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author | Eugene Sandulenko | 2009-12-29 23:18:24 +0000 |
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committer | Eugene Sandulenko | 2009-12-29 23:18:24 +0000 |
commit | 0ea022d076c491d802431ee90b658d5e8c06d0e0 (patch) | |
tree | 23953ed8dbd2c1cc798b6aa9aa51df93c7041c7d /engines/mohawk/myst_vars.cpp | |
parent | 5f1d2a88b51af43d8903866b46a424fe556abb3c (diff) | |
download | scummvm-rg350-0ea022d076c491d802431ee90b658d5e8c06d0e0.tar.gz scummvm-rg350-0ea022d076c491d802431ee90b658d5e8c06d0e0.tar.bz2 scummvm-rg350-0ea022d076c491d802431ee90b658d5e8c06d0e0.zip |
Add Mohawk engine code. Part 1/3: main code.
svn-id: r46727
Diffstat (limited to 'engines/mohawk/myst_vars.cpp')
-rw-r--r-- | engines/mohawk/myst_vars.cpp | 578 |
1 files changed, 578 insertions, 0 deletions
diff --git a/engines/mohawk/myst_vars.cpp b/engines/mohawk/myst_vars.cpp new file mode 100644 index 0000000000..46951a4388 --- /dev/null +++ b/engines/mohawk/myst_vars.cpp @@ -0,0 +1,578 @@ +/* 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. + * + * $URL$ + * $Id$ + * + */ + +#include "mohawk/myst.h" +#include "mohawk/myst_vars.h" + +namespace Mohawk { + +// The Myst variable system is complex, and the structure is fairly +// unknown. The idea of this class is to abstract the variable references +// from the storage structure until the structure is clear enough that +// the complexity of this abstraction can be removed. + +// The exact organization of local/global, persistent/non-persistent +// age-specific mapping etc. is currently unknown. + +MystVarEntry introVars[] = { + { 0, 7, "Age To Link To" } // 0 to 7 + // 0 = Selenitic + // 1 = Stoneship + // 2 = Myst (Library Ceiling) + // 3 = Mechanical + // 4 = Channelwood + // 5 = Myst (Start of Movie - Over Sea) + // 6 = D'ni + // 7 = Myst (End of Movie - On Dock) +}; + +MystVarEntry seleniticVars[] = { + { 0, 0, "Sound Pickup At Windy Tunnel" }, // 0 to 1 // TODO: Multiple Uses of Var 0? + { 1, 0, "Sound Pickup At Volcanic Crack" }, // 0 to 1 + { 2, 0, "Sound Pickup At Clock" }, // 0 to 1 + { 3, 0, "Sound Pickup At Water Pool" }, // 0 to 1 + { 4, 0, "Sound Pickup At Crystal Rocks" }, // 0 to 1 + { 5, 0, "Sound Receiver Doors" }, // 0 to 1 + { 6, 0, "Windy Tunnel Lights" }, // 0 to 1 + { 7, 0, "Maze Runner Porthole View" }, // 0 to 3 + { 8, 0, "Sound Receiver Screen (Control Variable?)" }, + { 9, 0, "Sound Receiver Water Pool Button Selected" }, + { 10, 0, "Sound Receiver Volcanic Crack Button Selected" }, + { 11, 0, "Sound Receiver Clock Button Selected" }, + { 12, 0, "Sound Receiver Crystal Rocks Button Selected" }, + { 13, 0, "Sound Receiver Windy Tunnel Button Selected" }, + { 14, 0, "Sound Receiver LED Digit #0 (Left)" }, + { 15, 0, "Sound Receiver LED Digit #1" }, + { 16, 0, "Sound Receiver LED Digit #2" }, + { 17, 0, "Sound Receiver LED Digit #3 (Right)" }, + { 18, 0, "Sound Receiver Green Arrow - Right" }, + { 19, 0, "Sound Receiver Green Arrow - Left" }, + { 20, 0, "Sound Lock Slider #1 (Left) (Position?)" }, + { 21, 0, "Sound Lock Slider #2 (Position?)" }, + { 22, 0, "Sound Lock Slider #3 (Position?)" }, + { 23, 0, "Sound Lock Slider #4 (Position?)" }, + { 24, 0, "Sound Lock Slider #5 (Right) (Position?)" }, + { 25, 0, "Maze Runner Compass Heading" }, // 0 to 8 + { 26, 0, "Sound Receiver Sum Button Selected" }, + { 27, 0, "Maze Runner Red Warning Light" }, + { 28, 0, "Sound Lock Button State" }, + { 29, 0, "Maze Runner Door Button State" }, + { 30, 0, "Maze Runner Door State" }, + { 31, 0, "Maze Runner Forward Button Lit" }, // 0 to 2 + { 32, 0, "Maze Runner Left & Right Button Lit" }, // 0 to 2 + { 33, 0, "Maze Runner Backtrack Button Lit" }, // 0 to 2 + { 102, 1, "Red Page in Age" }, // 0 to 1 + { 103, 1, "Blue Page in Age" } // 0 to 1 +}; + +MystVarEntry stoneshipVars[] = { + { 0, 0, "Water Pump Button #3 (Right) / Lighthouse Water Drained" }, // 0 to 2 = Button Up & Unlit, Button Down & Lit, Button Up & Lit + { 1, 0, "Water Pump Button #2 / Tunnels To Brothers Rooms Drained" }, // 0 to 2 = Button Up & Unlit, Button Down & Lit, Button Up & Lit + { 2, 0, "Water Pump Button #1 (Left) / Ship Cabin Water Drained" }, // 0 to 2 = Button Up & Unlit, Button Down & Lit, Button Up & Lit + { 3, 0, "Lighthouse (Water or Chest Floating?)" }, // 0 to 1, Used by Far View + { 4, 0, "Lighthouse Water/Chest State" }, // 0 to 2 = Water, No Water, Water & Chest Floating + { 5, 2, "Lighthouse Trapdoor State" }, // 0 to 2 = Closed & Unlocked, Open, Closed & Locked + { 6, 0, "Lighthouse Chest Valve Position" }, // 0 to 1 + { 7, 0, "Lighthouse Chest Unlocked" }, // 0 to 1 + { 8, 0, "Lighthouse Chest Key Position?" }, // 0 to 2, 2 = Bottom of Lighthouse +// Var 9 Unused + { 10, 1, "Lighthouse Chest Full Of Water" }, // 0 to 1 + { 11, 3, "Lighthouse Key State" }, // 0 to 3 = Closed?, Open & No Key, Open & No Key, Open & Key + { 12, 0, "Lighthouse Trapdoor - Holding Key" }, // 0 to 1 + { 13, 0, "State of Water in Tunnels to Brothers' Rooms" }, // 0 to 2 = Dark & Water, Dark & Drained, Lit & Water + { 14, 0, "Tunnels to Brothers' Rooms Lit" }, // 0 to 1 + { 15, 0, "Side Door in Tunnels To Brother's Rooms Open" }, // 0 to 1 + { 16, 0, "Underwater Light Lit" }, // 0 to 1 + { 17, 0, "Sirrus' Room Drawer with Drugs Open" }, // 0 to 1 + { 18, 0, "Brother Room Door Open" }, // 0 to 1, Used for Door Slam + { 19, 0, "Brother Room Door State" }, // 0 to 2 = Closed, Open & Dark, Open & Lit + { 20, 0, "Ship Cabin Myst Book Present" }, // 0 to 1 + { 21, 0, "Brothers Rooms' Chest Of Drawers Drawer State" }, // 0 to 6 (Card 2197) or 0 to 7 (Card 2004) + { 22, 0, "Sirrus' Chest of Drawers Drawer #1 (Top) Open" }, // 0 to 1 + { 23, 0, "Sirrus' Chest of Drawers Drawer #2 Open" }, // 0 to 1 + { 24, 0, "Sirrus' Chest of Drawers Drawer #3 Open" }, // 0 to 1 +// Var 25 Unused - Replaced by Var 35. + { 26, 0, "Sirrus' Chest of Drawers Left Small Drawer Open" }, // 0 to 1 + { 27, 0, "Sirrus' Chest of Drawers Right Small Drawer Open" }, // 0 to 1 + { 28, 0, "Telescope View Position" }, // Range Unknown.. 