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iomapserialize.h
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iomapserialize.h
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//////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
//////////////////////////////////////////////////////////////////////
// SQL map serialization
//////////////////////////////////////////////////////////////////////
// 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 2
// 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, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#ifndef __IOMAPSERIALIZE_H__
#define __IOMAPSERIALIZE_H__
#include "database.h"
#include "map.h"
#include <string>
class IOMapSerialize
{
public:
IOMapSerialize(){}
~IOMapSerialize(){}
bool loadMap(Map* map);
bool saveMap(Map* map);
bool loadHouseInfo(Map* map);
bool saveHouseInfo(Map* map);
protected:
// Relational storage uses a row for each item/tile
bool loadMapRelational(Map* map);
bool saveMapRelational(Map* map);
void loadMapBinary(Map* map);
bool saveMapBinary(Map* map);
void loadMapBinaryTileBased(Map* map);
bool saveMapBinaryTileBased(Map* map);
void saveItem(PropWriteStream& stream, const Item* item);
void saveTile(PropWriteStream& stream, const Tile* tile);
bool loadContainer(PropStream& propStream, Container* container);
bool loadItem(PropStream& propStream, Cylinder* parent);
bool saveTile(Database* db, uint32_t tileId, const Tile* tile);
bool loadTile(Database& db, Tile* tile);
};
#endif