mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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Fixed compilation after dir rework
This commit is contained in:
528
src/libraries/collision/Maps/TileAssembler.cpp
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528
src/libraries/collision/Maps/TileAssembler.cpp
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@@ -0,0 +1,528 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "TileAssembler.h"
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#include "MapTree.h"
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#include "BoundingIntervalHierarchy.h"
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#include "VMapDefinitions.h"
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#include "SharedDefines.h"
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#include <set>
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#include <iomanip>
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#include <sstream>
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#include <iomanip>
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using G3D::Vector3;
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using G3D::AABox;
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using G3D::inf;
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using std::pair;
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template<> struct BoundsTrait<VMAP::ModelSpawn*>
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{
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static void getBounds(const VMAP::ModelSpawn* const &obj, G3D::AABox& out) { out = obj->getBounds(); }
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};
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namespace VMAP
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{
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bool readChunk(FILE* rf, char *dest, const char *compare, uint32 len)
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{
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if (fread(dest, sizeof(char), len, rf) != len) return false;
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return memcmp(dest, compare, len) == 0;
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}
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Vector3 ModelPosition::transform(const Vector3& pIn) const
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{
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Vector3 out = pIn * iScale;
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out = iRotation * out;
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return(out);
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}
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//=================================================================
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TileAssembler::TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName)
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: iDestDir(pDestDirName), iSrcDir(pSrcDirName), iFilterMethod(NULL), iCurrentUniqueNameId(0)
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{
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//mkdir(iDestDir);
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//init();
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}
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TileAssembler::~TileAssembler()
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{
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//delete iCoordModelMapping;
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}
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bool TileAssembler::convertWorld2()
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{
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bool success = readMapSpawns();
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if (!success)
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return false;
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// export Map data
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for (MapData::iterator map_iter = mapData.begin(); map_iter != mapData.end() && success; ++map_iter)
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{
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// build global map tree
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std::vector<ModelSpawn*> mapSpawns;
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UniqueEntryMap::iterator entry;
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printf("Calculating model bounds for map %u...\n", map_iter->first);
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for (entry = map_iter->second->UniqueEntries.begin(); entry != map_iter->second->UniqueEntries.end(); ++entry)
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{
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// M2 models don't have a bound set in WDT/ADT placement data, i still think they're not used for LoS at all on retail
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if (entry->second.flags & MOD_M2)
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{
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if (!calculateTransformedBound(entry->second))
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break;
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}
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else if (entry->second.flags & MOD_WORLDSPAWN) // WMO maps and terrain maps use different origin, so we need to adapt :/
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{
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/// @todo remove extractor hack and uncomment below line:
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//entry->second.iPos += Vector3(533.33333f*32, 533.33333f*32, 0.f);
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entry->second.iBound = entry->second.iBound + Vector3(533.33333f*32, 533.33333f*32, 0.f);
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}
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mapSpawns.push_back(&(entry->second));
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spawnedModelFiles.insert(entry->second.name);
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}
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printf("Creating map tree for map %u...\n", map_iter->first);
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BIH pTree;
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try
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{
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pTree.build(mapSpawns, BoundsTrait<ModelSpawn*>::getBounds);
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}
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catch (std::exception& e)
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{
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printf("Exception ""%s"" when calling pTree.build", e.what());
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return false;
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}
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// ===> possibly move this code to StaticMapTree class
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std::map<uint32, uint32> modelNodeIdx;
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for (uint32 i=0; i<mapSpawns.size(); ++i)
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modelNodeIdx.insert(pair<uint32, uint32>(mapSpawns[i]->ID, i));
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// write map tree file
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std::stringstream mapfilename;
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mapfilename << iDestDir << '/' << std::setfill('0') << std::setw(3) << map_iter->first << ".vmtree";
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FILE* mapfile = fopen(mapfilename.str().c_str(), "wb");
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if (!mapfile)
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{
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success = false;
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printf("Cannot open %s\n", mapfilename.str().c_str());
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break;
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}
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//general info
