#include "DIALOGS\Unhappy women_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 = "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 = "voice\UNWO\UNWO001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; if (!CheckAttribute(pchar, "quest.ANIMISTS")) { Dialog.snd = "voice\UNWO\UNWO002"; dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "talk_1"; } if (CheckQuestAttribute("ANIMISTS", "denied")) { link.l1 = DLG_TEXT[4]; link.l1.go = "exit"; pchar.quest.ANIMISTS.over = "yes"; } if (CheckQuestAttribute("ANIMISTS", "completed") && npchar.quest.ANIMISTS != "completed") { Dialog.snd = "voice\UNWO\UNWO003"; dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]; link.l1.go = "destroyed_sekt"; } NextDiag.TempNode = "first time"; break; case "destroyed_sekt": Dialog.snd = "voice\UNWO\UNWO004"; dialog.text = DLG_TEXT[7]; link.l1 = DLG_TEXT[8]; link.l1.go = "exit"; AddpartyExp(pchar, 4000); npchar.quest.ANIMISTS = "completed"; AddDialogExitQuest("womens_leave_town"); break; case "talk_1": Dialog.snd = "voice\UNWO\UNWO005"; dialog.text = DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "talk_2"; break; case "talk_2": Dialog.snd = "voice\UNWO\UNWO006"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "talk_3"; break; case "talk_3": Dialog.snd = "voice\UNWO\UNWO007"; dialog.text = DLG_TEXT[13]; link.l1 = DLG_TEXT[14]; link.l1.go = "talk_4"; break; case "talk_4": Dialog.snd = "voice\UNWO\UNWO008"; dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "talk_5"; break; case "talk_5": Dialog.snd = "voice\UNWO\UNWO009"; dialog.text = DLG_TEXT[17]; link.l1 = DLG_TEXT[18]; link.l1.go = "exit"; SetQuestHeader("ANIMISTS"); AddQuestrecord("ANIMISTS", "1"); pchar.quest.ANIMISTS = "begin"; break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }