437 lines
18 KiB
C
Executable file
437 lines
18 KiB
C
Executable file
#include "Quests.h"
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#include "Globals.h"
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#include "Render.h"
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void initTrades() {
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priestTrades.size = 5;
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priestTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (priestTrades.size));
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priestTrades.recipes[0] = defineRecipe(ITEM_DUNGEON_KEY,1,1,ITEM_MAGIC_DUST,2);
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priestTrades.recipes[1] = defineRecipe(ITEM_WIZARD_SUMMON,1,4,ITEM_CLOUD,100,ITEM_IRONINGOT,10,ITEM_BONE,10,ITEM_LEATHER,10);
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priestTrades.recipes[2] = defineRecipe(TOOL_MAGIC_COMPASS,1,2,ITEM_IRONINGOT,10,ITEM_GLASS,5);
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priestTrades.recipes[3] = defineRecipe(ITEM_COIN,1,1,ITEM_SLIME,5);
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priestTrades.recipes[4] = defineRecipe(ITEM_COIN,1,1,ITEM_FLESH,5);
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farmerTrades.size = 7;
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farmerTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (farmerTrades.size));
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farmerTrades.recipes[0] = defineRecipe(ITEM_WHEAT,5,1,ITEM_COIN,3);
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farmerTrades.recipes[1] = defineRecipe(ITEM_BREAD,1,1,ITEM_COIN,3);
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farmerTrades.recipes[2] = defineRecipe(ITEM_APPLE,2,1,ITEM_COIN,4);
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farmerTrades.recipes[3] = defineRecipe(ITEM_ACORN,3,1,ITEM_COIN,1);
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farmerTrades.recipes[4] = defineRecipe(ITEM_SEEDS,4,1,ITEM_COIN,2);
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farmerTrades.recipes[5] = defineRecipe(ITEM_COIN,2,1,ITEM_SEEDS,5);
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farmerTrades.recipes[6] = defineRecipe(ITEM_COIN,1,1,ITEM_ACORN,5);
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dwarfTrades.size = 2;
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dwarfTrades.recipes = (Recipe*)malloc(sizeof(Recipe) * (dwarfTrades.size));
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dwarfTrades.recipes[0] = defineRecipe(ITEM_IRONINGOT,4,1,ITEM_GOLDINGOT,1);
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dwarfTrades.recipes[1] = defineRecipe(ITEM_GOLDINGOT,2,1,ITEM_GEM,1);
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//TODO: Trade Dragon Scales for something really nice
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}
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void freeTrades() {
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free(priestTrades.recipes);
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free(farmerTrades.recipes);
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free(dwarfTrades.recipes);
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}
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void initQuests(QuestlineManager *questManager) {
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if(questManager->questlines!=NULL) {
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freeQuests(questManager);
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}
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questManager->size = 2;
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questManager->questlines = (Questline*)malloc(sizeof(Questline) * (questManager->size));
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}
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void resetQuests(QuestlineManager *questManager) {
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int i;
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for(i=0; i<questManager->size; ++i) {
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questManager->questlines[i].currentQuest = 0;
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questManager->questlines[i].currentQuestDone = false;
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}
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}
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void freeQuests(QuestlineManager *questManager) {
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free(questManager->questlines);
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questManager->questlines = NULL;
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}
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void resetNPCMenuData(NPC_MenuData *data) {
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data->currentNPC = 0;
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data->currentNPCMenu = 0;
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data->currentNPCVal = 0;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 0;
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data->currentTalkOption0 = "";
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data->currentTalkOption1 = "";
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data->currentTalkOption2 = "";
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data->currentTalk0 = "";
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data->currentTalk1 = "";
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data->currentTalk2 = "";
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data->currentTalk3 = "";
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data->currentTalk4 = "";
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data->currentTalk5 = "";
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}
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void openNPCMenu(PlayerData *pd, int npc) {
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pd->ingameMenu = MENU_NPC;
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NPC_MenuData *data = &(pd->npcMenuData);
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QuestlineManager *questManager = &(pd->questManager);
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data->currentNPC = npc;
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data->currentNPCVal = 0;
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data->currentNPCMenu = NPC_MENU_TALK;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "Bye";
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data->currentTalkOption1 = "";
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data->currentTalkOption2 = "";
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data->currentTalk0 = "";
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data->currentTalk1 = "";
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data->currentTalk2 = "";
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data->currentTalk3 = "";
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data->currentTalk4 = "";
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data->currentTalk5 = "";
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//TODO: Handle upon currentNPC as well as the fitting quest progress
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switch(data->currentNPC) {
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case NPC_GIRL:
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "...";
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data->currentTalk0 = "Hello?";
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data->currentTalk1 = "I have a feeling of having";
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data->currentTalk2 = "forgotten something very";
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data->currentTalk3 = "important.";
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data->currentTalk4 = "Hopefully I will remember";
