aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/talk.cpp
blob: 11385ca9786a9e523e00bb1a8653ce4c4e6f8821 (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
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
/* 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 "sherlock/talk.h"
#include "sherlock/sherlock.h"
#include "sherlock/screen.h"

namespace Sherlock {

SequenceEntry::SequenceEntry() {
	_objNum = 0;
	_frameNumber = 0;
	_seqTo = 0;
}

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

/**
 * Load the data for a single statement within a talk file
 */
void Statement::synchronize(Common::SeekableReadStream &s) {
	int length;

	length = s.readUint16LE();
	for (int idx = 0; idx < length - 1; ++idx)
		_statement += (char)s.readByte();
	s.readByte();	// Null ending

	length = s.readUint16LE();
	for (int idx = 0; idx < length - 1; ++idx)
		_reply += (char)s.readByte();
	s.readByte();	// Null ending

	length = s.readUint16LE();
	for (int idx = 0; idx < length - 1; ++idx)
		_linkFile += (char)s.readByte();
	s.readByte();	// Null ending

	length = s.readUint16LE();
	for (int idx = 0; idx < length - 1; ++idx)
		_voiceFile += (char)s.readByte();
	s.readByte();	// Null ending

	_required.resize(s.readByte());
	_modified.resize(s.readByte());

	// Read in flag required/modified data
	for (uint idx = 0; idx < _required.size(); ++idx)
		_required[idx] = s.readSint16LE();
	for (uint idx = 0; idx < _modified.size(); ++idx)
		_modified[idx] = s.readSint16LE();

	_portraitSide = s.readByte();
	_quotient = s.readUint16LE();
}

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

TalkHistoryEntry::TalkHistoryEntry() {
	Common::fill(&_data[0], &_data[16], false);
}

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

TalkSequences::TalkSequences(const byte *data) {
	Common::copy(data, data + MAX_TALK_SEQUENCES, _data);
}

void TalkSequences::clear() {
	Common::fill(&_data[0], &_data[MAX_TALK_SEQUENCES], 0); 
}

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

Talk::Talk(SherlockEngine *vm): _vm(vm) {
	_talkCounter = 0;
	_talkToAbort = false;
	_saveSeqNum = 0;
	_speaker = 0;
	_talkIndex = 0;
	_talkTo = 0;
	_scriptSelect = 0;
	_converseNum = -1;
	_talkStealth = 0;
	_talkToFlag = -1;
	_moreTalkDown = _moreTalkUp = false;
	_scriptMoreFlag = 0;
	_scriptSaveIndex = -1;
	_scriptCurrentIndex = -1;
}

/**
 * Sets talk sequences
 */
void Talk::setSequences(const byte *talkSequences, const byte *stillSequences, int maxPeople) {
	for (int idx = 0; idx < maxPeople; ++idx) {
		STILL_SEQUENCES.push_back(TalkSequences(stillSequences));
		TALK_SEQUENCES.push_back(TalkSequences(talkSequences));
		stillSequences += MAX_TALK_SEQUENCES;
		talkSequences += MAX_TALK_SEQUENCES;
	}
}

/**
 * Called whenever a conversation or item script needs to be run. For standard conversations,
 * it opens up a description window similar to how 'talk' does, but shows a 'reply' directly 
 * instead of waiting for a statement option. 
 * @remarks		It seems that at some point, all item scripts were set up to use this as well.
 *	In their case, the conversation display is simply suppressed, and control is passed on to 
 *	doScript to implement whatever action is required.
 */
void Talk::talkTo(const Common::String &filename) {
	Events &events = *_vm->_events;
	Inventory &inv = *_vm->_inventory;
	Journal &journal = *_vm->_journal;
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;
	Screen &screen = *_vm->_screen;
	UserInterface &ui = *_vm->_ui;
	Common::Rect savedBounds = screen.getDisplayBounds();
	bool abortFlag = false;

	if (filename.empty())
		// No filename passed, so exit
		return;

	// If there any canimations currently running, or a portrait is being cleared,
	// save the filename for later executing when the canimation is done
	if (scene._canimShapes.size() > 0 || people._clearingThePortrait) {
		// Make sure we're not in the middle of a script
		if (!_scriptMoreFlag) {
			_scriptName = filename;
			_scriptSaveIndex = 0;

			// Flag the selection, since we don't yet know which statement yet
			_scriptSelect = 100;
			_scriptMoreFlag = 3;
		}

		return;
	}

	// Save the ui mode temporarily and switch to talk mode
	int savedMode = ui._menuMode;
	ui._menuMode = TALK_MODE;

	// Turn on the Exit option
	ui._endKeyActive = true;

	if (people[AL]._walkCount || people._walkTo.size() > 0) {
		// Only interrupt if an action if trying to do an action, and not just
		// if the player is walking around the scene
		if (people._allowWalkAbort)
			abortFlag = true;

		people.gotoStand(people._player);
	}

	if (_talkToAbort)
		return;

	freeTalkVars();

	// If any sequences have changed in the prior talk file, restore them
	if (_savedSequences.size() > 0) {
		for (uint idx = 0; idx < _savedSequences.size(); ++idx) {
			SequenceEntry &ss = _savedSequences[idx];
			for (uint idx2 = 0; idx2 < ss._sequences.size(); ++idx2)
				scene._bgShapes[ss._objNum]._sequences[idx2] = ss._sequences[idx2];
		
			// Reset the object's frame to the beginning of the sequence
			scene._bgShapes[ss._objNum]._frameNumber = 0;
		}
	}

	while (!_sequenceStack.empty())
		pullSequence();

	// Restore any pressed button
	if (!ui._windowOpen && savedMode != STD_MODE)
		ui.restoreButton(savedMode - 1);

	// Clear the ui counter so that anything displayed on the info line
	// before the window was opened isn't cleared
	ui._menuCounter = 0;

	// Close any previous window before starting the talk
	if (ui._windowOpen) {
		switch (savedMode) {
		case LOOK_MODE:
			events.setCursor(ARROW);

			if (ui._invLookFlag) {
				screen.resetDisplayBounds();
				ui.drawInterface(2);
			}

			ui.banishWindow();
			ui._windowBounds.top = CONTROLS_Y1;
			ui._temp = ui._oldTemp = ui._lookHelp = 0;
			ui._menuMode = STD_MODE;
			events._pressed = events._released = events._oldButtons = 0;
			ui._invLookFlag = false;
			break;

		case TALK_MODE:
			if (_speaker < 128)
				people.clearTalking();
			if (_talkCounter)
				return;

