PKHeX/PKHeX.Core/Saves/SAV5.cs

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using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Generation 5 <see cref="SaveFile"/> object.
/// </summary>
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 abstract class SAV5 : SaveFile, ISaveBlock5BW
{
protected override PKM GetPKM(byte[] data) => new PK5(data);
protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray45(data);
protected override string BAKText => $"{OT} ({(GameVersion)Game}) - {PlayTimeString}";
public override string Filter => (Footer.Length != 0 ? "DeSmuME DSV|*.dsv|" : string.Empty) + "SAV File|*.sav|All Files|*.*";
public override string Extension => ".sav";
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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 IReadOnlyList<ushort> HeldItems => Legal.HeldItems_BW;
protected override int SIZE_STORED => PokeCrypto.SIZE_5STORED;
protected override int SIZE_PARTY => PokeCrypto.SIZE_5PARTY;
public override PKM BlankPKM => new PK5();
public override Type PKMType => typeof(PK5);
public override int BoxCount => 24;
public override int MaxEV => 255;
public override int Generation => 5;
public override int OTLength => 7;
public override int NickLength => 10;
protected override int GiftCountMax => 12;
public override int MaxMoveID => Legal.MaxMoveID_5;
public override int MaxSpeciesID => Legal.MaxSpeciesID_5;
public override int MaxAbilityID => Legal.MaxAbilityID_5;
public override int MaxBallID => Legal.MaxBallID_5;
public override int MaxGameID => Legal.MaxGameID_5; // B2
protected SAV5(int size) : base(size)
{
Initialize();
ClearBoxes();
}
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protected SAV5(byte[] data) : base(data)
{
Initialize();
}
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public override GameVersion Version
{
get => (GameVersion)Game;
protected set => Game = (int)value;
}
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private void Initialize()
{
Box = 0x400;
Party = 0x18E00;
AdventureInfo = 0x1D900;
}
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// Blocks & Offsets
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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protected override void SetChecksums() => AllBlocks.SetChecksums(Data);
public override bool ChecksumsValid => AllBlocks.GetChecksumsValid(Data);
public override string ChecksumInfo => AllBlocks.GetChecksumInfo(Data);
protected int CGearInfoOffset;
protected int CGearDataOffset;
protected int EntreeForestOffset;
private int AdventureInfo;
public int GTS { get; protected set; } = int.MinValue;
public int Fused { get; protected set; } = int.MinValue;
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// Daycare
public override int DaycareSeedSize => Daycare5.DaycareSeedSize;
public override bool? IsDaycareOccupied(int loc, int slot) => Daycare.IsOccupied(slot);
public override int GetDaycareSlotOffset(int loc, int slot) => Daycare.GetPKMOffset(slot);
public override uint? GetDaycareEXP(int loc, int slot) => Daycare.GetEXP(slot);
public override string GetDaycareRNGSeed(int loc) => Daycare.GetSeed()?.ToString("X16") ?? string.Empty;
public override void SetDaycareEXP(int loc, int slot, uint EXP) => Daycare.SetEXP(slot, EXP);
public override void SetDaycareOccupied(int loc, int slot, bool occupied) => Daycare.SetOccupied(slot, occupied);
public override void SetDaycareRNGSeed(int loc, string seed) => Daycare.SetSeed(seed);
// Storage
public override int PartyCount
{
get => Data[Party + 4];
protected set => Data[Party + 4] = (byte)value;
}
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public override int GetBoxOffset(int box) => Box + (SIZE_STORED * box * 30) + (box * 0x10);
public override int GetPartyOffset(int slot) => Party + 8 + (SIZE_PARTY * slot);
protected override int GetBoxWallpaperOffset(int box) => BoxLayout.GetBoxWallpaperOffset(box);
public override int GetBoxWallpaper(int box) => BoxLayout.GetBoxWallpaper(box);
public override void SetBoxWallpaper(int box, int value) => BoxLayout.SetBoxWallpaper(box, value);
public override string GetBoxName(int box) => BoxLayout[box];
public override void SetBoxName(int box, string value) => BoxLayout[box] = value;
public override int CurrentBox { get => BoxLayout.CurrentBox; set => BoxLayout.CurrentBox = value; }
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protected int BattleBoxOffset;
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public bool BattleBoxLocked
{
get => Data[BattleBoxOffset + 0x358] != 0; // wifi/live
set => Data[BattleBoxOffset + 0x358] = (byte)(value ? 1 : 0);
}
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protected override void SetPKM(PKM pkm)
{
var pk5 = (PK5)pkm;
// Apply to this Save File
