aboutsummaryrefslogtreecommitdiff
path: root/engines/m4/mads_scene.cpp
blob: 26acafa521be3ad900ddd900e6713e4037a1a289 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

#include "common/system.h"

#include "m4/mads_scene.h"
#include "m4/dialogs.h"
#include "m4/globals.h"
#include "m4/scene.h"
#include "m4/events.h"
#include "m4/graphics.h"
#include "m4/rails.h"
#include "m4/font.h"
#include "m4/m4_views.h"
#include "m4/mads_views.h"
#include "m4/compression.h"
#include "m4/staticres.h"

namespace M4 {

MadsScene::MadsScene(MadsEngine *vm): _sceneResources(), Scene(vm, &_sceneResources) {
	_vm = vm;

	_interfaceSurface = new MadsInterfaceView(vm);
	for (int i = 0; i < 3; ++i)
		actionNouns[i] = 0;
}

MadsScene::~MadsScene() {
	leaveScene();
	_vm->_viewManager->deleteView(_interfaceSurface);
}

/**
 * Secondary scene loading code
 */
void MadsScene::loadScene2(const char *aaName) {
	// Load up the properties for the scene
	_sceneResources.load(_currentScene);

	// Load scene walk paths
	loadSceneCodes(_currentScene);
}

/**
 * Existing ScummVM code that needs to be eventually replaced with MADS code
 */
void MadsScene::loadSceneTemporary() {
	/* Existing code that eventually needs to be replaced with the proper MADS code */
	// Set system palette entries
	_vm->_palette->blockRange(0, 7);
	RGB8 sysColors[3] = { {0x1f<<2, 0x2d<<2, 0x31<<2, 0}, {0x24<<2, 0x37<<2, 0x3a<<2, 0},
		{0x00<<2, 0x10<<2, 0x16<<2, 0}};
	_vm->_palette->setPalette(&sysColors[0], 4, 3);

	_backgroundSurface->loadBackground(_currentScene, &_palData);
	_vm->_palette->addRange(_palData);
	_backgroundSurface->translate(_palData);

	if (_currentScene < 900) {
		_interfaceSurface->madsloadInterface(0, &_interfacePal);
		_vm->_palette->addRange(_interfacePal);
		_interfaceSurface->translate(_interfacePal);
		_backgroundSurface->copyFrom(_interfaceSurface, Common::Rect(0, 0, 320, 44), 0, 200 - 44);

		_interfaceSurface->initialise();
	}

	// Don't load other screen resources for system screens
	if (_currentScene >= 900)
		return;

	loadSceneHotspots(_currentScene);

	_action.clear();
}

void MadsScene::loadScene(int sceneNumber) {
	// Close the menu if it's active
	View *mainMenu = _vm->_viewManager->getView(VIEWID_MAINMENU);
	if (mainMenu != NULL) {
		_vm->_viewManager->deleteView(mainMenu);
	}

	// Handle common scene setting
	Scene::loadScene(sceneNumber);

	_madsVm->globals()->previousScene = _madsVm->globals()->sceneNumber;
	_madsVm->globals()->sceneNumber = sceneNumber;

	// Existing ScummVM code that needs to be eventually replaced with MADS code
	loadSceneTemporary();

	// Signal the script engine what scene is to be active
	_sceneLogic.selectScene(sceneNumber);
	_sceneLogic.setupScene();

	// Add the scene if necessary to the list of scenes that have been visited
	_vm->globals()->addVisitedScene(sceneNumber);

	// Secondary scene load routine
	loadScene2("*I0.AA");

	// Do any scene specific setup
	_sceneLogic.enterScene();

	// Purge resources
	_vm->res()->purge();
}

void MadsScene::loadSceneHotspots(int sceneNumber) {
	char filename[kM4MaxFilenameSize];
	sprintf(filename, "rm%i.hh", sceneNumber);
	MadsPack hotSpotData(filename, _vm);
	Common::SeekableReadStream *hotspotStream = hotSpotData.getItemStream(0);

	int hotspotCount = hotspotStream->readUint16LE();
	delete hotspotStream;

