scummvm/engines/mohawk/myst_vars.cpp
2010-02-18 23:31:51 +00:00

579 lines
24 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.
*
* $URL$
* $Id$
*
*/
#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, 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