mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
24a0b50ac3
svn-id: r54776
242 lines
7.2 KiB
C++
242 lines
7.2 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef MYST_SAVELOAD_H
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#define MYST_SAVELOAD_H
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#include "common/savefile.h"
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#include "common/file.h"
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#include "common/str.h"
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namespace Mohawk {
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// These are left as uint16 currently, rather than
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// being changed to bool etc. to save memory.
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// This is because the exact structure
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// is subject to change and the code to implement
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// opcodes to access them is simpler this way..
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struct MystVariables {
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MystVariables() { memset(this, 0, sizeof(MystVariables)); }
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/* 8 Game Global Variables :
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0 = Unknown - Fixed at 2
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1 = Current Age / Stack
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2 = Page Being Held
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3 = Unknown - Fixed at 1
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4 = Slide Transitions
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5 = Zip Mode
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6 = Red Pages in Book
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7 = Blue Pages in Book
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*/
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struct Globals {
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uint16 u0;
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uint16 currentAge;
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uint16 heldPage;
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uint16 u1;
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uint16 transitions;
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uint16 zipMode;
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uint16 redPagesInBook;
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uint16 bluePagesInBook;
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} globals;
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/* 50 Myst Specific Variables :
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0 = Marker Switch Near Cabin
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1 = Marker Switch Near Clock Tower
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2 = Marker Switch on Dock
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3 = Marker Switch Near Ship Pool
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4 = Marker Switch Near Cogs
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5 = Marker Switch Near Generator Room
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6 = Marker Switch Near Stellar Observatory
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7 = Marker Switch Near Rocket Ship
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8 = Fireplace, Opened Green Book Before
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9 = Ship State
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10 = Cabin Gas Valve Position
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11 = Clock Tower Hour Hand Position
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12 = Clock Tower Minute Hand Position
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13 = Clock Tower Puzzle Solved / Cogs Open
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14 = Clock Tower Gear Bridge
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15 = Generator Breaker State
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16 = Generator Button State
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17 = Generator Voltage State
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18 = Library Bookcase Door
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19 = Dock Imager Numeric Selection
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20 = Dock Imager Active
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21 = Unknown #1 - Fixed at 0
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22 = Unknown #2 - Fixed at 0
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23 = Unknown #3 - Fixed at 0
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24 = Unknown #4 - Fixed at 0
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25 = Tower Rotation Angle
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26 = Boxes For Ship Float Puzzle
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27 = Tree Boiler Pilot Light Lit
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28 = Stellar Observatory Viewer, Control Setting Day
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29 = Stellar Observatory Lights
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30 = Stellar Observatory Viewer, Control Setting Month
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31 = Stellar Observatory Viewer, Control Setting Time
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32 = Stellar Observatory Viewer, Control Setting Year
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33 = Stellar Observatory Viewer, Target Day
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34 = Stellar Observatory Viewer, Target Month
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35 = Stellar Observatory Viewer, Target Time
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36 = Stellar Observatory Viewer, Target Year
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37 = Cabin Safe Combination
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38 = Channelwood Tree Position
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39 = Checksum? #1
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40 = Checksum? #2
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41 = Rocketship Music Puzzle Slider #1 Position
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42 = Rocketship Music Puzzle Slider #2 Position
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43 = Rocketship Music Puzzle Slider #3 Position
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44 = Rocketship Music Puzzle Slider #4 Position
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45 = Rocketship Music Puzzle Slider #5 Position
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46 = Unknown #5
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47 = Unknown #6
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48 = Unknown #7
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49 = Unknown #8
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*/
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uint16 myst_vars[50];
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struct Myst {
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uint16 generatorBreakers;
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uint16 generatorButtons;
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uint16 generatorVoltage;
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uint16 rocketSliderPosition[5];
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} myst;
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/* 7 Channelwood Specific Variables :
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0 = Water Pump Bridge State
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1 = Lower Walkway to Upper Walkway Elevator State
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2 = Lower Walkway to Upper Walkway Spiral Stair Lower Door State