	_sceneResources.hotspotCount = hotspotCount;

	hotspotStream = hotSpotData.getItemStream(1);

	// Clear current hotspot lists
	_sceneResources.hotspots->clear();

	_sceneResources.hotspots->loadHotSpots(hotspotStream, _sceneResources.hotspotCount);

	delete hotspotStream;
}

void MadsScene::leaveScene() {
	_sceneResources.hotspots->clear();
	_sceneResources.props->clear();

	delete _sceneResources.hotspots;
	delete _sceneResources.props;
	delete _walkSurface;

	Scene::leaveScene();
}

void MadsScene::show() {
	Scene::show();
	_vm->_viewManager->addView(_interfaceSurface);
}

void MadsScene::loadSceneCodes(int sceneNumber, int index) {
	char filename[kM4MaxFilenameSize];
	Common::SeekableReadStream *sceneS;

	if (_vm->getGameType() == GType_Phantom || _vm->getGameType() == GType_DragonSphere) {
		sprintf(filename, "rm%i.ww%i", sceneNumber, index);
		MadsPack walkData(filename, _vm);
		sceneS = walkData.getItemStream(0);
		_walkSurface->loadCodesMads(sceneS);
		_vm->res()->toss(filename);
	} else if (_vm->getGameType() == GType_RexNebular) {
		// For Rex Nebular, the walk areas are part of the scene info
		byte *destP = _walkSurface->getBasePtr(0, 0);
		const byte *srcP = _sceneResources.walkData;
		byte runLength;
		while ((runLength = *srcP++) != 0) {
			Common::set_to(destP, destP + runLength, *srcP++);
			destP += runLength;
		}
	}
}

void MadsScene::checkHotspotAtMousePos(int x, int y) {
	HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
	if (currentHotSpot != NULL) {
		_vm->_mouse->setCursorNum(currentHotSpot->getCursor());

		// This is the "easy" interface, which updates the status text when the mouse is moved
		// TODO: toggle this code for easy/normal interface mode
		char statusText[50];
		int verbId = 0;//***DEBUG****_currentAction;
		if (verbId == kVerbNone)
			verbId = currentHotSpot->getVerbID();
		if (verbId == kVerbNone)
			verbId = kVerbWalkTo;

		sprintf(statusText, "%s %s\n", _madsVm->globals()->getVocab(verbId), currentHotSpot->getVocab());

		statusText[0] = toupper(statusText[0]);	// capitalize first letter
		setStatusText(statusText);
	} else {
		_vm->_mouse->setCursorNum(0);
		setStatusText("");
	}
}

void MadsScene::leftClick(int x, int y) {
	HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
	if (currentHotSpot != NULL) {
		char statusText[50];
		if (currentHotSpot->getVerbID() != 0) {
			sprintf(statusText, "%s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
		} else {
			sprintf(statusText, "%s %s\n", _madsVm->globals()->getVocab(kVerbWalkTo), currentHotSpot->getVocab());
		}

		statusText[0] = toupper(statusText[0]);	// capitalize first letter
		setStatusText(statusText);
	}
}

void MadsScene::rightClick(int x, int y) {
	// ***DEBUG*** - sample dialog display
	int idx = 3; //_madsVm->_globals->messageIndexOf(0x277a);
	const char *msg = _madsVm->globals()->loadMessage(idx);
	Dialog *dlg = new Dialog(_vm, msg, "TEST DIALOG");
	_vm->_viewManager->addView(dlg);
	_vm->_viewManager->moveToFront(dlg);
}

void MadsScene::setAction(int action, int objectId) {
	VALIDATE_MADS;
	char statusText[50];

	error("todo");
	// TODO: Actually executing actions directly for objects. Also, some object actions are special in that
	// a second object can be selected, as in 'use gun to shoot person', with requires a target
/*
	// Set up the new action
	strcpy(statusText, _madsVm->globals()->getVocab(action));
	statusText[0] = toupper(statusText[0]);	// capitalize first letter

	if (objectId != -1) {
		MadsObject *obj = _madsVm->globals()->getObject(objectId);
		sprintf(statusText + strlen(statusText), " %s", _madsVm->globals()->getVocab(obj->descId));
	} else {
		_currentAction = action;
	}
*/
	setStatusText(statusText);
}

