/* 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 "lure/hotspots.h"
#include "lure/decode.h"
#include "lure/palette.h"
#include "lure/disk.h"
#include "lure/res.h"
#include "lure/scripts.h"
#include "lure/room.h"
#include "lure/strings.h"
#include "lure/res_struct.h"
#include "lure/events.h"
#include "lure/game.h"
#include "lure/fights.h"
#include "lure/sound.h"
#include "lure/lure.h"
#include "common/endian.h"

namespace Lure {

Hotspot::Hotspot(HotspotData *res): _pathFinder(this) {
	Resources &resources = Resources::getReference();
	bool isEGA = LureEngine::getReference().isEGA();

	_data = res;
	_anim = NULL;
	_frames = NULL;
	_numFrames = 0;
	_persistant = false;
	_direction = NO_DIRECTION;

	_hotspotId = res->hotspotId;
	_originalId = res->hotspotId;
	_roomNumber = res->roomNumber;
	_startX = res->startX;
	_startY = res->startY;
	_destX = res->startX;
	_destY = res->startY;
	_destHotspotId = 0;
	_frameWidth = res->width;
	_frameStartsUsed = false;
	_height = res->height;
	_width = res->width;
	_heightCopy = res->heightCopy;
	_widthCopy = res->widthCopy;
	_yCorrection = res->yCorrection;
	_talkX = res->talkX;
	_talkY = res->talkY;
	_layer = res->layer;
	_hotspotScriptOffset = res->hotspotScriptOffset;
	_frameCtr = res->tickTimeout;
	_tempDest.counter = 0;
	_colorOffset = isEGA ? 0 : res->colorOffset;

	_override = resources.getHotspotOverride(res->hotspotId);
	setAnimation(_data->animRecordId);
	_tickHandler = _tickHandlers.getHandler(_data->tickProcId);
	_nameBuffer[0] = '\0';

	_skipFlag = false;
	_charRectY = 0;
	_voiceCtr = 0;
	_blockedOffset = 0;
	_exitCtr = 0;
	_walkFlag = false;
	_startRoomNumber = 0;
	_supportValue = 0;
}

// Special constructor used to create a voice hotspot

Hotspot::Hotspot(Hotspot *character, uint16 objType): _pathFinder(this) {
	assert(character);

	_originalId = objType;
	_data = NULL;
	_anim = NULL;
	_frames = NULL;
	_numFrames = 0;
	_persistant = false;
	_hotspotId = 0xffff;
	_override = NULL;
	_colorOffset = 0;
	_destHotspotId = character->hotspotId();
	_blockedOffset = 0;
	_exitCtr = 0;
	_voiceCtr = 0;
	_walkFlag = false;
	_skipFlag = false;
	_direction = NO_DIRECTION;

	switch (objType) {
	case VOICE_ANIM_IDX:
		_roomNumber = character->roomNumber();
		_destHotspotId = character->hotspotId();
		_startX = character->x() + character->talkX() + 12;
		_startY = character->y() + character->talkY() - 18;
		_destX = _startX;
		_destY = _startY;
		_layer = 1;
		_height = 18;
		_width = 32;
		_heightCopy = character->height() + 14;
		_widthCopy = 24;
		_yCorrection = 1;

		_frameCtr = 0;
		_voiceCtr = 40;

		_tickHandler = _tickHandlers.getHandler(VOICE_TICK_PROC_ID);
		setAnimationIndex(VOICE_ANIM_INDEX);
		break;

	case PUZZLED_ANIM_IDX:
	case EXCLAMATION_ANIM_IDX:
		_roomNumber = character->roomNumber();
		_hotspotId = 0xfffe;
		_startX = character->x() + character->talkX() + 12;
		_startY = character->y() + character->talkY() - 20;
		_width = 32;
		_height = 18;
		_widthCopy = 19;
		_heightCopy = 18 + character->heightCopy();
		_layer = 1;
		_persistant = false;
		_yCorrection = 1;
		_voiceCtr = CONVERSE_COUNTDOWN_SIZE;

		_destHotspotId = character->hotspotId();
		_tickHandler = _tickHandlers.getHandler(PUZZLED_TICK_PROC_ID);
		setAnimationIndex(VOICE_ANIM_INDEX);
		setFrameNumber(objType == PUZZLED_ANIM_IDX ? 1 : 2);

		character->setFrameCtr(_voiceCtr);
		break;

	default:
		break;
	}

	_frameWidth = _width;
	_frameStartsUsed = false;
	_nameBuffer[0] = '\0';
}

Hotspot::Hotspot(): _pathFinder(NULL) {
	_data = NULL;
	_anim = NULL;
	_frames = NULL;
	_numFrames = 0;
	_persistant = false;
	_hotspotId = 0xffff;
	_override = NULL;
	_colorOffset = 0;
	_destHotspotId = 0;
	_blockedOffset = 0;
	_exitCtr = 0;
	_voiceCtr = 0;
	_walkFlag = false;
	_skipFlag = false;
	_roomNumber = 0;
	_startX = 0;
	_startY = 0;
	_destX = 0;
	_destY = 0;
	_layer = 0;
	_height = 0;
	_width = 0;
	_heightCopy = 0;
	_widthCopy = 0;
	_yCorrection = 0;
	_frameCtr = 0;
	_tickHandler = NULL;
	_frameWidth = _width;
	_frameStartsUsed = false;
	_tempDest.counter = 0;
	_direction = NO_DIRECTION;
}

Hotspot::~Hotspot() {
	delete _frames;
}

void Hotspot::setAnimation(uint16 newAnimId) {
	Resources &r = Resources::getReference();
	HotspotAnimData *tempAnim;
	_animId = newAnimId;
	if (_data)
		_data->animRecordId = newAnimId;

	if (newAnimId == 0)
		tempAnim = NULL;
	else {
		tempAnim = r.getAnimation(newAnimId);
		if (tempAnim == NULL)
			error("Hotspot %xh tried to set non-existent Animation Id: %xh", _hotspotId, newAnimId);
	}

	setAnimation(tempAnim);
}

void Hotspot::setAnimationIndex(int animIndex) {
	Resources &r = Resources::getReference();

	// Get the animation specified
	HotspotAnimList::iterator a = r.animRecords().begin();
	for (int i = 0; i < animIndex; i++)
		++a;
	HotspotAnimData *tempAnim = (*a).get();

	_animId = tempAnim->animRecordId;
	if (_data)
		_data->animRecordId = tempAnim->animRecordId;

	setAnimation(tempAnim);
}

struct SizeOverrideEntry {
	int animIndex;
	uint16 width, height;
};

static const SizeOverrideEntry sizeOverrides[] = {
	{BLACKSMITH_DEFAULT_ANIM_INDEX, 32, 48},
	{BLACKSMITH_HAMMERING_ANIM_INDEX, 48, 47},
	{0, 0, 0}
};

void Hotspot::setAnimation(HotspotAnimData *newRecord) {
	Disk &disk = Disk::getReference();
	Resources &res = Resources::getReference();
	uint16 tempWidth, tempHeight;
	int16 xStart;
	int animIndex = res.getAnimationIndex(newRecord);

	if (_frames) {
		delete _frames;
		_frames = NULL;
	}
	_anim = NULL;
	_numFrames = 0;
	_frameNumber = 0;
	if (!newRecord)
		return;
	if (!disk.exists(newRecord->animId))
		return;

	// Scan for any size overrides - some animations get their size set after decoding, but
	// we want it in advance so we can decode the animation straight to a graphic surface
	const SizeOverrideEntry *p = &sizeOverrides[0];
	while ((p->animIndex != 0) && (p->animIndex != animIndex)) ++p;
	if (p->animIndex != 0)
		setSize(p->width, p->height);

	_anim = newRecord;
	MemoryBlock *src = Disk::getReference().getEntry(_anim->animId);

	uint16 numEntries = READ_LE_UINT16(src->data());
	uint16 *headerEntry = (uint16 *) (src->data() + 2);
	assert((numEntries >= 1) && (numEntries < 100));

	// Calculate total needed size for output and create memory block to hold it
	uint32 totalSize = 0;
	for (uint16 ctr = 0; ctr < numEntries; ++ctr, ++headerEntry) {
		totalSize += (READ_LE_UINT16(headerEntry) + 31) / 32;
	}
	totalSize = (totalSize + 0x81) << 4;
	MemoryBlock *dest = Memory::allocate(totalSize);

	uint32 srcStart = (numEntries + 1) * sizeof(uint16) + 6;
	AnimationDecoder::decode_data(src, dest, srcStart);

	_numFrames = numEntries;
	_frameNumber = 0;

	// Special handling need
	if (_hotspotId == RACK_SERF_ID) {
		_frameStartsUsed = true;
		_frames = new Surface(416, 27);
	} else {
		_frames = new Surface(_width * _numFrames, _height);
		_frameStartsUsed = false;
	}
	_frames->data().setBytes(_colorOffset, 0, _frames->data().size());

	byte *pSrc = dest->data() + 0x40;
	byte *pDest;
	headerEntry = (uint16 *) (src->data() + 2);
	MemoryBlock &mDest = _frames->data();
	uint16 frameOffset = 0x40;
	uint16 *offsetPtr = (uint16 *) src->data();

	tempWidth = _width;
	tempHeight = _height;

	for (uint16 frameNumCtr = 0; frameNumCtr < _numFrames; ++frameNumCtr, ++headerEntry) {

		if ((newRecord->flags & PIXELFLAG_HAS_TABLE) != 0) {
			// For animations with an offset table, set the source pointer
			pSrc = dest->data() + frameOffset;
		}

		if (_hotspotId == RACK_SERF_ID) {
			// Save the start of each frame for serf, since the size varies
			xStart = (frameNumCtr == 0) ? 0 : _frameStarts[frameNumCtr - 1] + tempWidth;
			_frameStarts[frameNumCtr] = xStart;

			// Switch statement to handle varying size for different frames
			switch (frameNumCtr) {
			case 3:
				tempWidth = 48;
				tempHeight = 25;
				break;
			case 4:
				tempHeight = 26;
				break;
			case 5:
				tempWidth = 32;
				break;
			case 6:
				tempHeight = 27;
				break;
			case 7:
				tempWidth = 16;
				break;
			default:
				break;
			}
		} else {
			// Set the X Start based on the frame size
			xStart = frameNumCtr * _width;
		}

		// Copy over the frame, applying the color offset to each nibble
		for (uint16 yPos = 0; yPos < tempHeight; ++yPos) {
			pDest = mDest.data() + yPos * _frames->width() + xStart;

			for (uint16 xPos = 0; xPos < tempWidth / 2; ++xPos) {
				*pDest++ = _colorOffset + (*pSrc >> 4);
				*pDest++ = _colorOffset + (*pSrc & 0xf);
				++pSrc;
			}
		}

		if ((newRecord->flags & PIXELFLAG_HAS_TABLE) != 0)
			frameOffset += (READ_LE_UINT16(++offsetPtr) >> 1);
	}

	delete src;
	delete dest;
}

void Hotspot::copyTo(Surface *dest) {
	int16 xPos = _startX;
	int16 yPos = _startY;
	uint16 hWidth = _frameWidth;
	uint16 hHeight = _height;

	Common::Rect r(_frameNumber * hWidth, 0, (_frameNumber + 1) * hWidth - 1, hHeight - 1);
	if (_frameStartsUsed) {
		assert(_frameNumber < MAX_NUM_FRAMES);
		r.left = _frameStarts[_frameNumber];
		r.right = (_frameNumber == _numFrames - 1) ? _frames->width() - 1 :
			_frameStarts[_frameNumber + 1] - 1;
		r.bottom = _height - 1;
	}

	// Handle clipping for X position
	if (xPos < 0) {
		if (xPos + hWidth <= 0)
			// Completely off screen, so don't display
			return;

		// Reduce the source rectangle to only the on-screen portion
		r.left += -xPos;
		xPos = 0;
	}
	else if (xPos >= FULL_SCREEN_WIDTH)
		return;
	else if (xPos + hWidth > FULL_SCREEN_WIDTH)
		r.right = r.left + (FULL_SCREEN_WIDTH - xPos - 1);

	// Handle clipping for Y position
	if (yPos < 0) {
		if (yPos + hHeight <= MENUBAR_Y_SIZE)
			// Completely off screen, so don't display
			return;

		// Reduce the source rectangle to only the on-screen portion
		r.top += -yPos + MENUBAR_Y_SIZE;
		yPos = MENUBAR_Y_SIZE;
	}
	else if (yPos >= FULL_SCREEN_HEIGHT)
		return;
	else if (yPos + hHeight > FULL_SCREEN_HEIGHT)
		r.bottom = r.top + (FULL_SCREEN_HEIGHT - yPos - 1);

	// Final check to make sure there is anything to display
	if ((r.top >= r.bottom) || (r.left >= r.right))
		return;

	_frames->copyTo(dest, r, (uint16) xPos, (uint16) yPos, _colorOffset);
}

void Hotspot::incFrameNumber() {
	++_frameNumber;
	if (_frameNumber >= _numFrames)
		_frameNumber = 0;
}

bool Hotspot::isActiveAnimation() {
	return ((_numFrames != 0) && (_layer != 0));
}

uint16 Hotspot::nameId() const {
	if (_data == NULL)
		return 0;
	else
		return _data->nameId;
}

const char *Hotspot::getName() {
	// If name hasn't been loaded yet, then do so
	if (!_nameBuffer[0] && (nameId() != 0))
		StringData::getReference().getString(nameId(), _nameBuffer);

	return &_nameBuffer[0];
}

void Hotspot::setPosition(int16 newX, int16 newY) {
	_startX = newX;
	_startY = newY;
	if (_data) {
		_data->startX = newX;
		_data->startY = newY;
	}
}

void Hotspot::setSize(uint16 newWidth, uint16 newHeight) {
	_width = newWidth;
	_frameWidth = newWidth;
	_height = newHeight;
}

bool Hotspot::executeScript() {
	if (_data->hotspotScriptOffset == 0xffff)
		return false;
	else
		return HotspotScript::execute(this);
}

void Hotspot::tick() {
	uint16 id = _hotspotId;
	debugC(ERROR_BASIC, kLureDebugAnimations, "Hotspot %xh tick begin", id);
	(_tickHandlers.*_tickHandler)(*this);
	debugC(ERROR_BASIC, kLureDebugAnimations, "Hotspot %xh tick end", id);
}

void Hotspot::setTickProc(uint16 newVal) {
	if (_data)
		_data->tickProcId = newVal;

	_tickHandler = _tickHandlers.getHandler(newVal);
}

void Hotspot::walkTo(int16 endPosX, int16 endPosY, uint16 destHotspot) {
	if ((hotspotId() == PLAYER_ID) && (PATHFIND_COUNTDOWN != 0)) {
		// Show the clock cursor whilst pathfinding will be calculated
		Mouse &mouse = Mouse::getReference();
		mouse.setCursorNum(CURSOR_TIME_START, 0, 0);
	}

	_destX = endPosX;
	_destY = endPosY;
	_destHotspotId = destHotspot;
	currentActions().addFront(START_WALKING, _roomNumber);
}

void Hotspot::stopWalking() {
	_voiceCtr = 0;
	setActionCtr(0);
	currentActions().clear();
	Room::getReference().setCursorState(CS_NONE);
}

void Hotspot::endAction() {
	Room &room = Room::getReference();

	_voiceCtr = 0;
	setActionCtr(0);
	if (_hotspotId == PLAYER_ID)
		room.setCursorState((CursorState) ((int) room.cursorState() & 2));

	if (currentActions().top().hasSupportData()) {
		CharacterScheduleEntry *rec = currentActions().top().supportData().next();
		currentActions().top().setSupportData(rec);
	}
}

void Hotspot::setDirection(Direction dir) {
	if ((_numFrames == 0) || (_direction == dir))
		return;
	uint8 newFrameNumber = 0;

	switch (dir) {
	case UP:
		newFrameNumber = _anim->upFrame;
		_charRectY = 4;
		break;
	case DOWN:
		newFrameNumber = _anim->downFrame;
		_charRectY = 4;
		break;
	case LEFT:
		newFrameNumber = _anim->leftFrame;
		_charRectY = 0;
		break;
	case RIGHT:
		newFrameNumber = _anim->rightFrame;
		_charRectY = 0;
		break;
	default:
		// No need to change
		return;
	}

	setFrameNumber(newFrameNumber);
	_direction = dir;
}

// Makes the character face the given hotspot

void Hotspot::faceHotspot(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	Room &room = Room::getReference();
	Screen &screen = Screen::getReference();

	if (hotspot->hotspotId >= START_NONVISUAL_HOTSPOT_ID) {
		// Non visual hotspot
		setDirection(hotspot->nonVisualDirection());

	} else {
		// Visual hotspot
		int xp, yp;

		HotspotOverrideData *hsEntry = res.getHotspotOverride(hotspot->hotspotId);
		if (hsEntry != NULL) {
			xp = x() - hsEntry->xs;
			yp = y() + heightCopy() - (hsEntry->ys + hotspot->heightCopy);
		} else {
			xp = x() - hotspot->startX;
			yp = y() + heightCopy() - (hotspot->startY + hotspot->heightCopy);
		}

		if (ABS(yp) >= ABS(xp)) {
			if (yp < 0) setDirection(DOWN);
			else setDirection(UP);
		} else {
			if (xp < 0) setDirection(RIGHT);
			else setDirection(LEFT);
		}
	}

	if (hotspotId() == PLAYER_ID) {
		room.update();
		screen.update();
	}
}

void Hotspot::faceHotspot(uint16 id) {
	HotspotData *hotspot = Resources::getReference().getHotspot(id);
	assert(hotspot != NULL);
	faceHotspot(hotspot);
}

// Sets a character walking to a random destination position

void Hotspot::setRandomDest() {
	Resources &res = Resources::getReference();
	RoomData *roomData = res.getRoom(roomNumber());
	Common::Rect &rect = roomData->walkBounds;
	Common::RandomSource &rnd = LureEngine::getReference().rnd();
	int16 xp, yp;

	if (currentActions().isEmpty())
		currentActions().addFront(START_WALKING, roomNumber());
	else
		currentActions().top().setAction(START_WALKING);
	_walkFlag = true;

	// Try up to 20 times to find an unoccupied destination
	for (int tryCtr = 0; tryCtr < 20; ++tryCtr) {
		xp = rect.left + rnd.getRandomNumber(rect.right - rect.left);
		yp = rect.top + rnd.getRandomNumber(rect.bottom - rect.top);
		setDestPosition(xp, yp);
		setDestHotspot(0);

		// Check if three sequential blocks at chosen destination are unoccupied
		if (!roomData->paths.isOccupied(xp, yp, 3))
			break;
	}
}