			// If we were in inventory mode looking at an object, restore the
			// back buffers before closing the window, so we get the ui restored
			// rather than the inventory again
			if (ui._invLookFlag) {
				screen.resetDisplayBounds();
				ui.drawInterface(2);
				ui._invLookFlag = ui._lookScriptFlag = false;
			}

			ui.banishWindow();
			ui._windowBounds.top = CONTROLS_Y1;
			abortFlag = true;
			break;

		case INV_MODE:
		case USE_MODE:
		case GIVE_MODE:
			inv.freeInv();
			if (ui._invLookFlag) {
				screen.resetDisplayBounds();
				ui.drawInterface(2);
				ui._invLookFlag = ui._lookScriptFlag = false;
			}

			ui._infoFlag = true;
			ui.clearInfo();
			ui.banishWindow(false);
			ui._key = -1;
			break;

		case FILES_MODE:
			ui.banishWindow(true);
			ui._windowBounds.top = CONTROLS_Y1;
			abortFlag = true;
			break;

		case SETUP_MODE:
			ui.banishWindow(true);
			ui._windowBounds.top = CONTROLS_Y1;
			ui._temp = ui._oldTemp = ui._lookHelp = ui._invLookFlag = false;
			ui._menuMode = STD_MODE;
			events._pressed = events._released = events._oldButtons = 0;
			abortFlag = true;
			break;
		}
	}

	screen.resetDisplayBounds();
	events._pressed = events._released = false;
	loadTalkFile(filename);
	ui._selector = ui._oldSelector = ui._key = ui._oldKey = -1;

	// Find the first statement that has the correct flags
	int select = -1;
	for (uint idx = 0; idx < _statements.size() && select == -1; ++idx) {
		if (_statements[idx]._talkMap == 0)
			select = _talkIndex = idx;
	}

	// If there's a pending automatic selection to be made, then use it
	if (_scriptMoreFlag && _scriptSelect != 100)
		select = _scriptSelect;

	if (select == -1)
		error("Couldn't find statement to display");

	// Add the statement into the journal and talk history
	if (_talkTo != -1 && !_talkHistory[_converseNum][select])
		journal.record(_converseNum, select, true);
	_talkHistory[_converseNum][select] = true;

	// Check if the talk file is meant to be a non-seen comment
	if (filename.size() < 8 || filename[7] != '*') {
		// Should we start in stealth mode?
		if (_statements[select]._statement.hasPrefix("^")) {
			_talkStealth = 2;
		} else {
			// Not in stealth mode, so bring up the ui window
			_talkStealth = 0;
			++_talkToFlag;
			events.setCursor(WAIT);

			ui._windowBounds.top = CONTROLS_Y;
			ui._infoFlag = true;
			ui.clearInfo();
		}

		// Handle replies until there's no further linked file, 
		// or the link file isn't a reply first cnversation
		while (!_vm->shouldQuit()) {
			clearSequences();
			_scriptSelect = select;
			_speaker = _talkTo;

			Statement &statement = _statements[select];
			doScript(_statements[select]._reply);

			if (_talkToAbort)
				return;

			if (!_talkStealth)
				ui.clearWindow();

			if (statement._modified.size() > 0) {
				for (uint idx = 0; idx < statement._modified.size(); ++idx)
					_vm->setFlags(statement._modified[idx]);

				setTalkMap();
			}
			
			// Check for a linked file
			if (!statement._linkFile.empty() && !_scriptMoreFlag) {
				Common::String linkFilename = statement._linkFile;
				freeTalkVars();
				loadTalkFile(linkFilename);

				// Scan for the first valid statement in the newly loaded file
				select = -1;
				for (uint idx = 0; idx < _statements.size(); ++idx) {
					if (_statements[idx]._talkMap == 0) {
						select = idx;
						break;
					}
				}

				if (_talkToFlag == 1)
					pullSequence();

				// Set the stealth mode for the new talk file
				Statement &newStatement = _statements[select];
				_talkStealth = newStatement._statement.hasPrefix("^") ? 2 : 0;

				// If the new conversion is a reply first, then we don't need
				// to display any choices, since the reply needs to be shown
				if (!newStatement._statement.hasPrefix("*") &&
						!newStatement._statement.hasPrefix("^")) {
					clearSequences();
					pushSequence(_talkTo);
					setStillSeq(_talkTo);
					_talkIndex = select;
					ui._selector = ui._oldSelector = -1;

					if (!ui._windowOpen) {
						// Draw the talk interface on the back buffer
						drawInterface();
						displayTalk(false);
					} else {
						displayTalk(true);
					}

					byte color = ui._endKeyActive ? COMMAND_FOREGROUND : COMMAND_NULL;

					// If the window is alraedy open, simply draw. Otherwise, do it
					// to the back buffer and then summon the window
					if (ui._windowOpen) {
						screen.buttonPrint(Common::Point(119, CONTROLS_Y), color, true, "Exit");
					} else {
						screen.buttonPrint(Common::Point(119, CONTROLS_Y), color, false, "Exit");
					
						if (!ui._windowStyle) {
							screen.slamRect(Common::Rect(0, CONTROLS_Y,
								SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
						} else {
							ui.summonWindow();
						}

						ui._windowOpen = true;
					}

					// Break out of loop now that we're waiting for player input
					events.setCursor(ARROW);
					break;
				} else {
					// Add the statement into the journal and talk history
					if (_talkTo != -1 && !_talkHistory[_converseNum][select])
						journal.record(_converseNum, select, true);
					_talkHistory[_converseNum][select] = true;

				}

				ui._key = ui._oldKey = COMMANDS[TALK_MODE - 1];
				ui._temp = ui._oldTemp = 0;
				ui._menuMode = TALK_MODE;
				_talkToFlag = 2;
			} else {
				freeTalkVars();

				if (!ui._lookScriptFlag) {
					ui.banishWindow();
					ui._windowBounds.top = CONTROLS_Y1;
					ui._menuMode = STD_MODE;
				}

				break;
			}
		}
	}

	_talkStealth = 0;
	events._pressed = events._released = events._oldButtons = 0;
	events.clearKeyboard();

	if (savedBounds.bottom == SHERLOCK_SCREEN_HEIGHT)
		screen.resetDisplayBounds();
	else
		screen.setDisplayBounds(savedBounds);

	_talkToAbort = abortFlag;

