[7918] Improve portability in work with uint64 string format specifiers and in code literals.

* Replace platform seelction MaNGOS code for select format descriptor for uint64 by using ACE define.
  I64FMTD renamed to UI64FMTD for more clear name.
* Add new define UI64LIT (base at ACE seelction) for build portables uint64 literals.
  Please always use UI64LIT(0x00001) instead less portable 0x00001LL
This commit is contained in:
VladimirMangos 2009-05-30 22:37:31 +04:00
parent e8cd008005
commit 2a27a44e2a
36 changed files with 372 additions and 362 deletions

View file

@ -143,7 +143,7 @@ void BattleGroundEY::CheckSomeoneJoinedPoint()
Player *plr = objmgr.GetPlayer(m_PlayersNearPoint[EY_POINTS_MAX][j]);
if (!plr)
{
sLog.outError("BattleGroundEY: Player " I64FMTD " not found!", m_PlayersNearPoint[EY_POINTS_MAX][j]);
sLog.outError("BattleGroundEY: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[EY_POINTS_MAX][j]));
++j;
continue;
}
@ -183,7 +183,7 @@ void BattleGroundEY::CheckSomeoneLeftPoint()
Player *plr = objmgr.GetPlayer(m_PlayersNearPoint[i][j]);
if (!plr)
{
sLog.outError("BattleGroundEY: Player " I64FMTD " not found!", m_PlayersNearPoint[i][j]);
sLog.outError("BattleGroundEY: Player (GUID: %u) not found!", GUID_LOPART(m_PlayersNearPoint[i][j]));
//move not existed player to "free space" - this will cause many error showing in log, but it is a very important bug
m_PlayersNearPoint[EY_POINTS_MAX].push_back(m_PlayersNearPoint[i][j]);
m_PlayersNearPoint[i].erase(m_PlayersNearPoint[i].begin() + j);