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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/script/scene_script.h"
namespace BladeRunner {
void SceneScriptUG13::InitializeScene() {
if (Game_Flag_Query(kFlagUG18toUG13)) {
Setup_Scene_Information(-477.0f, 141.9f, -870.0f, 378);
} else if (Game_Flag_Query(kFlagUG15toUG13)) {
Setup_Scene_Information( 39.0f, 52.94f, -528.0f, 600);
} else {
// arrived from elevator (going down)
Setup_Scene_Information( -22.0f, 54.63f, -883.0f, 578);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Invisible(kActorMcCoy, false);
#else
// McCoy should not be visible starting this scene when he goes down with the elevator
Actor_Set_Invisible(kActorMcCoy, true);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
if (!Game_Flag_Query(kFlagUG08ElevatorUp)) {
Scene_Exit_Add_2D_Exit(0, 394, 205, 464, 281, 0);
}
Scene_Exit_Add_2D_Exit(1, 560, 90, 639, 368, 1);
Scene_Exit_Add_2D_Exit(2, 108, 85, 175, 210, 3);
Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 15, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
if ( Global_Variable_Query(kVariableChapter) == 4
&& !Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
) {
Actor_Set_Goal_Number(kActorTransient, 390);
}
if (Actor_Query_Goal_Number(kActorTransient) == 599) {
Actor_Change_Animation_Mode(kActorTransient, 89);
}
if (Game_Flag_Query(kFlagUG08toUG13)) {
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
} else if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
Scene_Loop_Set_Default(4);
} else {
Scene_Loop_Set_Default(1);
}
}
void SceneScriptUG13::SceneLoaded() {
Obstacle_Object("BASKET", true);
Obstacle_Object("BOLLARD", true);
Unobstacle_Object("STAIR", true);
Unobstacle_Object("BOX FOR ARCHWAY 02", true);
Unobstacle_Object("STAIR_RAIL", true);
Unobstacle_Object("DISC_LEFT", true);
Clickable_Object("BASKET");
Clickable_Object("BOLLARD");
Unclickable_Object("BASKET");
if ( Global_Variable_Query(kVariableChapter) >= 3
&& !Actor_Clue_Query(kActorMcCoy, kClueOriginalRequisitionForm)
&& Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
&& (Actor_Clue_Query(kActorMcCoy, kClueShippingForm)
|| Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
)
) {
Item_Add_To_World(kItemWeaponsOrderForm, kModelAnimationOriginalRequisitionForm, 85, -209.01f, 70.76f, -351.79f, 0, 16, 12, false, true, false, true);
}
}
bool SceneScriptUG13::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG13::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("BOLLARD", objectName)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 7.0f, 44.0f, -695.0f, 0, true, false, 0)) {
Actor_Face_Object(kActorMcCoy, "BOLLARD", true);
if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
Scene_Loop_Set_Default(1);
#if BLADERUNNER_ORIGINAL_BUGS
#else
// start elevator sound, but wait a bit before starting the special loop
Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100);
Delay(1500);
#endif // BLADERUNNER_ORIGINAL_BUGS
Scene_Loop_Start_Special(kSceneLoopModeOnce, 0, false);
Game_Flag_Reset(kFlagUG08ElevatorUp);
Game_Flag_Set(kFlagUG13CallElevator);
return true;
} else {
Scene_Loop_Set_Default(4);
Scene_Loop_Start_Special(kSceneLoopModeOnce, 3, false);
Game_Flag_Set(kFlagUG08ElevatorUp);
Scene_Exit_Remove(0);
return true;
}
}
}
return false;
}
bool SceneScriptUG13::ClickedOnActor(int actorId) {
if (actorId == kActorTransient
&& Global_Variable_Query(kVariableChapter) == 4
) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -248.0f, 44.0f, -390.0f, 12, true, false, 0)) {
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
if (Actor_Query_Goal_Number(kActorTransient) != 6
&& Actor_Query_Goal_Number(kActorTransient) != 599
) {
if (!Game_Flag_Query(kFlagUG13HomelessTalk1)) {
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
Game_Flag_Set(kFlagUG13HomelessTalk1);
Actor_Says(kActorMcCoy, 5560, 13); // hey
Actor_Says_With_Pause(kActorMcCoy, 5565, 3.0f, 18); // haven't i seen...?