// Sets or clears the hotspot as occupying an area in its room's pathfinding data

void Hotspot::setOccupied(bool occupiedFlag) {
	if ((coveredFlag() != VB_INITIAL) &&
		(occupiedFlag == (coveredFlag() == VB_TRUE)))
		return;
	setCoveredFlag(occupiedFlag ? VB_TRUE : VB_FALSE);

	int xp = x() >> 3;
	int yp = (y() - 8 + heightCopy() - 4) >> 3;
	int widthVal = MAX(widthCopy() >> 3, 1);

	// Handle cropping for screen left
	if (xp < 0) {
		xp = -xp;
		widthVal -= xp;
		if (widthVal <= 0)
			return;
		xp = 0;
	}

	// Handle cropping for screen right
	int x2 = xp + widthVal - ROOM_PATHS_WIDTH - 1;
	if (x2 >= 0) {
		widthVal -= (x2 + 1);
		if (widthVal <= 0)
			return;
	}

	RoomPathsData &paths = Resources::getReference().getRoom(_roomNumber)->paths;
	if (occupiedFlag) {
		paths.setOccupied(xp, yp, widthVal);
	} else {
		paths.clearOccupied(xp, yp, widthVal);
	}
}

// walks the character a single step in a sequence defined by the walking list

bool Hotspot::walkingStep() {
	if (_pathFinder.isEmpty())
		return true;

	// Check to see if the end of the next straight walking slice
	if (_pathFinder.stepCtr() >= _pathFinder.top().numSteps()) {
		// Move to next slice in walking sequence
		_pathFinder.stepCtr() = 0;
		_pathFinder.pop();
		if (_pathFinder.isEmpty())
			return true;
	}

	if (_pathFinder.stepCtr() == 0)
		// At start of new slice, set the direction
		setDirection(_pathFinder.top().direction());

	MovementDataList *frameSet;
	switch (_pathFinder.top().direction()) {
	case UP:
		frameSet = &_anim->upFrames;
		break;
	case DOWN:
		frameSet = &_anim->downFrames;
		break;
	case LEFT:
		frameSet = &_anim->leftFrames;
		break;
	case RIGHT:
		frameSet = &_anim->rightFrames;
		break;
	default:
		return true;
	}

	int16 _xChange, _yChange;
	uint16 nextFrame;
	if (frameSet->getFrame(frameNumber(), _xChange, _yChange, nextFrame)) {
		setFrameNumber(nextFrame);
		setPosition(x() + _xChange, y() + _yChange);

		++_pathFinder.stepCtr();
	} else {
		warning("Hotspot %xh dir frame not found: currentFrame=%d, dir=%s",
			_hotspotId, frameNumber(), directionList[(int) _pathFinder.top().direction()]);
	}

	return false;
}

void Hotspot::updateMovement() {
	assert(_data != NULL);
	if (currentActions().action() == EXEC_HOTSPOT_SCRIPT) {
		if (_data->coveredFlag) {
			// Reset position and direction
			resetPosition();
		} else {
			// Make sure the cell occupied by character is covered
			_data->coveredFlag = VB_TRUE;
			setOccupied(true);
		}
	}

	resetDirection();
}

void Hotspot::updateMovement2(CharacterMode value) {
	setCharacterMode(value);
	updateMovement();
}

void Hotspot::resetPosition() {
	setPosition((x() & 0xf8) | 5, y());
	setDirection(direction());
}

void Hotspot::converse(uint16 destCharacterId, uint16 messageId, bool srcStandStill,
					   bool destStandStill) {
	assert(_data);
	_data->talkDestCharacterId = destCharacterId;
	_data->talkMessageId = messageId;
	_data->talkCountdown = CONVERSE_COUNTDOWN_SIZE;

	if ((destCharacterId != 0) && (destCharacterId != NOONE_ID)) {
		// Talking to a destination - add in any talk countdown from the destination,
		// in case the destination is already in process of talking
		HotspotData *hotspot = Resources::getReference().getHotspot(destCharacterId);
		_data->talkCountdown += hotspot->talkCountdown;

		if (destStandStill) {
			hotspot->talkerId = _hotspotId;
			hotspot->talkGate = 0;
		}
	}

	if (srcStandStill) {
		setDelayCtr(_data->talkCountdown);
		_data->characterMode = CHARMODE_CONVERSING;
	}
}

void Hotspot::showMessage(uint16 messageId, uint16 destCharacterId) {
	debugC(ERROR_DETAILED, kLureDebugStrings, "Hotspot::showMessage messageId=%xh srcChar=%xh, destChar=%xh",
		messageId, _hotspotId, destCharacterId);
	Resources &res = Resources::getReference();
	char nameBuffer[MAX_HOTSPOT_NAME_SIZE];
	MemoryBlock *data = res.messagesData();
	Hotspot *hotspot;
	uint8 *msgData = (uint8 *) data->data();
	uint16 idVal;
	messageId &= 0x7fff;

	// Skip through header to find table for given character
	uint headerEnd = READ_LE_UINT16(msgData + 2);
	uint idx = 0;
	while ((idx < headerEnd) && (READ_LE_UINT16(msgData + idx) != hotspotId()))
		idx += 2 * sizeof(uint16);

	if (idx == headerEnd) {
		// Given character doesn't have a message set, so fall back on a simple puzzled animation
		hotspot = new Hotspot(this, PUZZLED_ANIM_IDX);
		res.addHotspot(hotspot);
		return;
	}

	// Scan through secondary list
	uint16 *v = (uint16 *) (msgData + READ_LE_UINT16(msgData + idx + sizeof(uint16)));
	while ((idVal = READ_LE_UINT16(v)) != 0xffff) {
		++v;
		if (READ_LE_UINT16(v) == messageId)
			break;
		++v;
	}

	// default response if a specific response not found

	if (idVal == 0xffff)
		idVal = 0x8c4;
	debugC(ERROR_DETAILED, kLureDebugStrings, "Hotspot::showMessage idVal=%xh", idVal);

	if (idVal == 0x76) {
		// Special code id for showing the puzzled talk bubble
		hotspot = new Hotspot(this, PUZZLED_ANIM_IDX);
		res.addHotspot(hotspot);

	} else if (idVal == 0x120) {
		// Special code id for showing the exclamation talk bubble
		hotspot = new Hotspot(this, EXCLAMATION_ANIM_IDX);
		res.addHotspot(hotspot);

	} else if (idVal >= 0x8000) {
		// Handle string display
		idVal &= 0x7fff;
		HotspotData *hotspotData = res.getHotspot(res.fieldList().getField(ACTIVE_HOTSPOT_ID));
		const char *itemName = NULL;
		if (hotspotData != NULL) {
			StringData::getReference().getString(hotspotData->nameId, nameBuffer);
			itemName = nameBuffer;
		}

		Dialog::show(idVal, itemName, this->getName());

	} else if (idVal != 0) {
		// Handle message as a talking dialog
		converse(destCharacterId, idVal, true, false);
	}
}

void Hotspot::handleTalkDialog() {
	assert(_data);
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	Room &room = Room::getReference();

	// Return if no talk dialog is necessary
	if (_data->talkCountdown == 0)
		return;
	debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk countdown = %d", _data->talkCountdown);

	if (_data->talkCountdown == CONVERSE_COUNTDOWN_SIZE) {
		// Check if there's already an active dialog - if so, wait until it's finished
		if (room.isDialogShowing() && (res.getTalkingCharacter() != _hotspotId)) {
			++_data->talkCountdown;
			if (delayCtr() > 0)
				setDelayCtr(delayCtr() + 2);

			if ((_data->talkDestCharacterId != 0) && (_data->talkDestCharacterId != NOONE_ID)) {
				Hotspot *destCharacter = res.getActiveHotspot(_data->talkDestCharacterId);
				if (destCharacter->resource()->talkCountdown > CONVERSE_COUNTDOWN_SIZE) {
					destCharacter->resource()->talkCountdown += 2;
					if (destCharacter->delayCtr() > 0)
						destCharacter->setDelayCtr(destCharacter->delayCtr() + 2);
				}
			}
			return;
		}

		// Time to set up the dialog for the character
		--_data->talkCountdown;
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk dialog opening");
		startTalkDialog();

		if ((_data->talkDestCharacterId != NOONE_ID) && (_data->talkDestCharacterId != 0) &&
			(_hotspotId < FIRST_NONCHARACTER_ID)) {
			// Speaking to a hotspot
			fields.setField(ACTIVE_HOTSPOT_ID, _data->talkDestCharacterId);

			// Face the character to the hotspot
			HotspotData *destHotspot = res.getHotspot(_data->talkDestCharacterId);
			assert(destHotspot != NULL);
			faceHotspot(destHotspot);

			// If the hotspot is also a character, then face it to the speaker
			if (_data->talkDestCharacterId < FIRST_NONCHARACTER_ID) {
				Hotspot *charHotspot = res.getActiveHotspot(_data->talkDestCharacterId);
				if (charHotspot != NULL)
					charHotspot->faceHotspot(resource());
			}
		}
/*
	} else if (game.fastTextFlag()) {
		// Fast text speed
		--_data->talkCountdown;
	} else if (fields.textCtr2() != 0) {
		fields.textCtr2() = 1;
		--_data->talkCountdown;
	} else {
		--_data->talkCountdown;
		--fields.textCtr2();
	}*/

	} else if ((room.talkDialog() != NULL) && (room.talkDialog()->isBuilding())) {
		return;

	} else if (_data->talkCountdown > 0) {
		--_data->talkCountdown;

		if (_data->talkCountdown == 0) {
			// Talking is finish - stop talking and free voice animation
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk dialog close");
			room.setTalkDialog(0, 0, 0, 0);
/*
			if ((_data->talkDestCharacterId != 0) && (_data->talkDestCharacterId != NOONE_ID)) {
				HotspotData *destChar = res.getHotspot(_data->talkDestCharacterId);
				destChar->talkerId = 0;
			}

			_data->talkerId = 0;
			_data->talkGate = 0;
*/
		}
	}

	debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk handler method end");
}

void Hotspot::startTalkDialog() {
	assert(_data);
	Room &room = Room::getReference();

	if ((_data->talkDestCharacterId != 0) && (_data->talkDestCharacterId != NOONE_ID)) {
//		HotspotData *hotspot = Resources::getReference().getHotspot(_data->talkDestCharacterId);
//		hotspot->talkerId = _hotspotId;
	}

	if (room.roomNumber() != roomNumber())
		return;

	room.setTalkDialog(hotspotId(), _data->talkDestCharacterId, _data->useHotspotId,
		_data->talkMessageId);
}

/*-------------------------------------------------------------------------*/
/* Hotspot action handling                                                 */
/*                                                                         */
/*-------------------------------------------------------------------------*/

static const uint16 validRoomExitHotspots[] = {0x2711, 0x2712, 0x2714, 0x2715, 0x2716, 0x2717,
	0x2718, 0x2719, 0x271A, 0x271E, 0x271F, 0x2720, 0x2721, 0x2722, 0x2725, 0x2726,
	0x2729, 0x272A, 0x272B, 0x272C, 0x272D, 0x272E, 0x272F, 0};

bool Hotspot::isRoomExit(uint16 id) {
	for (const uint16 *p = &validRoomExitHotspots[0]; *p != 0; ++p)
		if (*p == id)
			return true;
	return false;
}

HotspotPrecheckResult Hotspot::actionPrecheck(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();

	if ((hotspot->hotspotId == SID_ID) || (hotspot->hotspotId == EWAN_ID) ||
		(hotspot->hotspotId == NELLIE_ID)) {
		// Check for a bar place
		if (getBarPlace() == BP_KEEP_TRYING)
			return PC_WAIT;
	} else if (hotspot->roomNumber != roomNumber()) {
		// Object is not in the same room
		if (actionCtr() == 0)
			showMessage(0, hotspot->hotspotId);
		setActionCtr(0);
		return PC_NOT_IN_ROOM;
	} else if (actionCtr() != 0) {
		// loc_883
		setActionCtr(actionCtr() + 1);
		if (actionCtr() >= 6) {
			warning("actionCtr exceeded");
			setActionCtr(0);
			showMessage(13, NOONE_ID);
			return PC_EXCESS;
		}

		if ((hotspot->hotspotId >= FIRST_NONCHARACTER_ID) ||
			(hotspot->characterMode == CHARMODE_INTERACTING) ||
			(hotspot->characterMode == CHARMODE_WAIT_FOR_PLAYER) ||
			(hotspot->characterMode == CHARMODE_WAIT_FOR_INTERACT)) {
			// loc_880
			if (characterWalkingCheck(hotspot->hotspotId))
				return PC_WAIT;
		} else {
			// loc_886
			setActionCtr(0);
			showMessage(14, NOONE_ID);
			return PC_FAILED;
		}
	} else {
		setActionCtr(1);

		if ((hotspot->hotspotId >= FIRST_NONCHARACTER_ID) ||
			((hotspot->actionHotspotId != _hotspotId) &&
			 (hotspot->characterMode == CHARMODE_WAIT_FOR_PLAYER))) {
			// loc_880
			if (characterWalkingCheck(hotspot->hotspotId))
				return PC_WAIT;

		} else if (hotspot->actionHotspotId != _hotspotId) {
			if (fields.getField(AREA_FLAG) != 2) {
				showMessage(5, hotspot->hotspotId);
				setDelayCtr(4);
			}

			hotspot->talkGate = GENERAL_MAGIC_ID;
			hotspot->talkerId = _hotspotId;
			return PC_WAIT;
		}
	}

	// loc_888
	setActionCtr(0);
	if (hotspot->hotspotId < FIRST_NONCHARACTER_ID) {
		hotspot->characterMode = CHARMODE_INTERACTING;
		hotspot->delayCtr = 30;
		hotspot->actionHotspotId = _hotspotId;
	}

	// If the player had called out to someone to wait, close down that talk dialog
	if ((_hotspotId == PLAYER_ID) && (res.getTalkingCharacter() == PLAYER_ID))
		Room::getReference().setTalkDialog(0, 0, 0, 0);

	return PC_EXECUTE;
}

BarPlaceResult Hotspot::getBarPlace() {
	Resources &res = Resources::getReference();
	BarEntry &barEntry = res.barmanLists().getDetails(roomNumber());

	if (actionCtr() != 0) {
		// Already at bar
		// Find the character's slot in the bar entry list
		for (int index = 0; index < NUM_SERVE_CUSTOMERS; ++index) {
			if (barEntry.customers[index].hotspotId == hotspotId())
				return ((barEntry.customers[index].serveFlags & 0x80) == 0) ? BP_GOT_THERE : BP_KEEP_TRYING;
		}

		setActionCtr(0);
		return BP_KEEP_TRYING;
	}

	// Try and find a bar place
	if (!findClearBarPlace())
		return BP_KEEP_TRYING;

	// First scan for any existing entry for the character
	int index = -1;
	while (++index < NUM_SERVE_CUSTOMERS) {
		if (barEntry.customers[index].hotspotId == hotspotId())
			break;
	}
	if (index == NUM_SERVE_CUSTOMERS) {
		// Not already present - so scan for an empty slot
		index = -1;
		while (++index < NUM_SERVE_CUSTOMERS) {
			if (barEntry.customers[index].hotspotId == 0)
				break;
		}

		if (index == NUM_SERVE_CUSTOMERS)
			// No slots available, so flag to keep trying
			return BP_KEEP_TRYING;
	}

	// Set up the slot entry for the character
	barEntry.customers[index].hotspotId = hotspotId();
	barEntry.customers[index].serveFlags = 0x82;
	setActionCtr(1);
	updateMovement();
	setDirection(UP);

	return BP_KEEP_TRYING;
}

bool Hotspot::findClearBarPlace() {
	// Check if character has reached the bar
	Resources &res = Resources::getReference();
	BarEntry &barEntry = res.barmanLists().getDetails(roomNumber());
	if ((y() + heightCopy()) < ((barEntry.gridLine << 3) + 24))
		return true;

	RoomPathsData &paths = res.getRoom(roomNumber())->paths;

	// Scan backwards from the right side for 4 free blocks along the bar line block
	int numFree = 0;
	for (int xp = ROOM_PATHS_WIDTH - 1; xp >= 0; --xp) {
		if (paths.isOccupied(xp, barEntry.gridLine))
			numFree = 0;
		else if (++numFree == 4) {
			// Start character walking to the found position
			walkTo(xp * 8, (barEntry.gridLine << 3) + 8);
			return false;
		}
	}

	return false;
}

bool Hotspot::characterWalkingCheck(uint16 id) {
	Resources &res = Resources::getReference();
	int16 xp, yp;
	bool altFlag;
	HotspotData *hotspot;

	// Note that several invalid hotspot Ids are used to identify special walk to
	// coordinates used throughout the game

	_walkFlag = true;
	altFlag = false;

	switch (id) {
	case 997:
		xp = 169; yp = 146;
		altFlag = true;
		break;

	case 998:
		xp = 124; yp = 169;
		break;

	case 999:
		xp = 78; yp = 162;
		break;

	default:
		hotspot = res.getHotspot(id);
		if (hotspot == NULL) {
			// Should never come here, as all other constants are handled
			warning("characterWalkingCheck done on unknown hotspot Id %xh", id);
			xp = 78; yp = 162;
		} else if ((hotspot->walkX == 0) && (hotspot->walkY == 0)) {
			// The hotspot doesn't have any walk co-ordinates
			xp = hotspot->startX;
			yp = hotspot->startY + hotspot->heightCopy - 4;
			_walkFlag = false;
		} else {
			xp = hotspot->walkX;
			yp = hotspot->walkY & 0x7fff;
			altFlag = (hotspot->walkY & 0x8000) != 0;
		}
		break;
	}

	if (altFlag) {
		// Alternate walking check
		if (((x() >> 3) != (xp >> 3)) ||
			((((y() + heightCopy()) >> 3) - 1) != (yp >> 3))) {
			// Walk to the specified destination
			walkTo(xp, yp);
			return true;
		} else {
			return false;
		}
	}

	// Default walking handling
	if ((ABS(x() - xp) >= 8) ||
		(ABS(y() + heightCopy() - yp - 1) >= 19)) {
		walkTo(xp, yp);
		return true;
	}

	return false;
}

bool Hotspot::doorCloseCheck(uint16 doorId) {
	Resources &res = Resources::getReference();
	Hotspot *doorHotspot = res.getActiveHotspot(doorId);
	if (!doorHotspot) {
		warning("Hotspot %xh is not currently active", doorId);
		return true;
	}

	Common::Rect bounds(doorHotspot->x(), doorHotspot->y() + doorHotspot->heightCopy()
		- doorHotspot->yCorrection() - doorHotspot->charRectY(),
		doorHotspot->x() + doorHotspot->widthCopy(),
		doorHotspot->y() + doorHotspot->heightCopy() + doorHotspot->charRectY());

	// Loop through active hotspots
	HotspotList::iterator i;
	HotspotList &lst = res.activeHotspots();
	for (i = lst.begin(); i != lst.end(); ++i) {
		Hotspot const &hsCurrent = **i;

