1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef TINSEL_DETECTION_H
24 #define TINSEL_DETECTION_H
25 
26 #include "engines/advancedDetector.h"
27 
28 namespace Tinsel {
29 
30 enum TinselGameID {
31 	GID_DW1 = 0,
32 	GID_DW2 = 1,
33 	GID_NOIR = 2
34 };
35 
36 enum TinselGameFeatures {
37 	GF_SCNFILES = 1 << 0,
38 	GF_ENHANCED_AUDIO_SUPPORT = 1 << 1,
39 	GF_ALT_MIDI = 1 << 2,		// Alternate sequence in midi.dat file
40 
41 	// The GF_USE_?FLAGS values specify how many country flags are displayed
42 	// in the subtitles options dialog.
43 	// None of these defined -> 1 language, in ENGLISH.TXT
44 	GF_USE_3FLAGS = 1 << 3,	// French, German, Spanish
45 	GF_USE_4FLAGS = 1 << 4,	// French, German, Spanish, Italian
46 	GF_USE_5FLAGS = 1 << 5	// All 5 flags
47 };
48 
49 /**
50  * The following is the ScummVM definitions of the various Tinsel versions:
51  * TINSEL_V0 - This was an early engine version that was only used in the Discworld 1
52  *			demo.
53  * TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two
54  *			major releases: an earlier version that used *.gra files, and a later one that
55  *			used *.scn files, and contained certain script and engine bugfixes. In ScummVM,
56  *			we treat both releases as 'Tinsel 1', since the engine fixes from the later
57  *			version work equally well the earlier version data.
58  * TINSEL_V2 - This is the engine used for the Discworld 2 game.
59  */
60 enum TinselEngineVersion {
61 	TINSEL_V0 = 0,
62 	TINSEL_V1 = 1,
63 	TINSEL_V2 = 2,
64 	TINSEL_V3 = 3
65 };
66 
67 struct TinselGameDescription {
68 	ADGameDescription desc;
69 
70 	int gameID;
71 	int gameType;
72 	uint32 features;
73 	uint16 version;
74 };
75 
76 } // End of namespace Tinsel
77 
78 #endif // TINSEL_DETECTION_H
79