2016-03-01 15:47:10 +00:00
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/*
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** fb_d3d9_wipe.cpp
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** Implements the different screen wipes using Direct3D calls.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#ifdef _DEBUG
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#define D3D_DEBUG_INFO
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#endif
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#define DIRECT3D_VERSION 0x0900
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <d3d9.h>
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#include <stdio.h>
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#define USE_WINDOWS_DWORD
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#include "doomtype.h"
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#include "f_wipe.h"
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#include "win32iface.h"
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#include "templates.h"
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#include "m_random.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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class D3DFB::Wiper_Crossfade : public D3DFB::Wiper
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{
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public:
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Wiper_Crossfade();
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bool Run(int ticks, D3DFB *fb);
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private:
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int Clock;
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};
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class D3DFB::Wiper_Melt : public D3DFB::Wiper
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{
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public:
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Wiper_Melt();
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bool Run(int ticks, D3DFB *fb);
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private:
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// Match the strip sizes that oldschool Doom used.
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static const int WIDTH = 160, HEIGHT = 200;
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int y[WIDTH];
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};
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class D3DFB::Wiper_Burn : public D3DFB::Wiper
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{
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public:
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Wiper_Burn(D3DFB *fb);
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~Wiper_Burn();
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bool Run(int ticks, D3DFB *fb);
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private:
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static const int WIDTH = 64, HEIGHT = 64;
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BYTE BurnArray[WIDTH * (HEIGHT + 5)];
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IDirect3DTexture9 *BurnTexture;
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int Density;
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int BurnTime;
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struct BURNVERTEX
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{
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FLOAT x, y, z, rhw;
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FLOAT tu0, tv0;
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FLOAT tu1, tv1;
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};
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#define D3DFVF_BURNVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX2)
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// D3DFB :: WipeStartScreen
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//
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// Called before the current screen has started rendering. This needs to
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// save what was drawn the previous frame so that it can be animated into
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// what gets drawn this frame.
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//
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// In fullscreen mode, we use GetFrontBufferData() to grab the data that
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// is visible on screen right now.
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//
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// In windowed mode, we can't do that because we'll get the whole desktop.
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// Instead, we can conveniently use the TempRenderTexture, which is normally
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// used for gamma-correcting copying the image to the back buffer.
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//
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//==========================================================================
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bool D3DFB::WipeStartScreen(int type)
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{
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IDirect3DSurface9 *tsurf;
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D3DSURFACE_DESC desc;
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if (!Accel2D)
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{
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return Super::WipeStartScreen(type);
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}
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switch (type)
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{
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case wipe_Melt:
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ScreenWipe = new Wiper_Melt;
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break;
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case wipe_Burn:
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ScreenWipe = new Wiper_Burn(this);
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break;
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case wipe_Fade:
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ScreenWipe = new Wiper_Crossfade;
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break;
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default:
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return false;
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}
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InitialWipeScreen = GetCurrentScreen(D3DPOOL_DEFAULT);
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// Create another texture to copy the final wipe screen to so
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// we can still gamma correct the wipe. Since this is just for
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// gamma correction, it's okay to fail (though not desirable.)
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if (PixelDoubling || Windowed)
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{
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if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)))
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{
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if (FAILED(tsurf->GetDesc(&desc)) ||
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FAILED(D3DDevice->CreateTexture(desc.Width, desc.Height,
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1, D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT,
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&FinalWipeScreen, NULL)))
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{
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(FinalWipeScreen = TempRenderTexture)->AddRef();
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}
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tsurf->Release();
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}
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}
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else
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{
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(FinalWipeScreen = TempRenderTexture)->AddRef();
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}
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// Make even fullscreen model render to the TempRenderTexture, so
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// we can have a copy of the new screen readily available.
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GatheringWipeScreen = true;
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return true;
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}
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//==========================================================================
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//
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// D3DFB :: WipeEndScreen
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//
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// The screen we want to animate to has just been drawn. This function is
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// called in place of Update(), so it has not been Presented yet.
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//
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//==========================================================================
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void D3DFB::WipeEndScreen()
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{
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if (!Accel2D)
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{
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Super::WipeEndScreen();
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return;
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}
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// Don't do anything if there is no starting point.
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if (InitialWipeScreen == NULL)
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{
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return;
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}
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// If the whole screen was drawn without 2D accel, get it in to
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// video memory now.
