Some more general cleanup.

This commit is contained in:
Ottermandias 2021-07-27 00:13:36 +02:00
parent 44fc83784d
commit 3679b780cf
13 changed files with 116 additions and 111 deletions

View file

@ -0,0 +1,15 @@
using System.Runtime.InteropServices;
namespace Penumbra.GameData.Structs
{
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
public readonly struct ActorArmor
{
public readonly SetId Set;
public readonly byte Variant;
public readonly StainId Stain;
public override string ToString()
=> $"{Set},{Variant},{Stain}";
}
}

View file

@ -1,81 +1,82 @@
using System;
using System.Runtime.InteropServices;
using Dalamud.Game.ClientState.Actors.Types;
using Penumbra.GameData.Enums;
// Read the customization data regarding weapons and displayable equipment from an actor struct.
// Stores the data in a 56 bytes, i.e. 7 longs for easier comparison.
namespace Penumbra.GameData.Structs
{
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
public class CharEquipment
public class ActorEquipment
{
private const int MainWeaponOffset = 0x0F08;
private const int OffWeaponOffset = 0x0F70;
private const int EquipmentOffset = 0x1040;
private const int EquipmentSlots = 10;
private const int WeaponSlots = 2;
public const int MainWeaponOffset = 0x0F08;
public const int OffWeaponOffset = 0x0F70;
public const int EquipmentOffset = 0x1040;
public const int EquipmentSlots = 10;
public const int WeaponSlots = 2;
public readonly ActorWeapon Mainhand;
public readonly ActorWeapon Offhand;
public readonly ActorEquip Head;
public readonly ActorEquip Body;
public readonly ActorEquip Hands;
public readonly ActorEquip Legs;
public readonly ActorEquip Feet;
public readonly ActorEquip Ear;
public readonly ActorEquip Neck;
public readonly ActorEquip Wrist;
public readonly ActorEquip RFinger;
public readonly ActorEquip LFinger;
public readonly ushort IsSet; // Also fills struct size to 56, a multiple of 8.
public ActorWeapon MainHand;
public ActorWeapon OffHand;
public ActorArmor Head;
public ActorArmor Body;
public ActorArmor Hands;
public ActorArmor Legs;
public ActorArmor Feet;
public ActorArmor Ears;
public ActorArmor Neck;
public ActorArmor Wrists;
public ActorArmor RFinger;
public ActorArmor LFinger;
public ushort IsSet; // Also fills struct size to 56, a multiple of 8.
public CharEquipment()
public ActorEquipment()
=> Clear();
public CharEquipment( Actor actor )
public ActorEquipment( Actor actor )
: this( actor.Address )
{ }
public override string ToString()
=> IsSet == 0
? "(Not Set)"
: $"({Mainhand}) | ({Offhand}) | ({Head}) | ({Body}) | ({Hands}) | ({Legs}) | "
+ $"({Feet}) | ({Ear}) | ({Neck}) | ({Wrist}) | ({LFinger}) | ({RFinger})";
: $"({MainHand}) | ({OffHand}) | ({Head}) | ({Body}) | ({Hands}) | ({Legs}) | "
+ $"({Feet}) | ({Ears}) | ({Neck}) | ({Wrists}) | ({LFinger}) | ({RFinger})";
public bool Equal( Actor rhs )
=> CompareData( new CharEquipment( rhs ) );
=> CompareData( new ActorEquipment( rhs ) );
public bool Equal( CharEquipment rhs )
public bool Equal( ActorEquipment rhs )
=> CompareData( rhs );
public bool CompareAndUpdate( Actor rhs )
=> CompareAndOverwrite( new CharEquipment( rhs ) );
=> CompareAndOverwrite( new ActorEquipment( rhs ) );
public bool CompareAndUpdate( CharEquipment rhs )
public bool CompareAndUpdate( ActorEquipment rhs )
=> CompareAndOverwrite( rhs );
private unsafe CharEquipment( IntPtr actorAddress )
private unsafe ActorEquipment( IntPtr actorAddress )
{
IsSet = 1;
var actorPtr = ( byte* )actorAddress.ToPointer();
fixed( ActorWeapon* main = &Mainhand, off = &Offhand )
fixed( ActorWeapon* main = &MainHand, off = &OffHand )
{
Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( ActorWeapon ), sizeof( ActorWeapon ) );
Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( ActorWeapon ), sizeof( ActorWeapon ) );
}
fixed( ActorEquip* equipment = &Head )
fixed( ActorArmor* equipment = &Head )
{
Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( ActorEquip ),
EquipmentSlots * sizeof( ActorEquip ) );
Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( ActorArmor ),
EquipmentSlots * sizeof( ActorArmor ) );
}
}
public unsafe void Clear()
{
fixed( ActorWeapon* main = &Mainhand )
fixed( ActorWeapon* main = &MainHand )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorEquip ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
{
*ptr = 0;
@ -83,11 +84,11 @@ namespace Penumbra.GameData.Structs
}
}
private unsafe bool CompareAndOverwrite( CharEquipment rhs )
private unsafe bool CompareAndOverwrite( ActorEquipment rhs )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorEquip ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
var ret = true;
fixed( ActorWeapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
fixed( ActorWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
{
var ptr1 = ( ulong* )data1;
var ptr2 = ( ulong* )data2;
@ -104,10 +105,10 @@ namespace Penumbra.GameData.Structs
return ret;
}
private unsafe bool CompareData( CharEquipment rhs )
private unsafe bool CompareData( ActorEquipment rhs )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorEquip ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
fixed( ActorWeapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
fixed( ActorWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
{
var ptr1 = ( ulong* )data1;
var ptr2 = ( ulong* )data2;

View file

@ -2,17 +2,6 @@ using System.Runtime.InteropServices;
namespace Penumbra.GameData.Structs
{
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
public readonly struct ActorEquip
{
public readonly SetId Set;
public readonly byte Variant;
public readonly StainId Stain;
public override string ToString()
=> $"{Set},{Variant},{Stain}";
}
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
public readonly struct ActorWeapon
{

View file

@ -63,8 +63,8 @@ namespace Penumbra.GameData.Structs
EquipSlot.Ears => 0,
EquipSlot.Neck => 2,
EquipSlot.Wrists => 4,
EquipSlot.RingR => 6,
EquipSlot.RingL => 8,
EquipSlot.RFinger => 6,
EquipSlot.LFinger => 8,
_ => throw new InvalidEnumArgumentException(),
};
}
@ -98,8 +98,8 @@ namespace Penumbra.GameData.Structs
EquipSlot.Ears => EqdpEntry.EarsMask,
EquipSlot.Neck => EqdpEntry.NeckMask,
EquipSlot.Wrists => EqdpEntry.WristsMask,
EquipSlot.RingR => EqdpEntry.RingRMask,
EquipSlot.RingL => EqdpEntry.RingLMask,
EquipSlot.RFinger => EqdpEntry.RingRMask,
EquipSlot.LFinger => EqdpEntry.RingLMask,
_ => 0,
};
}