PKHeX/PKHeX.Core/Saves/SAV3XD.cs

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using System;
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
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using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Generation 3 <see cref="SaveFile"/> object for Pokémon XD saves.
/// </summary>
public sealed class SAV3XD : SaveFile, IGCSaveFile
{
protected internal override string ShortSummary => $"{OT} ({Version}) #{SaveCount:0000}";
public override string Extension => this.GCExtension();
public bool IsMemoryCardSave => MC != null;
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
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private readonly SAV3GCMemoryCard? MC;
private const int SLOT_SIZE = 0x28000;
private const int SLOT_START = 0x6000;
private const int SLOT_COUNT = 2;
private int SaveCount = -1;
private int SaveIndex = -1;
private int Trainer1;
private int Memo;
private int Shadow;
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
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private readonly StrategyMemo StrategyMemo;
private readonly ShadowInfoTableXD ShadowInfo;
public int MaxShadowID => ShadowInfo.Count;
private int OFS_PouchHeldItem, OFS_PouchKeyItem, OFS_PouchBalls, OFS_PouchTMHM, OFS_PouchBerry, OFS_PouchCologne, OFS_PouchDisc;
private readonly int[] subOffsets = new int[16];
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
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public SAV3XD(byte[] data, SAV3GCMemoryCard MC) : this(data, MC.Data) { this.MC = MC; }
public SAV3XD(byte[] data) : this(data, (byte[])data.Clone()) { }
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public SAV3XD() : base(SaveUtil.SIZE_G3XD)
{
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
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// create fake objects
StrategyMemo = new StrategyMemo();
ShadowInfo = new ShadowInfoTableXD();
Initialize();
ClearBoxes();
}
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
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private SAV3XD(byte[] data, byte[] bak) : base(data, bak)
{
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
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InitializeData(out StrategyMemo, out ShadowInfo);
Initialize();
}
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
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public override PersonalTable Personal => PersonalTable.RS;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_XD;
private void InitializeData(out StrategyMemo memo, out ShadowInfoTableXD info)
{
// Scan all 3 save slots for the highest counter
for (int i = 0; i < SLOT_COUNT; i++)
{
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int slotOffset = SLOT_START + (i * SLOT_SIZE);
int SaveCounter = BigEndian.ToInt32(Data, slotOffset + 4);
if (SaveCounter <= SaveCount)
continue;
SaveCount = SaveCounter;
SaveIndex = i;
}
// Decrypt most recent save slot
{
byte[] slot = new byte[SLOT_SIZE];
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int slotOffset = SLOT_START + (SaveIndex * SLOT_SIZE);
Array.Copy(Data, slotOffset, slot, 0, slot.Length);
ushort[] keys = new ushort[4];
for (int i = 0; i < keys.Length; i++)
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keys[i] = BigEndian.ToUInt16(slot, 8 + (i * 2));
// Decrypt Slot
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Data = GeniusCrypto.Decrypt(slot, 0x00010, 0x27FD8, keys);
}
// Get Offset Info
ushort[] subLength = new ushort[16];
for (int i = 0; i < 16; i++)
{
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subLength[i] = BigEndian.ToUInt16(Data, 0x20 + (2 * i));
subOffsets[i] = BigEndian.ToUInt16(Data, 0x40 + (4 * i)) | BigEndian.ToUInt16(Data, 0x40 + (4 * i) + 2) << 16;
}
// Offsets are displaced by the 0xA8 savedata region
Trainer1 = subOffsets[1] + 0xA8;
Party = Trainer1 + 0x30;
Box = subOffsets[2] + 0xA8;
DaycareOffset = subOffsets[4] + 0xA8;
Memo = subOffsets[5] + 0xA8;
Shadow = subOffsets[7] + 0xA8;
// Purifier = subOffsets[14] + 0xA8;
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
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memo = new StrategyMemo(Data, Memo, xd: true);
info = new ShadowInfoTableXD(Data.Slice(Shadow, subLength[7]));
}
private void Initialize()
{
OFS_PouchHeldItem = Trainer1 + 0x4C8;
OFS_PouchKeyItem = Trainer1 + 0x540;
OFS_PouchBalls = Trainer1 + 0x5EC;
OFS_PouchTMHM = Trainer1 + 0x62C;
OFS_PouchBerry = Trainer1 + 0x72C;
OFS_PouchCologne = Trainer1 + 0x7E4;
OFS_PouchDisc = Trainer1 + 0x7F0;
// Since PartyCount is not stored in the save file,
// Count up how many party slots are active.
