// Trace a line through the world to simulate, eg, a bullet http://www.youtube.com/watch?v=USjbg5QXk3g bool CGame::TraceLine(const Vector& v0, const Vector& v1, Vector& vecIntersection, CCharacter*& pHit) { float flLowestFraction = 1; Vector vecTestIntersection; float flTestFraction; pHit = nullptr; for (size_t i = 0; i < MAX_CHARACTERS; i++) { CCharacter* pCharacter = GetCharacterIndex(i); if (!pCharacter) continue; // Only monsters and boxes get hit by traces. The player doesn't, he's immune to his own attacks. if (!pCharacter->m_bHitByTraces) continue; Matrix4x4 mInverse = pCharacter->GetGlobalTransform().InvertedTR(); // The v0 and v1 are in the global coordinate system and we need to transform it to the target's // local coordinate system to use axis-aligned intersection. We do so using the inverse transform matrix. // http://youtu.be/-Fn4atv2NsQ if (LineAABBIntersection(pCharacter->m_aabbSize, mInverse*v0, mInverse*v1, vecTestIntersection, flTestFraction) && flTestFraction < flLowestFraction) { // Once we have the result we can use the regular transform matrix to get it back in // global coordinates. http://youtu.be/-Fn4atv2NsQ vecIntersection = pCharacter->GetGlobalTransform()*vecTestIntersection; flLowestFraction = flTestFraction; pHit = pCharacter; } } // Intersect with the floor. // Line-Plane Intersection algorithm: http://youtu.be/fIu_8b2n8ZM if (LinePlaneIntersection(Vector(0, 1, 0), Vector(0, 0, 0), v0, v1, vecTestIntersection, flTestFraction) && flTestFraction < flLowestFraction) { vecIntersection = vecTestIntersection; flLowestFraction = flTestFraction; pHit = nullptr; } if (flLowestFraction < 1) return true; return false; }
void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag, NextDiag; string NPC_Meeting; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makeref(d, Dialog); makearef(Diag, NPChar.Dialog); makearef(NextDiag, NPChar.Dialog); switch(Dialog.CurrentNode) { // -----------------------------------Диалог первый - первая встреча case "exit": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; 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"; if (pchar.quest.main_line == "to_rudnik" || pchar.quest.main_line == "after_library") { Dialog.snd = "voice\STBO\STBO001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "kick"; } else { if(NPChar.quest.meeting == "0") { Dialog.snd = "voice\STBO\STBO002"; d.Text = DLG_TEXT[2] + address_form.eng + DLG_TEXT[3] + pchar.name + " " + pchar.lastname + DLG_TEXT[4]; Link.l1 = pcharrepphrase(DLG_TEXT[5], DLG_TEXT[6]); Link.l1.go = "meeting"; NPC_Meeting = "1"; } else { Dialog.snd = "voice\STBO\STBO003"; d.Text = DLG_TEXT[7]; link.l1 = DLG_TEXT[8]; Link.l1.go = "meeting"; } } Diag.TempNode = "First Time"; break; case "kick": Dialog.snd = "voice\STBO\STBO004"; dialog.text = DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "kick_2"; break; case "kick_2": Dialog.snd = "voice\STBO\STBO005"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "kick_exit"; break; case "kick_exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("kicked_to_mine_complete"); break; case "Meeting": if (pchar.location.from_sea == "Redmond_shore_02") { Dialog.snd = "voice\STBO\STBO006"; dialog.text = DLG_TEXT[13] + characters[GetCharacterIndex(DLG_TEXT[14])].name + DLG_TEXT[15]; link.l1 = pcharrepphrase(DLG_TEXT[16], DLG_TEXT[17]); link.l1.go = "node_1"; } else { Dialog.snd = "voice\STBO\STBO007"; dialog.text = DLG_TEXT[18]; link.l1 = pcharrepphrase(DLG_TEXT[19], DLG_TEXT[20]); link.l1.go = "exit"; } break; case "node_1": Dialog.snd = "voice\STBO\STBO008"; dialog.text = DLG_TEXT[21]; link.l1 = DLG_TEXT[22]; link.l1.go = "exit"; AddDialogExitQuest("stephan_bonser_attack") characters[GetCharacterIndex("Thomas O'Reily")].quest.contraband = "after_fight"; break; } }
void ProcessDialogEvent() { ref NPChar; DeleteAttribute(&Dialog,"Links"); aref Link, NextDiag; makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makearef(NextDiag, NPChar.Dialog); int iTest; itest = 0; ref PChar; PChar = GetMainCharacter(); switch(Dialog.CurrentNode) { // -----------------------------------ƒиалог первый - перва¤ 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 = "dialogs\0\009"; if (Characters[GetCharacterIndex("Milon Blacque")].quest.first_talk == "1") { Dialog.Text = DLG_TEXT[0] + Address_Form.Fra + DLG_TEXT[1] + Characters[GetCharacterIndex(DLG_TEXT[2])].name + DLG_TEXT[3]; Link.l1 = DLG_TEXT[4]; Link.l1.go = "exit"; Link.l2 = DLG_TEXT[5]; Link.l2.go = "MilonTalk_1"; } else { Dialog.Text = DLG_TEXT[6] + Address_Form.Fra + DLG_TEXT[7]; Link.l1 = DLG_TEXT[8] + PChar.ship.name + DLG_TEXT[9]; Link.l1.go = "node_2"; NextDiag.TempNode = "Second Time"; } break; case "node_2": Dialog.Text = DLG_TEXT[10]; Link.l1 = DLG_TEXT[11]; Link.l1.go = "node_3"; break; case "node_3": Dialog.Text = DLG_TEXT[12]; Link.l1 = DLG_TEXT[13]; Link.l1.go = "node_4"; break; case "node_4": Dialog.Text = DLG_TEXT[14] + Address_Form.Fra + DLG_TEXT[15] + NPChar.name + " " + NPChar.lastname + DLG_TEXT[16]; Link.l1 = DLG_TEXT[17] + PChar.name + " " + PChar.lastname + DLG_TEXT[18] + PChar.ship.name + DLG_TEXT[19]; Link.l1.go = "node_5"; break; case "node_5": Dialog.Text = DLG_TEXT[20] + Address_Form.fra + DLG_TEXT[21]; Link.l1 = DLG_TEXT[22]; Link.l1.go = "node_6"; break; case "node_6": Dialog.Text = DLG_TEXT[23]; Link.l1 = DLG_TEXT[24]; Link.l1.go = "node_7"; if (makeint(PChar.money) > 1) { Link.l2 = DLG_TEXT[25]; Link.l2.go = "node_9"; } break; case "node_7": Dialog.Text = DLG_TEXT[26] + Address_Form.Fra + DLG_TEXT[27]; Link.l1 = DLG_TEXT[28]; Link.l1.go = "Exit"; if (makeint(PChar.money) > 1) { Link.l2 = DLG_TEXT[29]; Link.l2.go = "node_9"; } break; case "node_9": AddMoneyToCharacter(pchar, -1); Dialog.Text = DLG_TEXT[30] + Address_Form.Fra + DLG_TEXT[31]; Link.l1 = DLG_TEXT[32]; if (Characters[GetCharacterIndex("Turpin Cabanel")].quest.smugglers == "0") { Link.l1.go = "node_10"; } else { if (Characters[GetCharacterIndex("Thierry Bosquet")].quest.gambling == "0") { Link.l1.go = "node_12"; } else { Link.l1.go = "rumours"; } } break; case "node_10": Dialog.Text = DLG_TEXT[33] + Characters[GetCharacterIndex(DLG_TEXT[34])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[35])].lastname + DLG_TEXT[36]; Characters[GetCharacterIndex("Turpin Cabanel")].quest.smugglers = "1"; Link.l1 = DLG_TEXT[37]; Link.l1.go = "node_11"; Link.l2 = DLG_TEXT[38]; Link.l2.go = "port watcher"; break; case "node_11": Dialog.Text = DLG_TEXT[39]; Link.l1 = DLG_TEXT[40]; Link.l1.go = "node_12"; Link.l2 = DLG_TEXT[41] + NPChar.name + DLG_TEXT[42]; Link.l2.go = "exit"; break; case "node_12": Dialog.Text = DLG_TEXT[43]; Link.l1 = DLG_TEXT[44]; Link.l1.go = "exit"; Link.l2 = DLG_TEXT[45]; Link.l2.go = "node_13"; break; case "node_13": Dialog.Text = DLG_TEXT[46]; Link.l1 = DLG_TEXT[47]; Link.l1.go = "exit"; Link.l2 = DLG_TEXT[48]; Link.l2.go = "Rumours"; break; case "port watcher": Dialog.Text = DLG_TEXT[49]; Link.l1 = DLG_TEXT[50]; Link.l1.go = "exit"; Link.l2 = DLG_TEXT[51]; Link.l2.go = "node_12"; break; // -----------------------------------ƒиалог если игрок поговорил с Milon Blacque case "MilonTalk_1": Dialog.Text = DLG_TEXT[52] + Address_Form.Fra + DLG_TEXT[53] + Characters[GetCharacterIndex(DLG_TEXT[54])].name + DLG_TEXT[55]; Link.l1 = DLG_TEXT[56]; Link.l1.go = "MilonTalk_11"; break; case "MilonTalk_11": Dialog.Text = DLG_TEXT[57]; Link.l1 = DLG_TEXT[58]; Link.l1.go = "exit"; Link.l2 = DLG_TEXT[59]; Link.l2.go = "MilonTalk_2"; break; case "MilonTalk_2": Dialog.Text = DLG_TEXT[60]; Link.l1 = DLG_TEXT[61]; Link.l1.go = "MilonTalk_3"; break; case "MilonTalk_3": Characters[GetCharacterIndex("Milon Blacque")].quest.first_talk = "done"; Dialog.Text = DLG_TEXT[62] + Characters[GetCharacterIndex(DLG_TEXT[63])].name + DLG_TEXT[64]; Link.l1 = DLG_TEXT[65]; Link.l1.go = "Exit"; Link.l2 = DLG_TEXT[66]; Link.l2.go = "node_6"; break; // -----------------------------------ƒиалог при последующих встречах case "Second Time": if (Characters[GetCharacterIndex("Milon Blacque")].quest.first_talk == "1") { Dialog.Text = DLG_TEXT[67] + Address_Form.Fra + DLG_TEXT[68] + Characters[GetCharacterIndex(DLG_TEXT[69])].name + DLG_TEXT[70]; Link.l1 = DLG_TEXT[71]; Link.l1.go = "exit"; Link.l2 = DLG_TEXT[72]; Link.l2.go = "MilonTalk_1"; } else { Dialog.Text = DLG_TEXT[73] + Address_Form.Fra + DLG_TEXT[74]; Link.l1 = DLG_TEXT[75]; if (Characters[GetCharacterIndex("Turpin Cabanel")].quest.smugglers == "0") { Link.l1.go = "node_10"; } else { if (Characters[GetCharacterIndex("Thierry Bosquet")].quest.gambling == "0") { Link.l1.go = "node_12"; } else { Link.l1.go = "rumours"; } } iTest = iTest + 1; if ((Characters[GetCharacterIndex("rachel Blacque")].quest.badguy == "1")&&(iTest < QUEST_COUNTER)) { Link.l2 = DLG_TEXT[76] + characters[getCharacterIndex(DLG_TEXT[77])].name + DLG_TEXT[78]; Link.l2.go = "Rachel"; iTest = iTest + 1; } if ((characters[GetCharacterIndex("Turpin Cabanel")].quest.smugglers == "teodoro")&&(iTest < QUEST_COUNTER)) { dialog.text = DLG_TEXT[79] + address_form.fra + DLG_TEXT[80]; link.l3 = pcharrepphrase(DLG_TEXT[81], DLG_TEXT[82]); link.l3.go = "smugglers"; iTest = iTest + 1; } Link.l99 = DLG_TEXT[83]; Link.l99.go = "exit"; } break; case "smugglers": dialog.text = DLG_TEXT[84] + address_form.fra + DLG_TEXT[85]; link.l1 = pcharrepphrase(DLG_TEXT[86], DLG_TEXT[87]); link.l1.go = "smugglers_1"; break; case "smugglers_1": dialog.text = DLG_TEXT[88]; link.l1 = pcharrepphrase(DLG_TEXT[89], DLG_TEXT[90]); link.l1.go = "smugglers_2"; break; case "smugglers_2": dialog.text = DLG_TEXT[91]; link.l1 = pcharrepphrase(DLG_TEXT[92], DLG_TEXT[93]); link.l1.go = "smugglers_3"; break; case "smugglers_3": dialog.text = DLG_TEXT[94]; link.l1 = pcharrepphrase(DLG_TEXT[95], DLG_TEXT[96]); link.l1.go = "exit"; /////////////////////////////////////////////// //активизируем ветку, когда на игрока нападают! characters[GetCharacterIndex("Turpin Cabanel")].quest.smugglers = "orable"; /////////////////////////////////////////////// link.l2 = pcharrepphrase(DLG_TEXT[97], DLG_TEXT[98]); link.l2.go = pcharrepphrase("smugglers_good", "smugglers_bad"); break; case "smugglers_good": dialog.text = DLG_TEXT[99] + address_form.fra + DLG_TEXT[100]; if (makeint(pchar.money)>=500) { link.l1 = DLG_TEXT[101]; link.l1.go = "smugglers_good_1"; } link.l2 = DLG_TEXT[102]; link.l2.go = "smugglers_good_denied"; break; case "smugglers_good_denied": dialog.text = DLG_TEXT[103] + address_form.fra + DLG_TEXT[104]; link.l1 = DLG_TEXT[105]; characters[GetCharacterIndex("Turpin Cabanel")].quest.smugglers = "orable"; break; case "smugglers_good_1": dialog.text = DLG_TEXT[106] + characters[GetCharacterIndex(DLG_TEXT[107])].name + " " + characters[GetCharacterIndex(DLG_TEXT[108])].lastname + DLG_TEXT[109]; link.l1 = DLG_TEXT[110]; link.l1.go = "exit"; AddMoneyToCharacter(pchar, -500); characters[GetCharacterIndex("Turpin Cabanel")].quest.smugglers = "orable_truth"; break; case "smugglers_bad": dialog.text = DLG_TEXT[111]; link.l1 = DLG_TEXT[112]; link.l1.go = "smugglers_bad_1"; break; case "smugglers_bad_1": dialog.text = DLG_TEXT[113]; link.l1 = DLG_TEXT[114]; link.l1.go = "smugglers_bad_2"; break; case "smugglers_bad_2": dialog.text = DLG_TEXT[115]; link.l1 = DLG_TEXT[116]; link.l1.go = "smugglers_good_1"; break; case "Rumours": Dialog.Text = SelectRumour(); Link.l1 = DLG_TEXT[117]; Link.l1.go = "exit"; break; case "Rachel": Dialog.Text = DLG_TEXT[118] + Address_Form.Fra + DLG_TEXT[119]; Link.l1 = DLG_TEXT[120]; Link.l1.go = "Rachel_good"; Link.l2 = DLG_TEXT[121]; Link.l2.go = "Rachel_bad"; break; case "Rachel_good": Dialog.Text = DLG_TEXT[122]; Link.l1 = DLG_TEXT[123]; Link.l1.go = "exit"; Characters[GetCharacterIndex("Rachel Blacque")].quest.badguy = "done"; break; case "Rachel_bad": Dialog.Text = DLG_TEXT[124] + Address_Form.Fra + DLG_TEXT[125]; Link.l1 = DLG_TEXT[126]; Link.l1.go = "Rachel_good"; Link.l2 = DLG_TEXT[127]; Link.l2.go = "Rachel_bad_2"; break; case "Rachel_bad_2": Dialog.Text = DLG_TEXT[128]; Link.l1 = DLG_TEXT[129] + Characters[GetCharacterIndex(DLG_TEXT[130])].name + DLG_TEXT[131]; Link.l1.go = "Rachel_bad_3"; break; case "Rachel_bad_3": Dialog.Text = DLG_TEXT[132] + Address_Form.Fra + DLG_TEXT[133]; Link.l1 = DLG_TEXT[134]; Link.l1.go = "exit"; Characters[GetCharacterIndex("Rachel Blacque")].quest.badguy = "money"; NextDiag.TempNode = "MilonTalk"; characters[GetCharacterIndex("Rachel Blacque")].location = "none"; npchar.location = "none"; Rumour[3].state = "active"; break; case "Exit": NextDiag.CurrentNode = NextDiag.TempNode; DialogExit(); break; } }
void CGame::Draw() { Vector vecForward = m_hPlayer->GetGlobalView(); Vector vecUp(0, 1, 0); // Cross-product http://www.youtube.com/watch?v=FT7MShdqK6w Vector vecRight = vecUp.Cross(vecForward).Normalized(); CRenderer* pRenderer = GetRenderer(); // Tell the renderer how to set up the camera. pRenderer->SetCameraPosition(m_hPlayer->GetGlobalOrigin() - vecForward * 6 + vecUp * 3 - vecRight * 0.5f); pRenderer->SetCameraDirection(vecForward); pRenderer->SetCameraUp(Vector(0, 1, 0)); pRenderer->SetCameraFOV(90); pRenderer->SetCameraNear(0.1f); pRenderer->SetCameraFar(1000); // This rendering context is a tool for rendering things to the screen. // All of our drawing commands are part of it. CRenderingContext r(pRenderer); // Clear the depth buffer and set a background color. r.ClearDepth(); r.ClearColor(Color(210, 230, 255)); // CRenderer::StartRendering() - This function sets up OpenGL with the // camera information that we passed it before. pRenderer->StartRendering(&r); m_oFrameFrustum = CFrustum(r.GetProjection() * r.GetView()); // First tell OpenGL what "shader" or "program" to use. r.UseProgram("model"); // Set the sunlight direction. The y component is -1 so the light is pointing down. Vector vecSunlight = Vector(1, -1, 1).Normalized(); // Uncomment this code to make the sunlight rotate: //Vector vecSunlight = Vector(cos(Game()->GetTime()), -1, sin(Game()->GetTime())).Normalized(); r.SetUniform("vecSunlight", vecSunlight); r.SetUniform("bLighted", false); r.SetUniform("bDiffuse", false); // Render the ground. r.SetUniform("vecColor", Vector4D(0.6f, 0.7f, 0.9f, 1)); r.SetUniform("vecCameraPosition", GetRenderer()->GetCameraPosition()); r.BeginRenderTriFan(); r.Normal(Vector(0, 1, 0)); r.Tangent(Vector(1, 0, 0)); r.Bitangent(Vector(0, 0, 1)); r.TexCoord(Vector2D(0, 1)); r.Vertex(Vector(-30, 0, -30)); r.TexCoord(Vector2D(0, 0)); r.Vertex(Vector(-30, 0, 30)); r.TexCoord(Vector2D(1, 0)); r.Vertex(Vector(30, 0, 30)); r.TexCoord(Vector2D(1, 1)); r.Vertex(Vector(30, 0, -30)); r.EndRender(); r.SetUniform("bLighted", true); // Prepare a list of entities to render. m_apRenderOpaqueList.clear(); m_apRenderTransparentList.clear(); for (size_t i = 0; i < MAX_CHARACTERS; i++) { CCharacter* pCharacter = GetCharacterIndex(i); if (!pCharacter) continue; // We need to scale the AABB using the character's scale values before we can use it to calculate our center/radius. AABB aabbSizeWithScaling = pCharacter->m_aabbSize * pCharacter->m_vecScaling; Vector vecCharacterCenter = pCharacter->GetGlobalOrigin() + aabbSizeWithScaling.GetCenter(); float flCharacterRadius = aabbSizeWithScaling.GetRadius(); // If the entity is outside the viewing frustum then the player can't see it - don't draw it. // http://youtu.be/4p-E_31XOPM if (!m_oFrameFrustum.SphereIntersection(vecCharacterCenter, flCharacterRadius)) continue; if (pCharacter->m_bDrawTransparent) m_apRenderTransparentList.push_back(pCharacter); else m_apRenderOpaqueList.push_back(pCharacter); } // Draw all opaque characters first. DrawCharacters(m_apRenderOpaqueList, false); for (size_t i = 0; i < MAX_CHARACTERS; i++) { CCharacter* pCharacter = GetCharacterIndex(i); if (!pCharacter) continue; if (!pCharacter->m_bEnemyAI) continue; float flRadius = 3.5f; Vector vecIndicatorOrigin = NearestPointOnSphere(m_hPlayer->GetGlobalOrigin(), flRadius, pCharacter->GetGlobalOrigin()); float flBoxSize = 0.1f; r.SetUniform("vecColor", Color(255, 0, 0, 255)); r.RenderBox(vecIndicatorOrigin - Vector(1, 1, 1)*flBoxSize, vecIndicatorOrigin + Vector(1, 1, 1)*flBoxSize); } // Sort the transparent render list so that we paint the items farther from the camera first. http://youtu.be/fEjZrwDKdi8 MergeSortTransparentRenderList(); // Now draw all transparent characters, sorted by distance from the camera. DrawCharacters(m_apRenderTransparentList, true); r.SetUniform("bDiffuse", false); // Render any bullet tracers that may have been created. float flBulletTracerTime = 0.1f; for (size_t i = 0; i < Game()->GetTracers().size(); i++) { if (Game()->GetTime() < Game()->GetTracers()[i].flTimeCreated + flBulletTracerTime) { Vector vecStart = Game()->GetTracers()[i].vecStart; Vector vecEnd = Game()->GetTracers()[i].vecEnd; r.SetUniform("vecColor", Vector4D(1, 0.9f, 0, 1)); r.BeginRenderLines(); r.Normal(Vector(0, 1, 0)); r.Vertex(vecStart); r.Vertex(vecEnd); r.EndRender(); } } // Render any puffs that may have been created. float flPuffTime = 0.3f; for (size_t i = 0; i < Game()->GetPuffs().size(); i++) { if (Game()->GetTime() < Game()->GetPuffs()[i].flTimeCreated + flPuffTime) { float flTimeCreated = Game()->GetPuffs()[i].flTimeCreated; float flTimeOver = Game()->GetPuffs()[i].flTimeCreated + flPuffTime; float flStartSize = 0.2f; float flEndSize = 2.0f; float flSize = Remap(Game()->GetTime(), flTimeCreated, flTimeOver, flStartSize, flEndSize); Vector vecOrigin = Game()->GetPuffs()[i].vecOrigin; int iOrange = (int)Remap(Game()->GetTime(), flTimeCreated, flTimeOver, 0, 255); r.SetUniform("vecColor", Color(255, iOrange, 0, 255)); r.RenderBox(vecOrigin - Vector(1, 1, 1)*flSize, vecOrigin + Vector(1, 1, 1)*flSize); } } GraphDraw(); pRenderer->FinishRendering(&r); // Call this last. Your rendered stuff won't appear on the screen until you call this. Application()->SwapBuffers(); }
// In this Update() function we need to update all of our characters. Move them around or whatever we want to do. // http://www.youtube.com/watch?v=c4b9lCfSDQM void CGame::Update(float dt) { Vector x0 = m_hPlayer->GetGlobalOrigin(); // The approach function http://www.youtube.com/watch?v=qJq7I2DLGzI m_hPlayer->m_vecMovement.x = Approach(m_hPlayer->m_vecMovementGoal.x, m_hPlayer->m_vecMovement.x, dt * 65); m_hPlayer->m_vecMovement.z = Approach(m_hPlayer->m_vecMovementGoal.z, m_hPlayer->m_vecMovement.z, dt * 65); Vector vecForward = m_hPlayer->GetGlobalView(); vecForward.y = 0; vecForward.Normalize(); Vector vecUp(0, 1, 0); // Cross product http://www.youtube.com/watch?v=FT7MShdqK6w Vector vecRight = vecUp.Cross(vecForward); float flSaveY = m_hPlayer->m_vecVelocity.y; m_hPlayer->m_vecVelocity = vecForward * m_hPlayer->m_vecMovement.x + vecRight * m_hPlayer->m_vecMovement.z; m_hPlayer->m_vecVelocity.y = flSaveY; // Update position and vecMovement. http://www.youtube.com/watch?v=c4b9lCfSDQM m_hPlayer->SetTranslation(m_hPlayer->GetGlobalOrigin() + m_hPlayer->m_vecVelocity * dt); m_hPlayer->m_vecVelocity = m_hPlayer->m_vecVelocity + m_hPlayer->m_vecGravity * dt; // Make sure the player doesn't fall through the floor. The y dimension is up/down, and the floor is at 0. Vector vecTranslation = m_hPlayer->GetGlobalOrigin(); if (vecTranslation.y < 0) m_hPlayer->SetTranslation(Vector(vecTranslation.x, 0, vecTranslation.z)); // Grab the player's translation and make a translation only matrix. http://www.youtube.com/watch?v=iCazI3nKBf0 Vector vecPosition = m_hPlayer->GetGlobalOrigin(); Matrix4x4 mPlayerTranslation; mPlayerTranslation.SetTranslation(vecPosition); // Create a set of basis vectors that do what we need. vecForward = m_hPlayer->GetGlobalView(); vecForward.y = 0; // Flatten the angles so that the box doesn't rotate up and down as the player does. vecForward.Normalize(); // Re-normalize, we need all of our basis vectors to be normal vectors (unit-length) vecUp = Vector(0, 1, 0); // The global up vector vecRight = -vecUp.Cross(vecForward).Normalized(); // Cross-product: https://www.youtube.com/watch?v=FT7MShdqK6w // Use these basis vectors to make a matrix that will transform the player-box the way we want it. // http://youtu.be/8sqv11x10lc Matrix4x4 mPlayerRotation(vecForward, vecUp, vecRight); Matrix4x4 mPlayerScaling = Matrix4x4(); // Produce a transformation matrix from our three TRS matrices. // Order matters! http://youtu.be/7pe1xYzFCvA m_hPlayer->SetGlobalTransform(mPlayerTranslation * mPlayerRotation * mPlayerScaling); Vector x1 = m_hPlayer->GetGlobalOrigin(); float flPlayerDistanceTraveled = m_hPlayer->m_flDistanceTraveled; // Add the distance traveled this frame. flPlayerDistanceTraveled += (x1 - x0).Length(); m_hPlayer->m_flDistanceTraveled = flPlayerDistanceTraveled; float flMonsterSpeed = 0.5f; for (size_t i = 0; i < MAX_CHARACTERS; i++) { CCharacter* pCharacter = GetCharacterIndex(i); if (!pCharacter) continue; if (!pCharacter->m_bEnemyAI) continue; // Update position and movement. http://www.youtube.com/watch?v=c4b9lCfSDQM pCharacter->m_vecVelocity = (m_hPlayer->GetGlobalOrigin() - pCharacter->GetGlobalOrigin()).Normalized() * flMonsterSpeed; pCharacter->SetTranslation(pCharacter->GetGlobalOrigin() + pCharacter->m_vecVelocity * dt); } if (Game()->GetTime() >= m_projectile_initial_time + 8) { m_projectile_position[0] = m_projectile_initial_position; m_projectile_velocity[0] = m_projectile_initial_velocity = Vector((float)(mtrand()%1000)/250-2, 2.5, (float)(mtrand()%1000)/250-2) * 5; m_projectile_initial_time = Game()->GetTime(); m_projectile_break_time = Game()->GetTime() + PredictProjectileMaximumHeightTime(m_projectile_initial_velocity, m_projectile_gravity); m_projectile_number = 1; } if (Game()->GetTime() >= m_projectile_break_time && m_projectile_number == 1) { for (int i = 1; i < MAX_PROJECTILES; i++) { m_projectile_position[i] = m_projectile_position[0]; m_projectile_velocity[i] = m_projectile_velocity[0] + Vector((float)(mtrand()%1000)/250-2, (float)(mtrand()%1000)/250-2, (float)(mtrand()%1000)/250-2); } m_projectile_number = MAX_PROJECTILES; } // Simulate the projectile for (int i = 0; i < m_projectile_number; i++) { m_projectile_position[i] = m_projectile_position[i] + m_projectile_velocity[i] * dt; m_projectile_velocity[i] = m_projectile_velocity[i] + m_projectile_gravity * dt; if (m_projectile_position[i].y < 0) { MakePuff(m_projectile_position[i]); m_projectile_position[i].y = 9999999; // Move it way up high and out of sight until it gets reset. Sort of a hack, no big deal. } } }
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\YEKI\YEKI001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; if (characters[GetCharacterIndex("Father Bernard")].quest.church_help == "to_dautch") { link.l1 = DLG_TEXT[2]; link.l1.go = "church_help"; } NextDiag.TempNode = "first time"; break; case "church_help": Dialog.snd = "voice\YEKI\YEKI002"; dialog.text = DLG_TEXT[3]; link.l1 = DLG_TEXT[4]; link.l1.go = "good"; link.l2 = DLG_TEXT[5]; link.l2.go = "bad"; break; case "good": Dialog.snd = "voice\YEKI\YEKI003"; dialog.text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "good_2"; break; case "good_2": Dialog.snd = "voice\YEKI\YEKI004"; dialog.text = DLG_TEXT[8]; link.l1 = DLG_TEXT[9]; link.l1.go = "good_3"; link.l2 = DLG_TEXT[10]; link.l2.go = "bad"; break; case "good_3": Dialog.snd = "voice\YEKI\YEKI005"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "good_4"; link.l2 = DLG_TEXT[13]; link.l2.go = "bad"; break; case "good_4": Dialog.snd = "voice\YEKI\YEKI006"; dialog.text = DLG_TEXT[14]; link.l1 = DLG_TEXT[15]; link.l1.go = "good_5"; break; case "good_5": if (GetCharacterSkill(pchar, SKILL_LEADERSHIP) > 3) { Dialog.snd = "voice\YEKI\YEKI007"; dialog.text = DLG_TEXT[16]; if (makeint(pchar.money) >=2000) link.l1 = DLG_TEXT[17]; link.l1.go = "good_6"; if (makeint(pchar.rank) > 4) { link.l2 = DLG_TEXT[18]; link.l2.go = "good_7"; } } else { Dialog.snd = "voice\YEKI\YEKI008"; dialog.text = DLG_TEXT[19]; link.l1 = DLG_TEXT[20]; link.l1.go = "exit"; characters[GetCharacterIndex("Father Bernard")].quest.church_help = "dautch_denied"; AddQuestRecord("church_help", "9"); } break; case "good_6": Dialog.snd = "voice\YEKI\YEKI009"; AddMoneyToCharacter(pchar, -2000); dialog.text = DLG_TEXT[21]; link.l1 = DLG_TEXT[22]; link.l1.go = "exit"; AddQuestRecord("church_help", "10"); AddPartyExp(pchar, 900); characters[GetCharacterIndex("Father bernard")].quest.church_help = "good_dautch"; break; case "good_7": Dialog.snd = "voice\YEKI\YEKI010"; dialog.text = DLG_TEXT[23]; link.l1 = DLG_TEXT[24]; link.l1.go = "exit"; AddQuestRecord("church_help", "10"); AddPartyExp(pchar, 1200); characters[GetCharacterIndex("Father bernard")].quest.church_help = "good_dautch"; break; case "bad": Dialog.snd = "voice\YEKI\YEKI011"; dialog.text = DLG_TEXT[25]; link.l1 = DLG_TEXT[26]; link.l1.go = "bad_2"; break; case "bad_2": Dialog.snd = "voice\YEKI\YEKI012"; dialog.text = DLG_TEXT[27]; link.l1 = DLG_TEXT[28]; link.l1.go = "exit"; AddDialogExitQuest("Yedam_kinne_attack"); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }
void ProcessDialogEvent() { ref NPChar; DeleteAttribute(&Dialog,"Links"); aref Link, NextDiag; makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makearef(NextDiag, NPChar.Dialog); int iTest; string iDay, iMonth; iDay = environment.date.day; iMonth = environment.date.month; string lastspeak_date = iday + " " + iMonth; 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\ARMA\ARMA001"; dialog.text = DLG_TEXT[0]; link.l1 = pcharrepphrase(DLG_TEXT[1], DLG_TEXT[2]); link.l1.go = "exit"; if ((characters[GetCharacterIndex("Sabine Matton")].quest.hire != "ransom") && (characters[GetCharacterIndex("Sabine Matton")].quest.hire != "enemy_forever") && (pchar.location == "Falaise_de_Fleur_store")) { dialog.snd1 = "Voice\ARMA\ARMA002"; dialog.snd2 = "Voice\ARMA\ARMA003"; dialog.snd3 = "Voice\ARMA\ARMA004"; Dialog.Text = randphrase(DLG_TEXT[3] + Address_form.Fra + DLG_TEXT[4], DLG_TEXT[5] + Address_Form.Fra + DLG_TEXT[6], DLG_TEXT[7], &dialog, dialog.snd1, dialog.snd2, dialog.snd3); Link.l1 = DLG_TEXT[8]; Link.l1.go = "market"; link.l2 = DLG_TEXT[9]; link.l2.go = "exit"; if (characters[GetCharacterIndex("Sabine Matton")].quest.hire != "was_captured_done") { link.l3 = DLG_TEXT[10]; link.l3.go = "quests"; } } if ((characters[GetCharacterIndex("Sabine Matton")].quest.hire == "ransom_1")&&(pchar.location == "Falaise_De_Fleur_shore")) // разговор на пляже { dialog.snd = "Voice\ARMA\ARMA005"; dialog.text = DLG_TEXT[11] + Characters[GetCharacterIndex(DLG_TEXT[12])].name + DLG_TEXT[13]; link.l1 = pcharrepphrase(DLG_TEXT[14], DLG_TEXT[15]); link.l1.go = "ransom_money"; link.l2 = pcharrepphrase(DLG_TEXT[16], DLG_TEXT[17]); link.l2.go = "ransom_bad"; } if (characters[GetCharacterIndex("Sabine Matton")].quest.hire == "enemy_forever_1") { dialog.snd = "Voice\ARMA\ARMA006"; dialog.text = DLG_TEXT[18]; link.l1 = pcharrepphrase(DLG_TEXT[19], DLG_TEXT[20]); link.l1.go = "exit"; } if (characters[GetCharacterIndex("Sabine Matton")].quest.hire == "danielle_on_ship_1") { dialog.snd = "Voice\ARMA\ARMA007"; dialog.text = DLG_TEXT[21]; link.l3 = pcharrepphrase(DLG_TEXT[22], DLG_TEXT[23]); link.l3.go = "exit"; link.l4 = pcharrepphrase(DLG_TEXT[24], DLG_TEXT[25]); link.l4.go = "danielle_daughter_1"; } NextDiag.TempNode = "First time"; break; case "quests": iTest = 0; dialog.snd = "Voice\ARMA\ARMA008"; Dialog.text = DLG_TEXT[26]; ////////////////////////////// // Выдача квестов ////////////////////////////// if (npchar.quest_begin == "100") { Link.l1 = DLG_TEXT[27]; if (characters[GetCharacterIndex("Sabine Matton")].quest.hire == "blaze_begin_1" && makeint(pchar.reputation) > 40) { link.l1.go = "daughter"; } if (characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire == "10000") { link.l1.go = "baldewyn"; } if (npchar.quest.to_redmond_1 == "0" && !(GetNationRelation2MainCharacter(FRANCE) == RELATION_ENEMY)) { link.l1.go = "node_1"; } } if (CheckAttribute(pchar, "quest.iQuantityGoods")) { int iQuantityShipGoods = pchar.quest.iQuantityGoods; int iQuestTradeGoods = pchar.quest.iTradeGoods; } if (CheckQuestAttribute("generate_trade_quest_progress", "begin") || CheckQuestAttribute("generate_trade_quest_progress", "failed")) { if (CheckQuestAttribute("iTradeNation", npchar.nation) && GetSquadronGoods(pchar, iQuestTradeGoods) >= iQuantityShipGoods) { dialog.snd = "Voice\ARMA\ARMA009"; dialog.text = DLG_TEXT[28]; link.l1 = DLG_TEXT[29]; link.l1.go = "generate_quest_2"; } } else { if (!CheckQuestAttribute("generate_trade_quest_progress", "begin")) { link.l2 = DLG_TEXT[30]; link.l2.go = "generate_quest"; } } ////////////////////////////// // ПРИЕМ КВЕСТОВ ////////////////////////////// ////////////////////////////// // Квест балдуина Кофье ////////////////////////////// if (characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire == "not_money" && iTest < QUEST_COUNTER) { link.l2 = pcharrepphrase(DLG_TEXT[31], DLG_TEXT[32]); link.l2.go = "baldewyn_done"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire == "not_money_2" && iTest < QUEST_COUNTER) { link.l2 = pcharrepphrase(DLG_TEXT[33], DLG_TEXT[34] + characters[GetCharacterIndex(DLG_TEXT[35])].name + DLG_TEXT[36]); link.l2.go = "baldewyn_done"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire == "not_money_3" && iTest < QUEST_COUNTER) { link.l2 = pcharrepphrase(DLG_TEXT[37], DLG_TEXT[38]); link.l2.go = "money_1"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire == "money_1" && iTest < QUEST_COUNTER) { link.l2 = pcharrepphrase(DLG_TEXT[39], DLG_TEXT[40]); link.l2.go = "baldewyn_work_done"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire == "money_4" && iTest < QUEST_COUNTER) { link.l2 = pcharrepphrase(DLG_TEXT[41] + Characters[GetCharacterIndex(DLG_TEXT[42])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[43])].lastname + DLG_TEXT[44], DLG_TEXT[45] + characters[GetCharacterIndex(DLG_TEXT[46])].name + DLG_TEXT[47]); link.l2.go = "baldewyn_work_done_one"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire == "money_2" && iTest < QUEST_COUNTER) { link.l2 = pcharrepphrase(DLG_TEXT[48], DLG_TEXT[49] + characters[GetCharacterIndex(DLG_TEXT[50])] + DLG_TEXT[51]); link.l2.go = "baldewyn_guard"; iTest = iTest + 1; } ////////////////////////////// // Конец квеста балдуина Кофье ////////////////////////////// if (npchar.quest.to_redmond_1 == "cargo_done_1" && iTest < QUEST_COUNTER) { link.l3 = pcharrepphrase(DLG_TEXT[52], DLG_TEXT[53] + npchar.name + DLG_TEXT[54]); link.l3.go = "redmond_done"; iTest = iTest + 1; } if (npchar.quest.to_redmond_1 == "cargo_not_done_1" && iTest < QUEST_COUNTER) { Link.l3 = pcharrepphrase(DLG_TEXT[55], DLG_TEXT[56]); link.l3.go = "redmond_quest"; iTest = iTest + 1; } if (Characters[GetCharacterIndex("Thomas O'Reily")].quest.first_job == "100" && GetSquadronGoods(PChar,GOOD_SILK)>= 200 && iTest < QUEST_COUNTER) { Link.l4 = pcharrepphrase(DLG_TEXT[57] + Characters[GetCharacterIndex(DLG_TEXT[58])].name + Characters[GetCharacterIndex(DLG_TEXT[59])].lastname + DLG_TEXT[60], characters[GetCharacterIndex(DLG_TEXT[61])].name + DLG_TEXT[62]); Link.l4.go = "First_job_done"; iTest = iTest + 1; } ////////////////////////////// // Квест про дочку Арно Маттона ////////////////////////////// if (characters[GetCharacterIndex("Sabine Matton")].quest.hire == "almost_done_1" && iTest < QUEST_COUNTER) { link.l5 = DLG_TEXT[63]; link.l5.go = "daughter_done"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Sabine Matton")].quest.hire == "almost_done_ransom_1" && iTest < QUEST_COUNTER) { link.l5 = DLG_TEXT[64]; link.l5.go = "daughter_done_1"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Sabine Matton")].quest.hire == "almost_done_ransom_free_1" && iTest < QUEST_COUNTER) { link.l5 = pcharrepphrase(DLG_TEXT[65], DLG_TEXT[66]); link.l5.go = "daughter_done_1"; iTest = iTest + 1; } if (characters[GetCharacterIndex("Sabine Matton")].quest.hire == "captured_by_blaze_1" || characters[GetCharacterIndex("Sabine Matton")].quest.hire == "captured_by_blaze_again" && iTest < QUEST_COUNTER) { Link.l5 = pcharrepphrase(DLG_TEXT[67], DLG_TEXT[68]); Link.l5.go = "ransom"; } ////////////////////////////// // Конец квеста про дочку Арно маттона ////////////////////////////// Link.l99 = DLG_TEXT[69]; Link.l99.go = "exit"; break; case "danielle_daughter_1": dialog.snd = "Voice\ARMA\ARMA010"; dialog.text = DLG_TEXT[70]; link.l1 = pcharrepphrase(DLG_TEXT[71], DLG_TEXT[72]); link.l1.go = "danielle_daughter_2"; link.l2 = pcharrepphrase(DLG_TEXT[73], DLG_TEXT[74]); link.l2.go = "ransom_1"; break; case "danielle_daughter_2": dialog.snd = "Voice\ARMA\ARMA011"; dialog.text = DLG_TEXT[75]; link.l1 = pcharrepphrase(DLG_TEXT[76], DLG_TEXT[77]); link.l1.go = "danielle_daughter_3"; break; case "danielle_daughter_3": dialog.snd = "Voice\ARMA\ARMA012"; dialog.text = DLG_TEXT[78]; link.l1 = pcharrepphrase(DLG_TEXT[79], DLG_TEXT[80]); link.l1.go = "exit"; characters[GetCharacterIndex("Sabine Matton")].quest.hire = "done"; RemovePassenger(pchar, &characters[GetCharacterIndex("Sabine Matton")]); pchar.experience = makeint(pchar.experience) + 100; break; case "ransom_bad": dialog.snd = "Voice\ARMA\ARMA013"; dialog.text = DLG_TEXT[81]; link.l1 = pcharrepphrase(DLG_TEXT[82], DLG_TEXT[83]); link.l1.go = "exit"; characters[GetCharacterIndex("Sabine Matton")].quest.hire = "enemy_forever"; ChangeCharacterReputation(pchar, -2); /////////////////////////////////////////////////////////////////////////// // Арно уходит, а за нами начинается охотиться 1 фрегат и 2 наемных убийцы, плюс Франция становится враждебной. /////////////////////////////////////////////////////////////////////////// break; case "ransom_money": dialog.snd = "Voice\ARMA\ARMA014"; dialog.text = DLG_TEXT[84]; link.l1 = pcharrepphrase(DLG_TEXT[85], DLG_TEXT[86]); link.l1.go = "ransom_money_1"; link.l2 = pcharrepphrase(DLG_TEXT[87], DLG_TEXT[88]); link.l2.go = "ransom_bad"; break; case "ransom_money_1": dialog.snd = "Voice\ARMA\ARMA015"; dialog.text = DLG_TEXT[89]; link.l1 = pcharrepphrase(DLG_TEXT[90], DLG_TEXT[91]); link.l1.go = "exit"; characters[GetCharacterIndex("Sabine Matton")].quest.hire = "was_captured_done"; ChangeCharacterReputation(pchar, -1); AddMoneyToCharacter(pchar, 5000); RemovePassenger(pchar, Characters[GetCharacterIndex("Sabine Matton")]); //fading(); ChangeCharacterAddress(&characters[GetCharacterIndex("Sabine Matton")], "shore1","citizen06"); //появление девушки. npchar.location = "Falaise_de_Fleur_store"; npchar.location.locator = "locator4"; characters[GetCharacterIndex("Sabine Matton")].location = "none"; break; case "ransom": dialog.snd = "Voice\ARMA\ARMA016"; dialog.text = DLG_TEXT[92]; link.l1 = pcharrepphrase(DLG_TEXT[93], DLG_TEXT[94]); link.l1.go = "ransom_1"; break; case "ransom_1": dialog.snd = "Voice\ARMA\ARMA017"; dialog.text = DLG_TEXT[95]; link.l1 = pcharrepphrase(DLG_TEXT[96], DLG_TEXT[97]); link.l1.go = "ransom_stupid"; link.l2 = pcharrepphrase(DLG_TEXT[98], DLG_TEXT[99]); link.l2.go = "ransom_2"; break; case "ransom_2": dialog.snd = "Voice\ARMA\ARMA018"; dialog.text = DLG_TEXT[100]; link.l1 = pcharrepphrase(DLG_TEXT[101], DLG_TEXT[102]); link.l1.go = "exit"; characters[GetCharacterIndex("Sabine Matton")].quest.hire = "ransom"; npchar.location = "shore1"; npchar.location.locator = "citizen05"; break; case "ransom_stupid": dialog.snd = "Voice\ARMA\ARMA019"; dialog.text = DLG_TEXT[103]; link.l1 = DLG_TEXT[104]; link.l1.go = "exit"; /////////////////////////////////////////////////////////////////////// // Появление девушки, перезагрузка локейшена. Франция враждебна. Драка. /////////////////////////////////////////////////////////////////////// characters[GetCharacterIndex("Sabine Matton")].quest.hire = "enemy_forever"; ChangeCharacterReputation(pchar, -1); break; case "daughter_done": dialog.snd = "Voice\ARMA\ARMA020"; dialog.text = DLG_TEXT[105]; link.l1 = pcharrepphrase(DLG_TEXT[106], DLG_TEXT[107]); link.l1.go = "trade_guild"; link.l2 = pcharrepphrase(DLG_TEXT[108], DLG_TEXT[109]); link.l2.go = "exit"; npchar.quest_begin = "0"; characters[GetCharacterIndex("Sabine Matton")].quest.hire = "done"; characters[GetCharacterIndex("Sabine Matton")].quest.love = "1"; break; case "daughter_done_1": dialog.snd = "Voice\ARMA\ARMA021"; dialog.text = DLG_TEXT[110]; link.l1 = pcharrepphrase(DLG_TEXT[111], DLG_TEXT[112]); link.l1.go = "exit"; characters[GetCharacterIndex("Sabine Matton")].quest.hire = "was_captured_done"; npchar.quest_begin = "0"; npchar.skill.commerce = makeint(npchar.skill.commerce) + 2; break; //////////////////////////////////////////////// // TRADE GUILD QUEST //////////////////////////////////////////////// case "trade_guild": link.l1 = DLG_TEXT[113]; link.l1.go = "exit"; break; //////////////////////////////////////////////// // END OF TRADE GUILD QUEST //////////////////////////////////////////////// case "daughter": dialog.snd = "Voice\ARMA\ARMA022"; dialog.text = DLG_TEXT[114]; link.l1 = DLG_TEXT[115]; link.l1.go = "daughter_1"; break; case "daughter_1": dialog.snd = "Voice\ARMA\ARMA023"; dialog.text = DLG_TEXT[116]; link.l1 = DLG_TEXT[117]; link.l1.go = "daughter_2"; break; case "daughter_2": dialog.snd = "Voice\ARMA\ARMA024"; dialog.text = DLG_TEXT[118]; link.l1 = DLG_TEXT[119]; link.l1.go = "daughter_3"; break; case "daughter_3": dialog.snd = "Voice\ARMA\ARMA025"; dialog.text = DLG_TEXT[120]; link.l1 = DLG_TEXT[121]; link.l1.go = "daughter_4"; break; case "daughter_4": dialog.snd = "Voice\ARMA\ARMA026"; dialog.text = DLG_TEXT[122]; link.l1 = DLG_TEXT[123]; link.l1.go = "daughter_5"; break; case "daughter_5": dialog.snd = "Voice\ARMA\ARMA027"; dialog.text = DLG_TEXT[124]; link.l1 = DLG_TEXT[125]; link.l1.go = "daughter_6"; break; case "daughter_6": dialog.snd = "Voice\ARMA\ARMA028"; dialog.text = DLG_TEXT[126] + Characters[GetCharacterIndex(DLG_TEXT[127])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[128])].lastname + DLG_TEXT[129]; link.l1 = DLG_TEXT[130]; link.l1.go = "daughter_9"; link.l2 = DLG_TEXT[131]; link.l2.go = "daughter_7"; link.l3 = DLG_TEXT[132]; link.l3.go = "daughter_denied"; break; case "daughter_7": dialog.snd = "Voice\ARMA\ARMA029"; dialog.text = DLG_TEXT[133]; link.l1 = DLG_TEXT[134]; link.l1.go = "daughter_8"; link.l2 = DLG_TEXT[135]; link.l2.go = "daughter_denied"; break; case "daughter_8": dialog.snd = "Voice\ARMA\ARMA030"; dialog.text = DLG_TEXT[136]; link.l1 = DLG_TEXT[137]; link.l1.go = "daughter_9"; AddMoneyToCharacter(pchar, 1500); break; case "daughter_9": dialog.snd = "Voice\ARMA\ARMA031"; dialog.text = DLG_TEXT[138] + characters[GetCharacterIndex(DLG_TEXT[139])].name + " " + characters[GetCharacterIndex(DLG_TEXT[140])].lastname + DLG_TEXT[141]; link.l1 = DLG_TEXT[142]; link.l1.go = "daughter_10"; break; case "daughter_10": dialog.snd = "Voice\ARMA\ARMA032"; dialog.text = DLG_TEXT[143]; link.l1 = DLG_TEXT[144] + pchar.ship.name + DLG_TEXT[145]; link.l1.go = "exit"; ////////////////////////////////// //ADD_LETTER ////////////////////////////////// characters[GetCharacterIndex("Sabine Matton")].quest.hire = "blaze_on_ship"; npchar.quest_begin = "1"; AddPassenger(pchar, &characters[GetCharacterIndex("Sabine Matton")], 0); ChangeCharacterAddress(&characters[GetCharacterIndex("Sabine Matton")], "none", "none"); break; case "daughter_denied": dialog.snd = "Voice\ARMA\ARMA033"; dialog.text = DLG_TEXT[146]; link.l1 = DLG_TEXT[147]; link.l1.go = "exit"; link.l2 = DLG_TEXT[148]; link.l2.go = "First time"; characters[GetCharacterIndex("Sabine Matton")].quest = "done"; break; case "baldewyn_work_done": AddMoneyToCharacter(pchar, -2500)); dialog.snd = "Voice\ARMA\ARMA034"; dialog.text = DLG_TEXT[149]; link.l1 = pcharrepphrase(DLG_TEXT[150], DLG_TEXT[151]); link.l1.go = "arnaud_bad_guy"; link.l2 = pcharrepphrase(DLG_TEXT[152], DLG_TEXT[153]); link.l2.go = "exit"; link.l3 = pcharrepphrase(DLG_TEXT[154], DLG_TEXT[155]); link.l3.go = "First time"; AddMoneyToCharacter(pchar, makeint(npchar.money.quest)); characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "almost_done_1"; npchar.quest_begin = "0"; npchar.quest.money = "0"; Characters[GetCharacterIndex("Sabine Matton")].location = "Falaise_De_Fleur_store"; break; case "baldewyn_work_done_one": dialog.snd = "Voice\ARMA\ARMA035"; dialog.text = DLG_TEXT[156]; link.l2 = pcharrepphrase(DLG_TEXT[157], DLG_TEXT[158]); link.l2.go = "exit"; link.l3 = pcharrepphrase(DLG_TEXT[159], DLG_TEXT[160]); link.l3.go = "First time"; characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "almost_done_1"; AddMoneyToCharacter(pchar, -2000); Characters[GetCharacterIndex("Sabine Matton")].location = "Falaise_De_Fleur_store"; break; case "money_1": dialog.snd = "Voice\ARMA\ARMA036"; dialog.text = DLG_TEXT[161]; link.l1 = DLG_TEXT[162]; link.l1.go = "money_2"; link.l2 = DLG_TEXT[163]; link.l2.go = "arnaud_bad_guy"; break; case "arnaud_bad_guy": dialog.snd = "Voice\ARMA\ARMA037"; dialog.text = DLG_TEXT[164]; link.l1 = DLG_TEXT[165]; link.l1.go = "arnaud_bad_guy_1"; link.l2 = DLG_TEXT[166]; link.l2.go = "exit"; break; case "arnaud_bad_guy_1": dialog.snd = "Voice\ARMA\ARMA038"; dialog.text = DLG_TEXT[167]; link.l1 = DLG_TEXT[168]; link.l1.go = "exit"; link.l2 = DLG_TEXT[169]; link.l2.go = "First Time"; break; case "money_2": dialog.snd = "Voice\ARMA\ARMA039"; dialog.text = DLG_TEXT[170]; link.l1 = DLG_TEXT[171]; link.l1.go = "exit"; link.l2 = DLG_TEXT[172]; link.l2.go = "First time"; AddMoneyToCharacter(pchar, makeint(npchar.money.quest)); characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "money_3"; npchar.quest_begin = "0"; npchar.quest.money = "0"; Characters[GetCharacterIndex("Sabine Matton")].location = "Falaise_De_Fleur_store"; break; case "baldewyn_guard": dialog.snd = "Voice\ARMA\ARMA040"; dialog.text = DLG_TEXT[173] + Address_Form.fra + DLG_TEXT[174]; link.l1 = DLG_TEXT[175]; link.l1.go = "exit"; characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "done"; npchar.quest_begin = "0"; npchar.quest.money = "0"; Rumour[4].state = "active"; characters[GetCharacterIndex("Sabine Matton")].location = "none"; break; case "first_job_done": Characters[GetCharacterIndex("Thomas O'Reily")].quest.first_job = "complete"; dialog.snd = "Voice\ARMA\ARMA041"; dialog.Text = DLG_TEXT[176]; Link.l1 = DLG_TEXT[177]; Link.l1.go = "First_job_done_1"; break; case "First_job_done_1": dialog.snd = "Voice\ARMA\ARMA042"; dialog.Text = DLG_TEXT[178] + address_form.fra + DLG_TEXT[179]; Link.l1 = DLG_TEXT[180]; Link.l1.go = "First_job_done_2"; break; case "First_job_done_2": RemoveCharacterGoods(PChar,GOOD_SILK, 100); RemoveCharacterGoods(PChar,GOOD_RUM, 100); RemoveCharacterGoods(PChar,GOOD_PAPRIKA, 100); dialog.snd = "Voice\ARMA\ARMA043"; dialog.Text = DLG_TEXT[181] + address_form.fra + " " + PChar.name + DLG_TEXT[182]; Link.l1 = DLG_TEXT[183]; Link.l1.go = "exit"; break; case "redmond_quest": dialog.snd = "Voice\ARMA\ARMA044"; Dialog.text = DLG_TEXT[184]; link.l1 = DLG_TEXT[185]; link.l1.go = "redmond_not_done"; link.l2 = DLG_TEXT[186]; link.l2.go = "redmond_not_done_1"; break; case "generate_quest": if (npchar.quest.trade_date != lastspeak_date) { npchar.quest.trade_date = lastspeak_date; //проверка враждебности нам страны торговца if (GetNationRelation2MainCharacter(FRANCE) == RELATION_ENEMY) { dialog.snd = "Voice\ARMA\ARMA045"; dialog.text = DLG_TEXT[187]; link.l1 = DLG_TEXT[188]; link.l1.go = "exit"; } else { int iTradeNation = GenerateNationTrade(FRANCE); if (iTradeNation < 0) { dialog.snd = "Voice\ARMA\ARMA046"; dialog.text = DLG_TEXT[189]; link.l1 = DLG_TEXT[190]; link.l1.go = "exit"; } else { //проверяем импорт/экспорт int iTradeGoods = rand(22) + 4; //проверяем свободное место (при этом должно вмещаться по меньшей мере 100 единиц выбранного груза if (GetSquadronFreeSpace(pchar, iTradeGoods) < 100) { dialog.snd = "Voice\ARMA\ARMA047"; dialog.text = DLG_TEXT[191]; link.l1 = DLG_TEXT[192]; link.l1.go = "exit"; } else { int iQuantityGoods = GetSquadronFreeSpace(pchar, iTradeGoods) - 20; int iMoney = ((iQuantityGoods *10+99)/100)*100; int iDaysExpired = 30; pchar.quest.iTradeGoods = iTradeGoods; pchar.quest.iQuantityGoods = iQuantityGoods; pchar.quest.iMoney = iMoney; pchar.quest.iTradeNation = iTradeNation; string sNation; switch (iTradeNation) { case FRANCE: sNation = FRA_COLONY; break; case SPAIN: sNation = SPA_COLONY; break; case HOLLAND: sNation = HOL_COLONY; break; case PORTUGAL: sNation = POR_COLONY; break; case ENGLAND: int iColony = rand(2); if (iColony == 2 && CheckAttribute(Pchar, "Quest.Story_OxbayCaptured")) { iColony = rand(1); } switch (iColony) { case 0: sNation = RED_COLONY; pchar.quest.iTradeColony = "Redmond_store"; break; case 1: sNation = GREEN_COLONY; pchar.quest.iTradeColony = "Greenford_store"; break; case 2: sNation = OX_COLONY; pchar.quest.iTradeColony = "Oxbay_store"; break; } break; } dialog.snd = "Voice\ARMA\ARMA048"; dialog.text = DLG_TEXT[193] + sNation + DLG_TEXT[194] + pchar.quest.iMoney + DLG_TEXT[195]; link.l1 = DLG_TEXT[196]; link.l1.go = "exit_trade"; link.l2 = DLG_TEXT[197]; link.l2.go = "exit"; } } } } else { dialog.snd = "Voice\ARMA\ARMA049"; dialog.text = DLG_TEXT[198]; link.l1 = DLG_TEXT[199]; link.l1.go = "exit"; } break; case "exit_trade": AddDialogExitQuest("trade_quest_open"); NextDiag.CurrentNode = NextDiag.TempNode; DialogExit(); break; case "generate_quest_2": if (CheckQuestAttribute("generate_trade_quest_progress", "failed")) { dialog.snd = "Voice\ARMA\ARMA050"; dialog.text = DLG_TEXT[200]; link.l1 = DLG_TEXT[201]; link.l1.go = "exit"; ChangeCharacterReputation(pchar, -1); } else { dialog.snd = "Voice\ARMA\ARMA051"; dialog.text = DLG_TEXT[202]; link.l1 = DLG_TEXT[203]; link.l1.go = "exit"; ChangeCharacterReputation(pchar, 1); AddPartyExp(pchar, (makeint(pchar.quest.iMoney)/2)); AddMoneyToCharacter(pchar, makeint(pchar.quest.iMoney)); pchar.quest.generate_trade_quest_progress = ""; pchar.quest.generate_trade_quest.over = "yes"; RemoveCharacterGoods(pchar, makeint(pchar.quest.iTradeGoods), makeint(pchar.quest.iQuantityGoods)); } AddDialogExitQuest("close_trade_quest"); break; case "no_quests": if (npchar.quest_begin == "0") { dialog.snd = "Voice\ARMA\ARMA052"; dialog.text = DLG_TEXT[204]; link.l1 = DLG_TEXT[205]; link.l1.go = "exit"; } else { dialog.snd = "Voice\ARMA\ARMA053"; dialog.text = DLG_TEXT[206]; link.l1 = DLG_TEXT[207]; link.l1.go = "exit"; } break; case "redmond_not_done": dialog.snd = "Voice\ARMA\ARMA054"; dialog.text = DLG_TEXT[208] + Characters[GetCharacterIndex(DLG_TEXT[209])].name + DLG_TEXT[210]; link.l1 = DLG_TEXT[211]; link.l1.go = "redmond_not_done_2"; ChangeCharacterReputation(pchar, -1); break; case "redmond_not_done_1": dialog.snd = "Voice\ARMA\ARMA055"; dialog.text = DLG_TEXT[212] + characters[GetCharacterIndex(DLG_TEXT[213])].name + DLG_TEXT[214]; link.l1 = DLG_TEXT[215]; link.l1.go = "redmond_not_done_2"; break; case "redmond_not_done_2": dialog.snd = "Voice\ARMA\ARMA056"; dialog.text = DLG_TEXT[216]; link.l1 = DLG_TEXT[217]; link.l1.go = "redmond_not_done_3"; if (makeint(pchar.money) >= 1500) { link.l2 = DLG_TEXT[218]; link.l2.go = "redmond_not_done_4"; } break; case "redmond_not_done_3": dialog.snd = "Voice\ARMA\ARMA057"; dialog.text = DLG_TEXT[219]; link.l1 = DLG_TEXT[220]; link.l1.go = "exit"; ChangeCharacterReputation(pchar, -10); break; case "redmond_not_done_4": dialog.snd = "Voice\ARMA\ARMA058"; dialog.text = DLG_TEXT[221]; link.l1 = DLG_TEXT[222] + Address_Form.Fra + DLG_TEXT[223]; link.l1.go = "exit"; AddMoneyToCharacter(pchar, -1500); break; case "node_1": if (GetSquadronFreeSpace(pchar, GOOD_CHOCOLATE) >= 100) { dialog.snd = "Voice\ARMA\ARMA059"; dialog.text = DLG_TEXT[224]; link.l1 = DLG_TEXT[225]; link.l1.go = "war"; link.l2 = DLG_TEXT[226] + Address_Form.Fra + DLG_TEXT[227]; link.l2.go = "access"; } else { dialog.snd = "Voice\ARMA\ARMA060"; dialog.text = DLG_TEXT[228]; link.l1 = DLG_TEXT[229]; link.l1.go = "exit"; npchar.money.quest = "0"; } break; case "war": dialog.snd = "Voice\ARMA\ARMA061"; dialog.text = DLG_TEXT[230]; link.l1 = DLG_TEXT[231]; link.l1.go = "access"; link.l2 = DLG_TEXT[232]; link.l2.go = "war_1"; break; case "war_1": if (makeint(pchar.skill.commerce) > 5) { dialog.snd = "Voice\ARMA\ARMA062"; dialog.text = DLG_TEXT[233]; link.l1 = DLG_TEXT[234]; link.l1.go = "access_1"; } else { dialog.snd = "Voice\ARMA\ARMA063"; dialog.text = DLG_TEXT[235]; link.l1 = DLG_TEXT[236]; link.l1.go = "access"; link.l2 = DLG_TEXT[237]; link.l2.go = "exit"; } break; case "access": dialog.snd = "Voice\ARMA\ARMA064"; dialog.text = DLG_TEXT[238] + npchar.name + " " + npchar.lastname + DLG_TEXT[239]; link.l1 = DLG_TEXT[240] + pchar.name + " " + pchar.lastname + DLG_TEXT[241]; link.l1.go = "to_redmond_1"; npchar.money.quest = "600"; break; case "access_1": dialog.snd = "Voice\ARMA\ARMA065"; dialog.text = DLG_TEXT[242] + npchar.name + " " + npchar.lastname + DLG_TEXT[243]; link.l1 = DLG_TEXT[244] + pchar.name + " " + pchar.lastname + DLG_TEXT[245]; link.l1.go = "to_redmond_1"; npchar.money.quest = "800"; break; case "to_redmond_1": dialog.snd = "Voice\ARMA\ARMA066"; dialog.text = DLG_TEXT[246]; link.l1 = DLG_TEXT[247]; link.l1.go = "exit"; npchar.quest.to_redmond_1 = "1"; npchar.quest_begin = "1"; AddCharacterGoods(pchar, GOOD_CHOCOLATE, 100); break; case "market": dialog.snd = "Voice\ARMA\ARMA067"; dialog.Text = DLG_TEXT[248]; Link.l1 = DLG_TEXT[249]; Link.l1.go = "trade_1"; Link.l2 = DLG_TEXT[250]; Link.l2.go = "items"; Link.l3 = DLG_TEXT[251]; Link.l3.go = "exit"; break; case "trade_1": NextDiag.CurrentNode = NextDiag.TempNode; //NPChar.quest.meeting = NPC_Meeting; DialogExit(); LaunchStore(FALAISE_DE_FLEUR_STORE); break; case "items": if (npchar.quest.item_date != lastspeak_date) { GiveItemToTrader(npchar); npchar.quest.item_date = lastspeak_date; } NextDiag.CurrentNode = NextDiag.TempNode; DialogExit(); LaunchItemsTrade(NPChar); break; case "redmond_done": dialog.snd = "Voice\ARMA\ARMA068"; Dialog.text = DLG_TEXT[252]; link.l1 = DLG_TEXT[253]; link.l1.go = "redmond_done_1"; break; case "redmond_done_1": dialog.snd = "Voice\ARMA\ARMA069"; Dialog.text = DLG_TEXT[254]; link.l1 = DLG_TEXT[255]; link.l1.go = "exit"; AddMoneyToCharacter(pchar, makeint(npchar.money.quest)); AddPartyExp(pchar, 700); npchar.money.quest = "0"; npchar.quest_begin = "0"; break; case "baldewyn": dialog.snd = "Voice\ARMA\ARMA070"; dialog.text = DLG_TEXT[256]; link.l1 = DLG_TEXT[257]; link.l1.go = "baldewyn_1"; break; case "baldewyn_1": dialog.snd = "Voice\ARMA\ARMA071"; dialog.text = DLG_TEXT[258] + Address_Form.Fra + DLG_TEXT[259]; link.l1 = DLG_TEXT[260]; link.l1.go = "baldewyn_2"; break; case "baldewyn_2": dialog.snd = "Voice\ARMA\ARMA072"; dialog.text = DLG_TEXT[261] + Characters[GetCharacterIndex(DLG_TEXT[262])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[263])].lastname + DLG_TEXT[264]; link.l1 = DLG_TEXT[265]; link.l1.go = "baldewyn_3"; break; case "baldewyn_3": dialog.snd = "Voice\ARMA\ARMA073"; dialog.text = DLG_TEXT[266] + Address_Form.Fra + DLG_TEXT[267]; link.l1 = DLG_TEXT[268]; link.l1.go = "baldewyn_6"; npchar.quest.money = "500"; link.l2 = DLG_TEXT[269] + npchar.name + DLG_TEXT[270]; link.l2.go = "baldewyn_4"; break; case "baldewyn_4": if (makeint(pchar.skill.commerce) > 3) { dialog.snd = "Voice\ARMA\ARMA074"; dialog.text = DLG_TEXT[271]; link.l1 = DLG_TEXT[272]; link.l1.go = "baldewyn_6"; npchar.quest.money = "750"; } else { if (pchar.reputation > 50) { dialog.snd = "Voice\ARMA\ARMA075"; dialog.text = DLG_TEXT[273]; } else { dialog.snd = "Voice\ARMA\ARMA076"; dialog.text = DLG_TEXT[274]; } link.l1 = DLG_TEXT[275]; link.l1.go = "baldewyn_6"; npchar.quest.money = "500"; } link.l2 = DLG_TEXT[276]; link.l2.go = "baldewyn_5"; break; case "baldewyn_5": dialog.snd = "Voice\ARMA\ARMA077"; dialog.text = DLG_TEXT[277]; link.l1 = DLG_TEXT[278]; link.l1.go = "exit"; characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "arno_denied"; link.l2 = DLG_TEXT[279]; link.l2.go = "baldewyn_6"; break; case "baldewyn_6": dialog.snd = "Voice\ARMA\ARMA078"; dialog.text = DLG_TEXT[280]; link.l1 = DLG_TEXT[281]; link.l1.go = "exit"; characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "arno"; npchar.quest_begin = "1"; break; case "baldewyn_done": dialog.snd = "Voice\ARMA\ARMA079"; dialog.text = DLG_TEXT[282]; link.l1 = DLG_TEXT[283]; link.l1.go = "baldewyn_done_1"; link.l2 = DLG_TEXT[284]; link.l2.go = "baldewyn_done_2"; break; case "baldewyn_done_1": dialog.snd = "Voice\ARMA\ARMA080"; dialog.text = DLG_TEXT[285]; link.l1 = DLG_TEXT[286]; link.l1.go = "baldewyn_done_2"; link.l2 = DLG_TEXT[287]; link.l2.go = "exit"; break; case "baldewyn_done_2": dialog.snd = "Voice\ARMA\ARMA081"; dialog.text = DLG_TEXT[288]; link.l1 = DLG_TEXT[289]; link.l1.go = "baldewyn_bye"; link.l2 = DLG_TEXT[290]; link.l2.go = "baldewyn_done_3"; break; case "baldewyn_done_3": dialog.snd = "Voice\ARMA\ARMA082"; dialog.text = DLG_TEXT[291]; link.l1 = DLG_TEXT[292]; link.l1.go = "baldewyn_bye_2"; link.l2 = DLG_TEXT[293]; link.l2.go = "baldewyn_bye_3"; break; case "baldewyn_bye": dialog.snd = "Voice\ARMA\ARMA083"; dialog.text = DLG_TEXT[294]; link.l1 = DLG_TEXT[295] + Address_Form.Fra + DLG_TEXT[296]; link.l1.go = "exit"; link.l2 = DLG_TEXT[297]; link.l2.go = "First Time"; characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "done"; npchar.quest_begin = "0"; npchar.quest.money = "0"; Rumour[4].state = "active"; characters[GetCharacterIndex("Baldewyn Coffier")].location = "none"; Characters[GetCharacterIndex("Sabine Matton")].location = "Falaise_De_Fleur_store"; break; case "baldewyn_bye_2": dialog.snd = "Voice\ARMA\ARMA084"; dialog.text = DLG_TEXT[298]; link.l1 = DLG_TEXT[299]; link.l1.go = "exit"; link.l2 = DLG_TEXT[300]; link.l2.go = "First Time"; characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "done"; npchar.quest_begin = "0"; AddMoneyToCharacter(pchar, makeint(npchar.money.quest)); ChangeCharacterReputation(pchar, -1); AddPartyExp(pchar, 700); npchar.quest.money = "0"; Rumour[4].state = "active"; characters[GetCharacterIndex("Baldewyn Coffier")].location = "none"; Characters[GetCharacterIndex("Sabine Matton")].location = "Falaise_De_Fleur_store"; break; case "baldewyn_bye_3": if (makeint(pchar.skill.commerce) > 5) { dialog.snd = "Voice\ARMA\ARMA085"; dialog.text = DLG_TEXT[301] + makeint(npchar.quest.money) * 2 + DLG_TEXT[302]; link.l1 = DLG_TEXT[303]; link.l1.go = "exit"; link.l2 = DLG_TEXT[304]; link.l2.go = "First Time"; characters[GetCharacterIndex("Baldewyn Coffier")].quest.hire = "done"; npchar.quest_begin = "0"; AddMoneyToCharacter(pchar, makeint(npchar.money.quest)*2); ChangeCharacterReputation(pchar, -1); AddPartyExp(pchar, 700); npchar.quest.money = "0"; Rumour[4].state = "active"; characters[GetCharacterIndex("Baldewyn Coffier")].location = "none"; Characters[GetCharacterIndex("Sabine Matton")].location = "Falaise_De_Fleur_store"; } else { dialog.snd = "Voice\ARMA\ARMA086"; dialog.text = DLG_TEXT[305]; link.l1 = DLG_TEXT[306] + Address_Form.Fra + DLG_TEXT[307]; link.l1.go = "exit"; link.l2 = DLG_TEXT[308]; link.l2.go = "baldewyn_bye_2"; } break; case "Exit": NextDiag.CurrentNode = NextDiag.TempNode; DialogExit(); break; } }
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 = "dialogs\0\009"; if (npchar.quest.meeting == "0") { dialog.text = DLG_TEXT[0] + npchar.name + " " + npchar.middlename + " " + npchar.lastname + DLG_TEXT[1] + address_form.spa + DLG_TEXT[2]; Link.l1 = DLG_TEXT[3] + pchar.name + " " + pchar.lastname + DLG_TEXT[4]; Link.l1.go = "node_1"; npchar.quest.meeting = "1"; } else { dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]; link.l1.go = "quests"; link.l2 = DLG_TEXT[7]; link.l2.go = "exit"; } NextDiag.TempNode = "First time"; break; case "node_1": dialog.text = DLG_TEXT[8]; link.l1 = DLG_TEXT[9]; link.l1.go = "quests"; link.l2 = DLG_TEXT[10]; link.l2.go = "node_2"; break; case "node_2": dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "exit"; break; case "quests": dialog.text = DLG_TEXT[13] + address_form.spa + DLG_TEXT[14]; if (CheckQuestAttribute("nigel_con_parri_checker", "win_win") || CheckQuestAttribute("nigel_con_parri_checker", "win")) { link.l1 = DLG_TEXT[15]; link.l1.go = "garri"; } if (!CheckAttribute(pchar, "quest.generate_kill_quest") && GetNationRelation2MainCharacter(PORTUGAL) != RELATION_ENEMY) { dialog.text = DLG_TEXT[16]; link.l1 = DLG_TEXT[17]; link.l1.go = "kill_pirate"; } if (CheckQuestAttribute("generate_kill_quest", "completed")) { dialog.text = DLG_TEXT[18]; link.l1 = DLG_TEXT[19]; link.l1.go = "kill_pirate_completed"; } link.l99 = DLG_TEXT[20]; link.l99.go = "exit"; break; case "kill_pirate": GeneratePirateQuest("Conceicao"); dialog.text = DLG_TEXT[21] + characters[GetCharacterIndex(DLG_TEXT[22])].ship.name + DLG_TEXT[23] + pchar.quest.killdestination + DLG_TEXT[24] + pchar.quest.killmoney + DLG_TEXT[25]; link.l1 = DLG_TEXT[26]; link.l1.go = "kill_pirate_agree"; link.l2 = DLG_TEXT[27]; link.l2.go = "kill_pirate_refused"; break; case "kill_pirate_agree": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("kill_pirate_agree"); break; case "kill_pirate_refused": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("kill_pirate_refused"); break; case "kill_pirate_completed": AddPartyExp(pchar, 1500); AddMoneyToCharacter(pchar, makeint(pchar.quest.killmoney)); AddDialogExitQuest("kill_pirate_refused_2"); ChangeCharacterReputation(pchar, 1); DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; pchar.quest.generate_kill_quest = "wait_timer"; break; case "garri": dialog.text = DLG_TEXT[28]; link.l1 = DLG_TEXT[29]; link.l1.go = "garri_2"; break; case "garri_2": dialog.text = DLG_TEXT[30]; link.l1 = DLG_TEXT[31]; if (CheckQuestAttribute("nigel_con_parri_checker", "win_win")) { link.l1.go = "garri_3"; } else { link.l1.go = "exit"; } AddQuestrecord("nigel", "15"); DeleteAttribute(PChar, "quest.nigel_con_parri_checker"); PChar.quest.con_parri_expired.over = "yes"; AddMoneyToCharacter(pchar, 3000); ChangeCharacterReputation(pchar, 1); AddDialogExitQuest("nigel_third_encounter"); break; case "garri_3": dialog.text = DLG_TEXT[32]; link.l1 = DLG_TEXT[33]; link.l1.go = "garri_4"; break; case "garri_4": dialog.text = DLG_TEXT[34]; link.l1 = DLG_TEXT[35]; link.l1.go = "exit"; AddMoneyToCharacter(pchar, 6000); ChangeCharacterReputation(pchar, 1); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; case "j_day": dialog.text = Pchar.name + " " + Pchar.lastname + DLG_TEXT[36]; link.l1 = DLG_TEXT[37]; link.l1.go = "continue1"; break; case "continue1": LAi_QuestDelay("ex_dialog", 2); DialogExit(); NextDiag.CurrentNode = "j_day2"; break; case "j_day2": dialog.text = Pchar.name + " " + Pchar.lastname + DLG_TEXT[38]; link.l1 = DLG_TEXT[39]; link.l1.go = "exit"; break; } }
void ProcessDialogEvent() { ref NPChar; DeleteAttribute(&Dialog,"Links"); aref Link, NextDiag; makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makearef(NextDiag, NPChar.Dialog); int iTest; 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"; if (npchar.quest.meeting == "0") { Dialog.snd = "voice\ZAMU\ZAMU001"; Dialog.Text = TimeGreeting() + DLG_TEXT[0] + Address_form.Spa + DLG_TEXT[1]; } else { Dialog.snd = "voice\ZAMU\ZAMU002"; Dialog.Text = TimeGreeting() + DLG_TEXT[2] + pchar.name + DLG_TEXT[3]; } Link.l1 = pcharrepphrase(DLG_TEXT[4], DLG_TEXT[5]); if (npchar.quest.meeting == "0") { Link.l1.go = "node_1"; } else { Link.l1.go = "node_4"; } link.l2 = pcharrepphrase(DLG_TEXT[6], DLG_TEXT[7]); link.l2.go = "exit"; NextDiag.TempNode = "First time"; break; case "node_1": Dialog.snd = "voice\ZAMU\ZAMU003"; dialog.text = DLG_TEXT[8]; link.l1 = pcharrepphrase(DLG_TEXT[9] + pchar.name + DLG_TEXT[10] + pchar.ship.name + DLG_TEXT[11], DLG_TEXT[12] + pchar.name + DLG_TEXT[13] + pchar.ship.name + DLG_TEXT[14]); link.l1.go = "node_2"; link.l2 = pcharrepphrase(DLG_TEXT[15], DLG_TEXT[16]); link.l2.go = "exit"; break; case "node_2": Dialog.snd = "voice\ZAMU\ZAMU004"; dialog.text = DLG_TEXT[17]; link.l1 = pcharrepphrase(DLG_TEXT[18], DLG_TEXT[19]); link.l1.go = "node_3"; npchar.quest.meeting = "1"; break; case "node_3": Dialog.snd = "voice\ZAMU\ZAMU005"; dialog.text = DLG_TEXT[20] + npchar.name + " " + npchar.lastname + DLG_TEXT[21]; link.l1 = pcharrepphrase(DLG_TEXT[22] + npchar.name + DLG_TEXT[23], DLG_TEXT[24]); link.l1.go = "node_4"; link.l2 = pcharrepphrase(DLG_TEXT[25], DLG_TEXT[26]); link.l2.go = "exit"; break; case "node_4": Dialog.snd = "voice\ZAMU\ZAMU006"; dialog.text = DLG_TEXT[27]; link.l1 = DLG_TEXT[28]; link.l1.go = "rumours"; link.l2 = DLG_TEXT[29]; link.l2.go = "quests"; break; case "rumours": if (characters[GetCharacterIndex("Clair Larrouse")].quest.goldmine == "0") { Dialog.snd = "voice\ZAMU\ZAMU007"; dialog.text = DLG_TEXT[30] + Characters[GetCharacterIndex(DLG_TEXT[31])].name + " " + Characters[GetCharacterIndex(DLG_TEXT[32])].lastname + DLG_TEXT[33]; link.l1 = DLG_TEXT[34]; link.l1.go = "clair_1"; link.l2 = DLG_TEXT[35]; link.l2.go = "quests"; link.l3 = DLG_TEXT[36]; link.l3.go = "exit"; } else { dialog.text = SelectRumour(); link.l1 = pcharrepphrase(DLG_TEXT[37], DLG_TEXT[38]); link.l1.go = "exit"; link.l2 = pcharrepphrase(DLG_TEXT[39], DLG_TEXT[40] + npchar.name + DLG_TEXT[41]); link.l2.go = "quests"; } break; case "clair_1": Dialog.snd = "voice\ZAMU\ZAMU008"; dialog.text = DLG_TEXT[42]; link.l1 = pcharrepphrase(DLG_TEXT[43], DLG_TEXT[44]); link.l1.go = "clair_2"; break; case "clair_2": Dialog.snd = "voice\ZAMU\ZAMU009"; dialog.text = DLG_TEXT[45]; link.l1 = pcharrepphrase(DLG_TEXT[46], DLG_TEXT[47]); link.l1.go = "quests"; link.l2 = pcharrepphrase(DLG_TEXT[48], DLG_TEXT[49]); link.l2.go = "exit"; characters[GetCharacterIndex("Clair Larrouse")].quest.goldmine = "1"; break; case "quests": iTest = 0; Dialog.snd = "voice\ZAMU\ZAMU010"; Dialog.text = DLG_TEXT[50]; ////////////////////////////// // Выдача квестов ////////////////////////////// if (npchar.quest_begin == "0") { if (characters[GetCharacterIndex("Vigila Mendes")].quest.escort == "0") { link.l1 = pcharrepphrase(DLG_TEXT[51], DLG_TEXT[52]); link.l1.go = "escort_1"; } if ((characters[GetCharacterIndex("Vigila Mendes")].quest.escort == "done")&&(npchar.quest.end_escort == "0")) { link.l1 = pcharrepphrase(DLG_TEXT[53], DLG_TEXT[54]); link.l1.go = "end_escort_1"; npchar.quest.end_escort = "done"; } if ((npchar.quest.bandits == "0")&&(npchar.quest.end_escort == "done")) { link.l1 = pcharrepphrase(DLG_TEXT[55], DLG_TEXT[56]); link.l1.go = "bandits_1"; } if (npchar.quest.bandits == "1") { link.l1 = pcharrepphrase(DLG_TEXT[57], DLG_TEXT[58]); link.l1.go = "bandits_01"; } if (npchar.quest.bandits == "2") { link.l1 = DLG_TEXT[59]; link.l1.go = "exit"; } if (npchar.quest.bandits == "3") { link.l1 = DLG_TEXT[60]; link.l1.go = "bandits_over"; } } Link.l99 = DLG_TEXT[61]; Link.l99.go = "exit"; break; case "bandits_over": Dialog.snd = "voice\ZAMU\ZAMU011"; dialog.text = DLG_TEXT[62]; link.l1 = DLG_TEXT[63]; link.l1.go = "exit"; npchar.quest.bandits = "done"; AddpartyExp(pchar, 1800); Officersreaction("good"); ChangeCharacterReputation(pchar, 2); AddMoneyToCharacter(pchar, 800); npchar.location = "none"; break; case "bandits_01": Dialog.snd = "voice\ZAMU\ZAMU012"; dialog.text = DLG_TEXT[64]; link.l1 = pcharrepphrase(DLG_TEXT[65], DLG_TEXT[66]); link.l1.go = "bandits_4"; link.l2 = pcharrepphrase(DLG_TEXT[67], DLG_TEXT[68]); link.l2.go = "exit" break; case "bandits_1": Dialog.snd = "voice\ZAMU\ZAMU013"; dialog.text = DLG_TEXT[69]; link.l1 = DLG_TEXT[70]; link.l1.go = "bandits_2"; break; case "bandits_2": Dialog.snd = "voice\ZAMU\ZAMU014"; dialog.text = DLG_TEXT[71]; link.l1 = pcharrepphrase(DLG_TEXT[72], DLG_TEXT[73]); link.l1.go = "bandits_3"; break; case "bandits_3": Dialog.snd = "voice\ZAMU\ZAMU015"; dialog.text = DLG_TEXT[74]; link.l1 = pcharrepphrase(DLG_TEXT[75], DLG_TEXT[76]); link.l1.go = "bandits_4"; link.l2 = pcharrepphrase(DLG_TEXT[77], DLG_TEXT[78]); link.l2.go = "exit"; npchar.quest.bandits = "1"; break; case "bandits_4": Dialog.snd = "voice\ZAMU\ZAMU022"; dialog.text = DLG_TEXT[79]; link.l1 = pcharrepphrase(DLG_TEXT[80], DLG_TEXT[81]); link.l1.go = "exit"; npchar.quest.bandits = "begin"; SetQuestHeader("nurro"); AddQuestrecord("murro", "1"); pchar.quest.revenge_for_bandits.win_condition.l1 = "location"; pchar.quest.revenge_for_bandits.win_condition.l1.location = "Muelle_town_exit"; pchar.quest.revenge_for_bandits.win_condition = "revenge_for_bandits_complete"; break; case "end_escort_1": Dialog.snd = "voice\ZAMU\ZAMU016"; dialog.text = DLG_TEXT[82] + address_form.spa + DLG_TEXT[83]; link.l1 = DLG_TEXT[84]; link.l1.go = "end_escort_2"; break; case "end_escort_2": Dialog.snd = "voice\ZAMU\ZAMU017"; dialog.text = DLG_TEXT[85]; link.l1 = pcharrepphrase(DLG_TEXT[86], DLG_TEXT[87]); link.l1.go = "end_escort_3"; break; case "end_escort_3": Dialog.snd = "voice\ZAMU\ZAMU018"; dialog.text = DLG_TEXT[88]; link.l1 = DLG_TEXT[89]; link.l1.go = "exit"; npchar.quest.end_escort = "done"; AddDialogExitQuest("zaid_to_muelle_town"); break; case "escort_1": Dialog.snd = "voice\ZAMU\ZAMU019"; dialog.text = DLG_TEXT[90]; link.l1 = pcharrepphrase(DLG_TEXT[91], DLG_TEXT[92]); link.l1.go = "escort_2"; break; case "escort_2": Dialog.snd = "voice\ZAMU\ZAMU020"; dialog.text = DLG_TEXT[93]; link.l1 = pcharrepphrase(DLG_TEXT[94], DLG_TEXT[95]); link.l1.go = "escort_3"; break; case "escort_3": Dialog.snd = "voice\ZAMU\ZAMU021"; dialog.text = DLG_TEXT[96]; link.l1 = pcharrepphrase(DLG_TEXT[97], DLG_TEXT[98]); link.l1.go = "exit"; characters[GetCharacterIndex("Vigila Mendes")].quest.escort = "1"; break; case "Exit": NextDiag.CurrentNode = NextDiag.TempNode; DialogExit(); break; } }
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; } }
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; } }
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\PEBE\PEBE001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]+ Characters[GetCharacterIndex(DLG_TEXT[2])].name +" "+ Characters[GetCharacterIndex(DLG_TEXT[3])].lastname +DLG_TEXT[4]; link.l1.go = "1"; break; case "1": Dialog.snd = "voice\PEBE\PEBE002"; dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]; link.l1.go = "2"; break; case "2": Dialog.snd = "voice\PEBE\PEBE003"; dialog.text = DLG_TEXT[7]; link.l1 = DLG_TEXT[8]; link.l1.go = "Exit_kill"; link.l2 = DLG_TEXT[9]; link.l2.go = "Exit_spare"; break; case "Exit_kill": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; ChangeCharacterReputation(pchar, -10); AddDialogExitQuest("Hit_kill_Pepin"); break; case "Exit_spare": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; ChangeCharacterReputation(pchar, -5); AddDialogExitQuest("Hit_spare_Pepin"); break; } }
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 "DieMotherFucker": 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\SFNT\SFNT001"; Dialog.Text = DLG_TEXT[0] + Address_form.Eng + DLG_TEXT[1]; Link.l1 = DLG_TEXT[2]; Link.l1.go = "DieMotherFucker_2"; break; 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"; //потасовка в таверне if (pchar.quest.main_line == "talk_in_tavern_begin") { if (pchar.id == "Danielle") { Dialog.snd = "voice\SFNT\SFNT002"; Dialog.Text = DLG_TEXT[3] + Address_form.Eng + DLG_TEXT[4]; Link.l1 = DLG_TEXT[5]; Link.l1.go = "node_2_danielle"; } else { Dialog.snd = "voice\SFNT\SFNT003"; dialog.text = DLG_TEXT[6]; link.l1 = DLG_TEXT[7]; link.l1.go = "node_2_kick"; } } //арест блейза if (pchar.quest.main_line == "fawn_death") { Dialog.snd = "voice\SFNT\SFNT004"; dialog.text = DLG_TEXT[8] + address_form.eng + DLG_TEXT[9]; link.l1 = DLG_TEXT[10]; link.l1.go = "node_3_blaze"; } if (pchar.quest.main_line == "after_soldier_kick") { Dialog.snd = "voice\SFNT\SFNT005"; dialog.text = DLG_TEXT[11]; link.l1 = DLG_TEXT[12]; link.l1.go = "exit"; AddDialogExitQuest("fighting_in_tavern"); } break; case "DieMotherFucker_2": Dialog.snd = "voice\SFNT\SFNT006"; Dialog.Text = DLG_TEXT[13] + characters[GetCharacterIndex(DLG_TEXT[14])].lastname + DLG_TEXT[15]; Link.l1 = DLG_TEXT[16]; Link.l1.go = "DieMotherFucker_3"; break; case "DieMotherFucker_3": Dialog.snd = "voice\SFNT\SFNT007"; AddDialogExitQuest("Fem_BoatswainFoundsTheClue"); Dialog.Text = DLG_TEXT[17]; Link.l1 = DLG_TEXT[18]; Link.l1.go = "exit"; break; case "node_2_kick": Dialog.snd = "voice\SFNT\SFNT008"; dialog.text = DLG_TEXT[19]; link.l1 = DLG_TEXT[20]; link.l1.go = "node_2_kick_2"; break; case "node_2_kick_2": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("kicked_by_soldier_complete"); break; case "node_3_blaze": Dialog.snd = "voice\SFNT\SFNT009"; dialog.text = DLG_TEXT[21]; link.l1 = DLG_TEXT[22]; link.l1.go = "exit_arrest"; break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; case "exit_arrest": EndQuestMovie(); DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; pchar.gun = ""; pchar.blade = ""; AddDialogExitQuest("blaze_to_prison_complete"); break; } }