		// Skip entry if it's the door or the character
		if ((hsCurrent.hotspotId() == hotspotId()) ||
			(hsCurrent.hotspotId() == doorHotspot->hotspotId()))
			continue;

		// Skip entry if it doesn't meet certain criteria
		if ((hsCurrent.layer() == 0) ||
			(hsCurrent.roomNumber() != doorHotspot->roomNumber()) ||
			(hsCurrent.hotspotId() < PLAYER_ID) ||
			((hsCurrent.hotspotId() >= 0x408) && (hsCurrent.hotspotId() < 0x2710)))
			continue;

		// Also skip entry if special Id
		if ((hsCurrent.hotspotId() == 0xfffe) || (hsCurrent.hotspotId() == 0xffff))
			continue;

		// Check to see if the character is intersecting the door area
		int tempY = hsCurrent.y() + hsCurrent.heightCopy();
		if ((hsCurrent.x() >= bounds.right) ||
			(hsCurrent.x() + hsCurrent.widthCopy() <= bounds.left) ||
			(tempY + hsCurrent.charRectY() < bounds.top) ||
			(tempY - hsCurrent.yCorrection() - hsCurrent.charRectY() > bounds.bottom))
			continue;

		// At this point we know a character is blocking door, so return false
		return false;
	}

	// No blocking characters, so return true that the door can be closed
	return true;
}

void Hotspot::resetDirection() {
	uint16 newFrameNumber;
	switch (_direction) {
	case UP:
		newFrameNumber = _anim->upFrame;
		break;
	case DOWN:
		newFrameNumber = _anim->downFrame;
		break;
	case LEFT:
		newFrameNumber = _anim->leftFrame;
		break;
	case RIGHT:
		newFrameNumber = _anim->rightFrame;
		break;
	default:
		// No need to change
		return;
	}

	setFrameNumber(newFrameNumber);
}

/*-------------------------------------------------------------------------*/

typedef void (Hotspot::*ActionProcPtr)(HotspotData *hotspot);

void Hotspot::doAction() {
	CurrentActionEntry &entry = currentActions().top();
	HotspotData *hotspot = NULL;

	if (!entry.hasSupportData() || (entry.supportData().action() == NONE)) {
		doAction(NONE, NULL);
	} else {
		if (entry.supportData().numParams() > 0)
			hotspot = Resources::getReference().getHotspot(entry.supportData().param(
				(entry.supportData().action() == USE) ? 1 : 0));
		doAction(entry.supportData().action(), hotspot);
	}
}

void Hotspot::doAction(Action action, HotspotData *hotspot) {
	StringList &stringList = Resources::getReference().stringList();
	int charId = _hotspotId;
	debugC(ERROR_INTERMEDIATE, kLureDebugHotspots,  "Action charId=%xh Action=%d/%s",
		charId, (int)action, (action > EXAMINE) ? NULL : stringList.getString((int)action));

	// Set the ACTIVE_HOTSPOT_ID and USE_HOTSPOT_ID fields
	if (hotspot != NULL) {
		ValueTableData &fields = Resources::getReference().fieldList();
		fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);

		if (action == USE)
			fields.setField(USE_HOTSPOT_ID, currentActions().top().supportData().param(0));
		else if ((action == GIVE) || (action == ASK))
			fields.setField(USE_HOTSPOT_ID, currentActions().top().supportData().param(1));
		 else
			fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
	}

	// Call the appropriate action method
	switch (action) {
	case GET:
		doGet(hotspot);
		break;
	case PUSH:
	case PULL:
	case OPERATE:
		doOperate(hotspot);
		break;
	case OPEN:
		doOpen(hotspot);
		break;
	case CLOSE:
		doClose(hotspot);
		break;
	case LOCK:
	case UNLOCK:
		doLockUnlock(hotspot);
		break;
	case USE:
		doUse(hotspot);
		break;
	case GIVE:
		doGive(hotspot);
		break;
	case TALK_TO:
		doTalkTo(hotspot);
		break;
	case TELL:
		doTell(hotspot);
		break;
	case LOOK:
		doLook(hotspot);
		break;
	case LOOK_AT:
		doLookAt(hotspot);
		break;
	case LOOK_THROUGH:
		doLookThrough(hotspot);
		break;
	case ASK:
		doAsk(hotspot);
		break;
	case DRINK:
		doDrink(hotspot);
		break;
	case STATUS:
		doStatus(hotspot);
		break;
	case GO_TO:
		doGoto(hotspot);
		break;
	case RETURN:
		doReturn(hotspot);
		break;
	case BRIBE:
		doBribe(hotspot);
		break;
	case EXAMINE:
		doExamine(hotspot);
		break;
	case NPC_SET_ROOM_AND_OFFSET:
		npcSetRoomAndBlockedOffset(hotspot);
		break;
	case NPC_TALK_TO_PLAYER:
		npcHeySir(hotspot);
		break;
	case NPC_EXEC_SCRIPT:
		npcExecScript(hotspot);
		break;
	case NPC_RESET_PAUSED_LIST:
		npcResetPausedList(hotspot);
		break;
	case NPC_SET_RAND_DEST:
		npcSetRandomDest(hotspot);
		break;
	case NPC_WALKING_CHECK:
		npcWalkingCheck(hotspot);
		break;
	case NPC_SET_SUPPORT_OFFSET:
		npcSetSupportOffset(hotspot);
		break;
	case NPC_SUPPORT_OFFSET_COND:
		npcSupportOffsetConditional(hotspot);
		break;
	case NPC_DISPATCH_ACTION:
		npcDispatchAction(hotspot);
		break;
	case NPC_TALK_NPC_TO_NPC:
		npcTalkNpcToNpc(hotspot);
		break;
	case NPC_PAUSE:
		npcPause(hotspot);
		break;
	case NPC_START_TALKING:
		npcStartTalking(hotspot);
		break;
	case NPC_JUMP_ADDRESS:
		npcJumpAddress(hotspot);
		break;
	default:
		doNothing(hotspot);
		break;
	}

	debugC(ERROR_DETAILED, kLureDebugHotspots,  "Action charId=%xh Action=%d/%s Complete",
		charId, (int)action, (action > EXAMINE) ? NULL : stringList.getString((int)action));
}

void Hotspot::doNothing(HotspotData *hotspot) {
	if (!currentActions().isEmpty()) {
		currentActions().pop();
		if (!currentActions().isEmpty()) {
			setBlockedFlag(false);
			currentActions().top().setAction(DISPATCH_ACTION);
			return;
		}
	}

	if (hotspotId() == PLAYER_ID)
		Room::getReference().setCursorState(CS_NONE);
}

void Hotspot::doGet(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	HotspotPrecheckResult result = actionPrecheck(hotspot);

	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	faceHotspot(hotspot);
	endAction();

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, GET);
	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
		return;
	}

	if (sequenceOffset != 0) {
		uint16 execResult = Script::execute(sequenceOffset);

		if (execResult == 1)
			return;
		else if (execResult != 0) {
			showMessage(execResult);
			return;
		}
	}

	// Move hotspot into characters's inventory
	hotspot->roomNumber = hotspotId();

	if (hotspot->hotspotId < START_NONVISUAL_HOTSPOT_ID) {
		// Deactive hotspot animation
		Resources::getReference().deactivateHotspot(hotspot->hotspotId);
		// Remove any 'on the ground' description for the hotspot
		hotspot->descId2 = 0;
	}
}

void Hotspot::doOperate(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	Action action = currentActions().top().supportData().action();

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	setActionCtr(0);
	faceHotspot(hotspot);
	endAction();

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, action);
	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else {
		sequenceOffset = Script::execute(sequenceOffset);
		if (sequenceOffset > 1)
			showMessage(sequenceOffset);
	}
}

void Hotspot::doOpen(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	RoomExitJoinData *joinRec;

	if (isRoomExit(hotspot->hotspotId)) {
		joinRec = res.getExitJoin(hotspot->hotspotId);
		if (!joinRec->blocked) {
			// Room exit is already open
			showMessage(4);
			endAction();
			return;
		}
	}

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	faceHotspot(hotspot);
	setActionCtr(0);
	endAction();

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, OPEN);
	if (sequenceOffset >= 0x8000) {
		// Message to display
		showMessage(sequenceOffset);
		return;
	}

	if (sequenceOffset != 0) {
		sequenceOffset = Script::execute(sequenceOffset);

		if (sequenceOffset == 1)
			return;
		if (sequenceOffset != 0) {
			if (_exitCtr != 0)
				_exitCtr = 4;
			showMessage(sequenceOffset);
			return;
		}
	}

	joinRec = res.getExitJoin(hotspot->hotspotId);
	if (joinRec->blocked) {
		joinRec->blocked = 0;

		if (hotspotId() != PLAYER_ID) {
			setCharacterMode(CHARMODE_PAUSED);
			setDelayCtr(4);
		}
	}
}

void Hotspot::doClose(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	RoomExitJoinData *joinRec;

	if (isRoomExit(hotspot->hotspotId)) {
		joinRec = res.getExitJoin(hotspot->hotspotId);
		if (joinRec->blocked) {
			// Room exit is already closed/blocked
			showMessage(3);
			endAction();
			return;
		}
	}

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	faceHotspot(hotspot);
	setActionCtr(0);
	endAction();

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, CLOSE);
	if (sequenceOffset >= 0x8000) {
		// Message to display
		showMessage(sequenceOffset);
		return;
	} else if (sequenceOffset != 0) {
		// Otherwise handle script
		sequenceOffset = Script::execute(sequenceOffset);

		if (sequenceOffset != 0) {
			showMessage(sequenceOffset);
			return;
		}
	}

	joinRec = res.getExitJoin(hotspot->hotspotId);
	if (!joinRec->blocked) {
		// Close the door
		if (!doorCloseCheck(joinRec->hotspots[0].hotspotId) ||
			!doorCloseCheck(joinRec->hotspots[1].hotspotId)) {
			// A character is preventing the door from closing
			showMessage(2);
		} else {
			// Flag the door as closed
			joinRec->blocked = 1;
		}
	}
}

void Hotspot::doUse(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	uint16 usedId = currentActions().top().supportData().param(0);
	HotspotData *usedHotspot = res.getHotspot(usedId);
	_data->useHotspotId = usedId;

	if (usedHotspot->roomNumber != hotspotId()) {
		// Item to be used is not in character's inventory - say "What???"
		endAction();
		showMessage(0xF);
		return;
	}

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	faceHotspot(hotspot);
	endAction();

	if (hotspotId() == RATPOUCH_ID) {
		_tempDest.position.x = 40;
		setFrameCtr(80);
	}

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, USE);

	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else if (sequenceOffset == 0) {
		showMessage(17);
	} else {
		sequenceOffset = Script::execute(sequenceOffset);
		if (sequenceOffset != 0)
			showMessage(sequenceOffset);
	}
}

void Hotspot::doGive(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	uint16 usedId = currentActions().top().supportData().param(1);
	HotspotData *usedHotspot = res.getHotspot(usedId);
	_data->useHotspotId = usedId;

	if (usedHotspot->roomNumber != hotspotId()) {
		// Item to be used is not in character's inventory - say "What???"
		endAction();
		showMessage(0xF);
		return;
	}

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	faceHotspot(hotspot);
	endAction();

	if ((hotspot->hotspotId != PRISONER_ID) || (usedId != BOTTLE_HOTSPOT_ID))
		showMessage(7, hotspot->hotspotId);

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, GIVE);

	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else if (sequenceOffset != 0) {
		sequenceOffset = Script::execute(sequenceOffset);
		if (sequenceOffset == NOONE_ID) {
			// Start a conversation based on the index of field #6
			uint16 index = res.fieldList().getField(GIVE_TALK_INDEX);
			uint16 id = res.getGiveTalkId(index);
			startTalk(hotspot, id);

		} else if (sequenceOffset == 0) {
			// Move item into character's inventory
			HotspotData *usedItem = res.getHotspot(usedId);
			usedItem->roomNumber = hotspot->hotspotId;
		} else if (sequenceOffset > 1) {
			Hotspot *destCharacter = res.getActiveHotspot(hotspot->hotspotId);
			if (destCharacter != NULL)
				destCharacter->showMessage(sequenceOffset, hotspotId());
		}
	}
}

void Hotspot::doTalkTo(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
	fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);

	if ((hotspot->hotspotId != SKORL_ID) && ((hotspot->roomNumber != 28) ||
		(hotspot->hotspotId != BLACKSMITH_ID))) {

		HotspotPrecheckResult result = actionPrecheck(hotspot);
		if (result == PC_WAIT)
			return;
		else if (result != PC_EXECUTE) {
			endAction();
			return;
		}
	}

	faceHotspot(hotspot);
	endAction();

	// WORKAROUND: Fix crash when talking when an ask conversation is active
	if (_data->talkDestCharacterId != 0) {
		// Don't allow the talk to start
		return;
	}

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, TALK_TO);
	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
		return;
	}

	if (sequenceOffset != 0) {
		uint16 result = Script::execute(sequenceOffset);

		if (result != 0) {
			endAction();
			return;
		}
	}

	// Start talking with character
	startTalk(hotspot, getTalkId(hotspot));
}

void Hotspot::doTell(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
	fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);
	Hotspot *character = res.getActiveHotspot(hotspot->hotspotId);
	assert(character);

	HotspotPrecheckResult hsResult = actionPrecheck(hotspot);
	if (hsResult == PC_WAIT)
		return;
	else if (hsResult != PC_EXECUTE) {
		endAction();
		return;
	}

	converse(hotspot->hotspotId, 0x7C, true, false);

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, TELL);
	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else if (sequenceOffset != 0) {
		uint16 result = Script::execute(sequenceOffset);

		if (result == 0) {
			// Build up sequence of commands for character to follow
			CharacterScheduleEntry &cmdData = currentActions().top().supportData();
			character->setStartRoomNumber(character->roomNumber());
			character->currentActions().clear();
			character->setBlockedFlag(false);

			for (int index = 1; index < cmdData.numParams(); index += 3) {
				character->currentActions().addBack((Action) cmdData.param(index), 0,
					cmdData.param(index + 1), cmdData.param(index + 2));
			}
		}
	}

	endAction();
}

void Hotspot::doLook(HotspotData *hotspot) {
	endAction();
	Dialog::show(Room::getReference().descId());
}

static const uint16 hotspotLookAtList[] = {0x411, 0x412, 0x41F, 0x420, 0x421, 0x422, 0x426,
	0x427, 0x428, 0x429, 0x436, 0x437, 0};

void Hotspot::doLookAt(HotspotData *hotspot) {
	doLookAction(hotspot, LOOK_AT);
}

void Hotspot::doLookThrough(HotspotData *hotspot) {
	doLookAction(hotspot, LOOK_THROUGH);
}

void Hotspot::doLookAction(HotspotData *hotspot, Action action) {
	Resources &res = Resources::getReference();
	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, action);

	if (hotspot->hotspotId >= FIRST_NONCHARACTER_ID) {
		// Check if the hotspot appears in the list of hotspots that don't
		// need to be walked to before being looked at
		const uint16 *tempId = &hotspotLookAtList[0];
		while ((*tempId != 0) && (*tempId != hotspot->hotspotId))
			++tempId;
		if (!*tempId) {
			// Hotspot wasn't in the list
			HotspotPrecheckResult result = actionPrecheck(hotspot);
			if (result == PC_WAIT)
				return;
			else if (result != PC_EXECUTE) {
				endAction();
				return;
			}
		}
	}

	faceHotspot(hotspot);
	setActionCtr(0);
	endAction();

	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else {
		if (sequenceOffset != 0)
			sequenceOffset = Script::execute(sequenceOffset);

		if (sequenceOffset == 0) {
			uint16 descId = (hotspot->descId2 != 0) ? hotspot->descId2 : hotspot->descId;
			Dialog::show(descId);
		}
	}
}

void Hotspot::doAsk(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	uint16 usedId = currentActions().top().supportData().param(1);
	Hotspot *destCharacter = res.getActiveHotspot(hotspot->hotspotId);
	HotspotData *usedHotspot = res.getHotspot(usedId);
	_data->useHotspotId = usedId;

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	faceHotspot(hotspot);
	endAction();
	showMessage(9, hotspot->hotspotId); // CHARACTER, DO YOU HAVE ITEM?

