UltimateZoneBuilder/Source/Core/ZDoom/DecorateStateGoto.cs
2017-01-16 13:18:46 +02:00

167 lines
5.8 KiB
C#
Executable file

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
}
}