Actor_Says(kActorTransient, 70, 31); // Ah, always chasing.
Actor_Says(kActorTransient, 80, 32); // Got that big dumb lox...
Actor_Says(kActorMcCoy, 5570, kAnimationModeTalk); // small world...
Actor_Says(kActorTransient, 90, 32); // Hm, guess so
} else if (!Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview1) || !Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview2)) {
dialogueWithHomeless1();
} else {
Actor_Set_Goal_Number(kActorTransient, 391);
if (Actor_Clue_Query(kActorMcCoy, kClueFlaskOfAbsinthe)) {
dialogueWithHomeless1();
} else {
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
Actor_Says(kActorMcCoy, 5600, 14); // Let me ask you
Actor_Says(kActorTransient, 100, 53); // sleeping, mumbling
Actor_Says(kActorMcCoy, 5605, 18); // I'm talking to you...
Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling
Actor_Set_Goal_Number(kActorTransient, 395);
}
}
} else if (Random_Query(0, 1) == 1) {
Actor_Says(kActorMcCoy, 8590, 16);
} else {
Actor_Says(kActorMcCoy, 8655, 15);
}
}
}
return false;
}
bool SceneScriptUG13::ClickedOnItem(int itemId, bool a2) {
if (itemId == kItemWeaponsOrderForm) {
if (!Loop_Actor_Walk_To_Item(kActorMcCoy, kItemWeaponsOrderForm, 36, true, false)) {
Actor_Face_Item(kActorMcCoy, kItemWeaponsOrderForm, true);
Actor_Clue_Acquire(kActorMcCoy, kClueOriginalRequisitionForm, true, -1);
Item_Remove_From_World(kItemWeaponsOrderForm);
Item_Pickup_Spin_Effect(kModelAnimationOriginalRequisitionForm, 426, 316);
Actor_Voice_Over(3950, kActorVoiceOver);
Actor_Voice_Over(3960, kActorVoiceOver);
Actor_Voice_Over(3970, kActorVoiceOver);
Actor_Voice_Over(3980, kActorVoiceOver);
Actor_Voice_Over(3990, kActorVoiceOver);
Actor_Voice_Over(4000, kActorVoiceOver);
return true;
}
}
return false;
}
bool SceneScriptUG13::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -32.0f, 54.63f, -883.0f, 0, true, false, 0)) {
Player_Loses_Control();
Game_Flag_Set(kFlagUG13toUG08);
Game_Flag_Set(kFlagUG08ElevatorUp);
Set_Enter(kSetUG08, kSceneUG08);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, false);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 39.0f, 52.94f, -528.0f, 0, true, false, 0)) {
Game_Flag_Set(kFlagUG13toUG15);
Set_Enter(kSetUG15, kSceneUG15);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -267.0f, 44.0f, -795.0f, 0, true, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 830, false);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle);
Footstep_Sound_Override_Off();
// This path is unreachable in the original game
// TEST maybe restore this condition. Probably occurs before meeting with Guzza is set
if (_vm->_cutContent) {
if (!Game_Flag_Query(kFlagCallWithGuzza)) {
// Passage to UG18 is locked
// This two lines of dialogue is not in the code of the original game
if (Actor_Query_Goal_Number(kActorTransient) == 391
|| Actor_Query_Goal_Number(kActorTransient) == 395
|| Actor_Query_Goal_Number(kActorTransient) == 599
) {
Actor_Says(kActorMcCoy, 8522, 14); // Locked
} else {
Actor_Says(kActorMcCoy, 5555, 14); // How do I get this thing open?
