void OsmAnd::ObfAddressSectionReader_P::readBuildingsFromStreet(
    const ObfReader_P& reader, const std::shared_ptr<const Model::Street>& street,
    QList< std::shared_ptr<const Model::Building> >* resultOut,
    std::function<bool (const std::shared_ptr<const OsmAnd::Model::Building>&)> visitor,
    const IQueryController* const controller)
{
    auto cis = reader._codedInputStream.get();

    for(;;)
    {
        if (controller && controller->isAborted())
            return;

        auto tag = cis->ReadTag();
        switch(gpb::internal::WireFormatLite::GetTagFieldNumber(tag))
        {
        case 0:
            return;
        case OBF::StreetIndex::kIntersectionsFieldNumber:
            {
                gpb::uint32 length;
                cis->ReadVarint32(&length);
                cis->Skip(length);
            }
            break;
        case OBF::StreetIndex::kBuildingsFieldNumber:
            {
                auto offset = cis->CurrentPosition();
                gpb::uint32 length;
                cis->ReadVarint32(&length);
                auto oldLimit = cis->PushLimit(length);
                
                std::shared_ptr<Model::Building> building(new Model::Building());
                building->_offset = offset;
                readBuilding(reader, street, building);

                cis->PopLimit(oldLimit);

                if (!visitor || visitor(building))
                {
                    if (resultOut)
                        resultOut->push_back(qMove(building));
                }
            }
            break;
        default:
            ObfReaderUtilities::skipUnknownField(cis, tag);
            break;
        }
    }
}
Пример #2
0
std::vector<JsonNode> CTownHandler::loadLegacyData(size_t dataSize)
{
	std::vector<JsonNode> dest(dataSize);
	factions.resize(dataSize);

	auto getBuild = [&](size_t town, size_t building) -> JsonNode &
	{
		return dest[town]["town"]["buildings"][EBuildingType::names[building]];
	};

	CLegacyConfigParser parser("DATA/BUILDING.TXT");

	parser.endLine(); // header
	parser.endLine();

	//Unique buildings
	for (size_t town=0; town<dataSize; town++)
	{
		parser.endLine(); //header
		parser.endLine();

		int buildID = 17;
		do
		{
			getBuild(town, buildID) = readBuilding(parser);
			buildID++;
		}
		while (!parser.isNextEntryEmpty());
	}

	// Common buildings
	parser.endLine(); // header
	parser.endLine();
	parser.endLine();

	int buildID = 0;
	do
	{
		JsonNode building = readBuilding(parser);

		for (size_t town=0; town<dataSize; town++)
			getBuild(town, buildID) = building;

		buildID++;
	}
	while (!parser.isNextEntryEmpty());

	parser.endLine(); //header
	parser.endLine();

	//Dwellings
	for (size_t town=0; town<dataSize; town++)
	{
		parser.endLine(); //header
		parser.endLine();

		for (size_t i=0; i<14; i++)
		{
			getBuild(town, 30+i) = readBuilding(parser);
		}
	}
	{
		CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");

		for(int building=0; building<15; building++)
		{
			std::string name  = parser.readString();
			std::string descr = parser.readString();
			parser.endLine();

			for(int j=0; j<dataSize; j++)
			{
				getBuild(j, building)["name"].String() = name;
				getBuild(j, building)["description"].String() = descr;
			}
		}
		parser.endLine(); // silo
		parser.endLine(); // blacksmith  //unused entries
		parser.endLine(); // moat

		//shipyard with the ship
		std::string name  = parser.readString();
		std::string descr = parser.readString();
		parser.endLine();

		for(int town=0; town<dataSize; town++)
		{
			getBuild(town, 20)["name"].String() = name;
			getBuild(town, 20)["description"].String() = descr;
		}

		//blacksmith
		for(int town=0; town<dataSize; town++)
		{
			getBuild(town, 16)["name"].String() =  parser.readString();
			getBuild(town, 16)["description"].String() = parser.readString();
			parser.endLine();
		}
	}
	{
		CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");

		for(int town=0; town<dataSize; town++)
		{
			for(int build=0; build<9; build++)
			{
				getBuild(town, 17 + build)["name"].String() =  parser.readString();
				getBuild(town, 17 + build)["description"].String() = parser.readString();
				parser.endLine();
			}
			getBuild(town, 26)["name"].String() =  parser.readString(); // Grail
			getBuild(town, 26)["description"].String() = parser.readString();
			parser.endLine();

			getBuild(town, 15)["name"].String() =  parser.readString(); // Resource silo
			getBuild(town, 15)["description"].String() = parser.readString();
			parser.endLine();
		}
	}
	{
		CLegacyConfigParser parser("DATA/DWELLING.TXT");