/**
 * Draws all the elements of the scene
 */
void MadsScene::drawElements() {
	// Display animations
	_spriteSlots.draw(this);

	// Text display 
	_textDisplay.draw(this);

	// Copy the user interface surface onto the surface
	_interfaceSurface->copyTo(this, 0, this->height() - _interfaceSurface->height());

/*
	// Some kind of copying over of slot entries
	for (int idx = 0, idx2 = 0; idx < _spriteSlotsStart; ++idx) {
		if (_spriteSlots[idx].spriteId >= 0) {
			if (idx != idx2) {
				// Copy over the slot entry
				_spriteSlots[idx2] = _spriteSlots[idx];
			}
			++idx2;
		}
	}*/
}


void MadsScene::update() {
	// Copy the bare scene in
	_backgroundSurface->copyTo(this);

	// Draw all the various elements
	drawElements();

	_action.set();
	const char *sStatusText = _action.statusText();

	// Handle display of any status text
	if (sStatusText[0]) {
		// Text colors are inverted in Dragonsphere
		if (_vm->getGameType() == GType_DragonSphere)
			_vm->_font->setColors(_vm->_palette->BLACK, _vm->_palette->WHITE, _vm->_palette->BLACK);
		else
			_vm->_font->setColors(_vm->_palette->WHITE, _vm->_palette->BLACK, _vm->_palette->BLACK);

		_vm->_font->setFont(FONT_MAIN_MADS);
		_vm->_font->writeString(this, sStatusText, (width() - _vm->_font->getWidth(sStatusText)) / 2, 142, 0);
	}

	//***DEBUG***
	_spriteSlots.getSprite(0).getFrame(1)->copyTo(this, 120, 90, 0);
}

int MadsScene::loadSceneSpriteSet(const char *setName) {
	char resName[100];
	strcpy(resName, setName);

	// Append a '.SS' if it doesn't alreayd have an extension
	if (!strchr(resName, '.'))
		strcat(resName, ".SS");

	return _spriteSlots.addSprites(resName);
}

void MadsScene::loadPlayerSprites(const char *prefix) {
	const char suffixList[8] = { '8', '9', '6', '3', '2', '7', '4', '1' };
	char setName[80];

	strcpy(setName, "*");
	strcat(setName, prefix);
	strcat(setName, "_0.SS");
	char *digitP = strchr(setName, '_') + 1;

	for (int idx = 0; idx < 8; ++idx) {
		*digitP = suffixList[idx];

		if (_vm->res()->resourceExists(setName)) {
			loadSceneSpriteSet(setName);
			return;
		}
	}

	error("Couldn't find player sprites");
}

enum boxSprites {
	topLeft = 0,
	topRight = 1,
	bottomLeft = 2,
	bottomRight = 3,
	left = 4,
	right = 5,
	top = 6,
	bottom = 7,
	topMiddle = 8,
	filler1 = 9,
	filler2 = 10
	// TODO: finish this
};

// TODO: calculate width and height, show text, show face if it exists
// TODO: this has been tested with Dragonsphere only, there are some differences
// in the sprites used in Phantom
void MadsScene::showMADSV2TextBox(char *text, int x, int y, char *faceName) {
	int repeatX = 40;	// FIXME: this is hardcoded
	int repeatY = 30;	// FIXME: this is hardcoded
	int curX = x, curY = y;
	int topRightX = x;	// TODO: this is probably not needed
	Common::SeekableReadStream *data = _vm->res()->get("box.ss");
	SpriteAsset *boxSprites = new SpriteAsset(_vm, data, data->size(), "box.ss");
	_vm->res()->toss("box.ss");

	RGBList *palData = new RGBList(boxSprites->getColorCount(), boxSprites->getPalette(), true);
	_vm->_palette->addRange(palData);

	for (int i = 0; i < boxSprites->getCount(); i++)
		boxSprites->getFrame(i)->translate(palData);		// sprite pixel translation

