Core/Guilds: guild code was completely refactored and rewritten.
* OOP desing and implementation; * all the queries are moved to prepared statements; * guild loading is optimized; * all the possible interaction with guild's data is done inside the guild class; * added more hooks to GuildScript class; WARNING: Make sure you backup your characters database before applying this change (just in case). Known problems with guilds: * when new member is added to the guild, MOTD is not displayed for him in guild tab of social window; * if you add item with random property to guild bank visual representation of item below it becomes wrong (it displays wrong stack number); * packets order differs from official: currently guild bank packet traffic is twice as more than on offy. --HG-- branch : trunk
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@@ -129,6 +129,14 @@ enum ChatRestrictionType
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ERR_YELL_RESTRICTED = 3
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};
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enum CharterTypes
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{
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GUILD_CHARTER_TYPE = 9,
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ARENA_TEAM_CHARTER_2v2_TYPE = 2,
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ARENA_TEAM_CHARTER_3v3_TYPE = 3,
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ARENA_TEAM_CHARTER_5v5_TYPE = 5
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};
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/// Player session in the World
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class WorldSession
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{
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@@ -272,11 +280,9 @@ class WorldSession
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void SendDiscoverNewTaxiNode(uint32 nodeid);
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// Guild/Arena Team
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void SendGuildCommandResult(uint32 typecmd, const std::string& str, uint32 cmdresult);
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void SendArenaTeamCommandResult(uint32 team_action, const std::string& team, const std::string& player, uint32 error_id);
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void SendNotInArenaTeamPacket(uint8 type);
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void SendPetitionShowList(uint64 guid);
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void SendSaveGuildEmblem(uint32 msg);
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void BuildPartyMemberStatsChangedPacket(Player *player, WorldPacket *data);
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