This commit is contained in:
Ottermandias 2023-05-12 16:20:52 +02:00
parent 85adc3626e
commit 10631341cb
31 changed files with 1883 additions and 1507 deletions

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@ -39,6 +39,9 @@ public unsafe partial struct Actor : IEquatable<Actor>, IDesignable
return false;
}
public override string ToString()
=> Pointer != null ? Utf8Name.ToString() : "Invalid";
public bool IsAvailable
=> Pointer->GameObject.GetIsTargetable();

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@ -0,0 +1,24 @@
using Dalamud.Utility.Signatures;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using Penumbra.GameData.Structs;
namespace Glamourer.Interop;
public unsafe class ChangeCustomizeService
{
public ChangeCustomizeService()
=> SignatureHelper.Initialise(this);
public delegate bool ChangeCustomizeDelegate(Human* human, byte* data, byte skipEquipment);
[Signature(Sigs.ChangeCustomize)]
private readonly ChangeCustomizeDelegate _changeCustomize = null!;
public bool UpdateCustomize(Actor actor, CustomizeData customize)
{
if (customize.Data == null || !actor.Valid || !actor.DrawObject.Valid)
return false;
return _changeCustomize(actor.DrawObject.Pointer, customize.Data, 1);
}
}

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@ -0,0 +1,43 @@
using System;
using System.Collections.Generic;
using Dalamud.Data;
using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using Glamourer.Structs;
namespace Glamourer.Interop;
public class JobService : IDisposable
{
public readonly IReadOnlyDictionary<byte, Job> Jobs;
public readonly IReadOnlyDictionary<ushort, JobGroup> JobGroups;
public event Action<Actor, Job>? JobChanged;
public JobService(DataManager gameData)
{
SignatureHelper.Initialise(this);
Jobs = GameData.Jobs(gameData);
JobGroups = GameData.JobGroups(gameData);
_changeJobHook.Enable();
}
public void Dispose()
{
_changeJobHook.Dispose();
}
private delegate void ChangeJobDelegate(nint data, uint job);
[Signature(Sigs.ChangeJob, DetourName = nameof(ChangeJobDetour))]
private readonly Hook<ChangeJobDelegate> _changeJobHook = null!;
private void ChangeJobDetour(nint data, uint jobIndex)
{
_changeJobHook.Original(data, jobIndex);
var actor = (Actor)(data - Offsets.Character.ClassJobContainer);
var job = Jobs[(byte)jobIndex];
Glamourer.Log.Excessive($"{actor} changed job to {job}");
JobChanged?.Invoke(actor, job);
}
}

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@ -1,14 +0,0 @@
using Dalamud.Utility.Signatures;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using Glamourer.Customization;
using Penumbra.Api.Enums;
using Penumbra.GameData.Enums;
namespace Glamourer.Interop;
public unsafe partial class RedrawManager
{
}

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@ -1,72 +0,0 @@
using System;
using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using Glamourer.Designs;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.Interop;
public unsafe partial class RedrawManager
{
private delegate ulong FlagSlotForUpdateDelegate(nint drawObject, uint slot, CharacterArmor* data);
// This gets called when one of the ten equip items of an existing draw object gets changed.