	// Top left corner
	boxSprites->getFrame(topLeft)->copyTo(_backgroundSurface, x, curY);
	curX += boxSprites->getFrame(topLeft)->width();

	// Top line
	for (int i = 0; i < repeatX; i++) {
		boxSprites->getFrame(top)->copyTo(_backgroundSurface, curX, curY + 3);
		curX += boxSprites->getFrame(top)->width();
	}

	// Top right corner
	boxSprites->getFrame(topRight)->copyTo(_backgroundSurface, curX, curY);
	topRightX = curX;

	// Top middle
	// FIXME: the transparent color for this is also the black border color
	boxSprites->getFrame(topMiddle)->copyTo(_backgroundSurface,
											x + (curX - x) / 2 - boxSprites->getFrame(topMiddle)->width() / 2,
											curY - 5, 167);
	curX = x;
	curY += boxSprites->getFrame(topLeft)->height();

	// -----------------------------------------------------------------------------------------------

	// Draw contents
	for (int i = 0; i < repeatY; i++) {
		for (int j = 0; j < repeatX; j++) {
			if (j == 0) {
				boxSprites->getFrame(left)->copyTo(_backgroundSurface, curX + 3, curY);
				curX += boxSprites->getFrame(left)->width();
			} else if (j == repeatX - 1) {
				curX = topRightX - 2;
				boxSprites->getFrame(right)->copyTo(_backgroundSurface, curX + 3, curY + 1);
			} else {
				// TODO: the background of the contents follows a pattern which is not understood yet
				if (j % 2 == 0) {
					boxSprites->getFrame(filler1)->copyTo(_backgroundSurface, curX + 3, curY);
					curX += boxSprites->getFrame(filler1)->width();
				} else {
					boxSprites->getFrame(filler2)->copyTo(_backgroundSurface, curX + 3, curY);
					curX += boxSprites->getFrame(filler2)->width();
				}
			}
		}	// for j
		curX = x;
		curY += boxSprites->getFrame(left)->height();
	}	// for i

	// -----------------------------------------------------------------------------------------------
	curX = x;

	// Bottom left corner
	boxSprites->getFrame(bottomLeft)->copyTo(_backgroundSurface, curX, curY);
	curX += boxSprites->getFrame(bottomLeft)->width();

	// Bottom line
	for (int i = 0; i < repeatX; i++) {
		boxSprites->getFrame(bottom)->copyTo(_backgroundSurface, curX, curY + 1);
		curX += boxSprites->getFrame(bottom)->width();
	}

	// Bottom right corner
	boxSprites->getFrame(bottomRight)->copyTo(_backgroundSurface, curX, curY + 1);
}

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

MadsAction::MadsAction() {
	clear();
}

void MadsAction::clear() {
	_actionMode = ACTMODE_NONE;
	_actionMode2 = ACTMODE2_0;
	_word_86F42 = 0;
	_word_86F4E = 0;
	_articleNumber = 0;
	_lookFlag = false;
	_word_86F4A = 0;
	_statusText[0] = '\0';
	_selectedRow = -1;
	_currentHotspot = -1;
	_word_86F3A = -1;
	_word_86F4C = -1;
	//word_86F3A/word_86F4C
	_currentAction = kVerbNone;
	_objectNameId = -1;
	_objectDescId = -1;
	_word_83334 = -1;
}

void MadsAction::appendVocab(int vocabId, bool capitalise) {
	char *s = _statusText + strlen(_statusText);
	const char *vocabStr = _madsVm->globals()->getVocab(vocabId);
	strcpy(s, vocabStr);
	if (capitalise)
		*s = toupper(*s);

	strcat(s, " ");
}

void MadsAction::set() {
	int hotspotCount = _madsVm->scene()->getSceneResources().hotspotCount;
	bool flag = false;
	_currentAction = -1;
	_objectNameId = -1;
	_objectDescId = -1;