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data->currentTalk5 = "it soon...";
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break;
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case NPC_PRIEST:
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data->currentTalkOptions = 3;
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data->currentTalkOption1 = "Trade";
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data->currentTalkOption2 = "Why are you so few?";
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data->currentTalk0 = "Welcome to our small village";
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data->currentTalk1 = "I am the leader of our group.";
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data->currentTalk2 = "If you have anything usefull";
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data->currentTalk3 = "for us I might be able to";
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data->currentTalk4 = "provide something nice in";
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data->currentTalk5 = "exchange.";
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break;
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case NPC_FARMER:
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data->currentTalkOptions = 2;
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data->currentTalkOption0 = "Maybe some other time";
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data->currentTalkOption1 = "Trade";
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data->currentTalk0 = "Hello friend!";
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data->currentTalk1 = "Nice seeing somebody else";
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data->currentTalk2 = "visit my little farm.";
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data->currentTalk3 = "Interested in buying some";
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data->currentTalk4 = "fresh farm goods?";
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data->currentTalk5 = "";
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break;
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case NPC_LIBRARIAN:
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data->currentTalkOptions = 2;
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data->currentTalkOption0 = "Nothing";
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data->currentTalkOption1 = "What are you doing here?";
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if(questManager->questlines[1].currentQuest==1) {
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data->currentTalkOptions = 3;
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data->currentTalkOption2 = "Dwarvish language";
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}
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data->currentTalk0 = "Oh hello?";
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data->currentTalk1 = "You must be quite brave";
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data->currentTalk2 = "or stupid to be walking";
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data->currentTalk3 = "around in this dungeon.";
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data->currentTalk4 = "";
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data->currentTalk5 = "How can I help you?";
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break;
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case NPC_DWARF:
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if(questManager->questlines[1].currentQuest<=1) {
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questManager->questlines[1].currentQuest = 1;
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "?";
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data->currentTalk0 = "Dwo neal bet reck da lo";
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data->currentTalk1 = "dhum don lir lugn at el";
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data->currentTalk2 = "nur tor erno ur yo trad";
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data->currentTalk3 = "thra so tir kho ukk tin";
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data->currentTalk4 = "hel dro ic";
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data->currentTalk5 = "";
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//TODO: set to 2 once translation book has been bought from librarian(can only be done once it is 1, so the dwarf has been found once)
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} else if(questManager->questlines[1].currentQuest==2) {
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data->currentTalkOptions = 2;
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data->currentTalkOption0 = "Not really";
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data->currentTalkOption1 = "Trade";
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data->currentTalk0 = "How are ya?";
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data->currentTalk1 = "Pretty unusal meeting a";
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data->currentTalk2 = "human down here.";
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data->currentTalk3 = "";
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data->currentTalk4 = "have something valuable";
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data->currentTalk5 = "to trade?";
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}
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break;
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}
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}
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void tickTalkMenu(PlayerData *pd, NPC_MenuData *data) {
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if (pd->inputs.k_menu.clicked || pd->inputs.k_decline.clicked) pd->ingameMenu = MENU_NONE;
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if (pd->inputs.k_up.clicked){ ++data->currentTalkSel; if(data->currentTalkSel >= data->currentTalkOptions) data->currentTalkSel=0;}
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if (pd->inputs.k_down.clicked){ --data->currentTalkSel; if(data->currentTalkSel < 0) data->currentTalkSel=data->currentTalkOptions-1;}
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if(pd->inputs.k_accept.clicked){
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data->currentTalkDone = true;
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}
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}
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void tickNPCMenu(PlayerData *pd) {
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NPC_MenuData *data = &(pd->npcMenuData);
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QuestlineManager *questManager = &(pd->questManager);
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//TODO: Handle upon currentNPC as well as the fitting quest progress
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if(data->currentNPCMenu==NPC_MENU_TALK) tickTalkMenu(pd, data);
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switch(data->currentNPC) {
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case NPC_GIRL:
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if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
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if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
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}
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break;
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case NPC_PRIEST:
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if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
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if(data->currentNPCVal==0) {
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if(data->currentTalkSel==0) {
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pd->ingameMenu = MENU_NONE;
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} else if(data->currentTalkSel==1) {
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openCraftingMenu(pd, &priestTrades, "Trading");
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} else if(data->currentTalkSel==2) {
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data->currentNPCVal = 1;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "...";
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data->currentTalk0 = "For quite some time now this";
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data->currentTalk1 = "village has been tyrannized";
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data->currentTalk2 = "by a powerfull Air Wizard.";
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data->currentTalk3 = "We are the only ones who";
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data->currentTalk4 = "still have not given up";
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data->currentTalk5 = "our old homes.";
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}
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} else if(data->currentNPCVal==1) {
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if(data->currentTalkSel==0) {
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data->currentNPCVal = 2;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "...";
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data->currentTalk0 = "Most of the time the wizard";
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data->currentTalk1 = "hides somewhere in the";
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data->currentTalk2 = "cloudes. They can only be";
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data->currentTalk3 = "reached by a stairwell";
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data->currentTalk4 = "protected by an almost";
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data->currentTalk5 = "undestroyable stone barrier.";
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}
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} else if(data->currentNPCVal==2) {
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if(data->currentTalkSel==0) {
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data->currentNPCVal = 3;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "...";
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data->currentTalk0 = "I am guessing you would ";
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data->currentTalk1 = "need tools atleast as";
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data->currentTalk2 = "strong as diamonds to be";
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data->currentTalk3 = "able to destroy it.";
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data->currentTalk4 = "";
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data->currentTalk5 = "";
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}
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} else if(data->currentNPCVal==3) {
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if(data->currentTalkSel==0) {
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data->currentNPCVal = 4;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 2;
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data->currentTalkOption0 = "Let me do it!";
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data->currentTalkOption1 = "I am not sure";
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data->currentTalk0 = "I am willing to give an";
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data->currentTalk1 = "ancient artifact passed";
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data->currentTalk2 = "down over generations to";
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data->currentTalk3 = "anybody who manages to";
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data->currentTalk4 = "chase the wizard away and";
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data->currentTalk5 = "come back with proof.";
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}
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} else if(data->currentNPCVal==4) {
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pd->ingameMenu = MENU_NONE;
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}
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}
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break;
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case NPC_FARMER:
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if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
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if(data->currentNPCVal==0) {
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if(data->currentTalkSel==0) {
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pd->ingameMenu = MENU_NONE;
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} else if(data->currentTalkSel==1) {
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openCraftingMenu(pd, &farmerTrades, "Trading");
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}
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}
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}
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break;
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case NPC_LIBRARIAN:
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if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
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if(data->currentNPCVal==0) {
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if(data->currentTalkSel==0) {
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pd->ingameMenu = MENU_NONE;
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} else if(data->currentTalkSel==1) {
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data->currentNPCVal = 2;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "Ok";
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data->currentTalk0 = "The books in this dungeon";
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data->currentTalk1 = "house secrets that cannot be";
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data->currentTalk2 = "found anywhere else in the";
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data->currentTalk3 = "world. So I came to study";
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data->currentTalk4 = "them. Most are written in";
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data->currentTalk5 = "an ancient language.";
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} else if(data->currentTalkSel==2) {
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data->currentNPCVal = 1;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 2;
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data->currentTalkOption0 = "I need to think about it";
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data->currentTalkOption1 = "Here they are";
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data->currentTalk0 = "So you have met a dwarf but";
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data->currentTalk1 = "had a little communication";
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data->currentTalk2 = "problem? I do have a dwarvish";
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data->currentTalk3 = "translation book but I havent";
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data->currentTalk4 = "read it yet. For 10 Gold bars";
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data->currentTalk5 = "I will give it to you anyway.";
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}
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} else if(data->currentNPCVal==1) {
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if(data->currentTalkSel==0) {
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pd->ingameMenu = MENU_NONE;
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} else if(data->currentTalkSel==1) {
