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iomapserialize.h
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iomapserialize.h
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////////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
////////////////////////////////////////////////////////////////////////
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
////////////////////////////////////////////////////////////////////////
#ifndef __IOMAPSERIALIZE__
#define __IOMAPSERIALIZE__
#include "otsystem.h"
#include "database.h"
#include "map.h"
typedef std::map<int32_t, std::pair<Item*, int32_t> > ItemMap;
typedef std::list<std::pair<Container*, int32_t> > ContainerStackList;
class House;
class IOMapSerialize
{
public:
virtual ~IOMapSerialize() {}
static IOMapSerialize* getInstance()
{
static IOMapSerialize instance;
return &instance;
}
bool loadMap(Map* map);
bool saveMap(Map* map);
bool updateAuctions();
bool loadHouses();
bool updateHouses();
bool saveHouses();
bool saveHouse(Database* db, House* house);
protected:
IOMapSerialize() {}
// Relational storage uses a row for each item/tile
bool loadMapRelational(Map* map);
bool saveMapRelational(Map* map);
// Binary storage uses a giant BLOB field for storing everything
bool loadMapBinary(Map* map);
bool saveMapBinary(Map* map);
bool loadItems(Database* db, DBResult* result, Cylinder* parent, bool depotTransfer);
bool saveItems(Database* db, uint32_t& tileId, uint32_t houseId, const Tile* tile);
bool loadContainer(PropStream& propStream, Container* container);
bool loadItem(PropStream& propStream, Cylinder* parent, bool depotTransfer);
bool saveTile(PropWriteStream& stream, const Tile* tile);
bool saveItem(PropWriteStream& stream, const Item* item);
};
#endif