mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-22 09:22:18 -05:00
Change autosave to use dropdown (#2550)
This commit is contained in:
parent
061e232685
commit
f481b86386
@ -11,10 +11,18 @@ extern void Play_PerformSave(PlayState* play);
|
||||
|
||||
void RegisterAutoSaveOnReceiveItemHook() {
|
||||
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnReceiveItem>([](u8 item) {
|
||||
if (CVarGetInteger("gAutosave", 0) && (gPlayState != NULL) && (gPlayState->sceneNum != SCENE_KENJYANOMA) && (gSaveContext.pendingSale == ITEM_NONE) && (gPlayState->sceneNum != SCENE_GANON_DEMO)) {
|
||||
if (CVarGetInteger("gAutosaveAllItems", 0)) {
|
||||
|
||||
// Don't autosave immediately after buying items from shops to prevent getting them for free!
|
||||
// Don't autosave in the Chamber of Sages since resuming from that map breaks the game
|
||||
// Don't autosave during the Ganon fight when picking up the Master Sword
|
||||
if ((CVarGetInteger("gAutosave", 0) > 0) && (gPlayState != NULL) && (gSaveContext.pendingSale == ITEM_NONE) &&
|
||||
(gPlayState->sceneNum != SCENE_KENJYANOMA) && (gPlayState->sceneNum != SCENE_GANON_DEMO)) {
|
||||
if ((CVarGetInteger("gAutosave", 0) == 2) || (CVarGetInteger("gAutosave", 0) == 5)) {
|
||||
// Autosave for all items
|
||||
Play_PerformSave(gPlayState);
|
||||
} else if (CVarGetInteger("gAutosaveMajorItems", 1)) {
|
||||
|
||||
} else if ((CVarGetInteger("gAutosave", 0) == 1) || (CVarGetInteger("gAutosave", 0) == 4)) {
|
||||
// Autosave for major items
|
||||
switch (item) {
|
||||
case ITEM_STICK:
|
||||
case ITEM_NUT:
|
||||
|
@ -814,12 +814,23 @@ namespace GameMenuBar {
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
UIWidgets::PaddedEnhancementCheckbox("Autosave", "gAutosave", true, false);
|
||||
UIWidgets::Tooltip("Automatically save the game every time a new area is entered or item is obtained\n"
|
||||
"To disable saving when obtaining a major item, manually set gAutosaveMajorItems to 0\n"
|
||||
"To enable saving when obtaining any item, manually set gAutosaveAllItems to 1\n"
|
||||
"gAutosaveAllItems takes priority over gAutosaveMajorItems if both are set to 1\n"
|
||||
"gAutosaveMajorItems excludes rupees and health/magic/ammo refills (but includes bombchus)");
|
||||
UIWidgets::PaddedSeparator(false, true);
|
||||
|
||||
// Autosave enum value of 1 is the default in presets and the old checkbox "on" state for backwards compatibility
|
||||
const uint16_t selectedAutosaveId = CVarGetInteger("gAutosave", 0);
|
||||
std::string autosaveLabels[] = { "Off", "New Location + Major Item", "New Location + Any Item", "New Location", "Major Item", "Any Item" };
|
||||
UIWidgets::PaddedText("Autosave", false, true);
|
||||
if (ImGui::BeginCombo("##AutosaveComboBox", autosaveLabels[selectedAutosaveId].c_str())) {
|
||||
for (int index = 0; index < sizeof(autosaveLabels) / sizeof(autosaveLabels[0]); index++) {
|
||||
if (ImGui::Selectable(autosaveLabels[index].c_str(), index == selectedAutosaveId)) {
|
||||
CVarSetInteger("gAutosave", index);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
UIWidgets::Tooltip("Automatically save the game every time a new area is entered and/or item is obtained\n"
|
||||
"Major items exclude rupees and health/magic/ammo refills (but include bombchus unless bombchu drops are enabled)");
|
||||
|
||||
UIWidgets::Spacer(0);
|
||||
|
||||
|
@ -870,9 +870,11 @@ void Play_Update(PlayState* play) {
|
||||
R_UPDATE_RATE = 3;
|
||||
}
|
||||
|
||||
// Don't autosave in grottos or cutscenes
|
||||
// Also don't save when you first load a file
|
||||
if (CVarGetInteger("gAutosave", 0) && (gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) &&
|
||||
// Autosave on area transition unless you're in a cutscene or a grotto since resuming from grottos breaks the game
|
||||
// Also don't save when you first load a file to prevent consumables like magic from being lost
|
||||
// Also don't save if there's a pending shop sale to prevent getting the item for a discount!
|
||||
if ((CVarGetInteger("gAutosave", 0) >= 1) && (CVarGetInteger("gAutosave", 0) <= 3) &&
|
||||
(gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) && (gSaveContext.pendingSale == ITEM_NONE) &&
|
||||
(play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA) && (play->sceneNum != SCENE_KENJYANOMA)) {
|
||||
Play_PerformSave(play);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user