	// If a script was added to the script stack, restore state so that the
	// previous script can continue
	popStack();

	if (_vm->getGameID() == GType_SerratedScalpel && filename == "Tube59c") {
		// WORKAROUND: Original game bug causes the results of testing the powdery substance
		// to disappear too quickly. Introduce a delay to allow it to be properly displayed
		ui._menuCounter = 30;
	}

	events.setCursor(ARROW);
}

/**
 * Main method for handling conversations when a character to talk to has been
 * selected. It will make Holmes walk to the person to talk to, draws the 
 * interface window for the conversation and passes on control to give the
 * player a list of options to make a selection from
 */
void Talk::talk(int objNum) {
	Events &events = *_vm->_events;
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;
	Screen &screen = *_vm->_screen;
	UserInterface &ui = *_vm->_ui;
	Object &obj = scene._bgShapes[objNum];

	ui._windowBounds.top = CONTROLS_Y;
	ui._infoFlag = true;
	_speaker = 128;
	loadTalkFile(scene._bgShapes[objNum]._name);

	// Find the first statement with the correct flags
	int select = -1;
	for (uint idx = 0; idx < _statements.size(); ++idx) {
		if (_statements[idx]._talkMap == 0) {
			select = idx;
			break;
		}
	}
	if (select == -1)
		error("No entry matched all required flags");

	// See if the statement is a stealth mode reply
	Statement &statement = _statements[select];
	if (statement._statement.hasPrefix("^")) {
		clearSequences();

		// Start talk in stealth mode
		_talkStealth = 2;

		talkTo(obj._name);
	} else if (statement._statement.hasPrefix("*")) {
		// Character being spoken to will speak first
		clearSequences();
		pushSequence(_talkTo);
		setStillSeq(_talkTo);

		events.setCursor(WAIT);
		if (obj._lookPosition.y != 0)
			// Need to walk to character first
			people.walkToCoords(Common::Point(obj._lookPosition.x, obj._lookPosition.y * 100), 
				obj._lookFacing);
		events.setCursor(ARROW);

		if (!_talkToAbort)
			talkTo(obj._name);
	} else {
		// Holmes will be speaking first
		clearSequences();
		pushSequence(_talkTo);
		setStillSeq(_talkTo);

		_talkToFlag = false;
		events.setCursor(WAIT);
		if (obj._lookPosition.y != 0)
			// Walk over to person to talk to
			people.walkToCoords(Common::Point(obj._lookPosition.x, obj._lookPosition.y * 100),
			obj._lookFacing);
		events.setCursor(ARROW);

		if (!_talkToAbort) {
			// See if walking over triggered a conversation
			if (_talkToFlag) {
				if (_talkToFlag == 1) {
					events.setCursor(ARROW);
					// _sequenceStack._count = 1;
					pullSequence();
				}
			} else {
				drawInterface();

				events._pressed = events._released = false;
				_talkIndex = select;
				displayTalk(false);
				ui._selector = ui._oldSelector = -1;

				if (!ui._windowStyle) {
					screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH,
						SHERLOCK_SCREEN_HEIGHT));
				} else {
					ui.summonWindow();
				}

				ui._windowOpen = true;
			}

			_talkToFlag = -1;
		}
	}
}

/**
 * Clear loaded talk data
 */
void Talk::freeTalkVars() {
	_statements.clear();
}

/**
 * Opens the talk file 'talk.tlk' and searches the index for the specified
 * conversation. If found, the data for that conversation is loaded
 */
void Talk::loadTalkFile(const Common::String &filename) {
	Resources &res = *_vm->_res;
	Sound &sound = *_vm->_sound;

	// Save a copy of the talk filename
	_scriptName = filename;

	// Check for an existing person being talked to
	_talkTo = -1;
	for (int idx = 0; idx < MAX_PEOPLE; ++idx) {
		if (!scumm_strnicmp(filename.c_str(), PORTRAITS[idx], 4)) {
			_talkTo = idx;
			break;
		}
	}

	const char *chP = strchr(filename.c_str(), '.');
	Common::String talkFile = chP ? Common::String(filename.c_str(), chP) + ".tlk" :
		Common::String(filename.c_str(), filename.c_str() + 7) + ".tlk";

	// Open the talk file for reading
	Common::SeekableReadStream *talkStream = res.load(talkFile);
	_converseNum = res.resourceIndex();
	talkStream->skip(2);	// Skip talk file version num

	_statements.resize(talkStream->readByte());
	for (uint idx = 0; idx < _statements.size(); ++idx)
		_statements[idx].synchronize(*talkStream);
	
	delete talkStream;

	if (!sound._voices)
		stripVoiceCommands();
	setTalkMap();
}

/**
 * Remove any voice commands from a loaded statement list
 */
void Talk::stripVoiceCommands() {
	for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) {
		Statement &statement = _statements[sIdx];

		// Scan for an sound effect byte, which indicates to play a sound
		for (uint idx = 0; idx < statement._reply.size(); ++idx) {
			if (statement._reply[idx] == SFX_COMMAND) {
				// Replace instruction character with a space, and delete the
				// rest of the name following it
				statement._reply = Common::String(statement._reply.c_str(), 
					statement._reply.c_str() + idx) + " " +
					Common::String(statement._reply.c_str() + 9);
			}
		}

		// Ensure the last character of the reply is not a space from the prior
		// conversion loop, to avoid any issues with the space ever causing a page
		// wrap, and ending up displaying another empty page
		while (statement._reply.lastChar() == ' ')
			statement._reply.deleteLastChar();
	}
}

/**
 * Form a table of the display indexes for statements
 */
void Talk::setTalkMap() {
	int statementNum = 0;

	for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) {
		Statement &statement = _statements[sIdx];

