PKHeX/PKHeX.Core/Saves/Substructures/Gen7/ConfigSave7.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

87 lines
No EOL
2.5 KiB
C#

using System;
namespace PKHeX.Core
{
public sealed class ConfigSave7 : SaveBlock
{
/* ===32 bits===
* talkSpeed:2 0,1
* battleAnim:1 2
* battleStyle:1 3
* unknown:9 4..12
* buttonMode:2 13,14
* boxStatus:1 15
* everything else: unknown
*/
public ConfigSave7(SAV7SM sav, int offset) : base(sav) => Offset = offset;
public ConfigSave7(SAV7USUM sav, int offset) : base(sav) => Offset = offset;
public int ConfigValue
{
get => BitConverter.ToInt32(Data, Offset);
set => BitConverter.GetBytes(value).CopyTo(Data, Offset);
}
public int TalkingSpeed
{
get => ConfigValue & 3;
set => ConfigValue = (ConfigValue & ~3) | (value & 3);
}
public int BattleAnimation
{
// Effects OFF = 1, Effects ON = 0
get => (ConfigValue >> 2) & 1;
set => ConfigValue = (ConfigValue & ~(1 << 2)) | (value << 2);
}
public int BattleStyle
{
// SET = 1, SWITCH = 0
get => (ConfigValue >> 3) & 1;
set => ConfigValue = (ConfigValue & ~(1 << 3)) | (value << 3);
}
// UNKNOWN?
public int ButtonMode
{
get => (ConfigValue >> 13) & 3;
set => ConfigValue = (ConfigValue & ~(1 << 13)) | (value << 13);
}
public int BoxStatus
{
// MANUAL = 1, AUTOMATIC = 0
get => (ConfigValue >> 15) & 1;
set => ConfigValue = (ConfigValue & ~(1 << 15)) | (value << 15);
}
// NOTE: BELOW COMES FROM LGPE. MAYBE THIS IS WHAT THEY USE THE FLAGS FOR?
/// <summary>
/// <see cref="LanguageID"/> for messages, stored with <see cref="LanguageID.UNUSED_6"/> skipped in the enumeration.
/// </summary>
public int Language
{
get => GetLanguageID((ConfigValue >> 4) & 0xF);
set => ConfigValue = ((ConfigValue & ~0xF0) | SetLanguageID(value) << 4);
}
private static int GetLanguageID(int i) => i >= (int)LanguageID.UNUSED_6 ? i + 1 : i; // sets langBank to LanguageID
private static int SetLanguageID(int i) => i > (int)LanguageID.UNUSED_6 ? i - 1 : i; // sets LanguageID to langBank
public enum BattleAnimationSetting
{
EffectsON,
EffectsOFF,
}
public enum BattleStyleSetting
{
SET,
SWITCH,
}
}
}