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/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef MYST_SAVELOAD_H
#define MYST_SAVELOAD_H
#include "common/savefile.h"
#include "common/file.h"
#include "common/str.h"
namespace Mohawk {
// These are left as uint16 currently, rather than
// being changed to bool etc. to save memory.
// This is because the exact structure
// is subject to change and the code to implement
// opcodes to access them is simpler this way..
struct MystVariables {
MystVariables() { memset(this, 0, sizeof(MystVariables)); }
/* 8 Game Global Variables :
0 = Unknown - Fixed at 2
1 = Current Age / Stack
2 = Page Being Held
3 = Unknown - Fixed at 1
4 = Slide Transistions
5 = Zip Mode
6 = Red Pages in Book
7 = Blue Pages in Book
*/
uint16 game_globals[8];
/* 50 Myst Specific Variables :
0 = Marker Switch Near Cabin
1 = Marker Switch Near Clock Tower
2 = Marker Switch on Dock
3 = Marker Switch Near Ship Pool
4 = Marker Switch Near Cogs
5 = Marker Switch Near Generator Room
6 = Marker Switch Near Stellar Observatory
7 = Marker Switch Near Rocket Ship
8 = Fireplace, Opened Green Book Before
9 = Ship State
10 = Cabin Gas Valve Position
11 = Clock Tower Hour Hand Position
12 = Clock Tower Minute Hand Position
13 = Clock Tower Puzzle Solved / Cogs Open
14 = Clock Tower Gear Bridge
15 = Generator Breaker State
16 = Generator Button State
17 = Generator Voltage State
18 = Library Bookcase Door
19 = Dock Imager Numeric Selection
20 = Dock Imager Active
21 = Unknown #1 - Fixed at 0
22 = Unknown #2 - Fixed at 0
23 = Unknown #3 - Fixed at 0
24 = Unknown #4 - Fixed at 0
25 = Tower Rotation Angle
26 = Boxes For Ship Float Puzzle
27 = Tree Boiler Pilot Light Lit
28 = Stellar Observatory Viewer, Control Setting Day
29 = Stellar Observatory Lights
30 = Stellar Observatory Viewer, Control Setting Month
31 = Stellar Observatory Viewer, Control Setting Time
32 = Stellar Observatory Viewer, Control Setting Year
33 = Stellar Observatory Viewer, Target Day
34 = Stellar Observatory Viewer, Target Month
35 = Stellar Observatory Viewer, Target Time
36 = Stellar Observatory Viewer, Target Year
37 = Cabin Safe Combination
38 = Channelwood Tree Position
39 = Checksum? #1
40 = Checksum? #2
41 = Rocketship Music Puzzle Slider #1 Position
42 = Rocketship Music Puzzle Slider #2 Position
43 = Rocketship Music Puzzle Slider #3 Position
44 = Rocketship Music Puzzle Slider #4 Position
45 = Rocketship Music Puzzle Slider #5 Position
46 = Unknown #5
47 = Unknown #6
48 = Unknown #7
49 = Unknown #8
*/
uint16 myst_vars[50];
/* 7 Channelwood Specific Variables :
0 = Water Pump Bridge State
1 = Lower Walkway to Upper Walkway Elevator State
2 = Lower Walkway to Upper Walkway Spiral Stair Lower Door State
3 = Extendable Pipe State
4 = Water Valve States
5 = Achenar's Holoprojector Selection
6 = Lower Walkway to Upper Walkway Spiral Stair Upper Door State
*/
uint16 channelwood_vars[7];
/* 8 Mech Specific Variables :
0 = Achenar's Room Secret Panel State
1 = Sirrus' Room Secret Panel State
2 = Fortress Staircase State
3 = Fortress Elevator Rotation
4 = Code Lock Shape #1 (Left)
5 = Code Lock Shape #2
6 = Code Lock Shape #3
7 = Code Lock Shape #4 (Right)
*/
uint16 mech_vars[8];
/* 18 Selenitic Specific Variables :
0 = Sound Pickup At Water Pool
1 = Sound Pickup At Volcanic Crack
2 = Sound Pickup At Clock
3 = Sound Pickup At Crystal Rocks
4 = Sound Pickup At Windy Tunnel
5 = Sound Receiver Doors
6 = Windy Tunnel Lights
7 = Sound Receiver Current Input
8 = Sound Receiver Input #0 (Water Pool) Angle Value
9 = Sound Receiver Input #1 (Volcanic Crack) Angle Value
10 = Sound Receiver Input #2 (Clock) Angle Value
11 = Sound Receiver Input #3 (Crystal Rocks) Angle Value
12 = Sound Receiver Input #4 (Windy Tunnel) Angle Value
13 = Sound Lock Slider #1 (Left) Position
14 = Sound Lock Slider #2 Position
15 = Sound Lock Slider #3 Position
16 = Sound Lock Slider #4 Position
17 = Sound Lock Slider #5 (Right) Position
*/
uint16 selenitic_vars[18];
/* 14 Stoneship Specific Variables :
0 = Light State
1 = Unknown #1
2 = Unknown #2
3 = Water Pump State
4 = Lighthouse Trapdoor State
5 = Lighthouse Chest Water State
6 = Lighthouse Chest Valve State
7 = Lighthouse Chest Open State
8 = Lighthouse Trapdoor Key State
9 = Lighthouse Generator Power Level(?)
10 = Lighthouse Generator Power...?
11 = Lighthouse Generator Power Good
12 = Lighthouse Generator Power #1 ?
13 = Lighthouse Generator Power #2?
*/
uint16 stoneship_vars[14];
/* 1 Dunny Specific Variable :
0 = Outcome State
*/
uint16 dunny_vars[1];
// The values in these regions seem to be lists of resource IDs
// which correspond to VIEW resources i.e. cards
uint16 unknown_myst[31];
uint16 unknown_channelwood[37];
uint16 unknown_mech[18];
uint16 unknown_selenitic[30];
uint16 unknown_stoneship[22];
};
class MohawkEngine_Myst;
class MystSaveLoad {
public:
MystSaveLoad(MohawkEngine_Myst*, Common::SaveFileManager*);
~MystSaveLoad();
Common::StringList generateSaveGameList();
bool loadGame(Common::String);
bool saveGame(Common::String);
void deleteSave(Common::String);
void initMystVariables(MystVariables *_tv);
void debug_printMystVariables(MystVariables *_tv);
private:
MohawkEngine_Myst *_vm;
Common::SaveFileManager *_saveFileMan;
MystVariables *_v;
};
} // End of namespace Mohawk
#endif
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