ksys/act: Implement ActorUtil placement functions

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Léo Lam 2020-12-02 21:19:13 +01:00
parent 3da63099f6
commit bfbe2db425
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GPG Key ID: 0DF30F9081000741
6 changed files with 106 additions and 19 deletions

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@ -80196,12 +80196,12 @@
0x0000007100edd54c,act::hasOneTagByNames_0,1160,_ZN4ksys3act16hasOneTagAtLeastEPNS0_5ActorERKN4sead14SafeStringBaseIcEE
0x0000007100edd9d4,act::hasOneTagByNames,724,_ZN4ksys3act16hasOneTagAtLeastEPNS0_12BaseProcLinkERKN4sead14SafeStringBaseIcEE
0x0000007100eddca8,ActorAccessor::hasOneTagByNames,688,_ZN4ksys3act16hasOneTagAtLeastERKNS0_20ActorConstDataAccessERKN4sead14SafeStringBaseIcEE
0x0000007100eddf58,PlacementObj::shouldSkipSpawnWeatherStuff,108,
0x0000007100eddfc4,PlacementObj::isAnimalMasterAppearance,148,
0x0000007100ede058,PlacementObj::shouldSkipSpawnGodForestActor,256,
0x0000007100ede158,PlacementObj::shouldSkipSpawnFairy,188,
0x0000007100ede214,sub_7100EDE214,208,
0x0000007100ede2e4,PlacementMgr::setSomeGlobalPlacementFlags,180,
0x0000007100eddf58,PlacementObj::shouldSkipSpawnWeatherStuff,108,_ZN4ksys3act26shouldSkipSpawnWhenRainingEPNS_3map6ObjectE?
0x0000007100eddfc4,PlacementObj::isAnimalMasterAppearance,148,_ZN4ksys3act29shouldSkipSpawnIfGodForestOffEPNS_3map6ObjectE
0x0000007100ede058,PlacementObj::shouldSkipSpawnGodForestActor,256,_ZN4ksys3act29shouldSkipSpawnGodForestActorEPNS_3map6ObjectE
0x0000007100ede158,PlacementObj::shouldSkipSpawnFairy,188,_ZN4ksys3act20shouldSkipSpawnFairyEPNS_3map6ObjectE
0x0000007100ede214,sub_7100EDE214,208,_ZN4ksys3act20shouldSkipSpawnFairyERKN4sead14SafeStringBaseIcEE
0x0000007100ede2e4,PlacementMgr::setSomeGlobalPlacementFlags,180,_ZN4ksys3act31initSpawnConditionGameDataFlagsEv
0x0000007100ede398,act::hasAnyRevivalTag,328,
0x0000007100ede4e0,hasStopTimerMiddleTag,28,
0x0000007100ede4fc,hasStopTimerShortTag,28,