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if (success && fwrite(VMAP_MAGIC, 1, 8, mapfile) != 8) success = false;
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uint32 globalTileID = StaticMapTree::packTileID(65, 65);
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pair<TileMap::iterator, TileMap::iterator> globalRange = map_iter->second->TileEntries.equal_range(globalTileID);
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char isTiled = globalRange.first == globalRange.second; // only maps without terrain (tiles) have global WMO
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if (success && fwrite(&isTiled, sizeof(char), 1, mapfile) != 1) success = false;
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// Nodes
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if (success && fwrite("NODE", 4, 1, mapfile) != 1) success = false;
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if (success) success = pTree.writeToFile(mapfile);
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// global map spawns (WDT), if any (most instances)
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if (success && fwrite("GOBJ", 4, 1, mapfile) != 1) success = false;
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for (TileMap::iterator glob=globalRange.first; glob != globalRange.second && success; ++glob)
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{
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success = ModelSpawn::writeToFile(mapfile, map_iter->second->UniqueEntries[glob->second]);
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}
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fclose(mapfile);
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// <====
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// write map tile files, similar to ADT files, only with extra BSP tree node info
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TileMap &tileEntries = map_iter->second->TileEntries;
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TileMap::iterator tile;
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for (tile = tileEntries.begin(); tile != tileEntries.end(); ++tile)
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{
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const ModelSpawn &spawn = map_iter->second->UniqueEntries[tile->second];
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if (spawn.flags & MOD_WORLDSPAWN) // WDT spawn, saved as tile 65/65 currently...
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continue;
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uint32 nSpawns = tileEntries.count(tile->first);
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std::stringstream tilefilename;
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tilefilename.fill('0');
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tilefilename << iDestDir << '/' << std::setw(3) << map_iter->first << '_';
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uint32 x, y;
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StaticMapTree::unpackTileID(tile->first, x, y);
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tilefilename << std::setw(2) << x << '_' << std::setw(2) << y << ".vmtile";
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if (FILE* tilefile = fopen(tilefilename.str().c_str(), "wb"))
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{
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// file header
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if (success && fwrite(VMAP_MAGIC, 1, 8, tilefile) != 8) success = false;
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// write number of tile spawns
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if (success && fwrite(&nSpawns, sizeof(uint32), 1, tilefile) != 1) success = false;
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// write tile spawns
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for (uint32 s=0; s<nSpawns; ++s)
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{
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if (s)
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++tile;
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const ModelSpawn &spawn2 = map_iter->second->UniqueEntries[tile->second];
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success = success && ModelSpawn::writeToFile(tilefile, spawn2);
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// MapTree nodes to update when loading tile:
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std::map<uint32, uint32>::iterator nIdx = modelNodeIdx.find(spawn2.ID);
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if (success && fwrite(&nIdx->second, sizeof(uint32), 1, tilefile) != 1) success = false;
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}
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fclose(tilefile);
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}
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}
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// break; //test, extract only first map; TODO: remvoe this line
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}
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// add an object models, listed in temp_gameobject_models file
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exportGameobjectModels();
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// export objects
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std::cout << "\nConverting Model Files" << std::endl;
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for (std::set<std::string>::iterator mfile = spawnedModelFiles.begin(); mfile != spawnedModelFiles.end(); ++mfile)
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{
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std::cout << "Converting " << *mfile << std::endl;
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if (!convertRawFile(*mfile))
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{
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std::cout << "error converting " << *mfile << std::endl;
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success = false;
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break;
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}
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}
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//cleanup:
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for (MapData::iterator map_iter = mapData.begin(); map_iter != mapData.end(); ++map_iter)
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{
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delete map_iter->second;
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}
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return success;
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}
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bool TileAssembler::readMapSpawns()
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{
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std::string fname = iSrcDir + "/dir_bin";
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FILE* dirf = fopen(fname.c_str(), "rb");
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if (!dirf)
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{
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printf("Could not read dir_bin file!\n");
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return false;
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}
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printf("Read coordinate mapping...\n");
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uint32 mapID, tileX, tileY, check=0;
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G3D::Vector3 v1, v2;
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ModelSpawn spawn;
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while (!feof(dirf))
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{
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check = 0;
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// read mapID, tileX, tileY, Flags, adtID, ID, Pos, Rot, Scale, Bound_lo, Bound_hi, name
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check += fread(&mapID, sizeof(uint32), 1, dirf);
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if (check == 0) // EoF...
