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Move all guild-related functions from our overpowered ObjectMgr to GuildMgr. Thx leak for idea.
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef _GUILDMGR_H
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#define _GUILDMGR_H
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#include "Common.h"
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#include "Policies/Singleton.h"
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class Guild;
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class ObjectGuid;
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class GuildMgr
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{
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typedef UNORDERED_MAP<uint32, Guild*> GuildMap;
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GuildMap m_GuildMap;
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public:
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GuildMgr();
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~GuildMgr();
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void AddGuild(Guild* guild);
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void RemoveGuild(uint32 guildId);
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Guild* GetGuildById(uint32 guildId) const;
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Guild* GetGuildByName(std::string const& name) const;
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Guild* GetGuildByLeader(ObjectGuid const& guid) const;
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std::string GetGuildNameById(uint32 guildId) const;
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void LoadGuilds();
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};
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#define sGuildMgr MaNGOS::Singleton<GuildMgr>::Instance()
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#endif // _GUILDMGR_H
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