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authorPaul Gilbert2019-11-24 18:15:56 -0800
committerPaul Gilbert2019-11-27 21:10:29 -0800
commit28c3584148c49c1c6f118c5cbf13d0bf53d56726 (patch)
tree03102c6aeccebf3aec189deaf19cfd641673245e /engines/glk/agt/config.h
parentf9921a7a177dd506640211dd05751e046100a57b (diff)
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GLK: AGT: Added subengine files
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+/* 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.
+ *
+ */
+
+#ifndef GLK_AGT_CONFIG
+#define GLK_AGT_CONFIG
+
+#include "glk/glk_api.h"
+#include "common/stream.h"
+
+namespace Glk {
+namespace AGT {
+
+/*
+ This file contains most of the configuration information
+ including the platform-dependent #define statements
+ It's in three major sections:
+ --Platform specific defines for various platforms, each
+ surrounded by "#ifdef <platform>" and "#endif"
+ --Various defaults
+ --Filename extensions
+
+ Ideally, a port to a new platform should only need to modify this
+ file, the makefile, os_<whatever>.c, and possibly filename.c. (In
+ practice, you may also need to tweak the the high-level I/O code
+ in interface.c or the memory-allocation code in util.c. If you
+ find yourself needing to do more than that, get in touch with me.) */
+
+#undef _WIN32 /* GARGLK */
+
+
+/* Default to PLAIN platform */
+/* At the moment, you can replace this with LINUX, HPUX, AMIGA, */
+/* MSDOS, SUN, or NEXT; some of these may require the correct os_... */
+/* file to work */
+/* (In particular, AMIGA requires David Kinder's os_amiga.c file) */
+/* The actual platform specific defines don't start until a few */
+/* lines down, past the #includes and the definition of global */
+#ifndef PLAIN
+#define PLAIN
+#endif
+
+/* ------------------------------------------------------------------- */
+/* PLATFORM SPECIFIC DEFINITIONS, ETC. */
+/* See agility.doc or porting.txt for more information. */
+/* Things you can currently define: */
+/* fix_ascii: 1=translate IBM character set, 0=don't */
+/* NEED_STR_CMP: define if strcasecmp() not defined on your system */
+/* NEED_STRN_CMP: define if strncasecmp() not defined on your system */
+/* HAVE_STRDUP: define if strdup() exists on your system */
+/* REPLACE_GETFILE: define if you replace the default get_user_file(). */
+/* REPLACE_MENU if you replace agt_menu(). */
+/* REPLACE_MAIN: define if you replace the default main(). */
+/* (replacements should be defined in the relevant os_<platform>.c file) */
+/* DA1,DA2,...DA6,DSS,pTTL: file name extensions for the various AGT
+ files */
+/* HAVE_SLEEP if your platform has the sleep() function */
+/* BUFF_SIZE is the maximum size of the buffer to use when reading
+ in files. Regardless, it will be made no bigger than the file
+ being read in and no smaller than the record size; thus setting
+ it to 0 will cause the smallest buffer to always be used and
+ setting this to 1MB will in practice always use a buffer the
+ sizs of the file. It defaults to 32K */
+/* CBUF_SIZE is the maximum size of the buffer used for reading in
+ the Master's Edition DA6 files; the size of the buffer in bytes
+ is twice this value (since an individual token is two bytes long). */
+/* DESCR_BUFFSIZE is the maximum size of the description text block before
+ the interpreter will read it from disk rather than storing it in
+ memory during play. At the moment this only affects AGX games;
+ original AGT games always use the disk. */
+/* DOHASH to use a hash table for dictionary searches; the only
+ reason not to have this would be memory */
+/* HASHBITS determines the size of the hash table: (2^HASHBITS)*sizeof(word);
+ the hash table must be at least as large as the dictionary.
+ In practice this means HASHBITS should be at least 12;
+ this is the current default. */
+/* MAXSTRUC The maximum size (in chars) which a single data structure can
+ be on this platform. This defaults to 1MB (i.e. no limit for
+ practical purposes). In practice I know of no game files that
+ require any structures bigger than about 30K. */
+/* LOWMEM Define this if you are low on memory. At the moment this
+ only saves a few K.*/
+/* PORTSTR Is the string describing this particular port.
+ e.g. #define PORTSTR "OrfDOS Port by R.J. Wright" */
+/* UNIX_IO if you have Unix-like low level file I/O functions.
+ (MS-DOS, for example, does). This speeds up the reading
+ of the large game data files on some platforms. If this is
+ defined, READFLAG, WRITEFLAG, and FILE_PERM also need to
+ be defined. (Giving the flags needed for opening a file for
+ reading or writing, and the file permissions to be given to newly
+ created files. */
+/* OPEN_AS_TEXT Define to cause text files to be opened as text files. */
+/* PREFIX_EXT Add filename extensions at the beginning of the name,
+ rather than at the end. */
+/* PATH_SEP, if defined, is a string containing all characters which
+ can be used to separate the path from the filename. */
+/* pathtest(s) is a macro that should check whether the given string
+ is an absolute path. If this is left undefined, then _all_
+ paths will be treated as absolute. You don't need to define
+ this if you are replacing filename.c. */
+/* ------------------------------------------------------------------- */
+
+/* force16 is used purely for debugging purposes, to make sure that
+ everything works okay even with 16-bit ints */
+/* #define force16 */
+
+#define DOHASH
+
+/*
+ * The Glk port is very similar to plain ASCII, to give it the best
+ * chance at success on multiple Glk platforms. The only basic change
+ * is to turn off IBM character translations; Glk works in ISO 8859
+ * Latin-1, which can offer slightly closer translation of the IBM
+ * code page 437 characters that the simpler mappings in the core
+ * AGiliTy code. The os_glk.c module handles the translations.