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data->currentNPCVal = 2;
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data->currentTalkSel = 0;
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data->currentTalkDone = false;
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data->currentTalkOptions = 1;
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data->currentTalkOption0 = "";
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if(countItemInv(ITEM_GOLDINGOT, 0, &(pd->inventory))>=10) {
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//remove gold from player inventory
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//TODO: Maybe I should make a generic substract items method sometime
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Item* item = getItemFromInventory(ITEM_GOLDINGOT, &(pd->inventory));
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item->countLevel -= 10;
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if(item->countLevel < 1) removeItemFromInventory(item->slotNum, &(pd->inventory));
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questManager->questlines[1].currentQuest = 2;
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data->currentTalk0 = "Thank you these will be";
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data->currentTalk1 = "really helpfull.";
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data->currentTalk2 = "Here take this book with";
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data->currentTalk3 = "it you should be able to";
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data->currentTalk4 = "easily understand anything";
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data->currentTalk5 = "a dwarf can say.";
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data->currentTalkOption0 = "Thanks";
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} else {
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data->currentTalk0 = "You do not seem to have";
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data->currentTalk1 = "enough Gold Bars with you.";
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data->currentTalk2 = "";
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data->currentTalk3 = "Ask again when you have";
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data->currentTalk4 = "collected the 10 Bars.";
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data->currentTalk5 = "";
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data->currentTalkOption0 = "Ok";
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}
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}
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} else if(data->currentNPCVal==2) {
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if(data->currentTalkSel==0) {
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pd->ingameMenu = MENU_NONE;
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}
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}
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}
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break;
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case NPC_DWARF:
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if(questManager->questlines[1].currentQuest<=1) {
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if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
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if(data->currentNPCVal==0) pd->ingameMenu = MENU_NONE;
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}
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} else if(questManager->questlines[1].currentQuest==2) {
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if(data->currentNPCMenu==NPC_MENU_TALK && data->currentTalkDone) {
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if(data->currentTalkSel==0) {
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pd->ingameMenu = MENU_NONE;
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} else if(data->currentTalkSel==1) {
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openCraftingMenu(pd, &dwarfTrades, "Trading");
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}
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}
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}
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break;
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}
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}
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void renderTalkMenu(NPC_MenuData *data, char * name) {
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renderFrame(1,1,24,14,0xFFFF1010);
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drawTextColor(name,24+1,14+1,0xFF000000);
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drawTextColor(name,24,14,0xFF6FE2E2);
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drawText(data->currentTalk0, 32, 32);
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drawText(data->currentTalk1, 32, 48);
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drawText(data->currentTalk2, 32, 64);
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drawText(data->currentTalk3, 32, 80);
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drawText(data->currentTalk4, 32, 96);
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drawText(data->currentTalk5, 32, 112);
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if(data->currentTalkOptions>=3) drawText(data->currentTalkOption2, 64, 147);
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if(data->currentTalkOptions>=2) drawText(data->currentTalkOption1, 64, 171);
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if(data->currentTalkOptions>=1) drawText(data->currentTalkOption0, 64, 195);
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if(data->currentTalkOptions>=3 && data->currentTalkSel==2) drawText(">", 48, 147);
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if(data->currentTalkOptions>=2 && data->currentTalkSel==1) drawText(">", 48, 171);
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if(data->currentTalkOptions>=1 && data->currentTalkSel==0) drawText(">", 48, 195);
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}
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void renderNPCMenu(NPC_MenuData *data) {
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//TODO: Handle upon currentNPC as well as the fitting quest progress
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switch(data->currentNPC) {
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case NPC_GIRL:
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if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Maria");
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break;
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case NPC_PRIEST:
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if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Priest Brom");
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break;
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case NPC_FARMER:
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if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Farmer Garrow");
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break;
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case NPC_LIBRARIAN:
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if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Librarian Ajihad");
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break;
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case NPC_DWARF:
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if(data->currentNPCMenu==NPC_MENU_TALK) renderTalkMenu(data, "Dwarf Orik");
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break;
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}
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}
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