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engines/mads/hotspots.cpp
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266
engines/mads/hotspots.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mads/mads.h"
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#include "mads/hotspots.h"
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namespace MADS {
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DynamicHotspot::DynamicHotspot() {
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_seqIndex = 0;
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_animIndex = -1;
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_facing = FACING_NONE;
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_descId = 0;
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_verbId = 0;
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_valid = false; // V2
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_articleNumber = 0;
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_syntax = 0; // V2
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_cursor = CURSOR_NONE;
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_active = false;
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}
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void DynamicHotspot::synchronize(Common::Serializer &s) {
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}
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/*------------------------------------------------------------------------*/
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DynamicHotspots::DynamicHotspots(MADSEngine *vm) : _vm(vm) {
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for (int i = 0; i < DYNAMIC_HOTSPOTS_SIZE; ++i) {
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DynamicHotspot rec;
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rec._active = false;
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_entries.push_back(rec);
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}
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_changed = true;
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_count = 0;
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}
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int DynamicHotspots::add(int descId, int verbId, byte syntax, int seqIndex, const Common::Rect &bounds) {
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// Find a free slot
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uint idx = 0;
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while ((idx < _entries.size()) && _entries[idx]._active)
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++idx;
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if (idx == _entries.size())
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error("DynamicHotspots overflow");
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_entries[idx]._active = true;
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_entries[idx]._descId = descId;
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_entries[idx]._seqIndex = seqIndex;
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_entries[idx]._bounds = bounds;
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_entries[idx]._feetPos = Common::Point(-3, 0);
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_entries[idx]._facing = FACING_NONE;
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_entries[idx]._verbId = verbId;
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_entries[idx]._articleNumber = PREP_IN;
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_entries[idx]._syntax = syntax;
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_entries[idx]._cursor = CURSOR_NONE;
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_entries[idx]._valid = true;
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_entries[idx]._animIndex = -1;
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++_count;
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_changed = true;
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if (seqIndex >= 0) {
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_vm->_game->_scene._sequences[seqIndex]._dynamicHotspotIndex = idx;
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_entries[idx]._valid = false;
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}
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return idx;
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}
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int DynamicHotspots::add(int descId, int verbId, int seqIndex, const Common::Rect &bounds) {
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// Find a free slot
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uint idx = 0;
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while ((idx < _entries.size()) && _entries[idx]._active)
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++idx;
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if (idx == _entries.size())
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error("DynamicHotspots overflow");
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_entries[idx]._active = true;
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_entries[idx]._descId = descId;
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_entries[idx]._seqIndex = seqIndex;
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_entries[idx]._bounds = bounds;
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_entries[idx]._feetPos = Common::Point(-3, 0);
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_entries[idx]._facing = FACING_NONE;
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_entries[idx]._verbId = verbId;
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_entries[idx]._articleNumber = PREP_IN;
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_entries[idx]._cursor = CURSOR_NONE;
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_entries[idx]._animIndex = -1;
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++_count;
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_changed = true;
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if (seqIndex >= 0)
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_vm->_game->_scene._sequences[seqIndex]._dynamicHotspotIndex = idx;
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return idx;
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}
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int DynamicHotspots::setPosition(int index, const Common::Point &pos, Facing facing) {
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if (index >= 0) {
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_entries[index]._feetPos = pos;
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_entries[index]._facing = facing;
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}
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return index;
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}
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int DynamicHotspots::setCursor(int index, CursorType cursor) {
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if (index >= 0)
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_entries[index]._cursor = cursor;
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return index;
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}
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void DynamicHotspots::remove(int index) {
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Scene &scene = _vm->_game->_scene;
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if (index >= 0 && _entries[index]._active) {
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if (_entries[index]._seqIndex >= 0)
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scene._sequences[_entries[index]._seqIndex]._dynamicHotspotIndex = -1;
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if (_entries[index]._animIndex >= 0)
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scene._animation[_entries[index]._animIndex]->_dynamicHotspotIndex = -1;
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_entries[index]._active = false;
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--_count;
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_changed = true;
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}
