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https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-26 11:22:17 -05:00
Automatically save after every scene transition (#984)
* Automatically save after every scene transition * Refactor and don't save in grottos * Don't save in cutscenes * Save after getting items as well * Fix paren
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@ -1267,6 +1267,12 @@ namespace SohImGui {
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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EnhancementCheckbox("Autosave", "gAutosave");
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Tooltip("Automatically save the game every time a new area is entered or item is obtained\n"
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"To disable saving when obtaining an item, manually set gAutosaveAllItems and gAutosaveMajorItems to 0\n"
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"gAutosaveAllItems takes priority over gAutosaveMajorItems if both are set to 1\n"
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"gAutosaveMajorItems excludes rupees and health/magic/ammo refills (but includes bombchus)");
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EXPERIMENTAL();
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EXPERIMENTAL();
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const char* fps_cvar = "gInterpolationFPS";
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const char* fps_cvar = "gInterpolationFPS";
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@ -1528,6 +1528,7 @@ s32 func_800C0CB8(GlobalContext* globalCtx);
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s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
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s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
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s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw);
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s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw);
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s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos);
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s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos);
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void Gameplay_PerformSave(GlobalContext* globalCtx);
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void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
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void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
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void PreRender_Init(PreRender* this);
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void PreRender_Init(PreRender* this);
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void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf);
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void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf);
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@ -2188,6 +2188,52 @@ u8 Item_Give(GlobalContext* globalCtx, u8 item) {
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osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp);
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osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp);
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INV_CONTENT(item) = item;
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INV_CONTENT(item) = item;
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// Autosave after getting items by default (cvars are not shown in the UI)
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if (CVar_GetS32("gAutosave", 0)) {
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if (CVar_GetS32("gAutosaveAllItems", 1)) {
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Gameplay_PerformSave(globalCtx);
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}
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else if (CVar_GetS32("gAutosaveMajorItems", 1)) {
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switch (item) {
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case ITEM_STICK:
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case ITEM_NUT:
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case ITEM_BOMB:
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case ITEM_BOW:
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case ITEM_SEEDS:
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case ITEM_FISHING_POLE:
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case ITEM_MAGIC_SMALL:
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case ITEM_MAGIC_LARGE:
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case ITEM_INVALID_4:
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case ITEM_INVALID_5:
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case ITEM_INVALID_6:
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case ITEM_INVALID_7:
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case ITEM_HEART:
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case ITEM_RUPEE_GREEN:
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case ITEM_RUPEE_BLUE:
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case ITEM_RUPEE_RED:
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case ITEM_RUPEE_PURPLE:
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case ITEM_RUPEE_GOLD:
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case ITEM_INVALID_8:
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case ITEM_STICKS_5:
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case ITEM_STICKS_10:
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case ITEM_NUTS_5:
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case ITEM_NUTS_10:
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case ITEM_BOMBS_5:
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case ITEM_BOMBS_10:
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case ITEM_BOMBS_20:
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case ITEM_BOMBS_30:
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case ITEM_ARROWS_SMALL:
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case ITEM_ARROWS_MEDIUM:
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case ITEM_ARROWS_LARGE:
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case ITEM_SEEDS_30:
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break;
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default:
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Gameplay_PerformSave(globalCtx);
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break;
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}
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}
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}
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return temp;
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return temp;
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}
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}
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@ -698,6 +698,11 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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gTrnsnUnkState = 0;
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gTrnsnUnkState = 0;
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R_UPDATE_RATE = 3;
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R_UPDATE_RATE = 3;
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}
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}
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// Don't autosave in grottos or cutscenes
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if (CVar_GetS32("gAutosave", 0) && (globalCtx->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (globalCtx->sceneNum != SCENE_KAKUSIANA) && (gSaveContext.cutsceneIndex == 0)) {
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Gameplay_PerformSave(globalCtx);
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}
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}
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}
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globalCtx->sceneLoadFlag = 0;
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globalCtx->sceneLoadFlag = 0;
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} else {
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} else {
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@ -1972,3 +1977,19 @@ s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) {
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return false;
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return false;
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}
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}
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}
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}
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void Gameplay_PerformSave(GlobalContext* globalCtx) {
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Gameplay_SaveSceneFlags(globalCtx);
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gSaveContext.savedSceneNum = globalCtx->sceneNum;
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if (gSaveContext.temporaryWeapon) {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_NONE;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
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Save_SaveFile();
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
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GET_PLAYER(globalCtx)->currentSwordItem = ITEM_SWORD_KOKIRI;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
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} else {
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Save_SaveFile();
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}
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}
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@ -3844,19 +3844,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx)
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} else {
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} else {
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Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0,
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Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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&D_801333E8);
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Gameplay_SaveSceneFlags(globalCtx);
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Gameplay_PerformSave(globalCtx);
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gSaveContext.savedSceneNum = globalCtx->sceneNum;
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if (gSaveContext.temporaryWeapon) {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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player->currentSwordItem = ITEM_NONE;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
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Save_SaveFile();
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
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player->currentSwordItem = ITEM_SWORD_KOKIRI;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
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} else {
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Save_SaveFile();
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}
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pauseCtx->unk_1EC = 4;
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pauseCtx->unk_1EC = 4;
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D_8082B25C = 3;
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D_8082B25C = 3;
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}
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}
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