		// Set up talk map entry for the statement
		bool valid = true;
		for (uint idx = 0; idx < statement._required.size(); ++idx) {
			if (!_vm->readFlags(statement._required[idx]))
				valid = false;
		}

		statement._talkMap = valid ? statementNum++ : -1;
	}
}

/**
 * Draws the interface for conversation display
 */
void Talk::drawInterface() {
	Screen &screen = *_vm->_screen;
	Surface &bb = *screen._backBuffer;

	bb.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y1 + 10), BORDER_COLOR);
	bb.fillRect(Common::Rect(0, CONTROLS_Y + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
	bb.fillRect(Common::Rect(SHERLOCK_SCREEN_WIDTH - 2, CONTROLS_Y + 10,
		SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
	bb.fillRect(Common::Rect(0, SHERLOCK_SCREEN_HEIGHT - 1, SHERLOCK_SCREEN_WIDTH - 2,
		SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
	bb.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2,
		SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);

	if (_talkTo != -1) {
		screen.makeButton(Common::Rect(99, CONTROLS_Y, 139, CONTROLS_Y + 10),
			119 - screen.stringWidth("Exit") / 2, "Exit");
		screen.makeButton(Common::Rect(140, CONTROLS_Y, 180, CONTROLS_Y + 10),
			159 - screen.stringWidth("Up") / 2, "Up");
		screen.makeButton(Common::Rect(181, CONTROLS_Y, 221, CONTROLS_Y + 10),
			200 - screen.stringWidth("Down") / 2, "Down");
	} else {
		int strWidth = screen.stringWidth(PRESS_KEY_TO_CONTINUE);
		screen.makeButton(Common::Rect(46, CONTROLS_Y, 273, CONTROLS_Y + 10),
			160 - strWidth / 2, PRESS_KEY_TO_CONTINUE);
		screen.gPrint(Common::Point(160 - strWidth / 2, CONTROLS_Y), COMMAND_FOREGROUND, "P");
	}
}

/**
 * Display a list of statements in a window at the bottom of the scren that the 
 * player can select from.
 */
bool Talk::displayTalk(bool slamIt) {
	Screen &screen = *_vm->_screen;
	int yp = CONTROLS_Y + 14;
	int lineY = -1;
	_moreTalkDown = _moreTalkUp = false;
	
	for (uint idx = 0; idx < _statements.size(); ++idx) {
		_statements[idx]._talkPos.top = _statements[idx]._talkPos.bottom = -1;
	}

	if (_talkIndex) {
		for (int idx = 0; idx < _talkIndex && !_moreTalkUp; ++idx) {
			if (_statements[idx]._talkMap != -1)
				_moreTalkUp = true;
		}
	}

	// Display the up arrow and enable Up button if the first option is scrolled off-screen
	if (_moreTalkUp) {
		if (slamIt) {
			screen.print(Common::Point(5, CONTROLS_Y + 13), INV_FOREGROUND, "~");
			screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_FOREGROUND, true, "Up");
		} else {
			screen.gPrint(Common::Point(5, CONTROLS_Y + 12), INV_FOREGROUND, "~");
			screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_FOREGROUND, false, "Up");
		}
	} else {
		if (slamIt) {
			screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, true, "Up");
			screen.vgaBar(Common::Rect(5, CONTROLS_Y + 11, 15, CONTROLS_Y + 22), INV_BACKGROUND);
		} else {
			screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, false, "Up");
			screen._backBuffer1.fillRect(Common::Rect(5, CONTROLS_Y + 11, 
				15, CONTROLS_Y + 22), INV_BACKGROUND);
		}
	}

	// Loop through the statements
	bool done = false;
	for (uint idx = _talkIndex; idx < _statements.size() && !done; ++idx) {
		Statement &statement = _statements[idx];

		if (statement._talkMap != -1) {
			bool flag = _talkHistory[_converseNum][idx];
			lineY = talkLine(idx, statement._talkMap, flag ? TALK_NULL : INV_FOREGROUND, 
				yp, slamIt);
		
			if (lineY != -1) {
				statement._talkPos.top = yp;
				yp = lineY;
				statement._talkPos.bottom = yp;

				if (yp == SHERLOCK_SCREEN_HEIGHT)
					done = true;
			} else {
				done = true;
			}
		}
	}

	// Display the down arrow and enable down button if there are more statements available down off-screen
	if (lineY == -1 || lineY == SHERLOCK_SCREEN_HEIGHT) {
		_moreTalkDown = true;

		if (slamIt) {
			screen.print(Common::Point(5, 190), INV_FOREGROUND, "|");
			screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_FOREGROUND, true, "Down");
		} else {
			screen.gPrint(Common::Point(5, 189), INV_FOREGROUND, "|");
			screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_FOREGROUND, false, "Down");
		}
	} else {
		if (slamIt) {
			screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_NULL, true, "Down");
			screen.vgaBar(Common::Rect(5, 189, 16, 199), INV_BACKGROUND);
		} else {
			screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_NULL, false, "Down");
			screen._backBuffer1.fillRect(Common::Rect(5, 189, 16, 199), INV_BACKGROUND);
		}
	}

	return done;
}

/**
 * Prints a single conversation option in the interface window
 */
int Talk::talkLine(int lineNum, int stateNum, byte color, int lineY, bool slamIt) {
	Screen &screen = *_vm->_screen;
	int idx = lineNum;
	Common::String msg, number;
	bool numberFlag = false;

	// Get the statement to display as well as optional number prefix
	if (idx < 128) {
		number = Common::String::format("%d.", stateNum + 1);
		numberFlag = true;
	} else {
		idx -= 128;
	}
	msg = _statements[idx]._statement;

	// Handle potentially multiple lines needed to display entire statement
	const char *lineStartP = msg.c_str();
	int maxWidth = 298 - (numberFlag ? 18 : 0);
	for (;;) {
		// Get as much of the statement as possible will fit on the
		Common::String sLine;
		const char *lineEndP = lineStartP;
		int width = 0;
		do {
			width += screen.charWidth(*lineEndP);
		} while (*++lineEndP && width < maxWidth);

		// Check if we need to wrap the line
		if (width >= maxWidth) {
			// Work backwards to the prior word's end
			while (*--lineEndP != ' ')
				;

			sLine = Common::String(lineStartP, lineEndP++);
		} else {
			// Can display remainder of the statement on the current line
			sLine = Common::String(lineStartP);
		}


		if (lineY <= (SHERLOCK_SCREEN_HEIGHT - 10)) {
			// Need to directly display on-screen?
			if (slamIt) {
				// See if a numer prefix is needed or not
				if (numberFlag) {
					// Are we drawing the first line?
					if (lineStartP == msg.c_str()) {
						// We are, so print the number and then the text
						screen.print(Common::Point(16, lineY), color, number.c_str());
					}

					// Draw the line with an indent
					screen.print(Common::Point(30, lineY), color, sLine.c_str());
				} else {
					screen.print(Common::Point(16, lineY), color, sLine.c_str());
				}
			} else {
				if (numberFlag) {
					if (lineStartP == msg.c_str()) {
						screen.gPrint(Common::Point(16, lineY - 1), color, number.c_str());
					}

					screen.gPrint(Common::Point(30, lineY - 1), color, sLine.c_str());
				} else {
					screen.gPrint(Common::Point(16, lineY - 1), color, sLine.c_str());
				}
			}

