mirror of
https://github.com/goatcorp/Dalamud.git
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211 lines
7.4 KiB
C#
211 lines
7.4 KiB
C#
using System.Diagnostics;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Dalamud.Utility;
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using FFXIVClientStructs.FFXIV.Client.Game;
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namespace Dalamud.Game.Inventory;
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/// <summary>
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/// Dalamud wrapper around a ClientStructs InventoryItem.
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/// </summary>
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[StructLayout(LayoutKind.Explicit, Size = StructSizeInBytes)]
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public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
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{
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/// <summary>
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/// The actual data.
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/// </summary>
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[FieldOffset(0)]
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internal readonly InventoryItem InternalItem;
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private const int StructSizeInBytes = 0x38;
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/// <summary>
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/// The view of the backing data, in <see cref="ulong"/>.
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/// </summary>
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[FieldOffset(0)]
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private fixed ulong dataUInt64[StructSizeInBytes / 0x8];
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static GameInventoryItem()
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{
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Debug.Assert(
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sizeof(InventoryItem) == StructSizeInBytes,
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$"Definition of {nameof(InventoryItem)} has been changed. " +
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$"Update {nameof(StructSizeInBytes)} to {sizeof(InventoryItem)} to accommodate for the size change.");
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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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/// <param name="item">Inventory item to wrap.</param>
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internal GameInventoryItem(InventoryItem item) => this.InternalItem = item;
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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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/// <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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/// <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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/// <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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/// <summary>
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/// Gets the quantity of items in this item stack.
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/// </summary>
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public uint Quantity => this.InternalItem.Quantity;
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/// <summary>
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/// Gets the spiritbond of this item.
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/// </summary>
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public uint Spiritbond => this.InternalItem.Spiritbond;
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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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/// <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.HQ) != 0;
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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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/// <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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/// <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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/// <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 Unsafe.AsRef(in this.InternalItem.Materia[0])), 5);
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/// <summary>
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/// Gets the array of materia grades.
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/// </summary>
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// TODO: Replace with MateriaGradeBytes
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[Api10ToDo(Api10ToDoAttribute.DeleteCompatBehavior)]
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public ReadOnlySpan<ushort> MateriaGrade =>
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this.MateriaGradeBytes.ToArray().Select(g => (ushort)g).ToArray().AsSpan();
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/// <summary>
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/// Gets the address of native inventory item in the game.<br />
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/// Can be 0 if this instance of <see cref="GameInventoryItem"/> does not point to a valid set of container type and slot.<br />
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/// Note that this instance of <see cref="GameInventoryItem"/> can be a snapshot; it may not necessarily match the
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/// data you can query from the game using this address value.
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/// </summary>
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public nint Address
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{
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get
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{
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var s = GetReadOnlySpanOfInventory(this.ContainerType);
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if (s.IsEmpty)
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return 0;
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foreach (ref readonly var i in s)
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{
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if (i.InventorySlot == this.InventorySlot)
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return (nint)Unsafe.AsPointer(ref Unsafe.AsRef(in i));
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}
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return 0;
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}
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}
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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 byte Stain => this.InternalItem.Stain;
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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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/// <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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private ReadOnlySpan<byte> MateriaGradeBytes =>
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new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.MateriaGrade[0])), 5);
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public static bool operator ==(in GameInventoryItem l, in GameInventoryItem r) => l.Equals(r);
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public static bool operator !=(in GameInventoryItem l, in GameInventoryItem r) => !l.Equals(r);
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/// <inheritdoc/>
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readonly bool IEquatable<GameInventoryItem>.Equals(GameInventoryItem other) => this.Equals(other);
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/// <summary>Indicates whether the current object is equal to another object of the same type.</summary>
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/// <param name="other">An object to compare with this object.</param>
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/// <returns><c>true</c> if the current object is equal to the <paramref name="other" /> parameter; otherwise, <c>false</c>.</returns>
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public readonly bool Equals(in GameInventoryItem other)
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{
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for (var i = 0; i < StructSizeInBytes / 8; i++)
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{
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if (this.dataUInt64[i] != other.dataUInt64[i])
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return false;
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}
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return true;
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}
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/// <inheritdoc cref="object.Equals(object?)" />
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public override bool Equals(object obj) => obj is GameInventoryItem gii && this.Equals(gii);
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/// <inheritdoc cref="object.GetHashCode" />
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public override int GetHashCode()
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{
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var k = 0x5a8447b91aff51b4UL;
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for (var i = 0; i < StructSizeInBytes / 8; i++)
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k ^= this.dataUInt64[i];
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return unchecked((int)(k ^ (k >> 32)));
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}
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/// <inheritdoc cref="object.ToString"/>
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public override string ToString() =>
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this.IsEmpty
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? "empty"
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: $"item({this.ItemId}@{this.ContainerType}#{this.InventorySlot})";
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/// <summary>
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/// Gets a <see cref="Span{T}"/> view of <see cref="InventoryItem"/>s, wrapped as <see cref="GameInventoryItem"/>.
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/// </summary>
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/// <param name="type">The inventory type.</param>
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/// <returns>The span.</returns>
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internal static ReadOnlySpan<GameInventoryItem> GetReadOnlySpanOfInventory(GameInventoryType type)
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{
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var inventoryManager = InventoryManager.Instance();
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if (inventoryManager is null) return default;
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var inventory = inventoryManager->GetInventoryContainer((InventoryType)type);
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if (inventory is null) return default;
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return new ReadOnlySpan<GameInventoryItem>(inventory->Items, (int)inventory->Size);
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}
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}
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