GameDataMgr: Difference between revisions
→Reset flags
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Flag data is loaded from [[bgdata]] files and stored in [[TriggerParam]] objects. Transferring data from and to save files is done by interacting with the [[SaveSystem]] and [[SaveMgr]] subsystems. | Flag data is loaded from [[bgdata]] files and stored in [[TriggerParam]] objects. Transferring data from and to save files is done by interacting with the [[SaveSystem]] and [[SaveMgr]] subsystems. | ||
There are at least two sets of TriggerParams at all times and up to four (param1, param, ???, GimmickResetBuffer). The exact | In debug versions, GameDataMgr is able to sync save data from and to a computer. | ||
== TriggerParams == | |||
There are at least two sets of TriggerParams at all times and up to four (param1, param, ???, GimmickResetBuffer). The exact purpose of each TriggerParam is currently unknown. | |||
After all GameData flag info has been loaded into this->triggerParam from the GameData archive ([[gamedata.sarc]]), another TriggerParam instance called param1 (this->triggerParam1) is constructed and data is copied from this->triggerParam. The copy function also builds the lists of flags that need to be reset (with a non-zero ResetType) and of boolean flags with (initialValue >> 1) != 0. | |||
* Changes to GameData are (usually) made to param1. A flag allows all param1 changes to be automatically propagated to param, but it appears to be unset under normal operation. | |||
* Under some cases, SaveMgr triggers copies from param to param1. | |||
* GameDataMgr::calc copies param1 to param unless a flag is set. | |||
== Flags == | |||
== GameDataMgr::Flags == | |||
Stored at GameDataMgr+0xC18 on Switch 1.5.0. Most flags are still poorly understood. | |||
Flags are checked in the main update function (GameDataMgr::calc). Some flags are used to request actions such as resetting all flags to their initial value; these are automatically unset after GameDataMgr has processed the request. | |||
<source lang="c++"> | |||
enum GameDataMgr::Flags | |||
{ | |||
GameDataMgr::Flags_1 = 0x1, | |||
GameDataMgr::Flags_2 = 0x2, | |||
/// Causes GameDataMgr to call TriggerParam::resetToInitialValues(this->triggerParam1), | |||
/// clear some values of this->triggerParam and invoke reset callbacks | |||
GameDataMgr::Flags_NeedResetAllToInitial = 0x4, | |||
/// Causes GameDataMgr to call TriggerParam::reset(this->triggerParam1) (see below) | |||
GameDataMgr::Flags_NeedReset = 0x8, | |||
/// [Debug only] Creates a TriggerParam instance called "GimmickResetBuffer" (if needed) | |||
/// and copies data from param1. | |||
/// A pointer to the instance is stored in GameDataMgr. | |||
GameDataMgr::Flags_NeedGimmickReset = 0x10, | |||
/// If this->gimmickResetBufferParam is non-null, copy it to triggerParam and to triggerParam1 (args: 1, 0, 0). | |||
GameDataMgr::Flags_NeedCopyGimmickParam = 0x20, | |||
/// If this->gimmickResetBufferParam is non-null, copy it to triggerParam and to triggerParam1 (args: 1, 1, 0). | |||
GameDataMgr::Flags_40 = 0x40, | |||
GameDataMgr::Flags_80 = 0x80, | |||
GameDataMgr::Flags_100 = 0x100, | |||
GameDataMgr::Flags_200 = 0x200, | |||
GameDataMgr::Flags_400 = 0x400, | |||
/// Set from flag setter functions. The name is based on the fact that IsChangedByDebug gets set at the same time. | |||
GameDataMgr::Flags_IsChangedByDebugMaybe = 0x800, | |||
GameDataMgr::Flags_1000 = 0x1000, | |||
GameDataMgr::Flags_2000 = 0x2000, | |||
GameDataMgr::Flags_4000 = 0x4000, | |||
GameDataMgr::Flags_ChangeOnlyOnceMode = 0x8000, | |||
GameDataMgr::Flags_10000 = 0x10000, | |||
GameDataMgr::Flags_20000 = 0x20000, | |||
/// If set, GameDataMgr::calc will skip copying param1 to param (args: 0, 0, 0) | |||
GameDataMgr::Flags_DisableParam1ToParamSync = 0x40000, | |||
GameDataMgr::Flags_IsRestartFromGameOverMaybe = 0x80000, | |||
GameDataMgr::Flags_DoNotResetToInitialFromRadarMgr = 0x100000, | |||
}; | |||
</source> | |||
== Reset flags == | |||
Stored at GameDataMgr+0xC1C on Switch 1.5.0. | |||
{|class="wikitable" | |||
! Flag !! ResetType !! Description | |||
|- | |||
| 1 || 0 || No reset{{check}} | |||
|- | |||
| 2 || 1 || Corresponds to reset type 1: reset on blood moon | |||
Set from [[SaveSystem]] code (under specific cases when a save is being loaded), or more commonly from [[AIDef:Action/EventOffWaitRevivalAction|action::EventOffWaitRevivalAction]] (whenever a Blood Moon happens) | |||
|- | |||
| 4 || 2 || Corresponds to reset type 2: reset on stage generation | |||
Set when preparing for a stage generation. | |||
|- | |||
| 8 || 3 || Corresponds to reset type 3: reset every night at midnight | |||
Set every day at midnight. | |||
|- | |||
| 0x10 || 4 || Corresponds to reset type 4: reset every time the Lord of the Mountain appears | |||
Set by [[WorldMgr]] when it determines that the Lord of the Mountain should appear. | |||
|} | |||
== Reset process == | |||
All game data flags for which <code>(1 << resetType) & resetFlags</code> is true are reset to their initial values. | |||
TriggerParam::reset processes up to 1024 flags at a time. The function returns the number of remaining flags to reset and flag 0x08 (GameDataMgr::Flags_NeedReset) is only cleared when all flags have been reset. | |||
=== bool and s32 flags with reset type 3 === | |||
bool and s32 flags with reset type 3, and with a flag name hash that is listed in ShopAreaInfo (in [[ShopGameDataInfo.byml]]) receive special treatment. | |||
If: | |||
* the player is in none of the shop areas that are associated with the flag (or in the Dealer's area for area-less flags); or if the player is not on MainField | |||
* '''and''', for items with the <code>Arrow</code> tag: if the player has fewer than {itemSaleRevivalCount} arrows in their inventory | |||
Then: | |||
* The flag is reset to its initial value. | |||
* For bool flags: All associated sold out flags are reset to their initial values. | |||
For more information on the area checks, see [[Object respawning]]. | |||
[[Category: Internals]] | [[Category: Internals]] | ||
[[Category: Subsystems (BotW)]] | [[Category: Subsystems (BotW)]] |