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if (!In2D)
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{
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Begin2D(true);
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}
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EndBatch(); // Make sure all batched primitives have been drawn.
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// Don't do anything if there is no ending point.
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if (OldRenderTarget == NULL)
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{
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return;
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}
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// If these are different, reverse their roles so we don't need to
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// waste time copying from TempRenderTexture to FinalWipeScreen.
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if (FinalWipeScreen != TempRenderTexture)
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{
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swapvalues(RenderTexture[CurrRenderTexture], FinalWipeScreen);
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TempRenderTexture = RenderTexture[CurrRenderTexture];
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}
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// At this point, InitialWipeScreen holds the screen we are wiping from.
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// FinalWipeScreen holds the screen we are wiping to, which may be the
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// same texture as TempRenderTexture.
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}
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//==========================================================================
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//
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// D3DFB :: WipeDo
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//
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// Perform the actual wipe animation. The number of tics since the last
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// time this function was called is passed in. Returns true when the wipe
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// is over. The first time this function has been called, the screen is
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// still locked from before and EndScene() still has not been called.
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// Successive times need to call BeginScene().
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//
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//==========================================================================
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bool D3DFB::WipeDo(int ticks)
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{
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if (!Accel2D)
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{
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return Super::WipeDo(ticks);
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}
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// Sanity checks.
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if (InitialWipeScreen == NULL || FinalWipeScreen == NULL)
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{
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return true;
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}
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if (GatheringWipeScreen)
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{ // This is the first time we've been called for this wipe.
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GatheringWipeScreen = false;
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if (OldRenderTarget == NULL)
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{
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return true;
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}
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D3DDevice->SetRenderTarget(0, OldRenderTarget);
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}
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else
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{ // This is the second or later time we've been called for this wipe.
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D3DDevice->BeginScene();
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InScene = true;
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}
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SAFE_RELEASE( OldRenderTarget );
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if (TempRenderTexture != NULL && TempRenderTexture != FinalWipeScreen)
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{
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IDirect3DSurface9 *targetsurf;
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if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)))
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{
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if (SUCCEEDED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)))
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{
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if (FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
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{
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// Setting the render target failed.
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}
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}
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targetsurf->Release();
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}
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}
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In2D = 3;
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EnableAlphaTest(FALSE);
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bool done = ScreenWipe->Run(ticks, this);
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DrawLetterbox();
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return done;
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}
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//==========================================================================
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//
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// D3DFB :: WipeCleanup
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//
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// Release any resources that were specifically created for the wipe.
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//
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//==========================================================================
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void D3DFB::WipeCleanup()
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{
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if (ScreenWipe != NULL)
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{
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delete ScreenWipe;
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ScreenWipe = NULL;
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}
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SAFE_RELEASE( InitialWipeScreen );
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SAFE_RELEASE( FinalWipeScreen );
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GatheringWipeScreen = false;
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if (!Accel2D)
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{
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Super::WipeCleanup();
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return;
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}
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}
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//==========================================================================
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//
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// D3DFB :: Wiper Constructor
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//
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//==========================================================================
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D3DFB::Wiper::~Wiper()
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{
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}
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//==========================================================================
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//
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// D3DFB :: Wiper :: DrawScreen
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//
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// Draw either the initial or target screen completely to the screen.
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//
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//==========================================================================
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void D3DFB::Wiper::DrawScreen(D3DFB *fb, IDirect3DTexture9 *tex,
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D3DBLENDOP blendop, D3DCOLOR color0, D3DCOLOR color1)
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{
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FBVERTEX verts[4];
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fb->CalcFullscreenCoords(verts, false, false, color0, color1);
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fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX);
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fb->SetTexture(0, tex);
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fb->SetAlphaBlend(blendop, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
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fb->SetPixelShader(fb->Shaders[SHADER_NormalColor]);
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fb->D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
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}
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// WIPE: CROSSFADE ---------------------------------------------------------
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//==========================================================================
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//
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// D3DFB :: Wiper_Crossfade Constructor
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//
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//==========================================================================
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D3DFB::Wiper_Crossfade::Wiper_Crossfade()
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: Clock(0)
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{
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}
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//==========================================================================
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//
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// D3DFB :: Wiper_Crossfade :: Run
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//
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// Fades the old screen into the new one over 32 ticks.
