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288 lines
10 KiB
C++
288 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GLK_AGT_CONFIG
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#define GLK_AGT_CONFIG
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#include "glk/glk_api.h"
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#include "common/stream.h"
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namespace Glk {
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namespace AGT {
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/*
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This file contains most of the configuration information
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including the platform-dependent #define statements
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It's in three major sections:
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--Platform specific defines for various platforms, each
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surrounded by "#ifdef <platform>" and "#endif"
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--Various defaults
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--Filename extensions
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Ideally, a port to a new platform should only need to modify this
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file, the makefile, os_<whatever>.c, and possibly filename.c. (In
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practice, you may also need to tweak the high-level I/O code
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in interface.c or the memory-allocation code in util.c. If you
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find yourself needing to do more than that, get in touch with me.) */
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#undef _WIN32 /* GARGLK */
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/* Default to PLAIN platform */
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/* At the moment, you can replace this with LINUX, HPUX, AMIGA, */
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/* MSDOS, SUN, or NEXT; some of these may require the correct os_... */
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/* file to work */
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/* (In particular, AMIGA requires David Kinder's os_amiga.c file) */
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/* The actual platform specific defines don't start until a few */
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/* lines down, past the #includes and the definition of global */
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#ifndef PLAIN
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#define PLAIN
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#endif
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/* ------------------------------------------------------------------- */
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/* PLATFORM SPECIFIC DEFINITIONS, ETC. */
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/* See agility.doc or porting.txt for more information. */
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/* Things you can currently define: */
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/* fix_ascii: 1=translate IBM character set, 0=don't */
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/* NEED_STR_CMP: define if strcasecmp() not defined on your system */
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/* NEED_STRN_CMP: define if strncasecmp() not defined on your system */
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/* HAVE_STRDUP: define if strdup() exists on your system */
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/* REPLACE_GETFILE: define if you replace the default get_user_file(). */
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/* REPLACE_MENU if you replace agt_menu(). */
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/* REPLACE_MAIN: define if you replace the default main(). */
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/* (replacements should be defined in the relevant os_<platform>.c file) */
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/* DA1,DA2,...DA6,DSS,pTTL: file name extensions for the various AGT
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files */
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/* HAVE_SLEEP if your platform has the sleep() function */
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/* BUFF_SIZE is the maximum size of the buffer to use when reading
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in files. Regardless, it will be made no bigger than the file
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being read in and no smaller than the record size; thus setting
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it to 0 will cause the smallest buffer to always be used and
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setting this to 1MB will in practice always use a buffer the
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sizs of the file. It defaults to 32K */
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/* CBUF_SIZE is the maximum size of the buffer used for reading in
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the Master's Edition DA6 files; the size of the buffer in bytes
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is twice this value (since an individual token is two bytes long). */
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/* DESCR_BUFFSIZE is the maximum size of the description text block before
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the interpreter will read it from disk rather than storing it in
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memory during play. At the moment this only affects AGX games;
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original AGT games always use the disk. */
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/* DOHASH to use a hash table for dictionary searches; the only
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reason not to have this would be memory */
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/* HASHBITS determines the size of the hash table: (2^HASHBITS)*sizeof(word);
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the hash table must be at least as large as the dictionary.
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In practice this means HASHBITS should be at least 12;
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this is the current default. */
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/* MAXSTRUC The maximum size (in chars) which a single data structure can
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be on this platform. This defaults to 1MB (i.e. no limit for
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practical purposes). In practice I know of no game files that
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require any structures bigger than about 30K. */
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/* LOWMEM Define this if you are low on memory. At the moment this
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only saves a few K.*/
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/* PORTSTR Is the string describing this particular port.
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e.g. #define PORTSTR "OrfDOS Port by R.J. Wright" */
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/* UNIX_IO if you have Unix-like low level file I/O functions.
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(MS-DOS, for example, does). This speeds up the reading
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of the large game data files on some platforms. If this is
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defined, READFLAG, WRITEFLAG, and FILE_PERM also need to
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be defined. (Giving the flags needed for opening a file for
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reading or writing, and the file permissions to be given to newly
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created files. */
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/* OPEN_AS_TEXT Define to cause text files to be opened as text files. */
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/* PREFIX_EXT Add filename extensions at the beginning of the name,
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rather than at the end. */
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/* PATH_SEP, if defined, is a string containing all characters which
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can be used to separate the path from the filename. */
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/* pathtest(s) is a macro that should check whether the given string
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is an absolute path. If this is left undefined, then _all_
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paths will be treated as absolute. You don't need to define
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this if you are replacing filename.c. */
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/* ------------------------------------------------------------------- */
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/* force16 is used purely for debugging purposes, to make sure that
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everything works okay even with 16-bit ints */
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/* #define force16 */
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#define DOHASH
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/*
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* The Glk port is very similar to plain ASCII, to give it the best
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* chance at success on multiple Glk platforms. The only basic change
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* is to turn off IBM character translations; Glk works in ISO 8859
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* Latin-1, which can offer slightly closer translation of the IBM
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* code page 437 characters that the simpler mappings in the core
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* AGiliTy code. The os_glk.c module handles the translations.