0 to 360? + { 29, 0, "Achenar's Room Rose/Skull Hologram Button Lit" }, // 0 to 1 + { 30, 2, "Light State in Tunnel to Compass Rose Room" }, // 0 to 2 = Lit & Underwater Light Lit, Lit, Dark + { 31, 0, "Lighthouse Lamp Room Battery Pack Indicator Light" }, // 0 to 1 + { 32, 0, "Lighthouse Lamp Room Battery Pack Meter Level" }, // Range Unknown.. // Must be 1 to vertical size of image... + { 33, 0, "State of Side Door in Tunnels to Compass Rose Room (Power?)" }, // 0 to 2 = Closed (No Power), Closed (Power), Open + { 34, 1, "Achenar's Room Drawer with Torn Note Closed" }, // 0 to 1 + { 35, 2, "Sirrus' Room Drawer #4 (Bottom) Open and Red Page State" }, // 0 to 2 = Open, Open with Page, Closed + { 36, 0, "Ship Cabin Door State" }, // 0 to 2 = Closed, Open & Dark, Open & Lit + { 102, 1, "Red Page in Age" }, // 0 to 1 + { 103, 1, "Blue Page in Age" }, // 0 to 1 + { 105, 0, "Ship Cabin Door State" } +}; + +MystVarEntry mystVars[] = { + { 0, 1, "Myst Library Bookcase Closed / Library Exit Open" }, // 0 to 1 // TODO: Multiple Uses of Var 0? + { 1, 0, "Myst Library Bookcase Open / Library Exit Blocked" }, // 0 to 1 + { 2, 0, "Marker Switch Near Cabin" }, // 0 to 1 + { 3, 0, "Marker Switch Near Clock Tower" }, // 0 to 1 + { 4, 0, "Marker Switch on Dock" }, // 0 to 1 + { 5, 0, "Marker Switch Near Ship Pool" }, // 0 to 1 + { 6, 0, "Marker Switch Near Cogs" }, // 0 to 1 + { 7, 0, "Marker Switch Near Generator Room" }, // 0 to 1 + { 8, 0, "Marker Switch Near Stellar Observatory" }, // 0 to 1 + { 9, 0, "Marker Switch Near Rocket Ship" }, // 0 to 1 + { 10, 0, "Ship Floating State" }, // 0 to 1 + { 11, 0, "Cabin Door Open State" }, + { 12, 0, "Clock Tower Gear Bridge" }, // 0 to 1 + { 13, 0, "Tower Elevator Sound Control" }, // 0 to 1 + { 14, 0, "Tower Solution (Key) Plaque" }, // 0 to 4 + // 0 = None + // 1 = 59 V + // 2 = 2:40 2-2-1 + // 3 = October 11, 1984 10:04 AM + // January 17, 1207 5:46 AM + // November 23, 9791 6:57 PM + // 4 = 7, 2, 4 + { 15, 0, "Tower Window (Book) View" }, // 0 to 6 + // 0 = Wall + // 1 = Rocketship + // 2 = Cogs Closed + // 3 = Ship Sunk + // 4 = Channelwood Tree + // 5 = Ship Floating + // 6 = Cogs Open + { 16, 0, "Tower Window (Book) View From Ladder Top" }, // 0 to 2 + // 0 = Wall + // 1 = Sky + // 2 = Sky with Channelwood Tree + { 17, 0, "Fireplace Grid Row #1 (Top)" }, // Bitfield 0x00 to 0xFF + { 18, 0, "Fireplace Grid Row #2" }, // Bitfield 0x00 to 0xFF + { 19, 0, "Fireplace Grid Row #3" }, // Bitfield 0x00 to 0xFF + { 20, 0, "Fireplace Grid Row #4" }, // Bitfield 0x00 to 0xFF + { 21, 0, "Fireplace Grid Row #5" }, // Bitfield 0x00 to 0xFF + { 22, 0, "Fireplace Grid Row #6 (Bottom)" }, // Bitfield 0x00 to 0xFF + { 23, 0, "Fireplace Pattern Correct" }, // 0 to 1 + { 24, 1, "Fireplace Blue Page Present" }, // 0 to 1 + { 25, 1, "Fireplace Red Page Present" }, // 0 to 1 + { 26, 0, "Ship Puzzle Box Image (Cross)" }, // 0 to 2 + { 27, 0, "Ship Puzzle Box Image (Leaf)" }, // 0 to 2 + { 28, 0, "Ship Puzzle Box Image (Arrow)" }, // 0 to 2 + { 29, 0, "Ship Puzzle Box Image (Eye)" }, // 0 to 2 + { 30, 0, "Ship Puzzle Box Image (Snake)" }, // 0 to 2 + { 31, 0, "Ship