1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/script/scene_script.h"
24
25 namespace BladeRunner {
26
InitializeScene()27 void SceneScriptUG13::InitializeScene() {
28 if (Game_Flag_Query(kFlagUG18toUG13)) {
29 Setup_Scene_Information(-477.0f, 141.9f, -870.0f, 378);
30 } else if (Game_Flag_Query(kFlagUG15toUG13)) {
31 Setup_Scene_Information( 39.0f, 52.94f, -528.0f, 600);
32 } else {
33 // arrived from elevator (going down)
34 Setup_Scene_Information( -22.0f, 54.63f, -883.0f, 578);
35 #if BLADERUNNER_ORIGINAL_BUGS
36 Actor_Set_Invisible(kActorMcCoy, false);
37 #else
38 // McCoy should not be visible starting this scene when he goes down with the elevator
39 Actor_Set_Invisible(kActorMcCoy, true);
40 #endif // BLADERUNNER_ORIGINAL_BUGS
41 }
42
43 if (!Game_Flag_Query(kFlagUG08ElevatorUp)) {
44 Scene_Exit_Add_2D_Exit(0, 394, 205, 464, 281, 0);
45 }
46 Scene_Exit_Add_2D_Exit(1, 560, 90, 639, 368, 1);
47 Scene_Exit_Add_2D_Exit(2, 108, 85, 175, 210, 3);
48
49 Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 15, 0, 1);
50 Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
51 Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
52 Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
53 Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
54 Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
55 Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
56 Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
57
58 if ( Global_Variable_Query(kVariableChapter) == 4
59 && !Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
60 ) {
61 Actor_Set_Goal_Number(kActorTransient, 390);
62 }
63
64 if (Actor_Query_Goal_Number(kActorTransient) == 599) {
65 Actor_Change_Animation_Mode(kActorTransient, 89);
66 }
67
68 if (Game_Flag_Query(kFlagUG08toUG13)) {
69 Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
70 Scene_Loop_Set_Default(1);
71 } else if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
72 Scene_Loop_Set_Default(4);
73 } else {
74 Scene_Loop_Set_Default(1);
75 }
76 }
77
SceneLoaded()78 void SceneScriptUG13::SceneLoaded() {
79 Obstacle_Object("BASKET", true);
80 Obstacle_Object("BOLLARD", true);
81 Unobstacle_Object("STAIR", true);
82 Unobstacle_Object("BOX FOR ARCHWAY 02", true);
83 Unobstacle_Object("STAIR_RAIL", true);
84 Unobstacle_Object("DISC_LEFT", true);
85 #if BLADERUNNER_ORIGINAL_BUGS
86 #else
87 if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
88 Obstacle_Object("ELEVBLOCK", true);
89 } else {
90 Unobstacle_Object("ELEVBLOCK", true);
91 }
92 #endif // BLADERUNNER_ORIGINAL_BUGS
93 Clickable_Object("BASKET");
94 Clickable_Object("BOLLARD");
95 Unclickable_Object("BASKET");
96
97 if (Global_Variable_Query(kVariableChapter) >= 3
98 && !Actor_Clue_Query(kActorMcCoy, kClueOriginalRequisitionForm)
99 && Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
100 && (Actor_Clue_Query(kActorMcCoy, kClueShippingForm)
101 || Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm))
102 #if BLADERUNNER_ORIGINAL_BUGS
103 #else
104 && !Game_Flag_Query(kFlagUG13OriginalRequisitionFormPlaced)
