PKHeX/PKHeX.Core/Saves/Blocks/BlockInfoNDS.cs

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using System;
namespace PKHeX.Core
{
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/// <summary>
/// Gen5 Block Info
/// </summary>
public sealed class BlockInfoNDS : BlockInfo
{
private readonly int ChecksumOffset;
private readonly int ChecksumMirror;
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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
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public BlockInfoNDS(int offset, int length, int chkOffset, int chkMirror)
{
Offset = offset;
Length = length;
ChecksumOffset = chkOffset;
ChecksumMirror = chkMirror;
}
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private ushort GetChecksum(byte[] data) => Checksums.CRC16_CCITT(data, Offset, Length);
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protected override bool ChecksumValid(byte[] data)
{
ushort chk = GetChecksum(data);
if (chk != BitConverter.ToUInt16(data, ChecksumOffset))
return false;
if (chk != BitConverter.ToUInt16(data, ChecksumMirror))
return false;
return true;
}
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protected override void SetChecksum(byte[] data)
{
ushort chk = GetChecksum(data);
var bytes = BitConverter.GetBytes(chk);
bytes.CopyTo(data, ChecksumOffset);
bytes.CopyTo(data, ChecksumMirror);
}
}
}