2019-06-09 02:56:11 +00:00
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using System;
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namespace PKHeX.Core
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{
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public sealed class ConfigSave7 : SaveBlock
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{
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/* ===32 bits===
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* talkSpeed:2 0,1
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* battleAnim:1 2
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* battleStyle:1 3
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* unknown:9 4..12
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* buttonMode:2 13,14
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* boxStatus:1 15
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* everything else: unknown
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*/
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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public ConfigSave7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
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public ConfigSave7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
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2019-06-09 02:56:11 +00:00
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public int ConfigValue
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{
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get => BitConverter.ToInt32(Data, Offset);
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set => BitConverter.GetBytes(value).CopyTo(Data, Offset);
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}
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public int TalkingSpeed
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{
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get => ConfigValue & 3;
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set => ConfigValue = (ConfigValue & ~3) | (value & 3);
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}
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public int BattleAnimation
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{
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// Effects OFF = 1, Effects ON = 0
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get => (ConfigValue >> 2) & 1;
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set => ConfigValue = (ConfigValue & ~(1 << 2)) | (value << 2);
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}
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public int BattleStyle
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{
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// SET = 1, SWITCH = 0
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get => (ConfigValue >> 3) & 1;
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set => ConfigValue = (ConfigValue & ~(1 << 3)) | (value << 3);
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}
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// UNKNOWN?
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public int ButtonMode
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{
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get => (ConfigValue >> 13) & 3;
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set => ConfigValue = (ConfigValue & ~(1 << 13)) | (value << 13);
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}
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public int BoxStatus
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{
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// MANUAL = 1, AUTOMATIC = 0
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get => (ConfigValue >> 15) & 1;
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set => ConfigValue = (ConfigValue & ~(1 << 15)) | (value << 15);
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}
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// NOTE: BELOW COMES FROM LGPE. MAYBE THIS IS WHAT THEY USE THE FLAGS FOR?
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/// <summary>
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/// <see cref="LanguageID"/> for messages, stored with <see cref="LanguageID.UNUSED_6"/> skipped in the enumeration.
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/// </summary>
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public int Language
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{
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get => GetLanguageID((ConfigValue >> 4) & 0xF);
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set => ConfigValue = ((ConfigValue & ~0xF0) | SetLanguageID(value) << 4);
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}
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private static int GetLanguageID(int i) => i >= (int)LanguageID.UNUSED_6 ? i + 1 : i; // sets langBank to LanguageID
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private static int SetLanguageID(int i) => i > (int)LanguageID.UNUSED_6 ? i - 1 : i; // sets LanguageID to langBank
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public enum BattleAnimationSetting
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{
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EffectsON,
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EffectsOFF,
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}
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public enum BattleStyleSetting
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{
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SET,
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SWITCH,
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}
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}
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}
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