DateTime Date = DateTime.Now;
if (pk5.Trade(OT, TID, SID, Gender, Date.Day, Date.Month, Date.Year))
pkm.RefreshChecksum();
}
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// Player Data
public override string OT { get => PlayerData.OT; set => PlayerData.OT = value; }
public override int TID { get => PlayerData.TID; set => PlayerData.TID = value; }
public override int SID { get => PlayerData.SID; set => PlayerData.SID = value; }
public override int Language { get => PlayerData.Language; set => PlayerData.Language = value; }
public override int Game { get => PlayerData.Game; set => PlayerData.Game = value; }
public override int Gender { get => PlayerData.Gender; set => PlayerData.Gender = value; }
public override int PlayedHours { get => PlayerData.PlayedHours; set => PlayerData.PlayedHours = value; }
public override int PlayedMinutes { get => PlayerData.PlayedMinutes; set => PlayerData.PlayedMinutes = value; }
public override int PlayedSeconds { get => PlayerData.PlayedSeconds; set => PlayerData.PlayedSeconds = value; }
public override uint Money { get => Misc.Money; set => Misc.Money = value; }
public override uint SecondsToStart { get => BitConverter.ToUInt32(Data, AdventureInfo + 0x34); set => BitConverter.GetBytes(value).CopyTo(Data, AdventureInfo + 0x34); }
public override uint SecondsToFame { get => BitConverter.ToUInt32(Data, AdventureInfo + 0x3C); set => BitConverter.GetBytes(value).CopyTo(Data, AdventureInfo + 0x3C); }
public override MysteryGiftAlbum GiftAlbum { get => Mystery.GiftAlbum; set => Mystery.GiftAlbum = (EncryptedMysteryGiftAlbum)value; }
public override InventoryPouch[] Inventory { get => Items.Inventory; set => Items.Inventory = value; }
protected override void SetDex(PKM pkm) => Zukan.SetDex(pkm);
public override bool GetCaught(int species) => Zukan.GetCaught(species);
public override bool GetSeen(int species) => Zukan.GetSeen(species);
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public override string GetString(byte[] data, int offset, int length) => StringConverter.GetString5(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 StringConverter.SetString5(value, maxLength, PadToSize, PadWith);
}
// DLC
private int CGearSkinInfoOffset => CGearInfoOffset + (this is SAV5B2W2 ? 0x10 : 0) + 0x24;
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private bool CGearSkinPresent
{
get => Data[CGearSkinInfoOffset + 2] == 1;
set => Data[CGearSkinInfoOffset + 2] = Data[PlayerData.Offset + (this is SAV5B2W2 ? 0x6C : 0x54)] = (byte) (value ? 1 : 0);
}
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public byte[] CGearSkinData
{
get
{
byte[] data = new byte[CGearBackground.SIZE_CGB];
if (CGearSkinPresent)
Array.Copy(Data, CGearDataOffset, data, 0, data.Length);
return data;
}
set
{
byte[] dlcfooter = { 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x14, 0x27, 0x00, 0x00, 0x27, 0x35, 0x05, 0x31, 0x00, 0x00 };
byte[] bgdata = value;
SetData(bgdata, CGearDataOffset);
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ushort chk = Checksums.CRC16_CCITT(bgdata);
var chkbytes = BitConverter.GetBytes(chk);
int footer = CGearDataOffset + bgdata.Length;
BitConverter.GetBytes((ushort)1).CopyTo(Data, footer); // block updated once
chkbytes.CopyTo(Data, footer + 2); // checksum
chkbytes.CopyTo(Data, footer + 0x100); // second checksum
dlcfooter.CopyTo(Data, footer + 0x102);
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ushort skinchkval = Checksums.CRC16_CCITT(Data, footer + 0x100, 4);
BitConverter.GetBytes(skinchkval).CopyTo(Data, footer + 0x112);
// Indicate in the save file that data is present
BitConverter.GetBytes((ushort)0xC21E).CopyTo(Data, 0x19438);
chkbytes.CopyTo(Data, CGearSkinInfoOffset);
CGearSkinPresent = true;
Edited = true;
}
}
public EntreeForest EntreeData
{
get => new EntreeForest(GetData(EntreeForestOffset, 0x850));
set => SetData(value.Write(), EntreeForestOffset);
}
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 abstract IReadOnlyList<BlockInfo> AllBlocks { get; }
public abstract MyItem Items { get; }
public abstract Zukan5 Zukan { get; }
public abstract Misc5 Misc { get; }
public abstract MysteryBlock5 Mystery { get; }
public abstract Daycare5 Daycare { get; }
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 abstract BoxLayout5 BoxLayout { get; }
public abstract PlayerData5 PlayerData { get; }
public abstract BattleSubway5 BattleSubway { get; }
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 static int GetMailOffset(int index) => (index * Mail5.SIZE) + 0x1DD00;
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 byte[] GetMailData(int offset) => GetData(offset, Mail5.SIZE);
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public int GetBattleBoxSlot(int slot) => BattleBoxOffset + (slot * SIZE_STORED);
}
}