Core: header cleanup, split realmlist, boost compatibility, cotire, remove stormlib/zlib and stormlib/bzip2 and instead use dep sources
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@@ -33,8 +33,8 @@
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PathGenerator::PathGenerator(const Unit* owner) :
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_polyLength(0), _type(PATHFIND_BLANK), _useStraightPath(false),
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_forceDestination(false), _pointPathLimit(MAX_POINT_PATH_LENGTH), _straightLine(false),
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_endPosition(G3D::Vector3::zero()), _sourceUnit(owner), _navMesh(NULL),
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_navMeshQuery(NULL)
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_endPosition(G3D::Vector3::zero()), _sourceUnit(owner), _navMesh(nullptr),
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_navMeshQuery(nullptr)
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{
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memset(_pathPolyRefs, 0, sizeof(_pathPolyRefs));
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@@ -105,7 +105,7 @@ dtPolyRef PathGenerator::GetPathPolyByPosition(dtPolyRef const* polyPath, uint32
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for (uint32 i = 0; i < polyPathSize; ++i)
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{
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float closestPoint[VERTEX_SIZE];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint, NULL)))
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(polyPath[i], point, closestPoint, nullptr)))
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continue;
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float d = dtVdist2DSqr(point, closestPoint);
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@@ -186,7 +186,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
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// Check both start and end points, if they're both in water, then we can *safely* let the creature move
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for (uint32 i = 0; i < _pathPoints.size(); ++i)
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{
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ZLiquidStatus status = _sourceUnit->GetBaseMap()->GetLiquidStatus(_sourceUnit->GetPhaseShift(), _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, NULL);
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ZLiquidStatus status = _sourceUnit->GetBaseMap()->GetLiquidStatus(_sourceUnit->GetPhaseShift(), _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, nullptr);
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// One of the points is not in the water, cancel movement.
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if (status == LIQUID_MAP_NO_WATER)
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{
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@@ -236,7 +236,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
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{
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float closestPoint[VERTEX_SIZE];
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// we may want to use closestPointOnPolyBoundary instead
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if (dtStatusSucceed(_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint, NULL)))
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if (dtStatusSucceed(_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint, nullptr)))
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{
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dtVcopy(endPoint, closestPoint);
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SetActualEndPosition(G3D::Vector3(endPoint[2], endPoint[0], endPoint[1]));
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@@ -335,13 +335,13 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
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// we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data
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float suffixEndPoint[VERTEX_SIZE];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, NULL)))
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, nullptr)))
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{
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// we can hit offmesh connection as last poly - closestPointOnPoly() don't like that
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// try to recover by using prev polyref
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--prefixPolyLength;
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suffixStartPoly = _pathPolyRefs[prefixPolyLength-1];
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, NULL)))
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if (dtStatusFailed(_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint, nullptr)))
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{
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// suffixStartPoly is still invalid, error state
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BuildShortcut();
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@@ -514,8 +514,8 @@ void PathGenerator::BuildPointPath(const float *startPoint, const float *endPoin
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_pathPolyRefs, // current path
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_polyLength, // lenth of current path
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pathPoints, // [out] path corner points
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NULL, // [out] flags
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NULL, // [out] shortened path
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nullptr, // [out] flags
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nullptr, // [out] shortened path
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(int*)&pointCount,
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_pointPathLimit); // maximum number of points/polygons to use
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}
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@@ -680,7 +680,7 @@ bool PathGenerator::HaveTile(const G3D::Vector3& p) const
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if (tx < 0 || ty < 0)
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return false;
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return (_navMesh->getTileAt(tx, ty, 0) != NULL);
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return (_navMesh->getTileAt(tx, ty, 0) != nullptr);
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}
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uint32 PathGenerator::FixupCorridor(dtPolyRef* path, uint32 npath, uint32 maxPath, dtPolyRef const* visited, uint32 nvisited)
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