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Add missing files from Robert's AGiliTy 1.1.1 distribution
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David Kinder committed Mar 16, 2022
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340 changes: 340 additions & 0 deletions Generic/GPL

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49 changes: 49 additions & 0 deletions Generic/Makefile.dos
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CC= gcc-go32
WARNINGS= -Wall -Wtraditional -Wpointer-arith -Wcast-qual \
-Waggregate-return -Wstrict-prototypes -fno-common
PEDWARN= -Wid-clash-6
CFLAGS= -O2 -DMSDOS32 $(WARNINGS)
BASE= agtread.o gamedata.o util.o agxfile.o auxfile.o filename.o
AGIL= parser.o exec.o runverb.o metacommand.o savegame.o debugcmd.o agil.o \
token.o disassemble.o object.o
INTERFACE= interface.o os_dos.o
OS_LIB=

all: agil.exe agtout.exe agt2agx.exe

agil.exe: $(BASE) $(AGIL) $(INTERFACE)
$(CC) $(CFLAGS) -o agil.exe $(AGIL) $(BASE) $(INTERFACE) $(OS_LIB)

agtout.exe: agtout.o disassemble.o agilstub.o $(BASE)
$(CC) $(CFLAGS) -o agtout.exe agtout.o disassemble.o agilstub.o \
$(BASE)

agt2agx.exe: agt2agx.o agilstub.o $(BASE)
$(CC) $(CFLAGS) -o agt2agx.exe agt2agx.o agilstub.o $(BASE)

agilstub.o: agilstub.c
agtread.o : agtread.c agility.h config.h
auxfile.o: auxfile.c agility.h config.h
agxfile.o : agxfile.c agility.h config.h
agt2agx.o : agt2agx.c agility.h config.h
gamedata.o : gamedata.c agility.h config.h
agthash.o : agthash.c agility.h config.h
parser.o: parser.c agility.h config.h interp.h
exec.o: exec.c agility.h config.h interp.h exec.h
runverb.o: runverb.c agility.h config.h interp.h exec.h
metacommand.o: metacommand.c agility.h config.h interp.h exec.h
token.o: token.c agility.h config.h interp.h exec.h
debugcmd.o: debugcmd.c agility.h config.h interp.h exec.h
disassemble.o: disassemble.c agility.h config.h
savegame.o: savegame.c interp.h agility.h config.h
agtout.o : agtout.c agility.h config.h
util.o: util.c agility.h config.h
filename.o: filename.c agility.h config.h
interface.o: interface.c agility.h config.h interp.h
os_none.o: os_none.c agility.h config.h interp.h
os_dos.o: os_dos.c agility.h config.h interp.h
agil.o: agil.c agility.h config.h interp.h
object.o: object.c agility.h config.h interp.h exec.h


49 changes: 49 additions & 0 deletions Generic/Makefile.linux
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CC= gcc
WARNINGS= -Wall

CFLAGS= -ansi -static -DLINUX $(WARNINGS)
# CFLAGS= -DHPUX $(WARNINGS)
# CFLAGS= -DSUN $(WARNINGS)

BASE= agtread.o gamedata.o util.o agxfile.o auxfile.o filename.o
AGIL= parser.o exec.o runverb.o metacommand.o savegame.o debugcmd.o agil.o \
token.o disassemble.o object.o
INTERFACE= interface.o os_curses.o
OS_LIB= -lncurses

all:agil agtout agt2agx

agil: $(BASE) $(AGIL) $(INTERFACE)
$(CC) $(CFLAGS) -o agil $(AGIL) $(BASE) $(INTERFACE) $(OS_LIB)

agtout: agtout.o disassemble.o agilstub.o $(BASE)
$(CC) $(CFLAGS) -o agtout agtout.o disassemble.o agilstub.o $(BASE)

agt2agx: agt2agx.o agilstub.o $(BASE)
$(CC) $(CFLAGS) -o agt2agx agt2agx.o agilstub.o $(BASE)


agilstub.o: agilstub.c
agtread.o : agtread.c agility.h config.h
agxfile.o : agxfile.c agility.h config.h
auxfile.o : auxfile.c agility.h config.h
agt2agx.o : agt2agx.c agility.h config.h
gamedata.o : gamedata.c agility.h config.h
parser.o: parser.c agility.h config.h interp.h
exec.o: exec.c agility.h config.h interp.h exec.h
runverb.o: runverb.c agility.h config.h interp.h exec.h
metacommand.o: metacommand.c agility.h config.h interp.h exec.h
token.o: token.c agility.h config.h interp.h exec.h
debugcmd.o: debugcmd.c agility.h config.h interp.h exec.h
disassemble.o: disassemble.c agility.h config.h
savegame.o: savegame.c interp.h agility.h config.h
agtout.o : agtout.c agility.h config.h
util.o: util.c agility.h config.h
interface.o: interface.c agility.h config.h interp.h
os_none.o: os_none.c agility.h config.h interp.h
os_termcap.o: os_termcap.c agility.h config.h interp.h
os_curses.o: os_curses.c agility.h config.h interp.h
agil.o: agil.c agility.h config.h interp.h
object.o: object.c agility.h config.h interp.h exec.h
filename.o: filename.c agility.h config.h
50 changes: 50 additions & 0 deletions Generic/Makefile.plain
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CC= gcc
WARNINGS= -Wall