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@ -4,16 +4,32 @@
#include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actBaseProcLink.h"
#include "KingSystem/ActorSystem/actInfoData.h"
#include "KingSystem/ActorSystem/actTag.h"
#include "KingSystem/GameData/gdtManager.h"
#include "KingSystem/Map/mapObject.h"
#include "KingSystem/Map/mapPlacementMgr.h"
#include "KingSystem/Resource/resResourceActorLink.h"
#include "KingSystem/World/worldManager.h"
namespace ksys::act {
static ActorConstDataAccess getAccessor(BaseProcLink* link) {
namespace {
ActorConstDataAccess getAccessor(BaseProcLink* link) {
ActorConstDataAccess accessor;
acquireActor(link, &accessor);
return accessor;
}
const char* sArrowTypes[] = {
"NormalArrow", "BombArrow_A", "AncientArrow", "FireArrow", "IceArrow", "ElectricArrow",
};
gdt::FlagHandle sAnimalMasterAppearanceHandle = gdt::InvalidHandle;
gdt::FlagHandle sFairyCountCheckHandle = gdt::InvalidHandle;
gdt::FlagHandle sIsGetStopTimerLv2Handle = gdt::InvalidHandle;
} // namespace
bool hasTag(Actor* actor, const sead::SafeString& tag) {
if (!actor)
return false;
@ -70,7 +86,7 @@ bool hasOneTagAtLeast(BaseProcLink* link, const sead::SafeString& tags) {
return false;
}
bool act::hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::SafeString& tags) {
bool hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::SafeString& tags) {
sead::FixedSafeString<32> tag;
for (auto it = tags.tokenBegin(","); tags.tokenEnd(",") != it; ++it) {
it.get(&tag);
@ -80,4 +96,68 @@ bool act::hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::Saf
return false;
}
// NON_MATCHING: this version doesn't have unnecessary register moves.
bool shouldSkipSpawnWhenRaining(map::Object* obj) {
if (obj->getFlags().isOff(map::Object::Flag::CreateNotRain))
return false;
if (!world::Manager::instance())
return false;
const auto pos = obj->getTranslate();
return !world::Manager::instance()->isRaining(pos);
}
bool shouldSkipSpawnIfGodForestOff(map::Object* obj) {
bool value = false;
if (obj->getFlags().isOff(map::Object::Flag::UnderGodForestOff))
return false;
if (!gdt::Manager::instance()->getBool(sAnimalMasterAppearanceHandle, &value, true))
return false;
return value != 0;
}
bool shouldSkipSpawnGodForestActor(map::Object* obj) {
bool value = false;
if (obj->getFlags().isOn(map::Object::Flag::UnderGodForest) &&
gdt::Manager::instance()->getBool(sAnimalMasterAppearanceHandle, &value, true) && !value) {
return true;
}
return shouldSkipSpawnIfGodForestOff(obj);
}
static bool isFairyCountCheckEnabled() {
bool value = false;
return gdt::Manager::instance()->getBool(sFairyCountCheckHandle, &value, true) && value;
}
bool shouldSkipSpawnFairy(map::Object* obj) {
const map::ActorData& actor_data = obj->getActorData();
if (!actor_data.mFlags.isOnBit(map::ActorData::Flag::Fairy))
return false;
return isFairyCountCheckEnabled();
}
bool shouldSkipSpawnFairy(const sead::SafeString& actor) {
auto* info = InfoData::instance();
if (!info || !info->hasTag(actor.cstr(), tags::Fairy))
return false;
return isFairyCountCheckEnabled();
}
void initSpawnConditionGameDataFlags() {
sFairyCountCheckHandle = gdt::Manager::instance()->getBoolHandle("FairyCountCheck");
sAnimalMasterAppearanceHandle =
gdt::Manager::instance()->getBoolHandle("AnimalMaster_Appearance");
sIsGetStopTimerLv2Handle = gdt::Manager::instance()->getBoolHandle("IsGet_Obj_StopTimerLv2");
}
// TODO: remove this once IsGetStopTimerLv2 is used
// The only purpose of this function is to prevent sIsGetStopTimerLv2Handle from being optimized out
auto initSpawnConditionGameDataFlags_dummy() {
return sIsGetStopTimerLv2Handle;
}
} // namespace ksys::act

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@ -60,13 +60,13 @@ bool hasOneTagAtLeast(Actor* actor, const sead::SafeString& tags);
bool hasOneTagAtLeast(BaseProcLink* link, const sead::SafeString& tags);
bool hasOneTagAtLeast(const ActorConstDataAccess& accessor, const sead::SafeString& tags);
bool shouldSkipSpawnForWeatherReasons(map::Object* obj);
bool isAnimalMasterAppearance(map::Object* obj);
bool shouldSkipSpawnWhenRaining(map::Object* obj);
bool shouldSkipSpawnIfGodForestOff(map::Object* obj);
bool shouldSkipSpawnGodForestActor(map::Object* obj);
bool shouldSkipSpawnFairy(map::Object* obj);
bool shouldSkipSpawnFairy(const sead::SafeString& actor);
/// Must be called before using any of the "should skip" functions above + isAnimalMasterAppearance.
/// Must be called before using any of the "should skip" functions above.
void initSpawnConditionGameDataFlags();
bool hasAnyRevivalTag(const sead::SafeString& actor);

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@ -266,16 +266,14 @@ public:
#undef GDT_GET_HANDLE_
#define GDT_GET_(NAME, T) \
void NAME(FlagHandle handle, T* value, bool debug = false) { \
unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
ref.get().NAME(value, idx); \
return true; \
bool NAME(FlagHandle handle, T* value, bool debug = false) { \
return unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
return ref.get().NAME(value, idx); \
}); \
} \
void NAME(FlagHandle handle, T* value, s32 sub_idx, bool debug = false) { \
unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
ref.get().NAME(value, idx, sub_idx); \
return true; \
bool NAME(FlagHandle handle, T* value, s32 sub_idx, bool debug = false) { \
return unwrapHandle<false>(handle, debug, [&](u32 idx, TriggerParamRef& ref) { \
return ref.get().NAME(value, idx, sub_idx); \
}); \
}

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@ -148,6 +148,10 @@ public:
auto getId() const { return mId; }
auto getStaticCompoundId() const { return mStaticCompoundId; }
const ActorData& getActorData() const {
return PlacementMgr::instance()->mPlacementActors->mActorData[mActorDataIdx];
}
u8 getNumLinksPointingToMe() const { return mNumLinksPointingToMe; }
const MubinIter& getMubinIter() const { return mMubinIter; }

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@ -43,7 +43,12 @@ public:
// FIXME: incomplete
class Manager : public sead::hostio::Node {
SEAD_SINGLETON_DISPOSER(Manager)
Manager();
virtual ~Manager();
public:
bool isRaining(const sead::Vector3f& pos) const;
WorldInfo mWorldInfo;
DungeonEnv mDungeonEnv;