+ */
+#ifdef GARGLK
+#define NEED_STR_CMP /* Inherited from PLAIN. */
+#define NEED_STRN_CMP /* Inherited from PLAIN. */
+#define BUFF_SIZE 0 /* Inherited from PLAIN. */
+#define CBUF_SIZE (5000L) /* Inherited from PLAIN. */
+#define INBUFF_SIZE (1024) /* Inherited from PLAIN. */
+#define fix_ascii 0 /* os_glk.c does translations. */
+#define MAXSTRUC (1024L*1024L) /* 32Kb from PLAIN is too small for
+ several games (including Soggy). */
+#define PORTSTR "Glk version" /* Identify ourselves discreetly. */
+#define REPLACE_GETFILE /* Override get_user_file. */
+#define REPLACE_MAIN /* Override main. */
+#define fnamecmp strcasecmp /* Case insensitive filename compare. */
+#undef PLAIN
+
+#endif
+
+/* PLAIN should always come last, giving everyone else a chance
+ to #undef it. */
+#ifdef PLAIN /* This should work if nothing else does */
+#define NEED_STR_CMP
+#define NEED_STRN_CMP
+#define BUFF_SIZE 0
+#define CBUF_SIZE (5000L)
+#define INBUFF_SIZE (1024) /* Used by Magx */
+#define MAXSTRUC (32L*1024L) /* IIRC, 32K is the minimum required by
+ the ANSI standard */
+#define PORTSTR "Pure ANSI C version"
+#endif
+
+
+/* __GNUC__ */
+
+
+/* ------------------------------------------------------------------- */
+/* DEFAULTS FOR "PLATFORM SPECIFIC" DEFINES */
+/* ------------------------------------------------------------------- */
+
+#ifdef __STRICT_ANSI__
+#define NEED_STR_CMP
+#define NEED_STRN_CMP
+#undef HAVE_STRDUP
+#endif
+
+#ifndef fix_ascii
+#define fix_ascii 1 /* Translate IBM character set by default */
+#endif
+
+#ifndef BUFF_SIZE
+#ifdef LOWMEM
+#define BUFF_SIZE 0 /* i.e. unbuffered */
+#else
+#define BUFF_SIZE (32L*1024L) /* 32K */
+#endif
+#endif /* BUFF_SIZE */
+
+#ifndef MAXSTRUC
+#define MAXSTRUC (1024L*1024L)
+#endif
+
+#ifndef DESCR_BUFFSIZE
+#define DESCR_BUFFSIZE 0 /* Always load descriptions from disk */
+#endif
+
+#ifndef HASHBITS
+#ifdef LOWMEM
+#define HASHBITS 12 /* 4K entries */
+#else
+#define HASHBITS 13 /* 8K entries in hash table */
+#endif
+#endif /* HASHBITS */
+
+#ifndef fnamecmp /* Used to compare filenames */
+#define fnamecmp strcmp
+#endif
+
+#ifndef fnamencmp /* Also used to compare filenames */
+#define fnamencmp strncmp
+#endif
+
+/* If DOSFARDATA hasn't been defined, define it as the empty string. */
+#ifndef DOSFARDATA
+#define DOSFARDATA
+#endif
+
+/* ---------------------------------------------------------------------- */
+/* FILENAME EXTENSIONS */
+/* These are the various filename extensions for the different data files.*/
+/* ---------------------------------------------------------------------- */
+
+/* The following are only used by the interpreter, agtout, and agt2agx */
+#ifndef DA1
+#define DA1 ".da1" /* General info (text file) */
+#define DA2 ".da2" /* Rooms */
+#define DA3 ".da3" /* Items */
+#define DA4 ".da4" /* Creatures */
+#define DA5 ".da5" /* Commands, headers */
+#define DA6 ".da6" /* Commands, code (Master's Ed only) */
+#define DSS ".d$$" /* Description strings */
+#define pHNT ".hnt" /* Popup hint file; not used yet. */
+#define pOPT ".opt" /* Interface specification file */
+#endif
+
+/* The following are only used by the Magx compiler */
+#ifndef pAGT
+#define pAGT ".agt"
+#define pDAT ".dat"
+#define pMSG ".msg"
+#define pCMD ".cmd"
+#define pSTD ".std"
+#define AGTpSTD "agt.std" /* Default error message file */
+#endif
+
+/* The following are used by both the interpreter and the compiler */
+#ifndef pAGX
+#define pAGX ".agx" /* Extension for new Adventure Game eXecutable format */
+#define pTTL ".ttl" /* Title file */
+#define pINS ".ins" /* Instruction file */
+#define pVOC ".voc" /* Menu vocabulary file */
+#define pCFG ".cfg" /* Game configuration file */
+#define pEXT "." /* Separator between extension and base of filename */
+#endif
+
+
+#ifndef pSAV
+#define pSAV ".sav" /* Extension for save files */
+#endif
+
+#ifndef pSCR
+#define pSCR ".scr" /* Script file */
+#endif
+
+#ifndef pLOG
+#define pLOG ".log" /* LOG/REPLAY file */
+#endif
+
+
+
+
+
+/* Finally, two potentially platform dependent type defintions,
+ for binary and text files respectively. Don't change these
+ unless you are also changing filename.c */
+
+typedef Common::Stream *genfile;
+typedef char *file_id_type; /* i.e. the filename */
+
+#define NO_FILE_ID NULL
+#define BAD_TEXTFILE NULL
+#define BAD_BINFILE NULL
+
+} // End of namespace AGT
+} // End of namespace Glk
+
+#endif