			// Move to next line, if any
			lineY += 9;
			lineStartP = lineEndP;
			
			if (!*lineEndP)
				break;
		} else {
			// We're close to the bottom of the screen, so stop display
			lineY = -1;
			break;
		}
	}

	if (lineY == -1 && lineStartP != msg.c_str())
		lineY = SHERLOCK_SCREEN_HEIGHT;

	// Return the Y position of the next line to follow this one
	return lineY;
}

/**
 * Clears the stack of pending object sequences associated with speakers in the scene
 */
void Talk::clearSequences() {
	_sequenceStack.clear();
}

/**
 * Pulls a background object sequence from the sequence stack and restore's the
 * object's sequence
 */
void Talk::pullSequence() {
	Scene &scene = *_vm->_scene;

	if (_sequenceStack.empty())
		return;

	SequenceEntry seq = _sequenceStack.pop();
	if (seq._objNum != -1) {
		Object &obj = scene._bgShapes[seq._objNum];

		if (obj._seqSize < MAX_TALK_SEQUENCES) {
			warning("Tried to restore too few frames");
		} else {
			for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx)
				obj._sequences[idx] = seq._sequences[idx];

			obj._frameNumber = seq._frameNumber;
			obj._seqTo = seq._seqTo;
		}
	}
}

/**
 * Push the sequence of a background object that's an NPC that needs to be
 * saved onto the sequence stack.
 */
void Talk::pushSequence(int speaker) {
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;

	// Only proceed if a speaker is specified
	if (speaker == -1)
		return;

	SequenceEntry seqEntry;
	if (!speaker) {
		seqEntry._objNum = -1;
	} else {
		seqEntry._objNum = people.findSpeaker(speaker);

		if (seqEntry._objNum != -1) {
			Object &obj = scene._bgShapes[seqEntry._objNum];
			for (uint idx = 0; idx < MAX_TALK_SEQUENCES; ++idx)
				seqEntry._sequences.push_back(obj._sequences[idx]);

			seqEntry._frameNumber = obj._frameNumber;
			seqEntry._seqTo = obj._seqTo;
		}
	}
	
	_sequenceStack.push(seqEntry);
	if (_scriptStack.size() >= 5)
		error("script stack overflow");
}

/**
 * Change the sequence of the scene background object associated with the current speaker.
 */
void Talk::setSequence(int speaker) {
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;
	
	// If no speaker is specified, then nothing needs to be done
	if (speaker == -1)
		return;

	if (speaker) {
		int objNum = people.findSpeaker(speaker);
		if (objNum != -1) {
			Object &obj = scene._bgShapes[objNum];

			if (obj._seqSize < MAX_TALK_SEQUENCES) {
				warning("Tried to copy too many talk frames");
			} else {
				for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
					obj._sequences[idx] = TALK_SEQUENCES[speaker][idx];
					if (idx > 0 && !TALK_SEQUENCES[speaker][idx] && !TALK_SEQUENCES[speaker][idx - 1])
						return;

					obj._frameNumber = 0;
					obj._sequenceNumber = 0;
				}
			}
		}
	}
}

/**
 * Change the sequence of a background object corresponding to a given speaker.
 * The new sequence will display the character as "listening"
 */
void Talk::setStillSeq(int speaker) {
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;

	// Don't bother doing anything if no specific speaker is specified
	if (speaker == -1)
		return;

	if (speaker) {
		int objNum = people.findSpeaker(speaker);
		if (objNum != -1) {
			Object &obj = scene._bgShapes[objNum];
			
			if (obj._seqSize < MAX_TALK_SEQUENCES) {
				warning("Tried to copy too few still frames");
			} else {
				for (uint idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
					obj._sequences[idx] = STILL_SEQUENCES[speaker][idx];
					if (idx > 0 && !TALK_SEQUENCES[speaker][idx] && !TALK_SEQUENCES[speaker][idx - 1])
						break;
				}

				obj._frameNumber = 0;
				obj._seqTo = 0;
			}
		}
	}
}

/**
 * Parses a reply for control codes and display text. The found text is printed within
 * the text window, handles delays, animations, and animating portraits.
 */
void Talk::doScript(const Common::String &script) {
	Animation &anim = *_vm->_animation;
	Events &events = *_vm->_events;
	Inventory &inv = *_vm->_inventory;
	Map &map = *_vm->_map;
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;
	Screen &screen = *_vm->_screen;
	Sound &sound = *_vm->_sound;
	UserInterface &ui = *_vm->_ui;
	int wait = 0;
	bool pauseFlag = false;
	bool endStr = false;
	int yp = CONTROLS_Y + 12;
	int charCount = 0;
	int line = 0;
	bool noTextYet = true;
	bool openTalkWindow = false;
	int obj;
	int seqCount;

	_saveSeqNum = 0;

	const byte *scriptStart = (const byte *)script.c_str();
	const byte *str = scriptStart;

	if (_scriptMoreFlag) {
		_scriptMoreFlag = 0;
		str = scriptStart + _scriptSaveIndex;
	}

	// Check if the script begins with a Stealh Mode Active command
	if (str[0] == STEALTH_MODE_ACTIVE || _talkStealth) {
		_talkStealth = 2;
		_speaker |= 128;
	} else {
		pushSequence(_speaker);
		ui.clearWindow();

		// Need to switch speakers?
		if (str[0] == SWITCH_SPEAKER) {
			_speaker = str[1] - 1;
			str += 2;
			pullSequence();
			pushSequence(_speaker);
			setSequence(_speaker);
		} else {
			setSequence(_speaker);
		}

		// Assign portrait location?
		if (str[0] == ASSIGN_PORTRAIT_LOCATION) {
			switch (str[1] & 15) {
			case 1:
				people._portraitSide = 20;
				break;
			case 2:
				people._portraitSide = 220;
				break;
			case 3:
				people._portraitSide = 120;
				break;
			default:
				break;

			}

			if (str[1] > 15)
				people._speakerFlip = true;
			str += 2;
		}

		// Remove portrait?
		if (str[0] == REMOVE_PORTRAIT) {
			_speaker = 255;
		} else {
			// Nope, so set the first speaker
			people.setTalking(_speaker);
		}
	}

	do {
		Common::String tempString;
		wait = 0;

		byte c = str[0];
		if (!c) {
			endStr = true;
		} else if (c == '{') {
			// Start of comment, so skip over it
			while (*str++ != '}')
				;
		} else if (c >= 128) {
			// Handle control code
			switch (c) {
			case SWITCH_SPEAKER:
				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				_scriptCurrentIndex = str - scriptStart;

				if (!(_speaker & 128))
					people.clearTalking();
				if (_talkToAbort)
					return;

				ui.clearWindow();
				yp = CONTROLS_Y + 12;
				charCount = line = 0;

