WorldMgr: Difference between revisions

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<languages/>
<languages/>
<!--T:1-->
<!--T:1-->
{{Subsystem infobox|name=WorldMgr|init_addr_switch150=00000071010F2920|is_name_official=1|description=<translate>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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== WorldMgr == <!--T:4-->
== WorldMgr == <!--T:4-->


=== Sub-managers ===
=== Sub-managers === <!--T:42-->
Sub-managers are created in WorldMgr::init (0x71010F43C0) and inserted into a pointer array (@WorldMgr+0x5c0). All names below are unofficial.
Sub-managers are created in WorldMgr::init (0x71010F43C0) and inserted into a pointer array (@WorldMgr+0x5c0). All names below are unofficial.
</translate>
</translate>
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<!--T:5-->
<!--T:5-->
{|class="wikitable"
{|class="wikitable"
|+ <translate>Sub-managers by ID</translate>
|+ <translate><!--T:43--> Sub-managers by ID</translate>
! <translate>ID</translate> !! <translate>Description</translate>
! <translate><!--T:44--> ID</translate> !! <translate><!--T:45--> Description</translate>
|-
|-
| 0 || <translate>TimeMgr: Handles time, blood moons, Lord of the Mountain.</translate>
| 0 || <translate><!--T:46--> TimeMgr: Handles time, blood moons, Lord of the Mountain.</translate>
|-
|-
| 1 || <translate>CloudPrMgr: Handles cloud procedural generation.</translate>
| 1 || <translate><!--T:47--> CloudPrMgr: Handles cloud procedural generation.</translate>
|-
|-
| 2 || <translate>ShootingStarMgr: Manages shooting stars and (in 1.3.3+) special shooting stars for the Xenoblade 2 quest.</translate>
| 2 || <translate><!--T:48--> ShootingStarMgr: Manages shooting stars and (in 1.3.3+) special shooting stars for the Xenoblade 2 quest.</translate>
|-
|-
| 3 || <translate>WeatherMgr: Handles "rain splash" and climate weathers.</translate>
| 3 || <translate><!--T:49--> WeatherMgr: Handles "rain splash" and climate weathers.</translate>
|-
|-
| 4 || <translate>TempMgr: Handles world temperature{{check}}.</translate>
| 4 || <translate><!--T:50--> TempMgr: Handles world temperature{{check}}.</translate>
|-
|-
| 5 || ?
| 5 || ?
|-
|-
| 6 || <translate>SkyMgr: Handles sky and fog{{check}}. Holds the configuration for all EnvPalettes, EnvAttributes, WeatherInfluences, Remains palettes, Indoor palettes and dungeon fogs.</translate>
| 6 || <translate><!--T:51--> SkyMgr: Handles sky and fog{{check}}. Holds the configuration for all EnvPalettes, EnvAttributes, WeatherInfluences, Remains palettes, Indoor palettes and dungeon fogs.</translate>
|-
|-
| 7 || <translate>DofMgr: Handles depth of field{{check}}. Holds depth of field related parameters.</translate>
| 7 || <translate><!--T:52--> DofMgr: Handles depth of field{{check}}. Holds depth of field related parameters.</translate>
|-
|-
| 8 || ?
| 8 || ?
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<!--T:8-->
<!--T:8-->
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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</translate>
</translate>
{|class="wikitable"
{|class="wikitable"
! <translate>Mode</translate> !! <translate>Description</translate>
! <translate><!--T:53--> Mode</translate> !! <translate><!--T:54--> Description</translate>
|-
|-
| 0 || <translate>
| 0 || <translate>
<!--T:55-->
If Demo103_0 or Demo997_0 have been played, and if there is no active event (cutscene):
If Demo103_0 or Demo997_0 have been played, and if there is no active event (cutscene):
* Add (0.0083333 * elapsed frames) to the Time of Day timer. Effectively, this means that 1 in-game minute = 1 real-life second.
* Add (0.0083333 * elapsed frames) to the Time of Day timer. Effectively, this means that 1 in-game minute = 1 real-life second.
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</translate>
</translate>
|-
|-
| 1, 13, 35 || <translate>Freeze time to 04:00</translate>
| 1, 13, 35 || <translate><!--T:56--> Freeze time to 04:00</translate>
|-
|-
| 2, 14 || <translate>Freeze time to 05:00</translate>
| 2, 14 || <translate><!--T:57--> Freeze time to 05:00</translate>
|-
|-
| 3, 16, 36 || <translate>Freeze time to 07:00</translate>
| 3, 16, 36 || <translate><!--T:58--> Freeze time to 07:00</translate>
|-
|-
| 4, 19, 37 || <translate>Freeze time to 10:00</translate>
| 4, 19, 37 || <translate><!--T:59--> Freeze time to 10:00</translate>
|-
|-
