/* 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 3 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, see . * */ #ifndef TINSEL_DETECTION_H #define TINSEL_DETECTION_H #include "engines/advancedDetector.h" namespace Tinsel { enum TinselGameID { GID_DW1 = 0, GID_DW2 = 1, GID_NOIR = 2 }; enum TinselGameFeatures { GF_SCNFILES = 1 << 0, GF_ENHANCED_AUDIO_SUPPORT = 1 << 1, GF_ALT_MIDI = 1 << 2, // Alternate sequence in midi.dat file // The GF_USE_?FLAGS values specify how many country flags are displayed // in the subtitles options dialog. // None of these defined -> 1 language, in ENGLISH.TXT GF_USE_3FLAGS = 1 << 3, // French, German, Spanish GF_USE_4FLAGS = 1 << 4, // French, German, Spanish, Italian GF_USE_5FLAGS = 1 << 5 // All 5 flags }; /** * The following is the ScummVM definitions of the various Tinsel versions: * TINSEL_V0 - This was an early engine version that was only used in the Discworld 1 * demo. * TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two * major releases: an earlier version that used *.gra files, and a later one that * used *.scn files, and contained certain script and engine bugfixes. In ScummVM, * we treat both releases as 'Tinsel 1', since the engine fixes from the later * version work equally well the earlier version data. * TINSEL_V2 - This is the engine used for the Discworld 2 game. */ enum TinselEngineVersion { TINSEL_V0 = 0, TINSEL_V1 = 1, TINSEL_V2 = 2, TINSEL_V3 = 3 }; struct TinselGameDescription { ADGameDescription desc; int gameID; int gameType; uint32 features; uint16 version; }; } // End of namespace Tinsel #endif // TINSEL_DETECTION_H