				_speaker = *++str - 1;
				people.setTalking(_speaker);
				pullSequence();
				pushSequence(_speaker);
				setSequence(_speaker);
				break;

			case RUN_CANIMATION:
				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				++str;
				_scriptCurrentIndex = (str + 1) - scriptStart;
				scene.startCAnim((str[0] - 1) & 127, (str[0] & 128) ? -1 : 1);
				if (_talkToAbort)
					return;

				// Check if next character is changing side or changing portrait
				if (charCount && (str[1] == SWITCH_SPEAKER || str[1] == ASSIGN_PORTRAIT_LOCATION))
					wait = 1;
				break;

			case ASSIGN_PORTRAIT_LOCATION:
				++str;
				switch (str[0] & 15) {
				case 1:
					people._portraitSide = 20;
					break;
				case 2:
					people._portraitSide = 220;
					break;
				case 3:
					people._portraitSide = 120;
					break;
				default:
					break;
				}

				if (str[0] > 15)
					people._speakerFlip = true;
				break;

			case PAUSE:
				// Pause
				charCount = *++str;
				wait = pauseFlag = true;
				break;

			case REMOVE_PORTRAIT:
				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				_scriptCurrentIndex = str - scriptStart;

				if (_speaker >= 0 && _speaker < 128)
					people.clearTalking();
				pullSequence();
				if (_talkToAbort)
					return;

				_speaker |= 128;
				break;

			case CLEAR_WINDOW:
				ui.clearWindow();
				yp = CONTROLS_Y + 12;
				charCount = line = 0;
				break;

			case ADJUST_OBJ_SEQUENCE:
				// Get the name of the object to adjust
				++str;
				for (int idx = 0; idx < (str[0] & 127); ++idx)
					tempString += str[idx + 2];

				// Scan for object
				obj = -1;
				for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
					if (scumm_stricmp(tempString.c_str(), scene._bgShapes[idx]._name.c_str()) == 0)
						obj = idx;
				}
				if (obj == -1)
					error("Could not find object %s to change", tempString.c_str());

				// Should the script be overwritten?
				if (str[0] > 128) {
					// Save the current sequence
					_savedSequences.push(SequenceEntry());
					SequenceEntry &seqEntry = _savedSequences.top();
					seqEntry._objNum = obj;
					seqEntry._seqTo = scene._bgShapes[obj]._seqTo;
					for (uint idx = 0; idx < scene._bgShapes[obj]._seqSize; ++idx)
						seqEntry._sequences.push_back(scene._bgShapes[obj]._sequences[idx]);
				}

				// Get number of bytes to change
				seqCount = str[1];
				str += (str[0] & 127) + 2;

				// Copy in the new sequence
				for (int idx = 0; idx < seqCount; ++idx, ++str)
					scene._bgShapes[obj]._sequences[idx] = str[0] - 1;

				// Reset object back to beginning of new sequence
				scene._bgShapes[obj]._frameNumber = 0;
				continue;

			case WALK_TO_COORDS:
				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				++str;
				_scriptCurrentIndex = str - scriptStart;

				people.walkToCoords(Common::Point(((str[0] - 1) * 256 + str[1] - 1) * 100, 
					str[2] * 100), str[3] - 1);
				if (_talkToAbort)
					return;

				str += 3;
				break;

			case PAUSE_WITHOUT_CONTROL:
				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				++str;
				_scriptCurrentIndex = str - scriptStart;

				for (int idx = 0; idx < (str[0] - 1); ++idx) {
					scene.doBgAnim();
					if (_talkToAbort)
						return;

					// Check for button press
					events.pollEvents();
					events.setButtonState();
				}
				break;

			case BANISH_WINDOW:
				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				_scriptCurrentIndex = str - scriptStart;

				if (!(_speaker & 128))
					people.clearTalking();
				pullSequence();

				if (_talkToAbort)
					return;

				_speaker |= 128;
				ui.banishWindow();
				ui._menuMode = TALK_MODE;
				noTextYet = true;
				break;

			case SUMMON_WINDOW:
				drawInterface();
				events._pressed = events._released = false;
				events.clearKeyboard();
				noTextYet = false;

				if (_speaker != -1) {
					screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_NULL, false, "Exit");
					screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, false, "Up");
					screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_NULL, false, "Down");
				}
				break;

			case SET_FLAG: {
				++str;
				int flag1 = (str[0] - 1) * 256 + str[1] - 1 - (str[1] == 1 ? 1 : 0);
				int flag = (flag1 & 0x3fff) * (flag1 >= 0x4000 ? -1 : 1);
				_vm->setFlags(flag);
				++str;
				break;
			}
				
			case SFX_COMMAND:
				++str;
				if (sound._voices) {
					for (int idx = 0; idx < 8 && str[idx] != '~'; ++idx)
						tempString += str[idx];
					sound.playSound(tempString);

					// Set voices to wait for more
					sound._voices = 2;
					sound._speechOn = (*sound._soundIsOn);
				}

				wait = 1;
				str += 7;
				break;

			case TOGGLE_OBJECT:
				++str;
				for (int idx = 0; idx < str[0]; ++idx)
					tempString += str[idx + 1];

				scene.toggleObject(tempString);
				str += str[0];
				break;

			case STEALTH_MODE_ACTIVE:
				_talkStealth = 2;
				break;

			case IF_STATEMENT: {
				++str;
				int flag = (str[0] - 1) * 256 + str[1] - 1 - (str[1] == 1 ? 1 : 0);
				++str;
				wait = 0;
				
				bool result = flag < 0x8000;
				if (_vm->readFlags(flag & 0x7fff) != result) {
					do {
						++str;
					} while (str[0] && str[0] != ELSE_STATEMENT && str[0] != END_IF_STATEMENT);

					if (!str[0])
						endStr = true;
				}
				break;
			}

			case ELSE_STATEMENT:
				// If this is encountered here, it means that a preceeding IF statement was found,
				// and evaluated to true. Now all the statements for the true block are finished,
				// so skip over the block of code that would have executed if the result was false
				wait = 0;
				do {
					++str;
				} while (str[0] && str[0] != END_IF_STATEMENT);
				break;

			case STEALTH_MODE_DEACTIVATE:
				_talkStealth = 0;
				events.clearKeyboard();
				break;

			case TURN_HOLMES_OFF:
				people._holmesOn = false;
				break;

			case TURN_HOLMES_ON:
				people._holmesOn = true;
				break;

			case GOTO_SCENE:
				scene._goToScene = str[1] - 1;

				if (scene._goToScene != 100) {
					// Not going to the map overview
					map._oldCharPoint = scene._goToScene;
					map._overPos.x = map[scene._goToScene].x * 100 - 600;
					map._overPos.y = map[scene._goToScene].y * 100 + 900;