CFLAGS= -ansi $(WARNINGS)
# CFLAGS= -DHPUX $(WARNINGS)
# CFLAGS= -DSUN $(WARNINGS)

BASE= agtread.o gamedata.o util.o agxfile.o auxfile.o filename.o
AGIL= parser.o exec.o runverb.o metacommand.o savegame.o debugcmd.o agil.o \
token.o disassemble.o object.o
INTERFACE= interface.o os_none.o
OS_LIB=

all:agil agtout agt2agx

agil: $(BASE) $(AGIL) $(INTERFACE)
$(CC) $(CFLAGS) -o agil $(AGIL) $(BASE) $(INTERFACE) $(OS_LIB)

agtout: agtout.o disassemble.o agilstub.o $(BASE)
$(CC) $(CFLAGS) -o agtout agtout.o disassemble.o agilstub.o $(BASE)

agt2agx: agt2agx.o agilstub.o $(BASE)
$(CC) $(CFLAGS) -o agt2agx agt2agx.o agilstub.o $(BASE)

agilstub.o: agilstub.c
agtread.o : agtread.c agility.h config.h
agxfile.o : agxfile.c agility.h config.h
auxfile.o : auxfile.c agility.h config.h
agt2agx.o : agt2agx.c agility.h config.h
gamedata.o : gamedata.c agility.h config.h
parser.o: parser.c agility.h config.h interp.h
exec.o: exec.c agility.h config.h interp.h exec.h
runverb.o: runverb.c agility.h config.h interp.h exec.h
metacommand.o: metacommand.c agility.h config.h interp.h exec.h
token.o: token.c agility.h config.h interp.h exec.h
debugcmd.o: debugcmd.c agility.h config.h interp.h exec.h
disassemble.o: disassemble.c agility.h config.h
savegame.o: savegame.c interp.h agility.h config.h
agtout.o : agtout.c agility.h config.h
util.o: util.c agility.h config.h
interface.o: interface.c agility.h config.h interp.h
os_none.o: os_none.c agility.h config.h interp.h
os_termcap.o: os_termcap.c agility.h config.h interp.h
os_curses.o: os_curses.c agility.h config.h interp.h
os_msdos.o: os_msdos.c agility.h config.h interp.h
agil.o: agil.c agility.h config.h interp.h
object.o: object.c agility.h config.h interp.h exec.h
filename.o: filename.c agility.h config.h

42 changes: 42 additions & 0 deletions Generic/linux_pict
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#!/bin/bash
# This is a script for viewing files, invoked by AGiliTy
#
# Customize as needed for your platform and preferred graphics file viewers
#
# For X-windows, it uses xv and xanim.
# If X-Windows isn't running, it uses flip and zgv.
# AFAIK all of these programs can all be found at sunsite.
#
# If any of these send anything to stderr, they may confuse
# AGiliTy's screen routines (Ctrl-L should put everything right).
# AGiliTy doesn't redirect stderr because some svgalib programs won't
# run correctly if stderr doesn't point at a "real" screen.
#
# One problem is that some viewers use file name extensions to identify
# file type, and AGT uses nonstandard extensions for PCX files.
# (".P06", ".P13", ".P16", etc.)
#

if [ "$DISPLAY" = "" ]; then
# Put your non-X PCX file viewer here, if you have one.
# It has to be able to run with stdout redirected, though
case $1 in
*.fl[ic] ) flip $1;;
*.pcx ) grav $1;;
*.p[0-9][0-9]) # Alternative PCX file names
# This is not as careful as it should be
tmpname=/tmp/agilpict-$PPID-$RANDOM.pcx
ln -s $PWD/$1 $tmpname
grav $tmpname
rm $tmpname;;
## echo "PCX files not supported.";;
* ) zgv $1;;
esac
else
# You can replace the next line with the X-windows viewer of your choice.
case $1 in
*.fl[ic] ) xanim $1 2>/dev/null &;;
* ) xv $1 2>/dev/null &;;
esac
fi

184 changes: 184 additions & 0 deletions Generic/readme.dos
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AGiliTY, notes for DOS ports
----------------------------------------

(For a general introduction to this program, see the file README.AGI)


COMMAND LINE

To run an AGT game file, run *agil* with the game file name as an
argument; don't include any extensions. For example, to run MYGAME, enter

C:\AGT> AGIL MYGAME

Command line options can be seen by running agil without any
arguments, but most of them were intended for debugging the
interpreter and will not be of general interest. The one exception is
the -d command, which outputs metacommand debugging information which
will be of interest to authors developing AGT games.



CONFIGURATION

The DOS global configuration file is the file AGIL.CFG in the same
directory as the executable; it can be used to set options you want to
hold for all games run with AGiliTy.

You can provide individual configuration of a particular game by
creating or editing the game-specific configuration file, which should
be in the same directory as the game data file(s) and should be named
<game name>.CFG; e.g. MYGAME.CFG. Options specified in the
game-specific file take precedence over ones in the global
configuration file.