Actor_Says(kActorTransient, 60, 31); // Nah, it only happens when they want it to open.
}
// turn back
Actor_Face_Heading(kActorMcCoy, 325, false);
Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle);
return true;
}
}
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -477.0f, 141.9f, -870.0f, 0, false, false, 0);
Game_Flag_Set(kFlagUG13toUG18);
Set_Enter(kSetUG18, kSceneUG18);
}
return true;
}
return false;
}
bool SceneScriptUG13::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG13::SceneFrameAdvanced(int frame) {
if (frame == 94) {
Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100);
}
if (Game_Flag_Query(kFlagUG13CallElevator)
&& frame > 29
&& frame < 91
) {
Scene_Exit_Add_2D_Exit(0, 394, 205, 464, 281, 0);
Game_Flag_Reset(kFlagUG13CallElevator);
//return true;
return;
}
if (Game_Flag_Query(kFlagUG08toUG13)
&& frame < 25
) {
Actor_Set_Invisible(kActorMcCoy, true);
} else if (Game_Flag_Query(kFlagUG13toUG08)
&& frame >= 94
&& frame <= 120
) {
Actor_Set_Invisible(kActorMcCoy, true);
} else {
Actor_Set_Invisible(kActorMcCoy, false);
}
//return false;
return;
}
void SceneScriptUG13::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG13::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagUG18toUG13)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -389.0f, 143.0f, -844.0f, 0, false, false, 0);
Actor_Face_Heading(kActorMcCoy, 325, false);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Game_Flag_Reset(kFlagUG18toUG13);
} else if (Game_Flag_Query(kFlagUG15toUG13)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, 44.0f, -528.0f, 0, false, false, 0);
Game_Flag_Reset(kFlagUG15toUG13);
} else {
// arrived from elevator (going down)
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -60.0f, 55.24f, -816.0f, 0, false, false, 0);
Game_Flag_Reset(kFlagUG08toUG13);
Player_Gains_Control();
}
if ( Actor_Query_Goal_Number(kActorTransient) >= 390
&& !Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
) {
if (!Game_Flag_Query(kFlagUG13Entered)) {
Game_Flag_Set(kFlagUG13Entered);
Actor_Says(kActorTransient, 50, kAnimationModeTalk); // Hey, another one? ...
} else {
if (Random_Query(1, 3) == 1) {
Actor_Set_Goal_Number(kActorTransient, 395);
}
}
}
//return false;
}
void SceneScriptUG13::PlayerWalkedOut() {
Actor_Set_Invisible(kActorMcCoy, false);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (Game_Flag_Query(kFlagUG13toUG08)) {
Ambient_Sounds_Remove_Sound(kSfxYELL1M2, false);
Ambient_Sounds_Remove_Sound(kSfxYELL1M3, false);
Ambient_Sounds_Remove_Sound(kSfxGRUNT1M1, false);
Ambient_Sounds_Remove_Sound(kSfxGRUNT2M2, false);
Ambient_Sounds_Remove_Sound(kSfxGRUNT2M3, false);
} else {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
}
}
void SceneScriptUG13::DialogueQueueFlushed(int a1) {
}
void SceneScriptUG13::talkAboutGuzza() {
Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManInterview2, false, kActorTransient);
Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -10);
Actor_Says(kActorTransient, 220, 30); // Bunch of times. Last time weren't that long ago.
Actor_Says(kActorMcCoy, 5640, 19); // What was he doing?
Actor_Says(kActorTransient, 230, 33); // Collecting guns like always.
Actor_Says(kActorMcCoy, 5645, 16); // Handguns? A blaster like mine?
Actor_Says(kActorTransient, 240, 30); // Handguns, rifles. A whole armful. Took them through that gate.
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorTransient, 250, 33); // Dumped them it a sewer. They're gone now. You sure you ain't got nothing to drink?
