#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * 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. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Data; using System.IO; using System.Diagnostics; using CodeImp.DoomBuilder.Compilers; #endregion namespace CodeImp.DoomBuilder.ZDoom { internal sealed class StateGoto { #region ================== Constants #endregion #region ================== Variables private string classname; private string statename; private int spriteoffset; #endregion #region ================== Properties public string ClassName { get { return classname; } } public string StateName { get { return statename; } } public int SpriteOffset { get { return spriteoffset; } } #endregion #region ================== Constructor / Disposer // Constructor internal StateGoto(ActorStructure actor, DecorateParser parser) { string firsttarget = ""; string secondtarget = ""; bool commentreached = false; bool offsetreached = false; string offsetstr = ""; int cindex = 0; // This is a bitch to parse because for some bizarre reason someone thought it // was funny to allow quotes here. Read the whole line and start parsing this manually. string line = parser.ReadLine(); // Skip whitespace while((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t'))) cindex++; // Parse first target while((cindex < line.Length) && (line[cindex] != ':')) { // When a comment is reached, we're done here if(line[cindex] == '/') { if((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*'))) { commentreached = true; break; } } // Whitespace ends the string if((line[cindex] == ' ') || (line[cindex] == '\t')) break; // + sign indicates offset start if(line[cindex] == '+') { cindex++; offsetreached = true; break; } // Ignore quotes if(line[cindex] != '"') firsttarget += line[cindex]; cindex++; } if(!commentreached && !offsetreached) { // Skip whitespace while((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t'))) cindex++; // Parse second target while(cindex < line.Length) { // When a comment is reached, we're done here if(line[cindex] == '/') { if((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*'))) { commentreached = true; break; } } // Whitespace ends the string if((line[cindex] == ' ') || (line[cindex] == '\t')) break; // + sign indicates offset start if(line[cindex] == '+') { cindex++; offsetreached = true; break; } // Ignore quotes and semicolons if((line[cindex] != '"') && (line[cindex] != ':')) secondtarget += line[cindex]; cindex++; } } // Try to find the offset if we still haven't found it yet if(!offsetreached) { // Skip whitespace while((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t'))) cindex++; if((cindex < line.Length) && (line[cindex] == '+')) { cindex++; offsetreached = true; } } if(offsetreached) { // Parse offset while(cindex < line.Length) { // When a comment is reached, we're done here if(line[cindex] == '/') { if((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*'))) { commentreached = true; break; } } // Whitespace ends the string if((line[cindex] == ' ') || (line[cindex] == '\t')) break; // Ignore quotes and semicolons if((line[cindex] != '"') && (line[cindex] != ':')) offsetstr += line[cindex]; cindex++; } } // We should now have a first target, optionally a second target and optionally a sprite offset // Check if we don't have the class specified if(string.IsNullOrEmpty(secondtarget)) { // First target is the state to go to classname = actor.ClassName; statename = firsttarget.ToLowerInvariant().Trim(); } else { // First target is the base class to use // Second target is the state to go to classname = firsttarget.ToLowerInvariant().Trim(); statename = secondtarget.ToLowerInvariant().Trim(); } if(offsetstr.Length > 0) int.TryParse(offsetstr, out spriteoffset); if((classname == "super") && (actor.BaseClass != null)) classname = actor.BaseClass.ClassName; } #endregion #region ================== Methods #endregion } }