[Scummvm-git-logs] scummvm master -> 980b1e4d95009cd1dca661f080d8fc23cf60a9b7
antoniou79
antoniou at cti.gr
Tue Apr 30 14:33:11 CEST 2019
This automated email contains information about 3 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
31c79b6064 BLADERUNNER: Comments on dialogue options
fd9cfd9604 BLADERUNNER: User choice mode should not autoselect last option
980b1e4d95 BLADERUNNER: Restore content in UG13
Commit: 31c79b60649bc0a8559bcdb28af54ab64335b2ac
https://github.com/scummvm/scummvm/commit/31c79b60649bc0a8559bcdb28af54ab64335b2ac
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-04-30T15:19:55+03:00
Commit Message:
BLADERUNNER: Comments on dialogue options
Changed paths:
engines/bladerunner/script/ai/gordo.cpp
engines/bladerunner/script/ai/izo.cpp
engines/bladerunner/script/ai/zuben.cpp
engines/bladerunner/script/scene/ps09.cpp
engines/bladerunner/script/scene/rc02.cpp
engines/bladerunner/script/scene/rc04.cpp
diff --git a/engines/bladerunner/script/ai/gordo.cpp b/engines/bladerunner/script/ai/gordo.cpp
index a6b478a..87c9bde 100644
--- a/engines/bladerunner/script/ai/gordo.cpp
+++ b/engines/bladerunner/script/ai/gordo.cpp
@@ -1673,8 +1673,8 @@ void AIScriptGordo::talkToMcCoyAtNR02() {
void AIScriptGordo::dialogue2() {
Music_Stop(5);
Dialogue_Menu_Clear_List();
- DM_Add_To_List_Never_Repeat_Once_Selected(820, -1, 5, 7);
- DM_Add_To_List_Never_Repeat_Once_Selected(830, 7, 5, -1);
+ DM_Add_To_List_Never_Repeat_Once_Selected(820, -1, 5, 7); // ARREST
+ DM_Add_To_List_Never_Repeat_Once_Selected(830, 7, 5, -1); // LET GO
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
diff --git a/engines/bladerunner/script/ai/izo.cpp b/engines/bladerunner/script/ai/izo.cpp
index d0fa07b..13615d6 100644
--- a/engines/bladerunner/script/ai/izo.cpp
+++ b/engines/bladerunner/script/ai/izo.cpp
@@ -1017,32 +1017,32 @@ void AIScriptIzo::FledCombat() {
void AIScriptIzo::dialogueWithIzo() {
Dialogue_Menu_Clear_List();
- DM_Add_To_List_Never_Repeat_Once_Selected(0, 7, 4, -1); // MOTIVES
+ DM_Add_To_List_Never_Repeat_Once_Selected(0, 7, 4, -1); // MOTIVES // A bug? This is a wrong option
if (Actor_Clue_Query(kActorMcCoy, kClueGrigorianInterviewA)) {
- DM_Add_To_List_Never_Repeat_Once_Selected(10, 8, -1, -1); // LUCY
+ DM_Add_To_List_Never_Repeat_Once_Selected(10, 8, -1, -1); // LUCY // A bug? This is a wrong option
}
- DM_Add_To_List_Never_Repeat_Once_Selected(20, 3, 7, 4); // REFERENCE
- DM_Add_To_List_Never_Repeat_Once_Selected(30, -1, 3, 7);
+ DM_Add_To_List_Never_Repeat_Once_Selected(20, 3, 7, 4); // REFERENCE // A bug? This is a wrong option
+ DM_Add_To_List_Never_Repeat_Once_Selected(30, -1, 3, 7); // DONE // A bug? why not Dialogue_Menu_Add_DONE_To_List?
Dialogue_Menu_Appear(320, 240);
int input = Dialogue_Menu_Query_Input();
Dialogue_Menu_Disappear();
switch (input) {
- case 0: // MOTIVES
- Actor_Says(kActorMcCoy, 5470, 15);
- Actor_Says(kActorMcCoy, 710, 13);
+ case 0: // MOTIVES -> Should be "LET GO"?