105 #endif // BLADERUNNER_ORIGINAL_BUGS
106 ) {
107 Game_Flag_Set(kFlagUG13OriginalRequisitionFormPlaced);
108 Item_Add_To_World(kItemWeaponsOrderForm, kModelAnimationOriginalRequisitionForm, kSetUG13, -209.01f, 70.76f, -351.79f, 0, 16, 12, false, true, false, true);
109 }
110 }
111
MouseClick(int x,int y)112 bool SceneScriptUG13::MouseClick(int x, int y) {
113 return false;
114 }
115
ClickedOn3DObject(const char * objectName,bool a2)116 bool SceneScriptUG13::ClickedOn3DObject(const char *objectName, bool a2) {
117 if (Object_Query_Click("BOLLARD", objectName)) {
118 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 7.0f, 44.0f, -695.0f, 0, true, false, false)) {
119 Actor_Face_Object(kActorMcCoy, "BOLLARD", true);
120 if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
121 Scene_Loop_Set_Default(1);
122 #if BLADERUNNER_ORIGINAL_BUGS
123 #else
124 // start elevator sound, but wait a bit before starting the special loop
125 Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100);
126 Delay(1500);
127 #endif // BLADERUNNER_ORIGINAL_BUGS
128 Scene_Loop_Start_Special(kSceneLoopModeOnce, 0, false);
129 Game_Flag_Reset(kFlagUG08ElevatorUp);
130 Game_Flag_Set(kFlagUG13CallElevator);
131 #if BLADERUNNER_ORIGINAL_BUGS
132 #else
133 Unobstacle_Object("ELEVBLOCK", true);
134 #endif // BLADERUNNER_ORIGINAL_BUGS
135 return true;
136 } else {
137 Scene_Loop_Set_Default(4);
138 Scene_Loop_Start_Special(kSceneLoopModeOnce, 3, false);
139 Game_Flag_Set(kFlagUG08ElevatorUp);
140 Scene_Exit_Remove(0);
141 #if BLADERUNNER_ORIGINAL_BUGS
142 #else
143 Obstacle_Object("ELEVBLOCK", true);
144 #endif // BLADERUNNER_ORIGINAL_BUGS
145 return true;
146 }
147 }
148 }
149 return false;
150 }
151
ClickedOnActor(int actorId)152 bool SceneScriptUG13::ClickedOnActor(int actorId) {
153 if (actorId == kActorTransient
154 && Global_Variable_Query(kVariableChapter) == 4
155 ) {
156 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -248.0f, 44.0f, -390.0f, 12, true, false, false)) {
157 Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
158 if (Actor_Query_Goal_Number(kActorTransient) != 6
159 && Actor_Query_Goal_Number(kActorTransient) != 599
160 ) {
161 if (!Game_Flag_Query(kFlagUG13HomelessTalk1)) {
162 Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
163 Game_Flag_Set(kFlagUG13HomelessTalk1);
164 Actor_Says(kActorMcCoy, 5560, 13); // hey
165 Actor_Says_With_Pause(kActorMcCoy, 5565, 3.0f, 18); // haven't i seen...?
166 Actor_Says(kActorTransient, 70, 31); // Ah, always chasing.
167 Actor_Says(kActorTransient, 80, 32); // Got that big dumb lox...
168 Actor_Says(kActorMcCoy, 5570, kAnimationModeTalk); // small world...
169 Actor_Says(kActorTransient, 90, 32); // Hm, guess so
170 } else if (!Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview1) || !Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview2)) {
171 dialogueWithHomeless1();
172 } else {
173 Actor_Set_Goal_Number(kActorTransient, 391);
174 if (Actor_Clue_Query(kActorMcCoy, kClueFlaskOfAbsinthe)) {
175 dialogueWithHomeless1();
