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Update GameInventoryItem (#2219)
* Update GameInventoryItem - Resolve symbolic InventoryItem, used in HandIn - Harden Materia/MateriaGrade/Stains results - Make sure GameInventoryItem is constructed correctly * Remove some duplicate code from InventoryWidget * Fix null check
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f5b3d85066
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3 changed files with 145 additions and 89 deletions
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@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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@ -121,6 +121,8 @@ internal class GameInventory : IInternalDisposableService
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// Assumption: newItems is sorted by slots, and the last item has the highest slot number.
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var oldItems = this.inventoryItems[i] ??= new GameInventoryItem[newItems[^1].InternalItem.Slot + 1];
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if (this.inventoryItems[i] == null)
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oldItems.Initialize();
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foreach (ref readonly var newItem in newItems)
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{
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@ -1,9 +1,13 @@
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Dalamud.Data;
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using Dalamud.Utility;
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using FFXIVClientStructs.FFXIV.Client.Game;
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using Lumina.Excel.Sheets;
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namespace Dalamud.Game.Inventory;
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/// <summary>
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@ -24,6 +28,14 @@ public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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[FieldOffset(0)]
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private fixed ulong dataUInt64[InventoryItem.StructSize / 0x8];
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/// <summary>
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/// Initializes a new instance of the <see cref="GameInventoryItem"/> struct.
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/// </summary>
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public GameInventoryItem()
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{
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this.InternalItem.Ctor();
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="GameInventoryItem"/> struct.
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/// </summary>
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@ -33,32 +45,37 @@ public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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/// <summary>
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/// Gets a value indicating whether the this <see cref="GameInventoryItem"/> is empty.
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/// </summary>
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public bool IsEmpty => this.InternalItem.ItemId == 0;
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public bool IsEmpty => this.InternalItem.IsEmpty();
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/// <summary>
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/// Gets the container inventory type.
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/// </summary>
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public GameInventoryType ContainerType => (GameInventoryType)this.InternalItem.Container;
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public GameInventoryType ContainerType => (GameInventoryType)this.InternalItem.GetInventoryType();
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/// <summary>
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/// Gets the inventory slot index this item is in.
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/// </summary>
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public uint InventorySlot => (uint)this.InternalItem.Slot;
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public uint InventorySlot => this.InternalItem.GetSlot();
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/// <summary>
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/// Gets the item id.
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/// </summary>
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public uint ItemId => this.InternalItem.ItemId;
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public uint ItemId => this.InternalItem.GetItemId();
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/// <summary>
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/// Gets the base item id (without HQ or Collectible offset applied).
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/// </summary>
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public uint BaseItemId => ItemUtil.GetBaseId(this.ItemId).ItemId;
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/// <summary>
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/// Gets the quantity of items in this item stack.
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/// </summary>
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public int Quantity => this.InternalItem.Quantity;
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public int Quantity => (int)this.InternalItem.GetQuantity();
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/// <summary>
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/// Gets the spiritbond or collectability of this item.
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/// </summary>
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public uint SpiritbondOrCollectability => this.InternalItem.SpiritbondOrCollectability;
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public uint SpiritbondOrCollectability => this.InternalItem.GetSpiritbondOrCollectability();
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/// <summary>
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/// Gets the spiritbond of this item.
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@ -69,37 +86,89 @@ public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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/// <summary>
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/// Gets the repair condition of this item.
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/// </summary>
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public uint Condition => this.InternalItem.Condition;
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public uint Condition => this.InternalItem.GetCondition(); // Note: This will be the Breeding Capacity of Race Chocobos
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/// <summary>
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/// Gets a value indicating whether the item is High Quality.
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/// </summary>
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public bool IsHq => (this.InternalItem.Flags & InventoryItem.ItemFlags.HighQuality) != 0;
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public bool IsHq => this.InternalItem.GetFlags().HasFlag(InventoryItem.ItemFlags.HighQuality);
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/// <summary>
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/// Gets a value indicating whether the item has a company crest applied.
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/// </summary>
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public bool IsCompanyCrestApplied => (this.InternalItem.Flags & InventoryItem.ItemFlags.CompanyCrestApplied) != 0;
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public bool IsCompanyCrestApplied => this.InternalItem.GetFlags().HasFlag(InventoryItem.ItemFlags.CompanyCrestApplied);
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/// <summary>
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/// Gets a value indicating whether the item is a relic.
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/// </summary>
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public bool IsRelic => (this.InternalItem.Flags & InventoryItem.ItemFlags.Relic) != 0;
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public bool IsRelic => this.InternalItem.GetFlags().HasFlag(InventoryItem.ItemFlags.Relic);
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/// <summary>
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/// Gets a value indicating whether the is a collectable.