+ Actor_Says(kActorMcCoy, 5470, 15); // Get lost, Izo. Take off.
+ Actor_Says(kActorIzo, 710, 13); //
Actor_Set_Goal_Number(kActorIzo, kGoalIzoEscape);
Player_Gains_Control();
break;
- case 10: // LUCY
+ case 10: // LUCY -> Should be split to "WEAPONS" AND "CRYSTAL" (if Replicant)?
if (Game_Flag_Query(kFlagIzoIsReplicant)) {
- Actor_Says(kActorMcCoy, 5475, 18);
+ Actor_Says(kActorMcCoy, 5475, 18); // Listen, there's another Blade Runner after you and she won't stop to talk.
Actor_Says(kActorIzo, 720, 12);
- Actor_Says(kActorMcCoy, 5485, 13);
+ Actor_Says(kActorMcCoy, 5485, 13); // Where did you get the hardware, Izo?
Actor_Says(kActorIzo, 740, 14);
Actor_Says(kActorMcCoy, 5495, 12);
Actor_Says(kActorIzo, 750, 15);
@@ -1050,10 +1050,10 @@ void AIScriptIzo::dialogueWithIzo() {
Actor_Says(kActorMcCoy, 5500, 12);
Actor_Says(kActorIzo, 770, 15);
Actor_Says(kActorIzo, 780, 15);
- Actor_Says(kActorMcCoy, 5505, 12);
+ Actor_Says(kActorMcCoy, 5505, 12); // I need to talk to Clovis.
Actor_Says(kActorIzo, 790, 15);
} else {
- Actor_Says(kActorMcCoy, 5510, 15);
+ Actor_Says(kActorMcCoy, 5510, 15); // Where did you get the hardware, Izo?
Actor_Says(kActorIzo, 820, 13);
Actor_Says(kActorMcCoy, 5520, 13);
Actor_Says(kActorIzo, 830, 13);
@@ -1063,8 +1063,8 @@ void AIScriptIzo::dialogueWithIzo() {
Player_Gains_Control();
break;
- case 20: // REFERENCE
- Actor_Says(kActorMcCoy, 5480, 18);
+ case 20: // REFERENCE -> Should be VOIGT-KAMPFF
+ Actor_Says(kActorMcCoy, 5480, 18); // Look, just come along with me. Youre gonna have to take a little personality test.
Actor_Set_Goal_Number(kActorIzo, kGoalIzoEscape);
Player_Gains_Control();
break;
diff --git a/engines/bladerunner/script/ai/zuben.cpp b/engines/bladerunner/script/ai/zuben.cpp
index 9d7d76f..8ead224 100644
--- a/engines/bladerunner/script/ai/zuben.cpp
+++ b/engines/bladerunner/script/ai/zuben.cpp
@@ -1234,12 +1234,12 @@ void AIScriptZuben::FledCombat() {
void AIScriptZuben::dialogue() {
Dialogue_Menu_Clear_List();
- DM_Add_To_List_Never_Repeat_Once_Selected(1490, 5, 5, -1);
+ DM_Add_To_List_Never_Repeat_Once_Selected(1490, 5, 5, -1); // CLOVIS
if (Actor_Query_Goal_Number(kActorLucy) != kGoalLucyGone) {
- DM_Add_To_List_Never_Repeat_Once_Selected(1500, 5, 5, 5);
+ DM_Add_To_List_Never_Repeat_Once_Selected(1500, 5, 5, 5); // LUCY
}
- DM_Add_To_List_Never_Repeat_Once_Selected(1510, -1, 5, 5);
- Dialogue_Menu_Add_DONE_To_List(1520);
+ DM_Add_To_List_Never_Repeat_Once_Selected(1510, -1, 5, 5); // RUNCITER
