#include "DIALOGS\Redmond Soldier_dialog.h" void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag; string NPC_Meeting, TempInfoCharacterID_1, TempInfoCharacterID_2; int DonationSize; 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 "First time": Dialog.defAni = "dialog_stay1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay2"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; int iPhrase = rand(10); switch (iPhrase) { case 0: dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; break; case 1: dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "exit"; break; case 2: dialog.text = DLG_TEXT[4]; link.l1 = DLG_TEXT[5]; link.l1.go = "exit"; break; case 3: dialog.text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "exit"; break; case 4: dialog.text = DLG_TEXT[8]; link.l1 = DLG_TEXT[9]; link.l1.go = "exit"; break; case 5: dialog.text = DLG_TEXT[10]; link.l1 = DLG_TEXT[11]; link.l1.go = "exit"; break; case 6: dialog.text = DLG_TEXT[12]; link.l1 = DLG_TEXT[13]; link.l1.go = "exit"; break; case 7: dialog.text = DLG_TEXT[14]; link.l1 = DLG_TEXT[15]; link.l1.go = "exit"; break; case 8: dialog.text = DLG_TEXT[16]; link.l1 = DLG_TEXT[17]; link.l1.go = "exit"; break; case 9: dialog.text = DLG_TEXT[18]; link.l1 = DLG_TEXT[19]; link.l1.go = "exit"; break; case 10: dialog.text = DLG_TEXT[20]; link.l1 = DLG_TEXT[21]; link.l1.go = "exit"; break; } break; case "who_you_blaze": Dialog.defAni = "dialog_stay1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay2"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[22]; link.l1 = DLG_TEXT[23]; link.l1.go = "who_you_blaze_2"; break; case "who_you_blaze_2": dialog.text = DLG_TEXT[24]; link.l1 = DLG_TEXT[25]; link.l1.go = "who_you_blaze_3"; break; case "who_you_blaze_3": if(makeint(Environment.time) >= 22.0 || makeint(Environment.time) < 6.0) { dialog.text = DLG_TEXT[26]; link.l1 = DLG_TEXT[27]; } else { dialog.text = DLG_TEXT[28]; link.l1 = DLG_TEXT[29]; } link.l1.go = "exit"; Diag.TempNode = "first time"; locations[FindLocation("Redmond_town_01")].reload.l6.disable = 0; break; case "drink": Diag.TempNode = "first time"; Dialog.defAni = "dialog_stay1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; dialog.text = DLG_TEXT[30]; link.l1 = DLG_TEXT[31]; link.l1.go = "drink_2"; break; case "drink_2": dialog.text = DLG_TEXT[32] + address_form.eng + DLG_TEXT[33]; link.l1 = DLG_TEXT[34]; link.l1.go = "drink_exit"; link.l2 = DLG_TEXT[35]; link.l2.go = "fight_exit"; pchar.friend_in_tavern = "ENG_SOLDIERS"; break; case "drink_exit": Diag.CurrentNode = Diag.TempNode; DialogExit(); npchar.location = "none"; break; case "fight_exit": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("fight_with_soldier_for_drink"); break; case "do_not_go": Diag.TempNode = "first time"; Dialog.defAni = "dialog_stay1"; Dialog.defCam = "1"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay1"; Dialog.cam = "1"; dialog.text = DLG_TEXT[36]; link.l1 = DLG_TEXT[37]; link.l1.go = "do_not_go_2"; break; case "do_not_go_2": dialog.text = DLG_TEXT[38] + address_form.eng + DLG_TEXT[39]; link.l1 = DLG_TEXT[40]; link.l1.go = "do_not_go_3"; break; case "do_not_go_3": if (GetOfficersQuantity(pchar) >0) { dialog.text = DLG_TEXT[41]; link.l1 = DLG_TEXT[42]; link.l1.go = "exit"; } else { dialog.text = DLG_TEXT[43]; link.l1 = DLG_TEXT[44]; link.l1.go = "do_not_go_4"; } StorePassengers("Blaze"); break; case "do_not_go_4": dialog.text = DLG_TEXT[45]; link.l1 = DLG_TEXT[46]; link.l1.go = "exit"; break; } }