mirror of
https://github.com/HarbourMasters/Shipwright.git
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778f548b01
* Refactor `Vec2f`, `Vec3f`, `Vec3s` in `z64math` to avoid reserved identifiers. * Include `z64save` in SaveManager, which requires encapsulating `#include gameplaystats.h` and `InitStatTracker` in the cpp to fix compile issues. Adds SaveContext reference parameters to SaveFunc and existing implementations in preparation for threaded saves. * Threaded saves fully implemented. Platform-specific save code removed. Thread safety added. Will wait for thread pool tasks to finish before resetting or closing. * Converted gSaveContext copy for save threads to the heap with `new`, deleted at the end of the threaded function to prevent possible issues with the stack. * Turns out leaving the call to `ThreadPoolWait` in a `GameInteractor::OnExitGame` hook seems to be just fine. * Removed unnecessary references to `SaveManager::ThreadPoolWait()`, game hooks are the only places it's called now. * Re-added WiiU/Switch performance save code. * Added call to `SaveManager::ThreadPoolWait` in `Sram_InitSave` to prevent trying to load a newly "created" save before the save file was actually written. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev>
237 lines
8.3 KiB
C
237 lines
8.3 KiB
C
#include "global.h"
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#include "vt.h"
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#include <string.h>
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#include "soh/Enhancements/randomizer/randomizer_entrance.h"
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#include "soh/Enhancements/randomizer/savefile.h"
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#define NUM_DUNGEONS 8
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#define NUM_COWS 10
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/**
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* Initialize new save.
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* This save has an empty inventory with 3 hearts and single magic.
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*/
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void Sram_InitNewSave(void) {
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Save_InitFile(false);
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}
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/**
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* Initialize debug save. This is also used on the Title Screen
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* This save has a mostly full inventory with 10 hearts and single magic.
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*
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* Some noteable flags that are set:
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* Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened,
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* used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched,
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* and set water level in Water Temple to lowest level.
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*/
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void Sram_InitDebugSave(void) {
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Save_InitFile(true);
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}
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/**
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* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
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* This includes:
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* - Set proper entrance depending on where the game was saved
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* - If health is less than 3 hearts, give 3 hearts
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* - If either scarecrow song is set, copy them from save context to the proper location
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* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
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* - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?)
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* - Revert any trade items that spoil
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*/
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void Sram_OpenSave() {
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static s16 dungeonEntrances[] = {
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0x0000, 0x0004, 0x0028, 0x0169, 0x0165, 0x0010, 0x0082, 0x0037,
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0x0098, 0x0088, 0x041B, 0x0008, 0x0486, 0x0467, 0x0179, 0x056C,
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};
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u16 i;
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u16 j;
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u8* ptr;
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Save_LoadFile();
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if (!CVarGetInteger("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_YOUSEI_IZUMI_TATE ||
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gSaveContext.savedSceneNum == SCENE_KAKUSIANA) {
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switch (gSaveContext.savedSceneNum) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_GANON:
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case SCENE_MEN:
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case SCENE_GERUDOWAY:
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case SCENE_GANONTIKA:
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gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum];
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break;
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case SCENE_YDAN_BOSS:
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gSaveContext.entranceIndex = 0;
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break;
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case SCENE_DDAN_BOSS:
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gSaveContext.entranceIndex = 4;
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break;
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case SCENE_BDAN_BOSS:
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gSaveContext.entranceIndex = 0x28;
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break;
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case SCENE_MORIBOSSROOM:
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gSaveContext.entranceIndex = 0x169;
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break;
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case SCENE_FIRE_BS:
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gSaveContext.entranceIndex = 0x165;
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break;
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case SCENE_MIZUSIN_BS:
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gSaveContext.entranceIndex = 0x10;
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break;
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case SCENE_JYASINBOSS:
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gSaveContext.entranceIndex = 0x82;
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break;
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case SCENE_HAKADAN_BS:
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gSaveContext.entranceIndex = 0x37;
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break;
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case SCENE_GANON_SONOGO:
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case SCENE_GANONTIKA_SONOGO:
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case SCENE_GANON_BOSS:
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case SCENE_GANON_FINAL:
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case SCENE_GANON_DEMO:
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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_LINK_HOME) {
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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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}
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osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
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osSyncPrintf(VT_RST);
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if (gSaveContext.health < 0x30) {
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gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
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}
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if (gSaveContext.scarecrowLongSongSet) {
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osSyncPrintf(VT_FGCOL(BLUE));
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osSyncPrintf("\n====================================================================\n");
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memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong));
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ptr = (u8*)gScarecrowCustomSongPtr;
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for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) {
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osSyncPrintf("%d, ", *ptr);
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}
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osSyncPrintf("\n====================================================================\n");
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osSyncPrintf(VT_RST);
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}
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if (gSaveContext.scarecrowSpawnSongSet) {
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osSyncPrintf(VT_FGCOL(GREEN));
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osSyncPrintf("\n====================================================================\n");
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memcpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong));
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ptr = gScarecrowSpawnSongPtr;
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for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) {
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osSyncPrintf("%d, ", *ptr);
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}
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osSyncPrintf("\n====================================================================\n");
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osSyncPrintf(VT_RST);
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}
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// if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter
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if ((gSaveContext.eventChkInf[4] & 1) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) && !gSaveContext.n64ddFlag) {
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i = gSaveContext.eventChkInf[4] & ~1;
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gSaveContext.eventChkInf[4] = i;
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INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN;
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for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
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if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) {
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gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN;
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}
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}
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}
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// check for owning kokiri sword.. to restore master sword? bug or debug feature?
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if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_SWORD, 1)) {
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gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_SWORD];
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
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gSaveContext.equips.equipment &= ~0xF;
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gSaveContext.equips.equipment |= 2;
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}
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if (!(gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE))) {
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for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
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if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) {
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INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
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for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
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if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
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gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
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}
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}
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}
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}
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}
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gSaveContext.magicLevel = 0;
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}
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void Sram_InitSave(FileChooseContext* fileChooseCtx) {
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u16 offset;
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u16 j;
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u16* ptr;
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u16 checksum;
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if (fileChooseCtx->buttonIndex != 0 || !CVarGetInteger("gDebugEnabled", 0)) {
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Sram_InitNewSave();
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} else {
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Sram_InitDebugSave();
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}
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gSaveContext.entranceIndex = 0xBB;
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gSaveContext.linkAge = 1;
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gSaveContext.dayTime = 0x6AAB;
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gSaveContext.cutsceneIndex = 0xFFF1;
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if ((fileChooseCtx->buttonIndex == 0 && CVarGetInteger("gDebugEnabled", 0)) || CVarGetInteger("gNaviSkipCutscene", 0)) {
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gSaveContext.cutsceneIndex = 0;
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}
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for (offset = 0; offset < 8; offset++) {
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gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset];
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}
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if (fileChooseCtx->questType[fileChooseCtx->buttonIndex] == 2 && strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) {
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// Set N64DD Flags for save file
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fileChooseCtx->n64ddFlags[fileChooseCtx->buttonIndex] = 1;
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fileChooseCtx->n64ddFlag = 1;
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gSaveContext.n64ddFlag = 1;
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Randomizer_InitSaveFile();
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}
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Save_SaveFile();
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SaveManager_ThreadPoolWait();
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}
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void Sram_InitSram(GameState* gameState) {
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Save_Init();
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func_800F6700(gSaveContext.audioSetting);
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// When going from a rando save to a vanilla save within the same game instance
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// we need to reset the entrance table back to its vanilla state
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Entrance_ResetEntranceTable();
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}
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