/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * 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. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ */ #ifndef COMMON_UTIL_H #define COMMON_UTIL_H #include "common/scummsys.h" #include "common/str.h" #include "common/list.h" #ifdef MIN #undef MIN #endif #ifdef MAX #undef MAX #endif template inline T ABS (T x) { return (x>=0) ? x : -x; } template inline T MIN (T a, T b) { return (a inline T MAX (T a, T b) { return (a>b) ? a : b; } template inline T CLIP (T v, T amin, T amax) { if (v < amin) return amin; else if (v > amax) return amax; else return v; } /** * Template method which swaps the vaulues of its two parameters. */ template inline void SWAP(T &a, T &b) { T tmp = a; a = b; b = tmp; } #define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0]))) namespace Common { /** * Simple DOS-style pattern matching function (understands * and ? like used in DOS). * Taken from exult/files/listfiles.cc * * Token meaning: * "*": any character, any amount of times. * "?": any character, only once. * * Example strings/patterns: * String: monkey.s?? Pattern: monkey.s01 => true * String: monkey.s?? Pattern: monkey.s101 => false * String: monkey.s?1 Pattern: monkey.s99 => false * String: monkey.s* Pattern: monkey.s101 => true * String: monkey.s*1 Pattern: monkey.s99 => false * * @param str Text to be matched against the given pattern. * @param pat Glob pattern. * * @return true if str matches the pattern, false otherwise. */ bool matchString(const char *str, const char *pat); /** * A simple non-optimized string tokenizer. * * Example of use: * StringTokenizer("Now, this is a test!", " ,!") gives tokens "Now", "this", "is", "a" and "test" using nextToken(). */ class StringTokenizer { public: /** * Creates a StringTokenizer. * @param str The string to be tokenized. * @param delimiters String containing all the delimiter characters (i.e. the characters to be ignored). * @note Uses space, horizontal tab, carriage return, newline, form feed and vertical tab as delimiters by default. */ StringTokenizer(const String &str, const String &delimiters = " \t\r\n\f\v"); void reset(); //!< Resets the tokenizer to its initial state bool empty() const; //!< Returns true if there are no more tokens left in the string, false otherwise String nextToken(); //!< Returns the next token from the string (Or an empty string if there are no more tokens) private: const String _str; //!< The string to be tokenized const String _delimiters; //!< String containing all the delimiter characters uint _tokenBegin; //!< Latest found token's begin (Valid after a call to nextToken(), zero otherwise) uint _tokenEnd; //!< Latest found token's end (Valid after a call to nextToken(), zero otherwise) }; /** * Print a hexdump of the data passed in. The number of bytes per line is * customizable. * @param data the data to be dumped * @param len the lenght of that data * @param bytesPerLine number of bytes to print per line (default: 16) */ extern void hexdump(const byte * data, int len, int bytesPerLine = 16); /** * Simple random number generator. Although it is definitely not suitable for * cryptographic purposes, it serves our purposes just fine. */ class RandomSource { private: uint32 _randSeed; public: RandomSource(); void setSeed(uint32 seed); uint32 getSeed() { return _randSeed; } /** * Generates a random unsigned integer in the interval [0, max]. * @param max the upper bound * @return a random number in the interval [0, max]. */ uint getRandomNumber(uint max); /** * Generates a random unsigned integer in the interval [0, 1]. * Identical to getRandomNumber(1), but faster, hopefully. * @return a random number in the interval [0, max]. */ uint getRandomBit(void); /** * Generates a random unsigned integer in the interval [min, max]. * @param min the lower bound * @param max the upper bound * @return a random number in the interval [min, max]. */ uint getRandomNumberRng(uint min, uint max); }; /** * List of game language. */ enum Language { ZH_TWN, CZ_CZE, NL_NLD, EN_ANY, // Generic English (when only one game version exist) EN_GRB, EN_USA, FR_FRA, DE_DEU, GR_GRE, HB_ISR, IT_ITA, JA_JPN, KO_KOR, NB_NOR, PL_POL, PT_BRA, RU_RUS, ES_ESP, SE_SWE, UNK_LANG = -1 // Use default language (i.e. none specified) }; struct LanguageDescription { const char *code; const char *description; Common::Language id; }; extern const LanguageDescription g_languages[]; /** Convert a string containing a language name into a