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//
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//==========================================================================
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bool D3DFB::Wiper_Crossfade::Run(int ticks, D3DFB *fb)
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{
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Clock += ticks;
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// Put the initial screen back to the buffer.
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DrawScreen(fb, fb->InitialWipeScreen);
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// Draw the new screen on top of it.
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DrawScreen(fb, fb->FinalWipeScreen, D3DBLENDOP_ADD,
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D3DCOLOR_COLORVALUE(0,0,0,Clock / 32.f), D3DCOLOR_RGBA(255,255,255,0));
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return Clock >= 32;
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}
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// WIPE: MELT --------------------------------------------------------------
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//==========================================================================
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//
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// D3DFB :: Wiper_Melt Constructor
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//
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//==========================================================================
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D3DFB::Wiper_Melt::Wiper_Melt()
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{
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int i, r;
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// setup initial column positions
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// (y<0 => not ready to scroll yet)
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y[0] = -(M_Random() & 15);
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for (i = 1; i < WIDTH; ++i)
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{
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r = (M_Random()%3) - 1;
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y[i] = clamp(y[i-1] + r, -15, 0);
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}
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}
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//==========================================================================
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//
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// D3DFB :: Wiper_Melt :: Run
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//
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// Fades the old screen into the new one over 32 ticks.
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//
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//==========================================================================
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bool D3DFB::Wiper_Melt::Run(int ticks, D3DFB *fb)
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{
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// Draw the new screen on the bottom.
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DrawScreen(fb, fb->FinalWipeScreen);
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int i, dy;
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int fbwidth = fb->Width;
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int fbheight = fb->Height;
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bool done = true;
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// Copy the old screen in vertical strips on top of the new one.
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while (ticks--)
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{
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done = true;
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for (i = 0; i < WIDTH; i++)
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{
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if (y[i] < 0)
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{
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y[i]++;
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done = false;
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}
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else if (y[i] < HEIGHT)
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{
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dy = (y[i] < 16) ? y[i]+1 : 8;
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y[i] = MIN(y[i] + dy, HEIGHT);
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done = false;
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}
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if (ticks == 0)
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{ // Only draw for the final tick.
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RECT rect;
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POINT dpt;
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dpt.x = i * fbwidth / WIDTH;
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dpt.y = MAX(0, y[i] * fbheight / HEIGHT);
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rect.left = dpt.x;
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rect.top = 0;
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rect.right = (i + 1) * fbwidth / WIDTH;
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rect.bottom = fbheight - dpt.y;
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if (rect.bottom > rect.top)
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{
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fb->CheckQuadBatch();
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BufferedTris *quad = &fb->QuadExtra[fb->QuadBatchPos];
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FBVERTEX *vert = &fb->VertexData[fb->VertexPos];
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WORD *index = &fb->IndexData[fb->IndexPos];
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quad->Group1 = 0;
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quad->Flags = BQF_DisableAlphaTest;
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quad->ShaderNum = BQS_Plain;
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quad->Palette = NULL;
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quad->Texture = fb->InitialWipeScreen;
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quad->NumVerts = 4;
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quad->NumTris = 2;
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// Fill the vertex buffer.
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float u0 = rect.left / float(fb->FBWidth);
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float v0 = 0;
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float u1 = rect.right / float(fb->FBWidth);
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float v1 = (rect.bottom - rect.top) / float(fb->FBHeight);
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float x0 = float(rect.left) - 0.5f;
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float x1 = float(rect.right) - 0.5f;
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float y0 = float(dpt.y + fb->LBOffsetI) - 0.5f;
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float y1 = float(fbheight + fb->LBOffsetI) - 0.5f;
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vert[0].x = x0;
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vert[0].y = y0;
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vert[0].z = 0;
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vert[0].rhw = 1;
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vert[0].color0 = 0;
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vert[0].color1 = 0xFFFFFFF;
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vert[0].tu = u0;
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vert[0].tv = v0;
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vert[1].x = x1;
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vert[1].y = y0;
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vert[1].z = 0;
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vert[1].rhw = 1;
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vert[1].color0 = 0;
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vert[1].color1 = 0xFFFFFFF;
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vert[1].tu = u1;
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vert[1].tv = v0;
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vert[2].x = x1;
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vert[2].y = y1;
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vert[2].z = 0;
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vert[2].rhw = 1;
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vert[2].color0 = 0;
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vert[2].color1 = 0xFFFFFFF;
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vert[2].tu = u1;
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vert[2].tv = v1;
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vert[3].x = x0;
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vert[3].y = y1;
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vert[3].z = 0;
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vert[3].rhw = 1;
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vert[3].color0 = 0;
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vert[3].color1 = 0xFFFFFFF;
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vert[3].tu = u0;
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vert[3].tv = v1;
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// Fill the vertex index buffer.
