fix recomp_on_owl_save event, add exports and callbacks for save loading
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@ -99,13 +99,20 @@ RECOMP_EXPORT void recomp_do_autosave(PlayState* play) {
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gSaveContext.save.isOwlSave = false;
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}
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bool owl_saves_delete = true;
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RECOMP_EXPORT void recomp_set_owl_saves_delete(bool new_val)
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{
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owl_saves_delete = new_val;
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}
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// @recomp Do not clear the save if the save was an autosave.
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RECOMP_PATCH void func_80147314(SramContext* sramCtx, s32 fileNum) {
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s32 save_type = gSaveContext.save.isOwlSave;
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gSaveContext.save.isOwlSave = false;
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// @recomp Prevent owl save/autosave deletion if autosaving is enabled.
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if (!recomp_autosave_enabled()) {
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if (!recomp_autosave_enabled() && owl_saves_delete) {
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gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[2] = '\0';
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@ -522,6 +529,9 @@ s32 spawn_entrance_from_autosave_entrance(s16 autosave_entrance) {
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}
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}
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RECOMP_DECLARE_EVENT(recomp_on_load_save(FileSelectState* fileSelect, SramContext* sramCtx));
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RECOMP_DECLARE_EVENT(recomp_after_load_save(FileSelectState* fileSelect, SramContext* sramCtx));
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// @recomp Patched to change the entrance for autosaves and initialize autosaves.
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RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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s32 i;
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@ -530,6 +540,8 @@ RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCt
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s32 pad1;
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s32 fileNum;
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recomp_on_load_save(fileSelect, sramCtx);
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if (gSaveContext.flashSaveAvailable) {
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bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
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@ -653,6 +665,8 @@ RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCt
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// @recomp Initialize the autosave state tracking.
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autosave_init();
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recomp_after_load_save(fileSelect, sramCtx);
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}
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bool moon_crash_resets_save = true;
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@ -665,12 +679,15 @@ RECOMP_EXPORT void recomp_set_moon_crash_resets_save(bool new_val)
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extern s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
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RECOMP_DECLARE_EVENT(recomp_on_moon_crash(SramContext* sramCtx));
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RECOMP_DECLARE_EVENT(recomp_after_moon_crash(SramContext* sramCtx));
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// @recomp Reset the autosave timer when the moon crashes.
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RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
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s32 i;
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s32 cutsceneIndex = gSaveContext.save.cutsceneIndex;
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recomp_on_moon_crash(sramCtx);
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if (moon_crash_resets_save)
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{
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bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
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@ -719,7 +736,7 @@ RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
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// @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.
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recomp_reset_autosave_timer_slow();
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recomp_on_moon_crash(sramCtx);
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recomp_after_moon_crash(sramCtx);
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}
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@ -745,13 +762,13 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
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Audio_PlaySfx_MessageDecide();
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if (!owls_quit_game) {
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Message_CloseTextbox(play);
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recomp_on_owl_save(this, play);
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} else {
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play->msgCtx.msgMode = MSGMODE_OWL_SAVE_0;
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}
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play->msgCtx.unk120D6 = 0;
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play->msgCtx.unk120D4 = 0;
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gSaveContext.save.owlWarpId = OBJ_WARPSTONE_GET_OWL_WARP_ID(&this->dyna.actor);
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recomp_on_owl_save(this, play);
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} else {
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Message_CloseTextbox(play);
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}
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