scummvm/common/util.h
Travis Howell fa4f74ab73 Add 3DO platform for HE games
svn-id: r20713
2006-02-16 04:52:10 +00:00

284 lines
7.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2006 The ScummVM project
*
* 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/array.h"
#if defined (__INNOTEK_LIBC__)
#undef MIN
#undef MAX
#endif
template<typename T> inline T ABS (T x) { return (x>=0) ? x : -x; }
#if !defined(MIN)
template<typename T> inline T MIN (T a, T b) { return (a<b) ? a : b; }
#endif
#if !defined(MAX)
template<typename T> inline T MAX (T a, T b) { return (a>b) ? a : b; }
#endif
/**
* 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; }
#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
namespace Common {
/**
* 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);
/**
* 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 [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 language ids.
* @note The order and mappings of the values 0..8 are *required* to stay the
* way they are now, as scripts in COMI rely on them. So don't touch them.
* I am working on removing this restriction.
*/
enum Language {
UNK_LANG = -1, // Use default language (i.e. none specified)
EN_USA = 0,
DE_DEU = 1,
FR_FRA = 2,
IT_ITA = 3,
PT_BRA = 4,
ES_ESP = 5,
JA_JPN = 6,
ZH_TWN = 7,
KO_KOR = 8,
SE_SWE = 9,
EN_GRB = 10,
HB_ISR = 20,
RU_RUS = 21,
CZ_CZE = 22,
NL_NLD = 23,
NB_NOR = 24,
PL_POL = 25
};
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 {
kPlatformUnknown = -1,
kPlatformPC = 0,
kPlatformAmiga = 1,
kPlatformAtariST = 2,
kPlatformMacintosh = 3,
kPlatformFMTowns = 4,
kPlatformWindows = 5,
kPlatformNES = 6,
kPlatformC64 = 7,
kPlatformLinux = 8,
kPlatformAcorn = 9,
kPlatformSegaCD = 10,
kPlatform3DO = 11
/*
kPlatformPCEngine
*/
};
struct PlatformDescription {
const char *code;
const char *code2;
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 *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 HerculesDimesnions {
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) {}
EngineDebugLevel(const EngineDebugLevel &copy)
: option(copy.option), description(copy.description), level(copy.level), enabled(copy.enabled) {}
EngineDebugLevel &operator =(const EngineDebugLevel &copy) {
option = copy.option;
description = copy.description;
level = copy.level;
enabled = copy.enabled;
return *this;
}
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 descripton 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);
/**
* Lists all debug levels
* @return returns a arry with all debug levels
*/
const Array<EngineDebugLevel> &listSpecialDebugLevels();
} // End of namespace Common
#if defined(__GNUC__)
void CDECL error(const char *s, ...) NORETURN;
#else
void CDECL NORETURN error(const char *s, ...);
#endif
void CDECL warning(const char *s, ...);
void CDECL debug(int level, const char *s, ...);
void CDECL debug(const char *s, ...);
void CDECL debugN(int level, const char *s, ...);
void checkHeap();
void CDECL debugC(int level, uint32 engine_level, const char *s, ...);
extern int gDebugLevel;
#endif