	// Get the action and handle the reply
	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, ASK);

	if (sequenceOffset >= 0x8000) {
		if (destCharacter != NULL)
			destCharacter->showMessage(sequenceOffset, hotspotId());
	} else if (sequenceOffset != 0) {
		sequenceOffset = Script::execute(sequenceOffset);

		if (sequenceOffset == 0) {
			// Give item to character
			usedHotspot->roomNumber = hotspotId();
			if (destCharacter != NULL)
				destCharacter->showMessage(32, hotspotId());
		} else if ((sequenceOffset != 1) && (destCharacter != NULL)) {
			destCharacter->showMessage(sequenceOffset, hotspotId());
		}
	}
}

void Hotspot::doDrink(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
	fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);

	endAction();

	// Make sure item is in character's inventory
	if (hotspot->roomNumber != hotspotId()) {
		showMessage(0xF);
		return;
	}

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, DRINK);

	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else if (sequenceOffset == 0) {
		showMessage(22);
	} else {
		uint16 result = Script::execute(sequenceOffset);
		if (result == 0) {
			// Item has been drunk, so remove item from game
			hotspot->roomNumber = 0;
		} else if (result != 1) {
			showMessage(result);
		}
	}
}

// doStatus
// Handle the status window

void Hotspot::doStatus(HotspotData *hotspot) {
	char buffer[MAX_DESC_SIZE];
	uint16 numItems = 0;
	Resources &res = Resources::getReference();
	StringList &stringList = res.stringList();
	StringData &strings = StringData::getReference();
	Room &room = Room::getReference();

	room.update();
	endAction();

	strings.getString(room.roomNumber(), buffer);
	strcat(buffer, "\n\n");
	strcat(buffer, stringList.getString(S_YOU_ARE_CARRYING));

	// Scan through the list and add in any items assigned to the player
	HotspotDataList &list = res.hotspotData();
	HotspotDataList::iterator i;
	for (i = list.begin(); i != list.end(); ++i) {
		HotspotData const &rec = **i;

		if (rec.roomNumber == PLAYER_ID) {
			if (numItems++ == 0)
				strcat(buffer, ": ");
			else
				strcat(buffer, ", ");
			strings.getString(rec.nameId, buffer + strlen(buffer));
		}
	}

	// If there were no items, add in the word 'nothing'
	if (numItems == 0)
		strcat(buffer, stringList.getString(S_INV_NOTHING));

	// If the player has money, add it in
	uint16 numGroats = res.fieldList().numGroats();
	if (numGroats > 0) {
		strcat(buffer, "\n\n");
		strcat(buffer, stringList.getString(S_YOU_HAVE));
		sprintf(buffer + strlen(buffer), "%d", numGroats);
		strcat(buffer, " ");
		strcat(buffer, stringList.getString((numGroats == 1) ? S_GROAT : S_GROATS));
	}

	// Display the dialog
	Screen &screen = Screen::getReference();
	Mouse &mouse = Mouse::getReference();
	mouse.cursorOff();

	Surface *s = Surface::newDialog(INFO_DIALOG_WIDTH, buffer);
	s->copyToScreen(INFO_DIALOG_X, (FULL_SCREEN_HEIGHT-s->height())/2);

	Events::getReference().waitForPress();
	screen.update();
	mouse.cursorOn();
}

// doGoto
// Sets the room for the character to go to

void Hotspot::doGoto(HotspotData *hotspot) {
	_exitCtr = 0;
	_blockedOffset = 0;
	currentActions().top().setRoomNumber(currentActions().top().supportData().param(0));
	endAction();
}

void Hotspot::doReturn(HotspotData *hotspot) {
	currentActions().top().setRoomNumber(startRoomNumber());
	endAction();
}

static const uint16 bribe_hotspot_list[] = {0x421, 0x879, 0x3E9, 0x8C7, 0x429, 0x8D1,
	0x422, 0x8D4, 0x420, 0x8D6, 0x42B, 0x956, 0x3F2, 0xBE6, 0};

void Hotspot::doBribe(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
	fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	const uint16 *tempId = &bribe_hotspot_list[0];
	uint16 sequenceOffset = 0x14B;     // Default sequence offset
	while (*tempId != 0) {
		if (*tempId++ == hotspotId()) {
			sequenceOffset = *tempId;
			if ((sequenceOffset & 0x8000) != 0)
				sequenceOffset = Script::execute(sequenceOffset & 0x7fff);
			break;
		}
		++tempId;                      // Move over entry's sequence offset
	}

	faceHotspot(hotspot);
	setActionCtr(0);
	endAction();

	sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, BRIBE);
	if (sequenceOffset != 0) {
		sequenceOffset = Script::execute(sequenceOffset);
		if (sequenceOffset != 0)
			return;
	}

	uint16 talkIndex = res.fieldList().getField(TALK_INDEX);
	showMessage((talkIndex == 6) ? 0x30 : 0x29);
}

void Hotspot::doExamine(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
	fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);

	endAction();
	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, EXAMINE);

	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else {
		if (sequenceOffset != 0)
			sequenceOffset = Script::execute(sequenceOffset);

		if (sequenceOffset == 0) {
			Dialog::show(hotspot->descId);
		}
	}
}

void Hotspot::doLockUnlock(HotspotData *hotspot) {
	Action action = currentActions().top().supportData().action();
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
	fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	faceHotspot(hotspot);
	endAction();

	uint16 sequenceOffset = res.getHotspotAction(hotspot->actionsOffset, action);

	if (sequenceOffset >= 0x8000) {
		showMessage(sequenceOffset);
	} else {
		if (sequenceOffset != 0)
			Script::execute(sequenceOffset);
	}
}

void Hotspot::npcSetRoomAndBlockedOffset(HotspotData *hotspot) {
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	_exitCtr = 0;

	_blockedOffset = entry.param(1);
	currentActions().top().setRoomNumber(entry.param(0));
	endAction();
}

void Hotspot::npcHeySir(HotspotData *hotspot) {
	Resources &res = Resources::getReference();

	// If player is performing an action, wait until it's done
	Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
	if (!playerHotspot->currentActions().isEmpty()) {
		setDelayCtr(12);
		setCharacterMode(CHARMODE_PAUSED);
		setActionCtr(0);
		return;
	}

	// TODO: Check storage of hotspot Id in talk_first=player/talk_second=0

	// Get the npc to say "Hey Sir" to player
	showMessage(0x22, PLAYER_ID);

	// Get the character to remain in place for a while
	setDelayCtr(130);
	setCharacterMode(CHARMODE_WAIT_FOR_PLAYER);

	// Set the talk override to the specified Id
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	_data->talkOverride = entry.param(0);

	doNothing(hotspot);
}

void Hotspot::npcExecScript(HotspotData *hotspot) {
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	uint16 offset = entry.param(0);
	endAction();
	Script::execute(offset);
}

void Hotspot::npcResetPausedList(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	setCharacterMode(CHARMODE_HESITATE);
	setDelayCtr(IDLE_COUNTDOWN_SIZE + 1);

	res.pausedList().reset(hotspotId());
	endAction();
}

void Hotspot::npcSetRandomDest(HotspotData *hotspot) {
	endAction();
	setRandomDest();
}

void Hotspot::npcWalkingCheck(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	uint16 hId = entry.param(0);

	endAction();
	fields.setField(USE_HOTSPOT_ID, hId);
	fields.setField(ACTIVE_HOTSPOT_ID, hId);

	if ((hId < PLAYER_ID) || (hotspot->roomNumber == _roomNumber)) {
		characterWalkingCheck(hId);
	}
}

void Hotspot::npcSetSupportOffset(HotspotData *hotspot) {
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	uint16 entryId = entry.param(0);

	CharacterScheduleEntry *newEntry = Resources::getReference().
		charSchedules().getEntry(entryId, entry.parent());
	currentActions().top().setSupportData(newEntry);
}

void Hotspot::npcSupportOffsetConditional(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	CharacterScheduleEntry *newEntry;
	uint16 scriptOffset = entry.param(0);
	uint16 entryId = entry.param(1);

	if (Script::execute(scriptOffset) == 0) {
		// Not succeeded, get next entry
		newEntry = entry.next();
	} else {
		// Get entry specified by parameter 1
		newEntry = res.charSchedules().getEntry(entryId, entry.parent());
	}

	currentActions().top().setSupportData(newEntry);
	HotspotData *hotspotData = (newEntry->numParams() == 0) ? NULL : res.getHotspot(
		(newEntry->action() == USE) ? newEntry->param(1) : newEntry->param(0));
	doAction(newEntry->action(), hotspotData);
}

void Hotspot::npcDispatchAction(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	CharacterScheduleEntry &entry = currentActions().top().supportData();

	fields.setField(USE_HOTSPOT_ID, entry.param(0));
	fields.setField(ACTIVE_HOTSPOT_ID, entry.param(0));

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_EXECUTE) {
		endAction();
	} else if (result != PC_WAIT) {
		CharacterScheduleEntry *newEntry = Resources::getReference().
			charSchedules().getEntry(entry.param(0), entry.parent());
		currentActions().top().setSupportData(newEntry);

		HotspotData *hotspotData = (newEntry->numParams() == 0) ? NULL :
			res.getHotspot(newEntry->param((newEntry->action() == USE) ? 1 : 0));
		doAction(newEntry->action(), hotspotData);
	}
}

void Hotspot::npcTalkNpcToNpc(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	fields.setField(ACTIVE_HOTSPOT_ID, hotspot->hotspotId);
	fields.setField(USE_HOTSPOT_ID, hotspot->hotspotId);

	HotspotPrecheckResult result = actionPrecheck(hotspot);
	if (result == PC_WAIT)
		return;
	else if (result != PC_EXECUTE) {
		endAction();
		return;
	}

	// If dest is already talking, keep exiting until they're free
	if (hotspot->talkCountdown != 0)
		return;

	// Handle the source's talk message
	if (entry.param(1) != 0) {
		converse(hotspot->hotspotId, entry.param(1), true, false);
		_data->talkCountdown += entry.param(2);
		setDelayCtr(delayCtr() + entry.param(2));
	}

	// Handle the destination's response message
	if (entry.param(3) != 0) {
		Hotspot *destHotspot = res.getActiveHotspot(hotspot->hotspotId);
		assert(destHotspot);
		destHotspot->converse(this->hotspotId(), entry.param(3), true, false);
	}

	endAction();
}

void Hotspot::npcPause(HotspotData *hotspot) {
	uint16 delayAmount = currentActions().top().supportData().param(0);
	endAction();

	setCharacterMode(CHARMODE_PAUSED);
	setDelayCtr(delayAmount);
}

void Hotspot::npcStartTalking(HotspotData *hotspot) {
	CharacterScheduleEntry &entry = currentActions().top().supportData();
	uint16 stringId = entry.param(0);
	uint16 destHotspot = entry.param(1);

	converse(destHotspot, stringId, false);
	endAction();
}

void Hotspot::npcJumpAddress(HotspotData *hotspot) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	int procIndex = currentActions().top().supportData().param(0);
	Hotspot *player;
	CharacterScheduleEntry *entry;
	endAction();

	switch (procIndex) {
	case 0:
		if (fields.getField(OLD_ROOM_NUMBER) == 19) {
			fields.setField(TALK_INDEX, 24);
			res.getHotspot(0x3F1)->nameId = 0x154;
			Dialog::show(0xAB9);
		}
		break;

	case 1:
		player = res.getActiveHotspot(PLAYER_ID);
		if (player->y() < 52) {
			entry = res.charSchedules().getEntry(JUMP_ADDR_2_SUPPORT_ID, NULL);
			assert(entry);

			currentActions().clear();
			currentActions().addFront(DISPATCH_ACTION, entry, ROOMNUM_CELLAR);
		}
		break;

	default:
		error("Hotspot::npcJumpAddress - invalid method index %d", procIndex);
		break;
	}
}

/*------------------------------------------------------------------------*/

uint16 Hotspot::getTalkId(HotspotData *charHotspot) {
	Resources &res = Resources::getReference();
	uint16 talkIndex;
	TalkHeaderData *headerEntry;
	bool isEnglish = LureEngine::getReference().getLanguage() == Common::EN_ANY;

	// If the hotspot has a talk data override, return it
	if (charHotspot->talkOverride != 0) {
		// Has an override, so return it and reset back to zero
		uint16 result = charHotspot->talkOverride;
		charHotspot->talkOverride = 0;
		return result;
	}

	// Get offset of talk set to use
	headerEntry = res.getTalkHeader(charHotspot->hotspotId);

	// Check whether character is a stranger
	if ((isEnglish && (charHotspot->nameId == 378)) ||
		(!isEnglish && ((charHotspot->nameId == 381) || (charHotspot->nameId == 382))))
		// Is a stranger, so force talk Index to be 0 (initial talk)
		talkIndex = 0;
	else
		// Set the talk index based on the current game-wide talk index
		talkIndex = res.fieldList().getField(TALK_INDEX) + 1;

	return headerEntry->getEntry(talkIndex);
}

void Hotspot::startTalk(HotspotData *charHotspot, uint16 id) {
	Resources &res = Resources::getReference();

	// Set for providing talk listing
	setTickProc(TALK_TICK_PROC_ID);

	// Signal the character that they're being talked to
	charHotspot->talkerId = _hotspotId;
	charHotspot->talkGate = 0;
	charHotspot->talkDestCharacterId = _hotspotId;
	_data->talkDestCharacterId = charHotspot->hotspotId;
	_data->talkGate = 0;

	// Set the active talk data
	res.setTalkStartEntry(0);
	res.setTalkData(id);
	if (!res.getTalkData())
		error("Talk failed - invalid offset: Character=%xh, offset=%xh",
			charHotspot->hotspotId, id);
}

void Hotspot::saveToStream(Common::WriteStream *stream) const {
	if (_data)
		_data->npcSchedule.saveToStream(stream);
	else
		// Hotspot doesn't have an underlying data object, so write out an empty actions list
		stream->writeByte(0xff);

	_pathFinder.saveToStream(stream);

	stream->writeUint16LE(_roomNumber);
	stream->writeSint16LE(_startX);
	stream->writeSint16LE(_startY);
	stream->writeSint16LE(_destX);
	stream->writeSint16LE(_destY);
	stream->writeUint16LE(_destHotspotId);
	stream->writeByte(_tempDest.counter);
	stream->writeSint16LE(_tempDest.position.x);
	stream->writeSint16LE(_tempDest.position.y);
	stream->writeUint16LE(_frameWidth);
	stream->writeUint16LE(_height);
	stream->writeUint16LE(_width);
	stream->writeUint16LE(_heightCopy);
	stream->writeUint16LE(_widthCopy);
	stream->writeUint16LE(_yCorrection);
	stream->writeUint16LE(_talkX);
	stream->writeUint16LE(_talkY);
	stream->writeByte(_layer);
	stream->writeUint16LE(_hotspotScriptOffset);
	stream->writeByte(_colorOffset);
	stream->writeByte((byte)_direction);
	stream->writeUint16LE(_animId);
	stream->writeUint16LE(_frameNumber);

	stream->writeUint16LE(_frameCtr);
	stream->writeByte(_skipFlag);
	stream->writeUint16LE(_charRectY);
	stream->writeUint16LE(_voiceCtr);
	stream->writeUint16LE(_blockedOffset);
	stream->writeUint16LE(_exitCtr);
	stream->writeByte(_walkFlag);
	stream->writeByte(_persistant);
	stream->writeUint16LE(_startRoomNumber);
	stream->writeUint16LE(_supportValue);
}

void Hotspot::loadFromStream(Common::ReadStream *stream) {
	if (_data)
		_data->npcSchedule.loadFromStream(stream);
	else {
		// Dummy read of terminator for empty actions list
		byte dummy = stream->readByte();
		assert(dummy == 0xff);
	}

	_pathFinder.loadFromStream(stream);

	_roomNumber = stream->readUint16LE();
	_startX = stream->readSint16LE();
	_startY = stream->readSint16LE();
	_destX = stream->readSint16LE();
	_destY = stream->readSint16LE();
	_destHotspotId = stream->readUint16LE();
	_tempDest.counter = stream->readByte();
	_tempDest.position.x = stream->readSint16LE();
	_tempDest.position.y = stream->readSint16LE();
	_frameWidth = stream->readUint16LE();
	_height = stream->readUint16LE();
	_width = stream->readUint16LE();
	_heightCopy = stream->readUint16LE();
	_widthCopy = stream->readUint16LE();
	_yCorrection = stream->readUint16LE();
	_talkX = stream->readUint16LE();
	_talkY = stream->readUint16LE();
	_layer = stream->readByte();
	_hotspotScriptOffset = stream->readUint16LE();
	_colorOffset = stream->readByte();
	_direction = (Direction)stream->readByte();
	setAnimation(stream->readUint16LE());
	setFrameNumber(stream->readUint16LE());

	_frameCtr = stream->readUint16LE();
	_skipFlag = stream->readByte() != 0;
	_charRectY = stream->readUint16LE();
	_voiceCtr = stream->readUint16LE();
	_blockedOffset = stream->readUint16LE();
	_exitCtr = stream->readUint16LE();
	_walkFlag = stream->readByte() != 0;
	_persistant = stream->readByte() != 0;
	_startRoomNumber = stream->readUint16LE();
	_supportValue = stream->readUint16LE();
}

/*------------------------------------------------------------------------*/

HotspotTickHandlers::HotspotTickHandlers() {
	countdownCtr = 0;
	ewanXOffset = false;
}

HandlerMethodPtr HotspotTickHandlers::getHandler(uint16 procIndex) {
	switch (procIndex) {
	case 1:
		return &HotspotTickHandlers::defaultHandler;
	case STANDARD_CHARACTER_TICK_PROC:
		return &HotspotTickHandlers::standardCharacterAnimHandler;
	case PLAYER_TICK_PROC_ID:
		return &HotspotTickHandlers::playerAnimHandler;
	case VOICE_TICK_PROC_ID:
		return &HotspotTickHandlers::voiceBubbleAnimHandler;
	case PUZZLED_TICK_PROC_ID:
		return &HotspotTickHandlers::puzzledAnimHandler;
	case 6:
		return &HotspotTickHandlers::roomExitAnimHandler;
	case 7:
	case FOLLOWER_TICK_PROC_2:
		return &HotspotTickHandlers::followerAnimHandler;
	case JAILOR_TICK_PROC_ID:
	case 10:
		return &HotspotTickHandlers::jailorAnimHandler;
	case STANDARD_ANIM_2_TICK_PROC:
		return &HotspotTickHandlers::standardAnimHandler2;
	case STANDARD_ANIM_TICK_PROC:
		return &HotspotTickHandlers::standardAnimHandler;
	case 13:
		return &HotspotTickHandlers::sonicRatAnimHandler;
	case 14:
		return &HotspotTickHandlers::droppingTorchAnimHandler;
	case 15:
		return &HotspotTickHandlers::playerSewerExitAnimHandler;
	case 16:
		return &HotspotTickHandlers::fireAnimHandler;
	case 17:
		return &HotspotTickHandlers::sparkleAnimHandler;
	case 18:
		return &HotspotTickHandlers::teaAnimHandler;
	case 19:
		return &HotspotTickHandlers::goewinCaptiveAnimHandler;
	case 20:
		return &HotspotTickHandlers::prisonerAnimHandler;
	case 21:
		return &HotspotTickHandlers::catrionaAnimHandler;
	case 22:
		return &HotspotTickHandlers::morkusAnimHandler;
	case 23:
		return &HotspotTickHandlers::grubAnimHandler;
	case 24:
		return &HotspotTickHandlers::barmanAnimHandler;
	case 25:
		return &HotspotTickHandlers::skorlAnimHandler;
	case 26:
		return &HotspotTickHandlers::gargoyleAnimHandler;
	case GOEWIN_SHOP_TICK_PROC:
		return &HotspotTickHandlers::goewinShopAnimHandler;
	case 28:
	case 29:
	case 30:
	case 31:
	case 32:
	case 33:
		return &HotspotTickHandlers::skullAnimHandler;
	case 34:
		return &HotspotTickHandlers::dragonFireAnimHandler;
	case 35:
		return &HotspotTickHandlers::castleSkorlAnimHandler;
	case 36:
		return &HotspotTickHandlers::rackSerfAnimHandler;
	case TALK_TICK_PROC_ID:
		return &HotspotTickHandlers::talkAnimHandler;
	case 38:
		return &HotspotTickHandlers::fighterAnimHandler;
	case PLAYER_FIGHT_TICK_PROC_ID:
		return &HotspotTickHandlers::playerFightAnimHandler;
	default:
		error("Unknown tick proc Id %xh for hotspot", procIndex);
	}
}

void HotspotTickHandlers::defaultHandler(Hotspot &h) {
	// No handling done
}

void HotspotTickHandlers::standardAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();

	if (h.frameCtr() > 0)
		h.decrFrameCtr();
	else {
		if (h.executeScript()) {
			// Script is finished - deactivate hotspot and move it to an out of range room
			HotspotData *data = h.resource();
			res.deactivateHotspot(&h);
			data->roomNumber |= 0x8000;
		}
	}
}

void HotspotTickHandlers::standardAnimHandler2(Hotspot &h) {
	h.handleTalkDialog();
	standardAnimHandler(h);
}

void HotspotTickHandlers::standardCharacterAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	RoomPathsData &paths = Resources::getReference().getRoom(h.roomNumber())->paths;
	PathFinder &pathFinder = h.pathFinder();
	CurrentActionStack &actions = h.currentActions();
	Hotspot *player = res.getActiveHotspot(PLAYER_ID);
	uint16 impingingList[MAX_NUM_IMPINGING];
	int numImpinging;
	bool bumpedPlayer;

	if (h.currentActions().action() != WALKING) {
		Common::String buffer = h.currentActions().getDebugInfo();
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character p=(%d,%d,%d) bs=%d\n%s",
			h.x(), h.y(), h.roomNumber(), h.blockedState(), buffer.c_str());
	}

	// Handle any active talk dialog
	h.handleTalkDialog();

	// If someone is talking to the character, this stops them from moving for the duration)
	if (h.resource()->talkerId != 0) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Talker Id = %xh, talk_gate = %d",
			h.resource()->talkerId, h.talkGate());
		if (h.talkGate() == GENERAL_MAGIC_ID) {
			fields.setField(ACTIVE_HOTSPOT_ID, h.talkGate());
			fields.setField(USE_HOTSPOT_ID, h.resource()->talkerId);
			Script::execute(h.talkScript());
			h.resource()->talkerId = 0;
		} else {
			h.updateMovement();
			return;
		}
	}

	// If a frame countdown is in progress, then decrement and exit
	if (h.frameCtr() > 0) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Frame ctr = %d", h.frameCtr());
		h.decrFrameCtr();
		return;
	}

	debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 2");
	numImpinging = Support::findIntersectingCharacters(h, impingingList);
	bumpedPlayer = (numImpinging == 0) ? false :
		Support::isCharacterInList(impingingList, numImpinging, PLAYER_ID);

	// Check for character having just changed room
	debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 3");
	if (h.skipFlag()) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Skip flag was set");

		if (numImpinging > 0) {
			// Scan to check if the character has bumped into player
			if (bumpedPlayer && (player->characterMode() == CHARMODE_IDLE)) {
				// Signal the player to move out of the way automatically
				player->setBlockedState(BS_INITIAL);
				player->setDestHotspot(0);
				player->setRandomDest();

				Room::getReference().setCursorState(CS_BUMPED);
				debugC(ERROR_DETAILED, kLureDebugAnimations, "Player bumped code starting");

			} else {
				// Signal the character to pause briefly to allow bumped
				// character time to start moving out of the way
				h.setDelayCtr(10);
				h.setCharacterMode(CHARMODE_PAUSED);
				debugC(ERROR_DETAILED, kLureDebugAnimations, "Pausing after bumping into character");
			}
			return;
		}

		h.setSkipFlag(false);
	}

	if (h.resource()->scriptHotspotId != 0) {
		// Character bumped against another
		fields.setField(USE_HOTSPOT_ID, h.resource()->scriptHotspotId);
		Script::execute(h.resource()->tickScriptOffset);
		h.resource()->scriptHotspotId = 0;
	}

	debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 4");
	if (h.pauseCtr() != 0) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "pause ctr = %d", h.pauseCtr());
		h.updateMovement();
		h.pathFinder().clear();
		if (h.pauseCtr() > 1) {
			res.pausedList().scan(h);
			return;
		} else {
			h.setPauseCtr(0);
			if (h.characterMode() == CHARMODE_NONE) {
				h.pathFinder().clear();
				return;
			}
		}
	}

	debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 5");
	if (h.characterMode() != CHARMODE_NONE) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "char mode = %d, delay ctr = %d",
			h.characterMode(), h.delayCtr());

		if (h.characterMode() == CHARMODE_PLAYER_WAIT) {
			h.updateMovement();
			if (bumpedPlayer)
				return;
		} else {
			// All other character modes
			if (h.delayCtr() > 0) {
				// There is some countdown left to do
				h.updateMovement();

				bool decrementFlag = (h.resource()->actionHotspotId == 0);
				if (!decrementFlag) {
					HotspotData *hotspot = res.getHotspot(h.resource()->actionHotspotId);
					assert(hotspot);
					decrementFlag = (hotspot->roomNumber != h.roomNumber()) ? false :
						Support::charactersIntersecting(hotspot, h.resource());
				}

				if (decrementFlag) {
					h.setDelayCtr(h.delayCtr() - 1);
					return;
				}
			}
		}

		h.resource()->actionHotspotId = 0;
		CharacterMode currentMode = h.characterMode();
		h.setCharacterMode(CHARMODE_NONE);
		h.pathFinder().clear();

		if ((currentMode == CHARMODE_WAIT_FOR_PLAYER) || (currentMode == CHARMODE_WAIT_FOR_INTERACT)) {
			h.resource()->talkOverride = 0;
			h.showMessage(1);
		}
		return;
	}

	/* interactHotspotId never seems to be set
	if ((h.resource()->interactHotspotId != 0) && !player->currentActions().isEmpty())  {
		h.setActionCtr(99);
		if (!actions.isEmpty())
			actions.top().setAction(DISPATCH_ACTION);
	}
	*/

	debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 6");
	CurrentAction action = actions.action();
	PathFinderResult pfResult;

	switch (action) {
	case NO_ACTION:
		h.updateMovement2(CHARMODE_IDLE);
		break;

	case DISPATCH_ACTION:
		// Dispatch an action
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character dispatch action");

		if (actions.top().roomNumber() == 0)
			actions.top().setRoomNumber(h.roomNumber());
		if (actions.top().roomNumber() == h.roomNumber()) {
			// NPC in correct room for action
			h.setSkipFlag(false);
			h.doAction();
		} else {
			// NPC in wrong room for action
			npcRoomChange(h);
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character change room request");
		}
		break;

	case EXEC_HOTSPOT_SCRIPT:
		// A hotspot script is in progress for the player, so don't interrupt
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character exec hotspot script");
		if (h.executeScript()) {
			// Script is finished
			actions.top().setAction(DISPATCH_ACTION);
		}
		break;

	case START_WALKING:
		// Start the character walking to the given destination

		debugC(ERROR_DETAILED, kLureDebugAnimations,
			"Hotspot standard character exec start walking => (%d,%d)",
			h.destX(), h.destY());

		h.setCoveredFlag(VB_INITIAL);
		h.setOccupied(false);
		pathFinder.reset(paths);
		h.currentActions().top().setAction(PROCESSING_PATH);

		// Deliberate fall through to processing walking path

	case PROCESSING_PATH:
		// Handle processing pathfinding
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character processing path");
		res.pausedList().scan(h);

		pfResult = pathFinder.process();
		if (pfResult == PF_UNFINISHED)
			break;

		debugC(ERROR_DETAILED, kLureDebugAnimations,
			"pathFinder done: result = %d", pfResult);

		// Post-processing checks
		if ((pfResult == PF_OK) ||
			((h.destHotspotId() == 0) && (pfResult == PF_DEST_OCCUPIED))) {
			// Standard processing
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Standard result handling");

			h.setBlockedState(BS_NONE);
			if (h.pathFinder().isEmpty()) {
				// No path was defined
				h.currentActions().top().setAction(DISPATCH_ACTION);
				return;
			}
			h.currentActions().top().setAction(WALKING);

			// WORKAROUND: A character that had enteredg an exit area might have been blocked from entering the new room.
			// The Y position adjust below could thus place a character further into the exit area. So don't do the
			// position adjustment if the user is already in an exit area
			int16 x = h.x() + (h.widthCopy() >> 1);
			int16 y = h.y() + h.heightCopy() - (h.yCorrection() >> 1);

			RoomData *roomData = Resources::getReference().getRoom(h.roomNumber());
			RoomExitData *exitRec = roomData->exits.checkExits(x, y);

			if (!exitRec)
				h.setPosition(h.x(), h.y() & 0xfff8);

		} else if (h.blockedState() == BS_FINAL) {
			// If this point is reached, the character twice hasn't found a walking path
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Character is hopelessly blocked");

			res.pausedList().reset(h.hotspotId());
			h.updateMovement();

			assert(!h.currentActions().isEmpty());
			h.currentActions().pop();

			h.setBlockedFlag(false);
			h.setBlockedState(BS_NONE);
			h.setCharacterMode(CHARMODE_PAUSED);
			h.setDelayCtr(2);

			if (h.currentActions().isEmpty() ||
				(h.currentActions().top().roomNumber() != h.roomNumber()))
				h.setDestHotspot(0xffff);

			if (bumpedPlayer)
				h.setCharacterMode(CHARMODE_PLAYER_WAIT);

		} else {
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Character is blocked from moving");
			CharacterScheduleEntry *newEntry = res.charSchedules().getEntry(RETURN_SUPPORT_ID);
			assert(newEntry);

			// Increment the blocked state
			h.setBlockedState((BlockedState) ((int) h.blockedState() + 1));
			if (!h.blockedFlag()) {
				// Not already handling blocked, so add a new dummy action so that the new
				// action set below will not replace the existing one
				h.currentActions().addFront(DISPATCH_ACTION, 0);
				h.setBlockedFlag(true);
			}

			// Set the current action
			CurrentActionEntry &entry = h.currentActions().top();
			entry.setAction(DISPATCH_ACTION);
			entry.setSupportData(newEntry);
			entry.setRoomNumber(h.roomNumber());
		}

		// If the top action is now walking, deliberately fall through to the case entry;
		// otherwise break out to exit method
		if (h.currentActions().isEmpty() || h.currentActions().top().action() != WALKING)
			break;

	case WALKING:
		// The character is currently moving
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character walking");
		h.setOccupied(false);

		// If the character is walking to an exit hotspot, make sure it's still open
		if ((h.destHotspotId() != 0) && (h.destHotspotId() != 0xffff)) {
			// Player is walking to a room exit hotspot
			RoomExitJoinData *joinRec = res.getExitJoin(h.destHotspotId());
			if (joinRec->blocked) {
				// Exit now blocked, so stop walking
				actions.top().setAction(DISPATCH_ACTION);
				h.setOccupied(true);
				break;
			}
		}

		if (res.pausedList().check(h.hotspotId(), numImpinging, impingingList) == 0) {
			if (h.walkingStep())
				// Walking done
				h.currentActions().top().setAction(DISPATCH_ACTION);

//			if (h.destHotspotId() != 0) {
				// Walking to an exit, check for any required room change
				if (Support::checkRoomChange(h))
					break;
//			}
		}

		h.setOccupied(true);
		break;
	}
	debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot standard character point 7");
}

void HotspotTickHandlers::voiceBubbleAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	debugC(ERROR_DETAILED, kLureDebugAnimations,
		"Voice Bubble anim handler: char = %xh, ctr = %d, char speaking ctr = %d",
		h.hotspotId(), h.voiceCtr(),
		res.getHotspot(res.getTalkingCharacter())->talkCountdown);

	if (h.voiceCtr() != 0)
		h.setVoiceCtr(h.voiceCtr() - 1);

	if (h.voiceCtr() != 0) {
		// Countdown not yet ended
		HotspotData *charHotspot = res.getHotspot(res.getTalkingCharacter());
		if (charHotspot->roomNumber == h.roomNumber()) {
			// Character is still in the same room as when it began speaking
			if (charHotspot->talkCountdown != 0) {
				// Character still talking
				if (!res.checkHotspotExtent(charHotspot)) {
					// Set voice bubble off screen to hide it
					h.setPosition(h.x(), -100);
				} else {
					// Keep voice bubble in track with character
					h.setPosition(charHotspot->startX + charHotspot->talkX + 12,
						charHotspot->startY + charHotspot->talkY - 18);
				}
				return;
			}
		}
	}

	// End of voice time, so unload
	res.deactivateHotspot(&h);
	return;
}

void HotspotTickHandlers::puzzledAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	HotspotData *charHotspot = res.getHotspot(h.destHotspotId());
	assert(charHotspot);

	h.setVoiceCtr(h.voiceCtr() - 1);
	if ((charHotspot->roomNumber != h.roomNumber()) || (h.voiceCtr() == 0) ||
		!res.checkHotspotExtent(charHotspot)) {
		// Remove the animation
		res.deactivateHotspot(&h);
		return;
	}

	h.setPosition(charHotspot->startX + charHotspot->talkX + 12,
		charHotspot->startY + charHotspot->talkY - 20);
}

void HotspotTickHandlers::roomExitAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	Room &room = Room::getReference();

	RoomExitJoinData *rec = res.getExitJoin(h.hotspotId());
	if (!rec)
		return;
	RoomExitJoinStruct &rs = (rec->hotspots[0].hotspotId == h.hotspotId()) ?
		rec->hotspots[0] : rec->hotspots[1];

	if ((rec->blocked != 0) && (rs.currentFrame != rs.destFrame)) {
		// Closing the door
		h.setOccupied(true);

		++rs.currentFrame;
		if ((rs.currentFrame == rs.destFrame) && (h.hotspotId() == room.roomNumber()))
			Sound.addSound(rs.closeSound);

	} else if ((rec->blocked == 0) && (rs.currentFrame != 0)) {
		// Opening the door
		h.setOccupied(false);

		--rs.currentFrame;
		if ((rs.currentFrame == rs.destFrame) && (h.hotspotId() == room.roomNumber())) {
			Sound.addSound(rs.openSound);

			// If in the outside village, trash reverb
			if (fields.getField(AREA_FLAG) == 1)
				Sound.musicInterface_TrashReverb();
		}
	}

	h.setFrameNumber(rs.currentFrame);
}

void HotspotTickHandlers::playerAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	Room &room = Room::getReference();
	Mouse &mouse = Mouse::getReference();
	RoomPathsData &paths = Resources::getReference().getRoom(h.roomNumber())->paths;
	PathFinder &pathFinder = h.pathFinder();
	CurrentActionStack &actions = h.currentActions();
	uint16 impingingList[MAX_NUM_IMPINGING];
	int numImpinging;
	Action hsAction;
	uint16 hotspotId;
	HotspotData *hotspot;
	Common::String buffer;

	buffer = h.currentActions().getDebugInfo();
	debugC(ERROR_DETAILED, kLureDebugAnimations,
		"Hotspot player anim handler p=(%d,%d,%d) bs=%d\n%s",
		h.x(), h.y(), h.roomNumber(), h.blockedState(), buffer.c_str());

	h.handleTalkDialog();

	// If a frame countdown is in progress, then decrement and exit
	if (h.frameCtr() > 0) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Frame countdown = %d", h.frameCtr());
		h.decrFrameCtr();
		return;
	}

	numImpinging = Support::findIntersectingCharacters(h, impingingList);

	if (h.skipFlag()) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Skip flag set: numImpinging = %d", numImpinging);
		if (numImpinging > 0)
			return;
		h.setSkipFlag(false);
	}

	/* interactHotspotId never seems to be set
	if (h.resource()->interactHotspotId != 0) {
		h.resource()->interactHotspotId = 0;
		Hotspot *hotspot = res.getActiveHotspot(h.resource()->interactHotspotId);
		assert(hotspot);
		if ((hotspot->characterMode() != CHARMODE_WAIT_FOR_INTERACT) &&
			!actions.isEmpty())
			actions.top().setAction(ACTION_NONE);
	}
	*/

	if (h.pauseCtr() > 0) {
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Pause countdown = %d", h.pauseCtr());
		h.updateMovement();
		h.pathFinder().clear();

		if (h.pauseCtr() == 1) {
			h.setPauseCtr(0);
			if (h.characterMode() == 0) {
				h.setOccupied(false);
				return;
			}
		} else {
			res.pausedList().scan(h);
			return;
		}
	}

	if ((h.characterMode() != CHARMODE_NONE) && (h.characterMode() != CHARMODE_IDLE)) {
		if (h.delayCtr() != 0) {
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Delay countdown = %d", h.delayCtr());
			h.updateMovement();
			h.pathFinder().clear();
			h.setDelayCtr(h.delayCtr() - 1);
			return;
		}

		debugC(ERROR_DETAILED, kLureDebugAnimations, "Character mode = %d", h.characterMode());
		h.setOccupied(false);
		h.setCharacterMode(CHARMODE_NONE);
		if (h.tempDest().counter != 0) {
			// Start walking to the previously set destination
			h.tempDest().counter = 0;
			h.setDestPosition(h.tempDest().position.x, h.tempDest().position.y);
			h.currentActions().addFront(START_WALKING, h.roomNumber());
			h.setWalkFlag(false);
		}
		return;
	}

	CurrentAction action = actions.action();
	PathFinderResult pfResult;

	switch (action) {
	case NO_ACTION:
		// Make sure there is no longer any destination
		h.setDestHotspot(0);
		h.updateMovement2(CHARMODE_IDLE);
		h.doNothing(NULL);
		strcpy(room.statusLine(), "");
		break;

	case DISPATCH_ACTION:
		// Dispatch an action
		h.setDestHotspot(0);

		hotspot = NULL;
		if (actions.top().hasSupportData()) {
			hsAction = actions.top().supportData().action();

			if (actions.top().supportData().numParams() > 0) {
				hotspotId = actions.top().supportData().param((hsAction == USE) ? 1 : 0);
				hotspot = res.getHotspot(hotspotId);
			}
		} else {
			hsAction = NONE;
		}

		h.doAction(hsAction, hotspot);
		break;

	case EXEC_HOTSPOT_SCRIPT:
		// A hotspot script is in progress for the player, so don't interrupt
		if (h.executeScript()) {
			// Script is finished, so pop of the execution action
			actions.pop();
		}
		break;

	case START_WALKING:
		// Start the player walking to the given destination
		h.setCoveredFlag(VB_INITIAL);
		h.setOccupied(false);

		// Reset the path finder / walking sequence
		pathFinder.reset(paths);

		// Set current action to processing walking path
		actions.pop();
		h.currentActions().addFront(PROCESSING_PATH, h.roomNumber());
		// Deliberate fall through to processing walking path

	case PROCESSING_PATH:
		h.setCharacterMode(CHARMODE_NONE);
		res.pausedList().scan(h);

		pfResult = pathFinder.process();
		if (pfResult == PF_UNFINISHED)
			break;

		// Pathfinding is now complete
		buffer = pathFinder.getDebugInfo();
		debugC(ERROR_DETAILED, kLureDebugAnimations,
			"Pathfind processing done; result=%d, walkFlag=%d\n%s",
			pfResult, h.walkFlag(), buffer.c_str());

		if ((pfResult != PF_OK) && (h.walkFlag() || (pfResult != PF_DEST_OCCUPIED))) {

			debugC(ERROR_DETAILED, kLureDebugAnimations, "Blocked state checking");
			if (h.blockedState() == BS_FINAL) {
				res.pausedList().reset(h.hotspotId());
				h.setBlockedState(BS_NONE);
				h.currentActions().pop();
				h.setCharacterMode(CHARMODE_PLAYER_WAIT);
				h.setDelayCtr(7);
				return;

			} else if (h.blockedState() != BS_NONE) {
				h.tempDest().position.x = h.destX();
				h.tempDest().position.y = h.destY();
				h.tempDest().counter = 1;
				h.setBlockedState((BlockedState) ((int) h.blockedState() + 1));
				h.setRandomDest();
				return;
			}
		}

		h.setCharacterMode(CHARMODE_NONE);
		h.setPosition(h.x(), h.y() & 0xFFF8);

		if (pathFinder.isEmpty()) {
			mouse.setCursorNum(CURSOR_ARROW);
			h.currentActions().top().setAction(DISPATCH_ACTION);
			break;
		}

		h.currentActions().top().setAction(WALKING);
		if (mouse.getCursorNum() != CURSOR_CAMERA)
			mouse.setCursorNum(CURSOR_ARROW);

		// Deliberate fall through to walking

	case WALKING:
		// The character is currently moving
		h.setOccupied(false);

		if (h.destHotspotId() != 0) {
			RoomExitJoinData *joinRec = res.getExitJoin(h.destHotspotId());
			if ((joinRec != NULL) && (joinRec->blocked)) {
				// Player is walking to a blocked room exit, so stop walking
				actions.pop();
				h.setOccupied(true);
				break;
			}
		}

		if (res.pausedList().check(PLAYER_ID, numImpinging, impingingList) == 0) {
			if (h.walkingStep()) {
				// Walking done
				if (room.cursorState() == CS_BUMPED)
					room.setCursorState(CS_NONE);
				if (h.tempDest().counter != 0) {
					h.setCharacterMode(CHARMODE_PLAYER_WAIT);
					h.setDelayCtr(IDLE_COUNTDOWN_SIZE);
					return;
				}

				h.currentActions().top().setAction(DISPATCH_ACTION);
			}

			// Check for whether need to change room
			if (Support::checkRoomChange(h))
				// Player changinge room - break now to avoid resetting occupied status
				break;
		}
		h.setOccupied(true);
		break;
	}

	debugC(ERROR_DETAILED, kLureDebugAnimations, "Hotspot player anim handler end");
}

void HotspotTickHandlers::followerAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	Hotspot *player = res.getActiveHotspot(PLAYER_ID);

	if ((h.resource()->tickProcId == FOLLOWER_TICK_PROC_2) || (fields.getField(37) == 0)) {
		if (h.currentActions().isEmpty() && (h.roomNumber() != player->roomNumber())) {
			// Character in different room than player
			if (h.hotspotId() == GOEWIN_ID)
				h.currentActions().addFront(DISPATCH_ACTION, player->roomNumber());
			else {
				// Scan through the translation list for an alternate destination room
				const RoomTranslationRecord *p = &roomTranslations[0];
				while ((p->srcRoom != 0) && (p->srcRoom != player->roomNumber()))
					++p;

				if (p->destRoom == h.roomNumber())
					// Character is already in destination room, so set a random dest
					h.setRandomDest();
				else
					// Move character to either the player's room, or found alternate destination
					h.currentActions().addFront(DISPATCH_ACTION,
						(p->srcRoom != 0) ? p->destRoom : player->roomNumber());
			}
		}
	}

	// If some action is in progress, do standard handling
	if (h.characterMode() != CHARMODE_IDLE) {
		standardCharacterAnimHandler(h);
		return;
	}

	// Handle any pause countdown
	if (countdownCtr > 0) {
		--countdownCtr;
		standardCharacterAnimHandler(h);
		return;
	}

	// Handle selecting a random action for the character to do
	RandomActionSet *set = res.randomActions().getRoom(h.roomNumber());
	if (!set) {
		standardCharacterAnimHandler(h);
		return;
	}

	Common::RandomSource &rnd = LureEngine::getReference().rnd();
	RandomActionType actionType;
	uint16 scheduleId;

	int actionIndex = rnd.getRandomNumber(set->numActions() - 1);
	set->getEntry(actionIndex, actionType, scheduleId);

	if (actionType == REPEAT_ONCE_DONE)	{
		// Repeat once random action that's already done, so don't repeat it
		standardCharacterAnimHandler(h);
		return;
	}

	// For repeat once actions, make sure the character is in the same room as the player
	if (actionType == REPEAT_ONCE) {
		if (player->roomNumber() != h.roomNumber()) {
			// Not in the same room, so don't do the action
			standardCharacterAnimHandler(h);
			return;
		}

		// Flag the action as having been done, so it won't be repeated
		set->setDone(actionIndex);
	}

	if (scheduleId == 0) {
		// No special schedule to perform, so simply set a random destination
		h.setRandomDest();
	} else {
		// Prepare the follower to standard the specified schedule
		CharacterScheduleEntry *newEntry = res.charSchedules().getEntry(scheduleId);
		assert(newEntry);
		h.currentActions().addFront(DISPATCH_ACTION, newEntry, h.roomNumber());

		// Set a random delay before beginning the action
		countdownCtr = rnd.getRandomNumber(32);
	}

	standardCharacterAnimHandler(h);
}

void HotspotTickHandlers::jailorAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();
	Game &game = Game::getReference();
	HotspotData *player = res.getHotspot(PLAYER_ID);

	if ((fields.getField(11) != 0) || (h.hotspotId() == CASTLE_SKORL_ID)) {
		if (!h.skipFlag() && !game.preloadFlag() && (h.roomNumber() == player->roomNumber)) {
			if (Support::charactersIntersecting(h.resource(), player)) {
				// Skorl has caught the player
				Game::getReference().setState(GS_RESTORE_RESTART | GS_CAUGHT);
			}
		}
	}

	standardCharacterAnimHandler(h);
}

void HotspotTickHandlers::sonicRatAnimHandler(Hotspot &h) {
	if (h.actionCtr() == 0) {
		HotspotData *player = Resources::getReference().getHotspot(PLAYER_ID);
		if (Support::charactersIntersecting(h.resource(), player))
			h.setActionCtr(1);
	} else {
		standardAnimHandler(h);
	}
}

void HotspotTickHandlers::droppingTorchAnimHandler(Hotspot &h) {
	if (h.frameCtr() > 0)
		h.setFrameCtr(h.frameCtr() - 1);
	else {
		bool result = h.executeScript();
		if (result) {
			// Changeover to the fire on the straw
			Resources &res = Resources::getReference();
			res.deactivateHotspot(h.hotspotId());
			res.activateHotspot(0x41C);

			// Add sound
			Sound.addSound(8);

			// Enable the fire and activate its animation
			HotspotData *fire = res.getHotspot(0x418);
			fire->flags |= 0x80;
			fire->loadOffset = 4;
			res.activateHotspot(0x418);
		}
	}
}

void HotspotTickHandlers::playerSewerExitAnimHandler(Hotspot &h) {
	if (h.frameCtr() > 0) {
		h.decrFrameCtr();
	} else if (h.executeScript()) {
		Resources &res = Resources::getReference();

		// Deactive the dropping animation
		h.setLayer(0);
		res.deactivateHotspot(h.hotspotId());

		// Position the player
		Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
		playerHotspot->setPosition(FULL_SCREEN_WIDTH / 2, (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE) / 2);
		playerHotspot->setDirection(DOWN);
		playerHotspot->setCharacterMode(CHARMODE_NONE);

		// Setup Ratpouch
		Hotspot *ratpouchHotspot = res.getActiveHotspot(RATPOUCH_ID);
		assert(ratpouchHotspot);
		ratpouchHotspot->setCharacterMode(CHARMODE_NONE);
		ratpouchHotspot->setDelayCtr(0);
		ratpouchHotspot->setActions(0x821C00);

		// Ratpouch has previously been moved to room 8. Start him moving to room 7
		ratpouchHotspot->currentActions().clear();
		ratpouchHotspot->currentActions().addFront(DISPATCH_ACTION, 7);
	}
}

void HotspotTickHandlers::fireAnimHandler(Hotspot &h) {
	standardAnimHandler(h);
	h.setOccupied(true);
}

void HotspotTickHandlers::sparkleAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	Hotspot *player = res.getActiveHotspot(PLAYER_ID);
	ValueTableData &fields = res.fieldList();

	h.setRoomNumber(player->roomNumber());
	h.setPosition(player->x() - 14, player->y() - 10);
	h.setActionCtr(h.actionCtr() + 1);
	if (h.actionCtr() == 6) {
		int animIndex;
		if ((fields.getField(11) == 2) || (fields.getField(28) != 0)) {
			fields.setField(28, 0);
			animIndex = PLAYER_ANIM_INDEX;
		} else {
			fields.setField(28, fields.getField(28) + 1);
			animIndex = SELENA_ANIM_INDEX;
		}

		player->setAnimationIndex(animIndex);
	}

	if (h.executeScript()) {
		HotspotData *data = h.resource();
		res.deactivateHotspot(&h);
		data->roomNumber = 0x1A8;

		if (fields.getField(28) != 0) {
			Hotspot *ratpouch = res.getActiveHotspot(RATPOUCH_ID);
			assert(ratpouch);
			ratpouch->converse(NOONE_ID, 0x854, false);

			uint16 dataId = res.getCharOffset(4);
			CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);

			ratpouch->currentActions().addFront(DISPATCH_ACTION, entry, ratpouch->roomNumber());
			ratpouch->setActionCtr(0);
		}
	}
}

void HotspotTickHandlers::teaAnimHandler(Hotspot &h) {
	if (h.frameCtr() > 0) {
		h.decrFrameCtr();
		return;
	}

	if (h.executeScript()) {
		// Signal that the tea is done
		h.setHotspotScript(0xB82);
		Resources::getReference().fieldList().setField(27, 1);
	}
}

void HotspotTickHandlers::goewinCaptiveAnimHandler(Hotspot &h) {
	if (h.actionCtr() > 0) {
		if (h.executeScript()) {
			h.setTickProc(STANDARD_CHARACTER_TICK_PROC);
			h.setActionCtr(0);
		}
	}
}

void HotspotTickHandlers::prisonerAnimHandler(Hotspot &h) {
	ValueTableData &fields = Resources::getReference().fieldList();
	Common::RandomSource &rnd = LureEngine::getReference().rnd();

	h.handleTalkDialog();
	if (h.frameCtr() > 0) {
		h.setFrameCtr(h.frameCtr() - 1);
		return;
	}

	if (h.actionCtr() != 0) {
		if (h.executeScript() == 0) {
			h.setActionCtr(0);
			h.setHotspotScript(0x3E0);
		}
		return;
	}

	if ((fields.getField(PRISONER_DEAD) == 0) && (rnd.getRandomNumber(65536) >= 6)) {
		h.setActionCtr(1);
		h.setHotspotScript(0x3F6);
	}
}

void HotspotTickHandlers::catrionaAnimHandler(Hotspot &h) {
	h.handleTalkDialog();
	if (h.frameCtr() > 0) {
		h.decrFrameCtr();
	} else {
		h.executeScript();
		int delayVal = (h.actionCtr() == 0) ? 5 : h.actionCtr();
		h.setFrameCtr(delayVal);
	}
}

void HotspotTickHandlers::morkusAnimHandler(Hotspot &h) {
	h.handleTalkDialog();
	if (h.frameCtr() > 0) {
		h.decrFrameCtr();
		return;
	}

	if (h.executeScript()) {
		// Script is done - set new script to one of two alternates randomly
		Common::RandomSource &rnd = LureEngine::getReference().rnd();

		h.setHotspotScript(rnd.getRandomNumber(100) >= 50 ? 0x54 : 0);
		h.setFrameCtr(20 + rnd.getRandomNumber(63));
	}
}

void HotspotTickHandlers::talkAnimHandler(Hotspot &h) {
	// Talk handler
	Resources &res = Resources::getReference();
	StringData &strings = StringData::getReference();
	Screen &screen = Screen::getReference();
	Room &room = Room::getReference();
	Mouse &mouse = Mouse::getReference();
	TalkSelections &talkSelections = res.getTalkSelections();
	TalkData *data = res.getTalkData();
	TalkEntryList &entries = data->entries;
	Hotspot *charHotspot;
	char buffer[MAX_DESC_SIZE];
	Common::Rect r;
	int lineNum, numLines;
	int selectedLine, responseNumber;
	bool showSelections, keepTalkingFlag;
	TalkEntryList::iterator i;
	TalkEntryData *entry;
	uint16 result, descId;

	debugC(ERROR_DETAILED, kLureDebugAnimations, "Player talk anim handler state = %d", res.getTalkState());
	switch (res.getTalkState()) {
	case TALK_NONE:
		talkDestCharacter = h.resource()->talkDestCharacterId;
		assert(talkDestCharacter != 0);

		// Make sure any other dialog is finished before we start talking
		if (room.isDialogShowing())
			return;

		// Fall through to TALK_START

	case TALK_START:
		// Handle initial setup of talking options
		// Reset talk entry pointer list
		for (lineNum = 0; lineNum < MAX_TALK_SELECTIONS; ++lineNum)
			talkSelections[lineNum] = NULL;

		// Loop through list to find entries to display
		_talkResponse = NULL;
		numLines = 0;
		showSelections = false;

		i = entries.begin();
		for (lineNum = 0; lineNum < res.getTalkStartEntry(); ++lineNum)
			if (i != entries.end()) ++i;

		for (; i != entries.end(); ++i) {
			entry = (*i).get();
			uint8 flags = (uint8) (entry->descId >> 14);
			if (flags == 3)
				// Skip the entry
				continue;

			uint16 sequenceOffset = entry->preSequenceId & 0x3fff;
			bool showLine = sequenceOffset == 0;
			if (!showLine) {
				debugC(ERROR_DETAILED, kLureDebugAnimations,
					"Checking whether to display line: script=%xh, descId=%d",
					sequenceOffset, entry->descId);
				showLine = Script::execute(sequenceOffset) != 0;
			}

			if (showLine) {
				talkSelections[numLines++] = entry;
				showSelections |= (entry->descId & 0x3fff) != TALK_MAGIC_ID;
			}

			if ((entry->preSequenceId & 0x8000) != 0)
				break;
		}

		if (showSelections && (numLines > 1)) {
			res.setTalkState(TALK_SELECT);

			// Make sure the dest character holds still while an option is selected
			//HotspotData *destHotspot = res.getHotspot(talkDestCharacter);
			//destHotspot->talkerId = h.hotspotId();
		} else {
			res.setTalkState(TALK_RESPOND);
			res.setTalkSelection(1);
		}
		break;

	case TALK_SELECT:
		r.left = 0; r.right = FULL_SCREEN_WIDTH - 1;
		selectedLine = mouse.y() / MENUBAR_Y_SIZE;
		if ((selectedLine > MAX_TALK_SELECTIONS) || ((selectedLine != 0) &&
			!talkSelections[selectedLine-1]))
			selectedLine = 0;

		for (lineNum = 0; lineNum < MAX_TALK_SELECTIONS; ++lineNum) {
			if (!talkSelections[lineNum]) break;
			entry = talkSelections[lineNum];

			strings.getString(entry->descId & 0x3fff, buffer);

			// Clear line
			r.top = (lineNum + 1) * MENUBAR_Y_SIZE;
			r.bottom = r.top + MENUBAR_Y_SIZE - 1;
			screen.screen().fillRect(r, 0);

			// Display line
			byte color = LureEngine::getReference().isEGA() ?
				((lineNum + 1 == selectedLine) ? EGA_DIALOG_WHITE_COLOR : EGA_DIALOG_TEXT_COLOR) :
				((lineNum + 1 == selectedLine) ? VGA_DIALOG_WHITE_COLOR : VGA_DIALOG_TEXT_COLOR);
			screen.screen().writeString(r.left, r.top, buffer, false, color);
		}

		if (mouse.mButton() || mouse.rButton()) {
			// Abort the conversation
			talkEndConversation();

			// Have destination character show question speech bubble
			charHotspot = res.getActiveHotspot(talkDestCharacter);
			if (charHotspot != NULL)
				charHotspot->showMessage(13, NOONE_ID);

		} else if (mouse.lButton() && (selectedLine != 0)) {
			// Set the talk response index to use
			res.setTalkSelection(selectedLine);
			res.setTalkState(TALK_RESPOND);
		}
		break;

	case TALK_RESPOND:
		// Handle initial response to show the question in a talk dialog if needed

		if (h.resource()->talkCountdown != 0) {
			// Current talk dialog already pending needs to finish
			h.handleTalkDialog();
			return;
		}

		// Get the original question for display
		selectedLine = res.getTalkSelection();
		entry = talkSelections[selectedLine-1];
		descId = entry->descId & 0x3fff;
		entry->descId |= 0x4000;
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Talk line set: line=#%d, desc=%xh",
			selectedLine, descId);

		// Get the response the destination character will say
		if (descId != TALK_MAGIC_ID) {
			// Set up to display the question and response in talk dialogs
			h.converse(talkDestCharacter, descId);
			res.setTalkState(TALK_RESPOND_2);
		} else {
			res.setTalkState(TALK_RESPOND_3);
		}
		break;

	case TALK_RESPOND_2:
		// Wait until the question dialog is no longer active
		h.handleTalkDialog();
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Player talk dialog countdown %d",
			h.resource()->talkCountdown);

		if (res.getTalkingCharacter() != 0)
			return;

	case TALK_RESPOND_3:
		// Respond
		selectedLine = res.getTalkSelection();
		entry = talkSelections[selectedLine-1];

		responseNumber = entry->postSequenceId;
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Post sequence Id = %xh", responseNumber);

		if ((responseNumber & 0x8000) != 0) {
			responseNumber = Script::execute(responseNumber & 0x7fff);
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Post sequence Id = %xh", responseNumber);
		}

		do {
			_talkResponse = res.getTalkData()->getResponse(responseNumber);
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Character response pre id = %xh",
				_talkResponse->preSequenceId);

			if (!_talkResponse->preSequenceId)
				break;
			responseNumber = Script::execute(_talkResponse->preSequenceId);
			debugC(ERROR_DETAILED, kLureDebugAnimations, "Character response new response = %d",
				responseNumber);
		} while (responseNumber != TALK_RESPONSE_MAGIC_ID);

		descId = _talkResponse->descId;
		if ((descId & 0x8000) != 0)
			descId = Script::execute(descId & 0x7fff);

		if (descId != TALK_MAGIC_ID) {
			charHotspot = res.getActiveHotspot(talkDestCharacter);

			if (charHotspot != NULL)
				charHotspot->converse(PLAYER_ID, descId, true);
		}
		res.setTalkState(TALK_RESPONSE_WAIT);
		break;

	case TALK_RESPONSE_WAIT:
		// Wait until the character's response has finished being displayed
		h.handleTalkDialog();

		charHotspot = res.getActiveHotspot(talkDestCharacter);
		assert(charHotspot);
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Player talk dialog countdown %d",
			(charHotspot) ? charHotspot->resource()->talkCountdown : 0);

		if ((charHotspot->resource()->talkCountdown > 0) || (res.getTalkingCharacter() != 0))
			return;

		result = _talkResponse->postSequenceId;
		debugC(ERROR_DETAILED, kLureDebugAnimations, "Character response post id = %xh", result);

		if (result == 0xffff)
			keepTalkingFlag = false;
		else {
			if ((result & 0x8000) == 0)
				keepTalkingFlag = true;
			else {
				result = Script::execute(result & 0x7fff);
				keepTalkingFlag = result != 0xffff;
			}
		}

		debugC(ERROR_DETAILED, kLureDebugAnimations, "Keep Talking flag = %d", keepTalkingFlag);

		if (keepTalkingFlag) {
			// Reset for loading the next set of talking options
			res.setTalkStartEntry(result);
			res.setTalkState(TALK_START);
		} else {
			// End the conversation
			talkEndConversation();
		}
		break;
	}
}

void HotspotTickHandlers::talkEndConversation() {
	Resources &res = Resources::getReference();
	Hotspot *charHotspot = res.getActiveHotspot(talkDestCharacter);
	assert(charHotspot);

	res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID);
	charHotspot->setUseHotspotId(0);
	charHotspot->resource()->talkerId = 0;
	charHotspot->setDelayCtr(24);

	res.setTalkData(0);
	res.setCurrentAction(NONE);
	res.setTalkState(TALK_NONE);
}

void HotspotTickHandlers::fighterAnimHandler(Hotspot &h) {
	Fights.fighterAnimHandler(h);
}

void HotspotTickHandlers::playerFightAnimHandler(Hotspot &h) {
	Fights.playerAnimHandler(h);
}

void HotspotTickHandlers::grubAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	h.handleTalkDialog();

	Hotspot *character = res.getActiveHotspot(PLAYER_ID);
	uint16 frameNumber = 0;

	if (character->y() < 79) {
		// If player is behind Grub, use Ratpouch if possible
		Hotspot *ratpouch = res.getActiveHotspot(RATPOUCH_ID);
		if ((ratpouch != NULL) && (ratpouch->roomNumber() == h.roomNumber()))
			character = ratpouch;
	}

	if (character->x() < 72)
		frameNumber = 0;
	else if (character->x() < 172)
		frameNumber = 1;
	else
		frameNumber = 2;

	h.setActionCtr(frameNumber);
	h.setFrameNumber(frameNumber);
}

void HotspotTickHandlers::barmanAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	Room &room = Room::getReference();
	BarEntry &barEntry = res.barmanLists().getDetails(h.roomNumber());
	Common::RandomSource &rnd = LureEngine::getReference().rnd();

	h.handleTalkDialog();
	if (h.delayCtr() > 0) {
		h.setDelayCtr(h.delayCtr() - 1);
		return;
	}

	if (h.frameCtr() == 0) {
		// Barman not currently doing something
		if (barEntry.currentCustomer != NULL) {
			// A customer has been set to be served
			Hotspot *servee = res.getActiveHotspot(barEntry.currentCustomer->hotspotId);
			if (servee != NULL) {
				// Check whether the character is still at the bar
				if ((servee->y() + servee->heightCopy()) >= ((barEntry.gridLine << 3) + 24)) {
					// Customer has left - nullify their entry
					barEntry.currentCustomer->hotspotId = 0;
					barEntry.currentCustomer->serveFlags = 0;
					barEntry.currentCustomer = NULL;
				}
				else if (servee->hotspotId() != PLAYER_ID) {
					// Any other NPC character, so serve them
					barEntry.currentCustomer->serveFlags = 0;
				} else {
					// Servee is the player, flag to stop the barman until the player walks away
					barEntry.currentCustomer->serveFlags &= 0x7f;

					if ((barEntry.currentCustomer->serveFlags & 7) != 0) {
						// Barman needs to do something
						h.setFrameCtr(barEntry.currentCustomer->serveFlags);
						barEntry.currentCustomer->serveFlags &= 0xf8;

					} else if (h.resource()->talkerId == 0) {
						// Barman is not currently being talked to
						// Clear entry from list
						barEntry.currentCustomer->hotspotId = 0;
						barEntry.currentCustomer->serveFlags = 0;
						barEntry.currentCustomer = NULL;
						// Set the barman to polish the bar
						h.setFrameCtr(2);
					}
				}

				return;
			}
		}

		// Check for any customer waiting to be served
		for (int index = 0; index < NUM_SERVE_CUSTOMERS; ++index) {
			if ((barEntry.customers[index].serveFlags & 0x80) != 0) {
				// Found one to serve
				barEntry.customers[index].serveFlags = 0;
				barEntry.currentCustomer = &barEntry.customers[index];
				Hotspot *hotspot = res.getActiveHotspot(barEntry.customers[index].hotspotId);
				assert(hotspot);
				h.setSupportValue(hotspot->x());    // Save the position to move to
				h.setFrameCtr(0x80);				// Flag for movement
				return;
			}
		}

		// At this point, no customers need servering. Empty the table
		barEntry.currentCustomer = NULL;
		for (int index = 0; index < NUM_SERVE_CUSTOMERS; ++index) {
			barEntry.customers[index].hotspotId = 0;
			barEntry.customers[index].serveFlags = 0;
		}

		// Choose a random action for the barman to do - walk around, polish the bar, or wait
		h.setFrameCtr(rnd.getRandomNumber(2) + 1);
	}

	// At this point the barman is known to be doing something

	if ((h.frameCtr() & 0x80) != 0)	{
		// Bit 7 being set indicates the barman is moving to a destination
		int16 xDiff = h.x() - h.supportValue();
		if (ABS(xDiff) >= 2) {
			// Keep the barman moving
			if (xDiff > 0) {
				// Moving left
				h.setPosition(h.x() - 2, h.y());
				h.setActionCtr(h.actionCtr() + 1);
				if ((h.actionCtr() >= 12) || (h.actionCtr() < 6))
					h.setActionCtr(6);
			} else {
				// Moving right
				h.setPosition(h.x() + 2, h.y());
				h.setActionCtr(h.actionCtr() + 1);
				if (h.actionCtr() >= 6)
					h.setActionCtr(0);
			}
		} else {
			// Stop the barman moving
			h.setActionCtr(12);
			h.setFrameCtr(h.frameCtr() & 0x7f);
		}

		h.setFrameNumber(h.actionCtr());
		return;
	}

	// All other actions
	uint16 xp, id;
	const uint16 *frameList;
	uint16 frameNumber;

	BarmanAction action = (BarmanAction) (h.frameCtr() & 0x3F);
	switch (action) {
	case WALK_AROUND:
		// Wander around between the ends of the bar
		if (h.hotspotId() == EWAN_ID)
			xp = rnd.getRandomNumber(51) + 94;
		else
			xp = rnd.getRandomNumber(85) + 117;

		h.setSupportValue(xp);
		h.setFrameCtr(0x83);
		return;

	case POLISH_BAR:
	case SERVE_BEER:
		if (action == SERVE_BEER) {
			// Serving a beer
			if ((h.frameCtr() & 0x40) == 0)
				h.setSupportValue(h.resource()->flags2);

		} else {
			// Polishing the bar
			if ((h.frameCtr() & 0x40) == 0) {
				// New polish beginning
				id = BG_RANDOM << 8;

				if (h.hotspotId() == EWAN_ID) {
					HotspotData *player = res.getHotspot(PLAYER_ID);
					HotspotData *gwyn = res.getHotspot(GWEN_ID);
					HotspotData *wayne = res.getHotspot(WAYNE_ID);

					if ((player->roomNumber != 35) && (gwyn->roomNumber != 35) && (wayne->roomNumber != 35)) {
						h.setAnimationIndex(EWAN_ANIM_INDEX);
						if (rnd.getRandomNumber(1) == 1)
							id = BG_EXTRA1 << 8;
						else {
							// Set up alternate animation
							h.setWidth(32);
							h.setAnimationIndex(EWAN_ALT_ANIM_INDEX);
							ewanXOffset = true;
							h.setPosition(h.x() - 8, h.y());
							id = BG_EXTRA2 << 8;
						}
					}
				}

				h.setSupportValue(id);
			}
		}

		// At this point, either a polish or a beer serve is in progress
		h.setFrameCtr(h.frameCtr() | 0x40);
		h.setSupportValue(h.supportValue() + 1);  // Move to next frame
		frameList = barEntry.graphics[h.supportValue() >> 8];
		frameNumber = frameList[h.supportValue() & 0xff];

		if (frameNumber != 0) {
			h.setActionCtr(frameNumber);
			h.setFrameNumber(frameNumber);
			return;
		}

		if (h.hotspotId() == EWAN_ID) {
			// Make sure Ewan is back to his standard animation
			h.setWidth(16);
			h.setAnimationIndex(EWAN_ANIM_INDEX);

			if (ewanXOffset) {
				h.setPosition(h.x() + 8, h.y());
				ewanXOffset = false;
			}
		}
		break;

	case WAIT_DIALOG:
		if (room.isDialogActive()) {
			h.setFrameNumber(h.actionCtr());
			return;
		}
		break;

	case WAIT:
		// Immediate break, since the code outside the switch handles stopping the barman
		break;
	}

	// If this point is reached, then the barman should stop whatever he's doing
	if (action != WAIT_DIALOG)
		h.setDelayCtr(10);
	h.setFrameCtr(0);
	h.setActionCtr(12);
	h.setFrameNumber(h.actionCtr());
}

void HotspotTickHandlers::skorlAnimHandler(Hotspot &h) {
	h.handleTalkDialog();
	h.setFrameNumber(h.actionCtr());
}

void HotspotTickHandlers::gargoyleAnimHandler(Hotspot &h) {
	h.handleTalkDialog();
}

void HotspotTickHandlers::goewinShopAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	ValueTableData &fields = res.fieldList();

	h.resource()->actionHotspotId = 0;
	h.setCharacterMode(CHARMODE_WAIT_FOR_INTERACT);

	h.handleTalkDialog();
	if (h.frameCtr() > 0) {
		h.decrFrameCtr();
		return;
	}

	h.executeScript();

	if (h.delayCtr() > 0) {
		h.setDelayCtr(h.delayCtr() - 1);

		if (h.delayCtr() == 0) {
			Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
			uint16 talkIndex = fields.getField(TALK_INDEX);

			if ((talkIndex == 12) || (talkIndex == 13) || (talkIndex == 14) ||
				(playerHotspot->roomNumber() == 34))
				h.setDelayCtr(1500);
			else
				Script::normalGoewin(0, 0, 0);
		}
	}
}

void HotspotTickHandlers::skullAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();
	uint16 doorId = 0x272E;
	if ((h.hotspotId() == 0x42E) || (h.hotspotId() == 0x431) || (h.hotspotId() == 0x432))
		doorId = 0x272A;
	else if ((h.hotspotId() == 0x42f) || (h.hotspotId() == 0x433))
		doorId = 0x272C;

	RoomExitJoinData *joinRec = res.getExitJoin(doorId);
	if ((h.hotspotId() == 0x42E) || (h.hotspotId() == 0x42F)) {
		h.setFrameNumber(joinRec->blocked ? 0 : 1);
	} else {
		h.setFrameNumber(joinRec->blocked ? 1 : 0);
	}
}

void HotspotTickHandlers::dragonFireAnimHandler(Hotspot &h) {
	if (h.executeScript())
		// Script is finished - player is dead
		Game::getReference().setState(GS_RESTORE_RESTART);
}

void HotspotTickHandlers::castleSkorlAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();

	h.handleTalkDialog();
	if (h.frameCtr() > 0) {
		h.decrFrameCtr();
		return;
	}

	if (h.executeScript()) {
		HotspotData *hotspot = res.getHotspot(h.hotspotId());
		assert(hotspot);
		res.deactivateHotspot(hotspot->hotspotId);
		hotspot->roomNumber = 0xffff;
		hotspot->layer = 255;
		hotspot->talkCountdown = 0;
		hotspot->flags |= HOTSPOTFLAG_MENU_EXCLUSION;

		hotspot = res.getHotspot(CASTLE_SKORL_ID);
		hotspot->roomNumber = 45;
		res.activateHotspot(CASTLE_SKORL_ID);
	}
}

void HotspotTickHandlers::rackSerfAnimHandler(Hotspot &h) {
	Resources &res = Resources::getReference();

	// Handle any talking
	h.handleTalkDialog();

	if (h.frameCtr() > 0) {
		h.decrFrameCtr();
		return;
	}

	switch (h.actionCtr()) {
	case 1:
		h.setHotspotScript(RACK_SERF_SCRIPT_ID_1);
		h.setActionCtr(2);
		break;

	case 2:
		if (HotspotScript::execute(&h))
			h.setActionCtr(0);
		break;

	case 3:
		h.setHotspotScript(RACK_SERF_SCRIPT_ID_2);
		h.setActionCtr(4);
		h.setLayer(2);

		// Deliberate fall-through
	case 4:
		if (HotspotScript::execute(&h)) {
			h.setLayer(255);
			res.deactivateHotspot(h.hotspotId());

			HotspotData *ratpouchData = res.getHotspot(RATPOUCH_ID);
			ratpouchData->roomNumber = 4;
			Hotspot *newHotspot = res.activateHotspot(RATPOUCH_ID);
			newHotspot->converse(PLAYER_ID, 0x9C, true);
		}
		break;

	default:
		break;
	}
}

/*-------------------------------------------------------------------------*/

// support method for the standard character tick proc routine - it gets called
// when the character is in the wrong room designated for an action, and is
// responsible for starting the character walking to the correct exit

void HotspotTickHandlers::npcRoomChange(Hotspot &h) {
	Resources &res = Resources::getReference();

	// Increment number of times an exit has been attempted
	h.setExitCtr(h.exitCtr() + 1);
	if (h.exitCtr() >= 5) {
		// Failed to exit room too many times
		h.setExitCtr(0);

		if (!h.currentActions().isEmpty()) {
			if (h.startRoomNumber() != 0) {
				// If character isn't already returning to starting room, redirect them to the
				// player's current room
				if (!h.currentActions().bottom().hasSupportData() ||
					(h.currentActions().bottom().supportData().action() != RETURN)) {
					// Start follower returning
					Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
					h.currentActions().clear();
					h.currentActions().addFront(RETURN, playerHotspot->roomNumber(), 0, 0);
				}
			}

		} else if ((h.blockedOffset() != 0) && (h.blockedOffset() != 0xffff)) {
			// Only current action on stack - and there is a block handler
			CharacterScheduleEntry *entry = res.charSchedules().getEntry(h.blockedOffset());
			h.currentActions().addFront(DISPATCH_ACTION, entry, h.roomNumber());
		}

		return;
	}

	// Get room exit coordinates
	RoomExitCoordinateData &exitData = res.coordinateList().getEntry(
		h.roomNumber()).getData(h.currentActions().top().roomNumber());

	if (h.hotspotId() != RATPOUCH_ID) {
		// Count up the number of characters in the room
		HotspotList &list = res.activeHotspots();
		HotspotList::iterator i;
		int numCharacters = 0;

		for (i = list.begin(); i != list.end(); ++i) {
			if ((h.roomNumber() == (exitData.roomNumber & 0xff)) && (h.layer() != 0) &&
				(h.hotspotId() >= PLAYER_ID) && (h.hotspotId() < FIRST_NONCHARACTER_ID))
				++numCharacters;
		}

		if (numCharacters >= 4) {
			uint16 dataId = res.getCharOffset(0);
			CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);
			h.currentActions().addFront(DISPATCH_ACTION, entry, h.roomNumber());

			return;
		}
	}

	h.setDestPosition(exitData.x, exitData.y);
	h.setDestHotspot(res.exitHotspots().getHotspot(h.roomNumber(), exitData.hotspotIndexId));

	if (h.destHotspotId() != 0xffff) {
		RoomExitJoinData *joinRec = res.getExitJoin(h.destHotspotId());

		if (joinRec->blocked) {
			// The room exit is blocked - so add an opening action
			h.currentActions().addFront(OPEN, h.roomNumber(), h.destHotspotId(), 0);
			h.setBlockedFlag(false);
			return;
		}
	}

	// No exit hotspot, or it has one that's not blocked. So start the walking
	h.currentActions().top().setAction(START_WALKING);
	h.setWalkFlag(true);
}

/*-------------------------------------------------------------------------*/
/* Miscellaneous classes                                                   */
/*                                                                         */
/*-------------------------------------------------------------------------*/

// WalkingActionEntry class

// This method performs rounding of the number of steps depending on direciton

int WalkingActionEntry::numSteps() const {
	switch (_direction) {
	case UP:
	case DOWN:
		return (_numSteps + 1) >> 1;

	case LEFT:
	case RIGHT:
		return (_numSteps + 3) >> 2;
	default:
		return 0;
	}
}

// PathFinder class

PathFinder::PathFinder(Hotspot *h) {
	_hotspot = h;
	_inUse = false;
	_list.clear();
	_stepCtr = 0;
}

void PathFinder::clear() {
	_stepCtr = 0;
	_list.clear();
	_inProgress = false;
	_countdownCtr = PATHFIND_COUNTDOWN;
}

void PathFinder::reset(RoomPathsData &src) {
	clear();
	src.decompress(_layer, _hotspot->widthCopy());
	_inUse = true;
}

// Does the next stage of processing to figure out a path to take to a given
// destination. Returns true if the path finding has been completed

PathFinderResult PathFinder::process() {
	bool returnFlag = _inProgress;
	// Check whether the pathfinding can be broken by the countdown counter
	bool breakFlag = (PATHFIND_COUNTDOWN != 0);
	_countdownCtr = PATHFIND_COUNTDOWN;
	int v;
	uint16 *pTemp;
	bool scanFlag = false;
	Direction currDirection = NO_DIRECTION;
	Direction newDirection;
	uint16 numSteps = 0, savedSteps = 0;
	bool altFlag;
	uint16 *pCurrent;
	PathFinderResult result = PF_UNFINISHED;
	bool skipToFinalStep = false;

	if (!_inProgress) {
		// Following code only done during first call to method
		_inProgress = true;
		initVars();

		Common::Point diff(_destX - _xCurrent, _destY - _yCurrent);
		_xCurrent >>= 3; _yCurrent >>= 3;
		_xDestCurrent >>= 3; _yDestCurrent >>= 3;
		if ((_xCurrent == _xDestCurrent) && (_yCurrent == _yDestCurrent)) {
			// Very close move
			if (_xDestPos > 0)
				add(RIGHT, _xDestPos);
			else if (_xDestPos < 0)
				add(LEFT, -_xDestPos);
			else if (diff.y > 0)
				add(DOWN, diff.y);
			else
				add(UP, -diff.y);

			_inProgress = false;
			result = PF_OK;
			skipToFinalStep = true;
		} else {
			// Path finding

