mirror of https://github.com/zeldaret/botw.git
ksys/act: Implement ActorUtil placement functions
This commit is contained in:
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3da63099f6
commit
bfbe2db425
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@ -80196,12 +80196,12 @@
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0x0000007100edd54c,act::hasOneTagByNames_0,1160,_ZN4ksys3act16hasOneTagAtLeastEPNS0_5ActorERKN4sead14SafeStringBaseIcEE
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0x0000007100edd9d4,act::hasOneTagByNames,724,_ZN4ksys3act16hasOneTagAtLeastEPNS0_12BaseProcLinkERKN4sead14SafeStringBaseIcEE
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0x0000007100eddca8,ActorAccessor::hasOneTagByNames,688,_ZN4ksys3act16hasOneTagAtLeastERKNS0_20ActorConstDataAccessERKN4sead14SafeStringBaseIcEE
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0x0000007100eddf58,PlacementObj::shouldSkipSpawnWeatherStuff,108,
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0x0000007100eddfc4,PlacementObj::isAnimalMasterAppearance,148,
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0x0000007100ede058,PlacementObj::shouldSkipSpawnGodForestActor,256,
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0x0000007100ede158,PlacementObj::shouldSkipSpawnFairy,188,
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0x0000007100ede214,sub_7100EDE214,208,
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0x0000007100ede2e4,PlacementMgr::setSomeGlobalPlacementFlags,180,
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0x0000007100eddf58,PlacementObj::shouldSkipSpawnWeatherStuff,108,_ZN4ksys3act26shouldSkipSpawnWhenRainingEPNS_3map6ObjectE?
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0x0000007100eddfc4,PlacementObj::isAnimalMasterAppearance,148,_ZN4ksys3act29shouldSkipSpawnIfGodForestOffEPNS_3map6ObjectE
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0x0000007100ede058,PlacementObj::shouldSkipSpawnGodForestActor,256,_ZN4ksys3act29shouldSkipSpawnGodForestActorEPNS_3map6ObjectE
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0x0000007100ede158,PlacementObj::shouldSkipSpawnFairy,188,_ZN4ksys3act20shouldSkipSpawnFairyEPNS_3map6ObjectE
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0x0000007100ede214,sub_7100EDE214,208,_ZN4ksys3act20shouldSkipSpawnFairyERKN4sead14SafeStringBaseIcEE
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0x0000007100ede2e4,PlacementMgr::setSomeGlobalPlacementFlags,180,_ZN4ksys3act31initSpawnConditionGameDataFlagsEv
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0x0000007100ede398,act::hasAnyRevivalTag,328,
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0x0000007100ede4e0,hasStopTimerMiddleTag,28,
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0x0000007100ede4fc,hasStopTimerShortTag,28,
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Can't render this file because it is too large.
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@ -4,16 +4,32 @@
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#include "KingSystem/ActorSystem/actActorParam.h"
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#include "KingSystem/ActorSystem/actBaseProcLink.h"
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#include "KingSystem/ActorSystem/actInfoData.h"
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#include "KingSystem/ActorSystem/actTag.h"
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#include "KingSystem/GameData/gdtManager.h"
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#include "KingSystem/Map/mapObject.h"
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#include "KingSystem/Map/mapPlacementMgr.h"
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#include "KingSystem/Resource/resResourceActorLink.h"
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#include "KingSystem/World/worldManager.h"
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namespace ksys::act {
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static ActorConstDataAccess getAccessor(BaseProcLink* link) {
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namespace {
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ActorConstDataAccess getAccessor(BaseProcLink* link) {
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ActorConstDataAccess accessor;
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acquireActor(link, &accessor);
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return accessor;
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}
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const char* sArrowTypes[] = {
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"NormalArrow", "BombArrow_A", "AncientArrow", "FireArrow", "IceArrow", "ElectricArrow",
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};
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gdt::FlagHandle sAnimalMasterAppearanceHandle = gdt::InvalidHandle;
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gdt::FlagHandle sFairyCountCheckHandle = gdt::InvalidHandle;
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gdt::FlagHandle sIsGetStopTimerLv2Handle = gdt::InvalidHandle;
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} // namespace
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bool hasTag(Actor* actor, const sead::SafeString& tag) {
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if (!actor)
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return false;
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@ -70,7 +86,7 @@ bool hasOneTagAtLeast(BaseProcLink* link, const sead::SafeString& tags) {
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return false;
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}
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bool act::hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::SafeString& tags) {
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bool hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::SafeString& tags) {
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sead::FixedSafeString<32> tag;
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for (auto it = tags.tokenBegin(","); tags.tokenEnd(",") != it; ++it) {
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it.get(&tag);
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@ -80,4 +96,68 @@ bool act::hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::Saf
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return false;
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}
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// NON_MATCHING: this version doesn't have unnecessary register moves.