[Signature(Sigs.FlagSlotForUpdate, DetourName = nameof(FlagSlotForUpdateDetour))]
private readonly Hook<FlagSlotForUpdateDelegate> _flagSlotForUpdateHook = null!;
public void UpdateSlot(DrawObject drawObject, EquipSlot slot, CharacterArmor data)
=> FlagSlotForUpdateDetourBase(drawObject.Address, slot.ToIndex(), &data, true);
public void UpdateStain(DrawObject drawObject, EquipSlot slot, StainId stain)
{
var armor = drawObject.Equip[slot] with { Stain = stain};
UpdateSlot(drawObject, slot, armor);
}
private ulong FlagSlotForUpdateDetour(nint drawObject, uint slotIdx, CharacterArmor* data)
=> FlagSlotForUpdateDetourBase(drawObject, slotIdx, data, false);
private ulong FlagSlotForUpdateDetourBase(nint drawObject, uint slotIdx, CharacterArmor* data, bool manual)
{
// try
// {
// var slot = slotIdx.ToEquipSlot();
// Glamourer.Log.Verbose(
// $"Flagged slot {slot} of 0x{(ulong)drawObject:X} for update with {data->Set.Value}-{data->Variant} (Stain {data->Stain.Value}).");
// HandleEquipUpdate(drawObject, slot, ref *data, manual);
// }
// catch (Exception ex)
// {
// Glamourer.Log.Error($"Error invoking SlotUpdate:\n{ex}");
// }
//
return _flagSlotForUpdateHook.Original(drawObject, slotIdx, data);
//try
//{
// var actor = Glamourer.Penumbra.GameObjectFromDrawObject((IntPtr)drawObject);
// var identifier = actor.GetIdentifier();
//
// if (_fixedDesigns.TryGetDesign(identifier, out var design))
// {
// PluginLog.Information($"Loaded {slot} from fixed design for {identifier}.");
// (var replaced, *data) =
// Glamourer.Items.RestrictedGear.ResolveRestricted(design.Armor(slot).Model, slot, (Race)drawObject->Race, (Gender)drawObject->Sex);
// }
// else if (_currentManipulations.TryGetDesign(identifier, out var save2))
// {
// PluginLog.Information($"Updated {slot} from current designs for {identifier}.");
// (var replaced, *data) =
// Glamourer.Items.RestrictedGear.ResolveRestricted(*data, slot, (Race)drawObject->Race, (Gender)(drawObject->Sex + 1));
// save2.Data.Equipment[slot] = *data;
// }
//}
//catch (Exception e)
//{
// PluginLog.Error($"Error on loading new gear:\n{e}");
//}
//
//return _flagSlotForUpdateHook.Original(drawObject, slotIdx, data);
}
}

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@ -1,102 +0,0 @@
using System;
using System.Runtime.InteropServices;
using Dalamud.Hooking;
using Dalamud.Logging;
using Dalamud.Utility.Signatures;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.Interop;
public unsafe partial class RedrawManager
{
public static readonly int CharacterWeaponOffset = (int)Marshal.OffsetOf<Character>("DrawData");
public delegate void LoadWeaponDelegate(IntPtr offsetCharacter, uint slot, ulong weapon, byte redrawOnEquality, byte unk2,
byte skipGameObject,
byte unk4);
// Weapons for a specific character are reloaded with this function.
// The first argument is a pointer to the game object but shifted a bit inside.
// slot is 0 for main hand, 1 for offhand, 2 for unknown (always called with empty data.
// weapon argument is the new weapon data.
// redrawOnEquality controls whether the game does anything if the new weapon is identical to the old one.
// skipGameObject seems to control whether the new weapons are written to the game object or just influence the draw object. (1 = skip, 0 = change)
// unk4 seemed to be the same as unk1.
[Signature(Penumbra.GameData.Sigs.WeaponReload, DetourName = nameof(LoadWeaponDetour))]
private readonly Hook<LoadWeaponDelegate> _loadWeaponHook = null!;
private void LoadWeaponDetour(IntPtr characterOffset, uint slot, ulong weapon, byte redrawOnEquality, byte unk2, byte skipGameObject,
byte unk4)
{
var oldWeapon = weapon;
var character = (Actor)(characterOffset - CharacterWeaponOffset);
try
{
var identifier = character.GetIdentifier(_actors.AwaitedService);
if (_fixedDesignManager.TryGetDesign(identifier, out var save))
{
PluginLog.Information($"Loaded weapon from fixed design for {identifier}.");
weapon = slot switch
{
0 => save.WeaponMain.Model.Value,
1 => save.WeaponOff.Model.Value,
_ => weapon,
};
}
else if (redrawOnEquality == 1 && _stateManager.TryGetValue(identifier, out var save2))
{
PluginLog.Information($"Loaded weapon from current design for {identifier}.");
//switch (slot)
//{
// case 0:
// save2.MainHand = new CharacterWeapon(weapon);
// break;
// case 1:
// save2.Data.OffHand = new CharacterWeapon(weapon);
// break;
//}
}
}
catch (Exception e)
{
PluginLog.Error($"Error on loading new weapon:\n{e}");
}
// First call the regular function.
