2017-12-03 03:12:04 +00:00
|
|
|
using System;
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
{
|
2019-10-04 02:09:02 +00:00
|
|
|
public sealed class Mail4 : Mail
|
2017-12-03 03:12:04 +00:00
|
|
|
{
|
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;
|
2017-12-03 03:12:04 +00:00
|
|
|
|
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 Mail4(byte[] data, int ofs) : base(data, ofs) { }
|
2018-08-10 04:53:39 +00:00
|
|
|
|
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 Mail4(byte[] data) : base(data, -1) { }
|
2019-10-26 19:33:58 +00:00
|
|
|
|
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 Mail4(byte? lang, byte? ver) : base(new byte[SIZE])
|
2017-12-03 03:12:04 +00:00
|
|
|
{
|
2017-12-05 00:26:26 +00:00
|
|
|
if (lang != null) AuthorLanguage = (byte)lang;
|
|
|
|
if (ver != null) AuthorVersion = (byte)ver;
|
|
|
|
ResetData();
|
|
|
|
}
|
2018-08-10 04:53:39 +00:00
|
|
|
|
2019-09-03 02:30:58 +00:00
|
|
|
public override void CopyTo(SaveFile sav) => sav.SetData(((SAV4)sav).General, Data, DataOffset);
|
|
|
|
|
2017-12-05 00:26:26 +00:00
|
|
|
private void ResetData()
|
|
|
|
{
|
2017-12-03 03:12:04 +00:00
|
|
|
AuthorTID = 0;
|
|
|
|
AuthorSID = 0;
|
|
|
|
AuthorGender = 0;
|
|
|
|
MailType = 0xFF;
|
2019-02-08 05:40:20 +00:00
|
|
|
AuthorName = string.Empty;
|
2017-12-03 03:12:04 +00:00
|
|
|
for (int i = 0; i < 3; i++)
|
|
|
|
SetAppearPKM(i, 0xFFFF);
|
|
|
|
for (int y = 0; y < 3; y++)
|
2018-08-10 04:53:39 +00:00
|
|
|
{
|
|
|
|
for (int x = 0; x < 4; x++)
|
2021-03-29 07:14:44 +00:00
|
|
|
SetMessage(y, x, x == 1 ? (ushort)0 : (ushort)0xFFFF);
|
2018-08-10 04:53:39 +00:00
|
|
|
}
|
2017-12-03 03:12:04 +00:00
|
|
|
}
|
2018-08-10 04:53:39 +00:00
|
|
|
|
2020-12-05 14:09:33 +00:00
|
|
|
public override void CopyTo(PK4 pk4) => pk4.SetHeldMailData(Data);
|
2017-12-03 03:12:04 +00:00
|
|
|
public override ushort AuthorTID { get => BitConverter.ToUInt16(Data, 0); set => BitConverter.GetBytes(value).CopyTo(Data, 0); }
|
2019-07-05 04:48:18 +00:00
|
|
|
public override ushort AuthorSID { get => BitConverter.ToUInt16(Data, 2); set => BitConverter.GetBytes(value).CopyTo(Data, 2); }
|
2017-12-03 14:48:04 +00:00
|
|
|
public override byte AuthorGender { get => Data[4]; set => Data[4] = value; }
|
2019-07-05 04:48:18 +00:00
|
|
|
public override byte AuthorLanguage { get => Data[5]; set => Data[5] = value; }
|
|
|
|
public override byte AuthorVersion { get => Data[6]; set => Data[6] = value; }
|
2017-12-03 03:12:04 +00:00
|
|
|
public override int MailType { get => Data[7]; set => Data[7] = (byte)value; }
|
2019-03-21 04:50:44 +00:00
|
|
|
public override string AuthorName { get => StringConverter4.GetString4(Data, 8, 0x10); set => StringConverter4.SetString4(value, 7, 8, 0xFFFF).CopyTo(Data, 8); }
|
2018-08-10 04:53:39 +00:00
|
|
|
public int GetAppearPKM(int index) => BitConverter.ToUInt16(Data, 0x1C - (index * 2));
|
|
|
|
public void SetAppearPKM(int index, int value) => BitConverter.GetBytes((ushort)(value == 0 ? 0xFFFF : value)).CopyTo(Data, 0x1C - (index * 2));
|
|
|
|
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));
|
|
|
|
|
2021-01-05 01:31:43 +00:00
|
|
|
public override bool? IsEmpty => MailType switch
|
2017-12-03 03:12:04 +00:00
|
|
|
{
|
2021-01-05 01:31:43 +00:00
|
|
|
0xFF => true,
|
|
|
|
<= 11 => false,
|
|
|
|
_ => null
|
|
|
|
};
|
2018-08-10 04:53:39 +00:00
|
|
|
|
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 override void SetBlank() => SetBlank(0, 0);
|
2019-10-26 19:33:58 +00:00
|
|
|
|
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 void SetBlank(byte lang, byte ver)
|
|
|
|
{
|
|
|
|
Array.Clear(Data, 0, Data.Length);
|
|
|
|
AuthorLanguage = lang;
|
|
|
|
AuthorVersion = ver;
|
|
|
|
}
|
2017-12-03 03:12:04 +00:00
|
|
|
}
|
|
|
|
}
|