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break;
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check += fread(&tileX, sizeof(uint32), 1, dirf);
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check += fread(&tileY, sizeof(uint32), 1, dirf);
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if (!ModelSpawn::readFromFile(dirf, spawn))
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break;
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MapSpawns *current;
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MapData::iterator map_iter = mapData.find(mapID);
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if (map_iter == mapData.end())
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{
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printf("spawning Map %d\n", mapID);
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mapData[mapID] = current = new MapSpawns();
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}
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else current = (*map_iter).second;
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current->UniqueEntries.insert(pair<uint32, ModelSpawn>(spawn.ID, spawn));
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current->TileEntries.insert(pair<uint32, uint32>(StaticMapTree::packTileID(tileX, tileY), spawn.ID));
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}
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bool success = (ferror(dirf) == 0);
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fclose(dirf);
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return success;
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}
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bool TileAssembler::calculateTransformedBound(ModelSpawn &spawn)
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{
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std::string modelFilename(iSrcDir);
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modelFilename.push_back('/');
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modelFilename.append(spawn.name);
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ModelPosition modelPosition;
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modelPosition.iDir = spawn.iRot;
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modelPosition.iScale = spawn.iScale;
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modelPosition.init();
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WorldModel_Raw raw_model;
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if (!raw_model.Read(modelFilename.c_str()))
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return false;
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uint32 groups = raw_model.groupsArray.size();
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if (groups != 1)
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printf("Warning: '%s' does not seem to be a M2 model!\n", modelFilename.c_str());
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AABox modelBound;
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bool boundEmpty=true;
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for (uint32 g=0; g<groups; ++g) // should be only one for M2 files...
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{
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std::vector<Vector3>& vertices = raw_model.groupsArray[g].vertexArray;
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if (vertices.empty())
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{
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std::cout << "error: model '" << spawn.name << "' has no geometry!" << std::endl;
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continue;
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}
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uint32 nvectors = vertices.size();
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for (uint32 i = 0; i < nvectors; ++i)
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{
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Vector3 v = modelPosition.transform(vertices[i]);
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if (boundEmpty)
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modelBound = AABox(v, v), boundEmpty=false;
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else
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modelBound.merge(v);
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}
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}
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spawn.iBound = modelBound + spawn.iPos;
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spawn.flags |= MOD_HAS_BOUND;
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return true;
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}
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struct WMOLiquidHeader
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{
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int xverts, yverts, xtiles, ytiles;
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float pos_x;
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float pos_y;
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float pos_z;
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short type;
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};
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//=================================================================
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bool TileAssembler::convertRawFile(const std::string& pModelFilename)
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{
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bool success = true;
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std::string filename = iSrcDir;
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if (filename.length() >0)
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filename.push_back('/');
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filename.append(pModelFilename);
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WorldModel_Raw raw_model;
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if (!raw_model.Read(filename.c_str()))
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return false;
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// write WorldModel
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WorldModel model;
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model.setRootWmoID(raw_model.RootWMOID);
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if (!raw_model.groupsArray.empty())
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{
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std::vector<GroupModel> groupsArray;
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uint32 groups = raw_model.groupsArray.size();
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for (uint32 g = 0; g < groups; ++g)
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{
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GroupModel_Raw& raw_group = raw_model.groupsArray[g];
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groupsArray.push_back(GroupModel(raw_group.mogpflags, raw_group.GroupWMOID, raw_group.bounds ));
