fix recomp_on_owl_save event, add exports and callbacks for save loading

This commit is contained in:
LittleCube 2024-09-24 01:32:46 -04:00
parent 766f8a8329
commit a53b916ec7
1 changed files with 20 additions and 3 deletions

View File

@ -99,13 +99,20 @@ RECOMP_EXPORT void recomp_do_autosave(PlayState* play) {
gSaveContext.save.isOwlSave = false; gSaveContext.save.isOwlSave = false;
} }
bool owl_saves_delete = true;
RECOMP_EXPORT void recomp_set_owl_saves_delete(bool new_val)
{
owl_saves_delete = new_val;
}
// @recomp Do not clear the save if the save was an autosave. // @recomp Do not clear the save if the save was an autosave.
RECOMP_PATCH void func_80147314(SramContext* sramCtx, s32 fileNum) { RECOMP_PATCH void func_80147314(SramContext* sramCtx, s32 fileNum) {
s32 save_type = gSaveContext.save.isOwlSave; s32 save_type = gSaveContext.save.isOwlSave;
gSaveContext.save.isOwlSave = false; gSaveContext.save.isOwlSave = false;
// @recomp Prevent owl save/autosave deletion if autosaving is enabled. // @recomp Prevent owl save/autosave deletion if autosaving is enabled.
if (!recomp_autosave_enabled()) { if (!recomp_autosave_enabled() && owl_saves_delete) {
gSaveContext.save.saveInfo.playerData.newf[0] = '\0'; gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
gSaveContext.save.saveInfo.playerData.newf[1] = '\0'; gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
gSaveContext.save.saveInfo.playerData.newf[2] = '\0'; gSaveContext.save.saveInfo.playerData.newf[2] = '\0';
@ -522,6 +529,9 @@ s32 spawn_entrance_from_autosave_entrance(s16 autosave_entrance) {
} }
} }
RECOMP_DECLARE_EVENT(recomp_on_load_save(FileSelectState* fileSelect, SramContext* sramCtx));
RECOMP_DECLARE_EVENT(recomp_after_load_save(FileSelectState* fileSelect, SramContext* sramCtx));
// @recomp Patched to change the entrance for autosaves and initialize autosaves. // @recomp Patched to change the entrance for autosaves and initialize autosaves.
RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) { RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
s32 i; s32 i;
@ -530,6 +540,8 @@ RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCt
s32 pad1; s32 pad1;
s32 fileNum; s32 fileNum;
recomp_on_load_save(fileSelect, sramCtx);
if (gSaveContext.flashSaveAvailable) { if (gSaveContext.flashSaveAvailable) {
bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE); bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
@ -653,6 +665,8 @@ RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCt
// @recomp Initialize the autosave state tracking. // @recomp Initialize the autosave state tracking.
autosave_init(); autosave_init();
recomp_after_load_save(fileSelect, sramCtx);
} }
bool moon_crash_resets_save = true; bool moon_crash_resets_save = true;
@ -665,12 +679,15 @@ RECOMP_EXPORT void recomp_set_moon_crash_resets_save(bool 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_DECLARE_EVENT(recomp_on_moon_crash(SramContext* sramCtx));
RECOMP_DECLARE_EVENT(recomp_after_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;
recomp_on_moon_crash(sramCtx);
if (moon_crash_resets_save) if (moon_crash_resets_save)
{ {
bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE); bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
@ -719,7 +736,7 @@ 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); recomp_after_moon_crash(sramCtx);
} }
@ -745,13 +762,13 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
Audio_PlaySfx_MessageDecide(); Audio_PlaySfx_MessageDecide();
if (!owls_quit_game) { if (!owls_quit_game) {
Message_CloseTextbox(play); Message_CloseTextbox(play);
recomp_on_owl_save(this, play);
} else { } 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);
recomp_on_owl_save(this, play);
} else { } else {
Message_CloseTextbox(play); Message_CloseTextbox(play);
} }