2018-11-01 22:38:09 +00:00
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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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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2018-11-01 22:38:09 +00:00
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namespace PKHeX.Core
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{
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2020-09-07 20:51:13 +00:00
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/// <summary>
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2021-02-21 23:01:28 +00:00
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/// Pok<6F>dex structure used for Generation 7 games.
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/// </summary>>
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2018-11-01 22:38:09 +00:00
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public class Zukan7 : Zukan
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{
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private const int MAGIC = 0x2F120F17;
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private const int SIZE_MAGIC = 4;
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private const int SIZE_FLAGS = 4;
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private const int SIZE_MISC = 0x80; // Misc Data (1024 bits)
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private const int SIZE_CAUGHT = 0x68; // 832 bits
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2020-09-07 20:51:13 +00:00
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protected sealed override int OFS_CAUGHT => SIZE_MAGIC + SIZE_FLAGS + SIZE_MISC;
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protected sealed override int OFS_SEEN => OFS_CAUGHT + SIZE_CAUGHT;
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2018-11-01 22:38:09 +00:00
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2020-09-07 20:51:13 +00:00
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protected sealed override int BitSeenSize => 0x8C; // 1120 bits
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protected sealed override int DexLangFlagByteCount => 920; // 0x398 = 817*9, top off the savedata block.
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protected sealed override int DexLangIDCount => 9; // CHT, skipping langID 6 (unused)
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2018-11-01 22:38:09 +00:00
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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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private readonly IList<int> FormBaseSpecies;
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2018-11-01 22:38:09 +00:00
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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 Zukan7(SAV7SM sav, int dex, int langflag) : this(sav, dex, langflag, DexFormUtil.GetDexFormIndexSM) { }
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public Zukan7(SAV7USUM sav, int dex, int langflag) : this(sav, dex, langflag, DexFormUtil.GetDexFormIndexUSUM) { }
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protected Zukan7(SAV7b sav, int dex, int langflag) : this(sav, dex, langflag, DexFormUtil.GetDexFormIndexGG) { }
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private Zukan7(SaveFile sav, int dex, int langflag, Func<int, int, int, int> form) : base(sav, dex, langflag)
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2018-11-14 03:14:23 +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 = form;
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FormBaseSpecies = GetFormIndexBaseSpeciesList();
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2022-01-03 05:35:59 +00:00
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Debug.Assert(!SAV.State.Exportable || ReadUInt32LittleEndian(SAV.Data.AsSpan(PokeDex)) == MAGIC);
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2018-11-01 22:38:09 +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 Func<int, int, int, int> DexFormIndexFetcher { get; }
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2018-11-14 03:14:23 +00:00
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2020-12-11 04:42:30 +00:00
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protected sealed override void SetAllDexSeenFlags(int baseBit, int form, int gender, bool isShiny, bool value = true)
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2018-11-01 22:38:09 +00:00
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{
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int species = baseBit + 1;
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2019-12-09 01:39:19 +00:00
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if (species == (int)Species.Castform)
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2018-11-01 22:38:09 +00:00
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isShiny = false;
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// Starting with Gen7, form bits are stored in the same region as the species flags.
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2020-12-11 04:42:30 +00:00
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int formstart = form;
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int formend = form;
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2018-11-01 22:38:09 +00:00
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bool reset = GetSaneFormsToIterate(species, out int fs, out int fe, formstart);
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if (reset)
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{
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formstart = fs;
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formend = fe;
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}
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int shiny = isShiny ? 1 : 0;
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2020-12-11 04:42:30 +00:00
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for (int f = formstart; f <= formend; f++)
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2018-11-01 22:38:09 +00:00
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{
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int formBit = baseBit;
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2020-12-11 04:42:30 +00:00
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if (f > 0) // Override the bit to overwrite
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2018-11-01 22:38:09 +00:00
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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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2018-11-01 22:38:09 +00:00
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if (fc > 1) // actually has forms
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{
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2020-12-11 04:42:30 +00:00
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int index = DexFormIndexFetcher(species, fc, SAV.MaxSpeciesID - 1);
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if (index >= 0) // bit index valid
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formBit = index + f;
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2018-11-01 22:38:09 +00:00
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}
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}
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SetDexFlags(baseBit, formBit, gender, shiny, value);
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}
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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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2019-06-09 02:56:11 +00:00
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{
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2019-07-14 22:06:45 +00:00
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return SanitizeFormsToIterate(species, out formStart, out formEnd, formIn, SAV is SAV7USUM);
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2019-06-09 02:56:11 +00:00
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}
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public static bool SanitizeFormsToIterate(int species, out int formStart, out int formEnd, int formIn, bool USUM)
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2018-11-01 22:38:09 +00:00
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{
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// 004AA370 in Moon
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// Simplified in terms of usage -- only overrides to give all the battle forms for a pkm
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switch (species)
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{
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case 351: // Castform
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formStart = 0;
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formEnd = 3;
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return true;
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2019-06-09 02:56:11 +00:00
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case 421: // Cherrim
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case 555: // Darmanitan
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case 648: // Meloetta
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case 746: // Wishiwashi
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case 778: // Mimikyu
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// Alolans
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2018-11-01 22:38:09 +00:00
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case 020: // Raticate
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case 105: // Marowak
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formStart = 0;
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formEnd = 1;
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return true;
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case 735: // Gumshoos
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case 758: // Salazzle
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case 754: // Lurantis
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case 738: // Vikavolt
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case 784: // Kommo-o
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case 752: // Araquanid
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case 777: // Togedemaru
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case 743: // Ribombee
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case 744: // Rockruff
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break;
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case 774 when formIn <= 6: // Minior
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break; // don't give meteor forms except the first
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case 718 when formIn > 1:
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break;
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default:
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2019-06-09 02:56:11 +00:00
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int count = USUM ? DexFormUtil.GetDexFormCountUSUM(species) : DexFormUtil.GetDexFormCountSM(species);
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2018-11-01 22:38:09 +00:00
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formStart = formEnd = 0;
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return count < formIn;
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}
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formStart = 0;
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formEnd = 0;
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return true;
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}
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2020-12-25 20:30:26 +00:00
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protected sealed override int GetDexLangFlag(int lang) => lang switch
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2018-11-01 22:38:09 +00:00
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{
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2020-12-25 20:30:26 +00:00
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> 10 or 6 or <= 0 => -1, // invalid language
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// skip over langID 0 (unused) => [0-8]
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// skip over langID 6 (unused)
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>= 7 => lang - 2,
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_ => lang - 1,
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};
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2018-11-01 22:38:09 +00:00
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2020-09-07 20:51:13 +00:00
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protected sealed override void SetSpindaDexData(PKM pkm, bool alreadySeen)
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2018-11-01 22:38:09 +00:00
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{
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int shift = (pkm.Gender & 1) | (pkm.IsShiny ? 2 : 0);
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if (alreadySeen) // update?
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{
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var flag1 = (1 << (shift + 4));
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if ((SAV.Data[PokeDex + 0x84] & flag1) != 0) // Already showing this one
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return;
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2022-01-03 05:35:59 +00:00
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var span = SAV.Data.AsSpan(PokeDex + 0x8E8 + (shift * 4));
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WriteUInt32LittleEndian(span, pkm.EncryptionConstant);
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2018-11-01 22:38:09 +00:00
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SAV.Data[PokeDex + 0x84] |= (byte)(flag1 | (1 << shift));
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}
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else if ((SAV.Data[PokeDex + 0x84] & (1 << shift)) == 0)
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{
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2022-01-03 05:35:59 +00:00
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var span = SAV.Data.AsSpan(PokeDex + 0x8E8 + (shift * 4));
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WriteUInt32LittleEndian(span, pkm.EncryptionConstant);
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2018-11-01 22:38:09 +00:00
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SAV.Data[PokeDex + 0x84] |= (byte)(1 << shift);
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}
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}
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// Dex Flags
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public bool NationalDex
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{
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get => (SAV.Data[PokeDex + 4] & 1) == 1;
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set => SAV.Data[PokeDex + 4] = (byte)((SAV.Data[PokeDex + 4] & 0xFE) | (value ? 1 : 0));
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}
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/// <summary>
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/// Gets the last viewed dex entry in the Pokedex (by National Dex ID), internally called DefaultMons
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/// </summary>
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2022-01-03 05:35:59 +00:00
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public uint CurrentViewedDex => ReadUInt32LittleEndian(SAV.Data.AsSpan(PokeDex + 4)) >> 9 & 0x3FF;
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2018-11-01 22:38:09 +00:00
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2020-12-29 06:22:52 +00:00
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public IEnumerable<int> GetAllFormEntries(int species)
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2018-11-01 22:38:09 +00:00
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{
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2020-12-29 06:22:52 +00:00
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var fc = SAV.Personal[species].FormCount;
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2018-11-01 22:38:09 +00:00
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for (int j = 1; j < fc; j++)
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{
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int start = j;
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int end = j;
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2020-12-29 06:22:52 +00:00
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if (GetSaneFormsToIterate(species, out int s, out int n, j))
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2018-11-01 22:38:09 +00:00
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{
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start = s;
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end = n;
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}
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start = Math.Max(1, start);
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for (int f = start; f <= end; f++)
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{
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2020-12-29 06:22:52 +00:00
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int x = GetDexFormIndex(species, fc, f);
|
2018-11-01 22:38:09 +00:00
|
|
|
|
if (x >= 0)
|
|
|
|
|
yield return x;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-12-29 06:22:52 +00:00
|
|
|
|
public int GetDexFormIndex(int species, int fc, int f)
|
2018-11-01 22:38:09 +00:00
|
|
|
|
{
|
2020-12-29 06:22:52 +00:00
|
|
|
|
var index = DexFormIndexFetcher(species, fc, f);
|
2018-11-01 22:38:09 +00:00
|
|
|
|
if (index < 0)
|
|
|
|
|
return index;
|
|
|
|
|
return index + SAV.MaxSpeciesID - 1;
|
|
|
|
|
}
|
|
|
|
|
|
2020-12-29 06:22:52 +00:00
|
|
|
|
public IList<string> GetEntryNames(IReadOnlyList<string> speciesNames)
|
2018-11-01 22:38:09 +00:00
|
|
|
|
{
|
|
|
|
|
var names = new List<string>();
|
2020-05-25 03:42:45 +00:00
|
|
|
|
var max = SAV.MaxSpeciesID;
|
|
|
|
|
for (int i = 1; i <= max; i++)
|
2020-12-29 06:22:52 +00:00
|
|
|
|
names.Add($"{i:000} - {speciesNames[i]}");
|
2018-11-01 22:38:09 +00:00
|
|
|
|
|
2021-07-26 21:14:39 +00:00
|
|
|
|
// Add forms
|
2020-05-25 03:42:45 +00:00
|
|
|
|
int ctr = max + 1;
|
2020-12-29 06:22:52 +00:00
|
|
|
|
for (int species = 1; species <= max; species++)
|
2018-11-01 22:38:09 +00:00
|
|
|
|
{
|
2020-12-29 06:22:52 +00:00
|
|
|
|
int c = SAV.Personal[species].FormCount;
|
2018-11-01 22:38:09 +00:00
|
|
|
|
for (int f = 1; f < c; f++)
|
|
|
|
|
{
|
2020-12-29 06:22:52 +00:00
|
|
|
|
int x = GetDexFormIndex(species, c, f);
|
2018-11-01 22:38:09 +00:00
|
|
|
|
if (x >= 0)
|
2020-12-29 06:22:52 +00:00
|
|
|
|
names.Add($"{ctr++:000} - {speciesNames[species]}-{f}");
|
2018-11-01 22:38:09 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return names;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
2021-07-26 21:14:39 +00:00
|
|
|
|
/// Gets a list of Species IDs that a given dex-form index corresponds to.
