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561a0efda3
Some of this is adapted from kimskoglund's tinsel noir repository at Sourceforge: https://sourceforge.net/projects/tinselnoir/
79 lines
2.5 KiB
C++
79 lines
2.5 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TINSEL_DETECTION_H
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#define TINSEL_DETECTION_H
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#include "engines/advancedDetector.h"
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namespace Tinsel {
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enum TinselGameID {
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GID_DW1 = 0,
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GID_DW2 = 1,
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GID_NOIR = 2
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};
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enum TinselGameFeatures {
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GF_SCNFILES = 1 << 0,
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GF_ENHANCED_AUDIO_SUPPORT = 1 << 1,
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GF_ALT_MIDI = 1 << 2, // Alternate sequence in midi.dat file
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// The GF_USE_?FLAGS values specify how many country flags are displayed
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// in the subtitles options dialog.
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// None of these defined -> 1 language, in ENGLISH.TXT
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GF_USE_3FLAGS = 1 << 3, // French, German, Spanish
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GF_USE_4FLAGS = 1 << 4, // French, German, Spanish, Italian
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GF_USE_5FLAGS = 1 << 5 // All 5 flags
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};
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/**
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* The following is the ScummVM definitions of the various Tinsel versions:
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* TINSEL_V0 - This was an early engine version that was only used in the Discworld 1
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* demo.
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* TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two
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* major releases: an earlier version that used *.gra files, and a later one that
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* used *.scn files, and contained certain script and engine bugfixes. In ScummVM,
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* we treat both releases as 'Tinsel 1', since the engine fixes from the later
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* version work equally well the earlier version data.
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* TINSEL_V2 - This is the engine used for the Discworld 2 game.
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*/
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enum TinselEngineVersion {
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TINSEL_V0 = 0,
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TINSEL_V1 = 1,
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TINSEL_V2 = 2,
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TINSEL_V3 = 3
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};
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struct TinselGameDescription {
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ADGameDescription desc;
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int gameID;
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int gameType;
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uint32 features;
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uint16 version;
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};
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} // End of namespace Tinsel
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#endif // TINSEL_DETECTION_H
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