_loadWeaponHook.Original(characterOffset, slot, oldWeapon, redrawOnEquality, unk2, skipGameObject, unk4);
// If something changed the weapon, call it again with the actual change, not forcing redraws and skipping applying it to the game object.
if (oldWeapon != weapon)
_loadWeaponHook.Original(characterOffset, slot, weapon, 0 /* redraw */, unk2, 1 /* skip */, unk4);
// If we're not actively changing the offhand and the game object has no offhand, redraw an empty offhand to fix animation problems.
else if (slot != 1 && character.OffHand.Value == 0)
_loadWeaponHook.Original(characterOffset, 1, 0, 1 /* redraw */, unk2, 1 /* skip */, unk4);
}
// Load a specific weapon for a character by its data and slot.
public void LoadWeapon(Actor character, EquipSlot slot, CharacterWeapon weapon)
{
switch (slot)
{
case EquipSlot.MainHand:
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 0, weapon.Value, 0, 0, 1, 0);
return;
case EquipSlot.OffHand:
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 1, weapon.Value, 0, 0, 1, 0);
return;
case EquipSlot.BothHand:
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 0, weapon.Value, 0, 0, 1, 0);
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 1, CharacterWeapon.Empty.Value, 0, 0, 1, 0);
return;
// function can also be called with '2', but does not seem to ever be.
}
}
// Load specific Main- and Offhand weapons.
public void LoadWeapon(Actor character, CharacterWeapon main, CharacterWeapon off)
{
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 0, main.Value, 1, 0, 1, 0);
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 1, off.Value, 1, 0, 1, 0);
}
}

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@ -1,224 +1,45 @@
using System;
using System.Diagnostics;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Hooking;
using Dalamud.Game.ClientState;
using Dalamud.Logging;
using Dalamud.Utility.Signatures;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using Glamourer.Api;
using Glamourer.Customization;
using Glamourer.Services;
using Glamourer.State;
using Glamourer.Structs;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
using CustomizeData = Penumbra.GameData.Structs.CustomizeData;
namespace Glamourer.Interop;
public partial class Interop : IDisposable
{
private readonly JobService _jobService;
public Interop(JobService jobService)
{
_jobService = jobService;
SignatureHelper.Initialise(this);
_changeJobHook.Enable();
_flagSlotForUpdateHook.Enable();
_setupVisorHook.Enable();
}
public void Dispose()
{
_changeJobHook.Dispose();
_flagSlotForUpdateHook.Dispose();
_setupVisorHook.Dispose();
}
public static unsafe bool GetVisorState(nint humanPtr)
{
if (humanPtr == IntPtr.Zero)
return false;
var data = (Human*)humanPtr;
var flags = &data->CharacterBase.UnkFlags_01;
return (*flags & Offsets.DrawObjectVisorStateFlag) != 0;
}
public static unsafe void SetVisorState(nint humanPtr, bool on)
{
if (humanPtr == IntPtr.Zero)
return;
var data = (Human*)humanPtr;
var flags = &data->CharacterBase.UnkFlags_01;
var state = (*flags & Offsets.DrawObjectVisorStateFlag) != 0;
if (state == on)
return;
var newFlag = (byte)(on ? *flags | Offsets.DrawObjectVisorStateFlag : *flags & ~Offsets.DrawObjectVisorStateFlag);
*flags = (byte)(newFlag | Offsets.DrawObjectVisorToggleFlag);
}
}
public partial class Interop
{
private delegate void UpdateVisorDelegateInternal(nint humanPtr, ushort modelId, bool on);
public delegate void UpdateVisorDelegate(DrawObject human, SetId modelId, ref bool on);
[Signature(Penumbra.GameData.Sigs.SetupVisor, DetourName = nameof(SetupVisorDetour))]
private readonly Hook<UpdateVisorDelegateInternal> _setupVisorHook = null!;
public event UpdateVisorDelegate? VisorUpdate;
private void SetupVisorDetour(nint humanPtr, ushort modelId, bool on)
{
InvokeVisorEvent(humanPtr, modelId, ref on);
_setupVisorHook.Original(humanPtr, modelId, on);
}
private void InvokeVisorEvent(DrawObject drawObject, SetId modelId, ref bool on)
{
if (VisorUpdate == null)
{
Glamourer.Log.Verbose($"Visor setup on 0x{drawObject.Address:X} with {modelId.Value}, setting to {on}.");
return;
}
var initialValue = on;
foreach (var del in VisorUpdate.GetInvocationList().OfType<UpdateVisorDelegate>())
{
try
{
del(drawObject, modelId, ref on);
}
catch (Exception ex)
{
Glamourer.Log.Error($"Could not invoke {nameof(VisorUpdate)} Subscriber:\n{ex}");
}
}
Glamourer.Log.Verbose(
$"Visor setup on 0x{drawObject.Address:X} with {modelId.Value}, setting to {on}, initial call was {initialValue}.");
}
}
public unsafe partial class Interop
{
private delegate ulong FlagSlotForUpdateDelegateIntern(nint drawObject, uint slot, CharacterArmor* data);
public delegate void FlagSlotForUpdateDelegate(DrawObject drawObject, EquipSlot slot, ref CharacterArmor item);
// This gets called when one of the ten equip items of an existing draw object gets changed.
