fix quest assignment (#3343)

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Adam Bird 2023-11-04 17:52:09 -04:00 committed by GitHub
parent 25f05e68b3
commit 44ee6da0aa
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 17 additions and 20 deletions

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@ -279,14 +279,13 @@ typedef struct {
/* 0x1420 */ s16 worldMapArea; /* 0x1420 */ s16 worldMapArea;
/* 0x1422 */ s16 sunsSongState; // controls the effects of suns song /* 0x1422 */ s16 sunsSongState; // controls the effects of suns song
/* 0x1424 */ s16 healthAccumulator; /* 0x1424 */ s16 healthAccumulator;
/* 0x1426 */ u16 pendingSale;
/* 0x1428 */ u16 pendingSaleMod;
// #region SOH [General] // #region SOH [General]
// Upstream TODO: Move these to their own struct or name to more obviously specific to SoH // Upstream TODO: Move these to their own struct or name to more obviously specific to SoH
/* */ u16 pendingSale;
/* */ u16 pendingSaleMod;
/* */ uint8_t questId; /* */ uint8_t questId;
/* */ uint32_t isBossRushPaused; /* */ uint32_t isBossRushPaused;
/* */ uint8_t bossRushOptions[BOSSRUSH_OPTIONS_AMOUNT]; /* */ uint8_t bossRushOptions[BOSSRUSH_OPTIONS_AMOUNT];
/* */ u8 mqDungeonCount;
/* */ u8 pendingIceTrapCount; /* */ u8 pendingIceTrapCount;
/* */ SohStats sohStats; /* */ SohStats sohStats;
/* */ FaroresWindData backupFW; /* */ FaroresWindData backupFW;
@ -322,6 +321,7 @@ typedef struct {
/* */ u32 finalSeed; /* */ u32 finalSeed;
/* */ u8 seedIcons[5]; /* */ u8 seedIcons[5];
/* */ u16 randomizerInf[10]; /* */ u16 randomizerInf[10];
/* */ u8 mqDungeonCount;
/* */ u16 adultTradeItems; /* */ u16 adultTradeItems;
/* */ u8 triforcePiecesCollected; /* */ u8 triforcePiecesCollected;
// #endregion // #endregion

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@ -291,6 +291,7 @@ void BossRush_InitSave() {
gSaveContext.playerName[i] = brPlayerName[i]; gSaveContext.playerName[i] = brPlayerName[i];
} }
gSaveContext.questId = QUEST_BOSSRUSH;
gSaveContext.isBossRushPaused = 1; gSaveContext.isBossRushPaused = 1;
gSaveContext.entranceIndex = 107; gSaveContext.entranceIndex = 107;
gSaveContext.cutsceneIndex = 0x8000; gSaveContext.cutsceneIndex = 0x8000;

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@ -603,13 +603,11 @@ void SaveManager::InitFileNormal() {
gSaveContext.backupFW = gSaveContext.fw; gSaveContext.backupFW = gSaveContext.fw;
gSaveContext.pendingSale = ITEM_NONE; gSaveContext.pendingSale = ITEM_NONE;
gSaveContext.pendingSaleMod = MOD_NONE; gSaveContext.pendingSaleMod = MOD_NONE;
gSaveContext.isBossRushPaused = 0;
gSaveContext.pendingIceTrapCount = 0;
// Boss Rush is set ahead of time in z_file_choose, otherwise init the save with the normal quest // Init with normal quest unless only an MQ rom is provided
if (IS_BOSS_RUSH) { gSaveContext.questId = OTRGlobals::Instance->HasOriginal() ? QUEST_NORMAL : QUEST_MASTER;
BossRush_InitSave();
} else {
gSaveContext.questId = QUEST_NORMAL;
}
//RANDOTODO (ADD ITEMLOCATIONS TO GSAVECONTEXT) //RANDOTODO (ADD ITEMLOCATIONS TO GSAVECONTEXT)
} }

