mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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218 lines
5.4 KiB
C#
218 lines
5.4 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using System.IO;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Compilers;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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internal sealed class StateGoto
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private string classname;
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private string statename;
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private int spriteoffset;
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#endregion
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#region ================== Properties
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public string ClassName { get { return classname; } }
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public string StateName { get { return statename; } }
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public int SpriteOffset { get { return spriteoffset; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal StateGoto(ActorStructure actor, DecorateParser 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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#region ================== Methods
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#endregion
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}
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}
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