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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2021-02-21 23:01:28 +00:00
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/// <summary>
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/// Pokédex structure used for Generation 5 games.
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/// </summary>
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2019-10-04 02:09:02 +00:00
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public sealed class Zukan5 : Zukan
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2019-06-09 02:56:11 +00:00
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{
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protected override int OFS_SEEN => OFS_CAUGHT + BitSeenSize;
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protected override int OFS_CAUGHT => 0x8;
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protected override int BitSeenSize => 0x54;
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protected override int DexLangFlagByteCount => 7;
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protected override int DexLangIDCount => 7;
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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 Zukan5(SAV5B2W2 sav, int dex, int langflag) : base(sav, dex, langflag)
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2019-06-09 02:56:11 +00:00
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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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DexFormIndexFetcher = DexFormUtil.GetDexFormIndexB2W2;
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2019-06-09 02:56:11 +00:00
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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 Zukan5(SAV5BW sav, int dex, int langflag) : base(sav, dex, langflag)
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{
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DexFormIndexFetcher = DexFormUtil.GetDexFormIndexBW;
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}
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public readonly Func<int, int, int> DexFormIndexFetcher;
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2019-06-09 02:56:11 +00:00
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protected override int GetDexLangFlag(int lang)
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{
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lang--;
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if (lang > 5)
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lang--; // 0-6 language vals
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if ((uint)lang > 5)
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return -1;
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return lang;
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}
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protected override bool GetSaneFormsToIterate(int species, out int formStart, out int formEnd, int formIn)
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{
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formStart = 0;
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formEnd = 0;
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return false;
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}
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protected override void SetSpindaDexData(PKM pkm, bool alreadySeen)
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{
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}
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protected override void SetAllDexFlagsLanguage(int bit, int lang, bool value = true)
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{
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lang = GetDexLangFlag(lang);
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if (lang < 0)
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return;
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// Set the Language
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int lbit = (bit * DexLangIDCount) + lang;
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if (bit < 493) // shifted by 1, Gen5 species do not have international language bits
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SetFlag(PokeDexLanguageFlags, lbit, value);
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}
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2020-12-11 04:42:30 +00:00
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protected override void SetAllDexSeenFlags(int baseBit, int form, int gender, bool isShiny, bool value = true)
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2019-06-09 02:56:11 +00:00
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{
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var shiny = isShiny ? 1 : 0;
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2019-10-20 01:24:37 +00:00
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SetDexFlags(baseBit, baseBit, gender, shiny);
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2020-12-11 04:42:30 +00:00
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SetFormFlags(baseBit + 1, form, shiny, value);
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2019-06-09 02:56:11 +00:00
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}
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public override void SetDex(PKM pkm)
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{
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if (pkm.Species == 0)
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return;
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if (pkm.Species > SAV.MaxSpeciesID)
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return;
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int bit = pkm.Species - 1;
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SetCaughtFlag(bit);
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// Set the [Species/Gender/Shiny] Seen Flag
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2020-12-11 04:42:30 +00:00
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SetAllDexSeenFlags(bit, pkm.Form, pkm.Gender, pkm.IsShiny);
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2019-06-09 02:56:11 +00:00
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SetAllDexFlagsLanguage(bit, pkm.Language);
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SetFormFlags(pkm);
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}
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private void SetCaughtFlag(int bit) => SetFlag(OFS_CAUGHT, bit);
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2019-07-11 07:13:52 +00:00
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protected override void SetDisplayedFlag(int baseBit, int formBit, bool value, int shift)
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{
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2019-10-20 01:24:37 +00:00
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if (!value)
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{
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SetDisplayed(baseBit, shift, false);
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return;
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}
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2019-07-11 07:13:52 +00:00
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bool displayed = GetIsSpeciesAnyDisplayed(baseBit);
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2019-10-20 01:24:37 +00:00
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if (displayed)
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return; // no need to set another bit
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SetDisplayed(baseBit, shift, true);
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2019-07-11 07:13:52 +00:00
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}
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private bool GetIsSpeciesAnyDisplayed(int baseBit)
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{
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// Check Displayed Status for base form
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for (int i = 0; i < 4; i++)
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{
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if (GetDisplayed(baseBit, i))
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return true;
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}
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return false;
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}
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2019-07-14 22:06:45 +00:00
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private int FormLen => SAV is SAV5B2W2 ? 0xB : 0x9;
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2019-07-10 07:19:59 +00:00
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private int FormDex => 0x8 + (BitSeenSize * 9);
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2019-06-09 02:56:11 +00:00
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private void SetFormFlags(PKM pkm)
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{
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int species = pkm.Species;
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2020-12-11 04:42:30 +00:00
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int form = pkm.Form;
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2019-06-09 02:56:11 +00:00
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var shiny = pkm.IsShiny ? 1 : 0;
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SetFormFlags(species, form, shiny);
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}
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private void SetFormFlags(int species, int form, int shiny, bool value = true)
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{
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2020-12-11 04:42:30 +00:00
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int fc = SAV.Personal[species].FormCount;
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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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int f = DexFormIndexFetcher(species, fc);
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2019-06-09 02:56:11 +00:00
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if (f < 0)
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return;
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var bit = f + form;
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// Set Form Seen Flag
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2019-07-05 23:21:53 +00:00
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SetFormFlag(bit, shiny, value);
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2019-06-09 02:56:11 +00:00
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// Set Displayed Flag if necessary, check all flags
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if (!value || !GetIsFormDisplayed(f, fc))
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2019-07-05 23:21:53 +00:00
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SetFormFlag(bit, 2 + shiny, value);
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2019-06-09 02:56:11 +00:00
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}
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2019-07-05 23:21:53 +00:00
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public bool GetFormFlag(int formIndex, int flagRegion) => GetFlag(FormDex + (FormLen * flagRegion), formIndex);
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public void SetFormFlag(int formIndex, int flagRegion, bool value = true) => SetFlag(FormDex + (FormLen * flagRegion), formIndex, value);
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2019-06-09 02:56:11 +00:00
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private bool GetIsFormDisplayed(int f, int fc)
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{
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for (int i = 0; i < fc; i++)
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{
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2019-07-05 23:21:53 +00:00
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var index = f + i;
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if (GetFormFlag(index, 2)) // Nonshiny
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2019-06-09 02:56:11 +00:00
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return true; // already set
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2019-07-05 23:21:53 +00:00
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if (GetFormFlag(index, 3)) // Shiny
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2019-06-09 02:56:11 +00:00
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return true; // already set
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}
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return false;
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}
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public bool[] GetLanguageBitflags(int species)
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{
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var result = new bool[DexLangIDCount];
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int bit = species - 1;
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for (int i = 0; i < DexLangIDCount; i++)
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{
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int lbit = (bit * DexLangIDCount) + i;
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result[i] = GetFlag(PokeDexLanguageFlags, lbit);
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}
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return result;
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}
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public void SetLanguageBitflags(int species, bool[] value)
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{
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int bit = species - 1;
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for (int i = 0; i < DexLangIDCount; i++)
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{
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int lbit = (bit * DexLangIDCount) + i;
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SetFlag(PokeDexLanguageFlags, lbit, value[i]);
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}
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}
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public void ToggleLanguageFlagsAll(bool value)
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{
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var arr = GetBlankLanguageBits(value);
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for (int i = 1; i <= SAV.MaxSpeciesID; i++)
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SetLanguageBitflags(i, arr);
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}
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public void ToggleLanguageFlagsSingle(int species, bool value)
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{
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var arr = GetBlankLanguageBits(value);
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SetLanguageBitflags(species, arr);
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}
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private bool[] GetBlankLanguageBits(bool value)
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{
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var result = new bool[DexLangIDCount];
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for (int i = 0; i < DexLangIDCount; i++)
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result[i] = value;
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return result;
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}
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}
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}
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