+ Dialogue_Menu_Add_DONE_To_List(1520); // DONE
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
Dialogue_Menu_Disappear();
diff --git a/engines/bladerunner/script/scene/ps09.cpp b/engines/bladerunner/script/scene/ps09.cpp
index ad6824b..a0a1c25 100644
--- a/engines/bladerunner/script/scene/ps09.cpp
+++ b/engines/bladerunner/script/scene/ps09.cpp
@@ -296,7 +296,7 @@ void SceneScriptPS09::dialogueWithGrigorian() {
|| Actor_Clue_Query(kActorMcCoy, kClueGrigorianInterviewB1)
|| Actor_Clue_Query(kActorMcCoy, kClueGrigorianInterviewB2)
) {
- DM_Add_To_List_Never_Repeat_Once_Selected(170, 5, 5, 3); // PROTEST
+ DM_Add_To_List_Never_Repeat_Once_Selected(170, 5, 5, 3); // PROTEST
DM_Add_To_List_Never_Repeat_Once_Selected(180, -1, 5, 5); // CARS
DM_Add_To_List_Never_Repeat_Once_Selected(200, -1, 3, 6); // VOIGT-KAMPFF
}
@@ -308,7 +308,7 @@ void SceneScriptPS09::dialogueWithGrigorian() {
) {
DM_Add_To_List_Never_Repeat_Once_Selected(190, 5, 6, -1); // NOTE
}
- Dialogue_Menu_Add_To_List(210); // DONE
+ Dialogue_Menu_Add_To_List(210); // DONE // A bug? why not Dialogue_Menu_Add_DONE_To_List?
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
diff --git a/engines/bladerunner/script/scene/rc02.cpp b/engines/bladerunner/script/scene/rc02.cpp
index 65ae3e7..f82b5c4 100644
--- a/engines/bladerunner/script/scene/rc02.cpp
+++ b/engines/bladerunner/script/scene/rc02.cpp
@@ -146,9 +146,9 @@ void SceneScriptRC02::dialogueWithRunciter() {
DM_Add_To_List_Never_Repeat_Once_Selected(20, 6, 4, 5); // REFERENCE
}
if (_vm->_cutContent) {
- DM_Add_To_List_Never_Repeat_Once_Selected(200, -1, 3, 6); // VK - TEST
+ DM_Add_To_List_Never_Repeat_Once_Selected(200, -1, 3, 6); // VK - TEST
}
- Dialogue_Menu_Add_DONE_To_List(30); // DONE
+ Dialogue_Menu_Add_DONE_To_List(30); // DONE
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
diff --git a/engines/bladerunner/script/scene/rc04.cpp b/engines/bladerunner/script/scene/rc04.cpp
index 151945c..22379f1 100644
--- a/engines/bladerunner/script/scene/rc04.cpp
+++ b/engines/bladerunner/script/scene/rc04.cpp
@@ -245,7 +245,7 @@ void SceneScriptRC04::dialogueWithBulletBob() {
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Clue_Acquire(kActorMcCoy, kClueGogglesReplicantIssue, true, kActorMcCoy); // A bug? Shouldn't the last argument be -1 or kActorBulletBob here?
#else
- Actor_Clue_Acquire(kActorMcCoy, kClueGogglesReplicantIssue, true, kActorBulletBob); // A bug? Shouldn't the last argument be -1 or kActorBulletBob here?