	if (_actionMode == ACTMODE_TALK) {
		// Handle showing the conversation selection. Rex at least doesn't actually seem to use this
		if (_selectedRow >= 0) {
			const char *desc = _madsVm->_converse[_selectedRow].desc;
			if (desc)
				strcpy(_statusText, desc);
		}
	} else if (_lookFlag && (_selectedRow == 0)) {
		// Two 'look' actions in succession, so the action becomes 'Look around'
		strcpy(_statusText, lookAroundStr);
	} else {
		if ((_actionMode == ACTMODE_OBJECT) && (_selectedRow >= 0) && (_flags1 == 2) && (_flags2 == 0)) {
			// Use/to action
			int selectedObject = _madsVm->scene()->getInterface()->getSelectedObject();
			MadsObject *objEntry = _madsVm->globals()->getObject(selectedObject);
			
			_objectNameId = objEntry->descId;
			_currentAction = objEntry->vocabList[_selectedRow].vocabId;

			// Set up the status text stirng
			strcpy(_statusText, useStr);
			appendVocab(_objectNameId);
			strcpy(_statusText, toStr);
			appendVocab(_currentAction);
		} else {
			// Handling for if an action has been selected
			if (_selectedRow >= 0) {
				if (_actionMode == ACTMODE_VERB) {
					// Standard verb action
					_currentAction = verbList[_selectedRow].verb;
				} else {
					// Selected action on an inventory object
					int selectedObject = _madsVm->scene()->getInterface()->getSelectedObject();
					MadsObject *objEntry = _madsVm->globals()->getObject(selectedObject);

					_currentAction = objEntry->vocabList[_selectedRow].vocabId;
				}

				appendVocab(_currentAction, true);

				if (_currentAction == kVerbLook) {
					// Add in the word 'add'
					strcat(_statusText, atStr);
					strcat(_statusText, " ");
				}
			}

			// Handling for if a hotspot has been selected/highlighted
			if ((_currentHotspot >= 0) && (_selectedRow >= 0) && (_articleNumber > 0) && (_flags1 == 2)) {
				flag = true;

				strcat(_statusText, englishMADSArticleList[_articleNumber]);
				strcat(_statusText, " ");
			}

			if (_currentHotspot >= 0) {
				if (_selectedRow < 0) {
					int verbId;

					if (_currentHotspot < hotspotCount) {
						// Get the verb Id from the hotspot
						verbId = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getVerbID();
					} else {
						// Get the verb Id from the scene object
						verbId = (*_madsVm->scene()->getSceneResources().props)[_currentHotspot - hotspotCount].getVerbID();
					}

					if (verbId > 0) {
						// Set the specified action
						_currentAction = verbId;
						appendVocab(_currentAction, true);
					} else {
						// Default to a standard 'walk to'
						_currentAction = kVerbWalkTo;
						strcat(_statusText, walkToStr);
					}
				}

				if ((_actionMode2 == ACTMODE2_2) || (_actionMode2 == ACTMODE2_5)) {
					// Get name from given inventory object
					int objectId = _madsVm->scene()->getInterface()->getInventoryObject(_currentHotspot);
					_objectNameId = _madsVm->globals()->getObject(objectId)->descId;
				} else if (_currentHotspot < hotspotCount) {
					// Get name from scene hotspot
					_objectNameId = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getVocabID();
				} else {
					// Get name from temporary scene hotspot
					_objectNameId = (*_madsVm->scene()->getSceneResources().props)[_currentHotspot].getVocabID();
				}
			}
		}

		if ((_currentHotspot >= 0) && (_articleNumber > 0) && !flag) {
			if (_articleNumber == -1) {
				if (_word_86F3A >= 0) {
					int articleNum = 0;

					if ((_word_86F42 == 2) || (_word_86F42 == 5)) {
						int objectId = _madsVm->scene()->getInterface()->getInventoryObject(_currentHotspot);
						articleNum = _madsVm->globals()->getObject(objectId)->article;
					} else if (_word_86F3A < hotspotCount) {
						articleNum = (*_madsVm->scene()->getSceneResources().hotspots)[_currentHotspot].getArticle();
					} else {