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index[0] = fb->VertexPos;
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index[1] = fb->VertexPos + 1;
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index[2] = fb->VertexPos + 2;
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index[3] = fb->VertexPos;
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index[4] = fb->VertexPos + 2;
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index[5] = fb->VertexPos + 3;
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// Batch the quad.
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fb->QuadBatchPos++;
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fb->VertexPos += 4;
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fb->IndexPos += 6;
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}
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}
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}
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}
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fb->EndQuadBatch();
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return done;
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}
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// WIPE: BURN --------------------------------------------------------------
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//==========================================================================
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//
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// D3DFB :: Wiper_Burn Constructor
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//
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//==========================================================================
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D3DFB::Wiper_Burn::Wiper_Burn(D3DFB *fb)
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{
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Density = 4;
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BurnTime = 0;
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memset(BurnArray, 0, sizeof(BurnArray));
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if (fb->Shaders[SHADER_BurnWipe] == NULL || FAILED(fb->D3DDevice->CreateTexture(WIDTH, HEIGHT, 1,
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D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &BurnTexture, NULL)))
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{
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BurnTexture = NULL;
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}
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}
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//==========================================================================
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//
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// D3DFB :: Wiper_Burn Destructor
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//
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//==========================================================================
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D3DFB::Wiper_Burn::~Wiper_Burn()
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{
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SAFE_RELEASE( BurnTexture );
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}
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//==========================================================================
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//
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// D3DFB :: Wiper_Burn :: Run
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//
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//==========================================================================
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bool D3DFB::Wiper_Burn::Run(int ticks, D3DFB *fb)
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{
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bool done;
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BurnTime += ticks;
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ticks *= 2;
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// Make the fire burn
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done = false;
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while (!done && ticks--)
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{
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Density = wipe_CalcBurn(BurnArray, WIDTH, HEIGHT, Density);
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done = (Density < 0);
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}
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// Update the burn texture with the new burn data
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D3DLOCKED_RECT lrect;
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if (SUCCEEDED(BurnTexture->LockRect(0, &lrect, NULL, D3DLOCK_DISCARD)))
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{
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const BYTE *src = BurnArray;
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BYTE *dest = (BYTE *)lrect.pBits;
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for (int y = HEIGHT; y != 0; --y)
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{
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for (int x = WIDTH; x != 0; --x)
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{
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*dest++ = *src++;
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}
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dest += lrect.Pitch - WIDTH;
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}
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BurnTexture->UnlockRect(0);
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}
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// Put the initial screen back to the buffer.
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DrawScreen(fb, fb->InitialWipeScreen);
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// Burn the new screen on top of it.
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float top = fb->LBOffset - 0.5f;
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float right = float(fb->Width) - 0.5f;
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float bot = float(fb->Height) + top;
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float texright = float(fb->Width) / float(fb->FBWidth);
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float texbot = float(fb->Height) / float(fb->FBHeight);
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BURNVERTEX verts[4] =
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{
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{ -0.5f, top, 0.5f, 1.f, 0.f, 0.f, 0, 0 },
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{ right, top, 0.5f, 1.f, texright, 0.f, 1, 0 },
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{ right, bot, 0.5f, 1.f, texright, texbot, 1, 1 },
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{ -0.5f, bot, 0.5f, 1.f, 0.f, texbot, 0, 1 }
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};
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fb->D3DDevice->SetFVF(D3DFVF_BURNVERTEX);
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fb->SetTexture(0, fb->FinalWipeScreen);
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fb->SetTexture(1, BurnTexture);
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fb->SetAlphaBlend(D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
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fb->SetPixelShader(fb->Shaders[SHADER_BurnWipe]);
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fb->D3DDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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if (fb->SM14)
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{
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fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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}
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fb->D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(BURNVERTEX));
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fb->D3DDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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if (fb->SM14)
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{
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fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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}
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fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX);
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// The fire may not always stabilize, so the wipe is forced to end
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// after an arbitrary maximum time.
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return done || (BurnTime > 40);
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}
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