#else
if (!Actor_Clue_Query(kActorTransient, kClueFlaskOfAbsinthe)) {
Actor_Says(kActorTransient, 250, 33); // Dumped them it a sewer. They're gone now. You sure you ain't got nothing to drink?
}
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorMcCoy, 5650, 14); // Can you describe him?
Actor_Says(kActorTransient, 260, 32); // Eh, rough guy. Barks out orders a lot. Everybody listens when he's around. A natural.
}
void SceneScriptUG13::dialogueWithHomeless1() {
Dialogue_Menu_Clear_List();
DM_Add_To_List_Never_Repeat_Once_Selected(1320, 6, 3, 1); // OTHERS
if (Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview1)) {
DM_Add_To_List_Never_Repeat_Once_Selected(1330, 5, 8, 5); // FAT MAN
}
DM_Add_To_List_Never_Repeat_Once_Selected(1340, 2, 4, 6); // SEWERS
if (Actor_Clue_Query(kActorMcCoy, kClueFlaskOfAbsinthe)) {
DM_Add_To_List_Never_Repeat_Once_Selected(1350, 1, 3, 7); // GIVE FLASK
}
Dialogue_Menu_Add_DONE_To_List(1360); // DONE
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
Dialogue_Menu_Disappear();
switch (answer) {
case 1320: // OTHERS
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManInterview1, false, kActorTransient);
Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -5);
Actor_Says(kActorMcCoy, 5575, 16); // You said another one...
if (_vm->_cutContent) {
Actor_Says(kActorTransient, 130, 31); // You got something...?
Actor_Says(kActorMcCoy, 5580, 14); // A lot of people...?
}
Actor_Says(kActorTransient, 120, 31); // None of that are people...
if (_vm->_cutContent) {
Actor_Says(kActorTransient, 380, 32); // Skin-jobs, okay?
}
Actor_Says(kActorMcCoy, 5610, 15); // How do you know...?
Actor_Says(kActorTransient, 140, 32); // Are you kidding?
if (_vm->_cutContent) {
Actor_Says(kActorTransient, 150, 31); // Something funny about their eyes.
}
Actor_Says(kActorMcCoy, 5615, 18); // Describe them...
Actor_Says(kActorTransient, 160, 33); // Sure you don't got that drink?
Actor_Says(kActorMcCoy, 5620, 9); // Maybe later
Actor_Says(kActorTransient, 170, 30); //Well, there's the Japanese guy with the coat and the glasses.
Actor_Says(kActorMcCoy, 5625, 12); // Skinny...?
Actor_Says(kActorTransient, 180, 32); // Yeah! And the guy with the muscles and the funny hair.
Actor_Says(kActorMcCoy, 5630, 18); // Dreadlocks?
Actor_Says(kActorTransient, 190, 32); // Right! Seen them twice. And a two headed guy and a fat man.
Actor_Says(kActorMcCoy, 5635, 15); // Fat man?
Actor_Says(kActorTransient, 200, 31); // Nah, the other fat man. You know him.
if (_vm->_cutContent) {
Actor_Says(kActorTransient, 210, 31); // Saw him wail...
}
break;
case 1330: // FAT MAN
Actor_Says(kActorMcCoy, 5585, 16); // How many times have you seen the fat man down here?
talkAboutGuzza();
break;
case 1340: // SEWERS
Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -10);
Actor_Says(kActorMcCoy, 5590, 15); // This is where...?
Actor_Says(kActorTransient, 270, 31); // You could call it that.
Actor_Says(kActorMcCoy, 5655, 16); // You know your way...?
Actor_Says(kActorTransient, 280, 32); // You got anything to drink? My throat's awful dry.
break;
case 1350: // GIVE FLASK
Actor_Clue_Acquire(kActorTransient, kClueFlaskOfAbsinthe, false, kActorMcCoy);
Actor_Says_With_Pause(kActorMcCoy, 5595, 1.0f, 23); // You still thirsty, pal?