Puzzle Box Image (Spider)" }, // 0 to 2 + { 32, 0, "Ship Puzzle Box Image (Anchor)" }, // 0 to 2 + { 33, 0, "Ship Puzzle Box Image (Ostrich)" }, // 0 to 2 + { 34, 2, "Dock Forechamber Imager State" }, // 0 to 2 = Off, Mountain, Water + { 35, 5, "Dock Forechamber Imager Control Left Digit" }, // 0 to 9 + { 36, 6, "Dock Forechamber Imager Control Right Digit" }, // 0 to 9 + { 37, 0, "Clock Tower Control Wheels Position" }, // 0 to 8 +// Var 38 Unused +// 39 = TODO: ? + { 40, 0, "Cog Close/Open State" }, + { 41, 0, "Dock Marker Switch Vault State" }, // 0 to 2 = Closed, Open & Page Taken, Open & Page Present +// Var 42 Unused + { 43, 0, "Clock Tower Time" }, // 0 to 143 + { 44, 0, "Rocket Ship Power State" }, // 0 to 2 = None, Insufficient, Correct + { 45, 1, "Dock Forechamber Imager Water Effect Enabled" }, // 0 to 1 + { 46, 0, "Number Of Pages in Red Book" }, // 0 to 6 = 0-5, Extra + { 47, 0, "Number Of Pages in Blue Book" }, // 0 to 6 = 0-5, Extra + { 48, 0, "Marker Switch on Dock - Duplicate of Var #4?" }, // 0 to 2 + { 49, 0, "Generator Running" }, // Boolean used for Sound.. +// 50 = TODO: ? + { 51, 2, "Forechamber Imager Movie Control Variable" }, // 0 to 4 = Blank, No Function? / Mountain?, Water, Atrus, Marker Switch + { 52, 0, "Generator Switch #1" }, + { 53, 0, "Generator Switch #2" }, + { 54, 0, "Generator Switch #3" }, + { 55, 0, "Generator Switch #4" }, + { 56, 0, "Generator Switch #5" }, + { 57, 0, "Generator Switch #6" }, + { 58, 0, "Generator Switch #7" }, + { 59, 0, "Generator Switch #8" }, + { 60, 0, "Generator Switch #9" }, + { 61, 0, "Generator Switch #10" }, + { 62, 0, "Generator Power Dial Left LED Digit" }, // 0 to 9 + { 63, 0, "Generator Power Dial Right LED Digit" }, // 0 to 9 + { 64, 0, "Generator Power To Spaceship Dial Left LED Digit" }, // 0 to 9 + { 65, 0, "Generator Power To Spaceship Dial Right LED Digit" }, // 0 to 9 + { 66, 0, "Generator Room Lights On" }, // Boolean + { 67, 9, "Cabin Safe Lock Number #1 - Left" }, + { 68, 9, "Cabin Safe Lock Number #2" }, + { 69, 9, "Cabin Safe Lock Number #3 - Right" }, + { 70, 0, "Cabin Safe Matchbox State" }, // 0 to 2 + { 71, 1, "Stellar Observatory Lights" }, + { 72, 0, "Channelwood Tree Position" }, // 0 to 12, 4 for Alcove + { 73, 9, "Stellar Observatory Telescope Control - Month" }, // 0 to 11, Not in order... + // 0 = OCT, 1 = NOV, 2 = DEC, 3 = JUL, 4 = AUG, 5 = SEP + // 6 = APR, 7 = MAY, 8 = JUN, 9 = JAN, 10 = FEB, 11 = MAR + { 74, 10, "Stellar Observatory Telescope Control - Day Digit #1 (Left)" }, // 0 to 10 = 0 to 9, Blank + { 75, 1, "Stellar Observatory Telescope Control - Day Digit #2 (Right)" }, // 0 to 10 = 0 to 9, Blank + { 76, 10, "Stellar Observatory Telescope Control - Year Digit #1 (Left)" }, // 0 to 10 = 0 to 9, Blank + { 77, 10, "Stellar Observatory Telescope Control - Year Digit #2" }, // 0 to 10 = 0 to 9, Blank + { 78, 10, "Stellar Observatory Telescope Control - Year Digit #3" }, // 0 to 10 = 0 to 9, Blank + { 79, 0, "Stellar Observatory Telescope Control - Year Digit #4 (Right)" }, // 0 to 10 = 0 to 9, Blank + { 