#include "DIALOGS\danielle_sailor_dialog.h" // object Dialog; declared in dialog.c // ref NPChar; declared in dialog.c //#include "Dialogs\blaze_dialog_defines.c" 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\DASA\DASA001"; Dialog.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1]; Link.l1.go = "node_2"; if (pchar.quest.main_line == "blaze_to_incas_collection_begin_6" || pchar.quest.main_line == "blaze_to_incas_collection_begin") { dialog.snd = "Voice\DASA\DASA002"; dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "exit_to_ship"; link.l2 = DLG_TEXT[4]; link.l2.go = "exit"; } //if (pchar.quest.main_line == "kill_pirate_06") //trace ("characters[GetCharacterIndex(Pirate Captain 06)].act.hp" + characters[GetCharacterIndex(Pirate Captain 06)].act.hp); if (pchar.quest.main_line == "kill_pirate_06") { dialog.snd = "Voice\DASA\DASA003"; dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]; link.l1.go = "wait_two_days"; } if (pchar.quest.main_line == "blaze_to_incas_collection_begin_7") { dialog.snd = "Voice\DASA\DASA004"; dialog.text = DLG_TEXT[7]; link.l1 = DLG_TEXT[8]; link.l1.go = "statuets_exit"; } NPChar.quest.first_talk = "1"; NextDiag.TempNode = "first time"; break; case "statuets_exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("danielle_sailor_statuets_exit"); break; case "wait_two_days": AddDialogExitQuest("find_statuets_complete"); DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; case "node_2": dialog.snd = "Voice\DASA\DASA005"; Dialog.Text = DLG_TEXT[9]; Link.l1 = DLG_TEXT[10]; Link.l1.go = "exit"; SetQuestHeader("Talk_with_Ralph_Fawn_in_quest_tavern"); AddQuestRecord("Talk_with_Ralph_Fawn_in_quest_tavern", "1"); ChangeCharacterAddressGroup(&characters[GetCharacterIndex("Blaze")], "Quest_redmond_tavern", "goto", "goto2"); ChangeCharacterAddressGroup(&characters[GetCharacterIndex("Ralph Fawn")], "Quest_redmond_tavern", "goto", "goto3"); break; case "exit_to_ship": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("exit_to_ship"); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }