#include "DIALOGS\Valentin Massoni_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) { // -----------------------------------Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷à case "Exit": Diag.CurrentNode = Diag.TempNode; DialogExit(); break; case "Massoni_spared": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("Massoni_spared"); break; case "Massoni_doomed": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("Massoni_doomed"); break; case "Exit_GiveRum": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("Story_SitAndDrinkWithMassoni"); break; case "First time": Dialog.defAni = "Sit_Right_Dialog_1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Sit_Right_Dialog_2"; Dialog.cam = "1"; Dialog.snd = "voice\VIÌÀ\VIÌÀ001"; d.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1]; Link.l1.go = "First time_1"; break; case "First time_1": Dialog.snd = "voice\VIÌÀ\VIÌÀ002"; d.Text = DLG_TEXT[2]; Link.l1 = DLG_TEXT[3]; Link.l1.go = "exit"; break; case "Story_first talk": Dialog.defAni = "Sit_Right_Dialog_1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Sit_Right_Dialog_1"; Dialog.cam = "1"; Dialog.snd = "voice\VIÌÀ\VIÌÀ003"; d.Text = DLG_TEXT[4]; Link.l1 = DLG_TEXT[5] + Pchar.name + " " + PChar.lastname + DLG_TEXT[6]; Link.l1.go = "Node_2"; break; case "Node_2": Dialog.snd = "voice\VIÌÀ\VIÌÀ004"; d.Text = RandSwear() + DLG_TEXT[7]; Link.l1 = DLG_TEXT[8]; Link.l1.go = "Node_3"; break; case "Node_3": Dialog.snd = "voice\VIÌÀ\VIÌÀ005"; d.Text = DLG_TEXT[9]; Link.l1 = DLG_TEXT[10]; Link.l1.go = "Node_4"; break; case "Node_4": Dialog.snd = "voice\VIÌÀ\VIÌÀ006"; d.Text = DLG_TEXT[11]; Link.l1 = DLG_TEXT[12]; Link.l1.go = "Node_5"; break; case "Node_5": Dialog.snd = "voice\VIÌÀ\VIÌÀ007"; Diag.TempNode = "SitAndDrink"; d.Text = DLG_TEXT[13]; Link.l1 = DLG_TEXT[14]; Link.l1.go = "Exit_GiveRum"; break; case "SitAndDrink": Dialog.defAni = "Sit_Look_Around"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "Sit_Look_Around"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Sit_Look_Around"; Dialog.cam = "1"; Dialog.snd = "voice\VIÌÀ\VIÌÀ008"; d.Text = DLG_TEXT[15]; Link.l1 = DLG_TEXT[16]; Link.l1.go = "Node_7"; break; case "Node_7": Dialog.snd = "voice\VIÌÀ\VIÌÀ009"; d.Text = DLG_TEXT[17] + NPChar.ship.name + DLG_TEXT[18] ; Link.l1 = DLG_TEXT[19]; Link.l1.go = "node_8"; break; case "Node_8": Dialog.snd = "voice\VIÌÀ\VIÌÀ010"; d.Text = DLG_TEXT[20]; Link.l1 = DLG_TEXT[21]; Link.l1.go = "Node_9"; break; case "Node_9": Dialog.snd = "voice\VIÌÀ\VIÌÀ011"; d.Text = DLG_TEXT[22]; Link.l1 = DLG_TEXT[23]; Link.l1.go = "Node_10"; break; case "Node_10": Dialog.snd = "voice\VIÌÀ\VIÌÀ012"; d.Text = DLG_TEXT[24]; Link.l1 = DLG_TEXT[25]; Link.l1.go = "Node_11"; break; case "Node_11": Dialog.snd = "voice\VIÌÀ\VIÌÀ013"; d.Text = DLG_TEXT[26]; Link.l1 = DLG_TEXT[27]; Link.l1.go = "Node_12"; break; case "Node_12": Diag.TempNode = "Second_talk"; Dialog.snd = "voice\VIÌÀ\VIÌÀ014"; d.Text = DLG_TEXT[28]; Link.l1 = DLG_TEXT[29]; Link.l1.go = "exit"; AddDialogExitQuest("Story_Massony_Reload_to_Town"); break; case "Talk_to_Soldiers": Diag.TempNode = "Final_talk"; Dialog.snd = "voice\VIÌÀ\VIÌÀ015"; d.Text = DLG_TEXT[30]; Link.l1 = DLG_TEXT[31]; Link.l1.go = "exit"; break; case "What_are_you_waiting_for": Dialog.defAni = "dialog_stay1"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_stay2"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "dialog_stay2"; Dialog.cam = "1"; Dialog.snd = "voice\VIÌÀ\VIÌÀ016"; Dialog.tempNode = "What_are_you_waiting_for"; d.Text = DLG_TEXT[32]; Link.l1 = DLG_TEXT[33]; Link.l1.go = "exit"; AddDialogExitQuest("Massony_run_to_last_locator"); break; case "Final_talk": 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\VIÌÀ\VIÌÀ017"; d.Text = DLG_TEXT[34]; Link.l1 = DLG_TEXT[35]; Link.l1.go = "Final_talk_1"; break; case "Final_talk_1": Dialog.snd = "voice\VIÌÀ\VIÌÀ018"; d.Text = DLG_TEXT[36]; Link.l1 = DLG_TEXT[37]; Link.l1.go = "Final_talk_2"; break; case "Final_talk_2": Dialog.snd = "voice\VIÌÀ\VIÌÀ019"; d.Text = DLG_TEXT[38]; Link.l1 = DLG_TEXT[39]; Link.l1.go = "Final_talk_3"; break; case "Final_talk_3": Dialog.snd = "voice\VIÌÀ\VIÌÀ020"; d.Text = DLG_TEXT[40]; Link.l1 = DLG_TEXT[41]; Link.l1.go = "Final_talk_4"; break; case "Final_talk_4": Dialog.snd = "voice\VIÌÀ\VIÌÀ021"; d.Text = DLG_TEXT[42]; Link.l1 = DLG_TEXT[43]; Link.l1.go = "Final_talk_5"; break; case "Final_talk_5": Dialog.snd = "voice\VIÌÀ\VIÌÀ022"; d.Text = DLG_TEXT[44]; Link.l1 = DLG_TEXT[45]; Link.l1.go = "Final_talk_6"; break; case "Final_talk_6": AddQuestRecord("Story_1stTaskReceived", "4"); Pchar.quest.Story_1stTaskComplete = "1"; Dialog.snd = "voice\VIÌÀ\VIÌÀ023"; d.Text = DLG_TEXT[46]; Link.l1 = DLG_TEXT[47]; Link.l1.go = "Massoni_spared"; Link.l2 = DLG_TEXT[48]; Link.l2.go = "Massoni_doomed"; break; } }