GameDataMgr: Difference between revisions

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imported>Leoetlino
 
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== TriggerParams ==
== TriggerParams ==
There are at least two sets of TriggerParams at all times and up to four (param1, param, ???, GimmickResetBuffer). The exact purposes of each TriggerParam is currently unknown.
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.
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 ==
== Flags ==
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== Reset flags ==
== Reset flags ==
Stored at GameDataMgr+0xC1C on Switch 1.5.0.
Stored at GameDataMgr+0xC1C on Switch 1.5.0.
<source lang="c++">
{|class="wikitable"
enum GameDataMgr::ResetFlags
! Flag !! ResetType !! Description
{
|-
  GameDataMgr::ResetFlags_1 = 0x1,
| 1 || 0 || No reset{{check}}
  GameDataMgr::ResetFlags_2 = 0x2,
|-
  GameDataMgr::ResetFlags_4 = 0x4,
| 2 || 1 || Corresponds to reset type 1: reset on blood moon
  GameDataMgr::ResetFlags_8 = 0x8,
 
  GameDataMgr::ResetFlags_10 = 0x10,
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)
};
|-
</source>
| 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 ==
== Reset process ==
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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.
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 ===
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.
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.


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* The flag is reset to its initial value.
* The flag is reset to its initial value.
* For bool flags: All associated sold out flags are reset to their initial values.
* 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)]]
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