Core/DBLayer: Refactor prepared statement defines to new format (char db)

This commit is contained in:
leak
2012-01-01 01:09:38 +01:00
parent bd37ed23c9
commit cdbeb42e0f
27 changed files with 555 additions and 556 deletions
+11 -11
View File
@@ -124,7 +124,7 @@ bool Group::Create(Player* leader)
sGroupMgr->RegisterGroupDbStoreId(m_dbStoreId, this);
// Store group in database
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_GROUP);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP);
uint8 index = 0;
@@ -219,7 +219,7 @@ void Group::ConvertToLFG()
m_lootMethod = NEED_BEFORE_GREED;
if (!isBGGroup())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_TYPE);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->setUInt8(0, uint8(m_groupType));
stmt->setUInt32(1, m_dbStoreId);
@@ -238,7 +238,7 @@ void Group::ConvertToRaid()
if (!isBGGroup())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_TYPE);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_TYPE);
stmt->setUInt8(0, uint8(m_groupType));
stmt->setUInt32(1, m_dbStoreId);
@@ -378,7 +378,7 @@ bool Group::AddMember(Player* player)
// insert into the table if we're not a battleground group
if (!isBGGroup())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_GROUP_MEMBER);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GROUP_MEMBER);
stmt->setUInt32(0, m_dbStoreId);
stmt->setUInt32(1, GUID_LOPART(member.guid));
@@ -590,7 +590,7 @@ void Group::ChangeLeader(uint64 guid)
Player::ConvertInstancesToGroup(player, this, true);
// Update the group leader
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_LEADER);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_LEADER);
stmt->setUInt32(0, player->GetGUIDLow());
stmt->setUInt32(1, m_dbStoreId);
@@ -1380,7 +1380,7 @@ bool Group::_setMembersGroup(uint64 guid, uint8 group)
if (!isBGGroup())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_MEMBER_SUBGROUP);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP);
stmt->setUInt8(0, group);
stmt->setUInt32(1, GUID_LOPART(guid));
@@ -1431,7 +1431,7 @@ void Group::ChangeMembersGroup(uint64 guid, uint8 group)
// Preserve new sub group in database for non-raid groups
if (!isBGGroup())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_MEMBER_SUBGROUP);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_SUBGROUP);
stmt->setUInt8(0, group);
stmt->setUInt32(1, GUID_LOPART(guid));
@@ -1626,7 +1626,7 @@ void Group::SetDungeonDifficulty(Difficulty difficulty)
m_dungeonDifficulty = difficulty;
if (!isBGGroup())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_DIFFICULTY);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_DIFFICULTY);
stmt->setUInt8(0, uint8(m_dungeonDifficulty));
stmt->setUInt32(1, m_dbStoreId);
@@ -1650,7 +1650,7 @@ void Group::SetRaidDifficulty(Difficulty difficulty)
m_raidDifficulty = difficulty;
if (!isBGGroup())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_RAID_DIFFICULTY);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_RAID_DIFFICULTY);
stmt->setUInt8(0, uint8(m_raidDifficulty));
stmt->setUInt32(1, m_dbStoreId);
@@ -1805,7 +1805,7 @@ InstanceGroupBind* Group::BindToInstance(InstanceSave* save, bool permanent, boo
InstanceGroupBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
if (!load && (!bind.save || permanent != bind.perm || save != bind.save))
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_GROUP_INSTANCE);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_GROUP_INSTANCE);
stmt->setUInt32(0, m_dbStoreId);
stmt->setUInt32(1, save->GetInstanceId());
@@ -2073,7 +2073,7 @@ void Group::SetGroupMemberFlag(uint64 guid, bool apply, GroupMemberFlags flag)
ToggleGroupMemberFlag(slot, flag, apply);
// Preserve the new setting in the db
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GROUP_MEMBER_FLAG);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GROUP_MEMBER_FLAG);
stmt->setUInt8(0, slot->flags);
stmt->setUInt32(0, GUID_LOPART(guid));