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[Feature] Remove performDelayedSave
functionality from Autosave (#3387)
* Removes delayed save functionality, making autosave work everywhere except Ganon and Chamber of Sages scenes. * Change AutoSave comment to remove the scenarios we no longer block autosave in. * handle temp B on saving outside of kaleido --------- Co-authored-by: Adam Bird <archez39@me.com>
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@ -35,8 +35,6 @@ extern PlayState* gPlayState;
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extern void Overlay_DisplayText(float duration, const char* text);
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uint32_t ResourceMgr_IsSceneMasterQuest(s16 sceneNum);
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}
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bool performDelayedSave = false;
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bool performSave = false;
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// TODO: When there's more uses of something like this, create a new GI::RawAction?
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void ReloadSceneTogglingLinkAge() {
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@ -258,14 +256,12 @@ void RegisterOcarinaTimeTravel() {
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void AutoSave(GetItemEntry itemEntry) {
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u8 item = itemEntry.itemId;
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bool performSave = false;
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// Don't autosave immediately after buying items from shops to prevent getting them for free!
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// Don't autosave in the Chamber of Sages since resuming from that map breaks the game
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// Don't autosave during the Ganon fight when picking up the Master Sword
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// Don't autosave in the fishing pond to prevent getting rod on B outside of the pond
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// Don't autosave in the bombchu bowling alley to prevent having chus on B outside of the minigame
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// Don't autosave in grottos since resuming from grottos breaks the game.
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if ((CVarGetInteger("gAutosave", AUTOSAVE_OFF) != AUTOSAVE_OFF) && (gPlayState != NULL) && (gSaveContext.pendingSale == ITEM_NONE) &&
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(gPlayState->gameplayFrames > 60 && gSaveContext.cutsceneIndex < 0xFFF0) && (gPlayState->sceneNum != SCENE_GANON_BOSS)) {
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(gPlayState->gameplayFrames > 60 && gSaveContext.cutsceneIndex < 0xFFF0) && (gPlayState->sceneNum != SCENE_GANON_BOSS) && (gPlayState->sceneNum != SCENE_CHAMBER_OF_THE_SAGES)) {
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if (((CVarGetInteger("gAutosave", AUTOSAVE_OFF) == AUTOSAVE_LOCATION_AND_ALL_ITEMS) || (CVarGetInteger("gAutosave", AUTOSAVE_OFF) == AUTOSAVE_ALL_ITEMS)) && (item != ITEM_NONE)) {
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// Autosave for all items
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performSave = true;
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@ -326,25 +322,9 @@ void AutoSave(GetItemEntry itemEntry) {
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CVarGetInteger("gAutosave", AUTOSAVE_OFF) == AUTOSAVE_LOCATION) {
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performSave = true;
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}
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if (gPlayState->sceneNum == SCENE_FAIRYS_FOUNTAIN || gPlayState->sceneNum == SCENE_GROTTOS ||
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gPlayState->sceneNum == SCENE_CHAMBER_OF_THE_SAGES || gPlayState->sceneNum == SCENE_FISHING_POND ||
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gPlayState->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) {
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if (CVarGetInteger("gAutosave", AUTOSAVE_OFF) == AUTOSAVE_LOCATION_AND_MAJOR_ITEMS ||
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CVarGetInteger("gAutosave", AUTOSAVE_OFF) == AUTOSAVE_LOCATION_AND_ALL_ITEMS ||
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CVarGetInteger("gAutosave", AUTOSAVE_OFF) == AUTOSAVE_LOCATION) {
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performSave = false;
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return;
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}
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if (performSave) {
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performSave = false;
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performDelayedSave = true;
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}
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return;
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}
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if (performSave || performDelayedSave) {
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Play_PerformSave(gPlayState);
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performSave = false;
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performDelayedSave = false;
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}
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}
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}
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@ -2329,8 +2329,28 @@ void Play_PerformSave(PlayState* play) {
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if (play != NULL && gSaveContext.fileNum != 0xFF) {
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Play_SaveSceneFlags(play);
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gSaveContext.savedSceneNum = play->sceneNum;
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// Track values from temp B
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uint8_t prevB = gSaveContext.equips.buttonItems[0];
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uint8_t prevStatus = gSaveContext.buttonStatus[0];
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// Replicate the B button restore from minigames/epona that kaleido does
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if (gSaveContext.equips.buttonItems[0] == ITEM_SLINGSHOT ||
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gSaveContext.equips.buttonItems[0] == ITEM_BOW ||
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gSaveContext.equips.buttonItems[0] == ITEM_BOMBCHU ||
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gSaveContext.equips.buttonItems[0] == ITEM_FISHING_POLE ||
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(gSaveContext.equips.buttonItems[0] == ITEM_NONE && !Flags_GetInfTable(INFTABLE_SWORDLESS))) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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Interface_RandoRestoreSwordless();
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}
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Save_SaveFile();
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// Restore temp B values back
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gSaveContext.equips.buttonItems[0] = prevB;
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gSaveContext.buttonStatus[0] = prevStatus;
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uint8_t triforceHuntCompleted =
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IS_RANDO &&
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gSaveContext.triforcePiecesCollected == Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT_PIECES_REQUIRED) &&
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