					}
				}

			} else if ((_articleNumber == kVerbLook) || (_vm->getGameType() != GType_RexNebular) ||
				(strcmp(_madsVm->globals()->getVocab(_objectDescId), fenceStr) != 0)) {
				// Write out the article
				strcat(_statusText, englishMADSArticleList[_articleNumber]);
			} else {
				// Special case for a 'fence' entry in Rex Nebular
				strcat(_statusText, overStr);
			}

			strcat(_statusText, " ");
		}

		// Append object description if necessary
		if (_word_86F3A >= 0)
			appendVocab(_objectDescId);

		// Remove any trailing space character
		int statusLen = strlen(_statusText);
		if ((statusLen > 0) && (_statusText[statusLen - 1] == ' '))
			_statusText[statusLen - 1] = '\0';
	}

	_word_83334 = -1;
}

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

MadsTimerList::MadsTimerList() {
	for (int i = 0; i < TIMER_LIST_SIZE; ++i) {
		MadsTimerEntry rec;
		rec.active = 0;
		rec.walkObjectIndex = -1;
		_entries.push_back(rec);
	}
}

bool MadsTimerList::unk2(int index, int v1, int v2, int v3) {
	if (_entries[index].len27 >= TIMER_ENTRY_SUBSET_MAX)
		return true;

	int subIndex = _entries[index].len27++;
	_entries[index].fld27[subIndex] = v1;
	_entries[index].fld2C[subIndex] = v2;
	_entries[index].field36 = v3;

	return false;
}

int MadsTimerList::add(int spriteListIndex, int v0, int frameIndex, char field_24, int timeoutTicks, int extraTicks, int numTicks, 
		int height, int width, char field_12, char scale, char depth, int field_C, int field_A, int numSprites, 
		int spriteNum) {

	// Find a free slot
	uint timerIndex = 0;
	while ((timerIndex < _entries.size()) && (_entries[timerIndex].active))
		++timerIndex;
	if (timerIndex == _entries.size())
		error("TimerList full");

	if (spriteNum <= 0)
		spriteNum = 1;
	if (numSprites == 0)
		numSprites = _madsVm->scene()->_spriteSlots.getSprite(spriteListIndex).getCount();
	if (spriteNum == numSprites)
		field_C = 0;

	// Set the list entry fields
	_entries[timerIndex].active = true;
	_entries[timerIndex].spriteListIndex = spriteListIndex;
	_entries[timerIndex].field_2 = v0;
	_entries[timerIndex].frameIndex = frameIndex;
	_entries[timerIndex].spriteNum = spriteNum;
	_entries[timerIndex].numSprites = numSprites;
	_entries[timerIndex].field_A = field_A;
	_entries[timerIndex].field_C = field_C;
	_entries[timerIndex].depth = depth;
	_entries[timerIndex].scale = scale;
	_entries[timerIndex].field_12 = field_12;
	_entries[timerIndex].width = width;
	_entries[timerIndex].height = height;
	_entries[timerIndex].numTicks = numTicks;
	_entries[timerIndex].extraTicks = extraTicks;

	_entries[timerIndex].timeout = g_system->getMillis() + timeoutTicks * GAME_FRAME_DELAY;

	_entries[timerIndex].field_24 = field_24;
	_entries[timerIndex].field_25 = 0;
	_entries[timerIndex].field_13 = 0;
	_entries[timerIndex].walkObjectIndex = -1;
	_entries[timerIndex].len27 = 0;
	_entries[timerIndex].field_3B = 0; //word_84206

	for (int i = 0; i < 3; ++i)
		_entries[timerIndex].actionNouns[i] = _madsVm->scene()->actionNouns[i];

	return timerIndex;
}

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

void MadsSceneResources::load(int sId) {
	const char *sceneInfoStr = MADSResourceManager::getResourceName(RESPREFIX_RM, sId, ".DAT");
	Common::SeekableReadStream *rawStream = _vm->_resourceManager->get(sceneInfoStr);
	MadsPack sceneInfo(rawStream);

