# -*- shell-script -*- (emacs editing mode)
# TAplay 0.9.7 user resource file; copy to ~
#
# put your  preferred interpreters and their parameters  here or leave
# the variables empty to have TAplay autodetect the best alternative
#
# ==> *don't* put int'r and params into the same string!
#
# _classic entries are for "classic" mode (ugly & anachronistic ;) and
# are  also   useful  on  dumb  vt100/vt220   terminals  without  text
# attributes.
# dedicated  blorb  entries   to  differentiate  between  interpreters
# which are capable and those who are incapable of reading blorbs.
#
zcode_int="";  # whatever; jzip, frotz, nitfol...
z6_int="";
zcode_param="";
zcode_classic="";
zcodeblorb_int="";
zcodeblorb_param="";
zcodeblorb_classic="";
glulx_int="";
glulx_param="";
glulx_classic="";
glulxblorb_int="";
glulxblorb_param="";
glulxblorb_classic="";
msrl_int="";   # Magnetic Scrolls
msrl_param="";
msrl_classic="";
msrlblorb_int="";
msrlblorb_param="";
msrlblorb_classic="";
adrift_int="";
adrift_params="";
adrift_classic="";
advsys_int="";
advsys_params="";
advsys_classic="";
agt_int="";
agt_param="";
agt_classic="";
alan2_int="";
alan2_params="";
alan2_classic="";
alan3_int="";
alan3_params="";
alan3_classic="";
alanblorb_int="";
alanblorb_param="";
alanblorb_classic="";
hugo_int="";
hugo_params="";
hugo_classic="";
hugoblorb_int="";
hugoblorb_param="";
hugoblorb_classic="";
tads2_int="";
tads2_params="";
tads2_classic="";
tads3_int="";
tads3_params="";
tads3_classic="";
tadsblorb_int="";
tadsblorb_param="";
tadsblorb_classic="";
acode_int=""; # Level 9
acode_param="";
acode_classic="";
saai_int="";  # Scott Adams, Brian Howarth, etc.
saai_params="";
saai_classic="";
saaiblorb_int="";
saaiblorb_param="";
saaiblorb_classic="";


### platform (OS) dependant native interpreters
# don't uncomment empty strings; TAplay  will not work properly if you
# do  --- all  corresponding  resources  will be  set  to nothing  and
# override TAplay's internal defaults!

#- MacOS X -------------------
# Macintosh specific  entries for MacOS X, will  be automagically used
# if this  script is run  on a Mac,  the interpreter is  available and
# neither -l  nor -n are requested.   fallbacks are as  usual --- X11,
# xterm, locally in vt, error message, in this order.
# Zoom handles  any Z-Code variant,  including Glulx, but  is somewhat
# buggy  concerning  z6's  inlined  graphics  display.   In  addition,
# original Infocom  .mg1 v6 graphics  files are *not*  supported.  The
# unix variant  *cannot* play  glulx files and  its blorb  handling is
# broken (concerning  blorbs that contain exec  code *and* resources),
# while  the native  MacOS X  variant can  read such  blorbs.  Thanks,
# Andrew Plotkin, for another example of incompetence asides from Glk.
# Leave coding to coders, fool.
#
#darwin_zcode="/Applications/Zoom.app/Contents/MacOS/Zoom";
# for blorb/glulx see below

# MSrl is Magnetic Scrolls (Magnetic ScRoLls; which idiot invented the
# short  form that  makes one  intuitively think  of the  Re-Line (RL)
# company?)  While magnetiX in itself  is quite nice, I really do hate
# the stupid  idea of splitting the  input line from  the output area,
# which  irritates  the  eye  and  requires  some  unneccessary  mouse
# clicking  in many cases.   Hence, magnetiX  is disabled  by default.
# See also Spatterlight, below.
#
#darwin_msrl="/Applications/magnetiX.app/Contents/MacOS/magnetiX";
#
# Spatterlight plays  anything (except from  saai/saga), without sound
# and graphics,  except from  Magnetic Scrolls, ACode  (level9), glulx
# and hugo; zcode support is only  partially and no z6 at all, because
# that stupid  asshole of  programmer (no, not  Plotkin this  time but
# another bloody fool not worthy of remembrance) managed to completely
# reduce Frotz 2.43 to fuck to fit it into his Glk bullshit.  Original
# Unix Frotz 2.43  plays all ZCode variants, z1  through z8, with full
# sound  and  graphics  and  correct  statusline  color  display,  the
# Spatterlight plugin doesn't.  Use  Zoom for blorbed zcode, and frotz
# 2.43+ and xfrotz 2.32+ for all non-blorb Infocom/ZCode stuff.
darwin_acode="/Applications/Spatterlight.app/Contents/MacOS/Spatterlight";
darwin_zcode=$darwin_acode; # see also Zoom above
darwin_adrift=$darwin_acode;
darwin_advsys=$darwin_acode;
darwin_agt=$darwin_acode;
darwin_alan2=$darwin_acode;
darwin_alan3=$darwin_acode;
darwin_hugo=$darwin_acode;
darwin_msrl=$darwin_acode; # see also magnetiX above
darwin_tads2=$darwin_acode;
darwin_tads3=$darwin_acode;
darwin_glulx=$darwin_acode;
darwin_glulxblorb=$darwin_acode;
# always use zcode interpreter for blorbed zcode
#darwin_zcodeblorb=$darwin_zcode;
#
# do interpreters  for other engines exist  on MacOS X?   I don't know
# (and don't care since the unix variants run perfectly under MacOS X,
# except  the  XGlk versions  [which  I  am  porting to  use  standard
# unix/X11  #libraries  directly instead  of  the crude  Windows-based
# #intermediaries]).  If  such interpreters exist and you  want to use
# #them, just  build entries  like those above,  named darwin_<engine>
# and #darwin_<engine>blorb.
#-----------------------------

