add exports and events for moon crash save and owl save

This commit is contained in:
LittleCube 2024-09-22 04:34:23 -04:00
parent 1e792299c8
commit 766f8a8329
1 changed files with 41 additions and 13 deletions

View File

@ -655,13 +655,24 @@ RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCt
autosave_init(); autosave_init();
} }
bool moon_crash_resets_save = true;
RECOMP_EXPORT void recomp_set_moon_crash_resets_save(bool new_val)
{
moon_crash_resets_save = new_val;
}
extern s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState); extern s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
RECOMP_DECLARE_EVENT(recomp_on_moon_crash(SramContext* sramCtx));
// @recomp Reset the autosave timer when the moon crashes. // @recomp Reset the autosave timer when the moon crashes.
RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) { RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
s32 i; s32 i;
s32 cutsceneIndex = gSaveContext.save.cutsceneIndex; s32 cutsceneIndex = gSaveContext.save.cutsceneIndex;
if (moon_crash_resets_save)
{
bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE); bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
if (SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[gSaveContext.fileNum * 2], if (SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[gSaveContext.fileNum * 2],
@ -676,6 +687,7 @@ RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, sizeof(Save)); Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, sizeof(Save));
} }
gSaveContext.save.cutsceneIndex = cutsceneIndex; gSaveContext.save.cutsceneIndex = cutsceneIndex;
}
for (i = 0; i < ARRAY_COUNT(gSaveContext.eventInf); i++) { for (i = 0; i < ARRAY_COUNT(gSaveContext.eventInf); i++) {
gSaveContext.eventInf[i] = 0; gSaveContext.eventInf[i] = 0;
@ -706,9 +718,20 @@ RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
// @recomp Use the slow autosave timer to give the player extra time to respond to the moon crashing to decide if they want to reload their autosave. // @recomp Use the slow autosave timer to give the player extra time to respond to the moon crashing to decide if they want to reload their autosave.
recomp_reset_autosave_timer_slow(); recomp_reset_autosave_timer_slow();
recomp_on_moon_crash(sramCtx);
} }
bool owls_quit_game = true;
RECOMP_EXPORT void recomp_set_owls_quit_game(bool new_val)
{
owls_quit_game = new_val;
}
RECOMP_DECLARE_EVENT(recomp_on_owl_save(ObjWarpstone* this, PlayState* play));
// @recomp If autosave is enabled, skip the part of the owl statue dialog that talks about the file being deleted on load, since it's not true. // @recomp If autosave is enabled, skip the part of the owl statue dialog that talks about the file being deleted on load, since it's not true.
RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) { RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
ObjWarpstone* this = (ObjWarpstone*)thisx; ObjWarpstone* this = (ObjWarpstone*)thisx;
@ -720,7 +743,12 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
} else if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) { } else if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
if (play->msgCtx.choiceIndex != 0) { if (play->msgCtx.choiceIndex != 0) {
Audio_PlaySfx_MessageDecide(); Audio_PlaySfx_MessageDecide();
if (!owls_quit_game) {
Message_CloseTextbox(play);
recomp_on_owl_save(this, play);
} else {
play->msgCtx.msgMode = MSGMODE_OWL_SAVE_0; play->msgCtx.msgMode = MSGMODE_OWL_SAVE_0;
}
play->msgCtx.unk120D6 = 0; play->msgCtx.unk120D6 = 0;
play->msgCtx.unk120D4 = 0; play->msgCtx.unk120D4 = 0;
gSaveContext.save.owlWarpId = OBJ_WARPSTONE_GET_OWL_WARP_ID(&this->dyna.actor); gSaveContext.save.owlWarpId = OBJ_WARPSTONE_GET_OWL_WARP_ID(&this->dyna.actor);