mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2025-12-12 10:17:23 +01:00
472 lines
20 KiB
C#
472 lines
20 KiB
C#
using Glamourer.GameData;
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using Glamourer.Services;
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using OtterGui.Classes;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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using Penumbra.String.Functions;
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namespace Glamourer.Designs;
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public unsafe struct DesignData
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{
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public const int NumEquipment = 10;
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public const int EquipmentByteSize = NumEquipment * CharacterArmor.Size;
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public const int NumBonusItems = 1;
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public const int NumWeapons = 2;
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private string _nameHead = string.Empty;
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private string _nameBody = string.Empty;
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private string _nameHands = string.Empty;
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private string _nameLegs = string.Empty;
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private string _nameFeet = string.Empty;
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private string _nameEars = string.Empty;
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private string _nameNeck = string.Empty;
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private string _nameWrists = string.Empty;
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private string _nameRFinger = string.Empty;
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private string _nameLFinger = string.Empty;
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private string _nameMainhand = string.Empty;
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private string _nameOffhand = string.Empty;
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private string _nameGlasses = string.Empty;
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private fixed uint _itemIds[NumEquipment + NumWeapons];
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private fixed uint _iconIds[NumEquipment + NumWeapons + NumBonusItems];
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private fixed byte _equipmentBytes[EquipmentByteSize + NumWeapons * CharacterWeapon.Size];
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private fixed ushort _bonusIds[NumBonusItems];
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private fixed ushort _bonusModelIds[NumBonusItems];
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private fixed byte _bonusVariants[NumBonusItems];
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public CustomizeParameterData Parameters;
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public CustomizeArray Customize = CustomizeArray.Default;
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public uint ModelId;
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public CrestFlag CrestVisibility;
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private FullEquipType _typeMainhand;
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private FullEquipType _typeOffhand;
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private byte _states;
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public bool IsHuman = true;
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public DesignData()
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{ }
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[MethodImpl(MethodImplOptions.AggressiveOptimization | MethodImplOptions.AggressiveInlining)]
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public readonly bool ContainsName(LowerString name)
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=> ItemNames.Any(name.IsContained);
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public readonly StainIds Stain(EquipSlot slot)
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{
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var index = slot.ToIndex();
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return index switch
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{
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< 10 => new StainIds(_equipmentBytes[CharacterArmor.Size * index + 3], _equipmentBytes[CharacterArmor.Size * index + 4]),
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10 => new StainIds(_equipmentBytes[EquipmentByteSize + 6], _equipmentBytes[EquipmentByteSize + 7]),
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11 => new StainIds(_equipmentBytes[EquipmentByteSize + 14], _equipmentBytes[EquipmentByteSize + 15]),
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_ => StainIds.None,
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};
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}
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public readonly bool Crest(CrestFlag slot)
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=> CrestVisibility.HasFlag(slot);
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public readonly IEnumerable<string> ItemNames
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{
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[MethodImpl(MethodImplOptions.AggressiveOptimization | MethodImplOptions.AggressiveInlining)]
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get
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{
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yield return _nameHead;
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yield return _nameBody;
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yield return _nameHands;
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yield return _nameLegs;
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yield return _nameFeet;
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yield return _nameEars;
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yield return _nameNeck;
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yield return _nameWrists;
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yield return _nameRFinger;
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yield return _nameLFinger;
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yield return _nameMainhand;
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yield return _nameOffhand;
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yield return _nameGlasses;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveOptimization | MethodImplOptions.AggressiveInlining)]
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public readonly IEnumerable<string> FilteredItemNames(EquipFlag item, BonusItemFlag bonusItem)
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{
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if (item.HasFlag(EquipFlag.Head))
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yield return _nameHead;
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if (item.HasFlag(EquipFlag.Body))
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yield return _nameBody;
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if (item.HasFlag(EquipFlag.Hands))
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yield return _nameHands;
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if (item.HasFlag(EquipFlag.Legs))
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yield return _nameLegs;
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if (item.HasFlag(EquipFlag.Feet))
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yield return _nameFeet;
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if (item.HasFlag(EquipFlag.Ears))
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yield return _nameEars;
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if (item.HasFlag(EquipFlag.Neck))
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yield return _nameNeck;
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if (item.HasFlag(EquipFlag.Wrist))
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yield return _nameWrists;
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if (item.HasFlag(EquipFlag.RFinger))
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yield return _nameRFinger;
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if (item.HasFlag(EquipFlag.LFinger))
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yield return _nameLFinger;
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if (item.HasFlag(EquipFlag.Mainhand))
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yield return _nameMainhand;
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if (item.HasFlag(EquipFlag.Offhand))
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yield return _nameOffhand;
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if (bonusItem.HasFlag(BonusItemFlag.Glasses))
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yield return _nameGlasses;
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}
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public readonly FullEquipType MainhandType
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=> _typeMainhand;
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public readonly FullEquipType OffhandType
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=> _typeOffhand;
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public readonly EquipItem Item(EquipSlot slot)
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{
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fixed (byte* ptr = _equipmentBytes)
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{
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return slot.ToIndex() switch
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{
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// @formatter:off
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0 => EquipItem.FromIds(_itemIds[ 0], _iconIds[ 0], ((CharacterArmor*)ptr)[0].Set, 0, ((CharacterArmor*)ptr)[0].Variant, FullEquipType.Head, name: _nameHead ),
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1 => EquipItem.FromIds(_itemIds[ 1], _iconIds[ 1], ((CharacterArmor*)ptr)[1].Set, 0, ((CharacterArmor*)ptr)[1].Variant, FullEquipType.Body, name: _nameBody ),
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2 => EquipItem.FromIds(_itemIds[ 2], _iconIds[ 2], ((CharacterArmor*)ptr)[2].Set, 0, ((CharacterArmor*)ptr)[2].Variant, FullEquipType.Hands, name: _nameHands ),
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3 => EquipItem.FromIds(_itemIds[ 3], _iconIds[ 3], ((CharacterArmor*)ptr)[3].Set, 0, ((CharacterArmor*)ptr)[3].Variant, FullEquipType.Legs, name: _nameLegs ),
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4 => EquipItem.FromIds(_itemIds[ 4], _iconIds[ 4], ((CharacterArmor*)ptr)[4].Set, 0, ((CharacterArmor*)ptr)[4].Variant, FullEquipType.Feet, name: _nameFeet ),
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5 => EquipItem.FromIds(_itemIds[ 5], _iconIds[ 5], ((CharacterArmor*)ptr)[5].Set, 0, ((CharacterArmor*)ptr)[5].Variant, FullEquipType.Ears, name: _nameEars ),
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6 => EquipItem.FromIds(_itemIds[ 6], _iconIds[ 6], ((CharacterArmor*)ptr)[6].Set, 0, ((CharacterArmor*)ptr)[6].Variant, FullEquipType.Neck, name: _nameNeck ),
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7 => EquipItem.FromIds(_itemIds[ 7], _iconIds[ 7], ((CharacterArmor*)ptr)[7].Set, 0, ((CharacterArmor*)ptr)[7].Variant, FullEquipType.Wrists, name: _nameWrists ),
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8 => EquipItem.FromIds(_itemIds[ 8], _iconIds[ 8], ((CharacterArmor*)ptr)[8].Set, 0, ((CharacterArmor*)ptr)[8].Variant, FullEquipType.Finger, name: _nameRFinger ),
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9 => EquipItem.FromIds(_itemIds[ 9], _iconIds[ 9], ((CharacterArmor*)ptr)[9].Set, 0, ((CharacterArmor*)ptr)[9].Variant, FullEquipType.Finger, name: _nameLFinger ),
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10 => EquipItem.FromIds(_itemIds[10], _iconIds[10], *(PrimaryId*)(ptr + EquipmentByteSize + 0), *(SecondaryId*)(ptr + EquipmentByteSize + 2), *(Variant*)(ptr + EquipmentByteSize + 4), _typeMainhand, name: _nameMainhand),
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11 => EquipItem.FromIds(_itemIds[11], _iconIds[11], *(PrimaryId*)(ptr + EquipmentByteSize + 8), *(SecondaryId*)(ptr + EquipmentByteSize + 10), *(Variant*)(ptr + EquipmentByteSize + 12), _typeOffhand, name: _nameOffhand ),
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_ => new EquipItem(),
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// @formatter:on
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};
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}
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}
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public readonly EquipItem BonusItem(BonusItemFlag slot)
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=> slot switch
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{
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// @formatter:off
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BonusItemFlag.Glasses => EquipItem.FromBonusIds(_bonusIds[0], _iconIds[12], _bonusModelIds[0], _bonusVariants[0], BonusItemFlag.Glasses, _nameGlasses),
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_ => EquipItem.BonusItemNothing(slot),
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// @formatter:on
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};
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public readonly CharacterArmor Armor(EquipSlot slot)
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{
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fixed (byte* ptr = _equipmentBytes)
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{
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var armorPtr = (CharacterArmor*)ptr;
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return armorPtr[slot.ToIndex()];
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}
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}
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public readonly CharacterArmor ArmorWithState(EquipSlot slot)
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{
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if (slot is EquipSlot.Head && !IsHatVisible())
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return CharacterArmor.Empty;
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fixed (byte* ptr = _equipmentBytes)
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{
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var armorPtr = (CharacterArmor*)ptr;
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return armorPtr[slot.ToIndex()];
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}
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}
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public readonly CharacterWeapon Weapon(EquipSlot slot)
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{
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fixed (byte* ptr = _equipmentBytes)
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{
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var weaponPtr = (CharacterWeapon*)(ptr + EquipmentByteSize);
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return weaponPtr[slot is EquipSlot.MainHand ? 0 : 1];
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}
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}
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public bool SetItem(EquipSlot slot, EquipItem item)
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{
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var index = slot.ToIndex();
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if (index > NumEquipment + NumWeapons)
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return false;
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_itemIds[index] = item.ItemId.Id;
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_iconIds[index] = item.IconId.Id;
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_equipmentBytes[CharacterArmor.Size * index + 0] = (byte)item.PrimaryId.Id;
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_equipmentBytes[CharacterArmor.Size * index + 1] = (byte)(item.PrimaryId.Id >> 8);
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_equipmentBytes[CharacterArmor.Size * index + 2] = item.Variant.Id;
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switch (index)
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{
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// @formatter:off
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case 0: _nameHead = item.Name; return true;
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case 1: _nameBody = item.Name; return true;
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case 2: _nameHands = item.Name; return true;
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case 3: _nameLegs = item.Name; return true;
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case 4: _nameFeet = item.Name; return true;
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case 5: _nameEars = item.Name; return true;
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case 6: _nameNeck = item.Name; return true;
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case 7: _nameWrists = item.Name; return true;
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case 8: _nameRFinger = item.Name; return true;
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case 9: _nameLFinger = item.Name; return true;
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// @formatter:on
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case 10:
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_nameMainhand = item.Name;
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_equipmentBytes[EquipmentByteSize + 2] = (byte)item.SecondaryId.Id;
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_equipmentBytes[EquipmentByteSize + 3] = (byte)(item.SecondaryId.Id >> 8);
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_equipmentBytes[EquipmentByteSize + 4] = item.Variant.Id;
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_typeMainhand = item.Type;
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return true;
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case 11:
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_nameOffhand = item.Name;
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_equipmentBytes[EquipmentByteSize + 10] = (byte)item.SecondaryId.Id;
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_equipmentBytes[EquipmentByteSize + 11] = (byte)(item.SecondaryId.Id >> 8);
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_equipmentBytes[EquipmentByteSize + 12] = item.Variant.Id;
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_typeOffhand = item.Type;
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return true;
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}
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return true;
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}
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public bool SetBonusItem(BonusItemFlag slot, EquipItem item)
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{
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var index = slot.ToIndex();
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if (index > NumBonusItems)
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return false;
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_iconIds[NumEquipment + NumWeapons + index] = item.IconId.Id;
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_bonusIds[index] = item.Id.BonusItem.Id;
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_bonusModelIds[index] = item.PrimaryId.Id;
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_bonusVariants[index] = item.Variant.Id;
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switch (index)
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{
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case 0:
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_nameGlasses = item.Name;
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return true;
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default: return false;
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}
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}
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public bool SetStain(EquipSlot slot, StainIds stains)
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=> slot.ToIndex() switch
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{
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// @formatter:off
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0 => SetIfDifferent(ref _equipmentBytes[0 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[0 * CharacterArmor.Size + 4], stains.Stain2.Id),
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1 => SetIfDifferent(ref _equipmentBytes[1 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[1 * CharacterArmor.Size + 4], stains.Stain2.Id),
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2 => SetIfDifferent(ref _equipmentBytes[2 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[2 * CharacterArmor.Size + 4], stains.Stain2.Id),
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3 => SetIfDifferent(ref _equipmentBytes[3 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[3 * CharacterArmor.Size + 4], stains.Stain2.Id),
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4 => SetIfDifferent(ref _equipmentBytes[4 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[4 * CharacterArmor.Size + 4], stains.Stain2.Id),
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5 => SetIfDifferent(ref _equipmentBytes[5 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[5 * CharacterArmor.Size + 4], stains.Stain2.Id),
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6 => SetIfDifferent(ref _equipmentBytes[6 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[6 * CharacterArmor.Size + 4], stains.Stain2.Id),
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7 => SetIfDifferent(ref _equipmentBytes[7 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[7 * CharacterArmor.Size + 4], stains.Stain2.Id),
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8 => SetIfDifferent(ref _equipmentBytes[8 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[8 * CharacterArmor.Size + 4], stains.Stain2.Id),
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9 => SetIfDifferent(ref _equipmentBytes[9 * CharacterArmor.Size + 3], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[9 * CharacterArmor.Size + 4], stains.Stain2.Id),
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10 => SetIfDifferent(ref _equipmentBytes[EquipmentByteSize + 6], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[EquipmentByteSize + 7], stains.Stain2.Id),
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11 => SetIfDifferent(ref _equipmentBytes[EquipmentByteSize + 14], stains.Stain1.Id) | SetIfDifferent(ref _equipmentBytes[EquipmentByteSize + 15], stains.Stain2.Id),
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_ => false,
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// @formatter:on
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};
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public bool SetCrest(CrestFlag slot, bool visible)
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{
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var newValue = visible ? CrestVisibility | slot : CrestVisibility & ~slot;
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if (newValue == CrestVisibility)
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return false;
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CrestVisibility = newValue;
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return true;
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}
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public readonly bool GetMeta(MetaIndex index)
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=> index switch
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{
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MetaIndex.Wetness => IsWet(),
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MetaIndex.HatState => IsHatVisible(),
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MetaIndex.VisorState => IsVisorToggled(),
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MetaIndex.WeaponState => IsWeaponVisible(),
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_ => false,
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};
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public bool SetMeta(MetaIndex index, bool value)
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=> index switch
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{
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MetaIndex.Wetness => SetIsWet(value),
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MetaIndex.HatState => SetHatVisible(value),
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MetaIndex.VisorState => SetVisor(value),
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MetaIndex.WeaponState => SetWeaponVisible(value),
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_ => false,
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};
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public readonly bool IsWet()
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=> (_states & 0x01) == 0x01;
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public bool SetIsWet(bool value)
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{
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if (value == IsWet())
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return false;
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_states = (byte)(value ? _states | 0x01 : _states & ~0x01);
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return true;
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}
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public readonly bool IsVisorToggled()
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=> (_states & 0x02) == 0x02;
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public bool SetVisor(bool value)
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{
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if (value == IsVisorToggled())
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return false;
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_states = (byte)(value ? _states | 0x02 : _states & ~0x02);
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return true;
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}
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public readonly bool IsHatVisible()
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=> (_states & 0x04) == 0x04;
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public bool SetHatVisible(bool value)
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{
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if (value == IsHatVisible())
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return false;
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_states = (byte)(value ? _states | 0x04 : _states & ~0x04);
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return true;
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}
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public readonly bool IsWeaponVisible()
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=> (_states & 0x08) == 0x08;
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public bool SetWeaponVisible(bool value)
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{
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if (value == IsWeaponVisible())
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return false;
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_states = (byte)(value ? _states | 0x08 : _states & ~0x08);
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return true;
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}
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public void SetDefaultEquipment(ItemManager items)
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{
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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{
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SetItem(slot, ItemManager.NothingItem(slot));
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SetStain(slot, StainIds.None);
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SetCrest(slot.ToCrestFlag(), false);
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}
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SetItem(EquipSlot.MainHand, items.DefaultSword);
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SetStain(EquipSlot.MainHand, StainIds.None);
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SetCrest(CrestFlag.MainHand, false);
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SetItem(EquipSlot.OffHand, ItemManager.NothingItem(FullEquipType.Shield));
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SetStain(EquipSlot.OffHand, StainIds.None);
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SetCrest(CrestFlag.OffHand, false);
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SetDefaultBonusItems();
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}
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public void SetDefaultBonusItems()
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{
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foreach (var slot in BonusExtensions.AllFlags)
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SetBonusItem(slot, EquipItem.BonusItemNothing(slot));
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}
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public bool LoadNonHuman(uint modelId, CustomizeArray customize, nint equipData)
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{
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ModelId = modelId;
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IsHuman = false;
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Customize.Read(customize.Data);
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fixed (byte* ptr = _equipmentBytes)
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{
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MemoryUtility.MemCpyUnchecked(ptr, (byte*)equipData, 40);
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}
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SetHatVisible(true);
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SetWeaponVisible(true);
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SetVisor(false);
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fixed (uint* ptr = _itemIds)
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{
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MemoryUtility.MemSet(ptr, 0, 10 * 4);
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}
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fixed (uint* ptr = _iconIds)
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{
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MemoryUtility.MemSet(ptr, 0, 10 * 2);
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}
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_nameHead = string.Empty;
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_nameBody = string.Empty;
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_nameHands = string.Empty;
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_nameLegs = string.Empty;
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_nameFeet = string.Empty;
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_nameEars = string.Empty;
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_nameNeck = string.Empty;
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_nameWrists = string.Empty;
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_nameRFinger = string.Empty;
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_nameLFinger = string.Empty;
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_nameGlasses = string.Empty;
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return true;
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}
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public readonly byte[] GetCustomizeBytes()
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{
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var ret = new byte[CustomizeArray.Size];
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fixed (byte* retPtr = ret, inPtr = Customize.Data)
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{
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MemoryUtility.MemCpyUnchecked(retPtr, inPtr, ret.Length);
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}
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return ret;
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}
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public readonly byte[] GetEquipmentBytes()
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{
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var ret = new byte[80];
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fixed (byte* retPtr = ret, inPtr = _equipmentBytes)
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{
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MemoryUtility.MemCpyUnchecked(retPtr, inPtr, ret.Length);
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}
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return ret;
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}
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public nint GetEquipmentPtr()
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{
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fixed (byte* ptr = _equipmentBytes)
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{
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return (nint)ptr;
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}
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}
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public bool SetEquipmentBytesFromBase64(string base64)
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{
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fixed (byte* dataPtr = _equipmentBytes)
|
|
{
|
|
var data = new Span<byte>(dataPtr, 80);
|
|
return Convert.TryFromBase64String(base64, data, out var written) && written == 80;
|
|
}
|
|
}
|
|
|
|
public string WriteEquipmentBytesBase64()
|
|
{
|
|
fixed (byte* dataPtr = _equipmentBytes)
|
|
{
|
|
var data = new ReadOnlySpan<byte>(dataPtr, 40);
|
|
return Convert.ToBase64String(data);
|
|
}
|
|
}
|
|
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
|
|
private static bool SetIfDifferent<T>(ref T old, T value) where T : IEquatable<T>
|
|
{
|
|
if (old.Equals(value))
|
|
return false;
|
|
|
|
old = value;
|
|
return true;
|
|
}
|
|
}
|