WorldMgr: Difference between revisions

Added Wii U init address
(Marked this version for translation)
(Added Wii U init address)
 
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<languages/>
<languages/>
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{{Subsystem infobox|name=WorldMgr|init_addr_switch150=00000071010F2920|is_name_official=1|description=<translate><!--T:41--> Manages world state (time, blood moons, climates, weather, etc.)</translate>}}
{{Subsystem infobox|name=WorldMgr|init_addr_switch150=00000071010F2920|init_addr_wiiu150=03672220|is_name_official=1|description=Manages world state (time, blood moons, climates, weather, etc.)}}


<translate>
<translate>
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Internally, time of day is stored as a float in the [0.0, 360.0] range.
Internally, time of day is stored as a float in the [0.0, 360.0] range.
0.0 = midnight = 360.0; 90 ≈ morning; 180.0 = noon; and so on.


=== TimeMgr::init === <!--T:9-->
=== TimeMgr::init === <!--T:9-->
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=== TimeMgr::reset === <!--T:10-->
=== TimeMgr::reset === <!--T:10-->
This is called whenever a stage is unloaded (essentially every time the loading screen is shown).
This is called whenever a stage is unloaded (essentially every time the loading screen is shown when loading a different kind of stage -- e.g. shrine → overworld, but not shrine → shrine or overworld → overworld).
* Blood Moon checks are delayed.
* Blood Moon checks are delayed.
* The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear.
* The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear.
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Note: Vah Rudania is missing from the list. This is normal and blood moons still cannot happen during the Vah Rudania battle sequence because the BloodyMoonProhibition flag is set during it.
Note: Vah Rudania is missing from the list. This is normal: blood moons cannot happen during the Vah Rudania battle sequence because the BloodyMoonProhibition flag is not set.


=== Day/night time flag === <!--T:24-->
=== Day/night time flag === <!--T:24-->
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Otherwise, the game does nothing until the current hour matches the previously generated appearance hour, at which point it sets AnimalMaster_Appearance to true (which allows the LotM to spawn) and goes into state 2.
Otherwise, the game does nothing until the current hour matches the previously generated appearance hour, at which point it sets AnimalMaster_Appearance to true (which allows the LotM to spawn) and goes into state 2.


====State 2==== <!--T:36-->
====State 2 - Satori Mountain is glowing==== <!--T:36-->
After one hour has elapsed, the current day of the week is stored and the state is set to 3.
After one hour has elapsed, the current day of the week is stored and the state is set to 3.


====State 3==== <!--T:37-->
====State 3 - Prepare to despawn==== <!--T:37-->
After two week day changes, ''or'' [after the in-game day of the week changes and the current hour is >= the generated appearance hour], the LotM will disappear and the state will be set to 4.
After two week day changes, ''or'' [after the in-game day of the week changes and the current hour is >= the generated appearance hour], the LotM will disappear and the state will be set to 4.


====State 4==== <!--T:38-->
====State 4 - Despawned==== <!--T:38-->
The game waits for the moon type to be 5, before going back to state 0.
The game waits for the moon type to be 5, before going back to state 0.


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[[Category:Internals]]
[[Category:Internals{{#translation:}}]]
[[Category:Subsystems (BotW)]]
[[Category:Subsystems (BotW){{#translation:}}]]
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