176 } else {
177 Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
178 Actor_Says(kActorMcCoy, 5600, 14); // Let me ask you
179 Actor_Says(kActorTransient, 100, 53); // sleeping, mumbling
180 Actor_Says(kActorMcCoy, 5605, 18); // I'm talking to you...
181 Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling
182 Actor_Set_Goal_Number(kActorTransient, 395);
183 }
184 }
185 } else if (Random_Query(0, 1) == 1) {
186 Actor_Says(kActorMcCoy, 8590, 16);
187 } else {
188 Actor_Says(kActorMcCoy, 8655, 15);
189 }
190 }
191 }
192 return false;
193 }
194
ClickedOnItem(int itemId,bool a2)195 bool SceneScriptUG13::ClickedOnItem(int itemId, bool a2) {
196 if (itemId == kItemWeaponsOrderForm) {
197 if (!Loop_Actor_Walk_To_Item(kActorMcCoy, kItemWeaponsOrderForm, 36, true, false)) {
198 Actor_Face_Item(kActorMcCoy, kItemWeaponsOrderForm, true);
199 Actor_Clue_Acquire(kActorMcCoy, kClueOriginalRequisitionForm, true, -1);
200 Item_Remove_From_World(kItemWeaponsOrderForm);
201 Item_Pickup_Spin_Effect(kModelAnimationOriginalRequisitionForm, 426, 316);
202 Actor_Voice_Over(3950, kActorVoiceOver);
203 Actor_Voice_Over(3960, kActorVoiceOver);
204 Actor_Voice_Over(3970, kActorVoiceOver);
205 Actor_Voice_Over(3980, kActorVoiceOver);
206 Actor_Voice_Over(3990, kActorVoiceOver);
207 Actor_Voice_Over(4000, kActorVoiceOver);
208 return true;
209 }
210 }
211 return false;
212 }
213
ClickedOnExit(int exitId)214 bool SceneScriptUG13::ClickedOnExit(int exitId) {
215 if (exitId == 0) {
216 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -32.0f, 54.63f, -883.0f, 0, true, false, false)) {
217 Player_Loses_Control();
218 Game_Flag_Set(kFlagUG13toUG08);
219 Game_Flag_Set(kFlagUG08ElevatorUp);
220 Set_Enter(kSetUG08, kSceneUG08);
221 Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, false);
222 }
223 return true;
224 }
225
226 if (exitId == 1) {
227 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 39.0f, 52.94f, -528.0f, 0, true, false, false)) {
228 Game_Flag_Set(kFlagUG13toUG15);
229 Set_Enter(kSetUG15, kSceneUG15);
230 }
231 return true;
232 }
233
234 if (exitId == 2) {
235 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -267.0f, 44.0f, -795.0f, 0, true, false, false)) {
236 Actor_Face_Heading(kActorMcCoy, 830, false);
237 Footstep_Sound_Override_On(3);
238 Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle);
239 Footstep_Sound_Override_Off();
240 // This path is unreachable in the original game
241 // Restore this condition only for hard mode. Probably occurs before meeting with Guzza is set
242 if (_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyHard) {
243 if (!Game_Flag_Query(kFlagCallWithGuzza)) {
244 // Passage to UG18 is locked
245 // These lines of dialogue are not in the code of the original game
246 if (Actor_Query_Goal_Number(kActorTransient) == 391
247 || Actor_Query_Goal_Number(kActorTransient) == 395
248 || Actor_Query_Goal_Number(kActorTransient) == 599
249 ) {
250 Actor_Says(kActorMcCoy, 8522, 14); // Locked
251 } else {
252 Actor_Says(kActorMcCoy, 5555, 14); // How do I get this thing open?
253 Actor_Says(kActorTransient, 60, 31); // Nah, it only happens when they want it to open.
254 }
255 // turn back
256 Actor_Face_Heading(kActorMcCoy, 325, false);
257 Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle);
258 return true;
259 }
260 }
261 Loop_Actor_Walk_To_XYZ(kActorMcCoy, -477.0f, 141.9f, -870.0f, 0, false, false, false);
262 Game_Flag_Set(kFlagUG13toUG18);
263 Set_Enter(kSetUG18, kSceneUG18);
264 }
265 return true;
266 }
267
268 return false;
269 }
270
ClickedOn2DRegion(int region)271 bool SceneScriptUG13::ClickedOn2DRegion(int region) {
272 return false;
273 }
274
SceneFrameAdvanced(int frame)275 void SceneScriptUG13::SceneFrameAdvanced(int frame) {
276 if (frame == 94) {
277 Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100);
278 }
279
280 if (Game_Flag_Query(kFlagUG13CallElevator)
281 && frame > 29
282 && frame < 91
283 ) {
