Add 'player can pause' check to autosave logic (#17)

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Reonu 2024-05-03 18:01:53 +01:00 committed by GitHub
parent 20d6f56644
commit 619325366e
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1 changed files with 60 additions and 1 deletions

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@ -6,6 +6,62 @@
#define SAVE_TYPE_AUTOSAVE 2
u8 gCanPause;
s32 ShrinkWindow_Letterbox_GetSizeTarget(void);
void ShrinkWindow_Letterbox_SetSizeTarget(s32 target);
// @recomp Patched function to set a global variable if the player can pause
void KaleidoSetup_Update(PlayState* play) {
Input* input = CONTROLLER1(&play->state);
MessageContext* msgCtx = &play->msgCtx;
Player* player = GET_PLAYER(play);
PauseContext* pauseCtx = &play->pauseCtx;
if (CHECK_BTN_ALL(input->cur.button, BTN_R)) {
if (msgCtx && msgCtx) {}
}
if ((pauseCtx->state == PAUSE_STATE_OFF) && (pauseCtx->debugEditor == DEBUG_EDITOR_NONE) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE)) {
if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
if ((gSaveContext.save.cutsceneIndex < 0xFFF0) && (gSaveContext.nextCutsceneIndex < 0xFFF0)) {
if (!Play_InCsMode(play) || ((msgCtx->msgMode != MSGMODE_NONE) && (msgCtx->currentTextId == 0xFF))) {
if ((play->unk_1887C < 2) && (gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY) &&
(gSaveContext.magicState != MAGIC_STATE_FILL)) {
if (!CHECK_EVENTINF(EVENTINF_17) && !(player->stateFlags1 & PLAYER_STATE1_20)) {
if (!(play->actorCtx.flags & ACTORCTX_FLAG_TELESCOPE_ON) &&
!(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) {
if (!play->actorCtx.isOverrideInputOn) {
if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
gSaveContext.prevHudVisibility = gSaveContext.hudVisibility;
pauseCtx->itemDescriptionOn = false;
pauseCtx->state = PAUSE_STATE_OPENING_0;
func_800F4A10(play);
// Set next page mode to scroll left
pauseCtx->nextPageMode = pauseCtx->pageIndex * 2 + 1;
Audio_SetPauseState(true);
}
// @recomp Create a variable to check if the player can pause or not, which is used to determine when to autosave
else {
gCanPause = true;
}
}
if (pauseCtx->state == PAUSE_STATE_OPENING_0) {
GameState_SetFramerateDivisor(&play->state, 2);
if (ShrinkWindow_Letterbox_GetSizeTarget() != 0) {
ShrinkWindow_Letterbox_SetSizeTarget(0);
}
Audio_PlaySfx_PauseMenuOpenOrClose(SFX_PAUSE_MENU_OPEN);
}
}
}
}
}
}
}
}
}
void Sram_SyncWriteToFlash(SramContext* sramCtx, s32 curPage, s32 numPages);
void do_autosave(SramContext* sramCtx) {
@ -256,6 +312,7 @@ void autosave_post_play_update(PlayState* play) {
// * No cutscene is running.
// * The game is not in cutscene mode.
// * The clock has not reached the final 3 hours.
// * The player is allowed to pause.
if (gSaveContext.hudVisibility == HUD_VISIBILITY_ALL &&
R_TIME_SPEED != 0 &&
!Environment_IsTimeStopped() &&
@ -263,7 +320,8 @@ void autosave_post_play_update(PlayState* play) {
play->pauseCtx.state == PAUSE_STATE_OFF &&
gSaveContext.save.cutsceneIndex < 0xFFF0 &&
!Play_InCsMode(play) &&
!reached_final_three_hours()
!reached_final_three_hours() &&
gCanPause
) {
frames_since_autosave_ready++;
autosave_was_ready = true;
@ -288,6 +346,7 @@ void autosave_post_play_update(PlayState* play) {
// Update the last autosave time to the current time to prevent autosaving immediately if autosaves are turned back on.
last_autosave_time = osGetTime();
}
gCanPause = false;
}
void autosave_init() {