+ Actor_Clue_Acquire(kActorMcCoy, kClueGogglesReplicantIssue, true, kActorBulletBob);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
break;
Commit: fd9cfd9604191f1e98d7cfaa916bd34863ea6d95
https://github.com/scummvm/scummvm/commit/fd9cfd9604191f1e98d7cfaa916bd34863ea6d95
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-04-30T15:19:55+03:00
Commit Message:
BLADERUNNER: User choice mode should not autoselect last option
Changed paths:
engines/bladerunner/dialogue_menu.cpp
engines/bladerunner/script/ai/sebastian.cpp
engines/bladerunner/script/scene/ct04.cpp
engines/bladerunner/script/scene/ps09.cpp
engines/bladerunner/script/script.cpp
diff --git a/engines/bladerunner/dialogue_menu.cpp b/engines/bladerunner/dialogue_menu.cpp
index fb777d9..94d24dc 100644
--- a/engines/bladerunner/dialogue_menu.cpp
+++ b/engines/bladerunner/dialogue_menu.cpp
@@ -135,7 +135,7 @@ bool DialogueMenu::addToList(int answer, bool done, int priorityPolite, int prio
_items[index].isDone = done;
_items[index].priorityPolite = priorityPolite;
_items[index].priorityNormal = priorityNormal;
- _items[index].prioritySurly = prioritySurly;
+ _items[index].prioritySurly = prioritySurly;
// CHECK(madmoose): BLADE.EXE calls this needlessly
// calculatePosition();
@@ -193,6 +193,7 @@ int DialogueMenu::queryInput() {
_selectedItemIndex = 0;
answer = _items[_selectedItemIndex].answerValue;
} else if (_listSize == 2) {
+#if BLADERUNNER_ORIGINAL_BUGS
if (_items[0].isDone) {
_selectedItemIndex = 1;
answer = _items[_selectedItemIndex].answerValue;
@@ -200,6 +201,20 @@ int DialogueMenu::queryInput() {
_selectedItemIndex = 0;
answer = _items[_selectedItemIndex].answerValue;
}
+#else
+ // In User Choice mode, avoid auto-select of last option
+ // In this mode, player should still have agency to skip the last (non- "DONE")
+ // question instead of automatically asking it because the other remaining option is "DONE"
+ if (_vm->_settings->getPlayerAgenda() != kPlayerAgendaUserChoice) {
+ if (_items[0].isDone) {
+ _selectedItemIndex = 1;
+ answer = _items[_selectedItemIndex].answerValue;
+ } else if (_items[1].isDone) {
+ _selectedItemIndex = 0;
+ answer = _items[_selectedItemIndex].answerValue;
+ }
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
}
if (answer == -1) {
diff --git a/engines/bladerunner/script/ai/sebastian.cpp b/engines/bladerunner/script/ai/sebastian.cpp
index 4f2cc0a..d5032eb 100644
--- a/engines/bladerunner/script/ai/sebastian.cpp
+++ b/engines/bladerunner/script/ai/sebastian.cpp
@@ -395,6 +395,11 @@ void AIScriptSebastian::dialogue() {
DM_Add_To_List_Never_Repeat_Once_Selected(990, 7, 3, -1); // NEXUS-6
if (Dialogue_Menu_Query_List_Size()) {
+ // This condition clause for non-empty dialogue menu options before adding the DONE option
+ // only occurs in Sebastian's AI script.
+ // Probably because, selecting "DONE" here, McCoy has nothing to say
+ // so there's no point to add it as a "auto-selected" last option
+ // if no other options exist in the list
Dialogue_Menu_Add_DONE_To_List(1000); // DONE
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
diff --git a/engines/bladerunner/script/scene/ct04.cpp b/engines/bladerunner/script/scene/ct04.cpp
index 94c585d..1028fb7 100644
--- a/engines/bladerunner/script/scene/ct04.cpp
+++ b/engines/bladerunner/script/scene/ct04.cpp
@@ -157,8 +157,8 @@ void SceneScriptCT04::dialogueWithHomeless() {
switch (answer) {
case 410: // YES
- Actor_Says(kActorTransient, 10, 14);
- Actor_Says(kActorTransient, 20, 14);
+ Actor_Says(kActorTransient, 10, 14); // Thanks. The big man. He kind of limping.
+ Actor_Says(kActorTransient, 20, 14); // That way.
Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, 5);
if (Query_Difficulty_Level() != kGameDifficultyEasy) {
Global_Variable_Decrement(kVariableChinyen, 10);
@@ -167,7 +167,7 @@ void SceneScriptCT04::dialogueWithHomeless() {
case 420: // NO
Actor_Says(kActorMcCoy, 430, 3);
- Actor_Says(kActorTransient, 30, 14);
+ Actor_Says(kActorTransient, 30, 14); // Hey, that'd work.
Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -5);
break;
}
@@ -192,7 +192,7 @@ bool SceneScriptCT04::ClickedOnActor(int actorId) {
} else {
Music_Stop(3);
Actor_Says(kActorMcCoy, 425, kAnimationModeTalk);
- Actor_Says(kActorTransient, 0, 13);
+ Actor_Says(kActorTransient, 0, 13); // Hey, maybe spare some chinyen?
dialogueWithHomeless();
Actor_Set_Goal_Number(kActorTransient, kGoalTransientCT04Leave);
}
diff --git a/engines/bladerunner/script/scene/ps09.cpp b/engines/bladerunner/script/scene/ps09.cpp
index a0a1c25..1da9201 100644
--- a/engines/bladerunner/script/scene/ps09.cpp
+++ b/engines/bladerunner/script/scene/ps09.cpp
@@ -308,7 +308,11 @@ void SceneScriptPS09::dialogueWithGrigorian() {
) {
DM_Add_To_List_Never_Repeat_Once_Selected(190, 5, 6, -1); // NOTE
}
+#if BLADERUNNER_ORIGINAL_BUGS
Dialogue_Menu_Add_To_List(210); // DONE // A bug? why not Dialogue_Menu_Add_DONE_To_List?
+#else
+ Dialogue_Menu_Add_DONE_To_List(210); // DONE
+#endif // BLADERUNNER_ORIGINAL_BUGS
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp
index f67f480..1b52d65 100644
--- a/engines/bladerunner/script/script.cpp
+++ b/engines/bladerunner/script/script.cpp
@@ -1180,7 +1180,7 @@ bool ScriptBase::Dialogue_Menu_Add_To_List(int answer) {
bool ScriptBase::Dialogue_Menu_Add_DONE_To_List(int answer) {
debugC(kDebugScript, "Dialogue_Menu_Add_DONE_To_List(%d)", answer);
- _vm->_dialogueMenu->addToList(answer, 1, 0, 0, 0);
+ _vm->_dialogueMenu->addToList(answer, true, 0, 0, 0);
return false;
}
Commit: 980b1e4d95009cd1dca661f080d8fc23cf60a9b7
https://github.com/scummvm/scummvm/commit/980b1e4d95009cd1dca661f080d8fc23cf60a9b7
Author: Thanasis Antoniou (a.antoniou79 at gmail.com)
Date: 2019-04-30T15:19:55+03:00
Commit Message:
BLADERUNNER: Restore content in UG13
Changed paths:
engines/bladerunner/script/scene/ug13.cpp
diff --git a/engines/bladerunner/script/scene/ug13.cpp b/engines/bladerunner/script/scene/ug13.cpp
index 617499b..15ab79e 100644
--- a/engines/bladerunner/script/scene/ug13.cpp
+++ b/engines/bladerunner/script/scene/ug13.cpp
@@ -140,12 +140,12 @@ bool SceneScriptUG13::ClickedOnActor(int actorId) {
if (!Game_Flag_Query(kFlagUG13HomelessTalk1)) {
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
Game_Flag_Set(kFlagUG13HomelessTalk1);
- Actor_Says(kActorMcCoy, 5560, 13);
- Actor_Says_With_Pause(kActorMcCoy, 5565, 3.0f, 18);
- Actor_Says(kActorTransient, 70, 31);
- Actor_Says(kActorTransient, 80, 32);
- Actor_Says(kActorMcCoy, 5570, kAnimationModeTalk);
- Actor_Says(kActorTransient, 90, 32);
+ 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 {
@@ -154,10 +154,10 @@ bool SceneScriptUG13::ClickedOnActor(int actorId) {
dialogueWithHomeless1();
} else {
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
- Actor_Says(kActorMcCoy, 5600, 14);
- Actor_Says(kActorTransient, 100, 53);
- Actor_Says(kActorMcCoy, 5605, 18);
- Actor_Start_Speech_Sample(kActorTransient, 110);
+ 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);
}
}
@@ -216,11 +216,24 @@ bool SceneScriptUG13::ClickedOnExit(int exitId) {
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle);
Footstep_Sound_Override_Off();
- // This is path in unreachable in the orginal game
- // if (false) {
- // Actor_Face_Heading(kActorMcCoy, 325, false);
- // Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle);
- // }
+ // 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) == 395) {
+ 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);
@@ -292,7 +305,7 @@ void SceneScriptUG13::PlayerWalkedIn() {
) {
if (!Game_Flag_Query(kFlagUG13Entered)) {
Game_Flag_Set(kFlagUG13Entered);
- Actor_Says(kActorTransient, 50, kAnimationModeTalk);
+ Actor_Says(kActorTransient, 50, kAnimationModeTalk); // Hey, another one? ...
