scummvm/engines/tinsel/detection.h
Einar Johan Trøan Sømåen 561a0efda3 TINSEL: Add detection for Discworld Noir
Some of this is adapted from kimskoglund's
tinsel noir repository at Sourceforge:
https://sourceforge.net/projects/tinselnoir/
2020-10-30 23:37:49 +01:00

79 lines
2.5 KiB
C++

/* 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 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