Dalamud/Dalamud/Game/Inventory/GameInventoryItem.cs
2024-02-29 15:15:02 -08:00

211 lines
7.4 KiB
C#

using System.Diagnostics;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Dalamud.Utility;
using FFXIVClientStructs.FFXIV.Client.Game;
namespace Dalamud.Game.Inventory;
/// <summary>
/// Dalamud wrapper around a ClientStructs InventoryItem.
/// </summary>
[StructLayout(LayoutKind.Explicit, Size = StructSizeInBytes)]
public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
{
/// <summary>
/// The actual data.
/// </summary>
[FieldOffset(0)]
internal readonly InventoryItem InternalItem;
private const int StructSizeInBytes = 0x38;
/// <summary>
/// The view of the backing data, in <see cref="ulong"/>.
/// </summary>
[FieldOffset(0)]
private fixed ulong dataUInt64[StructSizeInBytes / 0x8];
static GameInventoryItem()
{
Debug.Assert(
sizeof(InventoryItem) == StructSizeInBytes,
$"Definition of {nameof(InventoryItem)} has been changed. " +
$"Update {nameof(StructSizeInBytes)} to {sizeof(InventoryItem)} to accommodate for the size change.");
}
/// <summary>
/// Initializes a new instance of the <see cref="GameInventoryItem"/> struct.
/// </summary>
/// <param name="item">Inventory item to wrap.</param>
internal GameInventoryItem(InventoryItem item) => this.InternalItem = item;
/// <summary>
/// Gets a value indicating whether the this <see cref="GameInventoryItem"/> is empty.
/// </summary>
public bool IsEmpty => this.InternalItem.ItemID == 0;
/// <summary>
/// Gets the container inventory type.
/// </summary>
public GameInventoryType ContainerType => (GameInventoryType)this.InternalItem.Container;
/// <summary>
/// Gets the inventory slot index this item is in.
/// </summary>
public uint InventorySlot => (uint)this.InternalItem.Slot;
/// <summary>
/// Gets the item id.
/// </summary>
public uint ItemId => this.InternalItem.ItemID;
/// <summary>
/// Gets the quantity of items in this item stack.
/// </summary>
public uint Quantity => this.InternalItem.Quantity;
/// <summary>
/// Gets the spiritbond of this item.
/// </summary>
public uint Spiritbond => this.InternalItem.Spiritbond;
/// <summary>
/// Gets the repair condition of this item.
/// </summary>
public uint Condition => this.InternalItem.Condition;
/// <summary>
/// Gets a value indicating whether the item is High Quality.
/// </summary>
public bool IsHq => (this.InternalItem.Flags & InventoryItem.ItemFlags.HQ) != 0;
/// <summary>
/// Gets a value indicating whether the item has a company crest applied.
/// </summary>
public bool IsCompanyCrestApplied => (this.InternalItem.Flags & InventoryItem.ItemFlags.CompanyCrestApplied) != 0;
/// <summary>
/// Gets a value indicating whether the item is a relic.
/// </summary>
public bool IsRelic => (this.InternalItem.Flags & InventoryItem.ItemFlags.Relic) != 0;
/// <summary>
/// Gets a value indicating whether the is a collectable.
/// </summary>
public bool IsCollectable => (this.InternalItem.Flags & InventoryItem.ItemFlags.Collectable) != 0;
/// <summary>
/// Gets the array of materia types.
/// </summary>
public ReadOnlySpan<ushort> Materia => new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.Materia[0])), 5);
/// <summary>
/// Gets the array of materia grades.
/// </summary>
// TODO: Replace with MateriaGradeBytes
[Api10ToDo(Api10ToDoAttribute.DeleteCompatBehavior)]
public ReadOnlySpan<ushort> MateriaGrade =>
this.MateriaGradeBytes.ToArray().Select(g => (ushort)g).ToArray().AsSpan();
/// <summary>
/// Gets the address of native inventory item in the game.<br />
/// Can be 0 if this instance of <see cref="GameInventoryItem"/> does not point to a valid set of container type and slot.<br />
/// Note that this instance of <see cref="GameInventoryItem"/> can be a snapshot; it may not necessarily match the
/// data you can query from the game using this address value.
/// </summary>
public nint Address
{
get
{
var s = GetReadOnlySpanOfInventory(this.ContainerType);
if (s.IsEmpty)
return 0;
foreach (ref readonly var i in s)
{
if (i.InventorySlot == this.InventorySlot)
return (nint)Unsafe.AsPointer(ref Unsafe.AsRef(in i));
}
return 0;
}
}
/// <summary>
/// Gets the color used for this item.
/// </summary>
public byte Stain => this.InternalItem.Stain;
/// <summary>
/// Gets the glamour id for this item.
/// </summary>
public uint GlamourId => this.InternalItem.GlamourID;
/// <summary>
/// Gets the items crafter's content id.
/// NOTE: I'm not sure if this is a good idea to include or not in the dalamud api. Marked internal for now.
/// </summary>
internal ulong CrafterContentId => this.InternalItem.CrafterContentID;
private ReadOnlySpan<byte> MateriaGradeBytes =>
new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.MateriaGrade[0])), 5);
public static bool operator ==(in GameInventoryItem l, in GameInventoryItem r) => l.Equals(r);
public static bool operator !=(in GameInventoryItem l, in GameInventoryItem r) => !l.Equals(r);
/// <inheritdoc/>
readonly bool IEquatable<GameInventoryItem>.Equals(GameInventoryItem other) => this.Equals(other);
/// <summary>Indicates whether the current object is equal to another object of the same type.</summary>
/// <param name="other">An object to compare with this object.</param>
/// <returns><c>true</c> if the current object is equal to the <paramref name="other" /> parameter; otherwise, <c>false</c>.</returns>
public readonly bool Equals(in GameInventoryItem other)
{
for (var i = 0; i < StructSizeInBytes / 8; i++)
{
if (this.dataUInt64[i] != other.dataUInt64[i])
return false;
}
return true;
}
/// <inheritdoc cref="object.Equals(object?)" />
public override bool Equals(object obj) => obj is GameInventoryItem gii && this.Equals(gii);
/// <inheritdoc cref="object.GetHashCode" />
public override int GetHashCode()
{
var k = 0x5a8447b91aff51b4UL;
for (var i = 0; i < StructSizeInBytes / 8; i++)
k ^= this.dataUInt64[i];
return unchecked((int)(k ^ (k >> 32)));
}
/// <inheritdoc cref="object.ToString"/>
public override string ToString() =>
this.IsEmpty
? "empty"
: $"item({this.ItemId}@{this.ContainerType}#{this.InventorySlot})";
/// <summary>
/// Gets a <see cref="Span{T}"/> view of <see cref="InventoryItem"/>s, wrapped as <see cref="GameInventoryItem"/>.
/// </summary>
/// <param name="type">The inventory type.</param>
/// <returns>The span.</returns>
internal static ReadOnlySpan<GameInventoryItem> GetReadOnlySpanOfInventory(GameInventoryType type)
{
var inventoryManager = InventoryManager.Instance();
if (inventoryManager is null) return default;
var inventory = inventoryManager->GetInventoryContainer((InventoryType)type);
if (inventory is null) return default;
return new ReadOnlySpan<GameInventoryItem>(inventory->Items, (int)inventory->Size);
}
}