					// Run a canimation?
					if (str[2] > 100) {
						people._hSavedFacing = str[2];
						people._hSavedPos = Common::Point(160, 100);
					}
				}
				str += 6;

				_scriptMoreFlag = (scene._goToScene == 100) ? 2 : 1;
				_scriptSaveIndex = str - scriptStart;
				endStr = true;
				wait = 0;
				break;

			case PLAY_PROLOGUE:
				++str;
				for (int idx = 0; idx < 8 && str[idx] != '~'; ++idx)
					tempString += str[idx];

				anim.play(tempString, 1, 3, true, 4);
				break;

			case ADD_ITEM_TO_INVENTORY:
				++str;
				for (int idx = 0; idx < str[0]; ++idx)
					tempString += str[idx + 1];
				str += str[0];

				inv.putNameInInventory(tempString);
				break;

			case SET_OBJECT: {
				++str;
				for (int idx = 0; idx < (str[0] & 127); ++idx)
					tempString += str[idx + 1];

				// Set comparison state according to if we want to hide or unhide
				bool state = (str[0] >= 128);
				str += str[0] & 127;

				for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
					Object &obj = scene._bgShapes[idx];
					if (scumm_stricmp(tempString.c_str(), obj._name.c_str()) == 0) {
						// Only toggle the object if it's not in the desired state already
						if ((obj._type == HIDDEN && state) || (obj._type != HIDDEN && !state))
							obj.toggleHidden();
					}
				}
				break;
			}

			case CALL_TALK_FILE:
				++str;
				for (int idx = 0; idx < 8 && str[idx] != '~'; ++idx)
					tempString += str[idx];
				str += 8;

				_scriptCurrentIndex = str - scriptStart;

				// Save the current script position and new talk file
				if (_scriptStack.size() < 9) {
					ScriptStackEntry rec1;
					rec1._name = _scriptName;
					rec1._currentIndex = _scriptCurrentIndex;
					rec1._select = _scriptSelect;
					_scriptStack.push(rec1);

					// Push the new talk file onto the stack
					ScriptStackEntry rec2;
					rec2._name = tempString;
					rec2._currentIndex = 0;
					rec2._select = 100;
					_scriptStack.push(rec2);
				} else {
					error("Script stack overflow");
				}

				_scriptMoreFlag = 1;
				endStr = true;
				wait = 0;
				break;

			case MOVE_MOUSE:
				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				++str;
				_scriptCurrentIndex = str - scriptStart;
				events.moveMouse(Common::Point((str[0] - 1) * 256 + str[1] - 1, str[2]));
				if (_talkToAbort)
					return;
				str += 3;
				break;

			case DISPLAY_INFO_LINE:
				++str;
				for (int idx = 0; idx < str[0]; ++idx)
					tempString += str[idx + 1];
				str += str[0];

				screen.print(Common::Point(0, INFO_LINE + 1), INFO_FOREGROUND, tempString.c_str());
				ui._menuCounter = 30;
				break;

			case CLEAR_INFO_LINE:
				ui._infoFlag = true;
				ui.clearInfo();
				break;

			case WALK_TO_CANIMATION: {
				++str;
				CAnim &anim = scene._cAnim[str[0] - 1];

				// Save the current point in the script, since it might be intterupted by
				// doing bg anims in the next call, so we need to know where to return to
				_scriptCurrentIndex = (str + 1) - scriptStart;

				people.walkToCoords(anim._goto, anim._gotoDir);
				if (_talkToAbort)
					return;
				break;
			}

			case REMOVE_ITEM_FROM_INVENTORY:
				++str;
				for (int idx = 0; idx < str[0]; ++idx)
					tempString += str[idx + 1];
				str += str[0];

				inv.deleteItemFromInventory(tempString);
				break;

			case ENABLE_END_KEY:
				ui._endKeyActive = true;
				break;

			case DISABLE_END_KEY:
				ui._endKeyActive = false;
				break;

			default:
				break;
			}

			++str;
		} else {
			// If the window isn't yet open, draw the window before printing starts
			if (!ui._windowOpen && noTextYet) {
				noTextYet = false;
				drawInterface();

				if (_talkTo != -1) {
					screen.buttonPrint(Common::Point(119, CONTROLS_Y), COMMAND_NULL, false, "Exit");
					screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, false, "Up");
					screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_NULL, false, "Down");
				}
			}

			// If it's the first line, display the speaker
			if (!line && _speaker >= 0 && _speaker < MAX_PEOPLE) {
				// If the window is open, display the name directly on-screen.
				// Otherwise, simply draw it on the back buffer
				if (ui._windowOpen) {
					screen.print(Common::Point(16, yp), TALK_FOREGROUND, NAMES[_speaker & 127]);
				} else {
					screen.gPrint(Common::Point(16, yp - 1), TALK_FOREGROUND, NAMES[_speaker & 127]);
					openTalkWindow = true;
				}

				yp += 9;
			}

			// Find amound of text that will fit on the line
			int width = 0, idx = 0;
			do {
				width += screen.charWidth(str[idx]);
				++idx;
				++charCount;
			} while (width < 298 && str[idx] && str[idx] != '{' && str[idx] < 128);

			if (str[idx] || width >= 298) {
				if (str[idx] < 128 && str[idx] != '{') {
					--idx;
					--charCount;
				}
			} else {
				endStr = true;
			}

			// If word wrap is needed, find the start of the current word
			if (width >= 298) {
				while (str[idx] != ' ') {
					--idx;
					--charCount;
				}
			}

			// Print the line
			Common::String lineStr((const char *)str, (const char *)str + idx);

