2017-12-03 14:48:04 +00:00
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using System;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2017-12-03 14:48:04 +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 Mail5 : Mail
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2017-12-03 14:48:04 +00:00
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{
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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 const int SIZE = 0x38;
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2017-12-03 14:48:04 +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 Mail5(byte[] data, int ofs = -1) : base(data, ofs) { }
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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 Mail5(byte? lang, byte? ver) : base(new byte[SIZE])
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2017-12-03 14:48:04 +00:00
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{
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2017-12-05 00:26:26 +00:00
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if (lang != null) AuthorLanguage = (byte)lang;
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if (ver != null) AuthorVersion = (byte)ver;
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ResetData();
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}
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2018-08-10 04:53:39 +00:00
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2017-12-05 00:26:26 +00:00
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private void ResetData()
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{
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2017-12-03 14:48:04 +00:00
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AuthorTID = 0;
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AuthorSID = 0;
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AuthorGender = 0;
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MailType = 0xFF;
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2019-02-08 05:40:20 +00:00
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AuthorName = string.Empty;
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2017-12-03 14:48:04 +00:00
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for (int i = 0; i < 3; i++)
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SetMisc(i, 0);
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MessageEnding = 0xFFFF;
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for (int y = 0; y < 3; y++)
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2018-08-10 04:53:39 +00:00
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{
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for (int x = 0; x < 4; x++)
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2021-03-29 07:14:44 +00:00
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SetMessage(y, x, x == 1 ? (ushort)0 : (ushort)0xFFFF);
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2018-08-10 04:53:39 +00:00
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}
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2017-12-03 14:48:04 +00:00
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}
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2018-08-10 04:53:39 +00:00
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2020-09-06 17:53:13 +00:00
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public override void CopyTo(PK5 pk5) => pk5.SetHeldMailData(Data);
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2022-01-03 05:35:59 +00:00
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public override ushort AuthorTID { get => ReadUInt16LittleEndian(Data.AsSpan(0)); set => WriteUInt16LittleEndian(Data.AsSpan(0), value); }
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public override ushort AuthorSID { get => ReadUInt16LittleEndian(Data.AsSpan(2)); set => WriteUInt16LittleEndian(Data.AsSpan(2), value); }
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2017-12-03 14:48:04 +00:00
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public override byte AuthorGender { get => Data[4]; set => Data[4] = value; }
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2019-07-05 04:48:18 +00:00
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public override byte AuthorLanguage { get => Data[5]; set => Data[5] = value; }
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public override byte AuthorVersion { get => Data[6]; set => Data[6] = value; }
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2017-12-03 14:48:04 +00:00
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public override int MailType { get => Data[7]; set => Data[7] = (byte)value; }
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2022-01-03 05:35:59 +00:00
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public override string AuthorName { get => StringConverter5.GetString(Data.AsSpan(8, 0x10)); set => StringConverter5.SetString(Data.AsSpan(8, 0x10), value.AsSpan(), 7, StringConverterOption.ClearZero); }
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public int GetMisc(int index) => ReadUInt16LittleEndian(Data.AsSpan(0x1C - (index * 2)));
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public void SetMisc(int index, int value) => WriteUInt16LittleEndian(Data.AsSpan(0x1C - (index * 2)), (ushort)value);
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public ushort MessageEnding { get => ReadUInt16LittleEndian(Data.AsSpan(0x1E)); set => WriteUInt16LittleEndian(Data.AsSpan(0x1E), value); }
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public override ushort GetMessage(int index1, int index2) => ReadUInt16LittleEndian(Data.AsSpan(0x20 + (((index1 * 4) + index2) * 2)));
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public override void SetMessage(int index1, int index2, ushort value) => WriteUInt16LittleEndian(Data.AsSpan(0x20 + (((index1 * 4) + index2) * 2)), value);
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2018-08-10 04:53:39 +00:00
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2021-03-14 23:16:55 +00:00
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public override bool? IsEmpty => MailType switch
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2017-12-03 14:48:04 +00:00
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{
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2021-03-14 23:16:55 +00:00
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0xFF => true,
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<= 11 => false,
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2021-08-20 20:49:20 +00:00
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_ => null,
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2021-03-14 23:16:55 +00:00
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};
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2018-08-10 04:53:39 +00:00
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2017-12-05 00:26:26 +00:00
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public override void SetBlank() => SetBlank(null, null);
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public void SetBlank(byte? lang, byte? ver) => new Mail5(lang: lang, ver: ver).Data.CopyTo(Data, 0);
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2017-12-03 14:48:04 +00:00
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}
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}
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