80, 1, "Stellar Observatory Telescope Control - Hour Digit #1 (Left)" }, // 0 to 10 = 0 to 9, Blank + { 81, 2, "Stellar Observatory Telescope Control - Hour Digit #2 (Right)" }, // 0 to 10 = 0 to 9, Blank + { 82, 0, "Stellar Observatory Telescope Control - Minute Digit #1 (Left)" }, // 0 to 10 = 0 to 9, Blank + { 83, 0, "Stellar Observatory Telescope Control - Minute Digit #2 (Right)" }, // 0 to 10 = 0 to 9, Blank +// 84 to 87 = TODO: ? + { 88, 0, "Stellar Observatory Telescope Control - AM/PM Indicator" }, // 0 = AM, 1 = PM + { 89, 0, "Stellar Observatory Telescope Control - Slider #1 (Left)" }, // 0 to 2 = Not Present, Dark, Lit + { 90, 0, "Stellar Observatory Telescope Control - Slider #2" }, // 0 to 2 = Not Present, Dark, Lit + { 91, 0, "Stellar Observatory Telescope Control - Slider #3" }, // 0 to 2 = Not Present, Dark, Lit + { 92, 0, "Stellar Observatory Telescope Control - Slider #4 (Right)" }, // 0 to 2 = Not Present, Dark, Lit + { 93, 0, "Breaker nearest Generator Room Blown" }, + { 94, 0, "Breaker nearest Rocket Ship Blown" }, +// 95 = TODO: ? + { 96, 0, "Generator Power Dial Needle Position" }, // 0 to 24 + { 97, 0, "Generator Power To Spaceship Dial Needle Position" }, // 0 to 24 + { 98, 0, "Cabin Boiler Pilot Light Lit" }, + { 99, 0, "Cabin Boiler Gas Valve Position" }, // 0 to 5 + { 100, 0, "Red Book Page State" }, // Bitfield + { 101, 0, "Blue Book Page State" }, // Bitfield + { 102, 1, "Red Page in Age" }, // 0 to 1 + { 103, 1, "Blue Page in Age" }, // 0 to 1 +// 104 = TODO: ? + { 105, 0, "Clock Tower Door / Ship Box Temp Value" }, + { 106, 0, "Red / Blue Book State" }, // 0 to 4, 0-3 = Books Present 4 = Books Burnt + { 300, 0, "Rocket Ship Music Puzzle Slider State" }, // 0 to 2 = Not Present, Dark, Lit + { 301, 0, "Rocket Ship Piano Key Depressed" }, // 0 to 1 + { 302, 0, "Green Book Opened Before Flag" }, // 0 to 1 + { 303, 1, "Myst Library Bookcase Closed / Library Exit Open" }, + { 304, 0, "Myst Library Image Present on Tower Rotation Map" }, // 0 to 1 + { 305, 0, "Cabin Boiler Lit" }, + { 306, 0, "Cabin Boiler Steam Sound Control" }, // 0 to 27 + { 307, 0, "Cabin Boiler Needle Position i.e. Fully Pressurised" }, // 0 to 1 + { 308, 0, "Cabin Safe Handle Position / Matchbox Temp Value" }, + { 309, 0, "Red/Blue/Green Book Open" }, // 0 to 1 + { 310, 0, "Dock Forechamber Imager Control Temp Value?" } +}; + +MystVarEntry mechVars[] = { + { 0, 0, "Achenar's Room Secret Panel State" }, // TODO: Multiple Uses of Var 0? + { 1, 0, "Sirrus's Room Secret Panel State" }, + { 2, 0, "Achenar's Secret Room Crate Lid Open and Blue Page Present" }, // 0 to 4 + // 0 = Lid Closed, Blue Page Present + // 1 = Lid Closed, Blue Page Not Present + // 2 = Lid Open, Blue Page Not Present + // 3 = Lid Open, Blue Page Present + { 3, 0, "Achenar's Secret Room Crate Lid Open" }, // 0 to 1 + { 4, 0, "Myst Book Staircase State" }, + { 5, 0, "Fortress Telescope View" }, + { 6, 0, "Large Cog Visible Through Distant Fortress Doorway" }, // 0 to 1 + { 7, 0, "Fortress Elevator Door Rotated to Open" }, // 0 to 1 +// Var 8 Not