284 Scene_Exit_Add_2D_Exit(0, 394, 205, 464, 281, 0);
285 Game_Flag_Reset(kFlagUG13CallElevator);
286 //return true;
287 return;
288 }
289
290 if (Game_Flag_Query(kFlagUG08toUG13)
291 && frame < 25
292 ) {
293 Actor_Set_Invisible(kActorMcCoy, true);
294 } else if (Game_Flag_Query(kFlagUG13toUG08)
295 && frame >= 94
296 && frame <= 120
297 ) {
298 Actor_Set_Invisible(kActorMcCoy, true);
299 } else {
300 Actor_Set_Invisible(kActorMcCoy, false);
301 }
302 //return false;
303 return;
304 }
305
ActorChangedGoal(int actorId,int newGoal,int oldGoal,bool currentSet)306 void SceneScriptUG13::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
307 }
308
PlayerWalkedIn()309 void SceneScriptUG13::PlayerWalkedIn() {
310 if (Game_Flag_Query(kFlagUG18toUG13)) {
311 #if BLADERUNNER_ORIGINAL_BUGS
312 Loop_Actor_Walk_To_XYZ(kActorMcCoy, -389.0f, 143.0f, -844.0f, 0, false, false, false);
313 #else
314 Actor_Set_At_XYZ(kActorMcCoy, -389.0f, 143.0f, -844.0f, 325);
315 #endif // BLADERUNNER_ORIGINAL_BUGS
316 Actor_Face_Heading(kActorMcCoy, 325, false);
317 Footstep_Sound_Override_On(3);
318 Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle);
319 Footstep_Sound_Override_Off();
320 Game_Flag_Reset(kFlagUG18toUG13);
321 } else if (Game_Flag_Query(kFlagUG15toUG13)) {
322 Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, 44.0f, -528.0f, 0, false, false, false);
323 Game_Flag_Reset(kFlagUG15toUG13);
324 } else {
325 // arrived from elevator (going down)
326 Loop_Actor_Walk_To_XYZ(kActorMcCoy, -60.0f, 55.24f, -816.0f, 0, false, false, false);
327 Game_Flag_Reset(kFlagUG08toUG13);
328 Player_Gains_Control();
329 }
330
331 if ( Actor_Query_Goal_Number(kActorTransient) >= 390
332 && !Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
333 ) {
334 if (!Game_Flag_Query(kFlagUG13Entered)) {
335 Game_Flag_Set(kFlagUG13Entered);
336 Actor_Says(kActorTransient, 50, kAnimationModeTalk); // Hey, another one? ...
337 } else {
338 if (Random_Query(1, 3) == 1) {
339 Actor_Set_Goal_Number(kActorTransient, 395);
340 }
341 }
342 }
343 //return false;
344 }
345
PlayerWalkedOut()346 void SceneScriptUG13::PlayerWalkedOut() {
347 Actor_Set_Invisible(kActorMcCoy, false);
348 Ambient_Sounds_Remove_All_Looping_Sounds(1u);
349 if (Game_Flag_Query(kFlagUG13toUG08)) {
350 Ambient_Sounds_Remove_Sound(kSfxYELL1M2, false);
351 Ambient_Sounds_Remove_Sound(kSfxYELL1M3, false);
352 Ambient_Sounds_Remove_Sound(kSfxGRUNT1M1, false);
353 Ambient_Sounds_Remove_Sound(kSfxGRUNT2M2, false);
354 Ambient_Sounds_Remove_Sound(kSfxGRUNT2M3, false);
355 } else {
356 Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
357 }
358 }
359
DialogueQueueFlushed(int a1)360 void SceneScriptUG13::DialogueQueueFlushed(int a1) {
361 }
362
talkAboutGuzza()363 void SceneScriptUG13::talkAboutGuzza() {
364 Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManInterview2, false, kActorTransient);
365 Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -10);
366 Actor_Says(kActorTransient, 220, 30); // Bunch of times. Last time weren't that long ago.
367 Actor_Says(kActorMcCoy, 5640, 19); // What was he doing?
368 Actor_Says(kActorTransient, 230, 33); // Collecting guns like always.
369 Actor_Says(kActorMcCoy, 5645, 16); // Handguns? A blaster like mine?
370 Actor_Says(kActorTransient, 240, 30); // Handguns, rifles. A whole armful. Took them through that gate.
371 #if BLADERUNNER_ORIGINAL_BUGS
372 Actor_Says(kActorTransient, 250, 33); // Dumped them it a sewer. They're gone now. You sure you ain't got nothing to drink?
373 #else
374 if (!Actor_Clue_Query(kActorTransient, kClueFlaskOfAbsinthe)) {
375 Actor_Says(kActorTransient, 250, 33); // Dumped them it a sewer. They're gone now. You sure you ain't got nothing to drink?
376 }
377 #endif // BLADERUNNER_ORIGINAL_BUGS
378
379 Actor_Says(kActorMcCoy, 5650, 14); // Can you describe him?
380 Actor_Says(kActorTransient, 260, 32); // Eh, rough guy. Barks out orders a lot. Everybody listens when he's around. A natural.
