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Change autosave to use dropdown (#2550)
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@ -11,10 +11,18 @@ extern void Play_PerformSave(PlayState* play);
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void RegisterAutoSaveOnReceiveItemHook() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnReceiveItem>([](u8 item) {
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if (CVarGetInteger("gAutosave", 0) && (gPlayState != NULL) && (gPlayState->sceneNum != SCENE_KENJYANOMA) && (gSaveContext.pendingSale == ITEM_NONE) && (gPlayState->sceneNum != SCENE_GANON_DEMO)) {
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if (CVarGetInteger("gAutosaveAllItems", 0)) {
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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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if ((CVarGetInteger("gAutosave", 0) > 0) && (gPlayState != NULL) && (gSaveContext.pendingSale == ITEM_NONE) &&
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(gPlayState->sceneNum != SCENE_KENJYANOMA) && (gPlayState->sceneNum != SCENE_GANON_DEMO)) {
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if ((CVarGetInteger("gAutosave", 0) == 2) || (CVarGetInteger("gAutosave", 0) == 5)) {
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// Autosave for all items
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Play_PerformSave(gPlayState);
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} else if (CVarGetInteger("gAutosaveMajorItems", 1)) {
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} else if ((CVarGetInteger("gAutosave", 0) == 1) || (CVarGetInteger("gAutosave", 0) == 4)) {
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// Autosave for major items
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switch (item) {
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case ITEM_STICK:
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case ITEM_NUT:
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@ -814,12 +814,23 @@ namespace GameMenuBar {
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ImGui::EndMenu();
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}
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UIWidgets::PaddedEnhancementCheckbox("Autosave", "gAutosave", true, false);
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UIWidgets::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 a major item, manually set gAutosaveMajorItems to 0\n"
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"To enable saving when obtaining any item, manually set gAutosaveAllItems to 1\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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UIWidgets::PaddedSeparator(false, true);
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// Autosave enum value of 1 is the default in presets and the old checkbox "on" state for backwards compatibility
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const uint16_t selectedAutosaveId = CVarGetInteger("gAutosave", 0);
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std::string autosaveLabels[] = { "Off", "New Location + Major Item", "New Location + Any Item", "New Location", "Major Item", "Any Item" };
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UIWidgets::PaddedText("Autosave", false, true);
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if (ImGui::BeginCombo("##AutosaveComboBox", autosaveLabels[selectedAutosaveId].c_str())) {
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for (int index = 0; index < sizeof(autosaveLabels) / sizeof(autosaveLabels[0]); index++) {
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if (ImGui::Selectable(autosaveLabels[index].c_str(), index == selectedAutosaveId)) {
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CVarSetInteger("gAutosave", index);
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}
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}
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ImGui::EndCombo();
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}
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UIWidgets::Tooltip("Automatically save the game every time a new area is entered and/or item is obtained\n"
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"Major items exclude rupees and health/magic/ammo refills (but include bombchus unless bombchu drops are enabled)");
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UIWidgets::Spacer(0);
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@ -870,9 +870,11 @@ void Play_Update(PlayState* play) {
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R_UPDATE_RATE = 3;
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}
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// Don't autosave in grottos or cutscenes
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// Also don't save when you first load a file
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if (CVarGetInteger("gAutosave", 0) && (gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) &&
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// Autosave on area transition unless you're in a cutscene or a grotto since resuming from grottos breaks the game
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// Also don't save when you first load a file to prevent consumables like magic from being lost
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// Also don't save if there's a pending shop sale to prevent getting the item for a discount!
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if ((CVarGetInteger("gAutosave", 0) >= 1) && (CVarGetInteger("gAutosave", 0) <= 3) &&
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(gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) && (gSaveContext.pendingSale == ITEM_NONE) &&
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(play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA) && (play->sceneNum != SCENE_KENJYANOMA)) {
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Play_PerformSave(play);
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}
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