		for(int town=0; town<dataSize; town++)
		{
			for(int build=0; build<14; build++)
			{
				getBuild(town, 30 + build)["name"].String() =  parser.readString();
				getBuild(town, 30 + build)["description"].String() = parser.readString();
				parser.endLine();
			}
		}
	}
	{
		CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
		CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
		size_t townID=0;
		do
		{
			dest[townID]["name"].String() = typeParser.readString();

			for (int i=0; i<NAMES_PER_TOWN; i++)
			{
				JsonNode name;
				name.String() = nameParser.readString();
				dest[townID]["town"]["names"].Vector().push_back(name);
				nameParser.endLine();
			}
			townID++;
		}
		while (typeParser.endLine());
	}
	return dest;
}
Пример #3
0
void CTownHandler::loadLegacyData(JsonNode & dest)
{
	CLegacyConfigParser parser("DATA/BUILDING.TXT");
	dest.Vector().resize(GameConstants::F_NUMBER);

	parser.endLine(); // header
	parser.endLine();

	//Unique buildings
	for (size_t town=0; town<GameConstants::F_NUMBER; town++)
	{
		JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();

		buildList.resize( 30 ); //prepare vector for first set of buildings

		parser.endLine(); //header
		parser.endLine();

		int buildID = 17;
		do
		{
			buildList[buildID] = readBuilding(parser);
			buildID++;
		}
		while (!parser.isNextEntryEmpty());
	}

	// Common buildings
	parser.endLine(); // header
	parser.endLine();
	parser.endLine();

	int buildID = 0;
	do
	{
		JsonNode building = readBuilding(parser);

		for (size_t town=0; town<GameConstants::F_NUMBER; town++)
			dest.Vector()[town]["buildings"].Vector()[buildID] = building;

		buildID++;
	}
	while (!parser.isNextEntryEmpty());

	parser.endLine(); //header
	parser.endLine();

	//Dwellings
	for (size_t town=0; town<GameConstants::F_NUMBER; town++)
	{
		parser.endLine(); //header
		parser.endLine();

		do
		{
			dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
		}
		while (!parser.isNextEntryEmpty());
	}
	{
		CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");

		for(int building=0; building<15; building++)
		{
			std::string name  = parser.readString();
			std::string descr = parser.readString();
			parser.endLine();

			for(int j=0; j<GameConstants::F_NUMBER; j++)
			{
				JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
				buildings[building]["name"].String() = name;
				buildings[building]["description"].String() = descr;
			}
		}
		parser.endLine(); // silo
		parser.endLine(); // blacksmith  //unused entries
		parser.endLine(); // moat

		//shipyard with the ship
		std::string name  = parser.readString();
		std::string descr = parser.readString();
		parser.endLine();

		for(int town=0; town<GameConstants::F_NUMBER; town++)
		{
			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
			buildings[20]["name"].String() = name;
			buildings[20]["description"].String() = descr;
		}

		//blacksmith
		for(int town=0; town<GameConstants::F_NUMBER; town++)
		{
			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
			buildings[16]["name"].String() =  parser.readString();
			buildings[16]["description"].String() = parser.readString();
			parser.endLine();
		}
	}
	{
		CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");

		for(int town=0; town<GameConstants::F_NUMBER; town++)
		{
			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
			for(int build=0; build<9; build++)
			{
				buildings[17+build]["name"].String() =  parser.readString();
				buildings[17+build]["description"].String() = parser.readString();
				parser.endLine();
			}
			buildings[26]["name"].String() =  parser.readString(); // Grail
			buildings[26]["description"].String() = parser.readString();
			parser.endLine();

			buildings[15]["name"].String() =  parser.readString(); // Resource silo
			buildings[15]["description"].String() = parser.readString();
			parser.endLine();
		}
	}
	{
		CLegacyConfigParser parser("DATA/DWELLING.TXT");

		for(int town=0; town<GameConstants::F_NUMBER; town++)
		{
			JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
			for(int build=0; build<14; build++)
			{
				buildings[30+build]["name"].String() =  parser.readString();
				buildings[30+build]["description"].String() = parser.readString();
				parser.endLine();
			}
		}
	}
	{
		CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
		CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
		size_t townID=0;
		do
		{
			JsonNode & town = dest.Vector()[townID];

			town["name"].String() = typeParser.readString();


			for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
			{
				JsonNode name;
				name.String() = nameParser.readString();
				town["names"].Vector().push_back(name);
				nameParser.endLine();
			}
			townID++;
		}
		while (typeParser.endLine());
	}
}