The DOS port supports several additional options:

BIOS, which causes all output to go through the BIOS routines.

COLORS, which allows the interface color scheme to be
set. The syntax is
COLORS <normal> <highlight> <background> <reverse fore> <reverse back>
e.g COLORS LIGHTGRAY YELLOW BLACK WHITE BLUE, which is the default.
The colors are black, blue, green, cyan, red, magenta, brown,
lightgray, darkgray, lightblue, lightgreen, lightcyan, lightred,
lightmagenta, yellow, and white. Only the first eight can be used
as the background colors; all sixteen can be used for the other three
settings.
(The spellings COLOURS, lightgrey, and darkgrey are also recognized.)

COMPASS, which causes the possible exits to be listed on the status
line.

NAVARROW-- Use the keys on the numeric keypad for entering
movement commands instead of for editing.

KEY <key> <text> --
Define the text to be inserted on the line when a given function key is
typed. <key> can be 'F1', 'F2', 'F3', ..., 'F12'. (If NAVARROW is set,
then 'HOME', 'END', 'PGUP', 'PGDN', 'UP', 'DOWN', 'LEFT', 'RIGHT',
'INS', 'DEL', 'PLUS', and 'MINUS' can also be redefined.) The
default definitions are listed below. A '+' at the end of the last
word of the text will be converted to a newline.

HISTORY -- This specifies the size of the command history list.
A value of 0 indicates no limit (the interpreter will remember
every line you typed since the beginning of the game). For DOS, the
default is 10. E.g.
history 0
history 20

PATH -- This should contain a space-separated list of directories
which will be searched for AGT games.

BLOCK_CURSOR -- Use a block cursor instead of the usual flashing underbar.

50_LINE -- Display in 50-line mode.




LINE EDITING
The following keys can be used when typing in commands:
<Backspace>, <Delete> -- do what you would expect.
<Left Arrow>, <Right Arrow> -- Move left/right.
<Home> or <Ctrl-A> -- Move to beginning of the line.
<End> or <Ctrl-E> -- Move to end of the line.
<Up Arrow>, <Down Arrow> -- Scroll through past commands.
<Ctrl-K> -- Kill to end of line.
<Ctrl-Y> -- Yank back the last thing killed.

<F1>-<F12> -- These can be configured with strings of your choice;
see the KEY option above. By default, they are:
F1: get
F2: drop
F3: examine
F4: read
F5: open
F6: close
F7: inventory+
F8: look+
F9: score+
F10: help+
F11: save+
F12: restore+

If NAVARROW is set, then the keys on the numeric keypad will generate
generate movement commands instead of being used for editing; these
can also be redefined with KEY:
UP: n+
DOWN: s+
LEFT: w+
RIGHT: e+
HOME: nw+
END: sw+
PGUP: ne+
PGDN: se+
INS: enter+
DEL: exit+
PLUS: up+
MINUS: down+


MISCELLANEOUS
The program *agtout* prints out the contents of AGT game files,
in human readable format, writing the output to standard output.
Under DOS, you will probably want to redirect the output to a file and
then view it with an editor; e.g.
AGTOUT MYGAME > MYGAME.LST
which will cause the output to go to MYGAME.LST.
Running it without arguments will give a list of command line options.


As described in README.AGI, AGT game files can be converted to the AGX
format by using AGT2AGX.EXE. Just type (for example):

C:\AGT> AGT2AGX MYGAME

This will create the file MYGAME.AGX from the other game files
You can use the '-o' option to give the output file a different name.
For example:

C:\AGT> AGT2AGX MYGAME -o THEGAME

will cause MYGAME.DA1...MYGAME.DA6, MYGAME.TTL, etc. to be converted into
the file THEGAME.AGX


NOTES ON THE DIFFERENT DOS RELEASES

There are now two binary releases for DOS: a 32-bit version and a
16-bit version. As of 1.0, only the 32-bit version is being actively
updated.

The 16-bit compiler is packaged as "agil092olddos.zip"; its only
benifit is that it will run on old (pre-386) computers that won't
run the 32-bit version. If you actually are in this situation, you
should drop me a note so that I know you exist.

The 32-bit version is built with the DJGPP compiler and packaged
with the supplementary program "cwsdpmi.exe", a freeware DPMI server
which should be left in the same directory as "agil.exe". More
information on DJGPP (including the source code to "cwsdpmi.exe") can
be found at
http://www.delorie.com/djgpp/

The copyright notice for CWSDPMI.EXE follows:

==================================================================
CWSDPMI is Copyright (C) 1995-1997 Charles W Sandmann (sandmann@clio.rice.edu)
1206 Braelinn, Sugar Land, TX 77479

This is release 4. The files in this binary distribution may be
redistributed under the GPL (with source) or without the source code
provided:

* CWSDPMI.EXE or CWSDPR0.EXE are not modified in any way except via
CWSPARAM

* Notice to users that they have the right to receive the source code
and/or binary updates for CWSDPMI. Distributors should indicate a
site for the source in their documentation.
==================================================================

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