GameDataMgr: Difference between revisions
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→Reset flags
imported>Leoetlino m (→TriggerParams) |
imported>Leoetlino |
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(9 intermediate revisions by the same user not shown) | |||
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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. | ||
{|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 == | == 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)]] |