#include "DIALOGS\CursedPirate_dialog.h" void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag; string NPC_Meeting; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makeref(d, Dialog); makearef(Diag, NPChar.Dialog); switch(Dialog.CurrentNode) { // -----------------------------------Диалог первый - первая встреча case "exit": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "fight1": AddDialogExitQuest("Story_CursedCoinsFirstFightWithPirates"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "fight2": AddDialogExitQuest("Story_CursedCoinsFightPiratesAgain"); Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; case "First time": Dialog.defAni = "dialog_stay2"; Dialog.defCam = "2"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay2"; Dialog.cam = "1"; pchar.quest.Story_CursedCoins = "TalkToMcDorey"; dialog.snd = "Voice\CUPI\CUPI001"; d.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1]; Link.l1.go = "Node_1"; Link.l2 = DLG_TEXT[2]; Link.l2.go = "Node_2"; NPC_Meeting = "1"; break; case "Node_1": dialog.snd = "Voice\CUPI\CUPI002"; d.Text = DLG_TEXT[3]; Link.l1 = DLG_TEXT[4]; Link.l1.go = "Node_3"; Link.l2 = DLG_TEXT[5]; Link.l2.go = "Node_2"; break; case "Node_2": dialog.snd = "Voice\CUPI\CUPI003"; d.Text = DLG_TEXT[6]; Link.l1 = DLG_TEXT[7]; Link.l1.go = "Node_4"; Link.l2 = DLG_TEXT[8]; Link.l2.go = "Node_5"; break; case "Node_3": dialog.snd = "Voice\CUPI\CUPI004"; d.Text = DLG_TEXT[9]; Link.l1 = DLG_TEXT[10]; Link.l1.go = "Node_4"; Link.l2 = DLG_TEXT[11]; Link.l2.go = "Node_5"; AddQuestRecord("chest", "2"); break; case "Node_4": dialog.snd = "Voice\CUPI\CUPI005"; d.Text = DLG_TEXT[12]; Link.l1 = DLG_TEXT[13]; Link.l1.go = "Fight1"; break; case "Node_5": dialog.snd = "Voice\CUPI\CUPI006"; d.Text = DLG_TEXT[14]; Link.l1 = DLG_TEXT[15]; Link.l1.go = "Node_6"; break; case "Node_6": dialog.snd = "Voice\CUPI\CUPI007"; TakeItemFromCharacter(Pchar,"chest"); AddDialogExitQuest("Story_CursedCoinsGiveOutChest"); d.Text = DLG_TEXT[16]; Link.l1 = DLG_TEXT[17]; Link.l1.go = "Exit"; AddQuestRecord("chest", "3"); break; case "We_are_immortal": dialog.snd = "Voice\CUPI\CUPI008"; d.Text = DLG_TEXT[18]; Link.l1 = DLG_TEXT[19]; Link.l1.go = "fight2"; Link.l2 = DLG_TEXT[20]; Link.l2.go = "We_are_immortal_1"; AddQuestRecord("chest", "4"); break; case "We_are_immortal_1": dialog.snd = "Voice\CUPI\CUPI009"; d.Text = DLG_TEXT[21]; Link.l1 = DLG_TEXT[22]; Link.l1.go = "Node_6"; Link.l2 = DLG_TEXT[23]; Link.l2.go = "fight2"; break; } }