mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-27 22:40:22 +00:00
02420d3e93
* 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
131 lines
No EOL
4.3 KiB
C#
131 lines
No EOL
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// <see cref="SaveFile"/> format for <see cref="GameVersion.DP"/>
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/// </summary>
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public sealed class SAV4DP : SAV4Sinnoh
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{
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public SAV4DP() => Initialize();
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public SAV4DP(byte[] data) : base(data) => Initialize();
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protected override SAV4 CloneInternal() => Exportable ? new SAV4DP(Data) : new SAV4DP();
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public override PersonalTable Personal => PersonalTable.DP;
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_DP;
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protected override int GeneralSize => 0xC100;
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protected override int StorageSize => 0x121E0; // Start 0xC100, +4 starts box data
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private void Initialize()
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{
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Version = GameVersion.DP;
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GetSAVOffsets();
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}
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private void GetSAVOffsets()
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{
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AdventureInfo = 0;
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Trainer1 = 0x64;
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Party = 0x98;
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PokeDex = 0x12DC;
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WondercardFlags = 0xA6D0;
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WondercardData = 0xA7fC;
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EventConst = 0xD9C;
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EventFlag = 0xFDC;
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Daycare = 0x141C;
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OFS_HONEY = 0x72E4;
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OFS_UG_Stats = 0x3A2C;
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PoketchStart = 0x114C;
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Seal = 0x6178;
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OFS_PoffinCase = 0x5050;
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Box = 4;
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}
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#region Storage
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public override int GetBoxWallpaper(int box)
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{
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if ((uint)box >= 18)
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return 0;
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return Storage[GetBoxWallpaperOffset(box)];
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}
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public override void SetBoxWallpaper(int box, int value)
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{
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if ((uint)box >= 18)
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return;
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Storage[GetBoxWallpaperOffset(box)] = (byte)value;
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}
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#endregion
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public override InventoryPouch[] Inventory
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{
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get
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{
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InventoryPouch[] pouch =
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{
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new InventoryPouch4(InventoryType.Items, Legal.Pouch_Items_DP, 999, 0x624),
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new InventoryPouch4(InventoryType.KeyItems, Legal.Pouch_Key_DP, 1, 0x8B8),
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new InventoryPouch4(InventoryType.TMHMs, Legal.Pouch_TMHM_DP, 99, 0x980),
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new InventoryPouch4(InventoryType.MailItems, Legal.Pouch_Mail_DP, 999, 0xB10),
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new InventoryPouch4(InventoryType.Medicine, Legal.Pouch_Medicine_DP, 999, 0xB40),
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new InventoryPouch4(InventoryType.Berries, Legal.Pouch_Berries_DP, 999, 0xBE0),
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new InventoryPouch4(InventoryType.Balls, Legal.Pouch_Ball_DP, 999, 0xCE0),
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new InventoryPouch4(InventoryType.BattleItems, Legal.Pouch_Battle_DP, 999, 0xD1C),
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};
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return pouch.LoadAll(General);
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}
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set => value.SaveAll(General);
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}
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private const uint MysteryGiftDPSlotActive = 0xEDB88320;
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private bool[] MysteryGiftDPSlotActiveFlags
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{
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get
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{
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int ofs = WondercardFlags + 0x100; // skip over flags
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bool[] active = new bool[GiftCountMax]; // 8 PGT, 3 PCD
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for (int i = 0; i < active.Length; i++)
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active[i] = BitConverter.ToUInt32(General, ofs + (4 * i)) == MysteryGiftDPSlotActive;
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return active;
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}
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set
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{
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if (value?.Length != GiftCountMax)
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return;
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int ofs = WondercardFlags + 0x100; // skip over flags
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for (int i = 0; i < value.Length; i++)
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{
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byte[] magic = BitConverter.GetBytes(value[i] ? MysteryGiftDPSlotActive : 0); // 4 bytes
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SetData(General, magic, ofs + (4 * i));
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}
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}
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}
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public override MysteryGiftAlbum GiftAlbum
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{
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get => base.GiftAlbum;
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set
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{
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base.GiftAlbum = value;
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SetActiveGiftFlags(value.Gifts);
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}
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}
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private void SetActiveGiftFlags(MysteryGift[] gifts)
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{
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var arr = new bool[gifts.Length];
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for (int i = 0; i < arr.Length; i++)
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arr[i] = !gifts[i].Empty;
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MysteryGiftDPSlotActiveFlags = arr;
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}
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}
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} |