Shipwright/soh/src/code/z_sram.c

269 lines
9.9 KiB
C

#include "global.h"
#include "vt.h"
#include <string.h>
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
#include "soh/Enhancements/randomizer/savefile.h"
#define NUM_DUNGEONS 8
#define NUM_COWS 10
void Save_LoadFile(void);
void BossRush_InitSave(void);
/**
* Initialize new save.
* This save has an empty inventory with 3 hearts and single magic.
*/
void Sram_InitNewSave(void) {
Save_InitFile(false);
}
/**
* Initialize debug save. This is also used on the Title Screen
* This save has a mostly full inventory with 10 hearts and single magic.
*
* Some noteable flags that are set:
* Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened,
* used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched,
* and set water level in Water Temple to lowest level.
*/
void Sram_InitDebugSave(void) {
Save_InitFile(true);
}
void Sram_InitBossRushSave(void) {
Save_InitFile(false);
BossRush_InitSave();
}
static s16 sDungeonEntrances[] = {
ENTR_DEKU_TREE_0, // SCENE_DEKU_TREE
ENTR_DODONGOS_CAVERN_0, // SCENE_DODONGOS_CAVERN
ENTR_JABU_JABU_0, // SCENE_JABU_JABU
ENTR_FOREST_TEMPLE_0, // SCENE_FOREST_TEMPLE
ENTR_FIRE_TEMPLE_0, // SCENE_FIRE_TEMPLE
ENTR_WATER_TEMPLE_0, // SCENE_WATER_TEMPLE
ENTR_SPIRIT_TEMPLE_0, // SCENE_SPIRIT_TEMPLE
ENTR_SHADOW_TEMPLE_0, // SCENE_SHADOW_TEMPLE
ENTR_BOTTOM_OF_THE_WELL_0, // SCENE_BOTTOM_OF_THE_WELL
ENTR_ICE_CAVERN_0, // SCENE_ICE_CAVERN
ENTR_GANONS_TOWER_0, // SCENE_GANONS_TOWER
ENTR_GERUDO_TRAINING_GROUND_0, // SCENE_GERUDO_TRAINING_GROUND
ENTR_THIEVES_HIDEOUT_0, // SCENE_THIEVES_HIDEOUT
ENTR_INSIDE_GANONS_CASTLE_0, // SCENE_INSIDE_GANONS_CASTLE
ENTR_GANONS_TOWER_COLLAPSE_INTERIOR_0, // SCENE_GANONS_TOWER_COLLAPSE_INTERIOR
ENTR_INSIDE_GANONS_CASTLE_COLLAPSE_0, // SCENE_INSIDE_GANONS_CASTLE_COLLAPSE
};
/**
* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
* This includes:
* - Set proper entrance depending on where the game was saved
* - If health is less than 3 hearts, give 3 hearts
* - If either scarecrow song is set, copy them from save context to the proper location
* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
* - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?)
* - Revert any trade items that spoil
*/
void Sram_OpenSave() {
u16 i;
u16 j;
u8* ptr;
Save_LoadFile();
switch (gSaveContext.savedSceneNum) {
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
gSaveContext.entranceIndex = sDungeonEntrances[gSaveContext.savedSceneNum];
break;
case SCENE_DEKU_TREE_BOSS:
gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
break;
case SCENE_DODONGOS_CAVERN_BOSS:
gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
break;
case SCENE_JABU_JABU_BOSS:
gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
break;
case SCENE_FOREST_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
break;
case SCENE_FIRE_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
break;
case SCENE_WATER_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
break;
case SCENE_SPIRIT_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
break;
case SCENE_SHADOW_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
break;
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_GANONDORF_BOSS:
case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
case SCENE_GANON_BOSS:
gSaveContext.entranceIndex = ENTR_GANONS_TOWER_0;
break;
default:
// Use the saved entrance value with remember save location, except when in grottos/fairy fountains
if (CVarGetInteger("gRememberSaveLocation", 0) && gSaveContext.savedSceneNum != SCENE_FAIRYS_FOUNTAIN &&
gSaveContext.savedSceneNum != SCENE_GROTTOS) {
break;
}
if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? ENTR_LINKS_HOUSE_0 : ENTR_TEMPLE_OF_TIME_7;
} else {
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
}
break;
}
osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
osSyncPrintf(VT_RST);
if (gSaveContext.health < 0x30) {
gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
}
if (gSaveContext.scarecrowLongSongSet) {
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong));
ptr = (u8*)gScarecrowCustomSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
if (gSaveContext.scarecrowSpawnSongSet) {
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong));
ptr = gScarecrowSpawnSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
// if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter
if ((Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER)) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) && !IS_RANDO) {
i = gSaveContext.eventChkInf[4] & ~1;
gSaveContext.eventChkInf[4] = i;
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN;
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) {
gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN;
}
}
}
if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER)) {
if (!IS_RANDO || !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) {
gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER);
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
gSaveContext.equips.equipment &= ~(0xF << (EQUIP_TYPE_SWORD * 4));
gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4);
}
}
if (!(IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE))) {
for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) {
INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
}
}
}
}
}
gSaveContext.magicLevel = 0;
}
void Sram_InitSave(FileChooseContext* fileChooseCtx) {
u16 offset;
u16 j;
u16* ptr;
u16 checksum;
if (fileChooseCtx->buttonIndex != 0 || !CVarGetInteger("gDebugEnabled", 0)) {
Sram_InitNewSave();
} else {
Sram_InitDebugSave();
}
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
gSaveContext.linkAge = 1;
gSaveContext.dayTime = 0x6AAB;
gSaveContext.cutsceneIndex = 0xFFF1;
if ((fileChooseCtx->buttonIndex == 0 && CVarGetInteger("gDebugEnabled", 0)) || CVarGetInteger("gNaviSkipCutscene", 0)) {
gSaveContext.cutsceneIndex = 0;
}
for (offset = 0; offset < 8; offset++) {
gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset];
}
gSaveContext.n64ddFlag = fileChooseCtx->n64ddFlag;
u8 currentQuest = fileChooseCtx->questType[fileChooseCtx->buttonIndex];
if (currentQuest == QUEST_RANDOMIZER &&
strnlen(CVarGetString("gSpoilerLog", ""), 1) != 0) {
gSaveContext.questId = QUEST_RANDOMIZER;
Randomizer_InitSaveFile();
} else if (currentQuest == QUEST_MASTER) {
gSaveContext.questId = QUEST_MASTER;
}
Save_SaveFile();
SaveManager_ThreadPoolWait();
}
void Sram_InitSram(GameState* gameState) {
Save_Init();
func_800F6700(gSaveContext.audioSetting);
// When going from a rando save to a vanilla save within the same game instance
// we need to reset the entrance table back to its vanilla state
Entrance_ResetEntranceTable();
}