--news = {} -- Modified by Tronex: 2019/4/22 --[[ tips_icons = { default = { 0, 658}, -- ui_iconsTotal_grouping trader = { 332, 893}, -- ui_iconsNpc_trader dolg = { 0, 658}, freedom = { 0, 658}, ecolog = { 498, 0}, -- ui_iconsNpc_ecolog army = { 332, 141}, -- ui_iconsNpc_stalker_neytral_balon_6 stalker = { 0, 658}, csky = { 0, 658}, krot = { 332, 47}, -- ui_iconsNpc_stalker_neytral_rukzak_4 barman = { 332, 235}, -- ui_iconsNpc_barman wolf = { 332, 940}, -- ui_iconsNpc_stalker_neytral_balon_1 o_soznanie = { 498, 893}, monolith = { 0, 658}, saharov = { 332, 470}, -- ui_iconsNpc_ucheniy_2 prizrak = { 0, 658}, killer = { 0, 658}, bandit = { 0, 658}, renegade = { 0, 658} } ]] tips_icons = {} function on_game_start() local ini = ini_file("plugins\\news_tips_icons.ltx") local line_count = ini:line_count("news_tips_icons") or 0 for k = 0, line_count - 1 do local junk1, section, value = ini:r_line("news_tips_icons", k, "", "") tips_icons[section] = value end end function send_tip(actor, news_id, timeout, sender, showtime, sender_id) if news_id == nil then return false end timeout = timeout or 0 showtime = showtime or 5000 --printf("try to send tips for [%s]", tostring(sender_id)) if sender_id ~= nil then local id = get_story_object_id(sender_id) local npc = id and alife_object(id) if npc then if npc.online then if xr_wounded.is_heavy_wounded_by_id(npc.id) then printf("[PDA]Cannot send tips [%s], sender is heavy wounded", tostring(news_id)) return false end end if not npc:alive() then printf("[PDA]Cannot send tips [%s], sender is dead", tostring(news_id)) return false end end end --' Играем дефолтный звук xr_sound.set_sound_play(AC_ID, "pda_tips") -- play script sound with matching section name to news id string if (sound_theme.theme[news_id]) then xr_sound.set_sound_play(AC_ID, news_id) if (sound_theme.theme[news_id].snd_obj) then local length = sound_theme.theme[news_id].snd_obj:length() showtime = showtime < length and length or showtime end end local texture = "ui_iconsTotal_grouping" if sender ~= nil then if type(sender) == "string" then if tips_icons[sender] then texture = tips_icons[sender] end elseif is_npc_stalker(sender:clsid()) then texture = sender:character_icon() end end local news_caption = game.translate_string("st_tip") local news_text = game.translate_string(news_id) -- actor:give_game_news(news_caption, news_text, texture, timeout*1000, showtime) actor:give_game_news(news_caption, news_text, texture, timeout*1000, showtime, 0) return true end function send_sound(npc, faction, point, str, str2, delay_sound) --callstack() if faction ~= nil then --printf("---------------------") --printf(tostring(faction)) local point_name = "" if point ~= nil then local smart = sim_board.get_sim_board().smarts[point] if smart then point_name = smart_terrain.get_smart_terrain_name(smart.smrt) else point_name = game.translate_string(point) end end --printf(point_name) local txt = "" if str2 == nil then txt = string.gsub(str, "(characters_voice\\human_..\\)([^\\]*)", "%2") txt = string.gsub(txt, "[\\]([^\\]*)", "_%1") else txt = str2 end --printf("--->"..tostring(txt)) local news_text = game.translate_string(txt) if news_text == txt then return end -- callstack() --' Играем дефолтный звук -- xr_sound.set_sound_play(AC_ID, "pda_tips") local texture = "ui_iconsTotal_grouping" if npc ~= nil and is_npc_stalker(npc:clsid()) then texture = npc:character_icon() else if faction and tips_icons[faction] then texture = tips_icons[faction] end if point and tips_icons[point] then texture = tips_icons[point] end end -- printf("--->texture="..tostring(texture)) local news_caption = game.translate_string("st_tip").." "..game.translate_string(faction) if point_name ~= "" then news_caption = news_caption..". "..point_name..":" else news_caption = news_caption..":" end -- db.actor:give_game_news(news_caption, news_text, texture, 1000, 5000) -- give_game_news(LPCSTR caption, LPCSTR news, LPCSTR texture_name, int delay, int show_time) db.actor:give_game_news(news_caption, news_text, texture, delay_sound+1000, 5000, 1) return true end end function is_npc_stalker(class_id) if (class_id == clsid.script_stalker) or (class_id == clsid.stalker) then return true end return false end local action_descr_by_type = { new = "general_new_task", complete = "general_complete_task", fail = "general_fail_task", reversed = "general_reverse_task", updated = "general_update_task" } function send_task(actor, type, tsk) if db.actor == nil then return false end local time_on_screen = (type == "updated") and 5000 or 10000 xr_sound.set_sound_play(AC_ID, "pda_task") local news_caption = game.translate_string(action_descr_by_type[type]) local news_text = game.translate_string(tsk:get_title() or "") local icon = tsk:get_icon_name() if(icon==nil) then icon = "ui_iconsTotal_storyline" end if db.actor:is_talking() then db.actor:give_talk_message2(news_caption, news_text..".", icon, "iconed_answer_item") else db.actor:give_game_news(news_caption, news_text..".", icon, 0, time_on_screen) end end local showcase_treasure_caption = { [0] = "st_found_new_treasure", [1] = "st_got_treasure", [2] = "st_found_old_treasure", } function send_treasure(param) local news_caption = param and game.translate_string(showcase_treasure_caption[param]) or "" if db.actor:is_talking() then db.actor:give_talk_message2(news_caption, "", "ui_inGame2_Polucheni_koordinaty_taynika", "iconed_answer_item") else db.actor:give_game_news(news_caption, "", "ui_inGame2_Polucheni_koordinaty_taynika", 0, 3000) end xr_sound.set_sound_play(AC_ID, "pda_tips") end local showcase_item_icon = { ["in"] = "ui_inGame2_Predmet_poluchen", ["out"] = "ui_inGame2_Predmet_otdan", ["docs"] = "ui_inGame2_Poslednie_razrabotki", } local showcase_item_caption = { ["in"] = "general_in_item", ["out"] = "general_out_item", } function relocate_item(actor, type, item, amount) if db.actor == nil then return false end if not (item and ini_sys:section_exist(item)) then printe("!ERROR: relocate_item - section %s does not exist",item) return false end amount = amount or 1 local news_text = item and ui_item.get_sec_name(item) or "" local news_caption = showcase_item_caption[type] and game.translate_string(showcase_item_caption[type]) or "" local news_ico = showcase_item_icon[type] or "ui_inGame2_Predmet_poluchen" if (amount > 1) then news_text = news_text .. " x" .. amount end if db.actor:is_talking() then db.actor:give_talk_message2(news_caption, news_text, news_ico, "iconed_answer_item") else db.actor:give_game_news(news_caption, news_text, news_ico, 0, 3000) end end local showcase_money_icon = { ["in"] = "ui_inGame2_Dengi_polucheni", ["out"] = "ui_inGame2_Dengi_otdani", } local showcase_money_caption = { ["in"] = "general_in_money", ["out"] = "general_out_money", } function relocate_money(actor, type, amount) if db.actor == nil then return false end local news_text = game.translate_string(tostring(amount)) local news_caption = showcase_money_caption[type] and game.translate_string(showcase_money_caption[type]) or "" local news_ico = showcase_money_icon[type] or "ui_inGame2_Dengi_polucheni" if db.actor:is_talking() then db.actor:give_talk_message2(news_caption, news_text, news_ico, "iconed_answer_item") else db.actor:give_game_news(news_caption, news_text, news_ico, 0, 3000) end end