			// If the speaker indicates a description file, print it in yellow
			if (_speaker != -1) {
				if (ui._windowOpen) {
					screen.print(Common::Point(16, yp), COMMAND_FOREGROUND, lineStr.c_str());
				} else {
					screen.gPrint(Common::Point(16, yp - 1), COMMAND_FOREGROUND, lineStr.c_str());
					openTalkWindow = true;
				}
			} else {
				if (ui._windowOpen) {
					screen.print(Common::Point(16, yp), COMMAND_FOREGROUND, lineStr.c_str());
				} else {
					screen.gPrint(Common::Point(16, yp - 1), COMMAND_FOREGROUND, lineStr.c_str());
					openTalkWindow = true;
				}
			}

			// Move to end of displayed line
			str += idx;

			// If line wrap occurred, then move to after the separating space between the words
			if (str[0] < 128 && str[0] != '{')
				++str;

			yp += 9;
			++line;

			// Certain different conditions require a wait
			if ((line == 4 && str[0] != SFX_COMMAND && str[0] != PAUSE && _speaker != -1) ||
					(line == 5 && str[0] != PAUSE && _speaker == -1) ||
					endStr) {
				wait = 1;
			}

			switch (str[0]) {
			case SWITCH_SPEAKER:
			case ASSIGN_PORTRAIT_LOCATION:
			case BANISH_WINDOW:
			case IF_STATEMENT:
			case ELSE_STATEMENT:
			case END_IF_STATEMENT:
			case GOTO_SCENE:
			case CALL_TALK_FILE:
				wait = 1;
				break;
			default:
				break;
			}
		}

		// Open window if it wasn't already open, and text has already been printed
		if ((openTalkWindow && wait) || (openTalkWindow && str[0] >= 128 && str[0] != CARRIAGE_RETURN)) {
			if (!ui._windowStyle) {
				screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
			} else {
				ui.summonWindow();
			}

			ui._windowOpen = true;
			openTalkWindow = false;
		}

		if (wait) {
			// Save the current point in the script, since it might be intterupted by
			// doing bg anims in the next call, so we need to know where to return to
			_scriptCurrentIndex = str - scriptStart;

			// Handling pausing
			if (!pauseFlag && charCount < 160)
				charCount = 160;

			wait = waitForMore(charCount);
			if (wait == -1)
				endStr = true;

			// If a key was pressed to finish the window, see if further voice files should be skipped
			if (wait >= 0 && wait < 254) {
				if (str[0] == SFX_COMMAND)
					str += 9;
			}

			// Clear the window unless the wait was due to a PAUSE command
			if (!pauseFlag && wait != -1 && str[0] != SFX_COMMAND) {
				if (!_talkStealth)
					ui.clearWindow();
				yp = CONTROLS_Y + 12;
				charCount = line = 0;
			}

			pauseFlag = false;
		}
	} while (!_vm->shouldQuit() && !endStr);

	if (wait != -1) {
		for (int ssIndex = 0; ssIndex < (int)_savedSequences.size(); ++ssIndex) {
			SequenceEntry &seq = _savedSequences[ssIndex];
			Object &obj = scene._bgShapes[seq._objNum];

			for (uint idx = 0; idx < seq._sequences.size(); ++idx)
				obj._sequences[idx] = seq._sequences[idx];
			obj._frameNumber = seq._frameNumber;
			obj._seqTo = seq._seqTo;
		}

		pullSequence();
		if (_speaker >= 0 && _speaker < 128)
			people.clearTalking();
	}
}

/**
 * When the talk window has been displayed, waits a period of time proportional to
 * the amount of text that's been displayed
 */
int Talk::waitForMore(int delay) {
	Events &events = *_vm->_events;
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;
	Sound &sound = *_vm->_sound;
	UserInterface &ui = *_vm->_ui;
	CursorId oldCursor = events.getCursor();
	int key2 = 254;

	// Unless we're in stealth mode, show the appropriate cursor
	if (!_talkStealth) {
		events.setCursor(ui._lookScriptFlag ? MAGNIFY : ARROW);
	}

	do {
		if (sound._speechOn && !*sound._soundIsOn)
			people._portrait._frameNumber = -1;

		scene.doBgAnim();

		// If talkTo call was done via doBgAnim, abort out of talk quietly
		if (_talkToAbort) {
			key2 = -1;
			events._released = true;
		} else {
			// See if there's been a button press
			events.setButtonState();

			if (events.kbHit()) {
				Common::KeyState keyState = events.getKey();
				if (keyState.keycode >= 32 && keyState.keycode < 128)
					key2 = keyState.keycode;
			}

			if (_talkStealth) {
				key2 = 254;
				events._released = false;
			}
		}

		// Count down the delay
		if ((delay > 0 && !ui._invLookFlag && !ui._lookScriptFlag) || _talkStealth)
			--delay;

		// If there are voices playing, reset delay so that they keep playing
		if (sound._voices == 2 && *sound._soundIsOn)
			delay = 0;
	} while (!_vm->shouldQuit() && key2 == 254 && (delay || (sound._voices == 2 && *sound._soundIsOn))
		&& !events._released && !events._rightReleased);

	// If voices was set 2 to indicate a voice file was place, then reset it back to 1
	if (sound._voices == 2)
		sound._voices = 1;

	if (delay > 0 && sound._diskSoundPlaying)
		sound.stopSndFuncPtr(0, 0);

	// Adjust _talkStealth mode:
	// mode 1 - It was by a pause without stealth being on before the pause, so reset back to 0
	// mode 3 - It was set by a pause with stealth being on before the pause, to set it to active
	// mode 0/2 (Inactive/active) No change
	switch (_talkStealth) {
	case 1:
		_talkStealth = 0;
		break;
	case 2:
		_talkStealth = 2;
		break;
	default:
		break;
	}

	sound._speechOn = false;
	events.setCursor(_talkToAbort ? ARROW : oldCursor);
	events._pressed = events._released = false;

	return key2;
}

/**
 * Pops an entry off of the script stack
 */
void Talk::popStack() {
	if (!_scriptStack.empty()) {
		ScriptStackEntry scriptEntry = _scriptStack.pop();
		_scriptName = scriptEntry._name;
		_scriptSaveIndex = scriptEntry._currentIndex;
		_scriptSelect = scriptEntry._select;
		_scriptMoreFlag = 1;
	}
}

/**
 * Synchronize the data for a savegame
 */
void Talk::synchronize(Common::Serializer &s) {
	for (int idx = 0; idx < MAX_TALK_FILES; ++idx) {
		TalkHistoryEntry &he = _talkHistory[idx];
		
		for (int flag = 0; flag < 16; ++flag)
			s.syncAsByte(he._data[flag]);
	}
}

} // End of namespace Sherlock