Language enum value. */ extern Language parseLanguage(const String &str); extern const char *getLanguageCode(Language id); extern const char *getLanguageDescription(Language id); /** * List of game platforms. Specifying a platform for a target can be used to * give the game engines a hint for which platform the game data file are. * This may be optional or required, depending on the game engine and the * game in question. */ enum Platform { kPlatformPC, kPlatformAmiga, kPlatformAtariST, kPlatformMacintosh, kPlatformFMTowns, kPlatformWindows, kPlatformNES, kPlatformC64, kPlatformLinux, kPlatformAcorn, kPlatformSegaCD, kPlatform3DO, kPlatformPCEngine, kPlatformApple2GS, kPlatformPC98, kPlatformUnknown = -1 }; struct PlatformDescription { const char *code; const char *code2; const char *abbrev; const char *description; Common::Platform id; }; extern const PlatformDescription g_platforms[]; /** Convert a string containing a platform name into a Platform enum value. */ extern Platform parsePlatform(const String &str); extern const char *getPlatformCode(Platform id); extern const char *getPlatformAbbrev(Platform id); extern const char *getPlatformDescription(Platform id); /** * List of render modes. It specifies which original graphics mode * to use. Some targets used postprocessing dithering routines for * reducing color depth of final image which let it to be rendered on * such low-level adapters as CGA or Hercules. */ enum RenderMode { kRenderDefault = 0, kRenderEGA = 1, kRenderCGA = 2, kRenderHercG = 3, kRenderHercA = 4, kRenderAmiga = 5 }; enum HerculesDimensions { kHercW = 720, kHercH = 350 }; struct RenderModeDescription { const char *code; const char *description; Common::RenderMode id; }; extern const RenderModeDescription g_renderModes[]; /** Convert a string containing a render mode name into a RenderingMode enum value. */ extern RenderMode parseRenderMode(const String &str); extern const char *getRenderModeCode(RenderMode id); extern const char *getRenderModeDescription(RenderMode id); struct EngineDebugLevel { EngineDebugLevel() : option(""), description(""), level(0), enabled(false) {} EngineDebugLevel(uint32 l, const String &o, const String &d) : option(o), description(d), level(l), enabled(false) {} String option; String description; uint32 level; bool enabled; }; /** * Adds a engine debug level. * @param level the level flag (should be OR-able i.e. first one should be 1 than 2,4,...) * @param option the option name which is used in the debugger/on the command line to enable * this special debug level, the option will be compared case !insentiv! later * @param description the description which shows up in the debugger * @return true on success false on failure */ bool addSpecialDebugLevel(uint32 level, const String &option, const String &description); /** * Resets all engine debug levels */ void clearAllSpecialDebugLevels(); /** * Enables a engine debug level * @param option the option which should be enabled * @return true on success false on failure */ bool enableSpecialDebugLevel(const String &option); // only used for parsing the levels from the commandline void enableSpecialDebugLevelList(const String &option); /** * Disables a engine debug level * @param option the option to disable * @return true on success false on failure */ bool disableSpecialDebugLevel(const String &option); typedef List DebugLevelContainer; /** * Lists all debug levels * @return returns a arry with all debug levels */ const DebugLevelContainer &listSpecialDebugLevels(); /** * Return the active debug flag mask (i.e. all active debug flags ORed * together into a single uint32). */ uint32 getEnabledSpecialDebugLevels(); /** * Return a string containing the name of the currently running host. * E.g. returns "wii" if ScummVM is being run in a Wii, and so on. */ const char *getHostPlatformString(); } // End of namespace Common #if defined(__GNUC__) void CDECL error(const char *s, ...) GCC_PRINTF(1, 2) NORETURN; #else void CDECL NORETURN error(const char *s, ...); #endif void CDECL warning(const char *s, ...) GCC_PRINTF(1, 2); void CDECL debug(int level, const char *s, ...) GCC_PRINTF(2, 3); void CDECL debug(const char *s, ...) GCC_PRINTF(1, 2); void CDECL debugN(int level, const char *s, ...) GCC_PRINTF(2, 3); void CDECL debugC(int level, uint32 engine_level, const char *s, ...) GCC_PRINTF(3, 4); extern int gDebugLevel; char *scumm_strrev(char *str); Common::String tag2string(uint32 tag); #define tag2str(x) tag2string(x).c_str() #endif