PKHeX/PKHeX.Core/Saves/Substructures/Gen5/MysteryBlock5.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

78 lines
No EOL
2.7 KiB
C#

using System;
namespace PKHeX.Core
{
public sealed class MysteryBlock5 : SaveBlock
{
private const int FlagStart = 0;
private const int MaxReceivedFlag = 2048;
private const int MaxCardsPresent = 12;
private const int FlagRegionSize = (MaxReceivedFlag / 8); // 0x100
private const int CardStart = FlagStart + (MaxReceivedFlag / 8);
private const int DataSize = 0xA90;
private int SeedOffset => Offset + DataSize;
// Everything is stored encrypted, and only decrypted on demand. Only crypt on object fetch...
public MysteryBlock5(SAV5BW sav, int offset) : base(sav) => Offset = offset;
public MysteryBlock5(SAV5B2W2 sav, int offset) : base(sav) => Offset = offset;
public EncryptedMysteryGiftAlbum GiftAlbum
{
get
{
uint seed = BitConverter.ToUInt32(Data, SeedOffset);
byte[] wcData = SAV.GetData(Offset + FlagStart, 0xA90); // Encrypted, Decrypt
return GetAlbum(seed, wcData);
}
set
{
var wcData = SetAlbum(value);
// Write Back
wcData.CopyTo(Data, Offset + FlagStart);
BitConverter.GetBytes(value.Seed).CopyTo(Data, SeedOffset);
}
}
private static EncryptedMysteryGiftAlbum GetAlbum(uint seed, byte[] wcData)
{
PKX.CryptArray(wcData, seed);
var flags = new bool[MaxReceivedFlag];
var gifts = new DataMysteryGift[MaxCardsPresent];
var Info = new EncryptedMysteryGiftAlbum(gifts, flags, seed);
// 0x100 Bytes for Used Flags
for (int i = 0; i < Info.Flags.Length; i++)
Info.Flags[i] = (wcData[i / 8] >> i % 8 & 0x1) == 1;
// 12 PGFs
for (int i = 0; i < Info.Gifts.Length; i++)
{
var data = new byte[PGF.Size];
Array.Copy(wcData, FlagRegionSize + (i * PGF.Size), data, 0, PGF.Size);
Info.Gifts[i] = new PGF(data);
}
return Info;
}
private static byte[] SetAlbum(EncryptedMysteryGiftAlbum value)
{
byte[] wcData = new byte[0xA90];
// Toss back into byte[]
for (int i = 0; i < value.Flags.Length; i++)
{
if (value.Flags[i])
wcData[i / 8] |= (byte) (1 << (i & 7));
}
for (int i = 0; i < value.Gifts.Length; i++)
value.Gifts[i].Data.CopyTo(wcData, 0x100 + (i * PGF.Size));
// Decrypted, Encrypt
PKX.CryptArray(wcData, value.Seed);
return wcData;
}
}
}