/* 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(kSceneLoopModeLoseControl, 0, false);
		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);
#if BLADERUNNER_ORIGINAL_BUGS
#else
	if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
		Obstacle_Object("ELEVBLOCK", true);
	} else {
		Unobstacle_Object("ELEVBLOCK", true);
	}
#endif // BLADERUNNER_ORIGINAL_BUGS
	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, false)) {
			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);
#if BLADERUNNER_ORIGINAL_BUGS
#else
				Unobstacle_Object("ELEVBLOCK", true);
#endif // BLADERUNNER_ORIGINAL_BUGS
				return true;
			} else {
				Scene_Loop_Set_Default(4);
				Scene_Loop_Start_Special(kSceneLoopModeOnce, 3, false);
				Game_Flag_Set(kFlagUG08ElevatorUp);
				Scene_Exit_Remove(0);
#if BLADERUNNER_ORIGINAL_BUGS
#else
				Obstacle_Object("ELEVBLOCK", true);
#endif // BLADERUNNER_ORIGINAL_BUGS
				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, false)) {
			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, false)) {
			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, false)) {
			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, false)) {
			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
			// Restore this condition only for hard mode. Probably occurs before meeting with Guzza is set
			if (_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyHard) {
				if (!Game_Flag_Query(kFlagCallWithGuzza)) {
					// Passage to UG18 is locked
					// These lines of dialogue are 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, false);
			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)) {
#if BLADERUNNER_ORIGINAL_BUGS
		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -389.0f, 143.0f, -844.0f, 0, false, false, false);
#else
		Actor_Set_At_XYZ(kActorMcCoy, -389.0f, 143.0f, -844.0f, 325);
#endif // BLADERUNNER_ORIGINAL_BUGS
		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, false);
		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, false);
		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
