aboutsummaryrefslogtreecommitdiff
path: root/common/util.h
blob: 453eccda6f97ae5dadfc15914dff530ca942fde0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
/* 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/textconsole.h"
#include "common/str.h"


/**
 * Check whether a given pointer is aligned correctly.
 * Note that 'alignment' must be a power of two!
 */
#define IS_ALIGNED(value, alignment) \
          ((((size_t)value) & ((alignment) - 1)) == 0)


#ifdef MIN
#undef MIN
#endif

#ifdef MAX
#undef MAX
#endif

template<typename T> inline T ABS (T x)			{ return (x>=0) ? x : -x; }
template<typename T> inline T MIN (T a, T b)	{ return (a<b) ? a : b; }
template<typename T> inline T MAX (T a, T b)	{ return (a>b) ? a : b; }
template<typename T> 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<typename T> inline void SWAP(T &a, T &b) { T tmp = a; a = b; b = tmp; }

/**
 * Macro which determines the number of entries in a fixed size array.
 */
#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))


namespace Common {

/**
 * 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)
 * @param startOffset	shift the shown offsets by the starting offset (default: 0)
 */
extern void hexdump(const byte * data, int len, int bytesPerLine = 16, int startOffset = 0);


/**
 * Take a 32 bit value and turn it into a four character string, where each of
 * the four bytes is turned into one character. Most significant byte is printed
 * first.
 */
String tag2string(uint32 tag);
#define tag2str(x)	Common::tag2string(x).c_str()




/**
 * 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 bit, i.e. either 0 or 1.
	 * Identical to getRandomNumber(1), but faster, hopefully.
	 * @return	a random bit, either 0 or 1
	 */
	uint getRandomBit();
	/**
	 * 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_CNA,
	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,
	HU_HUN,
	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,
	kPlatformCoCo3,
	kPlatformLinux,
	kPlatformAcorn,
	kPlatformSegaCD,
	kPlatform3DO,
	kPlatformPCEngine,
	kPlatformApple2GS,
	kPlatformPC98,
	kPlatformWii,
	kPlatformPSX,
	kPlatformCDi,

	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);

enum GameGUIOption {
	GUIO_NONE		= 0,
	GUIO_NOSUBTITLES	= (1 << 0),
	GUIO_NOMUSIC		= (1 << 1),
	GUIO_NOSPEECH		= (1 << 2),
	GUIO_NOSFX		= (1 << 3),
	GUIO_NOMIDI		= (1 << 4),
	GUIO_NOLAUNCHLOAD	= (1 << 5)
};

bool checkGameGUIOption(GameGUIOption option, const String &str);
uint32 parseGameGUIOptions(const String &str);
String getGameGUIOptionsDescription(uint32 options);

/**
 * Updates the GUI options of the current config manager
 * domain, when they differ to the ones passed as
 * parameter.
 */
void updateGameGUIOptions(const uint32 options);

}	// End of namespace Common

#endif