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3 = Extendable Pipe State
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4 = Water Valve States
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5 = Achenar's Holoprojector Selection
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6 = Lower Walkway to Upper Walkway Spiral Stair Upper Door State
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*/
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uint16 channelwood_vars[7];
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/* 8 Mech Specific Variables :
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0 = Achenar's Room Secret Panel State
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1 = Sirrus' Room Secret Panel State
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2 = Fortress Staircase State
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3 = Fortress Elevator Rotation
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4 = Code Lock Shape #1 (Left)
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5 = Code Lock Shape #2
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6 = Code Lock Shape #3
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7 = Code Lock Shape #4 (Right)
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*/
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uint16 mech_vars[8];
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/* 18 Selenitic Specific Variables :
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0 = Sound Pickup At Water Pool
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1 = Sound Pickup At Volcanic Crack
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2 = Sound Pickup At Clock
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3 = Sound Pickup At Crystal Rocks
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4 = Sound Pickup At Windy Tunnel
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5 = Sound Receiver Doors
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6 = Windy Tunnel Lights
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7 = Sound Receiver Current Input
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8 = Sound Receiver Input #0 (Water Pool) Angle Value
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9 = Sound Receiver Input #1 (Volcanic Crack) Angle Value
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10 = Sound Receiver Input #2 (Clock) Angle Value
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11 = Sound Receiver Input #3 (Crystal Rocks) Angle Value
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12 = Sound Receiver Input #4 (Windy Tunnel) Angle Value
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13 = Sound Lock Slider #1 (Left) Position
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14 = Sound Lock Slider #2 Position
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15 = Sound Lock Slider #3 Position
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16 = Sound Lock Slider #4 Position
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17 = Sound Lock Slider #5 (Right) Position
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*/
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struct Selenitic {
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uint32 emitterEnabledWater;
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uint32 emitterEnabledVolcano;
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uint32 emitterEnabledClock;
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uint32 emitterEnabledCrystal;
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uint32 emitterEnabledWind;
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uint32 soundReceiverOpened;
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uint32 tunnelLightsSwitchedOn;
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uint16 soundReceiverCurrentSource;
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uint16 soundReceiverPositions[5];
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uint16 soundLockSliderPositions[5];
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} selenitic;
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/* 14 Stoneship Specific Variables :
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0 = Light State
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1 = Unknown #1
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2 = Unknown #2
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3 = Water Pump State
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4 = Lighthouse Trapdoor State
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5 = Lighthouse Chest Water State
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6 = Lighthouse Chest Valve State
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7 = Lighthouse Chest Open State
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8 = Lighthouse Trapdoor Key State
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9 = Lighthouse Generator Power Level(?)
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10 = Lighthouse Generator Power...?
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11 = Lighthouse Generator Power Good
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12 = Lighthouse Generator Power #1 ?
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13 = Lighthouse Generator Power #2?
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*/
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uint16 stoneship_vars[14];
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/* 1 Dunny Specific Variable :
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0 = Outcome State
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*/
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uint16 dunny_vars[1];
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// The values in these regions seem to be lists of resource IDs
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// which correspond to VIEW resources i.e. cards
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uint16 unknown_myst[31];
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uint16 unknown_channelwood[37];
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uint16 unknown_mech[18];
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uint16 unknown_selenitic[30];
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uint16 unknown_stoneship[22];
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};
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class MohawkEngine_Myst;
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class MystSaveLoad {
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public:
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MystSaveLoad(MohawkEngine_Myst*, Common::SaveFileManager*);
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~MystSaveLoad();
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Common::StringArray generateSaveGameList();
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bool loadGame(const Common::String &);
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bool saveGame(const Common::String &);
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void deleteSave(const Common::String &);
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void initMystVariables(MystVariables *_tv);
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void debug_printMystVariables(MystVariables *_tv);
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MystVariables *_v;
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private:
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MohawkEngine_Myst *_vm;
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Common::SaveFileManager *_saveFileMan;
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};
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} // End of namespace Mohawk
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#endif
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