for (int i = 0; i < 6; i++)
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{
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if (GetPartySlot(Data, GetPartyOffset(i)).Species != 0)
PartyCount++;
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}
}
protected override byte[] GetFinalData()
{
var newFile = GetInnerData();
// Return the gci if Memory Card is not being exported
if (!IsMemoryCardSave)
return newFile;
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
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MC!.SelectedSaveData = newFile;
return MC.Data;
}
private byte[] GetInnerData()
{
// Set Memo Back
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StrategyMemo.Write(); // .CopyTo(Data, Memo);
ShadowInfo.Write().CopyTo(Data, Shadow);
SetChecksums();
// Get updated save slot data
ushort[] keys = new ushort[4];
for (int i = 0; i < keys.Length; i++)
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keys[i] = BigEndian.ToUInt16(Data, 8 + (i * 2));
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byte[] newSAV = GeniusCrypto.Encrypt(Data, 0x10, 0x27FD8, keys);
// Put save slot back in original save data
byte[] newFile = MC != null ? MC.SelectedSaveData : (byte[]) State.BAK.Clone();
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Array.Copy(newSAV, 0, newFile, SLOT_START + (SaveIndex * SLOT_SIZE), newSAV.Length);
return newFile;
}
// Configuration
protected override SaveFile CloneInternal()
{
var data = GetInnerData();
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
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var sav = IsMemoryCardSave ? new SAV3XD(data, MC!) : new SAV3XD(data);
return sav;
}
protected override int SIZE_STORED => PokeCrypto.SIZE_3XSTORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_3XSTORED; // unused
public override PKM BlankPKM => new XK3();
public override Type PKMType => typeof(XK3);
public override int MaxMoveID => Legal.MaxMoveID_3;
public override int MaxSpeciesID => Legal.MaxSpeciesID_3;
public override int MaxAbilityID => Legal.MaxAbilityID_3;
public override int MaxBallID => Legal.MaxBallID_3;
public override int MaxItemID => Legal.MaxItemID_3_XD;
public override int MaxGameID => Legal.MaxGameID_3;
public override int MaxEV => 255;
public override int Generation => 3;
protected override int GiftCountMax => 1;
public override int OTLength => 7;
public override int NickLength => 10;
public override int MaxMoney => 9999999;
public override int BoxCount => 8;
public override bool IsPKMPresent(byte[] data, int offset) => PKX.IsPKMPresentGC(Data, offset);
// Checksums
protected override void SetChecksums()
{
Data = SetChecksums(Data, subOffsets[0]);
}
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public override bool ChecksumsValid => !ChecksumInfo.Contains("Invalid");
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public override string ChecksumInfo
{
get
{
byte[] data = SetChecksums(Data, subOffsets[0]);
const int start = 0xA8; // 0x88 + 0x20
int oldHC = BigEndian.ToInt32(Data, start + subOffsets[0] + 0x38);
int newHC = BigEndian.ToInt32(data, start + subOffsets[0] + 0x38);
bool header = newHC == oldHC;
var oldCHK = Data.Skip(0x10).Take(0x10);
var newCHK = data.Skip(0x10).Take(0x10);
bool body = newCHK.SequenceEqual(oldCHK);
return $"Header Checksum {(header ? "V" : "Inv")}alid, Body Checksum {(body ? "V" : "Inv")}alid.";
}
}
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private static byte[] SetChecksums(byte[] input, int subOffset0)
{
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if (input.Length != SLOT_SIZE)
throw new ArgumentException("Input should be a slot, not the entire save binary.");
byte[] data = (byte[])input.Clone();
const int start = 0xA8; // 0x88 + 0x20
// Header Checksum
int newHC = 0;
for (int i = 0; i < 8; i++)
newHC += data[i];
BigEndian.GetBytes(newHC).CopyTo(data, start + subOffset0 + 0x38);
// Body Checksum
new byte[16].CopyTo(data, 0x10); // Clear old Checksum Data
uint[] checksum = new uint[4];
int dt = 8;
for (int i = 0; i < 4; i++)
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{
for (int j = 0; j < 0x9FF4; j += 2, dt += 2)
checksum[i] += BigEndian.ToUInt16(data, dt);
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}
ushort[] newchks = new ushort[8];
for (int i = 0; i < 4; i++)
{
newchks[i*2] = (ushort)(checksum[i] >> 16);
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newchks[(i * 2) + 1] = (ushort)checksum[i];
}
Array.Reverse(newchks);
for (int i = 0; i < newchks.Length; i++)
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BigEndian.GetBytes(newchks[i]).CopyTo(data, 0x10 + (2 * i));
return data;
}
// Trainer Info
public override GameVersion Version { get => GameVersion.XD; protected set { } }
public override string OT { get => GetString(Trainer1 + 0x00, 20); set => SetString(value, 10).CopyTo(Data, Trainer1 + 0x00); }
public override int SID { get => BigEndian.ToUInt16(Data, Trainer1 + 0x2C); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, Trainer1 + 0x2C); }
public override int TID { get => BigEndian.ToUInt16(Data, Trainer1 + 0x2E); set => BigEndian.GetBytes((ushort)value).CopyTo(Data, Trainer1 + 0x2E); }
public override int Gender { get => Data[Trainer1 + 0x8E0]; set => Data[Trainer1 + 0x8E0] = (byte)value; }
public override uint Money { get => BigEndian.ToUInt32(Data, Trainer1 + 0x8E4); set => BigEndian.GetBytes(value).CopyTo(Data, Trainer1 + 0x8E4); }
public uint Coupons { get => BigEndian.ToUInt32(Data, Trainer1 + 0x8E8); set => BigEndian.GetBytes(value).CopyTo(Data, Trainer1 + 0x8E8); }
// Storage
public override int GetPartyOffset(int slot) => Party + (SIZE_STORED * slot);
private int GetBoxInfoOffset(int box) => Box + (((30 * SIZE_STORED) + 0x14) * box);
public override int GetBoxOffset(int box) => GetBoxInfoOffset(box) + 20;
public override string GetBoxName(int box) => GetString(GetBoxInfoOffset(box), 16);
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public override void SetBoxName(int box, string value)
{
if (value.Length > 8)
value = value.Substring(0, 8); // Hard cap
SetString(value, 8).CopyTo(Data, GetBoxInfoOffset(box));
}
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protected override PKM GetPKM(byte[] data)
{
if (data.Length != SIZE_STORED)
Array.Resize(ref data, SIZE_STORED);
return new XK3(data);
}
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protected override byte[] DecryptPKM(byte[] data) => data;
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public override PKM GetPartySlot(byte[] data, int offset) => GetStoredSlot(data, offset);
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public override PKM GetStoredSlot(byte[] data, int offset)
{
// Get Shadow Data
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var pk = (XK3)base.GetStoredSlot(data, offset);
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if (pk.ShadowID > 0 && pk.ShadowID < ShadowInfo.Count)
pk.Purification = ShadowInfo[pk.ShadowID].Purification;
return pk;
}
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protected override void SetPKM(PKM pkm, bool isParty = false)
{
if (pkm is not XK3 pk)
return; // shouldn't ever hit
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if (pk.CurrentRegion == 0)
pk.CurrentRegion = 2; // NTSC-U
if (pk.OriginalRegion == 0)
pk.OriginalRegion = 2; // NTSC-U
// Set Shadow Data back to save
if (pk.ShadowID <= 0 || pk.ShadowID >= ShadowInfo.Count)
return;
var entry = ShadowInfo[pk.ShadowID];
entry.Purification = pk.Purification;
entry.Species = pk.Species;
entry.PID = pk.PID;
entry.IV_HP = pk.IV_HP ;
entry.IV_ATK = pk.IV_ATK;
entry.IV_DEF = pk.IV_DEF;
entry.IV_SPA = pk.IV_SPA;
entry.IV_SPD = pk.IV_SPD;
entry.IV_SPE = pk.IV_SPE;
}
protected override void SetDex(PKM pkm)
{
/*
// Dex Related
var entry = StrategyMemo.GetEntry(pkm.Species);
if (entry.IsEmpty) // Populate
{
entry.Species = pkm.Species;
entry.PID = pkm.PID;
entry.TID = pkm.TID;
entry.SID = pkm.SID;
}
if (entry.Matches(pkm.Species, pkm.PID, pkm.TID, pkm.SID))
{
entry.Seen = true;
entry.Owned = true;
}
StrategyMemo.SetEntry(entry);
*/
}
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public override IReadOnlyList<InventoryPouch> Inventory
{
get
{
InventoryPouch[] pouch =
{
new InventoryPouch3GC(InventoryType.Items, Legal.Pouch_Items_XD, 999, OFS_PouchHeldItem, 30), // 20 COLO, 30 XD
new InventoryPouch3GC(InventoryType.KeyItems, Legal.Pouch_Key_XD, 1, OFS_PouchKeyItem, 43),
new InventoryPouch3GC(InventoryType.Balls, Legal.Pouch_Ball_RS, 999, OFS_PouchBalls, 16),
new InventoryPouch3GC(InventoryType.TMHMs, Legal.Pouch_TM_RS, 999, OFS_PouchTMHM, 64),
new InventoryPouch3GC(InventoryType.Berries, Legal.Pouch_Berries_RS, 999, OFS_PouchBerry, 46),
new InventoryPouch3GC(InventoryType.Medicine, Legal.Pouch_Cologne_XD, 999, OFS_PouchCologne, 3), // Cologne
new InventoryPouch3GC(InventoryType.BattleItems, Legal.Pouch_Disc_XD, 1, OFS_PouchDisc, 60)
};
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return pouch.LoadAll(Data);
}
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set => value.SaveAll(Data);
}
// Daycare Structure:
// 0x00 -- Occupied
// 0x01 -- Deposited Level
// 0x02-0x03 -- unused?
// 0x04-0x07 -- Initial EXP
public override int GetDaycareSlotOffset(int loc, int slot) { return DaycareOffset + 8; }
public override uint? GetDaycareEXP(int loc, int slot) { return null; }
public override bool? IsDaycareOccupied(int loc, int slot) { return null; }
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public override void SetDaycareEXP(int loc, int slot, uint EXP) { /* todo */ }
public override void SetDaycareOccupied(int loc, int slot, bool occupied) { /* todo */ }
public override string GetString(byte[] data, int offset, int length) => StringConverter3.GetBEString3(data, offset, length);
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public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
{
if (PadToSize == 0)
PadToSize = maxLength + 1;
return StringConverter3.SetBEString3(value, maxLength, PadToSize, PadWith);
}
}
}