using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; namespace CodeImp.DoomBuilder.ZDoom { internal sealed class ZScriptStateGoto : StateGoto { internal ZScriptStateGoto(ActorStructure actor, ZDTextParser zdparser) { // goto syntax that is accepted by GZDB is [classname::]statename[+offset] ZScriptParser parser = (ZScriptParser)zdparser; Stream stream = parser.DataStream; ZScriptTokenizer tokenizer = new ZScriptTokenizer(parser.DataReader); parser.tokenizer = tokenizer; tokenizer.SkipWhitespace(); string firsttarget = parser.ParseDottedIdentifier(); if (firsttarget == null) return; ZScriptToken token; string secondtarget = null; int offset = 0; tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.DoubleColon); if (token != null && token.IsValid) { secondtarget = parser.ParseDottedIdentifier(); if (secondtarget == null) return; } tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.OpAdd); if (token != null && token.IsValid) { tokenizer.SkipWhitespace(); token = tokenizer.ExpectToken(ZScriptTokenType.Integer); if (token == null || !token.IsValid) { parser.ReportError("Expected state offset, got " + ((Object)token ?? "").ToString()); return; } offset = token.ValueInt; } // 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(); } spriteoffset = offset; if ((classname == "super") && (actor.BaseClass != null)) classname = actor.BaseClass.ClassName; } } }