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https://github.com/TrinityCore/TrinityCore.git
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Tools/vmap assembler: Move TileAssembler from common to vmap4_assembler where it belongs
This commit is contained in:
540
src/tools/vmap4_assembler/TileAssembler.cpp
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540
src/tools/vmap4_assembler/TileAssembler.cpp
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/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "TileAssembler.h"
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#include "BoundingIntervalHierarchy.h"
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#include "MapTree.h"
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#include "StringFormat.h"
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#include "VMapDefinitions.h"
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#include <boost/filesystem.hpp>
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#include <iomanip>
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#include <set>
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#include <sstream>
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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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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)
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{
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boost::filesystem::create_directory(iDestDir);
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}
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TileAssembler::~TileAssembler()
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{
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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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float constexpr invTileSize = 1.0f / 533.33333f;
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// export Map data
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while (!mapData.empty())
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{
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MapSpawns data = std::move(mapData.front());
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mapData.pop_front();
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// build global map tree
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std::vector<ModelSpawn*> mapSpawns;
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mapSpawns.reserve(data.UniqueEntries.size());
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printf("Calculating model bounds for map %u...\n", data.MapId);
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for (auto entry = data.UniqueEntries.begin(); entry != data.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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if (!calculateTransformedBound(entry->second))
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continue;
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mapSpawns.push_back(&entry->second);
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spawnedModelFiles.insert(entry->second.name);
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std::map<uint32, std::set<TileSpawn>>& tileEntries = (entry->second.flags & MOD_PARENT_SPAWN) ? data.ParentTileEntries : data.TileEntries;
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G3D::AABox const& bounds = entry->second.iBound;
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G3D::Vector2int16 low(int16(bounds.low().x * invTileSize), int16(bounds.low().y * invTileSize));
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G3D::Vector2int16 high(int16(bounds.high().x * invTileSize), int16(bounds.high().y * invTileSize));
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for (int x = low.x; x <= high.x; ++x)
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for (int y = low.y; y <= high.y; ++y)
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tileEntries[StaticMapTree::packTileID(x, y)].emplace(entry->second.ID, entry->second.flags);
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}
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printf("Creating map tree for map %u...\n", data.MapId);
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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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// write map tree file
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std::stringstream mapfilename;
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mapfilename << iDestDir << '/' << std::setfill('0') << std::setw(4) << data.MapId << ".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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// 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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// spawn id to index map
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uint32 mapSpawnsSize = mapSpawns.size();
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if (success && fwrite("SIDX", 4, 1, mapfile) != 1) success = false;
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if (success && fwrite(&mapSpawnsSize, sizeof(uint32), 1, mapfile) != 1) success = false;
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for (uint32 i = 0; i < mapSpawnsSize; ++i)
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{
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if (success && fwrite(&mapSpawns[i]->ID, sizeof(uint32), 1, mapfile) != 1) success = false;
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if (success && fwrite(&i, sizeof(uint32), 1, mapfile) != 1) success = false;
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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 BIH tree node info
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for (auto tileItr = data.TileEntries.begin(); tileItr != data.TileEntries.end(); ++tileItr)
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{
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uint32 x, y;
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StaticMapTree::unpackTileID(tileItr->first, x, y);
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std::string tileFileName = Trinity::StringFormat("%s/%04u_%02u_%02u.vmtile", iDestDir.c_str(), data.MapId, y, x);
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if (FILE* tileFile = fopen(tileFileName.c_str(), "wb"))
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{
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std::set<TileSpawn> const& parentTileEntries = data.ParentTileEntries[tileItr->first];
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uint32 nSpawns = tileItr->second.size() + parentTileEntries.size();
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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 (auto spawnItr = tileItr->second.begin(); spawnItr != tileItr->second.end() && success; ++spawnItr)
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success = ModelSpawn::writeToFile(tileFile, data.UniqueEntries[spawnItr->Id]);
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for (auto spawnItr = parentTileEntries.begin(); spawnItr != parentTileEntries.end() && success; ++spawnItr)