| 5, 26, 39 || <translate>Freeze time to 17:00</translate>
| 5, 26, 39 || <translate><!--T:60--> Freeze time to 17:00</translate>
|-
|-
| 6, 28, 40 || <translate>Freeze time to 19:00</translate>
| 6, 28, 40 || <translate><!--T:61--> Freeze time to 19:00</translate>
|-
|-
| 7, 30, 41 || <translate>Freeze time to 21:00</translate>
| 7, 30, 41 || <translate><!--T:62--> Freeze time to 21:00</translate>
|-
|-
| 8, 11 || <translate>Freeze time to 02:00</translate>
| 8, 11 || <translate><!--T:63--> Freeze time to 02:00</translate>
|-
|-
| 9, 42 || <translate>Freeze time to 00:00</translate>
| 9, 42 || <translate><!--T:64--> Freeze time to 00:00</translate>
|-
|-
| 10 || <translate>Freeze time to 01:00</translate>
| 10 || <translate><!--T:65--> Freeze time to 01:00</translate>
|-
|-
| 12 || <translate>Freeze time to 03:00</translate>
| 12 || <translate><!--T:66--> Freeze time to 03:00</translate>
|-
|-
| 15 || <translate>Freeze time to 06:00</translate>
| 15 || <translate><!--T:67--> Freeze time to 06:00</translate>
|-
|-
| 17 || <translate>Freeze time to 08:00</translate>
| 17 || <translate><!--T:68--> Freeze time to 08:00</translate>
|-
|-
| 18 || <translate>Freeze time to 09:00</translate>
| 18 || <translate><!--T:69--> Freeze time to 09:00</translate>
|-
|-
| 20 || <translate>Freeze time to 11:00</translate>
| 20 || <translate><!--T:70--> Freeze time to 11:00</translate>
|-
|-
| 21 || <translate>Freeze time to 12:00</translate>
| 21 || <translate><!--T:71--> Freeze time to 12:00</translate>
|-
|-
| 22, 38 || <translate>Freeze time to 13:00</translate>
| 22, 38 || <translate><!--T:72--> Freeze time to 13:00</translate>
|-
|-
| 23 || <translate>Freeze time to 14:00</translate>
| 23 || <translate><!--T:73--> Freeze time to 14:00</translate>
|-
|-
| 24 || <translate>Freeze time to 15:00</translate>
| 24 || <translate><!--T:74--> Freeze time to 15:00</translate>
|-
|-
| 25 || <translate>Freeze time to 16:00</translate>
| 25 || <translate><!--T:75--> Freeze time to 16:00</translate>
|-
|-
| 27 || <translate>Freeze time to 18:00</translate>
| 27 || <translate><!--T:76--> Freeze time to 18:00</translate>
|-
|-
| 29 || <translate>Freeze time to 20:00</translate>
| 29 || <translate><!--T:77--> Freeze time to 20:00</translate>
|-
|-
| 31 || <translate>Freeze time to 22:00</translate>
| 31 || <translate><!--T:78--> Freeze time to 22:00</translate>
|-
|-
| 32 || <translate>Freeze time to 23:00</translate>
| 32 || <translate><!--T:79--> Freeze time to 23:00</translate>
|-
|-
| 34 ||<translate>
| 34 ||<translate>
<!--T:80-->
* Add (0.0083333 * elapsed frames) to the Time of Day timer.
* Add (0.0083333 * elapsed frames) to the Time of Day timer.
* If the timer is >= 360.0, which means that a day has passed, the game subtracts 360 from the timer.
* If the timer is >= 360.0, which means that a day has passed, the game subtracts 360 from the timer.
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<!--T:23-->
<!--T:23-->
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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=== Time division, IsMorning, IsNoon, etc. === <!--T:26-->
=== Time division, IsMorning, IsNoon, etc. === <!--T:26-->
{|class="wikitable"
{|class="wikitable"
! <translate>Start</translate> !! <translate>End</translate> !! Division !! Time type (1) !! Time type (2)
! <translate><!--T:81--> Start</translate> !! <translate><!--T:82--> End</translate> !! Division !! Time type (1) !! Time type (2)
|-
|-
| 04:00 || 05:00 || 0 || MorningA || Morning_A1
| 04:00 || 05:00 || 0 || MorningA || Morning_A1
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<translate>
<translate>
<!--T:83-->
Note: all intervals include the start time and exclude the end time.
Note: all intervals include the start time and exclude the end time.


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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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</translate>
</translate>
{|class="wikitable"
{|class="wikitable"
! <translate>Value</translate> !! <translate>Name</translate>
! <translate><!--T:84--> Value</translate> !! <translate><!--T:85--> Name</translate>
|-
|-
| 0 || Bluesky
| 0 || Bluesky
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<!--T:40-->
<!--T:40-->
[[Category:Internals]]
[[Category:Internals{{#translation:}}]]
[[Category:Subsystems (BotW)]]
[[Category:Subsystems (BotW){{#translation:}}]]