381 }
382
dialogueWithHomeless1()383 void SceneScriptUG13::dialogueWithHomeless1() {
384 Dialogue_Menu_Clear_List();
385 DM_Add_To_List_Never_Repeat_Once_Selected(1320, 6, 3, 1); // OTHERS
386 if (Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview1)) {
387 DM_Add_To_List_Never_Repeat_Once_Selected(1330, 5, 8, 5); // FAT MAN
388 }
389 DM_Add_To_List_Never_Repeat_Once_Selected(1340, 2, 4, 6); // SEWERS
390 if (Actor_Clue_Query(kActorMcCoy, kClueFlaskOfAbsinthe)) {
391 DM_Add_To_List_Never_Repeat_Once_Selected(1350, 1, 3, 7); // GIVE FLASK
392 }
393 Dialogue_Menu_Add_DONE_To_List(1360); // DONE
394
395 Dialogue_Menu_Appear(320, 240);
396 int answer = Dialogue_Menu_Query_Input();
397 Dialogue_Menu_Disappear();
398
399 switch (answer) {
400 case 1320: // OTHERS
401 Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
402 Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManInterview1, false, kActorTransient);
403 Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -5);
404 Actor_Says(kActorMcCoy, 5575, 16); // You said another one...
405 if (_vm->_cutContent) {
406 Actor_Says(kActorTransient, 130, 31); // You got something...?
407 Actor_Says(kActorMcCoy, 5580, 14); // A lot of people...?
408 }
409 Actor_Says(kActorTransient, 120, 31); // None of that are people...
410 if (_vm->_cutContent) {
411 Actor_Says(kActorTransient, 380, 32); // Skin-jobs, okay?
412 }
413 Actor_Says(kActorMcCoy, 5610, 15); // How do you know...?
414 Actor_Says(kActorTransient, 140, 32); // Are you kidding?
415 if (_vm->_cutContent) {
416 Actor_Says(kActorTransient, 150, 31); // Something funny about their eyes.
417 }
418 Actor_Says(kActorMcCoy, 5615, 18); // Describe them...
419 Actor_Says(kActorTransient, 160, 33); // Sure you don't got that drink?
420 Actor_Says(kActorMcCoy, 5620, 9); // Maybe later
421 Actor_Says(kActorTransient, 170, 30); //Well, there's the Japanese guy with the coat and the glasses.
422 Actor_Says(kActorMcCoy, 5625, 12); // Skinny...?
423 Actor_Says(kActorTransient, 180, 32); // Yeah! And the guy with the muscles and the funny hair.
424 Actor_Says(kActorMcCoy, 5630, 18); // Dreadlocks?
425 Actor_Says(kActorTransient, 190, 32); // Right! Seen them twice. And a two headed guy and a fat man.
426 Actor_Says(kActorMcCoy, 5635, 15); // Fat man?
427 Actor_Says(kActorTransient, 200, 31); // Nah, the other fat man. You know him.
428 if (_vm->_cutContent) {
429 Actor_Says(kActorTransient, 210, 31); // Saw him wail...
430 }
431 break;
432
433 case 1330: // FAT MAN
434 Actor_Says(kActorMcCoy, 5585, 16); // How many times have you seen the fat man down here?
435 talkAboutGuzza();
436 break;
437
438 case 1340: // SEWERS
439 Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -10);
440 Actor_Says(kActorMcCoy, 5590, 15); // This is where...?
441 Actor_Says(kActorTransient, 270, 31); // You could call it that.
442 Actor_Says(kActorMcCoy, 5655, 16); // You know your way...?
443 Actor_Says(kActorTransient, 280, 32); // You got anything to drink? My throat's awful dry.
444 break;