Item_Pickup_Spin_Effect(kModelAnimationFlaskOfAbsinthe, 193, 325);
Actor_Says(kActorTransient, 290, 33); // Mucho obligado, senor.
Actor_Says(kActorMcCoy, 5660, 13); // Stay with me for a minute, pal.
Actor_Clue_Lose(kActorMcCoy, kClueFlaskOfAbsinthe);
dialogueWithHomeless2();
break;
case 1360: // DONE
return;
default:
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
Actor_Says(kActorMcCoy, 5600, 14); // Let me ask you
Actor_Says(kActorTransient, 100, 53); // sleeping, mumbling
Actor_Says(kActorMcCoy, 5605, 18); // I'm talking to you...
Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling
Actor_Set_Goal_Number(kActorTransient, 395);
break;
}
}
void SceneScriptUG13::dialogueWithHomeless2() {
// This occurs after the homeless guy gets the flask of absinthe
// Note: McCoy can only ask one item from the dialogue menu
Actor_Set_Friendliness_To_Other(kActorTransient, kActorMcCoy, 40);
Dialogue_Menu_Clear_List();
DM_Add_To_List_Never_Repeat_Once_Selected(1370, 1, 1, 8); // DIRECTIONS
DM_Add_To_List_Never_Repeat_Once_Selected(1380, 1, 8, 1); // FAT MAN
DM_Add_To_List_Never_Repeat_Once_Selected(1390, 8, 1, 1); // REPLICANTS
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
Dialogue_Menu_Disappear();
switch (answer) {
case 1370: // DIRECTIONS
Actor_Says(kActorMcCoy, 5665, 16); // This place is a maze
Actor_Says(kActorTransient, 300, 32); // This is the sewers, man.
Actor_Says(kActorMcCoy, 5680, 19); // So what? I just follow my nose?
Actor_Says(kActorTransient, 310, 33); // Noses get a little overworked down here.
Actor_Says(kActorTransient, 330, 30); // You can get to it all from down here.
Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling
Actor_Set_Goal_Number(kActorTransient, 395);
Actor_Says(kActorMcCoy, 5685, 18); // Triple-A...
break;
case 1380: // FAT MAN
if (Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview2)) {
Actor_Says(kActorMcCoy, 5670, 9); // About that fat man you saw.
Actor_Says(kActorTransient, 340, 31); // You're "kid".
Actor_Says(kActorMcCoy, 5690, 19); // Huh?
Actor_Says(kActorTransient, 350, 32); // No, you're his kid. That's what it is.
Actor_Says(kActorMcCoy, 5695, 14); // How's that?
Actor_Says(kActorTransient, 360, 33); // Hell, I seen you guys together. Three weeks ago.
Actor_Voice_Over(2710, kActorVoiceOver);
Actor_Voice_Over(2730, kActorVoiceOver);
Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManKid, false, kActorTransient);
} else {
// McCoy could also have asked about "Fat Man" before he gives the flask of absinthe
// to the homeless man. But if he didn't then he'll only get the same conversation
// that he would have got without giving him the flask.
#if BLADERUNNER_ORIGINAL_BUGS
#else
// Re-use this line here, so the question is not so abrupt
Actor_Says(kActorMcCoy, 5670, 9); // About that fat man you saw.
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorMcCoy, 5700, 15); // He been down here a lot?
talkAboutGuzza();
}
break;
case 1390: // REPLICANTS
Actor_Says(kActorMcCoy, 5675, 9); // You say this place is crawling with Reps...
Actor_Says(kActorTransient, 370, 32); // They ain't too bad. You don't mess with them, they don't mess with you.
Actor_Says(kActorMcCoy, 5705, 10); // Uh-huh.
break;
}
}
} // End of namespace BladeRunner
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