|
2018-11-01 22:38:09 +00:00
|
|
|
|
/// </summary>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private List<int> GetFormIndexBaseSpeciesList()
|
|
|
|
|
{
|
|
|
|
|
var baseSpecies = new List<int>();
|
2020-12-29 06:22:52 +00:00
|
|
|
|
for (int species = 1; species <= SAV.MaxSpeciesID; species++)
|
2018-11-01 22:38:09 +00:00
|
|
|
|
{
|
2020-12-29 06:22:52 +00:00
|
|
|
|
int c = SAV.Personal[species].FormCount;
|
2018-11-01 22:38:09 +00:00
|
|
|
|
for (int f = 1; f < c; f++)
|
|
|
|
|
{
|
2020-12-29 06:22:52 +00:00
|
|
|
|
int x = GetDexFormIndex(species, c, f);
|
2018-11-01 22:38:09 +00:00
|
|
|
|
if (x >= 0)
|
2020-12-29 06:22:52 +00:00
|
|
|
|
baseSpecies.Add(species);
|
2018-11-01 22:38:09 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return baseSpecies;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public int GetBaseSpeciesGenderValue(int index)
|
|
|
|
|
{
|
|
|
|
|
// meowstic special handling
|
|
|
|
|
const int meow = 678;
|
|
|
|
|
if (index == meow - 1 || (index >= SAV.MaxSpeciesID && FormBaseSpecies[index - SAV.MaxSpeciesID] == meow))
|
2021-07-13 07:25:51 +00:00
|
|
|
|
return index < SAV.MaxSpeciesID ? PersonalInfo.RatioMagicMale : PersonalInfo.RatioMagicFemale; // M : F
|
2018-11-01 22:38:09 +00:00
|
|
|
|
|
|
|
|
|
if (index < SAV.MaxSpeciesID)
|
|
|
|
|
return SAV.Personal[index + 1].Gender;
|
|
|
|
|
|
|
|
|
|
index -= SAV.MaxSpeciesID;
|
2020-12-29 06:22:52 +00:00
|
|
|
|
int species = FormBaseSpecies[index];
|
|
|
|
|
return SAV.Personal[species].Gender;
|
2018-11-01 22:38:09 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public int GetBaseSpecies(int index)
|
|
|
|
|
{
|
|
|
|
|
if (index <= SAV.MaxSpeciesID)
|
|
|
|
|
return index;
|
|
|
|
|
|
|
|
|
|
return FormBaseSpecies[index - SAV.MaxSpeciesID - 1];
|
|
|
|
|
}
|
|
|
|
|
|
2020-09-07 20:51:13 +00:00
|
|
|
|
protected sealed override void SetAllDexFlagsLanguage(int bit, int lang, bool value = true)
|
2018-11-01 22:38:09 +00:00
|
|
|
|
{
|
|
|
|
|
lang = GetDexLangFlag(lang);
|
|
|
|
|
if (lang < 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
int lbit = (bit * DexLangIDCount) + lang;
|
|
|
|
|
if (lbit < DexLangFlagByteCount << 3) // Sanity check for max length of region
|
|
|
|
|
SetFlag(PokeDexLanguageFlags, lbit, value);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool[] GetLanguageBitflags(int species)
|
|
|
|
|
{
|
|
|
|
|
var result = new bool[DexLangIDCount];
|
|
|
|
|
int bit = species - 1;
|
|
|
|
|
for (int i = 0; i < DexLangIDCount; i++)
|
|
|
|
|
{
|
|
|
|
|
int lbit = (bit * DexLangIDCount) + i;
|
|
|
|
|
result[i] = GetFlag(PokeDexLanguageFlags, lbit);
|
|
|
|
|
}
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SetLanguageBitflags(int species, bool[] value)
|
|
|
|
|
{
|
|
|
|
|
int bit = species - 1;
|
|
|
|
|
for (int i = 0; i < DexLangIDCount; i++)
|
|
|
|
|
{
|
|
|
|
|
int lbit = (bit * DexLangIDCount) + i;
|
|
|
|
|
SetFlag(PokeDexLanguageFlags, lbit, value[i]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ToggleLanguageFlagsAll(bool value)
|
|
|
|
|
{
|
|
|
|
|
var arr = GetBlankLanguageBits(value);
|
|
|
|
|
for (int i = 1; i <= SAV.MaxSpeciesID; i++)
|
|
|
|
|
SetLanguageBitflags(i, arr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void ToggleLanguageFlagsSingle(int species, bool value)
|
|
|
|
|
{
|
|
|
|
|
var arr = GetBlankLanguageBits(value);
|
|
|
|
|
SetLanguageBitflags(species, arr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool[] GetBlankLanguageBits(bool value)
|
|
|
|
|
{
|
|
|
|
|
var result = new bool[DexLangIDCount];
|
|
|
|
|
for (int i = 0; i < DexLangIDCount; i++)
|
|
|
|
|
result[i] = value;
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|