	// Basic scene info
	Common::SeekableReadStream *stream = sceneInfo.getItemStream(0);

	int resSceneId = stream->readUint16LE();
	assert(resSceneId == sId);

	artFileNum = stream->readUint16LE();
	field_4 = stream->readUint16LE();
	width = stream->readUint16LE();
	height = stream->readUint16LE();
	assert((width == 320) && (height == 156));
	
	stream->skip(24);

	objectCount = stream->readUint16LE();

	stream->skip(40);

	for (int i = 0; i < objectCount; ++i) {
		objects[i].load(stream);
	}

	// For Rex Nebular, read in the scene's compressed walk surface information
	if (_vm->getGameType() == GType_RexNebular) {
		delete walkData;

		stream = sceneInfo.getItemStream(1);
		walkData = (byte *)malloc(stream->size());
		stream->read(walkData, stream->size());
	}

	_vm->_resourceManager->toss(sceneInfoStr);
}

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

/**
 * Adds a new entry to the timed on-screen text display list
 */
/*
int MadsScreenText::addTimed(const Common::Point &destPos, uint fontColours, uint flags, int vUnknown, uint32 timeout, const char *message) {
	// Find a free slot
	int idx = 0;
	while ((idx < TIMED_TEXT_SIZE) && ((_timedText[idx].flags & TEXTFLAG_ACTIVE) != 0))
		++idx;
	if (idx == TIMED_TEXT_SIZE) {
		if (vUnknown == 0)
			return -1;

		error("Ran out of timed text display slots");
	}

	// Set up the entry values
	_timedText[idx].flags = flags | TEXTFLAG_ACTIVE;
	strcpy(_timedText[idx].message, message);
	_timedText[idx].colour1 = fontColours & 0xff;
	_timedText[idx].colour2 = fontColours >> 8;
	_timedText[idx].position.x = destPos.x;
	_timedText[idx].position.y = destPos.y;
	_timedText[idx].textDisplayIndex = -1;
	_timedText[idx].timeout = timeout;
	_timedText[idx].frameTimer = g_system->getMillis();
	_timedText[idx].field_1C = vUnknown;
	_timedText[idx].field_1D = 0; // word_84206

	// Copy the current action noun list
	for (int i = 0; i < 3; ++i)
		_timedText[idx].actionNouns[i] = _madsVm->scene()->actionNouns[i];

	if (flags & TEXTFLAG_2) {
		warning("word_844b8 and dword_845a0 not yet implemented");
	}

	return idx;
}

void MadsScreenText::draw(M4Surface *surface) {
}

void MadsScreenText::timedDisplay() {
	for (int idx = 0; !_abortTimedText && (idx < OLD_TEXT_DISPLAY_SIZE); ++idx) {
		if (((_timedText[idx].flags & TEXTFLAG_ACTIVE) != 0) && 
			(_timedText[idx].frameTimer <= g_system->getMillis()))
			// Add the specified entry
			addTimedText(&_timedText[idx]);
	}
}

void MadsScreenText::addTimedText(TimedText *entry) {
	if ((entry->flags & TEXTFLAG_40) != 0) {
		this->setActive2(entry->textDisplayIndex);
		entry->flags &= 0x7F;
		return;
	}

	if ((entry->flags & TEXTFLAG_8) == 0) 
		// FIXME: Adjust timeouts for ScumVM's milli counter
		entry->timeout -= 3;

	if ((entry->flags & TEXTFLAG_4) != 0) {
		Text4A &rec = _text4A[entry->unk4AIndex];
		if ((rec.field25 != 0) || (rec.active == 0))
			entry->timeout = 0;
	}

	if ((entry->timeout == 0) && !_abortTimedText) {
		entry->flags |= TEXTFLAG_40;

		if (entry->field_1C) {
			_abortTimedText = entry->field_1C;
			//word_84208 = entry->field_1D;
			
			if (entry->field_1D != 1) {
				// Restore the action list
				for (int i = 0; i < 3; ++i)
					_madsVm->scene()->actionNouns[i] = entry->actionNouns[i]; 
			}
		}
	}

	// TODO: code from 'loc_244ec' onwards
}
*/

} // End of namespace M4