#include "DIALOGS\anacleto_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) { 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\ANAC\ANAC001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "node_2"; break; case "node_2": dialog.snd = "Voice\ANAC\ANAC002"; dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "exit"; break; case "ask_about_artois": dialog.snd = "Voice\ANAC\ANAC003"; dialog.text = DLG_TEXT[4]; link.l1 = DLG_TEXT[5]; link.l1.go = "exit"; AddDialogExitQuest("Blaze_cop_dialog"); break; case "artois_lay": dialog.snd = "Voice\ANAC\ANAC004"; dialog.text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "artois_lay_2"; break; case "artois_lay_2": dialog.snd = "Voice\ANAC\ANAC005"; dialog.text = DLG_TEXT[8]; link.l1 = DLG_TEXT[9]; link.l1.go = "exit"; AddDialogExitQuest("fight_for_artois_with_child_of_giens"); break; case "doctor": dialog.snd = "Voice\ANAC\ANAC006"; dialog.text = DLG_TEXT[10]; link.l1 = DLG_TEXT[11]; link.l1.go = "doctor_2"; break; case "doctor_2": dialog.snd = "Voice\ANAC\ANAC007"; dialog.text = DLG_TEXT[12]; if (makeint(pchar.money)>=2000) { link.l1 = DLG_TEXT[13]; link.l1.go = "doctor_3"; } link.l2 = DLG_TEXT[14]; link.l2.go = "exit_doctor_bad"; break; case "doctor_3": dialog.snd = "Voice\ANAC\ANAC008"; dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "exit_doctor_good"; link.l2 = DLG_TEXT[17]; link.l2.go = "exit_doctor_bad"; break; case "exit_doctor_good": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("exit_doctor_good"); break; case "remove": if (npchar.alignment == "good") { dialog.snd = "Voice\ANAC\ANAC009"; dialog.text = DLG_TEXT[18]; link.l1 = DLG_TEXT[19]; } else { dialog.snd = "Voice\ANAC\ANAC010"; dialog.text = DLG_TEXT[20]; link.l1 = DLG_TEXT[21]; } link.l1.go = "exit"; pchar.removed_officer = GetCharacterIndex(npchar.id); AddDialogExitQuest("removed_officer_runaway"); npchar.location = npchar.homelocation; npchar.location.group = npchar.homelocation.group; npchar.location.locator = npchar.homelocation.locator; break; case "hired_again": dialog.snd = "Voice\ANAC\ANAC011"; dialog.text = DLG_TEXT[22]; link.l1 = DLG_TEXT[23]; link.l1.go = "hired_again_2"; break; case "hired_again_2": dialog.snd = "Voice\ANAC\ANAC012"; dialog.text = DLG_TEXT[24]; link.l1 = DLG_TEXT[25]; link.l1.go = "exit"; AddPassenger(Pchar, npchar, 0); npchar.loyality = 1; npchar.dialog.filename = npchar.selfdialog.filename; npchar.dialog.currentnode = npchar.selfdialog.currentnode; break; case "exit_doctor_bad": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("exit_doctor_bad"); break; case "exit": Diag.CurrentNode = Diag.TempNode; DialogExit(); break; case "prepare_convoy_quest": dialog.text = DLG_TEXT[26]; link.l1 = DLG_TEXT[27]; link.l1.go = "prepare_convoy_quest_2"; break; case "prepare_convoy_quest_2": dialog.text = DLG_TEXT[28]; link.l1 = DLG_TEXT[29]; link.l1.go = "prepare_convoy_quest_3"; break; case "prepare_convoy_quest_3": /*Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("prepare_gen_convoy_quest"); break; case "prepare_convoy_quest_4":*/ GenerateConvoyQuest(); dialog.text = DLG_TEXT[30] + pchar.quest.destination + DLG_TEXT[31] + pchar.quest.convoymoney + DLG_TEXT[32]; link.l1 = DLG_TEXT[33]; link.l1.go = "convoy_agreeded"; link.l2 = DLG_TEXT[34]; link.l2.go = "convoy_refused"; break; case "convoy_refused": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("convoy_refused"); break; case "convoy_agreeded": Diag.CurrentNode = Diag.TempNode; DialogExit(); AddDialogExitQuest("convoy_agreeded"); break; case "complete_convoy_quest": dialog.text = DLG_TEXT[35]; Link.l1 = DLG_TEXT[36]; link.l1.go = "exit"; AddDialogExitQuest("convoy_refused"); break; } }