--news = {}
--[[
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}
}
]]

-- ToDo - Need Pioneer icon here!
tips_icons = {
	recent_surge			= "ui_inGame2_V_zone_nedavno_proshel_vibros",
--------------------------------------------------------------------------------makdm
	mutant_hunter			= "ui_inGame2_PD_Ohotnik_na_mutantov",
	wealthy					= "ui_inGame2_PD_Sostoyatelniy_Klient",
	marked_by_zone			= "ui_inGame2_PD_Otmecheniy_zonoy",
	head_shoot_killer		= "ui_inGame2_PD_Shoot_Killer",
	knife_killer			= "ui_inGame2_PD_Knife_Death",
	friend_of_smugler		= "ui_inGame2_PD_Smugler_Friend",
	the_real_boy			= "ui_inGame2_PD_The_Real_Boy",
	ass_of_mech				= "ui_inGame2_PD_Ass_Of_Mechanik",
	friend_of_botanist		= "ui_inGame2_PD_Friend_Of_Botanist",
	friend_of_aliance		= "ui_inGame2_PD_Friend_Of_Aliance",
	pathfinder				= "ui_inGame2_PD_Pathfinder",
	krasnobye				= "ui_inGame2_PD_Krasnobaj",
	cool_guy				= "ui_inGame2_PD_Cool_Guy",
	savior					= "ui_inGame2_PD_Savior",
	seeker					= "ui_inGame2_PD_Iskatel_Artefacts",
	sapper					= "ui_inGame2_PD_Sapper",
	gmotiara				= "ui_inGame2_PD_Gmotiara",
	pofigist				= "ui_inGame2_PD_Pofigist",
	shkura					= "ui_inGame2_PD_Shkura",
	crooked_leg				= "ui_inGame2_PD_Crooked_Leg",
	slabak					= "ui_inGame2_PD_Slabak",
	lenivets				= "ui_inGame2_PD_Lenivets",
	treplo					= "ui_inGame2_PD_Treplo",
	zlo_treplo				= "ui_inGame2_PD_Zlo_Treplo",
	gentleman				= "ui_inGame2_PD_Gentleman",
	actor_robbery			= "ui_inGame2_PD_Actor_Robbery",
	got_medicine			= "ui_inGame2_PD_Actor_Doctor",
	one_of_the_lads			= "ui_inGame2_PD_Svoy_paren",
-------------------------------------------------------------------------------------
}


function send_tip(actor, news_id, timeout, sender, showtime, sender_id)
	if news_id == nil then return false end

--	printf("try to send tips for [%s]", tostring(sender_id))
	if sender_id ~= nil then
		local sim = alife()
		if sim ~= nil then
			local npc = sim:object(get_story_object_id(sender_id))
			if npc ~= nil then
				if npc.online then
					--в онлайне проверяем на раненность
					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
				-- в других случаях только на смерть
				if npc:alive() == 1 then
					printf("[PDA]Cannot send tips [%s], sender is dead", tostring(news_id))
					return false
				end
			end
		end
	end

	if timeout == nil then timeout = 0 end
	if showtime == nil then showtime = 5000 end

	--' Играем дефолтный звук
	xr_sound.set_sound_play(actor:id(), "pda_tips")


	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_names.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(db.actor:id(), "pda_tips")

		local texture = "ui_iconsTotal_grouping"
		if npc ~= nil and is_npc_stalker(npc:clsid()) then
			texture = npc:character_icon()
		else
			if tips_icons[faction] then
				texture = tips_icons[faction]
			end
			if 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, task)
	if db.actor == nil then
		return false
	end
	local time_on_screen = 10000
	if type == "updated" then
		time_on_screen = 5000
	end
	xr_sound.set_sound_play(db.actor:id(), "pda_task")
	local news_caption = game.translate_string(action_descr_by_type[type])
	local news_text = game.translate_string(task:get_title())
	local icon = task: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

function send_treasure(param)
	local news_caption = ""
	if(param==0) then
		news_caption = game.translate_string("st_found_new_treasure")
	elseif(param==1) then
		news_caption = game.translate_string("st_got_treasure")
		xr_sound.set_sound_play(db.actor:id(), "pda_tips")
	elseif(param==2) then
		news_caption = game.translate_string("st_found_old_treasure")
	end

	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
end

function get_inv_name(section)
	return system_ini():r_string(section,"inv_name")
end

function relocate_item(actor, type, item, amount)
	if db.actor == nil then return false end
	--' Играем дефолтный звук
	if not amount then
		amount = 1
	end
	local news_caption = ""
	local news_text = ""
	if type == "in" then
		if amount == 1 then
			news_caption = game.translate_string("general_in_item")
			news_text = game.translate_string(get_inv_name(item))
		else
			news_caption = game.translate_string("general_in_item")
			news_text = game.translate_string(get_inv_name(item)).." x"..amount
		end
		if db.actor:is_talking() then
			db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Predmet_poluchen", "iconed_answer_item")
		else
			db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Predmet_poluchen", 0, 3000)
		end
	elseif type == "out" then
		if amount == 1 then
			news_caption = game.translate_string("general_out_item")
			news_text = game.translate_string(get_inv_name(item))
		else
			news_caption = game.translate_string("general_out_item")
			news_text = game.translate_string(get_inv_name(item)).." x"..amount
		end
		if db.actor:is_talking() then
			db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Predmet_otdan", "iconed_answer_item")
		else
			db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Predmet_otdan", 0, 3000)
		end
	end
end

function relocate_money(actor, type, amount)
	if db.actor == nil then return false end
	--' Играем дефолтный звук
	if type == "in" then
		local news_caption = game.translate_string("general_in_money")
		local news_text = game.translate_string(tostring(amount))

		if db.actor:is_talking() then
			db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Dengi_polucheni", "iconed_answer_item")
		else
			db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Dengi_polucheni", 0, 3000)
		end
	elseif type == "out" then
		local news_caption = game.translate_string("general_out_money")
		local news_text = game.translate_string(tostring(amount))

		if db.actor:is_talking() then
			db.actor:give_talk_message2(news_caption, news_text, "ui_inGame2_Dengi_otdani", "iconed_answer_item")
		else
			db.actor:give_game_news(news_caption, news_text, "ui_inGame2_Dengi_otdani", 0, 3000)
		end
	end
end