[Signature(Sigs.FlagSlotForUpdate, DetourName = nameof(FlagSlotForUpdateDetour))]
private readonly Hook<FlagSlotForUpdateDelegateIntern> _flagSlotForUpdateHook = null!;
public event FlagSlotForUpdateDelegate? EquipUpdate;
public ulong FlagSlotForUpdateInterop(DrawObject drawObject, EquipSlot slot, CharacterArmor armor)
=> _flagSlotForUpdateHook.Original(drawObject.Address, slot.ToIndex(), &armor);
public void UpdateSlot(DrawObject drawObject, EquipSlot slot, CharacterArmor data)
{
InvokeFlagSlotEvent(drawObject, slot, ref data);
FlagSlotForUpdateInterop(drawObject, slot, data);
}
public void UpdateStain(DrawObject drawObject, EquipSlot slot, StainId stain)
{
var armor = drawObject.Equip[slot] with { Stain = stain };
UpdateSlot(drawObject, slot, armor);
}
private ulong FlagSlotForUpdateDetour(nint drawObject, uint slotIdx, CharacterArmor* data)
{
var slot = slotIdx.ToEquipSlot();
InvokeFlagSlotEvent(drawObject, slot, ref *data);
return _flagSlotForUpdateHook.Original(drawObject, slotIdx, data);
}
private void InvokeFlagSlotEvent(DrawObject drawObject, EquipSlot slot, ref CharacterArmor armor)
{
if (EquipUpdate == null)
{
Glamourer.Log.Verbose(
$"{slot} updated on 0x{drawObject.Address:X} to {armor.Set.Value}-{armor.Variant} with stain {armor.Stain.Value}.");
return;
}
var iv = armor;
foreach (var del in EquipUpdate.GetInvocationList().OfType<FlagSlotForUpdateDelegate>())
{
try
{
del(drawObject, slot, ref armor);
}
catch (Exception ex)
{
Glamourer.Log.Error($"Could not invoke {nameof(EquipUpdate)} Subscriber:\n{ex}");
}
}
Glamourer.Log.Verbose(
$"{slot} updated on 0x{drawObject.Address:X} to {armor.Set.Value}-{armor.Variant} with stain {armor.Stain.Value}, initial armor was {iv.Set.Value}-{iv.Variant} with stain {iv.Stain.Value}.");
}
}
public unsafe partial class Interop
{
public delegate bool ChangeCustomizeDelegate(Human* human, byte* data, byte skipEquipment);
[Signature(Sigs.ChangeCustomize)]
private readonly ChangeCustomizeDelegate _changeCustomize = null!;
public bool UpdateCustomize(Actor actor, CustomizeData customize)
{
Debug.Assert(customize.Data != null, "Customize was invalid.");
if (!actor.Valid || !actor.DrawObject.Valid)
return false;
return _changeCustomize(actor.DrawObject.Pointer, customize.Data, 1);
}
}
public partial class Interop
{
private delegate void ChangeJobDelegate(IntPtr data, uint job);
[Signature(Sigs.ChangeJob, DetourName = nameof(ChangeJobDetour))]
private readonly Hook<ChangeJobDelegate> _changeJobHook = null!;
private void ChangeJobDetour(IntPtr data, uint job)
{
_changeJobHook.Original(data, job);
JobChanged?.Invoke(data - Offsets.Character.ClassJobContainer, _jobService.Jobs[(byte)job]);
}
public event Action<Actor, Job>? JobChanged;
}
public unsafe partial class RedrawManager : IDisposable
{
private readonly ItemManager _items;
private readonly ActorService _actors;
private readonly FixedDesignManager _fixedDesignManager;
private readonly ActiveDesign.Manager _stateManager;
private readonly PenumbraAttach _penumbra;
private readonly WeaponService _weapons;
public RedrawManager(FixedDesignManager fixedDesignManager, ActiveDesign.Manager stateManager, ItemManager items, ActorService actors)
public RedrawManager(FixedDesignManager fixedDesignManager, ActiveDesign.Manager stateManager, ItemManager items, ActorService actors,
PenumbraAttach penumbra, WeaponService weapons)
{
SignatureHelper.Initialise(this);
_fixedDesignManager = fixedDesignManager;
_stateManager = stateManager;
_items = items;
_actors = actors;
_flagSlotForUpdateHook.Enable();
_loadWeaponHook.Enable();
_penumbra = penumbra;
_weapons = weapons;
_penumbra.CreatingCharacterBase += OnCharacterRedraw;
_penumbra.CreatedCharacterBase += OnCharacterRedrawFinished;
}
public void Dispose()
{
_flagSlotForUpdateHook.Dispose();
_loadWeaponHook.Dispose();
}
private void OnCharacterRedraw(Actor actor, uint* modelId, Customize customize, CharacterEquip equip)
@ -230,21 +51,21 @@ public unsafe partial class RedrawManager : IDisposable
// Check if we have a current design in use, or if not if the actor has a fixed design.
var identifier = actor.GetIdentifier(_actors.AwaitedService);
if (!(_stateManager.TryGetValue(identifier, out var save) || _fixedDesignManager.TryGetDesign(identifier, out var save2)))
if (!_stateManager.TryGetValue(identifier, out var save))
return;
// Compare game object customize data against draw object customize data for transformations.
// Apply customization if they correspond and there is customization to apply.
var gameObjectCustomize = new Customize((CustomizeData*)actor.Pointer->CustomizeData);
if (gameObjectCustomize.Equals(customize))
customize.Load(save!.Customize());
customize.Load(save!.Customize);
// Compare game object equip data against draw object equip data for transformations.
// Apply each piece of equip that should be applied if they correspond.
var gameObjectEquip = new CharacterEquip((CharacterArmor*)actor.Pointer->EquipSlotData);
if (gameObjectEquip.Equals(equip))
{
var saveEquip = save!.Equipment();
var saveEquip = save!.Equipment;
foreach (var slot in EquipSlotExtensions.EqdpSlots)
{
(_, equip[slot]) =

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@ -0,0 +1,77 @@
using System;
using System.Linq;
using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.Interop;
public unsafe class UpdateSlotService : IDisposable
{
public UpdateSlotService()
{
SignatureHelper.Initialise(this);
_flagSlotForUpdateHook.Enable();
}
public void Dispose()
=> _flagSlotForUpdateHook.Dispose();
private delegate ulong FlagSlotForUpdateDelegateIntern(nint drawObject, uint slot, CharacterArmor* data);
public delegate void FlagSlotForUpdateDelegate(DrawObject drawObject, EquipSlot slot, ref CharacterArmor item);
// This gets called when one of the ten equip items of an existing draw object gets changed.
[Signature(Sigs.FlagSlotForUpdate, DetourName = nameof(FlagSlotForUpdateDetour))]
private readonly Hook<FlagSlotForUpdateDelegateIntern> _flagSlotForUpdateHook = null!;
public event FlagSlotForUpdateDelegate? EquipUpdate;
public ulong FlagSlotForUpdateInterop(DrawObject drawObject, EquipSlot slot, CharacterArmor armor)
=> _flagSlotForUpdateHook.Original(drawObject.Address, slot.ToIndex(), &armor);
public void UpdateSlot(DrawObject drawObject, EquipSlot slot, CharacterArmor data)
{
InvokeFlagSlotEvent(drawObject, slot, ref data);
FlagSlotForUpdateInterop(drawObject, slot, data);
}
public void UpdateStain(DrawObject drawObject, EquipSlot slot, StainId stain)
{
var armor = drawObject.Equip[slot] with { Stain = stain };
UpdateSlot(drawObject, slot, armor);
}
private ulong FlagSlotForUpdateDetour(nint drawObject, uint slotIdx, CharacterArmor* data)
{
var slot = slotIdx.ToEquipSlot();
InvokeFlagSlotEvent(drawObject, slot, ref *data);
return _flagSlotForUpdateHook.Original(drawObject, slotIdx, data);
}
private void InvokeFlagSlotEvent(DrawObject drawObject, EquipSlot slot, ref CharacterArmor armor)
{
if (EquipUpdate == null)
{
Glamourer.Log.Excessive(
$"{slot} updated on 0x{drawObject.Address:X} to {armor.Set.Value}-{armor.Variant} with stain {armor.Stain.Value}.");
return;
}
var iv = armor;
foreach (var del in EquipUpdate.GetInvocationList().OfType<FlagSlotForUpdateDelegate>())
{
try
{
del(drawObject, slot, ref armor);
}
catch (Exception ex)
{
Glamourer.Log.Error($"Could not invoke {nameof(EquipUpdate)} Subscriber:\n{ex}");
}
}
Glamourer.Log.Excessive(
$"{slot} updated on 0x{drawObject.Address:X} to {armor.Set.Value}-{armor.Variant} with stain {armor.Stain.Value}, initial armor was {iv.Set.Value}-{iv.Variant} with stain {iv.Stain.Value}.");
}
}

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@ -0,0 +1,78 @@
using System;
using System.Linq;
using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using Penumbra.GameData.Structs;
namespace Glamourer.Interop;
public class VisorService : IDisposable
{
public VisorService()
{
SignatureHelper.Initialise(this);
_setupVisorHook.Enable();
}
public void Dispose()
=> _setupVisorHook.Dispose();
public static unsafe bool GetVisorState(nint humanPtr)
{
if (humanPtr == IntPtr.Zero)
return false;
var data = (Human*)humanPtr;
var flags = &data->CharacterBase.UnkFlags_01;
return (*flags & Offsets.DrawObjectVisorStateFlag) != 0;
}
public unsafe void SetVisorState(nint humanPtr, bool on)
{
if (humanPtr == IntPtr.Zero)
return;
var data = (Human*)humanPtr;
_setupVisorHook.Original(humanPtr, (ushort) data->HeadSetID, on);
}
private delegate void UpdateVisorDelegateInternal(nint humanPtr, ushort modelId, bool on);
public delegate void UpdateVisorDelegate(DrawObject human, SetId modelId, ref bool on);
[Signature(Penumbra.GameData.Sigs.SetupVisor, DetourName = nameof(SetupVisorDetour))]
private readonly Hook<UpdateVisorDelegateInternal> _setupVisorHook = null!;
public event UpdateVisorDelegate? VisorUpdate;
private void SetupVisorDetour(nint humanPtr, ushort modelId, bool on)
{
InvokeVisorEvent(humanPtr, modelId, ref on);
_setupVisorHook.Original(humanPtr, modelId, on);
}
private void InvokeVisorEvent(DrawObject drawObject, SetId modelId, ref bool on)
{
if (VisorUpdate == null)
{
Glamourer.Log.Excessive($"Visor setup on 0x{drawObject.Address:X} with {modelId.Value}, setting to {on}.");
return;
}
var initialValue = on;
foreach (var del in VisorUpdate.GetInvocationList().OfType<UpdateVisorDelegate>())
{
try
{
del(drawObject, modelId, ref on);
}
catch (Exception ex)
{
Glamourer.Log.Error($"Could not invoke {nameof(VisorUpdate)} Subscriber:\n{ex}");
}
}
Glamourer.Log.Excessive(
$"Visor setup on 0x{drawObject.Address:X} with {modelId.Value}, setting to {on}, initial call was {initialValue}.");
}
}

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@ -0,0 +1,120 @@
using System;
using System.Runtime.InteropServices;
using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
namespace Glamourer.Interop;
public unsafe class WeaponService : IDisposable
{
public WeaponService()
{
SignatureHelper.Initialise(this);
_loadWeaponHook.Enable();
}
public void Dispose()
{
_loadWeaponHook.Dispose();
}
public static readonly int CharacterWeaponOffset = (int)Marshal.OffsetOf<Character>("DrawData");
public delegate void LoadWeaponDelegate(nint offsetCharacter, uint slot, ulong weapon, byte redrawOnEquality, byte unk2,
byte skipGameObject,
byte unk4);
// Weapons for a specific character are reloaded with this function.
// The first argument is a pointer to the game object but shifted a bit inside.
// slot is 0 for main hand, 1 for offhand, 2 for unknown (always called with empty data.
// weapon argument is the new weapon data.
// redrawOnEquality controls whether the game does anything if the new weapon is identical to the old one.
// skipGameObject seems to control whether the new weapons are written to the game object or just influence the draw object. (1 = skip, 0 = change)
// unk4 seemed to be the same as unk1.
[Signature(Penumbra.GameData.Sigs.WeaponReload, DetourName = nameof(LoadWeaponDetour))]
private readonly Hook<LoadWeaponDelegate> _loadWeaponHook = null!;
private void LoadWeaponDetour(nint characterOffset, uint slot, ulong weapon, byte redrawOnEquality, byte unk2, byte skipGameObject,
byte unk4)
{
//var oldWeapon = weapon;
//var character = (Actor)(characterOffset - CharacterWeaponOffset);
//try
//{
// var identifier = character.GetIdentifier(_actors.AwaitedService);
// if (_fixedDesignManager.TryGetDesign(identifier, out var save))
// {
// PluginLog.Information($"Loaded weapon from fixed design for {identifier}.");
// weapon = slot switch
// {
// 0 => save.WeaponMain.Model.Value,
// 1 => save.WeaponOff.Model.Value,
// _ => weapon,
// };
// }
// else if (redrawOnEquality == 1 && _stateManager.TryGetValue(identifier, out var save2))
// {
// PluginLog.Information($"Loaded weapon from current design for {identifier}.");
// //switch (slot)
// //{
// // case 0:
// // save2.MainHand = new CharacterWeapon(weapon);
// // break;
// // case 1:
// // save2.Data.OffHand = new CharacterWeapon(weapon);
// // break;
// //}
// }
//}
//catch (Exception e)
//{
// PluginLog.Error($"Error on loading new weapon:\n{e}");
//}
// First call the regular function.
_loadWeaponHook.Original(characterOffset, slot, weapon, redrawOnEquality, unk2, skipGameObject, unk4);
Glamourer.Log.Excessive($"Weapon reloaded for {(Actor)(characterOffset - CharacterWeaponOffset)} with attributes {slot} {weapon:X14}, {redrawOnEquality}, {unk2}, {skipGameObject}, {unk4}");
// // If something changed the weapon, call it again with the actual change, not forcing redraws and skipping applying it to the game object.
// if (oldWeapon != weapon)
// _loadWeaponHook.Original(characterOffset, slot, weapon, 0 /* redraw */, unk2, 1 /* skip */, unk4);
// // If we're not actively changing the offhand and the game object has no offhand, redraw an empty offhand to fix animation problems.
// else if (slot != 1 && character.OffHand.Value == 0)
// _loadWeaponHook.Original(characterOffset, 1, 0, 1 /* redraw */, unk2, 1 /* skip */, unk4);
}
// Load a specific weapon for a character by its data and slot.
public void LoadWeapon(Actor character, EquipSlot slot, CharacterWeapon weapon)
{
switch (slot)
{
case EquipSlot.MainHand:
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 0, weapon.Value, 0, 0, 1, 0);
return;
case EquipSlot.OffHand:
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 1, weapon.Value, 0, 0, 1, 0);
return;
case EquipSlot.BothHand:
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 0, weapon.Value, 0, 0, 1, 0);
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 1, CharacterWeapon.Empty.Value, 0, 0, 1, 0);
return;
// function can also be called with '2', but does not seem to ever be.
}
}
// Load specific Main- and Offhand weapons.
public void LoadWeapon(Actor character, CharacterWeapon main, CharacterWeapon off)
{
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 0, main.Value, 1, 0, 1, 0);
LoadWeaponDetour(character.Address + CharacterWeaponOffset, 1, off.Value, 1, 0, 1, 0);
}
public void LoadStain(Actor character, EquipSlot slot, StainId stain)
{
var weapon = slot == EquipSlot.OffHand ? character.OffHand : character.MainHand;
weapon.Stain = stain;
LoadWeapon(character, slot, weapon);
}
}