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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2020-09-09 19:47:24 +00:00
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public sealed class BoxLayout7 : SaveBlock, IBoxDetailName, IBoxDetailWallpaper, ITeamIndexSet
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2019-06-09 02:56:11 +00:00
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{
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2019-09-03 02:30:58 +00:00
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private const int BoxCount = 32;
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2019-06-09 02:56:11 +00:00
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private const int BattleBoxFlags = 0x4C4;
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private const int PCBackgrounds = 0x5C0;
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private const int PCFlags = 0x5E0;
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2019-09-03 02:30:58 +00:00
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private const int Unlocked = 0x5E1;
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private const int LastViewedBoxOffset = 0x5E3;
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2019-06-09 02:56:11 +00:00
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2019-10-17 02:08:13 +00:00
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private const int strlen = SAV6.LongStringLength / 2;
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2019-06-09 02:56:11 +00:00
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private const int TeamCount = 6;
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private const int NONE_SELECTED = -1;
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public readonly int[] TeamSlots = new int[TeamCount * 6];
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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 BoxLayout7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
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public BoxLayout7(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 GetBoxWallpaperOffset(int box) => Offset + PCBackgrounds + box;
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public int GetBoxWallpaper(int box)
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{
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if ((uint)box > SAV.BoxCount)
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return 0;
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return Data[GetBoxWallpaperOffset(box)];
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}
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public void SetBoxWallpaper(int box, int value)
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{
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if ((uint)box > SAV.BoxCount)
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return;
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Data[GetBoxWallpaperOffset(box)] = (byte)value;
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}
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2019-10-17 02:08:13 +00:00
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private int GetBoxNameOffset(int box) => Offset + (SAV6.LongStringLength * box);
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2019-06-09 02:56:11 +00:00
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public string GetBoxName(int box)
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{
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2019-10-17 02:08:13 +00:00
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return SAV.GetString(Data, GetBoxNameOffset(box), SAV6.LongStringLength);
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2019-06-09 02:56:11 +00:00
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}
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public void SetBoxName(int box, string value)
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{
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var data = SAV.SetString(value, strlen, strlen, 0);
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2019-11-19 00:01:36 +00:00
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var offset = GetBoxNameOffset(box - 1) + (SAV6.LongStringLength);
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2019-06-09 02:56:11 +00:00
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SAV.SetData(data, offset);
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}
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public byte[] BoxFlags
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{
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get => new[] { Data[Offset + PCFlags] }; // bits for wallpaper unlocks
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set
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{
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if (value.Length != 1)
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return;
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Data[Offset + PCFlags] = value[0];
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}
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}
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2019-09-03 02:30:58 +00:00
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public int BoxesUnlocked
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{
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get => Data[Offset + Unlocked];
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set
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{
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if (value > BoxCount)
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value = BoxCount;
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Data[Offset + Unlocked] = (byte)value;
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}
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}
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2019-06-09 02:56:11 +00:00
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public int CurrentBox { get => Data[Offset + LastViewedBoxOffset]; set => Data[Offset + LastViewedBoxOffset] = (byte)value; }
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public void LoadBattleTeams()
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{
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for (int i = 0; i < TeamCount * 6; i++)
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{
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short val = BitConverter.ToInt16(Data, Offset + BattleBoxFlags + (i * 2));
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if (val < 0)
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{
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TeamSlots[i] = NONE_SELECTED;
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continue;
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}
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int box = val >> 8;
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int slot = val & 0xFF;
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int index = (SAV.BoxSlotCount * box) + slot;
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TeamSlots[i] = index & 0xFFFF;
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}
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}
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public void ClearBattleTeams()
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{
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for (int i = 0; i < TeamSlots.Length; i++)
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TeamSlots[i] = NONE_SELECTED;
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for (int i = 0; i < TeamCount; i++)
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SetIsTeamLocked(i, false);
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}
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public void SaveBattleTeams()
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{
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for (int i = 0; i < TeamCount * 6; i++)
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{
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int index = TeamSlots[i];
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if (index < 0)
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{
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BitConverter.GetBytes((short)index).CopyTo(Data, Offset + BattleBoxFlags + (i * 2));
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continue;
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}
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2019-09-03 02:30:58 +00:00
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SAV.GetBoxSlotFromIndex(index, out var box, out var slot);
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2019-06-09 02:56:11 +00:00
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int val = (box << 8) | slot;
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BitConverter.GetBytes((short)val).CopyTo(Data, Offset + BattleBoxFlags + (i * 2));
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}
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}
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2020-09-09 19:47:24 +00:00
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public void UnlockAllTeams()
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{
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for (int i = 0; i < TeamCount; i++)
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SetIsTeamLocked(i, false);
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}
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2019-06-09 02:56:11 +00:00
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public bool GetIsTeamLocked(int team) => Data[Offset + PCBackgrounds - TeamCount - team] == 1;
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public void SetIsTeamLocked(int team, bool value) => Data[Offset + PCBackgrounds - TeamCount - team] = (byte)(value ? 1 : 0);
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public string this[int i]
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{
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get => GetBoxName(i);
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set => SetBoxName(i, value);
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}
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}
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}
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