PKHeX/PKHeX.Core/Saves/SAV4DP.cs
Kurt 02420d3e93
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
2019-10-16 18:47:31 -07:00

131 lines
No EOL
4.3 KiB
C#

using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// <see cref="SaveFile"/> format for <see cref="GameVersion.DP"/>
/// </summary>
public sealed class SAV4DP : SAV4Sinnoh
{
public SAV4DP() => Initialize();
public SAV4DP(byte[] data) : base(data) => Initialize();
protected override SAV4 CloneInternal() => Exportable ? new SAV4DP(Data) : new SAV4DP();
public override PersonalTable Personal => PersonalTable.DP;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_DP;
protected override int GeneralSize => 0xC100;
protected override int StorageSize => 0x121E0; // Start 0xC100, +4 starts box data
private void Initialize()
{
Version = GameVersion.DP;
GetSAVOffsets();
}
private void GetSAVOffsets()
{
AdventureInfo = 0;
Trainer1 = 0x64;
Party = 0x98;
PokeDex = 0x12DC;
WondercardFlags = 0xA6D0;
WondercardData = 0xA7fC;
EventConst = 0xD9C;
EventFlag = 0xFDC;
Daycare = 0x141C;
OFS_HONEY = 0x72E4;
OFS_UG_Stats = 0x3A2C;
PoketchStart = 0x114C;
Seal = 0x6178;
OFS_PoffinCase = 0x5050;
Box = 4;
}
#region Storage
public override int GetBoxWallpaper(int box)
{
if ((uint)box >= 18)
return 0;
return Storage[GetBoxWallpaperOffset(box)];
}
public override void SetBoxWallpaper(int box, int value)
{
if ((uint)box >= 18)
return;
Storage[GetBoxWallpaperOffset(box)] = (byte)value;
}
#endregion
public override InventoryPouch[] Inventory
{
get
{
InventoryPouch[] pouch =
{
new InventoryPouch4(InventoryType.Items, Legal.Pouch_Items_DP, 999, 0x624),
new InventoryPouch4(InventoryType.KeyItems, Legal.Pouch_Key_DP, 1, 0x8B8),
new InventoryPouch4(InventoryType.TMHMs, Legal.Pouch_TMHM_DP, 99, 0x980),
new InventoryPouch4(InventoryType.MailItems, Legal.Pouch_Mail_DP, 999, 0xB10),
new InventoryPouch4(InventoryType.Medicine, Legal.Pouch_Medicine_DP, 999, 0xB40),
new InventoryPouch4(InventoryType.Berries, Legal.Pouch_Berries_DP, 999, 0xBE0),
new InventoryPouch4(InventoryType.Balls, Legal.Pouch_Ball_DP, 999, 0xCE0),
new InventoryPouch4(InventoryType.BattleItems, Legal.Pouch_Battle_DP, 999, 0xD1C),
};
return pouch.LoadAll(General);
}
set => value.SaveAll(General);
}
private const uint MysteryGiftDPSlotActive = 0xEDB88320;
private bool[] MysteryGiftDPSlotActiveFlags
{
get
{
int ofs = WondercardFlags + 0x100; // skip over flags
bool[] active = new bool[GiftCountMax]; // 8 PGT, 3 PCD
for (int i = 0; i < active.Length; i++)
active[i] = BitConverter.ToUInt32(General, ofs + (4 * i)) == MysteryGiftDPSlotActive;
return active;
}
set
{
if (value?.Length != GiftCountMax)
return;
int ofs = WondercardFlags + 0x100; // skip over flags
for (int i = 0; i < value.Length; i++)
{
byte[] magic = BitConverter.GetBytes(value[i] ? MysteryGiftDPSlotActive : 0); // 4 bytes
SetData(General, magic, ofs + (4 * i));
}
}
}
public override MysteryGiftAlbum GiftAlbum
{
get => base.GiftAlbum;
set
{
base.GiftAlbum = value;
SetActiveGiftFlags(value.Gifts);
}
}
private void SetActiveGiftFlags(MysteryGift[] gifts)
{
var arr = new bool[gifts.Length];
for (int i = 0; i < arr.Length; i++)
arr[i] = !gifts[i].Empty;
MysteryGiftDPSlotActiveFlags = arr;
}
}
}