#include "DIALOGS\thierry bosquet_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 = "Sit_Left_Strong_Yes"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_stay1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Sit_Left_Dialog_1"; Dialog.cam = "1"; Dialog.snd = "dialogs\0\009"; if (npchar.quest.gambling == "done_1") { dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; } if (npchar.quest.gambling == "done") { dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "exit"; } if (npchar.quest.gambling == "done_1" && pchar.location == "Falaise_de_fleur_jungle") { dialog.text = DLG_TEXT[4]; link.l1 = DLG_TEXT[5]; link.l1.go = "in_jungles"; } if (npchar.quest.gambling == "0") { Dialog.text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "exit"; link.l2 = DLG_TEXT[8]; link.l2.go = "node_1"; } if (npchar.quest.gambling == "2") { dialog.text = DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "payment"; } if (npchar.quest.gambling =="1") { dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "exit"; } NextDiag.TempNode = "First time"; break; case "fight": Dialog.text = DLG_TEXT[13]; link.l1 = DLG_TEXT[14]; link.l1.go = "fight_1"; break; case "fight_1": dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "exit"; pchar.quest.prepare_thierry_bosquet_fight.win_condition.l1 = "location"; pchar.quest.prepare_thierry_bosquet_fight.win_condition.l1.location = "Falaise_de_Fleur_jungle"; pchar.quest.prepare_thierry_bosquet_fight.win_condition = "prepare_thierry_bosquet_fight"; npchar.quest.gambling = "done_1"; break; case "node_1": dialog.text = DLG_TEXT[17]; link.l1 = DLG_TEXT[18]; link.l1.go = "node_2"; link.l2 = DLG_TEXT[19]; link.l2.go = "exit"; break; case "node_2": dialog.text = DLG_TEXT[20]; link.l1 = DLG_TEXT[21]; link.l1.go = "exit"; if (makeint(pchar.money) >= 500) { link.l2 = DLG_TEXT[22]; link.l2.go = "node_3"; } break; case "node_3": dialog.text = DLG_TEXT[23]; link.l1 = DLG_TEXT[24]; link.l1.go = "exit"; link.l2 = DLG_TEXT[25]; link.l2.go = "node_4"; break; case "node_4": dialog.text = DLG_TEXT[26]; link.l1 = DLG_TEXT[27]; link.l1.go = "exit"; npchar.quest.gambling = "1"; break; case "payment": dialog.text = DLG_TEXT[28]; link.l1 = DLG_TEXT[29]; link.l1.go = "payment_1"; break; case "payment_1": dialog.text = DLG_TEXT[30]; link.l1 = DLG_TEXT[31]; link.l1.go = "fight"; break; case "in_jungles": dialog.text = DLG_TEXT[32]; link.l1 = DLG_TEXT[33]; link.l1.go = "exit"; npchar.quest.gambling = "done"; AddDialogExitQuest("thierry_bosquet_fight"); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }