2019-06-09 02:56:11 +00:00
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using System;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2019-06-09 02:56:11 +00:00
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namespace PKHeX.Core
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{
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public sealed class Misc7 : SaveBlock
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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 Misc7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
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public Misc7(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 uint Money
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{
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2022-01-03 05:35:59 +00:00
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get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x4));
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2019-06-09 02:56:11 +00:00
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set
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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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if (value > 9_999_999)
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value = 9_999_999;
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2022-01-03 05:35:59 +00:00
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WriteUInt32LittleEndian(Data.AsSpan(Offset + 0x4), value);
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2019-06-09 02:56:11 +00:00
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}
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}
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public uint Stamps
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{
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2022-01-03 05:35:59 +00:00
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get => (ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x08)) << 13) >> 17; // 15 stamps; discard top13, lowest4
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2019-06-09 02:56:11 +00:00
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set
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{
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2022-01-03 05:35:59 +00:00
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uint flags = ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x08)) & 0xFFF8000F;
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2019-06-09 02:56:11 +00:00
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flags |= (value & 0x7FFF) << 4;
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2022-01-03 05:35:59 +00:00
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WriteUInt32LittleEndian(SAV.Data.AsSpan(Offset + 0x08), flags);
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2019-06-09 02:56:11 +00:00
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}
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}
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public uint BP
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{
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2022-01-03 05:35:59 +00:00
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get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x11C));
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2019-06-09 02:56:11 +00:00
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set
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{
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if (value > 9999)
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value = 9999;
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2022-01-03 05:35:59 +00:00
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WriteUInt32LittleEndian(Data.AsSpan(Offset + 0x11C), value);
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2019-06-09 02:56:11 +00:00
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}
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}
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2019-10-08 01:40:09 +00:00
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2019-06-09 02:56:11 +00:00
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public int Vivillon
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{
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get => Data[Offset + 0x130] & 0x1F;
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set => Data[Offset + 0x130] = (byte)((Data[Offset + 0x130] & ~0x1F) | (value & 0x1F));
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}
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public uint StarterEncryptionConstant
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{
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2022-01-03 05:35:59 +00:00
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get => ReadUInt32LittleEndian(Data.AsSpan(Offset + 0x148));
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set => WriteUInt32LittleEndian(Data.AsSpan(Offset + 0x148), value);
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2019-06-09 02:56:11 +00:00
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}
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public int DaysFromRefreshed
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{
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get => Data[Offset + 0x123];
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set => Data[Offset + 0x123] = (byte)value;
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}
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public int GetSurfScore(int recordID)
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{
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2019-09-12 05:17:16 +00:00
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if ((uint)recordID >= 4)
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2019-06-09 02:56:11 +00:00
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recordID = 0;
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2022-01-03 05:35:59 +00:00
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return ReadInt32LittleEndian(Data.AsSpan(Offset + 0x138 + (4 * recordID)));
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2019-06-09 02:56:11 +00:00
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}
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public void SetSurfScore(int recordID, int score)
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{
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2019-09-12 05:17:16 +00:00
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if ((uint)recordID >= 4)
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2019-06-09 02:56:11 +00:00
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recordID = 0;
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2022-01-03 05:35:59 +00:00
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WriteInt32LittleEndian(Data.AsSpan(Offset + 0x138 + (4 * recordID)), score);
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2019-06-09 02:56:11 +00:00
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}
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}
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2022-01-03 05:35:59 +00:00
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}
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