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groupsArray.back().setMeshData(raw_group.vertexArray, raw_group.triangles);
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groupsArray.back().setLiquidData(raw_group.liquid);
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}
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model.setGroupModels(groupsArray);
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}
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success = model.writeFile(iDestDir + "/" + pModelFilename + ".vmo");
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//std::cout << "readRawFile2: '" << pModelFilename << "' tris: " << nElements << " nodes: " << nNodes << std::endl;
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return success;
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}
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void TileAssembler::exportGameobjectModels()
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{
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FILE* model_list = fopen((iSrcDir + "/" + "temp_gameobject_models").c_str(), "rb");
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if (!model_list)
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return;
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FILE* model_list_copy = fopen((iDestDir + "/" + GAMEOBJECT_MODELS).c_str(), "wb");
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if (!model_list_copy)
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{
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fclose(model_list);
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return;
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}
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uint32 name_length, displayId;
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char buff[500];
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while (!feof(model_list))
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{
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if (fread(&displayId, sizeof(uint32), 1, model_list) != 1
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|| fread(&name_length, sizeof(uint32), 1, model_list) != 1
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|| name_length >= sizeof(buff)
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|| fread(&buff, sizeof(char), name_length, model_list) != name_length)
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{
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std::cout << "\nFile 'temp_gameobject_models' seems to be corrupted" << std::endl;
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break;
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}
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std::string model_name(buff, name_length);
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WorldModel_Raw raw_model;
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if ( !raw_model.Read((iSrcDir + "/" + model_name).c_str()) )
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continue;
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spawnedModelFiles.insert(model_name);
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AABox bounds;
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bool boundEmpty = true;
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for (uint32 g = 0; g < raw_model.groupsArray.size(); ++g)
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{
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std::vector<Vector3>& vertices = raw_model.groupsArray[g].vertexArray;
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uint32 nvectors = vertices.size();
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for (uint32 i = 0; i < nvectors; ++i)
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{
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Vector3& v = vertices[i];
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if (boundEmpty)
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bounds = AABox(v, v), boundEmpty = false;
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else
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bounds.merge(v);
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}
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}
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fwrite(&displayId, sizeof(uint32), 1, model_list_copy);
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fwrite(&name_length, sizeof(uint32), 1, model_list_copy);
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fwrite(&buff, sizeof(char), name_length, model_list_copy);
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fwrite(&bounds.low(), sizeof(Vector3), 1, model_list_copy);
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fwrite(&bounds.high(), sizeof(Vector3), 1, model_list_copy);
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}
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fclose(model_list);
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fclose(model_list_copy);
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}
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// temporary use defines to simplify read/check code (close file and return at fail)
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#define READ_OR_RETURN(V, S) if (fread((V), (S), 1, rf) != 1) { \
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fclose(rf); printf("readfail, op = %i\n", readOperation); return(false); }
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#define READ_OR_RETURN_WITH_DELETE(V, S) if (fread((V), (S), 1, rf) != 1) { \
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fclose(rf); printf("readfail, op = %i\n", readOperation); delete[] V; return(false); };
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#define CMP_OR_RETURN(V, S) if (strcmp((V), (S)) != 0) { \
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fclose(rf); printf("cmpfail, %s!=%s\n", V, S);return(false); }
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bool GroupModel_Raw::Read(FILE* rf)
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{
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char blockId[5];
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blockId[4] = 0;
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int blocksize;
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int readOperation = 0;
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READ_OR_RETURN(&mogpflags, sizeof(uint32));
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READ_OR_RETURN(&GroupWMOID, sizeof(uint32));
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Vector3 vec1, vec2;
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READ_OR_RETURN(&vec1, sizeof(Vector3));
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READ_OR_RETURN(&vec2, sizeof(Vector3));
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bounds.set(vec1, vec2);
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READ_OR_RETURN(&liquidflags, sizeof(uint32));
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// will this ever be used? what is it good for anyway??