Used +// Var 9 Not Used + { 10, 0, "Fortress Staircase State" }, // 0 to 1 + { 11, 0, "Fortress Elevator Rotation Control - Position Indicator" }, // 0 to 9, 4 = Red Open Position + { 12, 0, "Fortress Elevator Rotation Control - Top Cog Position" }, // 0 to 5 + { 13, 0, "Fortress Elevator Vertical Position - View" }, // 0 to 2, Used for View Logic on change from Card 6150 + { 14, 0, "Fortress Elevator Vertical Position - Button" }, // 0 to 2, Used for Button Logic on Card 6120 + { 15, 0, "Code Lock State" }, // 0 to 2 + { 16, 0, "Code Lock Shape #1 (Left)" }, + { 17, 0, "Code Lock Shape #2" }, + { 18, 0, "Code Lock Shape #3" }, + { 19, 0, "Code Lock Shape #4 (Right)" }, + { 20, 0, "Red Dodecahedron Lit" }, + { 21, 0, "Green Dodecahedron Lit" }, + { 22, 0, "Yellow Tetrahedron Lit" }, + { 23, 0, "In Elevator" }, // 0 to 1 + { 102, 1, "Red Page in Age" }, // 0 to 1 + { 103, 1, "Blue Page in Age" } // 0 to 1 +}; + +MystVarEntry channelwoodVars[] = { + { 0, 0, "Multiple Uses..." }, // TODO: Multiple Uses of Var 0? + { 1, 0, "Water Pump Bridge State" }, // 0 to 1 + { 2, 0, "Lower Walkway to Upper Walkway Elevator State" }, // 0 to 1 + { 3, 0, "Water Flowing (R) to Pump for Upper Walkway to Temple Elevator" }, // 0 to 1 + { 4, 0, "Water Flowing (L, R, R, L, Pipe Extended) to Pump for Book Room Elevator" }, // 0 to 1 + { 5, 0, "Lower Walkway to Upper Walkway Spiral Stair Lower Door Open" }, // 0 to 1 + { 6, 0, "Pipe Bridge Extended" }, // 0 to 1 + { 7, 0, "Bridge Pump Running" }, // 0 to 1 + { 8, 0, "Water Tank Valve State" }, // 0 to 1 + { 9, 0, "First Water Valve State" }, // 0 to 1 + { 10, 0, "Second (L) Water Valve State" }, // 0 to 1 + { 11, 0, "Third (L, R) Water Valve State" }, // 0 to 1 + { 12, 0, "Fourth (L, R, R) Water Valve State" }, // 0 to 1 + { 13, 0, "Fourth (L, R, L) Water Valve State" }, // 0 to 1 + { 14, 0, "Third (L, L) Water Valve State" }, // 0 to 1 + { 15, 0, "Water Flowing (L, R, R, R) to Pump for Lower Walkway to Upper Walkway Elevator" }, // 0 to 1 + { 16, 0, "Lower Walkway to Upper Walkway Spiral Stair Upper Door Open" }, // 0 to 1 + { 17, 0, "Achenar's Holoprojector Selection" }, // 0 to 3 + { 18, 0, "Drawer in Sirrus' Room with Wine Bottles and Torn Note Open" }, // 0 to 1 + { 19, 0, "Water Flowing to First Water Valve" }, // 0 to 1 + { 20, 0, "Water Flowing to Second (L) Water Valve" }, // 0 to 1 + { 21, 0, "Water Flowing to Third (L, R) Water Valve" }, // 0 to 1 + { 22, 0, "Water Flowing to Fourth (L, R, R) Water Valve" }, // 0 to 1 + { 23, 0, "Water Flowing to Fourth (L, R, L) Water Valve" }, // 0 to 1 + { 24, 0, "Water Flowing to Third (L, L) Water Valve" }, // 0 to 1 + { 25, 0, "Water Flowing to Pipe Bridge (L, R, R, L)" }, // 0 to 1 + { 26, 0, "Water Flowing to Pipe At Entry Point (L, R, L, R)" }, // 0 to 1 + { 27, 0, "Water Flowing to Join and Pump Bridge (L, R, L, L)" }, // 0 to 1 + { 28, 0, "Water Flowing to Join and Pump Bridge (L, L, R)" }, // 0 to 1 + { 29, 0, "Water Flowing to Pipe In Water (L, L, L)" }, // 0 to 1 + { 30, 0, "Lower Walkway to Upper Walkway Elevator Door