2017-12-03 03:12:04 +00:00
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namespace PKHeX.Core
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{
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2019-10-04 02:09:02 +00:00
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public sealed class Mail2 : Mail
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2017-12-03 03:12:04 +00:00
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{
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private readonly bool US;
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2018-08-10 04:53:39 +00:00
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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
2019-10-17 01:47:31 +00:00
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public Mail2(SAV2 sav, int index) : base(sav.GetData(GetMailOffset(index), 0x2F), GetMailOffset(index))
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2017-12-03 03:12:04 +00:00
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{
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US = !sav.Japanese && !sav.Korean;
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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
2019-10-17 01:47:31 +00:00
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}
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private static int GetMailOffset(int index)
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{
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return index < 6 ? (index * 0x2F) + 0x600 : ((index - 6) * 0x2F) + 0x835;
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2017-12-03 03:12:04 +00:00
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}
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2018-08-10 04:53:39 +00:00
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2019-03-21 04:50:44 +00:00
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public override string GetMessage(bool isLastLine) => US ? StringConverter12.GetString1(Data, isLastLine ? 0x11 : 0, 0x10, false) : string.Empty;
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2018-08-10 04:53:39 +00:00
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2017-12-03 03:12:04 +00:00
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public override void SetMessage(string line1, string line2)
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{
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if (US)
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{
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2021-08-06 05:39:38 +00:00
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StringConverter12.SetString1(line2, 0x10, false, 0x10, StringConverter12.G1TerminatorCode).CopyTo(Data, 0x11);
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bool hasLine2 = Data[0x11] != StringConverter12.G1TerminatorCode;
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byte padChar = !hasLine2 ? StringConverter12.G1TerminatorCode : (byte)0x7F; // space
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StringConverter12.SetString1(line1, 0x10, false, 0x10, padChar).CopyTo(Data, 0);
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2017-12-03 03:12:04 +00:00
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Data[0x10] = 0x4E;
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}
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}
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2018-08-10 04:53:39 +00:00
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2017-12-03 03:12:04 +00:00
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public override string AuthorName
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{
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2019-03-21 04:50:44 +00:00
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get => US ? StringConverter12.GetString1(Data, 0x21, 7, false) : string.Empty;
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2017-12-03 03:12:04 +00:00
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set
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{
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if (US)
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{
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2019-03-21 04:50:44 +00:00
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StringConverter12.SetString1(value, 7, false, 8, 0x50).CopyTo(Data, 0x21);
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2017-12-03 03:12:04 +00:00
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Data[0x29] = Data[0x2A] = 0;
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}
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}
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}
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2018-08-10 04:53:39 +00:00
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2017-12-03 03:12:04 +00:00
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public override ushort AuthorTID
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{
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get => (ushort)(Data[0x2B] << 8 | Data[0x2C]);
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set
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{
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Data[0x2B] = (byte)(value >> 8);
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Data[0x2C] = (byte)(value & 0xFF);
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}
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}
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2018-08-10 04:53:39 +00:00
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2017-12-03 03:12:04 +00:00
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public override int AppearPKM { get => Data[0x2D]; set => Data[0x2D] = (byte)value; }
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public override int MailType { get => Data[0x2E]; set => Data[0x2E] = (byte)value; }
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2018-08-10 04:53:39 +00:00
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2020-12-25 20:30:26 +00:00
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public override bool? IsEmpty => MailType switch
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2017-12-03 03:12:04 +00:00
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{
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2020-12-25 20:30:26 +00:00
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0 => true,
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0x9E => false,
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>= 0xB5 and <= 0xBD => false,
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2021-08-20 20:49:20 +00:00
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_ => null,
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2020-12-25 20:30:26 +00:00
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};
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2018-08-10 04:53:39 +00:00
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2017-12-03 03:12:04 +00:00
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public override void SetBlank() => (new byte[0x2F]).CopyTo(Data, 0);
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}
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}
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