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 = "dialogs\0\009"; if (npchar.location == "Oxbay_mine") { dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; } else { dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "exit"; } if (pchar.quest.main_line == "slave_in_oxbay_mine_begin") { Dialog.Text = DLG_TEXT[4]; Link.l1 = DLG_TEXT[5]; Link.l1.go = "node_2"; } if (pchar.quest.main_line == "talk_with_Liborio") { Dialog.Text = DLG_TEXT[6]; Link.l1 = DLG_TEXT[7]; Link.l1.go = "learn"; } if (pchar.quest.main_line == "resque_leborio") { dialog.text = DLG_TEXT[8]; link.l1 = DLG_TEXT[9]; link.l1.go = "bad_story"; } if (pchar.quest.main_line == "resque_leborio_bad") { dialog.text = DLG_TEXT[10]; link.l1 = DLG_TEXT[11]; link.l1.go = "hire"; } if (pchar.quest.main_line == "resque_leborio_denied") { dialog.text = DLG_TEXT[12]; link.l1 = DLG_TEXT[13]; link.l1.go = "exit"; link.l2 = DLG_TEXT[14]; link.l2.go = "learn_4"; } if (npchar.quest.hire == "not_hired" && pchar.location == "Falaise_De_Fleur_tavern") { dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "hire_4"; link.l2 = DLG_TEXT[17]; link.l2.go = "exit"; } if (pchar.quest.main_line == "resque_from_mines_denied") { dialog.text = DLG_TEXT[18]; link.l1 = DLG_TEXT[19]; link.l1.go = "resque_from_mines_denied_2"; } if (pchar.quest.main_line == "lets_go_mines") { dialog.text = DLG_TEXT[20]; link.l1 = DLG_TEXT[21]; link.l1.go = "lets_go_exit"; } if (pchar.quest.main_line == "after_speak_with_leborio" && npchar.quest.hire == "ask_for_hire") { dialog.text = DLG_TEXT[22]; link.l1 = DLG_TEXT[23]; link.l1.go = "passenger_exit"; link.l2 = DLG_TEXT[24]; link.l2.go = "fight"; } if (pchar.quest.main_line == "talk_with_Liborio_2") { Dialog.Text = DLG_TEXT[25]; Link.l1 = DLG_TEXT[26]; Link.l1.go = "knowlege"; } if( CheckQuestAttribute("FindMysteriousTablet","TabletBroken") ) { Dialog.Text = DLG_TEXT[27]; link.l1 = DLG_TEXT[28]; link.l1.go = "Tablet_copy_1"; } if( CheckQuestAttribute("FindMysteriousTablet","ToMine") ) { Dialog.Text = DLG_TEXT[29]; link.l1 = DLG_TEXT[30]; link.l1.go = "knowlege"; } NextDiag.TempNode = "first time"; break; case "Tablet_copy_1": Dialog.Text = DLG_TEXT[31]; link.l1 = DLG_TEXT[32]; link.l1.go = "exit"; break; case "knowlege": dialog.text = DLG_TEXT[33]; link.l1 = DLG_TEXT[34]; link.l1.go = "learn_4"; link.l2 = DLG_TEXT[35]; link.l2.go = "bad_learn"; break; case "passenger_exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogexitQuest("leborio_drago_passenger_exit"); break; case "fight": dialog.text = DLG_TEXT[36]; link.l1 = DLG_TEXT[37]; link.l1.go = "exit"; AddDialogExitQuest("leborio_drago_fight_exit"); break; case "lets_go_exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("lets_go_begin"); break; case "resque_from_mines_denied_2": dialog.text = DLG_TEXT[38]; link.l1 = DLG_TEXT[39]; link.l1.go = "resque_from_mines_denied_3"; break; case "resque_from_mines_denied_3": dialog.text = DLG_TEXT[40]; link.l1 = DLG_TEXT[41]; link.l1.go = "resque_from_mines_denied_4"; break; case "resque_from_mines_denied_4": dialog.text = DLG_TEXT[42]; link.l1 = DLG_TEXT[43]; link.l1.go = "resque_from_mines_denied_5"; break; case "resque_from_mines_denied_5": dialog.text = DLG_TEXT[44]; link.l1 = DLG_TEXT[45]; link.l1.go = "resque_from_mines_denied_6"; break; case "resque_from_mines_denied_6": dialog.text = DLG_TEXT[46]; link.l1 = DLG_TEXT[47]; link.l1.go = "resque_from_mines_denied_7"; break; case "resque_from_mines_denied_7": dialog.text = DLG_TEXT[48]; link.l1 = DLG_TEXT[49]; link.l1.go = "resque_from_mines_denied_8"; break; case "resque_from_mines_denied_8": dialog.text = DLG_TEXT[50]; link.l1 = DLG_TEXT[51]; link.l1.go = "resque_from_mines_denied_9"; break; case "resque_from_mines_denied_9": dialog.text = DLG_TEXT[52]; link.l1 = DLG_TEXT[53]; link.l1.go = "resque_from_mines_denied_10"; break; case "resque_from_mines_denied_10": dialog.text = DLG_TEXT[54]; link.l1 = DLG_TEXT[55]; link.l1.go = "resque_from_mines_denied_11"; break; case "resque_from_mines_denied_11": dialog.text = DLG_TEXT[56]; link.l1 = DLG_TEXT[57]; link.l1.go = "resque_from_mines_denied_exit"; AddQuestRecord("search_danielle", "15"); break; case "resque_from_mines_denied_exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("wait_for_resque_from_mines"); break; case "learn": dialog.text = DLG_TEXT[58]; link.l1 = DLG_TEXT[59]; link.l1.go = "learn_2"; break; case "learn_2": dialog.text = DLG_TEXT[60] + characters[GetCharacterIndex(DLG_TEXT[61])].name + " " + characters[GetCharacterIndex(DLG_TEXT[62])].lastname + DLG_TEXT[63]; link.l1 = DLG_TEXT[64]; link.l1.go = "learn_3"; link.l2 = DLG_TEXT[65]; link.l2.go = "bad_learn"; break; case "learn_3": dialog.text = DLG_TEXT[66]; link.l1 = DLG_TEXT[67]; link.l1.go = "learn_4"; link.l2 = DLG_TEXT[68]; link.l2.go = "bad_learn"; break; case "learn_4": dialog.text = DLG_TEXT[69]; pchar.quest.main_line = "ask_for_resque_leborio"; link.l1 = DLG_TEXT[70]; link.l1.go = "exit"; link.l2 = DLG_TEXT[71]; link.l2.go = "bad_learn"; AddQuestRecord("search_danielle", "17"); break; case "bad_learn": dialog.text = DLG_TEXT[72]; link.l1 = DLG_TEXT[73]; link.l1.go = "bad_story"; break; case "bad_story": dialog.text = DLG_TEXT[74]; link.l1 = DLG_TEXT[75]; link.l1.go = "bad_story_2"; AddQuestRecord("search_danielle", "18"); NextDiag.tempnode = "first time"; break; case "bad_story_2": dialog.text = DLG_TEXT[76]; link.l1 = DLG_TEXT[77]; link.l1.go = "bad_story_3"; break; case "bad_story_3": dialog.text = DLG_TEXT[78]; link.l1 = DLG_TEXT[79]; if (pchar.id == "Blaze") { link.l1.go = "bad_story_4"; } else { pchar.quest.FindMysteriousTablet = "FindCopy"; if (npchar.location == "Oxbay_mine") { link.l1.go = "exit"; pchar.quest.main_line = "bad_story"; } else { link.l1.go = "hire"; } } break; case "bad_story_4": dialog.text = DLG_TEXT[80]; link.l1 = DLG_TEXT[81]; link.l1.go = "bad_story_5"; break; case "bad_story_5": dialog.text = DLG_TEXT[82]; link.l1 = DLG_TEXT[83]; if (pchar.quest.main_line == "resque_leborio") { link.l1.go = "hire"; pchar.quest.main_line = "hire_leborio"; } else { link.l1.go = "exit"; pchar.quest.main_line = "after_speak_with_leborio"; } break; case "hire": dialog.text = DLG_TEXT[84]; link.l1 = DLG_TEXT[85]; link.l1.go = "hire_2"; OfficersReaction("good"); break; case "hire_2": dialog.text = DLG_TEXT[86]; link.l1 = DLG_TEXT[87]; link.l1.go = "hire_3"; break; case "hire_3": dialog.text = DLG_TEXT[88]; link.l1 = DLG_TEXT[89]; link.l1.go = "hire_4"; link.l2 = DLG_TEXT[90]; link.l2.go = "hire_denied"; break; case "hire_4": dialog.text = DLG_TEXT[91]; link.l1 = DLG_TEXT[92]; link.l1.go = "hire_5"; break; case "hire_5": dialog.text = DLG_TEXT[93]; if (makeint(pchar.money) >= 1500) { link.l1 = DLG_TEXT[94]; link.l1.go = "hire_6"; } link.l2 = DLG_TEXT[95]; link.l2.go = "hire_denied"; if(pchar.id == "Blaze") { pchar.quest.main_line = "to_isla_muelle"; } break; case "hire_6": dialog.text = DLG_TEXT[96]; link.l1 = DLG_TEXT[97] + pchar.ship.name + DLG_TEXT[98]; link.l1.go = "exit"; npchar.quest.hire = "hired"; AddMoneyToCharacter(pchar, -1500); AddPassenger(pchar, npchar, -1); GiveItem2Character(npchar, "blade1"); EquipCharacterByItem(npchar, "blade1"); npchar.dialog.currentnode = "hired"; break; case "hire_denied": dialog.text = DLG_TEXT[99]; link.l1 = DLG_TEXT[100]; link.l1.go = "exit"; AddDialogExitQuest("leborio_hire_denied"); npchar.quest.hire = "not_hired"; break; case "node_2": dialog.text = DLG_TEXT[101]; link.l1 = DLG_TEXT[102]; link.l1.go = "node_3"; break; case "node_3": dialog.text = DLG_TEXT[103]; link.l1 = DLG_TEXT[104]; link.l1.go = "node_4"; break; case "node_4": dialog.text = DLG_TEXT[105]; link.l1 = DLG_TEXT[106]; link.l1.go = "node_5"; pchar.quest.main_line = "slave_in_oxbay_mine_begin_1"; link.l2 = DLG_TEXT[107]; link.l2.go = "node_5"; AddQuestRecord("search_danielle", "12"); break; case "node_5": dialog.text = DLG_TEXT[108]; link.l1 = DLG_TEXT[109]; link.l1.go = "exit"; AddDialogExitQuest("miner_again_kick_exit"); break; case "Exit_2": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; pchar.quest.main_line = "blaze_in_mine"; EndQuestMovie(); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; EndQuestMovie(); break; case "hired": Dialog.text = DLG_TEXT[110]; link.l1 = DLG_TEXT[111]; link.l1.go = "exit"; break; } }
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) { // -----------------------------------Диалог первый - первая встреча case "exit": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); break; 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\VIDE\VIDE001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "exit"; if (CheckQuestAttribute("gambling_with_girl", "gambled")) { Dialog.snd = "voice\VIDE\VIDE002"; dialog.text = DLG_TEXT[2]; link.l1 = DLG_TEXT[3]; link.l1.go = "she_becomes_prisoner"; link.l2 = DLG_TEXT[4]; link.l2.go = "she_story"; AddQuestRecord("gambled_girl", "4"); } if (CheckQuestAttribute("gambling_with_girl", "to_hovernor")) { Dialog.snd = "voice\VIDE\VIDE019"; dialog.text = DLG_TEXT[5]; link.l1 = DLG_TEXT[6]; link.l1.go = "to_home"; } break; case "to_home": Dialog.snd = "voice\VIDE\VIDE003"; dialog.text = DLG_TEXT[7]; if (GetNationRelation2MainCharacter(FRANCE) == RELATION_ENEMY) { link.l1 = DLG_TEXT[8]; link.l1.go = "to_home_bad"; AddQuestRecord("gambled_girl", "11"); } else { link.l1 = DLG_TEXT[9]; link.l1.go = "exit"; } pchar.quest.gambling_with_girl = "to_hovernor_2"; AddQuestRecord("gambled_girl", "10"); break; case "to_home_bad": Dialog.snd = "voice\VIDE\VIDE004"; dialog.text = DLG_TEXT[10]; link.l1 = DLG_TEXT[11]; link.l1.go = "to_home_bad_2"; link.l2 = DLG_TEXT[12]; link.l2.go = "exit"; break; case "to_home_bad_2": Dialog.snd = "voice\VIDE\VIDE005"; dialog.text = DLG_TEXT[13]; link.l1 = DLG_TEXT[14]; link.l1.go = "exit"; pchar.quest.gambling_with_girl = "done"; npchar.location = "none"; ChangeCharacterReputation(pchar, 1); OfficersReaction("good"); AddPartyExp(pchar, 2000); AddQuestRecord("gambled_girl", "12"); break; case "she_story": Dialog.snd = "voice\VIDE\VIDE006"; dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "she_story_2"; break; case "she_story_2": Dialog.snd = "voice\VIDE\VIDE007"; dialog.text = DLG_TEXT[17] + GetCharacterFullName(npchar.id) + DLG_TEXT[18]; link.l1 = DLG_TEXT[19]; link.l1.go = "she_story_3"; break; case "she_story_3": Dialog.snd = "voice\VIDE\VIDE008"; dialog.text = DLG_TEXT[20]; link.l1 = DLG_TEXT[21]; link.l1.go = "she_story_4"; break; case "she_story_4": Dialog.snd = "voice\VIDE\VIDE009"; dialog.text = DLG_TEXT[22]; link.l1 = DLG_TEXT[23]; link.l1.go = "she_story_5"; break; case "she_story_5": Dialog.snd = "voice\VIDE\VIDE010"; dialog.text = DLG_TEXT[24]; link.l1 = DLG_TEXT[25]; link.l1.go = "she_story_6"; break; case "she_story_6": Dialog.snd = "voice\VIDE\VIDE011"; dialog.text = DLG_TEXT[26]; link.l1 = DLG_TEXT[27]; link.l1.go = "she_story_7"; link.l2 = DLG_TEXT[28]; link.l2.go = "she_story_bad"; AddQuestRecord("gambled_girl", "6"); break; case "she_story_7": Dialog.snd = "voice\VIDE\VIDE012"; dialog.text = DLG_TEXT[29]; link.l1 = DLG_TEXT[30]; link.l1.go = "she_story_8"; break; case "she_story_8": Dialog.snd = "voice\VIDE\VIDE013"; dialog.text = DLG_TEXT[31]; link.l1 = DLG_TEXT[32]; link.l1.go = "she_story_9"; break; case "she_story_9": Dialog.snd = "voice\VIDE\VIDE014"; dialog.text = DLG_TEXT[33] + GetCharacterFullName(DLG_TEXT[34]) + DLG_TEXT[35]; link.l1 = DLG_TEXT[36]; link.l1.go = "exit"; AddDialogExitQuest("gambled_girl_to_FdF"); AddQuestRecord("gambled_girl", "7"); break; case "she_story_bad": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; AddDialogExitQuest("girl_exit_from_room"); AddQuestRecord("gambled_girl", "8"); break; case "speak_1": Dialog.snd = "voice\VIDE\VIDE015"; dialog.text = DLG_TEXT[37]; link.l1 = DLG_TEXT[38]; link.l1.go = "exit"; characters[GetCharacterIndex("Raymond Bouchez")].dialog.currentnode = "speak_1"; AddDialogExitQuest("Raymond_speak"); break; case "speak_2": Dialog.snd = "voice\VIDE\VIDE016"; dialog.text = DLG_TEXT[39]; link.l1 = DLG_TEXT[40]; link.l1.go = "exit"; characters[GetCharacterIndex("Raymond Bouchez")].dialog.currentnode = "speak_2"; AddDialogExitQuest("Raymond_speak"); break; case "speak_3": Dialog.snd = "voice\VIDE\VIDE017"; dialog.text = DLG_TEXT[41]; link.l1 = DLG_TEXT[42]; link.l1.go = "exit"; AddDialogExitQuest("gambled_girl_exit_from_FDF_tavern"); Diag.TempNode = "first time"; AddQuestRecord("gambled_girl", "9"); break; case "she_becomes_prisoner": Dialog.snd = "voice\VIDE\VIDE018"; dialog.text = DLG_TEXT[43] + GetCharacterFullName(npchar.id) + DLG_TEXT[44]; link.l1 = DLG_TEXT[45]; link.l1.go = "exit_prisoned"; link.l2 = DLG_TEXT[46]; link.l2.go = "she_story_3"; break; case "exit_prisoned": Diag.CurrentNode = Diag.TempNode; NPChar.quest.meeting = NPC_Meeting; DialogExit(); Locations[FindLocation(pchar.location)].reload.l1.disable = 0; AddPassenger(pchar, npchar, 1); OfficersReaction("bad"); pchar.quest.gambling_with_girl = "prisoned"; AddDialogExitQuest("girl_for_sale"); break; } }
