2017-11-26 16:47:25 +00:00
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using System;
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namespace PKHeX.Core
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{
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2019-10-04 02:09:02 +00:00
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public sealed class FestaFacility
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2017-11-26 16:47:25 +00:00
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{
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private const int SIZE = 0x48;
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private readonly byte[] Data;
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private readonly int Language;
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private readonly int ofs;
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public FestaFacility(SAV7 sav, int index)
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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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ofs = (index * SIZE) + sav.Festa.Offset + 0x310;
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2017-11-26 16:47:25 +00:00
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Data = sav.GetData(ofs, SIZE);
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Language = sav.Language;
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}
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2018-07-29 20:27:48 +00:00
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2017-11-26 16:47:25 +00:00
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public void CopyTo(SAV7 sav) => sav.SetData(Data, ofs);
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public int Type { get => Data[0x00]; set => Data[0x00] = (byte)value; }
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public int Color { get => Data[0x01]; set => Data[0x01] = (byte)value; }
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2020-12-22 00:53:28 +00:00
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public bool IsIntroduced { get => Data[0x02] != 0; set => Data[0x02] = value ? 1 : 0; }
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2017-11-26 16:47:25 +00:00
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public int Gender { get => Data[0x03]; set => Data[0x03] = (byte)value; }
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public string OT_Name { get => StringConverter.GetString7(Data, 0x04, 0x1A); set => StringConverter.SetString7(value, 12, Language).CopyTo(Data, 0x04); }
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private int MessageMeet { get => BitConverter.ToUInt16(Data, 0x1E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1E); }
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private int MessagePart { get => BitConverter.ToUInt16(Data, 0x20); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x20); }
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private int MessageMoved { get => BitConverter.ToUInt16(Data, 0x22); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x22); }
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private int MessageDisappointed { get => BitConverter.ToUInt16(Data, 0x24); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x24); }
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public int UsedLuckyRank { get => Data[0x26]; set => Data[0x26] = (byte)value; } // 1:a bit, 2:a whole lot, 3:a whole ton
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public int UsedLuckyPlace { get => Data[0x27]; set => Data[0x27] = (byte)value; } // 1:GTS, ... 7:haunted house
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public uint UsedFlags { get => BitConverter.ToUInt32(Data, 0x28); set => BitConverter.GetBytes(value).CopyTo(Data, 0x28); }
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public uint UsedRandStat { get => BitConverter.ToUInt32(Data, 0x2C); set => BitConverter.GetBytes(value).CopyTo(Data, 0x2C); }
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public int NPC { get => Math.Max(0, BitConverter.ToInt32(Data, 0x30)); set => BitConverter.GetBytes(Math.Max(0, value)).CopyTo(Data, 0x30); }
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2019-09-23 22:13:22 +00:00
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public byte[] TrainerFesID { get => Data.Slice(0x34, 0xC); set => value.CopyTo(Data, 0x34); }
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2017-11-26 16:47:25 +00:00
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public int ExchangeLeftCount { get => Data[0x40]; set => Data[0x40] = (byte)value; } // used when Type=Exchange
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2018-07-29 20:27:48 +00:00
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2017-11-26 16:47:25 +00:00
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public int GetMessage(int index)
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{
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2019-10-08 01:40:09 +00:00
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return index switch
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2017-11-26 16:47:25 +00:00
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{
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2019-10-08 01:40:09 +00:00
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0 => MessageMeet,
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1 => MessagePart,
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2 => MessageMoved,
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3 => MessageDisappointed,
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_ => 0
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};
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2017-11-26 16:47:25 +00:00
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}
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2018-07-29 20:27:48 +00:00
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2017-11-26 16:47:25 +00:00
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public void SetMessage(int index, ushort value)
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{
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switch (index)
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{
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case 0: MessageMeet = value; break;
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case 1: MessagePart = value; break;
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case 2: MessageMoved = value; break;
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case 3: MessageDisappointed = value; break;
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default: return;
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}
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}
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}
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}
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