From c23457d666e3ced250e535e4c9a014d7cf63bbd0 Mon Sep 17 00:00:00 2001 From: Josh Bodner <30329717+jbodner09@users.noreply.github.com> Date: Thu, 4 Aug 2022 21:15:49 -0700 Subject: Automatically save after every scene transition (#984) * Automatically save after every scene transition * Refactor and don't save in grottos * Don't save in cutscenes * Save after getting items as well * Fix paren --- soh/src/code/z_parameter.c | 46 ++++++++++++++++++++++++++++++++++++++++++++++ soh/src/code/z_play.c | 21 +++++++++++++++++++++ 2 files changed, 67 insertions(+) (limited to 'soh/src/code') diff --git a/soh/src/code/z_parameter.c b/soh/src/code/z_parameter.c index 364e63956..24211c590 100644 --- a/soh/src/code/z_parameter.c +++ b/soh/src/code/z_parameter.c @@ -2188,6 +2188,52 @@ u8 Item_Give(GlobalContext* globalCtx, u8 item) { osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp); INV_CONTENT(item) = item; + // Autosave after getting items by default (cvars are not shown in the UI) + if (CVar_GetS32("gAutosave", 0)) { + if (CVar_GetS32("gAutosaveAllItems", 1)) { + Gameplay_PerformSave(globalCtx); + } + else if (CVar_GetS32("gAutosaveMajorItems", 1)) { + switch (item) { + case ITEM_STICK: + case ITEM_NUT: + case ITEM_BOMB: + case ITEM_BOW: + case ITEM_SEEDS: + case ITEM_FISHING_POLE: + case ITEM_MAGIC_SMALL: + case ITEM_MAGIC_LARGE: + case ITEM_INVALID_4: + case ITEM_INVALID_5: + case ITEM_INVALID_6: + case ITEM_INVALID_7: + case ITEM_HEART: + case ITEM_RUPEE_GREEN: + case ITEM_RUPEE_BLUE: + case ITEM_RUPEE_RED: + case ITEM_RUPEE_PURPLE: + case ITEM_RUPEE_GOLD: + case ITEM_INVALID_8: + case ITEM_STICKS_5: + case ITEM_STICKS_10: + case ITEM_NUTS_5: + case ITEM_NUTS_10: + case ITEM_BOMBS_5: + case ITEM_BOMBS_10: + case ITEM_BOMBS_20: + case ITEM_BOMBS_30: + case ITEM_ARROWS_SMALL: + case ITEM_ARROWS_MEDIUM: + case ITEM_ARROWS_LARGE: + case ITEM_SEEDS_30: + break; + default: + Gameplay_PerformSave(globalCtx); + break; + } + } + } + return temp; } diff --git a/soh/src/code/z_play.c b/soh/src/code/z_play.c index 8974495fb..5c3b97da6 100644 --- a/soh/src/code/z_play.c +++ b/soh/src/code/z_play.c @@ -698,6 +698,11 @@ void Gameplay_Update(GlobalContext* globalCtx) { gTrnsnUnkState = 0; R_UPDATE_RATE = 3; } + + // Don't autosave in grottos or cutscenes + if (CVar_GetS32("gAutosave", 0) && (globalCtx->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (globalCtx->sceneNum != SCENE_KAKUSIANA) && (gSaveContext.cutsceneIndex == 0)) { + Gameplay_PerformSave(globalCtx); + } } globalCtx->sceneLoadFlag = 0; } else { @@ -1972,3 +1977,19 @@ s32 func_800C0DB4(GlobalContext* globalCtx, Vec3f* pos) { return false; } } + +void Gameplay_PerformSave(GlobalContext* globalCtx) { + Gameplay_SaveSceneFlags(globalCtx); + gSaveContext.savedSceneNum = globalCtx->sceneNum; + if (gSaveContext.temporaryWeapon) { + gSaveContext.equips.buttonItems[0] = ITEM_NONE; + GET_PLAYER(globalCtx)->currentSwordItem = ITEM_NONE; + Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE); + Save_SaveFile(); + gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI; + GET_PLAYER(globalCtx)->currentSwordItem = ITEM_SWORD_KOKIRI; + Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI); + } else { + Save_SaveFile(); + } +} -- cgit v1.2.3