PKHeX/PKHeX.Core/Saves/Substructures/Mail/Mail5.cs

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C#
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using System;
namespace PKHeX.Core
{
public sealed class Mail5 : Mail
{
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
2019-10-17 01:47:31 +00:00
public const int SIZE = 0x38;
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
2019-10-17 01:47:31 +00:00
public Mail5(byte[] data, int ofs = -1) : base(data, ofs) { }
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
2019-10-17 01:47:31 +00:00
public Mail5(byte? lang, byte? ver) : base(new byte[SIZE])
{
if (lang != null) AuthorLanguage = (byte)lang;
if (ver != null) AuthorVersion = (byte)ver;
ResetData();
}
private void ResetData()
{
AuthorTID = 0;
AuthorSID = 0;
AuthorGender = 0;
MailType = 0xFF;
AuthorName = string.Empty;
for (int i = 0; i < 3; i++)
SetMisc(i, 0);
MessageEnding = 0xFFFF;
for (int y = 0; y < 3; y++)
{
for (int x = 0; x < 4; x++)
SetMessage(y, x, x == 1 ? 0 : 0xFFFF);
}
}
public override void CopyTo(PK5 pk5) => pk5.SetHeldMailData(Data);
public override ushort AuthorTID { get => BitConverter.ToUInt16(Data, 0); set => BitConverter.GetBytes(value).CopyTo(Data, 0); }
public override ushort AuthorSID { get => BitConverter.ToUInt16(Data, 2); set => BitConverter.GetBytes(value).CopyTo(Data, 2); }
public override byte AuthorGender { get => Data[4]; set => Data[4] = value; }
public override byte AuthorLanguage { get => Data[5]; set => Data[5] = value; }
public override byte AuthorVersion { get => Data[6]; set => Data[6] = value; }
public override int MailType { get => Data[7]; set => Data[7] = (byte)value; }
public override string AuthorName { get => StringConverter.GetString5(Data, 8, 0x10); set => StringConverter.SetString5(value, 7, 8).CopyTo(Data, 8); }
public int GetMisc(int index) => BitConverter.ToUInt16(Data, 0x1C - (index * 2));
public void SetMisc(int index, int value) => BitConverter.GetBytes((ushort)value).CopyTo(Data, 0x1C - (index * 2));
public ushort MessageEnding { get => BitConverter.ToUInt16(Data, 0x1E); set => BitConverter.GetBytes(value).CopyTo(Data, 0x1E); }
public override ushort GetMessage(int index1, int index2) => BitConverter.ToUInt16(Data, 0x20 + (((index1 * 4) + index2) * 2));
public override void SetMessage(int index1, int index2, ushort value) => BitConverter.GetBytes(value).CopyTo(Data, 0x20 + (((index1 * 4) + index2) * 2));
public override bool? IsEmpty => MailType switch
{
0xFF => true,
<= 11 => false,
_ => null
};
public override void SetBlank() => SetBlank(null, null);
public void SetBlank(byte? lang, byte? ver) => new Mail5(lang: lang, ver: ver).Data.CopyTo(Data, 0);
}
}