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bool shouldSkipSpawnWhenRaining(map::Object* obj) {
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if (obj->getFlags().isOff(map::Object::Flag::CreateNotRain))
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return false;
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if (!world::Manager::instance())
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return false;
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const auto pos = obj->getTranslate();
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return !world::Manager::instance()->isRaining(pos);
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}
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bool shouldSkipSpawnIfGodForestOff(map::Object* obj) {
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bool value = false;
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if (obj->getFlags().isOff(map::Object::Flag::UnderGodForestOff))
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return false;
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if (!gdt::Manager::instance()->getBool(sAnimalMasterAppearanceHandle, &value, true))
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return false;
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return value != 0;
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}
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bool shouldSkipSpawnGodForestActor(map::Object* obj) {
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bool value = false;
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if (obj->getFlags().isOn(map::Object::Flag::UnderGodForest) &&
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gdt::Manager::instance()->getBool(sAnimalMasterAppearanceHandle, &value, true) && !value) {
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return true;
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}
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return shouldSkipSpawnIfGodForestOff(obj);
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}
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static bool isFairyCountCheckEnabled() {
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bool value = false;
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return gdt::Manager::instance()->getBool(sFairyCountCheckHandle, &value, true) && value;
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}
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bool shouldSkipSpawnFairy(map::Object* obj) {
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const map::ActorData& actor_data = obj->getActorData();
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if (!actor_data.mFlags.isOnBit(map::ActorData::Flag::Fairy))
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return false;
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return isFairyCountCheckEnabled();
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}
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bool shouldSkipSpawnFairy(const sead::SafeString& actor) {
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auto* info = InfoData::instance();
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if (!info || !info->hasTag(actor.cstr(), tags::Fairy))
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return false;
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return isFairyCountCheckEnabled();
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}
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void initSpawnConditionGameDataFlags() {
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sFairyCountCheckHandle = gdt::Manager::instance()->getBoolHandle("FairyCountCheck");
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sAnimalMasterAppearanceHandle =
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gdt::Manager::instance()->getBoolHandle("AnimalMaster_Appearance");
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sIsGetStopTimerLv2Handle = gdt::Manager::instance()->getBoolHandle("IsGet_Obj_StopTimerLv2");
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}
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// TODO: remove this once IsGetStopTimerLv2 is used
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// The only purpose of this function is to prevent sIsGetStopTimerLv2Handle from being optimized out
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auto initSpawnConditionGameDataFlags_dummy() {
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return sIsGetStopTimerLv2Handle;
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}
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} // namespace ksys::act
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@ -60,13 +60,13 @@ bool hasOneTagAtLeast(Actor* actor, const sead::SafeString& tags);
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bool hasOneTagAtLeast(BaseProcLink* link, const sead::SafeString& tags);
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bool hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::SafeString& tags);
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bool shouldSkipSpawnForWeatherReasons(map::Object* obj);
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bool isAnimalMasterAppearance(map::Object* obj);
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bool shouldSkipSpawnWhenRaining(map::Object* obj);
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bool shouldSkipSpawnIfGodForestOff(map::Object* obj);
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bool shouldSkipSpawnGodForestActor(map::Object* obj);
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bool shouldSkipSpawnFairy(map::Object* obj);
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bool shouldSkipSpawnFairy(const sead::SafeString& actor);
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/// Must be called before using any of the "should skip" functions above + isAnimalMasterAppearance.
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/// Must be called before using any of the "should skip" functions above.
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void initSpawnConditionGameDataFlags();
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bool hasAnyRevivalTag(const sead::SafeString& actor);
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@ -266,16 +266,14 @@ public:
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#undef GDT_GET_HANDLE_
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#define GDT_GET_(NAME, T) \
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void NAME(FlagHandle handle, T* value, bool debug = false) { \
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unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
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ref.get().NAME(value, idx); \
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return true; \
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bool NAME(FlagHandle handle, T* value, bool debug = false) { \
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return unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
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return ref.get().NAME(value, idx); \
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}); \
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} \
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void NAME(FlagHandle handle, T* value, s32 sub_idx, bool debug = false) { \
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unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
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ref.get().NAME(value, idx, sub_idx); \
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return true; \
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bool NAME(FlagHandle handle, T* value, s32 sub_idx, bool debug = false) { \
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return unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
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return ref.get().NAME(value, idx, sub_idx); \
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}); \
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}
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@ -148,6 +148,10 @@ public:
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auto getId() const { return mId; }
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auto getStaticCompoundId() const { return mStaticCompoundId; }
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const ActorData& getActorData() const {
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return PlacementMgr::instance()->mPlacementActors->mActorData[mActorDataIdx];
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}
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u8 getNumLinksPointingToMe() const { return mNumLinksPointingToMe; }
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const MubinIter& getMubinIter() const { return mMubinIter; }
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@ -43,7 +43,12 @@ public:
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// FIXME: incomplete
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class Manager : public sead::hostio::Node {
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SEAD_SINGLETON_DISPOSER(Manager)
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Manager();
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virtual ~Manager();
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public:
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bool isRaining(const sead::Vector3f& pos) const;
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WorldInfo mWorldInfo;
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DungeonEnv mDungeonEnv;
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