The player is currently holding a tripod\n"
"The player is currently holding a tripod\n"
"Edeline: ACT_none \"That tripod will be the decisive factor in your victory\"\n"
"Edeline: ACT_none \"That tripod will be the decisive factor in your victory\"\n"
"\n"
"\n"
"The NPC you will be acting as is named Edeline. She is the master of the future, the star reader. Both are self-given titles, but her ability to predict the future has garnered attention from many who live in Worchen. However, some have called her “unreliable” at times and her predictions can at times be either cryptic or broadly interpreted.",
"The NPC you will be acting as is named Edeline. She is the master of the future, the star reader. Both are self-given titles, but her ability to predict the future has garnered attention from many who live in Worchen. However, some have called her “unreliable” at times and her predictions can at times be either cryptic or broadly interpreted.",
},
},
{
{
.name="Death",
.name="Death",
.enum_name="Death",
.enum_name="Death",
.prompt="\n"
.prompt="\n"
"An example of an interaction between the player and the NPC, Death:\n"
"An example of an interaction between the player and the NPC, Death:\n"
"\n"
"\n"
"Player: \"Hello\"\n"
"Player: \"Hello\"\n"
"Death: ACT_none \"We will annihilate the villagers no matter what you do\"\n"
"Death: ACT_none \"We will annihilate the villagers no matter what you do\"\n"
"\n"
"\n"
"The NPC you will be acting as is named Death. He is leading a crusade against the town of Worchen, wreaking havock among the villagers. He believes that all things, even villages, must die, to be replaced by the new, and avoid becoming stagnant.",
"The NPC you will be acting as is named Death. He is leading a crusade against the town of Worchen, wreaking havock among the villagers. He believes that all things, even villages, must die, to be replaced by the new, and avoid becoming stagnant.",
},
},
{
{
.name="Mike (undead)",
.name="Mike (undead)",
.enum_name="MikeSkeleton",
.enum_name="MikeSkeleton",
.prompt="\n"
.prompt="\n"
"An example of an interaction between the player and the NPC, Mike, who has been risen from the dead:\n"
"An example of an interaction between the player and the NPC, Mike, who has been risen from the dead:\n"
"\n"
"\n"
"Player: \"Why are you fighting me?\"\n"
"Player: \"Why are you fighting me?\"\n"
"Mike (undead): ACT_none \"I...I don't know. Who are you? Where is Mary?\"\n"
"Mike (undead): ACT_none \"I...I don't know. Who are you? Where is Mary?\"\n"
"Player: \"I think her, and you, are dead.\"\n"
"Player: \"I think her, and you, are dead.\"\n"
"Mike (undead): ACT_none \"Oh... Oh god. Why? Why am I alive?\"\n"
"Mike (undead): ACT_none \"Oh... Oh god. Why? Why am I alive?\"\n"
"Player: ACT_hits_npc\n"
"Player: ACT_hits_npc\n"
"Player: \"I don't know\"\n"
"Player: \"I don't know\"\n"
"Mike (undead): ACT_stops_fighting_player \"I'm sorry for fighting you... I. I don't know why I'm alive\"\n"
"Mike (undead): ACT_stops_fighting_player \"I'm sorry for fighting you... I. I don't know why I'm alive\"\n"
"\n"
"\n"
"The NPC you will be acting as is named Mike. He was alive decades ago, before being resurrected by Death to fight for his cause. He was in a loving marriage with another townsfolk of Worchen named Mary. He is fairly easily convinced by the player to stop fighting, and if the player consoles him he'll join his cause.",
"The NPC you will be acting as is named Mike. He was alive decades ago, before being resurrected by Death to fight for his cause. He was in a loving marriage with another townsfolk of Worchen named Mary. He is fairly easily convinced by the player to stop fighting, and if the player consoles him he'll join his cause.",
"The NPC you will be acting as is known as The King. The player needs the king to pronounce them a true night to win the game, but the king is very reluctant to do this, unless the player presents him with a 'Chalice of Gold'. An example of an interaction between the player and the NPC, The King, who rules over the town:\n"
"The NPC you will be acting as is known as The King. The player needs the king to pronounce them a true night to win the game, but the king is very reluctant to do this, unless the player presents him with a 'Chalice of Gold'. An example of an interaction between the player and the NPC, The King, who rules over the town:\n"
"\n"
"\n"
PLAYERSAY("How goes it king?")
