Пример #1
0
void Corpse::SaveToDB()
{
    // prevent DB data inconsistence problems and duplicates
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    DeleteFromDB(trans);

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE);
    stmt->setUInt32(0, GetGUIDLow());                                           // corpseGuid
    stmt->setUInt32(1, GUID_LOPART(GetOwnerGUID()));                            // guid
    stmt->setFloat (2, GetPositionX());                                         // posX
    stmt->setFloat (3, GetPositionY());                                         // posY
    stmt->setFloat (4, GetPositionZ());                                         // posZ
    stmt->setFloat (5, GetOrientation());                                       // orientation
    stmt->setUInt16(6, GetMapId());                                             // mapId
    stmt->setUInt32(7, GetUInt32Value(CORPSE_FIELD_DISPLAY_ID));                // displayId
    stmt->setString(8, _ConcatFields(CORPSE_FIELD_ITEM, EQUIPMENT_SLOT_END));   // itemCache
    stmt->setUInt32(9, GetUInt32Value(CORPSE_FIELD_BYTES_1));                   // bytes1
    stmt->setUInt32(10, GetUInt32Value(CORPSE_FIELD_BYTES_2));                  // bytes2
    stmt->setUInt32(11, GetUInt32Value(CORPSE_FIELD_GUILD));                    // guildId
    stmt->setUInt8 (12, GetUInt32Value(CORPSE_FIELD_FLAGS));                    // flags
    stmt->setUInt8 (13, GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS));            // dynFlags
    stmt->setUInt32(14, uint32(m_time));                                        // time
    stmt->setUInt8 (15, GetType());                                             // corpseType
    stmt->setUInt32(16, GetInstanceId());                                       // instanceId
    stmt->setUInt16(17, GetPhaseMask());                                        // phaseMask
    trans->Append(stmt);

    CharacterDatabase.CommitTransaction(trans);
}
Пример #2
0
void Corpse::SaveToDB()
{
    // prevent DB data inconsistence problems and duplicates
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    DeleteFromDB(trans);

    uint16 index = 0;
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE);
    stmt->setUInt32(index++, GetGUIDLow());                                           // corpseGuid
    stmt->setUInt32(index++, GUID_LOPART(GetOwnerGUID()));                            // guid
    stmt->setFloat (index++, GetPositionX());                                         // posX
    stmt->setFloat (index++, GetPositionY());                                         // posY
    stmt->setFloat (index++, GetPositionZ());                                         // posZ
    stmt->setFloat (index++, GetOrientation());                                       // orientation
    stmt->setUInt16(index++, GetMapId());                                             // mapId
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_DISPLAY_ID));                // displayId
    stmt->setString(index++, _ConcatFields(CORPSE_FIELD_ITEMS, EQUIPMENT_SLOT_END));   // itemCache
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_SKIN_ID));                   // bytes1
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_FACIAL_HAIR_STYLE_ID));                   // bytes2
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_FLAGS));                     // flags
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS));             // dynFlags
    stmt->setUInt32(index++, uint32(m_time));                                         // time
    stmt->setUInt8 (index++, GetType());                                              // corpseType
    stmt->setUInt32(index++, GetInstanceId());                                        // instanceId
    stmt->setUInt32(index++, GetPhaseMask());                                         // phaseMask
    trans->Append(stmt);

    CharacterDatabase.CommitTransaction(trans);
}
Пример #3
0
void Corpse::SaveToDB()
{
    // prevent DB data inconsistence problems and duplicates
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    DeleteFromDB(trans);

    uint16 index = 0;
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE);
    stmt->setUInt64(index++, GetGUID().GetCounter());                                 // corpseGuid
    stmt->setUInt64(index++, GetOwnerGUID().GetCounter());                            // guid
    stmt->setFloat (index++, GetPositionX());                                         // posX
    stmt->setFloat (index++, GetPositionY());                                         // posY
    stmt->setFloat (index++, GetPositionZ());                                         // posZ
    stmt->setFloat (index++, GetOrientation());                                       // orientation
    stmt->setUInt16(index++, GetMapId());                                             // mapId
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_DISPLAY_ID));                // displayId
    stmt->setString(index++, _ConcatFields(CORPSE_FIELD_ITEM, EQUIPMENT_SLOT_END));   // itemCache
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_1));                   // bytes1
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_2));                   // bytes2
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_FLAGS));                     // flags
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS));             // dynFlags
    stmt->setUInt32(index++, uint32(m_time));                                         // time
    stmt->setUInt8 (index++, GetType());                                              // corpseType
    stmt->setUInt32(index++, GetInstanceId());                                        // instanceId
    trans->Append(stmt);

    for (uint32 phaseId : GetPhases())
    {
        index = 0;
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE_PHASES);
        stmt->setUInt32(index++, GetGUID().GetCounter());                                       // Guid (corpse's)
        stmt->setUInt32(index++, phaseId);                                            // PhaseId
        stmt->setUInt32(index++, GetOwnerGUID().GetCounter());                        // OwnerGuid
        stmt->setUInt32(index++, uint32(m_time));                                     // Time
        stmt->setUInt8(index++, GetType());                                           // CorpseType
        trans->Append(stmt);
    }

    CharacterDatabase.CommitTransaction(trans);
}