} else {
if (Random_Query(1, 3) == 1) {
Actor_Set_Goal_Number(kActorTransient, 395);
@@ -322,14 +335,21 @@ 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);
- Actor_Says(kActorMcCoy, 5640, 19);
- Actor_Says(kActorTransient, 230, 33);
- Actor_Says(kActorMcCoy, 5645, 16);
- Actor_Says(kActorTransient, 240, 30);
- Actor_Says(kActorTransient, 250, 33);
- Actor_Says(kActorMcCoy, 5650, 14);
- Actor_Says(kActorTransient, 260, 32);
+ 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() {
@@ -353,41 +373,54 @@ void SceneScriptUG13::dialogueWithHomeless1() {
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);
- Actor_Says(kActorTransient, 120, 31);
- Actor_Says(kActorMcCoy, 5610, 15);
- Actor_Says(kActorTransient, 140, 32);
- Actor_Says(kActorMcCoy, 5615, 18);
- Actor_Says(kActorTransient, 160, 33);
- Actor_Says(kActorMcCoy, 5620, 9);
- Actor_Says(kActorTransient, 170, 30);
- Actor_Says(kActorMcCoy, 5625, 12);
- Actor_Says(kActorTransient, 180, 32);
- Actor_Says(kActorMcCoy, 5630, 18);
- Actor_Says(kActorTransient, 190, 32);
- Actor_Says(kActorMcCoy, 5635, 15);
- Actor_Says(kActorTransient, 200, 31);
+ 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);
+ 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);
- Actor_Says(kActorTransient, 270, 31);
- Actor_Says(kActorMcCoy, 5655, 16);
- Actor_Says(kActorTransient, 280, 32);
+ 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);
+ 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);
- Actor_Says(kActorMcCoy, 5660, 13);
+ 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;
@@ -397,16 +430,18 @@ void SceneScriptUG13::dialogueWithHomeless1() {
default:
Actor_Face_Actor(kActorMcCoy, kActorTransient, true);
- Actor_Says(kActorMcCoy, 5600, 14);
- Actor_Says(kActorTransient, 100, 53);
- Actor_Says(kActorMcCoy, 5605, 18);
- Actor_Start_Speech_Sample(kActorTransient, 110);
+ 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
@@ -419,37 +454,45 @@ void SceneScriptUG13::dialogueWithHomeless2() {
switch (answer) {
case 1370: // DIRECTIONS
- Actor_Says(kActorMcCoy, 5665, 16);
- Actor_Says(kActorTransient, 300, 32);
- Actor_Says(kActorMcCoy, 5680, 19);
- Actor_Says(kActorTransient, 310, 33);
- Actor_Says(kActorTransient, 330, 30);
- Actor_Start_Speech_Sample(kActorTransient, 110);
+ 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);
+ Actor_Says(kActorMcCoy, 5685, 18); // Triple-A...
break;
case 1380: // FAT MAN
if (Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview2)) {
- Actor_Says(kActorMcCoy, 5670, 9);
- Actor_Says(kActorTransient, 340, 31);
- Actor_Says(kActorMcCoy, 5690, 19);
- Actor_Says(kActorTransient, 350, 32);
- Actor_Says(kActorMcCoy, 5695, 14);
- Actor_Says(kActorTransient, 360, 33);
+ 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 {
- Actor_Says(kActorMcCoy, 5700, 15);
+ // 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);
- Actor_Says(kActorTransient, 370, 32);
- Actor_Says(kActorMcCoy, 5705, 10);
+ 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;
}
}
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