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success = ModelSpawn::writeToFile(tileFile, data.UniqueEntries[spawnItr->Id]);
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fclose(tileFile);
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}
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}
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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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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, check;
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std::map<uint32, MapSpawns> data;
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while (!feof(dirf))
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{
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// read mapID, Flags, NameSet, UniqueId, 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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ModelSpawn spawn;
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if (!ModelSpawn::readFromFile(dirf, spawn))
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break;
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auto map_iter = data.emplace(std::piecewise_construct, std::forward_as_tuple(mapID), std::forward_as_tuple());
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if (map_iter.second)
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{
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map_iter.first->second.MapId = mapID;
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printf("spawning Map %u\n", mapID);
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}
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map_iter.first->second.UniqueEntries.emplace(spawn.ID, spawn);
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}
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mapData.resize(data.size());
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auto dst = mapData.begin();
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for (auto src = data.begin(); src != data.end(); ++src, ++dst)
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*dst = std::move(src->second);
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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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modelBound.merge(modelPosition.transform(raw_model.groupsArray[0].bounds.low()));
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modelBound.merge(modelPosition.transform(raw_model.groupsArray[0].bounds.high()));
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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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#pragma pack(push, 1)
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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 material;
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};
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#pragma pack(pop)
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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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char ident[8];
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if (fread(ident, 1, 8, model_list) != 8 || memcmp(ident, VMAP::RAW_VMAP_MAGIC, 8) != 0)
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{
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fclose(model_list);
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return;
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}
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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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fwrite(VMAP::VMAP_MAGIC, 1, 8, model_list_copy);
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uint32 name_length, displayId;
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uint8 isWmo;
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char buff[500];
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while (true)
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{
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if (fread(&displayId, sizeof(uint32), 1, model_list) != 1)
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if (feof(model_list)) // EOF flag is only set after failed reading attempt
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break;
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if (fread(&isWmo, sizeof(uint8), 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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if (bounds.isEmpty())
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{
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std::cout << "\nModel " << std::string(buff, name_length) << " has empty bounding box" << std::endl;
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continue;
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}
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if (!bounds.isFinite())
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{
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std::cout << "\nModel " << std::string(buff, name_length) << " has invalid bounding box" << std::endl;
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continue;
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}
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fwrite(&displayId, sizeof(uint32), 1, model_list_copy);
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fwrite(&isWmo, sizeof(uint8), 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;
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// 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);
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CMP_OR_RETURN(blockId, "INDX");
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READ_OR_RETURN(&blocksize, sizeof(int));
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uint32 nindexes;
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READ_OR_RETURN(&nindexes, sizeof(uint32));
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if (nindexes >0)
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||||
{
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uint16 *indexarray = new uint16[nindexes];
|
||||
READ_OR_RETURN_WITH_DELETE(indexarray, nindexes*sizeof(uint16));
|
||||
triangles.reserve(nindexes / 3);
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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 = nullptr;
|
||||
if (liquidflags & 3)
|
||||
{
|
||||
READ_OR_RETURN(&blockId, 4);
|
||||
CMP_OR_RETURN(blockId, "LIQU");
|
||||
READ_OR_RETURN(&blocksize, sizeof(int));
|
||||
uint32 liquidType;
|
||||
READ_OR_RETURN(&liquidType, sizeof(uint32));
|
||||
if (liquidflags & 1)
|
||||
{
|
||||
WMOLiquidHeader hlq;
|
||||
READ_OR_RETURN(&hlq, sizeof(WMOLiquidHeader));
|
||||
liquid = new WmoLiquid(hlq.xtiles, hlq.ytiles, Vector3(hlq.pos_x, hlq.pos_y, hlq.pos_z), liquidType);
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
liquid = new WmoLiquid(0, 0, Vector3::zero(), liquidType);
|
||||
liquid->GetHeightStorage()[0] = bounds.high().z;
|
||||
}
|
||||
}
|
||||
|
||||
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