Open" }, // 0 to 1 + { 31, 0, "Water Flowing to Join (L, L, R)" }, // 0 to 2 = Stop Sound, Background, Background with Water Flow + { 32, 0, "Water Flowing (L, R, R, L, Pipe) State" }, // 0 to 2 = Stop Sound, Background, Background with Water Flow + { 33, 0, "Lower Walkway to Upper Walkway Spiral Stair Upper Door State" }, // 0 to 2 = Closed, Open, Open but slams behind you. + { 102, 1, "Red Page in Age" }, // 0 to 1 + { 103, 1, "Blue Page in Age" }, // 0 to 1 + { 105, 0, "Upper Walkway to Temple Elevator Door Open / Temple Iron Door Open" } // 0 to 1, used for slam sound +}; + +MystVarEntry dniVars[] = { + { 0, 0, "Atrus Gone" }, // 0 to 1 // TODO: Multiple Uses of Var 0? + { 1, 0, "Myst Book State" }, // 0 to 2 = Book Inactive, Book Unlinkable, Book Linkable + { 2, 0, "Sound Control" }, // 0 to 2 = Win Tune, Lose Tune, Stop Sound + { 106, 0, "Atrus State Control" } // 0 to 4 = Atrus Writing, Atrus Holding Out Hand, Atrus Gone, Atrus #2, Atrus #2 +}; + +MystVarEntry creditsVars[] = { + { 0, 0, "Image Control" }, // 0 to 6 + { 1, 1, "Sound Control" } // 0 to 1 = Win Tune, Lose Tune +}; + +MystVar::MystVar(MohawkEngine_Myst *vm) { + _vm = vm; +} + +MystVar::~MystVar() { +} + +// Only for use by Save/Load, all other code should use getVar() +uint16 MystVar::saveGetVar(uint16 stack, uint16 v) { + uint16 value = 0; + MystVarEntry unknownVar = { v, 0, "Unknown" }; + const char *desc = NULL; + uint16 i; + + switch (stack) { + case kIntroStack: + for (i = 0; i < ARRAYSIZE(introVars); i++) { + if (introVars[i].refNum == v) { + value = introVars[i].storage; + desc = introVars[i].description; + break; + } + } + break; + case kSeleniticStack: + for (i = 0; i < ARRAYSIZE(seleniticVars); i++) { + if (seleniticVars[i].refNum == v) { + value = seleniticVars[i].storage; + desc = seleniticVars[i].description; + break; + } + } + break; + case kStoneshipStack: + for (i = 0; i < ARRAYSIZE(stoneshipVars); i++) { + if (stoneshipVars[i].refNum == v) { + value = stoneshipVars[i].storage; + desc = stoneshipVars[i].description; + break; + } + } + break; + case kDemoPreviewStack: + case kMystStack: + for (i = 0; i < ARRAYSIZE(mystVars); i++) { + if (mystVars[i].refNum == v) { + value = mystVars[i].storage; + desc = mystVars[i].description; + break; + } + } + break; + case kMechanicalStack: + for (i = 0; i < ARRAYSIZE(mechVars); i++) { + if (mechVars[i].refNum == v) { + value = mechVars[i].storage; + desc = mechVars[i].description; + break; + } + } + break; + case kChannelwoodStack: + for (i = 0; i < ARRAYSIZE(channelwoodVars); i++) { + if (channelwoodVars[i].refNum == v) { + value = channelwoodVars[i].storage; + desc = channelwoodVars[i].description; + break; + } + } + break; + case kDniStack: + for (i = 0; i < ARRAYSIZE(dniVars); i++) { + if (dniVars[i].refNum == v) { + value = dniVars[i].storage; + desc = dniVars[i].description; + break; + } + } + break; + case kCreditsStack: + for (i = 0; i < ARRAYSIZE(creditsVars); i++) { + if (creditsVars[i].refNum == v) { + value = creditsVars[i].storage; + desc = creditsVars[i].description; + break; + } + } + break; + default: + break; + } + + if (desc == NULL) { + for (i = 0; i < _unknown.size(); i++) { + if (_unknown[i].refNum == v) { + value = _unknown[i].storage; + desc = _unknown[i].description; + break; + } + } + + if (desc == NULL) { + warning("MystVar::getVar(%d): Unknown variable reference", v); + _unknown.push_back(unknownVar); + desc = _unknown.back().description; + } + } + + debugC(kDebugVariable, "MystVar::getVar(%d = %s): %d", v, desc, value); + return value; +} + +// Only for use by Save/Load, all other code should use setVar() +void MystVar::loadSetVar(uint16 stack, uint16 v, uint16 value) { + const char *desc = NULL; + MystVarEntry unknownVar = { v, value, "Unknown" }; + uint16 i; + + switch (stack) { + case kIntroStack: + for (i = 0; i < ARRAYSIZE(introVars); i++) { + if (introVars[i].refNum == v) { + introVars[i].storage = value; + desc = introVars[i].description; + break; + } + } + break; + case kSeleniticStack: + for (i = 0; i < ARRAYSIZE(seleniticVars); i++) { + if (seleniticVars[i].refNum == v) { + seleniticVars[i].storage = value; + desc = seleniticVars[i].description; + break; + } + } + break; + case kStoneshipStack: + for (i = 0; i < ARRAYSIZE(stoneshipVars); i++) { + if (stoneshipVars[i].refNum == v) { + stoneshipVars[i].storage = value; + desc = stoneshipVars[i].description; + break; + } + } + break; + case kDemoPreviewStack: + case kMystStack: + for (i = 0; i < ARRAYSIZE(mystVars); i++) { + if (mystVars[i].refNum == v) { + mystVars[i].storage = value; + desc = mystVars[i].description; + break; + } + } + break; + case kMechanicalStack: + for (i = 0; i < ARRAYSIZE(mechVars); i++) { + if (mechVars[i].refNum == v) { + mechVars[i].storage = value; + desc = mechVars[i].description; + break; + } + } + break; + case kChannelwoodStack: + for (i = 0; i < ARRAYSIZE(channelwoodVars); i++) { + if (channelwoodVars[i].refNum == v) { + channelwoodVars[i].storage = value; + desc = channelwoodVars[i].description; + break; + } + } + break; + case kDniStack: + for (i = 0; i < ARRAYSIZE(dniVars); i++) { + if (dniVars[i].refNum == v) { + dniVars[i].storage = value; + desc = dniVars[i].description; + break; + } + } + break; + case kCreditsStack: + for (i = 0; i < ARRAYSIZE(creditsVars); i++) { + if (creditsVars[i].refNum == v) { + creditsVars[i].storage = value; + desc = creditsVars[i].description; + break; + } + } + break; + default: + break; + } + + if (desc == NULL) { + for (i = 0; i < _unknown.size(); i++) { + if (_unknown[i].refNum == v) { + _unknown[i].storage = value; + desc = _unknown[i].description; + break; + } + } + + if (desc == NULL) { + warning("MystVar::setVar(%d): Unknown variable reference", v); + _unknown.push_back(unknownVar); + desc = _unknown.back().description; + } + } + + debugC(kDebugVariable, "MystVar::setVar(%d = %s): %d", v, desc, value); +} + +uint16 MystVar::getVar(uint16 v) { + return this->saveGetVar(_vm->getCurStack(), v); +} + +void MystVar::setVar(uint16 v, uint16 value) { + this->loadSetVar(_vm->getCurStack(), v, value); +} + +} // End of namespace Mohawk |