Add SaveInfo substruct to SaveContext (#1191)

* SaveInfo

* fix accesses in sram_NES.c

* some more fixing

* more fixes

* format

* fix unk

* namefixer

* format

* bss

* review

* weekeventregconvert

* namefixer

* bss
This commit is contained in:
Anghelo Carvajal
2023-04-18 18:54:32 -04:00
committed by GitHub
parent b8af819165
commit 3c107cb148
81 changed files with 1126 additions and 1051 deletions
+23 -23
View File
@@ -511,12 +511,12 @@ u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment) {
}
void Inventory_ChangeUpgrade(s16 upgrade, u32 value) {
u32 upgrades = gSaveContext.save.inventory.upgrades;
u32 upgrades = gSaveContext.save.saveInfo.inventory.upgrades;
upgrades &= gUpgradeNegMasks[upgrade];
upgrades |= value << gUpgradeShifts[upgrade];
gSaveContext.save.inventory.upgrades = upgrades;
gSaveContext.save.saveInfo.inventory.upgrades = upgrades;
}
s32 Inventory_IsMapVisible(s16 sceneId) {
@@ -543,7 +543,7 @@ s32 Inventory_IsMapVisible(s16 sceneId) {
}
}
if (gSaveContext.save.scenesVisible[index] & gBitFlags[sceneId - (index << 5)]) {
if (gSaveContext.save.saveInfo.scenesVisible[index] & gBitFlags[sceneId - (index << 5)]) {
return true;
}
@@ -656,23 +656,23 @@ void Inventory_SetWorldMapCloudVisibility(s16 tingleIndex) {
index = 6;
}
gSaveContext.save.scenesVisible[index] =
gSaveContext.save.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIds)[i] - (index << 5)];
gSaveContext.save.saveInfo.scenesVisible[index] = gSaveContext.save.saveInfo.scenesVisible[index] |
gBitFlags[(s16)(*tingleMapSceneIds)[i] - (index << 5)];
i++;
}
if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_CLOCK_TOWN]) {
gSaveContext.save.worldMapCloudVisibility |= 3;
gSaveContext.save.saveInfo.worldMapCloudVisibility |= 3;
} else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_WOODFALL]) {
gSaveContext.save.worldMapCloudVisibility |= 0x1C;
gSaveContext.save.saveInfo.worldMapCloudVisibility |= 0x1C;
} else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_SNOWHEAD]) {
gSaveContext.save.worldMapCloudVisibility |= 0xE0;
gSaveContext.save.saveInfo.worldMapCloudVisibility |= 0xE0;
} else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_ROMANI_RANCH]) {
gSaveContext.save.worldMapCloudVisibility |= 0x100;
gSaveContext.save.saveInfo.worldMapCloudVisibility |= 0x100;
} else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_GREAT_BAY]) {
gSaveContext.save.worldMapCloudVisibility |= 0x1E00;
gSaveContext.save.saveInfo.worldMapCloudVisibility |= 0x1E00;
} else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_STONE_TOWER]) {
gSaveContext.save.worldMapCloudVisibility |= 0x6000;
gSaveContext.save.saveInfo.worldMapCloudVisibility |= 0x6000;
}
}
@@ -685,34 +685,34 @@ void Inventory_SetWorldMapCloudVisibility(s16 tingleIndex) {
void Inventory_SaveDekuPlaygroundHighScore(s16 timerId) {
s16 i;
gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1] = gSaveContext.timerCurTimes[timerId];
gSaveContext.save.saveInfo.dekuPlaygroundHighScores[CURRENT_DAY - 1] = gSaveContext.timerCurTimes[timerId];
for (i = 0; i < 8; i++) {
gSaveContext.save.inventory.dekuPlaygroundPlayerName[CURRENT_DAY - 1][i] =
gSaveContext.save.playerData.playerName[i];
gSaveContext.save.saveInfo.inventory.dekuPlaygroundPlayerName[CURRENT_DAY - 1][i] =
gSaveContext.save.saveInfo.playerData.playerName[i];
}
}
void Inventory_IncrementSkullTokenCount(s16 sceneIndex) {
if (sceneIndex == SCENE_KINSTA1) {
// Swamp Spider House (increment high bits of skullTokenCount)
gSaveContext.save.skullTokenCount =
((u16)(((gSaveContext.save.skullTokenCount & 0xFFFF0000) >> 0x10) + 1) << 0x10) |
(gSaveContext.save.skullTokenCount & 0xFFFF);
gSaveContext.save.saveInfo.skullTokenCount =
((u16)(((gSaveContext.save.saveInfo.skullTokenCount & 0xFFFF0000) >> 0x10) + 1) << 0x10) |
(gSaveContext.save.saveInfo.skullTokenCount & 0xFFFF);
} else {
// Ocean Spider House (increment low bits of skullTokenCount)
gSaveContext.save.skullTokenCount =
(((u16)gSaveContext.save.skullTokenCount + 1) & 0xFFFF) | (gSaveContext.save.skullTokenCount & 0xFFFF0000);
gSaveContext.save.saveInfo.skullTokenCount = (((u16)gSaveContext.save.saveInfo.skullTokenCount + 1) & 0xFFFF) |
(gSaveContext.save.saveInfo.skullTokenCount & 0xFFFF0000);
}
}
s16 Inventory_GetSkullTokenCount(s16 sceneIndex) {
if (sceneIndex == SCENE_KINSTA1) {
// Swamp Spider House
return (gSaveContext.save.skullTokenCount & 0xFFFF0000) >> 0x10;
return (gSaveContext.save.saveInfo.skullTokenCount & 0xFFFF0000) >> 0x10;
} else {
// Ocean Spider House
return gSaveContext.save.skullTokenCount & 0xFFFF;
return gSaveContext.save.saveInfo.skullTokenCount & 0xFFFF;
}
}
@@ -722,6 +722,6 @@ void Inventory_SaveLotteryCodeGuess(PlayState* play) {
lotteryCodeGuess = ((play->msgCtx.unk12054[0] & 0xF) << 8); // First Digit
lotteryCodeGuess |= ((play->msgCtx.unk12054[1] & 0xF) << 4); // Second Digit
lotteryCodeGuess |= (play->msgCtx.unk12054[2] & 0xF); // Third Digit
gSaveContext.save.lotteryCodeGuess =
(gSaveContext.save.lotteryCodeGuess & 0xFFFF0000) | (lotteryCodeGuess & 0xFFFF);
gSaveContext.save.saveInfo.lotteryCodeGuess =
(gSaveContext.save.saveInfo.lotteryCodeGuess & 0xFFFF0000) | (lotteryCodeGuess & 0xFFFF);
}