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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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167 lines
5.8 KiB
C#
Executable file
167 lines
5.8 KiB
C#
Executable file
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace CodeImp.DoomBuilder.ZDoom
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{
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internal sealed class DecorateStateGoto : StateGoto
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{
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#region ================== DECORATE State Goto parsing
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internal DecorateStateGoto(ActorStructure actor, ZDTextParser parser) : base(actor, parser)
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{
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string firsttarget = "";
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string secondtarget = "";
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bool commentreached = false;
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bool offsetreached = false;
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string offsetstr = "";
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int cindex = 0;
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// This is a bitch to parse because for some bizarre reason someone thought it
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// was funny to allow quotes here. Read the whole line and start parsing this manually.
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string line = parser.ReadLine();
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// Skip whitespace
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while ((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
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cindex++;
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// Parse first target
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while ((cindex < line.Length) && (line[cindex] != ':'))
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{
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// When a comment is reached, we're done here
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if (line[cindex] == '/')
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{
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if ((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
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{
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commentreached = true;
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break;
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}
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}
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// Whitespace ends the string
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if ((line[cindex] == ' ') || (line[cindex] == '\t'))
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break;
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// + sign indicates offset start
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if (line[cindex] == '+')
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{
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cindex++;
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offsetreached = true;
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break;
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}
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// Ignore quotes
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if (line[cindex] != '"')
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firsttarget += line[cindex];
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cindex++;
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}
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if (!commentreached && !offsetreached)
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{
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// Skip whitespace
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while ((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
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cindex++;
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// Parse second target
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while (cindex < line.Length)
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{
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// When a comment is reached, we're done here
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if (line[cindex] == '/')
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{
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if ((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
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{
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commentreached = true;
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break;
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}
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}
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// Whitespace ends the string
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if ((line[cindex] == ' ') || (line[cindex] == '\t'))
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break;
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// + sign indicates offset start
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if (line[cindex] == '+')
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{
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cindex++;
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offsetreached = true;
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break;
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}
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// Ignore quotes and semicolons
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if ((line[cindex] != '"') && (line[cindex] != ':'))
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secondtarget += line[cindex];
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cindex++;
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}
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}
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// Try to find the offset if we still haven't found it yet
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if (!offsetreached)
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{
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// Skip whitespace
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while ((cindex < line.Length) && ((line[cindex] == ' ') || (line[cindex] == '\t')))
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cindex++;
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if ((cindex < line.Length) && (line[cindex] == '+'))
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{
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cindex++;
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offsetreached = true;
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}
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}
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if (offsetreached)
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{
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// Parse offset
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while (cindex < line.Length)
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{
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// When a comment is reached, we're done here
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if (line[cindex] == '/')
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{
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if ((cindex + 1 < line.Length) && ((line[cindex + 1] == '/') || (line[cindex + 1] == '*')))
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{
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commentreached = true;
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break;
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}
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}
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// Whitespace ends the string
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if ((line[cindex] == ' ') || (line[cindex] == '\t'))
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break;
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// Ignore quotes and semicolons
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if ((line[cindex] != '"') && (line[cindex] != ':'))
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offsetstr += line[cindex];
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cindex++;
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}
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}
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// We should now have a first target, optionally a second target and optionally a sprite offset
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// Check if we don't have the class specified
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if (string.IsNullOrEmpty(secondtarget))
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{
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// First target is the state to go to
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classname = actor.ClassName;
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statename = firsttarget.ToLowerInvariant().Trim();
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}
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else
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{
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// First target is the base class to use
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// Second target is the state to go to
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classname = firsttarget.ToLowerInvariant().Trim();
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statename = secondtarget.ToLowerInvariant().Trim();
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}
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if (offsetstr.Length > 0)
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int.TryParse(offsetstr, out spriteoffset);
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if ((classname == "super") && (actor.BaseClass != null))
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classname = actor.BaseClass.ClassName;
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}
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#endregion
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}
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}
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