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PKHeX/PKHeX.Core/Saves/Substructures/Gen8/BoxLayout8.cs

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namespace PKHeX.Core
{
public sealed class BoxLayout8 : SaveBlock
{
public const int BoxCount = 32; // todo
private const int BattleBoxFlags = 0x4C4;
private const int PCBackgrounds = 0x5C0;
private const int PCFlags = 0x5E0;
private const int Unlocked = 0x5E1;
private const int LastViewedBoxOffset = 0x5E3;
private const int strlen = SAV6.LongStringLength / 2;
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
public BoxLayout8(SAV8SWSH sav, int offset) : base(sav) => Offset = offset;
public int GetBoxWallpaperOffset(int box) => -1; // Offset + PCBackgrounds + box;
public int GetBoxWallpaper(int box)
{
if ((uint)box > SAV.BoxCount)
return 0;
return Data[GetBoxWallpaperOffset(box)];
}
public void SetBoxWallpaper(int box, int value)
{
if ((uint)box > SAV.BoxCount)
return;
Data[GetBoxWallpaperOffset(box)] = (byte)value;
}
private int GetBoxNameOffset(int box) => Offset + (SAV6.LongStringLength * box);
public string GetBoxName(int box)
{
return SAV.GetString(Data, GetBoxNameOffset(box), SAV6.LongStringLength);
}
public void SetBoxName(int box, string value)
{
var data = SAV.SetString(value, strlen, strlen, 0);
var offset = GetBoxNameOffset(box) + (SAV6.LongStringLength * box);
SAV.SetData(data, offset);
}
public byte[] BoxFlags
{
get => new[] { Data[Offset + PCFlags] }; // bits for wallpaper unlocks
set
{
if (value.Length != 1)
return;
Data[Offset + PCFlags] = value[0];
}
}
public int BoxesUnlocked
{
get => Data[Offset + Unlocked];
set
{
if (value > BoxCount)
value = BoxCount;
Data[Offset + Unlocked] = (byte)value;
}
}
public int CurrentBox { get => Data[Offset + LastViewedBoxOffset]; set => Data[Offset + LastViewedBoxOffset] = (byte)value; }
public string this[int i]
{
get => GetBoxName(i);
set => SetBoxName(i, value);
}
}
}