#include "DIALOGS\Balltesar Figueiredo_dialog.h" void ProcessDialogEvent() { ref NPChar; aref Link, NextDiag; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makearef(NextDiag, NPChar.Dialog); ref PChar; PChar = GetMainCharacter(); switch(Dialog.CurrentNode) { // -----------------------------------Диалог первый - первая встреча case "First time": Dialog.defAni = "Sit_look_around"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Sit_look_around"; Dialog.cam = "1"; dialog.snd = "Voice\BAFI\BAFI001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; if (CheckQuestAttribute("ANIMISTS", "to_greenford") || CheckQuestAttribute("ANIMISTS", "after_pirates") || CheckQuestAttribute("ANIMISTS", "after_samuelle")) { dialog.snd = "Voice\BAFI\BAFI002"; dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "ANIMISTS_1"; } NextDiag.TempNode = "first time"; break; case "ANIMISTS_1": dialog.snd = "Voice\BAFI\BAFI003"; dialog.text = DLG_TEXT[4]; link.l1 = DLG_TEXT[5]; link.l1.go = "ANIMISTS_2"; break; case "ANIMISTS_2": dialog.snd = "Voice\BAFI\BAFI004"; dialog.text = DLG_TEXT[6]; if (makeint(pchar.money) >= 1) { link.l1 = DLG_TEXT[7]; link.l1.go = "ANIMISTS_3"; } link.l2 = DLG_TEXT[8]; link.l2.go = "ANIMISTS_bad"; break; case "ANIMISTS_3": dialog.snd = "Voice\BAFI\BAFI005"; Dialog.text = DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "ANIMISTS_4"; AddMoneyToCharacter(pchar, -1); break; case "ANIMISTS_4": dialog.snd = "Voice\BAFI\BAFI006"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "ANIMISTS_5"; break; case "ANIMISTS_5": dialog.snd = "Voice\BAFI\BAFI007"; dialog.text = DLG_TEXT[13]; link.l1 = DLG_TEXT[14]; link.l1.go = "exit"; pchar.quest.ANIMISTS = "to_qc"; npchar.location = "none"; AddQuestrecord("ANIMISTS", "6"); break; case "ANIMISTS_bad": dialog.snd = "Voice\BAFI\BAFI008"; dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "ANIMISTS_4"; OfficersReaction("bad"); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }