mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2025-12-12 10:17:23 +01:00
Further updates, change Actor to other words in most places, change to Penumbra IPC-API.
This commit is contained in:
parent
d4a00dca0c
commit
ebcd1ea795
18 changed files with 358 additions and 347 deletions
168
Glamourer.GameData/CharacterEquipExtensions.cs
Normal file
168
Glamourer.GameData/CharacterEquipExtensions.cs
Normal file
|
|
@ -0,0 +1,168 @@
|
|||
using System;
|
||||
using System.ComponentModel;
|
||||
using Penumbra.GameData.Enums;
|
||||
using Penumbra.GameData.Structs;
|
||||
|
||||
namespace Glamourer
|
||||
{
|
||||
public static class WriteExtensions
|
||||
{
|
||||
private static unsafe void Write(IntPtr characterPtr, EquipSlot slot, SetId? id, WeaponType? type, ushort? variant, StainId? stain)
|
||||
{
|
||||
void WriteWeapon(int offset)
|
||||
{
|
||||
var address = (byte*) characterPtr + offset;
|
||||
if (id.HasValue)
|
||||
*(ushort*) address = (ushort) id.Value;
|
||||
|
||||
if (type.HasValue)
|
||||
*(ushort*) (address + 2) = (ushort) type.Value;
|
||||
|
||||
if (variant.HasValue)
|
||||
*(ushort*) (address + 4) = variant.Value;
|
||||
|
||||
if (stain.HasValue)
|
||||
*(address + 6) = (byte) stain.Value;
|
||||
}
|
||||
|
||||
void WriteEquip(int offset)
|
||||
{
|
||||
var address = (byte*) characterPtr + offset;
|
||||
if (id.HasValue)
|
||||
*(ushort*) address = (ushort) id.Value;
|
||||
|
||||
if (variant < byte.MaxValue)
|
||||
*(address + 2) = (byte) variant.Value;
|
||||
|
||||
if (stain.HasValue)
|
||||
*(address + 3) = (byte) stain.Value;
|
||||
}
|
||||
|
||||
switch (slot)
|
||||
{
|
||||
case EquipSlot.MainHand:
|
||||
WriteWeapon(CharacterEquipment.MainWeaponOffset);
|
||||
break;
|
||||
case EquipSlot.OffHand:
|
||||
WriteWeapon(CharacterEquipment.OffWeaponOffset);
|
||||
break;
|
||||
case EquipSlot.Head:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset);
|
||||
break;
|
||||
case EquipSlot.Body:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 4);
|
||||
break;
|
||||
case EquipSlot.Hands:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 8);
|
||||
break;
|
||||
case EquipSlot.Legs:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 12);
|
||||
break;
|
||||
case EquipSlot.Feet:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 16);
|
||||
break;
|
||||
case EquipSlot.Ears:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 20);
|
||||
break;
|
||||
case EquipSlot.Neck:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 24);
|
||||
break;
|
||||
case EquipSlot.Wrists:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 28);
|
||||
break;
|
||||
case EquipSlot.RFinger:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 32);
|
||||
break;
|
||||
case EquipSlot.LFinger:
|
||||
WriteEquip(CharacterEquipment.EquipmentOffset + 36);
|
||||
break;
|
||||
default: throw new InvalidEnumArgumentException();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Write(this Stain stain, IntPtr characterPtr, EquipSlot slot)
|
||||
=> Write(characterPtr, slot, null, null, null, stain.RowIndex);
|
||||
|
||||
public static void Write(this Item item, IntPtr characterAddress)
|
||||
{
|
||||
var (id, type, variant) = item.MainModel;
|
||||
Write(characterAddress, item.EquippableTo, id, type, variant, null);
|
||||
if (item.EquippableTo == EquipSlot.MainHand && item.HasSubModel)
|
||||
{
|
||||
var (subId, subType, subVariant) = item.SubModel;
|
||||
Write(characterAddress, EquipSlot.OffHand, subId, subType, subVariant, null);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Write(this CharacterArmor armor, IntPtr characterAddress, EquipSlot slot)
|
||||
=> Write(characterAddress, slot, armor.Set, null, armor.Variant, armor.Stain);
|
||||
|
||||
public static void Write(this CharacterWeapon weapon, IntPtr characterAddress, EquipSlot slot)
|
||||
=> Write(characterAddress, slot, weapon.Set, weapon.Type, weapon.Variant, weapon.Stain);
|
||||
|
||||
public static unsafe void Write(this CharacterEquipment equip, IntPtr characterAddress)
|
||||
{
|
||||
if (equip.IsSet == 0)
|
||||
return;
|
||||
|
||||
Write(characterAddress, EquipSlot.MainHand, equip.MainHand.Set, equip.MainHand.Type, equip.MainHand.Variant, equip.MainHand.Stain);
|
||||
Write(characterAddress, EquipSlot.OffHand, equip.OffHand.Set, equip.OffHand.Type, equip.OffHand.Variant, equip.OffHand.Stain);
|
||||
|
||||
fixed (CharacterArmor* equipment = &equip.Head)
|
||||
{
|
||||
Buffer.MemoryCopy(equipment, (byte*) characterAddress + CharacterEquipment.EquipmentOffset,
|
||||
CharacterEquipment.EquipmentSlots * sizeof(CharacterArmor), CharacterEquipment.EquipmentSlots * sizeof(CharacterArmor));
|
||||
}
|
||||
}
|
||||
|
||||
public static void Write(this CharacterEquipment equip, IntPtr characterAddress, CharacterEquipMask models, CharacterEquipMask stains)
|
||||
{
|
||||
if (models == CharacterEquipMask.All && stains == CharacterEquipMask.All)
|
||||
{
|
||||
equip.Write(characterAddress);
|
||||
return;
|
||||
}
|
||||
|
||||
if (models.HasFlag(CharacterEquipMask.MainHand))
|
||||
Write(characterAddress, EquipSlot.MainHand, equip.MainHand.Set, equip.MainHand.Type, equip.MainHand.Variant, null);
|
||||
if (stains.HasFlag(CharacterEquipMask.MainHand))
|
||||
Write(characterAddress, EquipSlot.MainHand, null, null, null, equip.MainHand.Stain);
|
||||
if (models.HasFlag(CharacterEquipMask.OffHand))
|
||||
Write(characterAddress, EquipSlot.OffHand, equip.OffHand.Set, equip.OffHand.Type, equip.OffHand.Variant, null);
|
||||
if (stains.HasFlag(CharacterEquipMask.OffHand))
|
||||
Write(characterAddress, EquipSlot.OffHand, null, null, null, equip.OffHand.Stain);
|
||||
|
||||
if (models.HasFlag(CharacterEquipMask.Head))
|
||||
Write(characterAddress, EquipSlot.Head, equip.Head.Set, null, equip.Head.Variant, null);
|
||||
if (stains.HasFlag(CharacterEquipMask.Head))
|
||||
Write(characterAddress, EquipSlot.Head, null, null, null, equip.Head.Stain);
|
||||
if (models.HasFlag(CharacterEquipMask.Body))
|
||||
Write(characterAddress, EquipSlot.Body, equip.Body.Set, null, equip.Body.Variant, null);
|
||||
if (stains.HasFlag(CharacterEquipMask.Body))
|
||||
Write(characterAddress, EquipSlot.Body, null, null, null, equip.Body.Stain);
|
||||
if (models.HasFlag(CharacterEquipMask.Hands))
|
||||
Write(characterAddress, EquipSlot.Hands, equip.Hands.Set, null, equip.Hands.Variant, null);
|
||||
if (stains.HasFlag(CharacterEquipMask.Hands))
|
||||
Write(characterAddress, EquipSlot.Hands, null, null, null, equip.Hands.Stain);
|
||||
if (models.HasFlag(CharacterEquipMask.Legs))
|
||||
Write(characterAddress, EquipSlot.Legs, equip.Legs.Set, null, equip.Legs.Variant, null);
|
||||
if (stains.HasFlag(CharacterEquipMask.Legs))
|
||||
Write(characterAddress, EquipSlot.Legs, null, null, null, equip.Legs.Stain);
|
||||
if (models.HasFlag(CharacterEquipMask.Feet))
|
||||
Write(characterAddress, EquipSlot.Feet, equip.Feet.Set, null, equip.Feet.Variant, null);
|
||||
if (stains.HasFlag(CharacterEquipMask.Feet))
|
||||
Write(characterAddress, EquipSlot.Feet, null, null, null, equip.Feet.Stain);
|
||||
|
||||
if (models.HasFlag(CharacterEquipMask.Ears))
|
||||
Write(characterAddress, EquipSlot.Ears, equip.Ears.Set, null, equip.Ears.Variant, null);
|
||||
if (models.HasFlag(CharacterEquipMask.Neck))
|
||||
Write(characterAddress, EquipSlot.Neck, equip.Neck.Set, null, equip.Neck.Variant, null);
|
||||
if (models.HasFlag(CharacterEquipMask.Wrists))
|
||||
Write(characterAddress, EquipSlot.Wrists, equip.Wrists.Set, null, equip.Wrists.Variant, null);
|
||||
if (models.HasFlag(CharacterEquipMask.LFinger))
|
||||
Write(characterAddress, EquipSlot.LFinger, equip.LFinger.Set, null, equip.LFinger.Variant, null);
|
||||
if (models.HasFlag(CharacterEquipMask.RFinger))
|
||||
Write(characterAddress, EquipSlot.RFinger, equip.RFinger.Set, null, equip.RFinger.Variant, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue