/* 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 "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/he/intern_he.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm_v0.h"
#include "scumm/scumm_v7.h"
#include "scumm/verbs.h"

namespace Scumm {

enum {
	kInventoryUpArrow = 4,
	kInventoryDownArrow = 5,
	kSentenceLine = 6
};

struct VerbSettings {
	int id;
	int x_pos;
	int y_pos;
	const char *name;
};

static const VerbSettings v0VerbTable_English[] = {
	{kVerbOpen,     8, 0, "Open"},
	{kVerbClose,    8, 1, "Close"},
	{kVerbGive,     0, 2, "Give"},
	{kVerbTurnOn,  32, 0, "Turn on"},
	{kVerbTurnOff, 32, 1, "Turn off"},
	{kVerbFix,     32, 2, "Fix"},
	{kVerbNewKid,  24, 0, "New Kid"},
	{kVerbUnlock,  24, 1, "Unlock"},
	{kVerbPush,     0, 0, "Push"},
	{kVerbPull,     0, 1, "Pull"},
	{kVerbUse,     24, 2, "Use"},
	{kVerbRead,     8, 2, "Read"},
	{kVerbWalkTo,  15, 0, "Walk to"},
	{kVerbPickUp,  15, 1, "Pick up"},
	{kVerbWhatIs,  15, 2, "What is"}
};

static const VerbSettings v0VerbTable_German[] = {
	{kVerbOpen,     7, 0, "$ffne"},
	{kVerbClose,   13, 1, "Schlie*e"},
	{kVerbGive,     0, 2, "Gebe"},
	{kVerbTurnOn,  37, 1, "Ein"},
	{kVerbTurnOff, 37, 0, "Aus"},
	{kVerbFix,     23, 1, "Repariere"},
	{kVerbNewKid,  34, 2, "Person"},
	{kVerbUnlock,  23, 0, "Schlie*e auf"},
	{kVerbPush,     0, 0, "Dr<cke"},
	{kVerbPull,     0, 1, "Ziehe"},
	{kVerbUse,     23, 2, "Benutz"},
	{kVerbRead,     7, 2, "Lese"},
	{kVerbWalkTo,  13, 0, "Gehe zu"},
	{kVerbPickUp,   7, 1, "Nimm"},
	{kVerbWhatIs,  13, 2, "Was ist"}
};

struct VerbDemo {
	int color;
	const char *str;
};
static VerbDemo v0DemoStr[] = {
	{7,  "        MANIAC MANSION DEMO DISK        "},
	{5,  "          from Lucasfilm Games          "},
	{5,  "    Copyright = 1987 by Lucasfilm Ltd.  "},
	{5,  "           All Rights Reserved.         "},
	{0,  "                                        "},
	{16, "       Press F7 to return to menu.      "}
};

int ScummEngine_v0::verbPrepIdType(int verbid) {
	switch (verbid) {
	case kVerbUse: // depends on object1
		return kVerbPrepObject;
	case kVerbGive:
		return kVerbPrepTo;
	case kVerbUnlock: case kVerbFix:
		return kVerbPrepWith;
	default:
		return kVerbPrepNone;
	}
}

void ScummEngine_v0::verbDemoMode() {
	int i;

	for (i = 1; i < 16; i++)
		killVerb(i);

	for (i = 0; i < 6; i++) {
		verbDrawDemoString(i);
	}
}

void ScummEngine_v0::verbDrawDemoString(int VerbDemoNumber) {
	byte string[80];
	const char *ptr = v0DemoStr[VerbDemoNumber].str;
	int i = 0, len = 0;

	// Maximum length of printable characters
	int maxChars = 40;
	while (*ptr) {
		if (*ptr != '@')
			len++;
		if (len > maxChars) {
			break;
		}

		string[i++] = *ptr++;

	}
	string[i] = 0;

	_string[2].charset = 1;
	_string[2].ypos = _virtscr[kVerbVirtScreen].topline + (8 * VerbDemoNumber);
	_string[2].xpos = 0;
	_string[2].right = _virtscr[kVerbVirtScreen].w - 1;
	_string[2].color = v0DemoStr[VerbDemoNumber].color;
	drawString(2, (byte *)string);
}

void ScummEngine_v0::resetVerbs() {
	VirtScreen *virt = &_virtscr[kVerbVirtScreen];
	VerbSlot *vs;
	const VerbSettings *vtable;
	int i;

	switch (_language) {
	case Common::DE_DEU:
		vtable = (const VerbSettings*)v0VerbTable_German;
		break;
	default:
		vtable = (const VerbSettings*)v0VerbTable_English;
	}

	for (i = 1; i < 16; i++)
		killVerb(i);

	for (i = 1; i < 16; i++) {
		vs = &_verbs[i];
		vs->verbid = vtable[i - 1].id;
		vs->color = 5;
		vs->hicolor = 7;
		vs->dimcolor = 11;
		vs->type = kTextVerbType;
		vs->charset_nr = _string[0]._default.charset;
		vs->curmode = 1;
		vs->saveid = 0;
		vs->key = 0;
		vs->center = 0;
		vs->imgindex = 0;
		vs->prep = verbPrepIdType(vtable[i - 1].id);
		vs->curRect.left = vtable[i - 1].x_pos * 8;
		vs->curRect.top = vtable[i - 1].y_pos * 8 + virt->topline + 8;
		loadPtrToResource(rtVerb, i, (const byte*)vtable[i - 1].name);
	}
}

void ScummEngine_v0::switchActor(int slot) {
	resetSentence();

	// actor switching only allowed during normal gamplay (not cutscene, ...)
	if (_currentMode != kModeNormal)
		return;

	VAR(VAR_EGO) = VAR(97 + slot);
	actorFollowCamera(VAR(VAR_EGO));
}

void ScummEngine_v2::initV2MouseOver() {
	int i;
	int arrow_color, color, hi_color;

	if (_game.version == 2) {
		color = 13;
		hi_color = 14;
		arrow_color = 1;
	} else {
		color = 16;
		hi_color = 7;
		arrow_color = 6;
	}

	_mouseOverBoxV2 = -1;

	// Inventory items

	for (i = 0; i < 2; i++) {
		_mouseOverBoxesV2[2 * i].rect.left = 0;
		_mouseOverBoxesV2[2 * i].rect.right = 144;
		_mouseOverBoxesV2[2 * i].rect.top = 32 + 8 * i;
		_mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8;

		_mouseOverBoxesV2[2 * i].color = color;
		_mouseOverBoxesV2[2 * i].hicolor = hi_color;

		_mouseOverBoxesV2[2 * i + 1].rect.left = 176;
		_mouseOverBoxesV2[2 * i + 1].rect.right = 320;
		_mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top;
		_mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom;

		_mouseOverBoxesV2[2 * i + 1].color = color;
		_mouseOverBoxesV2[2 * i + 1].hicolor = hi_color;
	}

	// Inventory arrows

	_mouseOverBoxesV2[kInventoryUpArrow].rect.left = 144;
	_mouseOverBoxesV2[kInventoryUpArrow].rect.right = 176;
	_mouseOverBoxesV2[kInventoryUpArrow].rect.top = 32;
	_mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 40;

	_mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color;
	_mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color;

	_mouseOverBoxesV2[kInventoryDownArrow].rect.left = 144;
	_mouseOverBoxesV2[kInventoryDownArrow].rect.right = 176;
	_mouseOverBoxesV2[kInventoryDownArrow].rect.top = 40;
	_mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 48;

	_mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color;
	_mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color;

	// Sentence line

	_mouseOverBoxesV2[kSentenceLine].rect.left = 0;
	_mouseOverBoxesV2[kSentenceLine].rect.right = 320;
	_mouseOverBoxesV2[kSentenceLine].rect.top = 0;
	_mouseOverBoxesV2[kSentenceLine].rect.bottom = 8;

	_mouseOverBoxesV2[kSentenceLine].color = color;
	_mouseOverBoxesV2[kSentenceLine].hicolor = hi_color;
}

void ScummEngine_v2::initNESMouseOver() {
	int i;
	int arrow_color, color, hi_color;

	color = 0;
	hi_color = 0;
	arrow_color = 0;

	_mouseOverBoxV2 = -1;

	// Inventory items

	for (i = 0; i < 2; i++) {
		_mouseOverBoxesV2[2 * i].rect.left = 16;
		_mouseOverBoxesV2[2 * i].rect.right = 120;
		_mouseOverBoxesV2[2 * i].rect.top = 48 + 8 * i;
		_mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8;

		_mouseOverBoxesV2[2 * i].color = color;
		_mouseOverBoxesV2[2 * i].hicolor = hi_color;

		_mouseOverBoxesV2[2 * i + 1].rect.left = 152;
		_mouseOverBoxesV2[2 * i + 1].rect.right = 256;
		_mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top;
		_mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom;

		_mouseOverBoxesV2[2 * i + 1].color = color;
		_mouseOverBoxesV2[2 * i + 1].hicolor = hi_color;
	}

	// Inventory arrows

	_mouseOverBoxesV2[kInventoryUpArrow].rect.left = 128;
	_mouseOverBoxesV2[kInventoryUpArrow].rect.right = 136;
	_mouseOverBoxesV2[kInventoryUpArrow].rect.top = 48;
	_mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 56;

	_mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color;
	_mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color;

	_mouseOverBoxesV2[kInventoryDownArrow].rect.left = 136;
	_mouseOverBoxesV2[kInventoryDownArrow].rect.right = 144;
	_mouseOverBoxesV2[kInventoryDownArrow].rect.top = 48;
	_mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 56;

	_mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color;
	_mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color;

	// Sentence line

	_mouseOverBoxesV2[kSentenceLine].rect.left = 16;
	_mouseOverBoxesV2[kSentenceLine].rect.right = 256;
	_mouseOverBoxesV2[kSentenceLine].rect.top = 0;
	_mouseOverBoxesV2[kSentenceLine].rect.bottom = 8;

	_mouseOverBoxesV2[kSentenceLine].color = color;
	_mouseOverBoxesV2[kSentenceLine].hicolor = hi_color;
}

void ScummEngine_v2::checkV2MouseOver(Common::Point pos) {
	VirtScreen *vs = &_virtscr[kVerbVirtScreen];
	Common::Rect rect;
	byte *ptr, *dst;
	int i, x, y, new_box = -1;

	// Don't do anything unless the inventory is active
	if (!(_userState & USERSTATE_IFACE_INVENTORY)) {
		_mouseOverBoxV2 = -1;
		return;
	}

	if (_cursor.state > 0) {
		for (i = 0; i < ARRAYSIZE(_mouseOverBoxesV2); i++) {
			if (_mouseOverBoxesV2[i].rect.contains(pos.x, pos.y - vs->topline)) {
				new_box = i;
				break;
			}
		}
	}

	if ((new_box != _mouseOverBoxV2) || (_game.version == 0)) {
		if (_mouseOverBoxV2 != -1) {
			rect = _mouseOverBoxesV2[_mouseOverBoxV2].rect;

			dst = ptr = vs->getPixels(rect.left, rect.top);

			// Remove highlight.
			for (y = rect.height() - 1; y >= 0; y--) {
				for (x = rect.width() - 1; x >= 0; x--) {
					if (dst[x] == _mouseOverBoxesV2[_mouseOverBoxV2].hicolor)
						dst[x] = _mouseOverBoxesV2[_mouseOverBoxV2].color;
				}
				dst += vs->pitch;
			}

			markRectAsDirty(kVerbVirtScreen, rect);
		}

		if (new_box != -1) {
			rect = _mouseOverBoxesV2[new_box].rect;

			dst = ptr = vs->getPixels(rect.left, rect.top);

			// Apply highlight
			for (y = rect.height() - 1; y >= 0; y--) {
				for (x = rect.width() - 1; x >= 0; x--) {
					if (dst[x] == _mouseOverBoxesV2[new_box].color)
						dst[x] = _mouseOverBoxesV2[new_box].hicolor;
				}
				dst += vs->pitch;
			}

			markRectAsDirty(kVerbVirtScreen, rect);
		}

		_mouseOverBoxV2 = new_box;
	}
}

int ScummEngine_v2::checkV2Inventory(int x, int y) {
	int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
	int object = 0;

	y -= _virtscr[kVerbVirtScreen].topline;

	if ((y < inventoryArea) || !(_mouseAndKeyboardStat & MBS_LEFT_CLICK))
		return 0;

	if (_mouseOverBoxesV2[kInventoryUpArrow].rect.contains(x, y)) {
		if (_inventoryOffset >= 2) {
			_inventoryOffset -= 2;
			redrawV2Inventory();
		}
	} else if (_mouseOverBoxesV2[kInventoryDownArrow].rect.contains(x, y)) {
		if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
			_inventoryOffset += 2;
			redrawV2Inventory();
		}
	}

	for (object = 0; object < 4; object++) {
		if (_mouseOverBoxesV2[object].rect.contains(x, y)) {
			break;
		}
	}

	if (object >= 4)
		return 0;

	return findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset);
}

void ScummEngine_v2::redrawV2Inventory() {
	VirtScreen *vs = &_virtscr[kVerbVirtScreen];
	int i;
	int max_inv;
	Common::Rect inventoryBox;
	int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
	int maxChars = (_game.platform == Common::kPlatformNES) ? 13: 18;

	_mouseOverBoxV2 = -1;

	if (!(_userState & USERSTATE_IFACE_INVENTORY))	// Don't draw inventory unless active
		return;

	// Clear on all invocations
	inventoryBox.top = vs->topline + inventoryArea;
	inventoryBox.bottom = vs->topline + vs->h;
	inventoryBox.left = 0;
	inventoryBox.right = vs->w;
	restoreBackground(inventoryBox);

	_string[1].charset = 1;

	max_inv = getInventoryCount(_scummVars[VAR_EGO]) - _inventoryOffset;
	if (max_inv > 4)
		max_inv = 4;
	for (i = 0; i < max_inv; i++) {
		int obj = findInventory(_scummVars[VAR_EGO], i + 1 + _inventoryOffset);
		if (obj == 0)
			break;

		_string[1].ypos = _mouseOverBoxesV2[i].rect.top + vs->topline;
		_string[1].xpos = _mouseOverBoxesV2[i].rect.left;
		_string[1].right = _mouseOverBoxesV2[i].rect.right - 1;
		_string[1].color = _mouseOverBoxesV2[i].color;

		const byte *tmp = getObjOrActorName(obj);
		assert(tmp);

		// Prevent inventory entries from overflowing by truncating the text
		byte msg[20];
		msg[maxChars] = 0;
		strncpy((char *)msg, (const char *)tmp, maxChars);

		// Draw it
		drawString(1, msg);
	}


	// If necessary, draw "up" arrow
	if (_inventoryOffset > 0) {
		_string[1].xpos = _mouseOverBoxesV2[kInventoryUpArrow].rect.left;
		_string[1].ypos = _mouseOverBoxesV2[kInventoryUpArrow].rect.top + vs->topline;
		_string[1].right = _mouseOverBoxesV2[kInventoryUpArrow].rect.right - 1;
		_string[1].color = _mouseOverBoxesV2[kInventoryUpArrow].color;
		if (_game.platform == Common::kPlatformNES)
			drawString(1, (const byte *)"\x7E");
		else
			drawString(1, (const byte *)" \1\2");
	}

	// If necessary, draw "down" arrow
	if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
		_string[1].xpos = _mouseOverBoxesV2[kInventoryDownArrow].rect.left;
		_string[1].ypos = _mouseOverBoxesV2[kInventoryDownArrow].rect.top + vs->topline;
		_string[1].right = _mouseOverBoxesV2[kInventoryDownArrow].rect.right - 1;
		_string[1].color = _mouseOverBoxesV2[kInventoryDownArrow].color;
		if (_game.platform == Common::kPlatformNES)
			drawString(1, (const byte *)"\x7F");
		else
			drawString(1, (const byte *)" \3\4");
	}
}

void ScummEngine::redrawVerbs() {
	if (_game.version <= 2 && !(_userState & USERSTATE_IFACE_VERBS)) // Don't draw verbs unless active
		return;

	int i, verb = 0;
	if (_cursor.state > 0)
		verb = findVerbAtPos(_mouse.x, _mouse.y);

	// Iterate over all verbs.
	// Note: This is the correct order (at least for MI EGA, MI2, Full Throttle).
	// Do not change it! If you discover, based on disasm, that some game uses
	// another (e.g. the reverse) order here, you have to use an if/else construct
	// to add it as a special case!
	for (i = 0; i < _numVerbs; i++) {
		if (i == verb && _verbs[verb].hicolor)
			drawVerb(i, 1);
		else
			drawVerb(i, 0);
	}
	_verbMouseOver = verb;
}

void ScummEngine::handleMouseOver(bool updateInventory) {
	if (_completeScreenRedraw) {
		verbMouseOver(0);
	} else {
		if (_cursor.state > 0)
			verbMouseOver(findVerbAtPos(_mouse.x, _mouse.y));
	}
}

void ScummEngine_v2::handleMouseOver(bool updateInventory) {
	ScummEngine::handleMouseOver(updateInventory);

	if (updateInventory) {
		// FIXME/TODO: Reset and redraw the sentence line
		_inventoryOffset = 0;
	}
	if (_completeScreenRedraw || updateInventory) {
		redrawV2Inventory();
	}
	checkV2MouseOver(_mouse);
}

void ScummEngine_v0::handleMouseOver(bool updateInventory) {
	ScummEngine_v2::handleMouseOver(updateInventory);
}

#ifdef ENABLE_HE
void ScummEngine_v72he::checkExecVerbs() {
	VAR(VAR_MOUSE_STATE) = 0;

	if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
		return;

	VAR(VAR_MOUSE_STATE) = _mouseAndKeyboardStat;

	ScummEngine::checkExecVerbs();
}
#endif

void ScummEngine::checkExecVerbs() {
	int i, over;
	VerbSlot *vs;

	if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
		return;

	if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
		/* Check keypresses */
		if (!(_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)) {
			// This is disabled in the SegaCD version as the "vs->key" values setup
			// by script-17 conflict with the values expected by the generic keyboard
			// input script. See tracker item #1193185.
			vs = &_verbs[1];
			for (i = 1; i < _numVerbs; i++, vs++) {
				if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) {
					if (_mouseAndKeyboardStat == vs->key) {
						// Trigger verb as if the user clicked it
						runInputScript(kVerbClickArea, vs->verbid, 1);
						return;
					}
				}
			}
		}

		if ((_game.id == GID_INDY4 || _game.id == GID_PASS) && _mouseAndKeyboardStat >= '0' && _mouseAndKeyboardStat <= '9') {
			// To support keyboard fighting in FOA, we need to remap the number keys.
			// FOA apparently expects PC scancode values (see script 46 if you want
			// to know where I got these numbers from). Oddly enough, the The Indy 3
			// part of the "Passport to Adventure" demo expects the same keyboard
			// mapping, even though the full game doesn't.
			static const int numpad[10] = {
				'0',
				335, 336, 337,
				331, 332, 333,
				327, 328, 329
			};
			_mouseAndKeyboardStat = numpad[_mouseAndKeyboardStat - '0'];
		}

		if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
			// HACK: In the FM-TOWNS games Indy3, Loom and Zak the most significant bit is set for special keys
			// like F5 (=0x8005) or joystick buttons (mask 0xFE00, e.g. SELECT=0xFE40 for the save/load menu).
			// Hence the distinction with (_mouseAndKeyboardStat < MBS_MAX_KEY) between mouse- and key-events is not applicable
			// to this games, so we have to remap the special keys here.
			if (_mouseAndKeyboardStat == 319) {
				_mouseAndKeyboardStat = 0x8005;
			}
		}

		if ((_game.platform == Common::kPlatformFMTowns && _game.id == GID_ZAK) &&
			(_mouseAndKeyboardStat >= 315 && _mouseAndKeyboardStat <= 318)) {
			// Hack: Handle switching to a person via F1-F4 keys.
			// This feature isn't available in the scripts of the FM-TOWNS version.
			int fKey = _mouseAndKeyboardStat - 314;
			int switchSlot = getVerbSlot(36, 0);
			// check if switch-verb is enabled
			if (_verbs[switchSlot].curmode == 1) {
				// Check if person is available (see script 23 from ZAK_FM-TOWNS and script 4 from ZAK_PC).
				// Zak: Var[144 Bit 15], Annie: Var[145 Bit 0], Melissa: Var[145 Bit 1], Leslie: Var[145 Bit 2]
				if (!readVar(0x890E + fKey)) {
					runInputScript(kVerbClickArea, 36 + fKey, 0);
				}
			}
			return;
		}

		// Generic keyboard input
		runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1);
	} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
		VirtScreen *zone = findVirtScreen(_mouse.y);
		const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2;

		// This could be kUnkVirtScreen.
		// Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area"
		if (!zone)
			return;

		over = findVerbAtPos(_mouse.x, _mouse.y);
		if (over != 0) {
			// Verb was clicked
			runInputScript(kVerbClickArea, _verbs[over].verbid, code);
		} else {
			// Scene was clicked
			runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code);
		}
	}
}

void ScummEngine_v2::checkExecVerbs() {
	int i, over;
	VerbSlot *vs;

	if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
		return;

	if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
		/* Check keypresses */
		vs = &_verbs[1];
		for (i = 1; i < _numVerbs; i++, vs++) {
			if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) {
				if (_mouseAndKeyboardStat == vs->key) {
					// Trigger verb as if the user clicked it
					runInputScript(kVerbClickArea, vs->verbid, 1);
					return;
				}
			}
		}

		// Simulate inventory picking and scrolling keys
		int object = -1;

		switch (_mouseAndKeyboardStat) {
		case 'u': // arrow up
			if (_inventoryOffset >= 2) {
				_inventoryOffset -= 2;
				redrawV2Inventory();
			}
			return;
		case 'j': // arrow down
			if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
				_inventoryOffset += 2;
				redrawV2Inventory();
			}
			return;
		case 'i': // object
			object = 0;
			break;
		case 'o':
			object = 1;
			break;
		case 'k':
			object = 2;
			break;
		case 'l':
			object = 3;
			break;
		}

		if (object != -1) {
			object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset);
			if (object > 0)
				runInputScript(kInventoryClickArea, object, 0);
			return;
		}

		// Generic keyboard input
		runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1);
	} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
		VirtScreen *zone = findVirtScreen(_mouse.y);
		const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2;
		const int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;

		// This could be kUnkVirtScreen.
		// Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area"
		if (!zone)
			return;

		if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) {
			// Click into V2 sentence line
			runInputScript(kSentenceClickArea, 0, 0);
		} else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + inventoryArea) {
			// Click into V2 inventory
			int object = checkV2Inventory(_mouse.x, _mouse.y);
			if (object > 0)
				runInputScript(kInventoryClickArea, object, 0);
		} else {
			over = findVerbAtPos(_mouse.x, _mouse.y);
			if (over != 0) {
				// Verb was clicked
				runInputScript(kVerbClickArea, _verbs[over].verbid, code);
			} else {
				// Scene was clicked
				runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code);
			}
		}
	}
}

int ScummEngine_v0::getVerbPrepId() {
	if (_verbs[_activeVerb].prep != 0xFF) {
		return _verbs[_activeVerb].prep;
	} else {
		byte *ptr = getOBCDFromObject(_activeObject, true);
		assert(ptr);
		return (*(ptr + 11) >> 5);
	}
}

int ScummEngine_v0::activeVerbPrep() {
	if (!_activeVerb || !_activeObject)
		return 0;
	return getVerbPrepId();
}

void ScummEngine_v0::verbExec() {
	_sentenceNum = 0;
	_sentenceNestedCount = 0;

	if (_activeVerb == kVerbWhatIs)
		return;

	if (!(_activeVerb == kVerbWalkTo && _activeObject == 0)) {
		doSentence(_activeVerb, _activeObject, _activeObject2);
		if (_activeVerb != kVerbWalkTo) {
			_activeVerb = kVerbWalkTo;
			_activeObject = 0;
			_activeObject2 = 0;
		}
		_walkToObjectState = kWalkToObjectStateDone;
		return;
	}

	Actor_v0 *a = (Actor_v0 *)derefActor(VAR(VAR_EGO), "verbExec");
	int x = _virtualMouse.x / V12_X_MULTIPLIER;
	int y = _virtualMouse.y / V12_Y_MULTIPLIER;

	// 0xB31
	VAR(6) = x;
	VAR(7) = y;

	if (a->_miscflags & kActorMiscFlagFreeze)
		return;

	a->startWalkActor(VAR(6), VAR(7), -1);
}

bool ScummEngine_v0::checkSentenceComplete() {
	if (_activeVerb && _activeVerb != kVerbWalkTo && _activeVerb != kVerbWhatIs) {
		if (_activeObject && (!activeVerbPrep() || _activeObject2))
			return true;
	}
	return false;
}

void ScummEngine_v0::checkExecVerbs() {
	Actor_v0 *a = (Actor_v0 *)derefActor(VAR(VAR_EGO), "checkExecVerbs");
	VirtScreen *zone = findVirtScreen(_mouse.y);

	bool execute = false;

	if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
		int over = findVerbAtPos(_mouse.x, _mouse.y);
		// click region: verbs
		if (over) {
			if (_activeVerb != over) { // new verb
				// keep first object if no preposition is used yet
				if (activeVerbPrep())
					_activeObject = 0;
				_activeObject2 = 0;
				_activeVerb = over;
				_redrawSentenceLine = true;
			} else {
				// execute sentence if complete
				if (checkSentenceComplete())
					execute = true;
			}
		}
	}

	if (a->_miscflags & kActorMiscFlagHide) {
		if (_activeVerb != kVerbNewKid) {
			_activeVerb = kVerbNone;
		}
	}

	if (_currentMode != kModeCutscene) {
		if (_currentMode == kModeKeypad) {
			_activeVerb = kVerbPush;
		}

		if (_mouseAndKeyboardStat > 0 && _mouseAndKeyboardStat < MBS_MAX_KEY) {
			// keys already checked by input handler
		} else if ((_mouseAndKeyboardStat & MBS_MOUSE_MASK) || _activeVerb == kVerbWhatIs) {
			// click region: sentence line
			if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) {
				if (_activeVerb == kVerbNewKid) {
					if (_currentMode == kModeNormal) {
						int kid;
						int lineX = _mouse.x >> V12_X_SHIFT;
						if (lineX < 11)
							kid = 0;
						else if (lineX < 25)
							kid = 1;
						else
							kid = 2;
						_activeVerb = kVerbWalkTo;
						_redrawSentenceLine = true;
						drawSentenceLine();
						switchActor(kid);
					}
					_activeVerb = kVerbWalkTo;
					_redrawSentenceLine = true;
					return;
				} else {
					// execute sentence if complete
					if (checkSentenceComplete())
						execute = true;
				}
			// click region: inventory or main screen
			} else if ((zone->number == kVerbVirtScreen && _mouse.y > zone->topline + 32) ||
			           (zone->number == kMainVirtScreen))
			{
				int obj = 0;

				// click region: inventory
				if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + 32) {
					// click into inventory
					int invOff = _inventoryOffset;
					obj = checkV2Inventory(_mouse.x, _mouse.y);
					if (invOff != _inventoryOffset) {
						// inventory position changed (arrows pressed, do nothing)
						return;
					}
					// the second object of a give-to command has to be an actor
					if (_activeVerb == kVerbGive && _activeObject)
						obj = 0;
				// click region: main screen
				} else if (zone->number == kMainVirtScreen) {
					// click into main screen
					if (_activeVerb == kVerbGive && _activeObject) {
						int actor = getActorFromPos(_virtualMouse.x, _virtualMouse.y);
						if (actor != 0)
							obj = OBJECT_V0(actor, kObjectV0TypeActor);
					} else {
						obj = findObject(_virtualMouse.x, _virtualMouse.y);
					}
				}

				if (!obj) {
					if (_activeVerb == kVerbWalkTo) {
						_activeObject = 0;
						_activeObject2 = 0;
					}
				} else {
					if (activeVerbPrep() == kVerbPrepNone) {
						if (obj == _activeObject)
							execute = true;
						else
							_activeObject = obj;
						// immediately execute action in keypad/selection mode
						if (_currentMode == kModeKeypad)
							execute = true;
					} else {
						if (obj == _activeObject2)
							execute = true;
						if (obj != _activeObject) {
							_activeObject2 = obj;
							if (_currentMode == kModeKeypad)
								execute = true;
						}
					}
				}

				_redrawSentenceLine = true;
				if (_activeVerb == kVerbWalkTo && zone->number == kMainVirtScreen) {
					_walkToObjectState = kWalkToObjectStateDone;
					execute = true;
				}
			}
		}
	}

	if (_drawDemo && _game.features & GF_DEMO) {
		verbDemoMode();
	}

	if (_redrawSentenceLine)
		drawSentenceLine();

	if (!execute || !_activeVerb)
		return;

	if (_activeVerb == kVerbWalkTo)
		verbExec();
	else if (_activeObject) {
		// execute if we have a 1st object and either have or do not need a 2nd
		if (activeVerbPrep() == kVerbPrepNone || _activeObject2)
			verbExec();
	}
}

void ScummEngine::verbMouseOver(int verb) {
	// Don't do anything unless verbs are active
	if (_game.version <= 2 && !(_userState & USERSTATE_IFACE_VERBS))
		return;

	if (_game.id == GID_FT)
		return;

	if (_verbMouseOver != verb) {
		if (_verbs[_verbMouseOver].type != kImageVerbType) {
			drawVerb(_verbMouseOver, 0);
			_verbMouseOver = verb;
		}

		if (_verbs[verb].type != kImageVerbType && _verbs[verb].hicolor) {
			drawVerb(verb, 1);
			_verbMouseOver = verb;
		}
	}
}

int ScummEngine::findVerbAtPos(int x, int y) const {
	if (!_numVerbs)
		return 0;

	VerbSlot *vs;
	int i = _numVerbs - 1;

	vs = &_verbs[i];
	do {
		if (vs->curmode != 1 || !vs->verbid || vs->saveid || y < vs->curRect.top || y >= vs->curRect.bottom)
			continue;
		if (vs->center) {
			if (x < -(vs->curRect.right - 2 * vs->curRect.left) || x >= vs->curRect.right)
				continue;
		} else {
			if (x < vs->curRect.left || x >= vs->curRect.right)
				continue;
		}

		return i;
	} while (--vs, --i);

	return 0;
}

#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v7::drawVerb(int verb, int mode) {
	VerbSlot *vs;

	if (!verb)
		return;

	vs = &_verbs[verb];

	if (!vs->saveid && vs->curmode && vs->verbid) {
		if (vs->type == kImageVerbType) {
			drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top);
			return;
		}

		uint8 color = vs->color;
		if (vs->curmode == 2)
			color = vs->dimcolor;
		else if (mode && vs->hicolor)
			color = vs->hicolor;

		const byte *msg = getResourceAddress(rtVerb, verb);
		if (!msg)
			return;

		// Convert the message, and skip a few remaining 0xFF codes (they
		// occur in FT; subtype 10, which is used for the speech associated
		// with the string).
		byte buf[384];
		convertMessageToString(msg, buf, sizeof(buf));
		msg = buf;
		while (*msg == 0xFF)
			msg += 4;

		// Set the specified charset id
		int oldID = _charset->getCurID();
		_charset->setCurID(vs->charset_nr);

		// Compute the text rect
		vs->curRect.right = 0;
		vs->curRect.bottom = 0;
		const byte *msg2 = msg;
		while (*msg2) {
			const int charWidth = _charset->getCharWidth(*msg2);
			const int charHeight = _charset->getCharHeight(*msg2);
			vs->curRect.right += charWidth;
			if (vs->curRect.bottom < charHeight)
				vs->curRect.bottom = charHeight;
			msg2++;
		}
		vs->curRect.right += vs->curRect.left;
		vs->curRect.bottom += vs->curRect.top;
		vs->oldRect = vs->curRect;

		const int maxWidth = _screenWidth - vs->curRect.left;
		if (_charset->getStringWidth(0, buf) > maxWidth && _game.version == 8) {
			byte tmpBuf[384];
			memcpy(tmpBuf, msg, 384);

			int len = resStrLen(tmpBuf) - 1;
			while (len >= 0) {
				if (tmpBuf[len] == ' ') {
					tmpBuf[len] = 0;
					if (_charset->getStringWidth(0, tmpBuf) <= maxWidth) {
						break;
					}
				}
				--len;
			}
			enqueueText(tmpBuf, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center);
			if (len >= 0) {
				enqueueText(&msg[len + 1], vs->curRect.left, vs->curRect.top + _verbLineSpacing, color, vs->charset_nr, vs->center);
				vs->curRect.bottom += _verbLineSpacing;
			}
		} else {
			enqueueText(msg, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center);
		}
		_charset->setCurID(oldID);
	}
}
#endif

void ScummEngine::drawVerb(int verb, int mode) {
	VerbSlot *vs;
	bool tmp;

	if (!verb)
		return;

	vs = &_verbs[verb];

	if (!vs->saveid && vs->curmode && vs->verbid) {
		if (vs->type == kImageVerbType) {
			drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top);
			return;
		}

		restoreVerbBG(verb);

		_string[4].charset = vs->charset_nr;
		_string[4].xpos = vs->curRect.left;
		_string[4].ypos = vs->curRect.top;
		_string[4].right = _screenWidth - 1;
		_string[4].center = vs->center;

		if (vs->curmode == 2)
			_string[4].color = vs->dimcolor;
		else if (mode && vs->hicolor)
			_string[4].color = vs->hicolor;
		else
			_string[4].color = vs->color;

		// FIXME For the future: Indy3 and under inv scrolling
		/*
		   if (verb >= 31 && verb <= 36)
		   verb += _inventoryOffset;
		 */

		const byte *msg = getResourceAddress(rtVerb, verb);
		if (!msg)
			return;

		tmp = _charset->_center;
		drawString(4, msg);
		_charset->_center = tmp;

		vs->curRect.right = _charset->_str.right;
		vs->curRect.bottom = _charset->_str.bottom;
		vs->oldRect = _charset->_str;
		_charset->_str.left = _charset->_str.right;
	} else if (_game.id != GID_FT) {
		restoreVerbBG(verb);
	}
}

void ScummEngine::restoreVerbBG(int verb) {
	VerbSlot *vs;

	vs = &_verbs[verb];
	uint8 col =
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
		((_game.platform == Common::kPlatformFMTowns) && (_game.id == GID_MONKEY2 || _game.id == GID_INDY4) && (vs->bkcolor == _townsOverrideShadowColor)) ? 0 :
#endif
		vs->bkcolor;

	if (vs->oldRect.left != -1) {
		restoreBackground(vs->oldRect, col);
		vs->oldRect.left = -1;
	}
}

void ScummEngine::drawVerbBitmap(int verb, int x, int y) {
	VerbSlot *vst = &_verbs[verb];
	VirtScreen *vs;
	bool twobufs;
	const byte *imptr = 0;
	int ydiff, xstrip;
	int imgw, imgh;
	int i, tmp;
	byte *obim;
	uint32 size;

	if ((vs = findVirtScreen(y)) == NULL)
		return;

	_gdi->disableZBuffer();

	twobufs = vs->hasTwoBuffers;
	vs->hasTwoBuffers = false;

	xstrip = x / 8;
	ydiff = y - vs->topline;

	obim = getResourceAddress(rtVerb, verb);
	assert(obim);
	if (_game.features & GF_OLD_BUNDLE) {
		imgw = obim[0];
		imgh = obim[1] / 8;
		imptr = obim + 2;
	} else if (_game.features & GF_SMALL_HEADER) {
		size = READ_LE_UINT32(obim);

		if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
			imgw = (*(obim + size + 10));
			imgh = (*(obim + size + 15)) / 8;
		} else {
			imgw = (*(obim + size + 11));
			imgh = (*(obim + size + 17)) / 8;
		}
		imptr = getObjectImage(obim, 1);
	} else {
		const ImageHeader *imhd = (const ImageHeader *)findResourceData(MKTAG('I','M','H','D'), obim);
		if (_game.version >= 7) {
			imgw = READ_LE_UINT16(&imhd->v7.width) / 8;
			imgh = READ_LE_UINT16(&imhd->v7.height) / 8;
		} else {
			imgw = READ_LE_UINT16(&imhd->old.width) / 8;
			imgh = READ_LE_UINT16(&imhd->old.height) / 8;
		}
		imptr = getObjectImage(obim, 1);
	}
	assert(imptr);

	if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
		_gdi->_distaff = (vst->verbid != 54);
	}

	for (i = 0; i < imgw; i++) {
		tmp = xstrip + i;
		_gdi->drawBitmap(imptr, vs, tmp, ydiff, imgw * 8, imgh * 8, i, 1, Gdi::dbAllowMaskOr | Gdi::dbObjectMode);
	}

	if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
		_gdi->_distaff = false;
	}

	vst->curRect.right = vst->curRect.left + imgw * 8;
	vst->curRect.bottom = vst->curRect.top + imgh * 8;
	vst->oldRect = vst->curRect;

	_gdi->enableZBuffer();

	vs->hasTwoBuffers = twobufs;
}

int ScummEngine::getVerbSlot(int id, int mode) const {
	int i;
	for (i = 1; i < _numVerbs; i++) {
		if (_verbs[i].verbid == id && _verbs[i].saveid == mode) {
			return i;
		}
	}
	return 0;
}

void ScummEngine::killVerb(int slot) {
	VerbSlot *vs;

	if (slot == 0)
		return;

	vs = &_verbs[slot];
	vs->verbid = 0;
	vs->curmode = 0;

	_res->nukeResource(rtVerb, slot);

	if (_game.version <= 6 && vs->saveid == 0) {
		drawVerb(slot, 0);
		verbMouseOver(0);
	}
	vs->saveid = 0;
}

void ScummEngine::setVerbObject(uint room, uint object, uint verb) {
	const byte *obimptr;
	const byte *obcdptr;
	uint32 size, size2;
	FindObjectInRoom foir;
	int i;

	if (_game.heversion >= 70) { // Windows titles. Here we always ignore room
		room = getObjectRoom(object);
	}

	if (whereIsObject(object) == WIO_FLOBJECT)
		error("Can't grab verb image from flobject");

	if (_game.features & GF_OLD_BUNDLE) {
		for (i = (_numLocalObjects-1); i > 0; i--) {
			if (_objs[i].obj_nr == object) {
				findObjectInRoom(&foir, foImageHeader, object, room);
				size = READ_LE_UINT16(foir.obim);
				byte *ptr = _res->createResource(rtVerb, verb, size + 2);
				obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
				ptr[0] = *(obcdptr + 9);	// Width
				ptr[1] = *(obcdptr + 15);	// Height
				memcpy(ptr + 2, foir.obim, size);
				return;
			}
		}
	} else if (_game.features & GF_SMALL_HEADER) {
		for (i = (_numLocalObjects-1); i > 0; i--) {
			if (_objs[i].obj_nr == object) {
				// FIXME: the only thing we need from the OBCD is the image size!
				// So we could use almost the same code (except for offsets)
				// as in the GF_OLD_BUNDLE code. But of course that would break save games
				// unless we insert special conversion code... <sigh>
				findObjectInRoom(&foir, foImageHeader, object, room);
				size = READ_LE_UINT32(foir.obim);
				obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
				size2 = READ_LE_UINT32(obcdptr);
				_res->createResource(rtVerb, verb, size + size2);
				obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim;
				obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
				memcpy(getResourceAddress(rtVerb, verb), obimptr, size);
				memcpy(getResourceAddress(rtVerb, verb) + size, obcdptr, size2);
				return;
			}
		}
	} else {
		findObjectInRoom(&foir, foImageHeader, object, room);
		size = READ_BE_UINT32(foir.obim + 4);
		_res->createResource(rtVerb, verb, size);
		obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim;
		memcpy(getResourceAddress(rtVerb, verb), obimptr, size);
	}
}

} // End of namespace Scumm