445
446 case 1350: // GIVE FLASK
447 Actor_Clue_Acquire(kActorTransient, kClueFlaskOfAbsinthe, false, kActorMcCoy);
448 Actor_Says_With_Pause(kActorMcCoy, 5595, 1.0f, 23); // You still thirsty, pal?
449 Item_Pickup_Spin_Effect(kModelAnimationFlaskOfAbsinthe, 193, 325);
450 Actor_Says(kActorTransient, 290, 33); // Mucho obligado, senor.
451 Actor_Says(kActorMcCoy, 5660, 13); // Stay with me for a minute, pal.
452 Actor_Clue_Lose(kActorMcCoy, kClueFlaskOfAbsinthe);
453 dialogueWithHomeless2();
454 break;
455
456 case 1360: // DONE
457 return;
458
459 default:
460 Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
461 Actor_Says(kActorMcCoy, 5600, 14); // Let me ask you
462 Actor_Says(kActorTransient, 100, 53); // sleeping, mumbling
463 Actor_Says(kActorMcCoy, 5605, 18); // I'm talking to you...
464 Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling
465 Actor_Set_Goal_Number(kActorTransient, 395);
466 break;
467 }
468 }
469
dialogueWithHomeless2()470 void SceneScriptUG13::dialogueWithHomeless2() {
471 // This occurs after the homeless guy gets the flask of absinthe
472 // Note: McCoy can only ask one item from the dialogue menu
473 Actor_Set_Friendliness_To_Other(kActorTransient, kActorMcCoy, 40);
474 Dialogue_Menu_Clear_List();
475 DM_Add_To_List_Never_Repeat_Once_Selected(1370, 1, 1, 8); // DIRECTIONS
476 DM_Add_To_List_Never_Repeat_Once_Selected(1380, 1, 8, 1); // FAT MAN
477 DM_Add_To_List_Never_Repeat_Once_Selected(1390, 8, 1, 1); // REPLICANTS
478
479 Dialogue_Menu_Appear(320, 240);
480 int answer = Dialogue_Menu_Query_Input();
481 Dialogue_Menu_Disappear();
482
483 switch (answer) {
484 case 1370: // DIRECTIONS
485 Actor_Says(kActorMcCoy, 5665, 16); // This place is a maze
486 Actor_Says(kActorTransient, 300, 32); // This is the sewers, man.
487 Actor_Says(kActorMcCoy, 5680, 19); // So what? I just follow my nose?
488 Actor_Says(kActorTransient, 310, 33); // Noses get a little overworked down here.
489 Actor_Says(kActorTransient, 330, 30); // You can get to it all from down here.
490 Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling
491 Actor_Set_Goal_Number(kActorTransient, 395);
492 Actor_Says(kActorMcCoy, 5685, 18); // Triple-A...
493 break;
494
495 case 1380: // FAT MAN
496 if (Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview2)) {
497 Actor_Says(kActorMcCoy, 5670, 9); // About that fat man you saw.
498 Actor_Says(kActorTransient, 340, 31); // You're "kid".
499 Actor_Says(kActorMcCoy, 5690, 19); // Huh?
500 Actor_Says(kActorTransient, 350, 32); // No, you're his kid. That's what it is.
501 Actor_Says(kActorMcCoy, 5695, 14); // How's that?
502 Actor_Says(kActorTransient, 360, 33); // Hell, I seen you guys together. Three weeks ago.
503 Actor_Voice_Over(2710, kActorVoiceOver);
504 Actor_Voice_Over(2730, kActorVoiceOver);
505 Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManKid, false, kActorTransient);
506 } else {
507 // McCoy could also have asked about "Fat Man" before he gives the flask of absinthe
508 // to the homeless man. But if he didn't then he'll only get the same conversation
509 // that he would have got without giving him the flask.
510 #if BLADERUNNER_ORIGINAL_BUGS
511 #else
512 // Re-use this line here, so the question is not so abrupt
513 Actor_Says(kActorMcCoy, 5670, 9); // About that fat man you saw.
514 #endif // BLADERUNNER_ORIGINAL_BUGS
515 Actor_Says(kActorMcCoy, 5700, 15); // He been down here a lot?
516 talkAboutGuzza();
517 }
518 break;
519
520 case 1390: // REPLICANTS
521 Actor_Says(kActorMcCoy, 5675, 9); // You say this place is crawling with Reps...
522 Actor_Says(kActorTransient, 370, 32); // They ain't too bad. You don't mess with them, they don't mess with you.
523 Actor_Says(kActorMcCoy, 5705, 10); // Uh-huh.
524 break;
525 }
526 }
527
528 } // End of namespace BladeRunner
529