#- AmigaOS -------------------
# Amiga specific entries; AmigaOS 3.1--3.9, AROS (AmigaOS 4 not tested)
# just enter your favourites here,  after the examples given above and
# in this section.
# IMPORTANT: TAplay assumes you use  bash/emx!  Give all paths in unix
# style  notation; instead  of e.g.  Games:IF/Frotz/Frotz you  have to
# write /Games/IF/Frotz/Frotz.
#
amiga_zcode="/Games/IF/Frotz/Frotz";
amiga_zcodeblorb=$amiga_zcode;
aros_zcode=$amiga_zcode;
aros_zcodeblorb=$amiga_zcodeblorb;
#-----------------------------

#- Operating System/2 and EComStation (inofficial OS/2 4.5+) ------
# OS/2 and ECS specific entries for OS/2 versions 3.0--4.5
# IMPORTANT: TAplay  assumes you use  bash/2!  Give all paths  in unix
# style notation;  instead of e.g.  Z:\Games\IF\Interpreters\Frotz.exe
# you have to write /Z/Games/IF/Interpreters/Frotz.exe.
#
os2_zcode="/Z/Games/IF/Interpreters/Frotz.exe";
os2_zcodeblorb="";
ecs_zcode=$os2_zcode;
ecs_zcodeblorb=$os2_zcodeblorb;
#-----------------------------


# for the unified look-and-feel, this is used for X11 apps and xterm.
# leave as comment to use TAplay's default (bg grey95, fg black).
#default_background="whitesmoke";
#default_foreground="black";

# use these  xterm (or native terminal) settings.   set your preferred
# parameters, font  and colours here.  To use  TAplay's defaults, turn
# the  "terminal="  entry  into   a  comment.   the  strings  will  be
# concatenated  as  required,   where  "$windowname"  is  autodetected
# according  to  the $storyfile  and  $fullpath  is  the fqfn  of  the
# storyfile.   $interpreter  is either  according  to your  preference
# above, the -u parameter or the substitution lists.
# NOTE:  if INVERSE=TRUE, term_std  and term_inverse  will be  used in
# swapped function!
#terminal="xterm -bc -fn *-lucidatypewriter-medium-r-normal-*-12-*";
#term_color_normal="-bg $default_background -fg $default_foreground";
#term_color_inv="-bg $default_foreground -fg $default_background";
##term_geom_normal="-geometry 80x35";
#term_geom_classic="-geometry 80x24";
#term_std="$term_geom_normal $term_color_normal";
#term_inverse="$term_geom_normal $term_color_inv";
#term_classic="$term_geom_classic $term_color_normal";
#term_small="-geometry 80x25 $term_color_normal";
#term_amber="-geometry 80x25 -bg black -fg yellow3";
#term_trs80="-geometry 64x25 -bg black -fg green";
#term_8bit="-geometry 40x25 -bg blue -fg lightblue";
#term_title="-title ";
#term_exec="-e ";


# to  return  TAplay's behaviour  to  its  default,  turn any  of  the
# following variables into a comment.
# have TAplay always run silently
SILENTIUM=TRUE;
# always invert xterm (white on black instead of black on white)
#INVERSE=TRUE;
# always forbid TAplay to use native applications (MacOS X, Amiga) and
# force X11 or xterm (opposite: FORCENATIVE=TRUE)
#NONATIVE=TRUE;
# set the title style differently:
#  variable     effect
#   (none)     default title, "game name" by author
#              or authors classics: "game name" (former commercial)
# FILENAMEONLY only the storyfile name, eg. foo.dat
# SHORTTITLE   only the game name, eg. Foo, Bar and Spam
# TITLESYS     show the system (engine), eg. ZCode
# TITLEINT     show the interpreter used, eg. frotz
# TITLEVER     show the game's release, s/n and VM type
#  (-tf sets FILENAMEONLY and SHORTTITLE to "", the rest to TRUE)
#SHORTTITLE=TRUE;


# end of rc file part.
#---------------------------------------------------------------------