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}
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void DynamicHotspots::clear() {
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for (uint i = 0; i < _entries.size(); ++i)
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_entries[i]._active = false;
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_changed = false;
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_count = 0;
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}
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void DynamicHotspots::reset() {
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for (uint i = 0; i < _entries.size(); ++i)
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remove(i);
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_count = 0;
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_changed = false;
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}
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void DynamicHotspots::refresh() {
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// Reset the screen objects back to only contain UI elements
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ScreenObjects &scrObjects = _vm->_game->_screenObjects;
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scrObjects.resize(scrObjects._uiCount);
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bool isV2 = (_vm->getGameID() != GType_RexNebular);
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// Loop through adding hotspots
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for (uint i = 0; i < _entries.size(); ++i) {
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DynamicHotspot &dh = (*this)[i];
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if ((*this)[i]._active && (!isV2 || (*this)[i]._valid)) {
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switch (scrObjects._inputMode) {
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case kInputBuildingSentences:
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case kInputLimitedSentences:
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scrObjects.add(dh._bounds, _vm->_game->_scene._mode, CAT_12, dh._descId);
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scrObjects._forceRescan = true;
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break;
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default:
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break;
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}
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}
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}
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// Reset the list's changed flag
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_changed = false;
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}
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DynamicHotspot &DynamicHotspots::get(int index) {
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for (uint i = 0; i < _entries.size(); ++i) {
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if (_entries[i]._active && index-- == 0)
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return _entries[i];
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}
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error("Could not find dynamic hotspot");
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}
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void DynamicHotspots::synchronize(Common::Serializer &s) {
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int count = _entries.size();
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s.syncAsSint16LE(count);
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// The MIN in the below loop is a workaround to fix earlier savegame
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// loading accidentally adding new dynamic hotspots to the fixed list
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for (int i = 0; i < count; ++i) {
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_entries[MIN(i, (int)_entries.size() - 1)].synchronize(s);
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}
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}
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/*------------------------------------------------------------------------*/
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Hotspot::Hotspot() {
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_facing = FACING_NONE;
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_articleNumber = 0;
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_cursor = CURSOR_NONE;
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_vocabId = 0;
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_verbId = 0;
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_active = false;
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}
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Hotspot::Hotspot(Common::SeekableReadStream &f, bool isV2) {
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_bounds.left = f.readSint16LE();
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_bounds.top = f.readSint16LE();
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_bounds.right = f.readSint16LE();
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_bounds.bottom = f.readSint16LE();
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_feetPos.x = f.readSint16LE();
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_feetPos.y = f.readSint16LE();
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_facing = (Facing)f.readByte();
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_articleNumber = f.readByte();
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_active = f.readByte() != 0;
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_cursor = (CursorType)f.readByte();
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if (isV2) {
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f.skip(1); // cursor
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_syntax = f.readByte();
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}
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_vocabId = f.readUint16LE();
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_verbId = f.readUint16LE();
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}
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/*------------------------------------------------------------------------*/
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void Hotspots::activate(int vocabId, bool active) {
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for (uint idx = 0; idx < size(); ++idx) {
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Hotspot &hotspot = (*this)[idx];
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if (hotspot._vocabId == vocabId) {
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hotspot._active = active;
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_vm->_game->_screenObjects.setActive(CAT_HOTSPOT, idx, active);
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}
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}
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}
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void Hotspots::activateAtPos(int vocabId, bool active, Common::Point pos) {
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for (uint idx = 0; idx < size(); ++idx) {
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Hotspot &hotspot = (*this)[idx];
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if ((hotspot._vocabId == vocabId) && (pos.x >= hotspot._bounds.left) &&
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(pos.x <= hotspot._bounds.right) && (pos.y >= hotspot._bounds.top) &&
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(pos.y <= hotspot._bounds.bottom)) {
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hotspot._active = active;
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_vm->_game->_screenObjects.setActive(CAT_HOTSPOT, idx, active);
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}
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}
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}
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} // End of namespace MADS
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