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prevent remember save location in dungeons/boss rooms (#3983)
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@ -398,6 +398,11 @@ void Entrance_SetSavewarpEntrance(void) {
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gSaveContext.entranceIndex = 0x0486; // Gerudo Fortress -> Thieve's Hideout spawn 0
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} else if (scene == SCENE_LINKS_HOUSE) {
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gSaveContext.entranceIndex = Entrance_OverrideNextIndex(LINK_HOUSE_SAVEWARP_ENTRANCE);
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} else if (CVarGetInteger("gRememberSaveLocation", 0) && scene != SCENE_FAIRYS_FOUNTAIN && scene != SCENE_GROTTOS &&
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// Use the saved entrance value with remember save location, except when in grottos/fairy fountains or if
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// the entrance index is -1 (new save)
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gSaveContext.entranceIndex != -1) {
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return;
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} else if (LINK_IS_CHILD) {
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gSaveContext.entranceIndex = Entrance_OverrideNextIndex(LINK_HOUSE_SAVEWARP_ENTRANCE); // Child Overworld Spawn
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} else {
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@ -558,7 +558,7 @@ void DrawEnhancementsMenu() {
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UIWidgets::Tooltip("Pierre appears when Ocarina is pulled out. Requires learning scarecrow song.");
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UIWidgets::PaddedEnhancementCheckbox("Remember Save Location", "gRememberSaveLocation", true, false);
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UIWidgets::Tooltip("When loading a save, places Link at the last entrance he went through.\n"
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"This doesn't work if the save was made in a grotto.");
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"This doesn't work if the save was made in grottos/fairy fountains or dungeons.");
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UIWidgets::PaddedEnhancementCheckbox("Skip Magic Arrow Equip Animation", "gSkipArrowAnimation", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Skip save confirmation", "gSkipSaveConfirmation", true, false);
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UIWidgets::Tooltip("Skip the \"Game saved.\" confirmation screen");
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@ -59,65 +59,68 @@ void Sram_OpenSave() {
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Save_LoadFile();
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if (!CVarGetInteger("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_FAIRYS_FOUNTAIN ||
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gSaveContext.savedSceneNum == SCENE_GROTTOS) {
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switch (gSaveContext.savedSceneNum) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum];
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break;
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case SCENE_DEKU_TREE_BOSS:
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gSaveContext.entranceIndex = 0;
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break;
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case SCENE_DODONGOS_CAVERN_BOSS:
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gSaveContext.entranceIndex = 4;
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break;
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case SCENE_JABU_JABU_BOSS:
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gSaveContext.entranceIndex = 0x28;
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break;
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case SCENE_FOREST_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x169;
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break;
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case SCENE_FIRE_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x165;
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break;
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case SCENE_WATER_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x10;
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break;
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case SCENE_SPIRIT_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x82;
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break;
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x37;
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break;
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_GANONDORF_BOSS:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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case SCENE_GANON_BOSS:
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gSaveContext.entranceIndex = 0x41B;
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break;
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switch (gSaveContext.savedSceneNum) {
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum];
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break;
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case SCENE_DEKU_TREE_BOSS:
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gSaveContext.entranceIndex = 0;
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break;
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case SCENE_DODONGOS_CAVERN_BOSS:
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gSaveContext.entranceIndex = 4;
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break;
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case SCENE_JABU_JABU_BOSS:
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gSaveContext.entranceIndex = 0x28;
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break;
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case SCENE_FOREST_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x169;
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break;
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case SCENE_FIRE_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x165;
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break;
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case SCENE_WATER_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x10;
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break;
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case SCENE_SPIRIT_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x82;
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break;
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.entranceIndex = 0x37;
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break;
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_GANONDORF_BOSS:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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case SCENE_GANON_BOSS:
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gSaveContext.entranceIndex = 0x41B;
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break;
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default:
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if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
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gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4;
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} else {
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gSaveContext.entranceIndex = 0xBB;
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}
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default:
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// Use the saved entrance value with remember save location, except when in grottos/fairy fountains
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if (CVarGetInteger("gRememberSaveLocation", 0) && gSaveContext.savedSceneNum != SCENE_FAIRYS_FOUNTAIN &&
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gSaveContext.savedSceneNum != SCENE_GROTTOS) {
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break;
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}
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}
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if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
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gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4;
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} else {
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gSaveContext.entranceIndex = 0xBB;
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}
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break;
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}
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osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
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@ -3036,11 +3036,7 @@ void FileChoose_LoadGame(GameState* thisx) {
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Entrance_Init();
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// Handle randomized spawn positions after the save context has been setup from load
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// When remeber save location is on, set save warp if the save was in an a grotto, or
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// the entrance index is -1 from shuffle overwarld spawn
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if (Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES) && ((!CVarGetInteger("gRememberSaveLocation", 0) ||
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gSaveContext.savedSceneNum == SCENE_FAIRYS_FOUNTAIN || gSaveContext.savedSceneNum == SCENE_GROTTOS) ||
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(CVarGetInteger("gRememberSaveLocation", 0) && Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS) && gSaveContext.entranceIndex == -1))) {
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if (Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
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Entrance_SetSavewarpEntrance();
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}
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}
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