mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-27 15:46:24 +00:00
refactor(Core): rename namespaces and macros to acore (#2454)
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@@ -36,7 +36,7 @@
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#ifdef ELUNA
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#include "LuaEngine.h"
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#endif
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namespace Trinity
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namespace acore
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{
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class BattlegroundChatBuilder
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{
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@@ -46,7 +46,7 @@ namespace Trinity
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void operator()(WorldPacket& data, LocaleConstant loc_idx)
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{
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char const* text = sObjectMgr->GetTrinityString(_textId, loc_idx);
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char const* text = sObjectMgr->GetAcoreString(_textId, loc_idx);
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if (_args)
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{
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// we need copy va_list before use or original va_list will corrupted
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@@ -83,9 +83,9 @@ namespace Trinity
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void operator()(WorldPacket& data, LocaleConstant loc_idx)
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{
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char const* text = sObjectMgr->GetTrinityString(_textId, loc_idx);
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char const* arg1str = _arg1 ? sObjectMgr->GetTrinityString(_arg1, loc_idx) : "";
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char const* arg2str = _arg2 ? sObjectMgr->GetTrinityString(_arg2, loc_idx) : "";
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char const* text = sObjectMgr->GetAcoreString(_textId, loc_idx);
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char const* arg1str = _arg1 ? sObjectMgr->GetAcoreString(_arg1, loc_idx) : "";
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char const* arg2str = _arg2 ? sObjectMgr->GetAcoreString(_arg2, loc_idx) : "";
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char str[2048];
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snprintf(str, 2048, text, arg1str, arg2str);
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@@ -100,7 +100,7 @@ namespace Trinity
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uint32 _arg1;
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uint32 _arg2;
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};
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} // namespace Trinity
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} // namespace acore
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template<class Do>
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void Battleground::BroadcastWorker(Do& _do)
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@@ -1064,7 +1064,7 @@ uint32 Battleground::GetBonusHonorFromKill(uint32 kills) const
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{
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//variable kills means how many honorable kills you scored (so we need kills * honor_for_one_kill)
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uint32 maxLevel = std::min<uint32>(GetMaxLevel(), 80U);
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return Trinity::Honor::hk_honor_at_level(maxLevel, float(kills));
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return acore::Honor::hk_honor_at_level(maxLevel, float(kills));
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}
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void Battleground::BlockMovement(Player* player)
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@@ -1745,8 +1745,8 @@ void Battleground::SendMessageToAll(uint32 entry, ChatMsg type, Player const* so
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if (!entry)
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return;
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Trinity::BattlegroundChatBuilder bg_builder(type, entry, source);
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Trinity::LocalizedPacketDo<Trinity::BattlegroundChatBuilder> bg_do(bg_builder);
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acore::BattlegroundChatBuilder bg_builder(type, entry, source);
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acore::LocalizedPacketDo<acore::BattlegroundChatBuilder> bg_do(bg_builder);
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BroadcastWorker(bg_do);
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}
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@@ -1758,8 +1758,8 @@ void Battleground::PSendMessageToAll(uint32 entry, ChatMsg type, Player const* s
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va_list ap;
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va_start(ap, source);
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Trinity::BattlegroundChatBuilder bg_builder(type, entry, source, &ap);
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Trinity::LocalizedPacketDo<Trinity::BattlegroundChatBuilder> bg_do(bg_builder);
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acore::BattlegroundChatBuilder bg_builder(type, entry, source, &ap);
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acore::LocalizedPacketDo<acore::BattlegroundChatBuilder> bg_do(bg_builder);
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BroadcastWorker(bg_do);
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va_end(ap);
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@@ -1775,7 +1775,7 @@ void Battleground::SendWarningToAll(uint32 entry, ...)
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{
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if (localizedPackets.find(itr->second->GetSession()->GetSessionDbLocaleIndex()) == localizedPackets.end())
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{
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char const* format = sObjectMgr->GetTrinityString(entry, itr->second->GetSession()->GetSessionDbLocaleIndex());
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char const* format = sObjectMgr->GetAcoreString(entry, itr->second->GetSession()->GetSessionDbLocaleIndex());
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char str[1024];
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va_list ap;
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@@ -1792,8 +1792,8 @@ void Battleground::SendWarningToAll(uint32 entry, ...)
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void Battleground::SendMessage2ToAll(uint32 entry, ChatMsg type, Player const* source, uint32 arg1, uint32 arg2)
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{
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Trinity::Battleground2ChatBuilder bg_builder(type, entry, source, arg1, arg2);
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Trinity::LocalizedPacketDo<Trinity::Battleground2ChatBuilder> bg_do(bg_builder);
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acore::Battleground2ChatBuilder bg_builder(type, entry, source, arg1, arg2);
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acore::LocalizedPacketDo<acore::Battleground2ChatBuilder> bg_do(bg_builder);
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BroadcastWorker(bg_do);
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}
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@@ -1804,10 +1804,10 @@ void Battleground::EndNow()
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}
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// To be removed
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char const* Battleground::GetTrinityString(int32 entry)
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char const* Battleground::GetAcoreString(int32 entry)
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{
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// FIXME: now we have different DBC locales and need localized message for each target client
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return sObjectMgr->GetTrinityStringForDBCLocale(entry);
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return sObjectMgr->GetAcoreStringForDBCLocale(entry);
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}
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void Battleground::HandleTriggerBuff(GameObject* gameObject)
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