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uint32 branches;
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READ_OR_RETURN(&blockId, 4);
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CMP_OR_RETURN(blockId, "GRP ");
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READ_OR_RETURN(&blocksize, sizeof(int));
|
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READ_OR_RETURN(&branches, sizeof(uint32));
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||||
for (uint32 b=0; b<branches; ++b)
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{
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||||
uint32 indexes;
|
||||
// indexes for each branch (not used jet)
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READ_OR_RETURN(&indexes, sizeof(uint32));
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}
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// ---- indexes
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READ_OR_RETURN(&blockId, 4);
|
||||
CMP_OR_RETURN(blockId, "INDX");
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READ_OR_RETURN(&blocksize, sizeof(int));
|
||||
uint32 nindexes;
|
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READ_OR_RETURN(&nindexes, sizeof(uint32));
|
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if (nindexes >0)
|
||||
{
|
||||
uint16 *indexarray = new uint16[nindexes];
|
||||
READ_OR_RETURN_WITH_DELETE(indexarray, nindexes*sizeof(uint16));
|
||||
triangles.reserve(nindexes / 3);
|
||||
for (uint32 i=0; i<nindexes; i+=3)
|
||||
triangles.push_back(MeshTriangle(indexarray[i], indexarray[i+1], indexarray[i+2]));
|
||||
|
||||
delete[] indexarray;
|
||||
}
|
||||
|
||||
// ---- vectors
|
||||
READ_OR_RETURN(&blockId, 4);
|
||||
CMP_OR_RETURN(blockId, "VERT");
|
||||
READ_OR_RETURN(&blocksize, sizeof(int));
|
||||
uint32 nvectors;
|
||||
READ_OR_RETURN(&nvectors, sizeof(uint32));
|
||||
|
||||
if (nvectors >0)
|
||||
{
|
||||
float *vectorarray = new float[nvectors*3];
|
||||
READ_OR_RETURN_WITH_DELETE(vectorarray, nvectors*sizeof(float)*3);
|
||||
for (uint32 i=0; i<nvectors; ++i)
|
||||
vertexArray.push_back( Vector3(vectorarray + 3*i) );
|
||||
|
||||
delete[] vectorarray;
|
||||
}
|
||||
// ----- liquid
|
||||
liquid = 0;
|
||||
if (liquidflags& 1)
|
||||
{
|
||||
WMOLiquidHeader hlq;
|
||||
READ_OR_RETURN(&blockId, 4);
|
||||
CMP_OR_RETURN(blockId, "LIQU");
|
||||
READ_OR_RETURN(&blocksize, sizeof(int));
|
||||
READ_OR_RETURN(&hlq, sizeof(WMOLiquidHeader));
|
||||
liquid = new WmoLiquid(hlq.xtiles, hlq.ytiles, Vector3(hlq.pos_x, hlq.pos_y, hlq.pos_z), hlq.type);
|
||||
uint32 size = hlq.xverts*hlq.yverts;
|
||||
READ_OR_RETURN(liquid->GetHeightStorage(), size*sizeof(float));
|
||||
size = hlq.xtiles*hlq.ytiles;
|
||||
READ_OR_RETURN(liquid->GetFlagsStorage(), size);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
GroupModel_Raw::~GroupModel_Raw()
|
||||
{
|
||||
delete liquid;
|
||||
}
|
||||
|
||||
bool WorldModel_Raw::Read(const char * path)
|
||||
{
|
||||
FILE* rf = fopen(path, "rb");
|
||||
if (!rf)
|
||||
{
|
||||
printf("ERROR: Can't open raw model file: %s\n", path);
|
||||
return false;
|
||||
}
|
||||
|
||||
char ident[9];
|
||||
ident[8] = '\0';
|
||||
int readOperation = 0;
|
||||
|
||||
READ_OR_RETURN(&ident, 8);
|
||||
CMP_OR_RETURN(ident, RAW_VMAP_MAGIC);
|
||||
|
||||
// we have to read one int. This is needed during the export and we have to skip it here
|
||||
uint32 tempNVectors;
|
||||
READ_OR_RETURN(&tempNVectors, sizeof(tempNVectors));
|
||||
|
||||
uint32 groups;
|
||||
READ_OR_RETURN(&groups, sizeof(uint32));
|
||||
READ_OR_RETURN(&RootWMOID, sizeof(uint32));
|
||||
|
||||
groupsArray.resize(groups);
|
||||
bool succeed = true;
|
||||
for (uint32 g = 0; g < groups && succeed; ++g)
|
||||
succeed = groupsArray[g].Read(rf);
|
||||
|
||||
if (succeed) /// rf will be freed inside Read if the function had any errors.
|
||||
fclose(rf);
|
||||
return succeed;
|
||||
}
|
||||
|
||||
// drop of temporary use defines
|
||||
#undef READ_OR_RETURN
|
||||
#undef CMP_OR_RETURN
|
||||
}
|
||||
Reference in New Issue
Block a user