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@ -1202,7 +1202,7 @@ void Play_Update(PlayState* play) {
play->gameplayFrames++; play->gameplayFrames++;
// Gameplay stat tracking // Gameplay stat tracking
if (!gSaveContext.sohStats.gameComplete && if (!gSaveContext.sohStats.gameComplete &&
(!IS_BOSS_RUSH || (IS_BOSS_RUSH && !gSaveContext.isBossRushPaused))) { (!IS_BOSS_RUSH || !gSaveContext.isBossRushPaused)) {
gSaveContext.sohStats.playTimer++; gSaveContext.sohStats.playTimer++;
gSaveContext.sohStats.sceneTimer++; gSaveContext.sohStats.sceneTimer++;
gSaveContext.sohStats.roomTimer++; gSaveContext.sohStats.roomTimer++;

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@ -10,6 +10,8 @@
void Save_LoadFile(void); void Save_LoadFile(void);
void BossRush_InitSave(void);
/** /**
* Initialize new save. * Initialize new save.
* This save has an empty inventory with 3 hearts and single magic. * This save has an empty inventory with 3 hearts and single magic.
@ -33,6 +35,7 @@ void Sram_InitDebugSave(void) {
void Sram_InitBossRushSave(void) { void Sram_InitBossRushSave(void) {
Save_InitFile(false); Save_InitFile(false);
BossRush_InitSave();
} }
/** /**
@ -221,11 +224,15 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
gSaveContext.n64ddFlag = fileChooseCtx->n64ddFlag; gSaveContext.n64ddFlag = fileChooseCtx->n64ddFlag;
if (fileChooseCtx->questType[fileChooseCtx->buttonIndex] == QUEST_RANDOMIZER && u8 currentQuest = fileChooseCtx->questType[fileChooseCtx->buttonIndex];
if (currentQuest == QUEST_RANDOMIZER &&
strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) { strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) {
gSaveContext.questId = QUEST_RANDOMIZER; gSaveContext.questId = QUEST_RANDOMIZER;
Randomizer_InitSaveFile(); Randomizer_InitSaveFile();
} else if (currentQuest == QUEST_MASTER) {
gSaveContext.questId = QUEST_MASTER;
} }
Save_SaveFile(); Save_SaveFile();

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@ -1293,8 +1293,6 @@ void FileChoose_UpdateQuestMenu(GameState* thisx) {
if (CHECK_BTN_ALL(input->press.button, BTN_A)) { if (CHECK_BTN_ALL(input->press.button, BTN_A)) {
gSaveContext.questId = this->questType[this->buttonIndex]; gSaveContext.questId = this->questType[this->buttonIndex];
gSaveContext.isBossRushPaused = false;
if (this->questType[this->buttonIndex] == QUEST_BOSSRUSH) { if (this->questType[this->buttonIndex] == QUEST_BOSSRUSH) {
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->prevConfigMode = this->configMode; this->prevConfigMode = this->configMode;
@ -2819,10 +2817,6 @@ void FileChoose_ConfirmFile(GameState* thisx) {
if (this->confirmButtonIndex == FS_BTN_CONFIRM_YES) { if (this->confirmButtonIndex == FS_BTN_CONFIRM_YES) {
func_800AA000(300.0f, 180, 20, 100); func_800AA000(300.0f, 180, 20, 100);
Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8); Audio_PlaySoundGeneral(NA_SE_SY_FSEL_DECIDE_L, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
// Reset Boss Rush because it's only ever saved in memory.
if (IS_BOSS_RUSH) {
gSaveContext.questId = QUEST_NORMAL;
}
this->selectMode = SM_FADE_OUT; this->selectMode = SM_FADE_OUT;
func_800F6964(0xF); func_800F6964(0xF);
} else { } else {

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@ -4307,9 +4307,6 @@ void KaleidoScope_Update(PlayState* play)
osSyncPrintf(VT_RST); osSyncPrintf(VT_RST);
} else { } else {
play->state.running = 0; play->state.running = 0;
if (IS_BOSS_RUSH) {
gSaveContext.questId = QUEST_NORMAL;
}
SET_NEXT_GAMESTATE(&play->state, Opening_Init, OpeningContext); SET_NEXT_GAMESTATE(&play->state, Opening_Init, OpeningContext);
GameInteractor_ExecuteOnExitGame(gSaveContext.fileNum); GameInteractor_ExecuteOnExitGame(gSaveContext.fileNum);
} }