using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace CodeImp.DoomBuilder.ZDoom { internal sealed class DecorateStateGoto : StateGoto { #region ================== DECORATE State Goto parsing internal DecorateStateGoto(ActorStructure actor, ZDTextParser parser) : base(actor, 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 } }