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78
engines/wintermute/base/gfx/3deffect.cpp
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78
engines/wintermute/base/gfx/3deffect.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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "common/crc.h"
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#include "engines/wintermute/base/base_named_object.h"
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#include "engines/wintermute/base/base_file_manager.h"
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#include "engines/wintermute/base/gfx/3deffect.h"
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#include "engines/wintermute/utils/utils.h"
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#include "engines/wintermute/dcgf.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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Effect3D::Effect3D(BaseGame *inGame) : BaseClass(inGame) {
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_filename = nullptr;
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_effectHash = 0xFFFFFFFF;
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}
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//////////////////////////////////////////////////////////////////////////
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Effect3D::~Effect3D() {
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SAFE_DELETE_ARRAY(_filename);
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_effectHash = 0xFFFFFFFF;
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}
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//////////////////////////////////////////////////////////////////////////
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bool Effect3D::invalidateDeviceObjects() {
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool Effect3D::restoreDeviceObjects() {
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool Effect3D::createFromFile(const char *filename) {
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uint32 size;
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byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename, &size);
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if (!buffer) {
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return false;
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}
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BaseUtils::setString(&_filename, filename);
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Common::CRC32 crc;
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_effectHash = crc.crcFast(buffer, size);
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delete[] buffer;
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return true;
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}
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} // namespace Wintermute
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