void ProcessDialogEvent() { ref NPChar; aref Link, NextDiag; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makearef(NextDiag, NPChar.Dialog); int iTest; 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\PADO\PADO001"; dialog.text = DLG_TEXT[0]; link.l1 = DLG_TEXT[1]; link.l1.go = "quests"; link.l2 = DLG_TEXT[2]; link.l2.go = "donation"; link.l99 = DLG_TEXT[3]; link.l99.go = "exit"; NextDiag.TempNode = "first time"; break; case "quests": iTest = 0; Dialog.snd = "voice\PADO\PADO002"; dialog.text = DLG_TEXT[4]; if (pchar.quest.main_line == "danielle_speak_with_almost_dead_rheims_complete" && iTest < QUEST_COUNTER) { Link.l1 = DLG_TEXT[5]; Link.l1.go = "blaze_to_library"; iTest = iTest + 1; } if (pchar.quest.main_line == "compramat_done" && iTest < QUEST_COUNTER) { link.l1 = DLG_TEXT[6]; link.l1.go = "compramat_done"; ChangeCharacterReputation(pchar, -1); } if (pchar.quest.main_line == "compramat_bul_bul" && iTest < QUEST_COUNTER) { link.l1 = DLG_TEXT[7]; link.l1.go = "compramat_bul_bul"; } if (CheckQuestAttribute("ANIMISTS", "letter_to_domingues")) { link.l1 = DLG_TEXT[8]; link.l1.go = "letter_good"; TakeItemFromCharacter(pchar, LETTER_TO_DOMINGUES); } if (CheckQuestAttribute("ANIMISTS", "letter_to_domingues_opened")) { link.l1 = DLG_TEXT[9]; link.l1.go = "letter_bad"; } if (CheckQuestAttribute("ANIMISTS", "barkue_drown")) { link.l1 = DLG_TEXT[10]; link.l1.go = "barkue_drown"; } if (CheckQuestAttribute("ANIMISTS","to_barkue_complete")) { link.l1 = DLG_TEXT[11]; link.l1.go = "to_barkue_complete"; RemoveCharacterCompanion(pchar, characterFromID("Mergildo Hurtado")); } link.l99 = DLG_TEXT[12]; link.l99.go = "exit"; break; case "to_barkue_complete": Dialog.snd = "voice\PADO\PADO003"; dialog.text = DLG_TEXT[13]; link.l1 = DLG_TEXT[14]; link.l1.go = "to_barkue_complete_2"; break; case "to_barkue_complete_2": Dialog.snd = "voice\PADO\PADO004"; dialog.text = DLG_TEXT[15]; link.l1 = DLG_TEXT[16]; link.l1.go = "to_barkue_complete_3"; break; case "to_barkue_complete_3": Dialog.snd = "voice\PADO\PADO005"; dialog.text = DLG_TEXT[17]; link.l1 = DLG_TEXT[18]; link.l1.go = "to_barkue_complete_4"; break; case "to_barkue_complete_4": Dialog.snd = "voice\PADO\PADO006"; dialog.text = DLG_TEXT[19]; link.l1 = DLG_TEXT[20]; link.l1.go = "to_bernard_2"; AddMoneyToCharacter(pchar, 3500); AddPartyExp(pchar, 2500); AddQuestRecord("ANIMISTS", "19"); break; case "barkue_drown": Dialog.snd = "voice\PADO\PADO007"; dialog.text = DLG_TEXT[21]; link.l1 = DLG_TEXT[22]; link.l1.go = "barkue_drown_2"; break; case "barkue_drown_2": Dialog.snd = "voice\PADO\PADO008"; dialog.text = DLG_TEXT[23]; link.l1 = DLG_TEXT[24]; link.l1.go = "to_bernard"; AddMoneyToCharacter(pchar, 2500); AddQuestRecord("ANIMISTS", "18"); break; case "to_bernard": Dialog.snd = "voice\PADO\PADO009"; dialog.text = DLG_TEXT[25]; link.l1 = DLG_TEXT[26]; link.l1.go = "to_bernard_2"; break; case "to_bernard_2": Dialog.snd = "voice\PADO\PADO010"; dialog.text = DLG_TEXT[27]; link.l1 = DLG_TEXT[28]; link.l1.go = "to_bernard_3"; break; case "to_bernard_3": Dialog.snd = "voice\PADO\PADO011"; dialog.text = DLG_TEXT[29]; link.l1 = DLG_TEXT[30]; link.l1.go = "exit"; pchar.quest.ANIMISTS = "letter_to_father_bernard"; AddDialogExitQuest("oops_ANIMISTS_want_letter_again"); GiveItem2Character(pchar, LETTER_TO_BERNARD); AddQuestRecord("ANIMISTS", "20"); break; case "letter_good": Dialog.snd = "voice\PADO\PADO012"; dialog.text = DLG_TEXT[31]; link.l1 = DLG_TEXT[32]; link.l1.go = "letter_good_2"; break; case "letter_bad": Dialog.snd = "voice\PADO\PADO013"; dialog.text = DLG_TEXT[33]; link.l1 = DLG_TEXT[34]; link.l1.go = "letter_bad_exit"; link.l2 = DLG_TEXT[35]; link.l2.go = "letter_bad_2"; break; case "letter_bad_2": Dialog.snd = "voice\PADO\PADO014"; dialog.text = DLG_TEXT[36]; link.l1 = DLG_TEXT[37]; link.l1.go = "letter_bad_3"; break; case "letter_bad_3": Dialog.snd = "voice\PADO\PADO015"; dialog.text = DLG_TEXT[38]; link.l1 = DLG_TEXT[39]; link.l1.go = "prepare_for_bark"; ChangeCharacterReputation(pchar, -5); AddMoneyToCharacter(pchar, 1000); AddPartyExp(pchar, 1500); AddQuestRecord("ANIMISTS", "12"); break; case "letter_bad_exit": Dialog.snd = "voice\PADO\PADO016"; dialog.text = DLG_TEXT[40]; link.l1 = DLG_TEXT[41]; link.l1.go = "letter_bad_exit_2"; link.l2 = DLG_TEXT[42]; link.l2.go = "letter_bad_2"; break; case "letter_bad_exit_2": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; ChangeCharacterReputation(pchar, -15); AddQuestRecord("ANIMISTS", "13"); CloseQuestheader("ANIMISTS"); break; case "letter_good_2": Dialog.snd = "voice\PADO\PADO017"; dialog.text = DLG_TEXT[43]; link.l1 = DLG_TEXT[44] + GetcharacterFullname(DLG_TEXT[45]) + DLG_TEXT[46]; link.l1.go = "letter_good_3"; break; case "letter_good_3": Dialog.snd = "voice\PADO\PADO018"; dialog.text = DLG_TEXT[47]; link.l1 = DLG_TEXT[48]; link.l1.go = "letter_good_4"; break; case "letter_good_4": Dialog.snd = "voice\PADO\PADO019"; dialog.text = DLG_TEXT[49] + GetcharacterFullname(DLG_TEXT[50]) + DLG_TEXT[51]; link.l1 = DLG_TEXT[52]; link.l1.go = "letter_good_5"; break; case "letter_good_5": Dialog.snd = "voice\PADO\PADO020"; dialog.text = DLG_TEXT[53]; link.l1 = DLG_TEXT[54]; link.l1.go = "prepare_for_bark"; AddMoneyToCharacter(pchar, 2000); ChangeCharacterReputation(pchar, 1); AddPartyExp(pchar, 1700); break; case "prepare_for_bark": Dialog.snd = "voice\PADO\PADO021"; dialog.text = DLG_TEXT[55]; link.l1 = DLG_TEXT[56]; link.l1.go = "prepare_for_bark_2"; break; case "prepare_for_bark_2": Dialog.snd = "voice\PADO\PADO022"; dialog.text = DLG_TEXT[57]; link.l1 = DLG_TEXT[58]; link.l1.go = "prepare_for_bark_3"; break; case "prepare_for_bark_3": Dialog.snd = "voice\PADO\PADO023"; dialog.text = DLG_TEXT[59] + GetCharacterFullName(DLG_TEXT[60]) + DLG_TEXT[61]; link.l1 = DLG_TEXT[62]; link.l1.go = "exit"; pchar.quest.ANIMISTS = "to_barkue"; AddDialogExitQuest("prepare_for_barkue"); break; case "compramat_bul_bul": Dialog.snd = "voice\PADO\PADO024"; dialog.text = DLG_TEXT[63]; link.l1 = DLG_TEXT[64]; link.l1.go = "compramat_bul_bul_2"; break; case "compramat_bul_bul_2": Dialog.snd = "voice\PADO\PADO025"; dialog.text = DLG_TEXT[65]; link.l1 = DLG_TEXT[66]; link.l1.go = "compramat_bul_bul_3"; break; case "compramat_bul_bul_3": Dialog.snd = "voice\PADO\PADO026"; dialog.text = DLG_TEXT[67]; link.l1 = DLG_TEXT[68]; link.l1.go = "compramat_bul_bul_4"; break; case "compramat_bul_bul_4": Dialog.snd = "voice\PADO\PADO027"; dialog.text = DLG_TEXT[69]; link.l1 = DLG_TEXT[70]; link.l1.go = "library"; break; case "compramat_done": Dialog.snd = "voice\PADO\PADO028"; dialog.text = DLG_TEXT[71]; link.l1 = DLG_TEXT[72]; link.l1.go = "compramat_done_2"; link.l2 = DLG_TEXT[73]; link.l2.go = "compramat_not_done"; break; case "compramat_not_done": Dialog.snd = "voice\PADO\PADO029"; dialog.text = DLG_TEXT[74]; link.l1 = DLG_TEXT[75]; link.l1.go = "compramat_not_done_2"; break; case "compramat_not_done_2": Dialog.snd = "voice\PADO\PADO030"; dialog.text = DLG_TEXT[76]; link.l1 = DLG_TEXT[77]; link.l1.go = "compramat_not_done_3"; break; case "compramat_not_done_3": Dialog.snd = "voice\PADO\PADO031"; dialog.text = DLG_TEXT[78]; link.l1 = DLG_TEXT[79]; link.l1.go = "compramat_not_done_4"; break; case "compramat_not_done_4": Dialog.snd = "voice\PADO\PADO032"; dialog.text = DLG_TEXT[80]; link.l1 = DLG_TEXT[81]; link.l1.go = "compramat_done_3"; ChangeCharacterReputation(pchar, -3); AddMoneyToCharacter(pchar, 5000); break; case "compramat_done_2": Dialog.snd = "voice\PADO\PADO033"; dialog.text = DLG_TEXT[82]; link.l1 = DLG_TEXT[83]; link.l1.go = "compramat_done_3"; break; case "compramat_done_3": Dialog.snd = "voice\PADO\PADO034"; dialog.text = DLG_TEXT[84]; link.l1 = DLG_TEXT[85]; link.l1.go = "library"; break; case "library": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; AddDialogExitQuest("come_to_library"); break; case "blaze_to_library": Dialog.snd = "voice\PADO\PADO035"; Dialog.Text = DLG_TEXT[86]; Link.l1 = DLG_TEXT[87]; Link.l1.go = "blaze_to_library_2"; Locations[FindLocation("Muelle_church")].reload.l1.go = "Muelle_town_04"; Locations[FindLocation("Muelle_church")].reload.l1.emerge = "reload4"; break; case "blaze_to_library_2": Dialog.snd = "voice\PADO\PADO036"; dialog.text = DLG_TEXT[88]; link.l1 = DLG_TEXT[89]; link.l1.go = "blaze_to_library_3"; break; case "blaze_to_library_3": Dialog.snd = "voice\PADO\PADO037"; dialog.text = DLG_TEXT[90] + characters[GetCharacterIndex(DLG_TEXT[91])].name + " " + characters[GetCharacterIndex(DLG_TEXT[92])].lastname + DLG_TEXT[93]; link.l1 = DLG_TEXT[94]; link.l1.go = "blaze_to_library_4"; break; case "blaze_to_library_4": Dialog.snd = "voice\PADO\PADO038"; dialog.text = DLG_TEXT[95]; link.l1 = DLG_TEXT[96]; link.l1.go = "blaze_to_library_5"; break; case "blaze_to_library_5": Dialog.snd = "voice\PADO\PADO039"; dialog.text = DLG_TEXT[97]; link.l1 = DLG_TEXT[98]; link.l1.go = "blaze_to_library_6"; break; case "blaze_to_library_6": Dialog.snd = "voice\PADO\PADO040"; dialog.text = DLG_TEXT[99]; link.l1 = DLG_TEXT[100]; link.l1.go = "exit"; AddDialogExitQuest("prepare_for_meet_ferro"); break; case "donation": Dialog.snd = "voice\PADO\PADO041"; dialog.Text = DLG_TEXT[101]; Link.l1 = DLG_TEXT[102]; Link.l1.go = "No donation"; if(makeint(PChar.money)>=100) { Link.l2 = DLG_TEXT[103]; Link.l2.go = "donation paid_100"; } if(makeint(PChar.money)>=1000) { Link.l3 = DLG_TEXT[104]; Link.l3.go = "donation paid_1000"; } if(makeint(PChar.money)>=5000) { Link.l4 = DLG_TEXT[105]; Link.l4.go = "donation paid_5000"; } break; case "No donation": Dialog.snd = "voice\PADO\PADO042"; dialog.Text = DLG_TEXT[106]; Link.l1 = DLG_TEXT[107]; Link.l1.go = "quests"; Link.l2 = DLG_TEXT[108]; Link.l2.go = "exit"; break; case "donation paid_100": Dialog.snd = "voice\PADO\PADO043"; AddMoneyToCharacter(pchar, -100); pchar.quest.donate = makeint(pchar.quest.donate) + 100; dialog.Text = DLG_TEXT[109]; Link.l1 = DLG_TEXT[110]; Link.l1.go = "quests"; Link.l2 = DLG_TEXT[111]; Link.l2.go = "exit"; AddDialogExitQuest("donation"); break; case "donation paid_1000": Dialog.snd = "voice\PADO\PADO043"; AddMoneyToCharacter(pchar, -1000); pchar.quest.donate = makeint(pchar.quest.donate) + 1000; dialog.Text = DLG_TEXT[112]; Link.l1 = DLG_TEXT[113]; Link.l1.go = "quests"; Link.l2 = DLG_TEXT[114]; Link.l2.go = "exit"; AddDialogExitQuest("donation"); break; case "donation paid_5000": Dialog.snd = "voice\PADO\PADO043"; AddMoneyToCharacter(pchar, -5000); pchar.quest.donate = makeint(pchar.quest.donate) + 5000; dialog.Text = DLG_TEXT[115]; Link.l1 = DLG_TEXT[116]; Link.l1.go = "quests"; Link.l2 = DLG_TEXT[117]; Link.l2.go = "exit"; AddDialogExitQuest("donation"); break; case "Exit": DialogExit(); NextDiag.CurrentNode = NextDiag.TempNode; break; } }