
#region ================== Copyright (c) 2007 Pascal vd Heiden

/*
 * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
 * This program is released under GNU General Public License
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 */

#endregion

#region ================== Namespaces

using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using System.Diagnostics;
using CodeImp.DoomBuilder.Compilers;

#endregion

namespace CodeImp.DoomBuilder.ZDoom
{
	internal sealed class StateGoto
	{
		#region ================== Constants
		
		#endregion
		
		#region ================== Variables
		
		private string classname;
		private string statename;
		private int spriteoffset;
		
		#endregion
		
		#region ================== Properties
		
		public string ClassName { get { return classname; } }
		public string StateName { get { return statename; } }
		public int SpriteOffset { get { return spriteoffset; } }
		
		#endregion
		
		#region ================== Constructor / Disposer
		
		// Constructor
		internal StateGoto(ActorStructure actor, DecorateParser 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
		
		#region ================== Methods

		#endregion
	}
}