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*/
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#ifdef GARGLK
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#define NEED_STR_CMP /* Inherited from PLAIN. */
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#define NEED_STRN_CMP /* Inherited from PLAIN. */
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#define BUFF_SIZE 0 /* Inherited from PLAIN. */
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#define CBUF_SIZE (5000L) /* Inherited from PLAIN. */
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#define INBUFF_SIZE (1024) /* Inherited from PLAIN. */
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#define fix_ascii 0 /* os_glk.c does translations. */
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#define MAXSTRUC (1024L*1024L) /* 32Kb from PLAIN is too small for
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several games (including Soggy). */
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#define PORTSTR "Glk version" /* Identify ourselves discreetly. */
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#define REPLACE_GETFILE /* Override get_user_file. */
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#define REPLACE_MAIN /* Override main. */
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#define fnamecmp strcasecmp /* Case insensitive filename compare. */
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#undef PLAIN
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#endif
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/* PLAIN should always come last, giving everyone else a chance
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to #undef it. */
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#ifdef PLAIN /* This should work if nothing else does */
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#define NEED_STR_CMP
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#define NEED_STRN_CMP
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#define BUFF_SIZE 0
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#define CBUF_SIZE (5000L)
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#define INBUFF_SIZE (1024) /* Used by Magx */
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#define MAXSTRUC (32L*1024L) /* IIRC, 32K is the minimum required by
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the ANSI standard */
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#define PORTSTR "Pure ANSI C version"
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#endif
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/* __GNUC__ */
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/* ------------------------------------------------------------------- */
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/* DEFAULTS FOR "PLATFORM SPECIFIC" DEFINES */
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/* ------------------------------------------------------------------- */
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#ifdef __STRICT_ANSI__
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#define NEED_STR_CMP
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#define NEED_STRN_CMP
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#endif
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#ifndef fix_ascii
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#define fix_ascii 1 /* Translate IBM character set by default */
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#endif
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#ifndef BUFF_SIZE
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#ifdef LOWMEM
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#define BUFF_SIZE 0 /* i.e. unbuffered */
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#else
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#define BUFF_SIZE (32L*1024L) /* 32K */
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#endif
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#endif /* BUFF_SIZE */
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#ifndef MAXSTRUC
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#define MAXSTRUC (1024L*1024L)
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#endif
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#ifndef DESCR_BUFFSIZE
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#define DESCR_BUFFSIZE 0 /* Always load descriptions from disk */
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#endif
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#ifndef HASHBITS
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#ifdef LOWMEM
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#define HASHBITS 12 /* 4K entries */
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#else
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#define HASHBITS 13 /* 8K entries in hash table */
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#endif
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#endif /* HASHBITS */
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#ifndef fnamecmp /* Used to compare filenames */
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#define fnamecmp strcmp
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#endif
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#ifndef fnamencmp /* Also used to compare filenames */
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#define fnamencmp strncmp
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#endif
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/* If DOSFARDATA hasn't been defined, define it as the empty string. */
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#ifndef DOSFARDATA
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#define DOSFARDATA
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#endif
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/* ---------------------------------------------------------------------- */
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/* FILENAME EXTENSIONS */
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/* These are the various filename extensions for the different data files.*/
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/* ---------------------------------------------------------------------- */
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/* The following are only used by the interpreter, agtout, and agt2agx */
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#ifndef DA1
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#define DA1 ".da1" /* General info (text file) */
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#define DA2 ".da2" /* Rooms */
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#define DA3 ".da3" /* Items */
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#define DA4 ".da4" /* Creatures */
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#define DA5 ".da5" /* Commands, headers */
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#define DA6 ".da6" /* Commands, code (Master's Ed only) */
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#define DSS ".d$$" /* Description strings */
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#define pHNT ".hnt" /* Popup hint file; not used yet. */
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#define pOPT ".opt" /* Interface specification file */
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#endif
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/* The following are only used by the Magx compiler */
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#ifndef pAGT
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#define pAGT ".agt"
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#define pDAT ".dat"
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#define pMSG ".msg"
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#define pCMD ".cmd"
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#define pSTD ".std"
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#define AGTpSTD "agt.std" /* Default error message file */
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#endif
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/* The following are used by both the interpreter and the compiler */
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#ifndef pAGX
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#define pAGX ".agx" /* Extension for new Adventure Game eXecutable format */
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#define pTTL ".ttl" /* Title file */
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#define pINS ".ins" /* Instruction file */
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#define pVOC ".voc" /* Menu vocabulary file */
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#define pCFG ".cfg" /* Game configuration file */
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#define pEXT "." /* Separator between extension and base of filename */
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#endif
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#ifndef pSAV
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#define pSAV ".sav" /* Extension for save files */
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#endif
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#ifndef pSCR
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#define pSCR ".scr" /* Script file */
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#endif
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#ifndef pLOG
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#define pLOG ".log" /* LOG/REPLAY file */
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#endif
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/* Finally, two potentially platform dependent type defintions,
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for binary and text files respectively. Don't change these
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unless you are also changing filename.c */
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typedef Common::Stream *genfile;
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typedef char *file_id_type; /* i.e. the filename */
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#define NO_FILE_ID NULL
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#define BAD_TEXTFILE NULL
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#define BAD_BINFILE NULL
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} // End of namespace AGT
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} // End of namespace Glk
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#endif
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