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/// </summary>
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public bool IsCollectable => (this.InternalItem.Flags & InventoryItem.ItemFlags.Collectable) != 0;
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public bool IsCollectable => this.InternalItem.GetFlags().HasFlag(InventoryItem.ItemFlags.Collectable);
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/// <summary>
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/// Gets the array of materia types.
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/// </summary>
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public ReadOnlySpan<ushort> Materia => new(Unsafe.AsPointer(ref this.InternalItem.Materia[0]), 5);
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public ReadOnlySpan<ushort> Materia
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{
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get
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{
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var baseItemId = this.BaseItemId;
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if (ItemUtil.IsEventItem(baseItemId) || this.IsMateriaUsedForDate)
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return [];
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var dataManager = Service<DataManager>.Get();
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if (!dataManager.GetExcelSheet<Item>().TryGetRow(baseItemId, out var item) || item.MateriaSlotCount == 0)
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return [];
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Span<ushort> materiaIds = new ushort[item.MateriaSlotCount];
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var materiaRowCount = dataManager.GetExcelSheet<Materia>().Count;
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for (byte i = 0; i < item.MateriaSlotCount; i++)
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{
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var materiaId = this.InternalItem.GetMateriaId(i);
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if (materiaId < materiaRowCount)
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materiaIds[i] = materiaId;
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}
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return materiaIds;
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}
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}
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/// <summary>
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/// Gets the array of materia grades.
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/// </summary>
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public ReadOnlySpan<byte> MateriaGrade => new(Unsafe.AsPointer(ref this.InternalItem.MateriaGrades[0]), 5);
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public ReadOnlySpan<byte> MateriaGrade
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{
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get
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{
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var baseItemId = this.BaseItemId;
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if (ItemUtil.IsEventItem(baseItemId) || this.IsMateriaUsedForDate)
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return [];
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var dataManager = Service<DataManager>.Get();
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if (!dataManager.GetExcelSheet<Item>().TryGetRow(baseItemId, out var item) || item.MateriaSlotCount == 0)
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return [];
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Span<byte> materiaGrades = new byte[item.MateriaSlotCount];
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var materiaGradeRowCount = dataManager.GetExcelSheet<MateriaGrade>().Count;
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for (byte i = 0; i < item.MateriaSlotCount; i++)
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{
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var materiaGrade = this.InternalItem.GetMateriaGrade(i);
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if (materiaGrade < materiaGradeRowCount)
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materiaGrades[i] = materiaGrade;
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}
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return materiaGrades;
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}
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}
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/// <summary>
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/// Gets the address of native inventory item in the game.<br />
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@ -128,18 +197,60 @@ public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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/// <summary>
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/// Gets the color used for this item.
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/// </summary>
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public ReadOnlySpan<byte> Stains => new(Unsafe.AsPointer(ref this.InternalItem.Stains[0]), 2);
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public ReadOnlySpan<byte> Stains
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{
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get
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{
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var baseItemId = this.BaseItemId;
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if (ItemUtil.IsEventItem(baseItemId))
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return [];
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var dataManager = Service<DataManager>.Get();
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if (!dataManager.GetExcelSheet<Item>().TryGetRow(baseItemId, out var item) || item.DyeCount == 0)
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return [];
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Span<byte> stainIds = new byte[item.DyeCount];
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var stainRowCount = dataManager.GetExcelSheet<Stain>().Count;
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for (byte i = 0; i < item.DyeCount; i++)
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{
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var stainId = this.InternalItem.GetStain(i);
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if (stainId < stainRowCount)
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stainIds[i] = stainId;
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}
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return stainIds;
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}
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}
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/// <summary>
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/// Gets the glamour id for this item.
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/// </summary>
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public uint GlamourId => this.InternalItem.GlamourId;
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public uint GlamourId => this.InternalItem.GetGlamourId();
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/// <summary>
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/// Gets the items crafter's content id.
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/// NOTE: I'm not sure if this is a good idea to include or not in the dalamud api. Marked internal for now.
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/// </summary>
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internal ulong CrafterContentId => this.InternalItem.CrafterContentId;
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internal ulong CrafterContentId => this.InternalItem.GetCrafterContentId();
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/// <summary>
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/// Gets a value indicating whether the Materia fields are used to store a date.
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/// </summary>
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private bool IsMateriaUsedForDate => this.BaseItemId
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// Race Chocobo related items
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is 9560 // Proof of Covering
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// Wedding related items
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or 8575 // Eternity Ring
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or 8693 // Promise of Innocence
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or 8694 // Promise of Passion
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or 8695 // Promise of Devotion
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or 8696 // (Unknown/unused)
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or 8698 // Blank Invitation
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or 8699; // Ceremony Invitation
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public static bool operator ==(in GameInventoryItem l, in GameInventoryItem r) => l.Equals(r);
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