			_destX >>= 3;
			_destY >>= 3;
			_pSrc = &_layer[(_yCurrent + 1) * DECODED_PATHS_WIDTH + 1 + _xCurrent];
			_pDest = &_layer[(_yDestCurrent + 1) * DECODED_PATHS_WIDTH + 1 + _xDestCurrent];

			// Flag starting/ending cells
			*_pSrc = 1;
			_destOccupied = *_pDest != 0;
			result = _destOccupied ? PF_DEST_OCCUPIED : PF_OK;
			*_pDest = 0;

			// Set up the current pointer, adjusting away from edges if necessary

			if (_xCurrent >= _xDestCurrent) {
				_xChangeInc = -1;
				_xChangeStart = ROOM_PATHS_WIDTH;
			} else {
				_xChangeInc = 1;
				_xChangeStart = 1;
			}

			if (_yCurrent >= _yDestCurrent) {
				_yChangeInc = -1;
				_yChangeStart = ROOM_PATHS_HEIGHT;
			} else {
				_yChangeInc = 1;
				_yChangeStart = 1;
			}
		}
	}

	if (!skipToFinalStep) {
		// Major loop to populate data
		_cellPopulated = false;

		while (1) {
			// Loop through to process cells in the given area
			if (!returnFlag)
				_yCtr = 0;
			while (returnFlag || (_yCtr < ROOM_PATHS_HEIGHT)) {
				if (!returnFlag) _xCtr = 0;

				while (returnFlag || (_xCtr < ROOM_PATHS_WIDTH)) {
					if (!returnFlag) {
						processCell(&_layer[(_yChangeStart + _yCtr * _yChangeInc) * DECODED_PATHS_WIDTH +
							(_xChangeStart + _xCtr * _xChangeInc)]);
						if (breakFlag && (_countdownCtr <= 0))
							return PF_UNFINISHED;
					} else {
						returnFlag = false;
					}
					++_xCtr;
				}
				++_yCtr;
			}

			// If the destination cell has been filled in, then break out of loop
			if (*_pDest != 0)
				break;

			if (_cellPopulated) {
				// At least one cell populated, so go repeat loop
				_cellPopulated = false;
			} else {
				result = PF_PART_PATH;
				scanFlag = true;
				break;
			}
		}
		_inProgress = false;

		if (scanFlag || _destOccupied) {
			// Adjust the end point if necessary to stop character walking into occupied area

			// Restore destination's occupied state if necessary
			if (_destOccupied) {
				*_pDest = 0xffff;
				_destOccupied = false;
			}

			// Scan through lines
			v = 0xff;
			pTemp = _pDest;
			scanLine(_destX, -1, pTemp, v);
			scanLine(ROOM_PATHS_WIDTH - _destX, 1, pTemp, v);
			scanLine(_destY, -DECODED_PATHS_WIDTH, pTemp, v);
			scanLine(ROOM_PATHS_HEIGHT - _destY, DECODED_PATHS_WIDTH, pTemp, v);

			if (pTemp == _pDest) {
				clear();
				return PF_NO_WALK;
			}

			_pDest = pTemp;
		}

		// ****DEBUG****
		if (_hotspot->hotspotId() == PLAYER_ID) {
			for (int ctr = 0; ctr < DECODED_PATHS_WIDTH * DECODED_PATHS_HEIGHT; ++ctr)
				Room::getReference().tempLayer[ctr] = _layer[ctr];
		}

		// Determine the walk path by working backwards from the destination, adding in the
		// walking steps in reverse order until source is reached
		int stageCtr;
		for (stageCtr = 0; stageCtr < 3; ++stageCtr) {
			// Clear out any previously determined directions
			clear();

			altFlag = stageCtr == 1;
			pCurrent = _pDest;

			numSteps = 0;
			currDirection = NO_DIRECTION;
			while (1) {
				v = *pCurrent - 1;
				if (v == 0)
					break;

				newDirection = NO_DIRECTION;
				if (!altFlag && (currDirection != LEFT) && (currDirection != RIGHT)) {
					// Standard order direction checking
					if (*(pCurrent - DECODED_PATHS_WIDTH) == v)
						newDirection = DOWN;
					else if (*(pCurrent + DECODED_PATHS_WIDTH) == v)
						newDirection = UP;
					else if (*(pCurrent + 1) == v)
						newDirection = LEFT;
					else if (*(pCurrent - 1) == v)
						newDirection = RIGHT;
				} else {
					// Alternate order direction checking
					if (*(pCurrent + 1) == v)
						newDirection = LEFT;
					else if (*(pCurrent - 1) == v)
						newDirection = RIGHT;
					else if (*(pCurrent - DECODED_PATHS_WIDTH) == v)
						newDirection = DOWN;
					else if (*(pCurrent + DECODED_PATHS_WIDTH) == v)
						newDirection = UP;
				}
				if (newDirection == NO_DIRECTION)
					error("Path finding process failed");

				// Process for the specified direction
				if (newDirection != currDirection)
					add(newDirection, 0);

				switch (newDirection) {
				case UP:
					pCurrent += DECODED_PATHS_WIDTH;
					break;

				case DOWN:
					pCurrent -= DECODED_PATHS_WIDTH;
					break;

				case LEFT:
					++pCurrent;
					break;

				case RIGHT:
					--pCurrent;
					break;

				default:
					break;
				}

				++numSteps;
				top().rawSteps() += 8;
				currDirection = newDirection;
			}

			if (stageCtr == 0)
				// Save the number of steps needed
				savedSteps = numSteps;
			if ((stageCtr == 1) && (numSteps <= savedSteps))
				// Less steps were needed, so break out
				break;
		}

		// Add final movement if necessary

		if (result == PF_OK) {
			if (_xDestPos < 0)
				addBack(LEFT, -_xDestPos);
			else if (_xDestPos > 0)
				addBack(RIGHT, _xDestPos);
		}
	}

	// Final Step
	if (_xPos < 0)
		add(RIGHT, -_xPos);
	else if (_xPos > 0)
		add(LEFT, _xPos);

	return result;
}

Common::String PathFinder::getDebugInfo() const {
	Common::String buffer;
	buffer += "Pathfinder::list(\n";

	WalkingActionList::const_iterator i;
	for (i = _list.begin(); i != _list.end(); ++i) {
		WalkingActionEntry const &e = **i;
		buffer += Common::String::format("Direction=%d, numSteps=%d\n", e.direction(), e.numSteps());
	}

	return buffer;
}

void PathFinder::processCell(uint16 *p) {
	// Only process cells that are still empty
	if (*p == 0) {
		uint16 vMax = 0xffff;
		uint16 vTemp;

		// Check the surrounding cells (up,down,left,right) for values
		// Up
		vTemp = *(p - DECODED_PATHS_WIDTH);
		if ((vTemp != 0) && (vTemp < vMax))
			vMax = vTemp;
		// Down
		vTemp = *(p + DECODED_PATHS_WIDTH);
		if ((vTemp != 0) && (vTemp < vMax))
			vMax = vTemp;
		// Left
		vTemp = *(p - 1);
		if ((vTemp != 0) && (vTemp < vMax))
			vMax = vTemp;
		// Right
		vTemp = *(p + 1);
		if ((vTemp != 0) && (vTemp < vMax))
			vMax = vTemp;

		if (vMax != 0xffff) {
			// A surrounding cell with a value was found
			++vMax;
			*p = vMax;
			_cellPopulated = true;
		}

		_countdownCtr -= 3;

	} else {
		--_countdownCtr;
	}
}

void PathFinder::scanLine(int numScans, int changeAmount, uint16 *&pEnd, int &v) {
	uint16 *pTemp = _pDest;

	for (int ctr = 1; ctr <= numScans; ++ctr) {
		pTemp += changeAmount;
		if ((*pTemp != 0) && (*pTemp != 0xffff)) {
			if ((v < ctr) || ((v == ctr) && (*pTemp >= *pEnd)))
				return;
			pEnd = pTemp;
			v = ctr;
			break;
		}
	}
}

void PathFinder::initVars() {
	int16 xRight;

	// Set up dest position, adjusting for walking off screen if necessary
	_destX = _hotspot->destX();
	_destY = _hotspot->destY();

	if (_destX < 10)
		_destX -= 50;
	if (_destX >= FULL_SCREEN_WIDTH-10)
		_destX += 50;

	_xPos = 0;
	_yPos = 0;
	_xDestPos = 0;
	_yDestPos = 0;

	_xCurrent = _hotspot->x();
	if (_xCurrent < 0) {
		_xPos = _xCurrent;
		_xCurrent = 0;
	}
	xRight = FULL_SCREEN_WIDTH - _hotspot->widthCopy() - 1;
	if (_xCurrent >= xRight) {
		_xPos = _xCurrent - xRight;
		_xCurrent = xRight;
	}

	_yCurrent = (_hotspot->y() & 0xf8) + _hotspot->heightCopy() - MENUBAR_Y_SIZE - 4;
	if (_yCurrent < 0) {
		_yPos = _yCurrent;
		_yCurrent = 0;
	}
	if (_yCurrent >= (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE)) {
		_yPos = _yCurrent - (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE);
		_yCurrent = FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE;
	}

	_xDestCurrent = _destX;
	if (_xDestCurrent < 0) {
		_xDestPos = _xDestCurrent;
		_xDestCurrent = 0;
	}
	xRight = FULL_SCREEN_WIDTH - _hotspot->widthCopy();
	if (_xDestCurrent >= xRight) {
		_xDestPos = _xDestCurrent - xRight;
		_xDestCurrent = xRight;
	}

	_yDestCurrent = _destY - MENUBAR_Y_SIZE;
	if (_yDestCurrent < 0)
		_yDestCurrent = 0;
	if (_yDestCurrent >= (FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE))
		_yDestCurrent = FULL_SCREEN_HEIGHT - MENUBAR_Y_SIZE - 1;

	// Subtract an amount from the countdown counter to compensate for
	// the time spent decompressing the walkable areas set for the room
	_countdownCtr -= 700;
}

void PathFinder::saveToStream(Common::WriteStream *stream) const {
	stream->writeByte(_inUse);

	if (_inUse) {
		// Save the path finding plane
		stream->write(_layer, sizeof(RoomPathsDecompressedData));

		// Save any active step sequence
		for (WalkingActionList::const_iterator i = _list.begin(); i != _list.end(); ++i) {
			WalkingActionEntry &entry = **i;
			stream->writeByte(entry.direction());
			stream->writeSint16LE(entry.rawSteps());
		}
		stream->writeByte(0xff);
		stream->writeSint16LE(_stepCtr);
	}
}

void PathFinder::loadFromStream(Common::ReadStream *stream) {
	_inProgress = false;
	_inUse = stream->readByte() != 0;

	if (_inUse) {
		stream->read(_layer, sizeof(RoomPathsDecompressedData));

		_list.clear();
		uint8 direction;
		while ((direction = stream->readByte()) != 0xff) {
			int steps = stream->readSint16LE();
			_list.push_back(WalkingActionList::value_type(new WalkingActionEntry((Direction) direction, steps)));
		}
		_stepCtr = stream->readSint16LE();
	}
}

/*-------------------------------------------------------------------------*/
/* Support methods                                                         */
/*                                                                         */
/*-------------------------------------------------------------------------*/

// finds a list of character animations whose base area are impinging
// that of the specified character (ie. are bumping into them)

int Support::findIntersectingCharacters(Hotspot &h, uint16 *charList, int16 xp, int16 yp, int roomNumber) {
	int numImpinging = 0;
	Resources &res = Resources::getReference();
	Common::Rect r;
	uint16 hotspotY;

	// If a specific x/y/room isn't provided, use the specified hotspot's current location
	if (roomNumber == -1) {
		xp = h.x();
		yp = h.y();
		roomNumber = h.roomNumber();
	}

	r.left = xp;
	r.right = xp + h.widthCopy();
	r.top = yp + h.heightCopy() - h.yCorrection() - h.charRectY();
	r.bottom = yp + h.heightCopy() + h.charRectY();

	HotspotList::iterator i;
	for (i = res.activeHotspots().begin(); i != res.activeHotspots().end(); ++i) {
		Hotspot &hotspot = **i;

		// Check for basic reasons to skip checking the animation
		if ((h.hotspotId() == hotspot.hotspotId()) || (hotspot.layer() == 0) ||
			(roomNumber != hotspot.roomNumber()) ||
			(hotspot.hotspotId() >= FIRST_NONCHARACTER_ID) ||
			hotspot.skipFlag()) continue;
		// TODO: See why si+ANIM_HOTSPOT_OFFSET compared aganst di+ANIM_VOICE_CTR

		hotspotY = hotspot.y() + hotspot.heightCopy();
		if ((hotspot.x() >= r.right) || (hotspot.x() + hotspot.widthCopy() <= r.left) ||
			(hotspotY + hotspot.charRectY() <= r.top) ||
			(hotspotY - hotspot.charRectY() - hotspot.yCorrection() >= r.bottom))
			continue;

		// Add hotspot Id to list
		if (numImpinging == MAX_NUM_IMPINGING)
			error("Exceeded maximum allowable number of impinging characters");
		*charList++ = hotspot.hotspotId();
		++numImpinging;
	}

	return numImpinging;
}

// Returns true if any other characters are intersecting the specified one

bool Support::checkForIntersectingCharacter(Hotspot &h, int16 xp, int16 yp, int roomNumber) {
	uint16 tempList[MAX_NUM_IMPINGING];
	return findIntersectingCharacters(h, tempList, xp, yp, roomNumber) != 0;
}

// Check whether a character needs to change the room they're in

bool Support::checkRoomChange(Hotspot &h) {
	int16 x = h.x() + (h.widthCopy() >> 1);
	int16 y = h.y() + h.heightCopy() - (h.yCorrection() >> 1);

	RoomData *roomData = Resources::getReference().getRoom(h.roomNumber());
	RoomExitData *exitRec = roomData->exits.checkExits(x, y);

	if (exitRec) {
		// End the current walking sequence
		if (exitRec->sequenceOffset != 0xffff) {
			Script::execute(exitRec->sequenceOffset);
		} else {
			Support::characterChangeRoom(h, exitRec->roomNumber,
				exitRec->x, exitRec->y, exitRec->direction);
		}
	}

	return (exitRec != NULL);
}

void Support::characterChangeRoom(Hotspot &h, uint16 roomNumber,
								  int16 newX, int16 newY, Direction dir) {
	Resources &res = Resources::getReference();
	Room &room = Room::getReference();
	ValueTableData &fields = res.fieldList();

	if (h.hotspotId() == PLAYER_ID) {
		// Room change code for the player
		if (room.cursorState() != CS_NONE)
			return;
		PlayerNewPosition &p = fields.playerNewPos();

		if (checkForIntersectingCharacter(h, newX, newY - 48, roomNumber)) {
			// Another character is blocking the exit in the other room, so set the player to
			// temporarily move to a random destination in the current room
			h.tempDest().position.x = h.destX();
			h.tempDest().position.y = h.destY();
			h.tempDest().counter = 1;
			Room::getReference().setCursorState(CS_BUMPED);
			h.setActionCtr(0);
			h.setBlockedState((BlockedState) ((int) h.blockedState() + 1));
			h.setDestHotspot(0);
			h.setRandomDest();
			p.roomNumber = 0;
		} else {
			// Flag the new location to move the player to (which will be handled by the outer game loop)
			h.setDirection(dir);
			p.roomNumber = roomNumber;
			p.position.x = newX;
			p.position.y = newY - 48;
		}

	} else {
		// Any other character changing room
		newX = (newX & 0xfff8) | 5;
		newY = (newY - h.heightCopy()) & 0xfff8;

		if (checkForIntersectingCharacter(h, newX, newY, roomNumber)) {
			// Character is blocked, so add a handler for handling it
			uint16 dataId = res.getCharOffset(0);
			CharacterScheduleEntry *entry = res.charSchedules().getEntry(dataId);
			h.currentActions().addFront(DISPATCH_ACTION, entry, h.roomNumber());
		} else {
			// Handle character room change
			h.setRoomNumber(roomNumber);
			h.setPosition(newX, newY);
			h.setSkipFlag(true);
			h.setDirection(dir);

			h.setExitCtr(0);
			h.currentActions().top().setAction(DISPATCH_ACTION);
		}
	}
}

bool Support::charactersIntersecting(HotspotData *hotspot1, HotspotData *hotspot2) {
	return !((hotspot1->startX + hotspot1->widthCopy + 4 < hotspot2->startX) ||
		(hotspot2->startX + hotspot2->widthCopy + 4 < hotspot1->startX) ||
		(hotspot2->startY + hotspot2->heightCopy - hotspot2->yCorrection - 2 >=
			hotspot1->startY + hotspot1->heightCopy + 2) ||
		(hotspot2->startY + hotspot2->heightCopy + 2 <
			hotspot1->startY + hotspot1->heightCopy - hotspot1->yCorrection - 2));
}

bool Support::isCharacterInList(uint16 *lst, int numEntries, uint16 charId) {
	while (numEntries-- > 0)
		if (*lst++ == charId)
			return true;
	return false;
}

void HotspotList::saveToStream(Common::WriteStream *stream) const {
	for (HotspotList::const_iterator i = begin(); i != end(); ++i) {
		Hotspot const &hotspot = **i;
		debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Saving hotspot %xh", hotspot.hotspotId());
		bool dynamicObject = hotspot.hotspotId() != hotspot.originalId();
		stream->writeUint16LE(hotspot.originalId());
		stream->writeByte(dynamicObject);
		stream->writeUint16LE(hotspot.destHotspotId());
		hotspot.saveToStream(stream);

		debugC(ERROR_DETAILED, kLureDebugAnimations, "Saved hotspot %xh", hotspot.hotspotId());
	}
	stream->writeUint16LE(0);
}

void HotspotList::loadFromStream(Common::ReadStream *stream) {
	Resources &res = Resources::getReference();
	Hotspot *hotspot;

	clear();
	uint16 hotspotId = stream->readUint16LE();
	while (hotspotId != 0) {
		debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Loading hotspot %xh", hotspotId);
		bool dynamicObject = stream->readByte() != 0;
		uint16 destHotspotId = stream->readUint16LE();

		if (dynamicObject) {
			// Add in a dynamic object (such as a floating talk bubble)
			Hotspot *destHotspot = res.getActiveHotspot(destHotspotId);
			assert(destHotspot);
			hotspot = new Hotspot(destHotspot, hotspotId);
		} else {
			HotspotData *hotspotData = res.getHotspot(hotspotId);
			assert(hotspotData);
			hotspot = new Hotspot(hotspotData);
		}

		res.addHotspot(hotspot);
		assert(hotspot);
		hotspot->loadFromStream(stream);

		debugC(ERROR_DETAILED, kLureDebugAnimations, "Loaded hotspot %xh", hotspotId);

		// Get the next hotspot
		hotspotId = stream->readUint16LE();
	}
}

} // End of namespace Lure