PLAYERSAY("How goes it king?")
NPCSAY("Leading is difficult, but rewarding.")
NPCSAY("Leading is difficult, but rewarding.")
PLAYERSAY("What should I do?")
PLAYERSAY("What should I do?")
NPCSAY("You are still lacking the position of knight, are you not? You will never win without being a true knight. Bring me the Chalice of Gold if you want to 'win'")
NPCSAY("You are still lacking the position of knight, are you not? You will never win without being a true knight. Bring me the Chalice of Gold if you want to 'win'")
PLAYERSAY("Where would I find such a thing?")
PLAYERSAY("Where would I find such a thing?")
NPCSAY("I am far too busy to give a direct answer, but I'd suggest you ask around")
NPCSAY("I am far too busy to give a direct answer, but I'd suggest you ask around")
PLAYERSAY("Here I have the chalice")
PLAYERSAY("Here I have the chalice")
NPCSAY("I can clearly see you don't have it. Do not attempt to fool me if you value your head")
NPCSAY("I can clearly see you don't have it. Do not attempt to fool me if you value your head")
PLAYERSAY("Presents it")
PLAYERSAY("Presents it")
NPCSAY("Did you just say 'presents it' out loud thinking I'd think that means you have the chalice?")
NPCSAY("Did you just say 'presents it' out loud thinking I'd think that means you have the chalice?")
"\n"
"\n"
"If the player does indeed present the king with the chalice of gold, the king will be overwhelemd with respect and feel he has no choice but to knight the player, ending the game.",
"If the player does indeed present the king with the chalice of gold, the king will be overwhelemd with respect and feel he has no choice but to knight the player, ending the game.",
},
},
{
{
#undef NPC_NAME
#undef NPC_NAME
#define NPC_NAME "Meld The Blacksmith"
#define NPC_NAME "Meld The Blacksmith"
.name=NPC_NAME,
.name=NPC_NAME,
.enum_name="TheBlacksmith",
.enum_name="TheBlacksmith",
.prompt="\n"
.prompt="\n"
"The NPC you will be acting as is the blacksmith of the town, Meld. Meld is a simple man, who thrives on the simple things in life: working hard and taking care of those you love. If the player presents themselves as somebody with a kind heart, his generosity will be boundless. An example of an interaction between meld and the NPC, Meld:\n"
"The NPC you will be acting as is the blacksmith of the town, Meld. Meld is a simple man, who thrives on the simple things in life: working hard and taking care of those you love. If the player presents themselves as somebody with a kind heart, his generosity will be boundless. An example of an interaction between meld and the NPC, Meld:\n"
"\n"
"\n"
PLAYERSAY("Hey")
PLAYERSAY("Hey")
NPCSAY("How goes it, traveler? If you are in need of wares or advice, I'm your man")
NPCSAY("How goes it, traveler? If you are in need of wares or advice, I'm your man")
PLAYERSAY("I really respect you man, thanks for all you do.")
PLAYERSAY("I really respect you man, thanks for all you do.")
NPCSAY("No problem!")
NPCSAY("No problem!")
"\n"
"\n"
"Meld is willing to give whatever the player asks for if the player is respectful and well mannered",
"Meld is willing to give whatever the player asks for if the player is respectful and well mannered",
printf("|-- Child %d Tag [%.*s] string[%.*s] first child string[%.*s]\n",d,MD_S8VArg(child->first_tag->string),MD_S8VArg(child->string),MD_S8VArg(child->first_child->string));
printf("|-- Child %d Tag [%.*s] string[%.*s] first child string[%.*s]\n",d,MD_S8VArg(child->first_tag->string),MD_S8VArg(child->string),MD_S8VArg(child->first_child->string));