mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 10:17:22 +01:00
Update to API4, use IPC instead of API-project. Replace Actor in most visible names with Object, Character or Player..
This commit is contained in:
parent
3680d2b63f
commit
4dfc2cf665
60 changed files with 812 additions and 740 deletions
14
Penumbra.GameData/Enums/RedrawType.cs
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14
Penumbra.GameData/Enums/RedrawType.cs
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@ -0,0 +1,14 @@
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namespace Penumbra.GameData.Enums
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{
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public enum RedrawType
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{
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WithoutSettings,
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WithSettings,
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OnlyWithSettings,
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Unload,
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RedrawWithoutSettings,
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RedrawWithSettings,
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AfterGPoseWithSettings,
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AfterGPoseWithoutSettings,
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}
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}
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@ -1,5 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Dalamud;
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using Dalamud.Data;
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using Dalamud.Plugin;
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using Lumina.Excel.GeneratedSheets;
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using Penumbra.GameData.Enums;
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@ -13,9 +15,9 @@ namespace Penumbra.GameData
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internal static ObjectIdentification? Identification;
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internal static readonly GamePathParser GamePathParser = new();
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public static IObjectIdentifier GetIdentifier( DalamudPluginInterface pi )
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public static IObjectIdentifier GetIdentifier( DataManager dataManager, ClientLanguage clientLanguage )
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{
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Identification ??= new ObjectIdentification( pi );
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Identification ??= new ObjectIdentification( dataManager, clientLanguage );
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return Identification;
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}
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@ -2,7 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Text.RegularExpressions;
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using Dalamud.Plugin;
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using Dalamud.Logging;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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using Penumbra.GameData.Util;
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@ -1,7 +1,8 @@
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using Dalamud.Plugin;
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using Dalamud;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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@ -63,9 +64,9 @@ namespace Penumbra.GameData
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}
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}
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public ObjectIdentification( DalamudPluginInterface plugin )
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public ObjectIdentification( DataManager dataManager, ClientLanguage clientLanguage )
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{
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var items = plugin.Data.GetExcelSheet< Item >( plugin.ClientState.ClientLanguage );
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var items = dataManager.GetExcelSheet< Item >( clientLanguage )!;
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SortedList< ulong, HashSet< Item > > weapons = new();
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SortedList< ulong, HashSet< Item > > equipment = new();
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foreach( var item in items )
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@ -112,7 +113,7 @@ namespace Penumbra.GameData
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}
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_actions = new Dictionary< string, HashSet< Action > >();
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foreach( var action in plugin.Data.GetExcelSheet< Action >( plugin.ClientState.ClientLanguage )
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foreach( var action in dataManager.GetExcelSheet< Action >( clientLanguage )!
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.Where( a => a.Name.ToString().Any() ) )
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{
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var startKey = action.AnimationStart?.Value?.Name?.Value?.Key.ToString() ?? string.Empty;
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@ -1,7 +1,8 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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<TargetFramework>net5.0-windows</TargetFramework>
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<LangVersion>preview</LangVersion>
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<PlatformTarget>x64</PlatformTarget>
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<AssemblyTitle>Penumbra.GameData</AssemblyTitle>
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<Company>absolute gangstas</Company>
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<Product>Penumbra</Product>
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@ -3,7 +3,7 @@ using System.Runtime.InteropServices;
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namespace Penumbra.GameData.Structs
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{
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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public readonly struct ActorArmor
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public readonly struct CharacterArmor
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{
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public readonly SetId Set;
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public readonly byte Variant;
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@ -1,14 +1,13 @@
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using System;
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using System.Runtime.InteropServices;
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using Dalamud.Game.ClientState.Actors.Types;
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using Penumbra.GameData.Enums;
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using Dalamud.Game.ClientState.Objects.Types;
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// Read the customization data regarding weapons and displayable equipment from an actor struct.
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// Stores the data in a 56 bytes, i.e. 7 longs for easier comparison.
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namespace Penumbra.GameData.Structs
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{
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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public class ActorEquipment
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public class CharacterEquipment
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{
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public const int MainWeaponOffset = 0x0F08;
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public const int OffWeaponOffset = 0x0F70;
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@ -16,24 +15,24 @@ namespace Penumbra.GameData.Structs
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public const int EquipmentSlots = 10;
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public const int WeaponSlots = 2;
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public ActorWeapon MainHand;
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public ActorWeapon OffHand;
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public ActorArmor Head;
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public ActorArmor Body;
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public ActorArmor Hands;
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public ActorArmor Legs;
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public ActorArmor Feet;
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public ActorArmor Ears;
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public ActorArmor Neck;
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public ActorArmor Wrists;
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public ActorArmor RFinger;
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public ActorArmor LFinger;
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public CharacterWeapon MainHand;
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public CharacterWeapon OffHand;
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public CharacterArmor Head;
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public CharacterArmor Body;
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public CharacterArmor Hands;
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public CharacterArmor Legs;
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public CharacterArmor Feet;
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public CharacterArmor Ears;
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public CharacterArmor Neck;
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public CharacterArmor Wrists;
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public CharacterArmor RFinger;
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public CharacterArmor LFinger;
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public ushort IsSet; // Also fills struct size to 56, a multiple of 8.
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public ActorEquipment()
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public CharacterEquipment()
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=> Clear();
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public ActorEquipment( Actor actor )
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public CharacterEquipment( Character actor )
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: this( actor.Address )
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{ }
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@ -43,40 +42,40 @@ namespace Penumbra.GameData.Structs
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: $"({MainHand}) | ({OffHand}) | ({Head}) | ({Body}) | ({Hands}) | ({Legs}) | "
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+ $"({Feet}) | ({Ears}) | ({Neck}) | ({Wrists}) | ({LFinger}) | ({RFinger})";
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public bool Equal( Actor rhs )
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=> CompareData( new ActorEquipment( rhs ) );
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public bool Equal( Character rhs )
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=> CompareData( new CharacterEquipment( rhs ) );
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public bool Equal( ActorEquipment rhs )
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public bool Equal( CharacterEquipment rhs )
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=> CompareData( rhs );
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public bool CompareAndUpdate( Actor rhs )
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=> CompareAndOverwrite( new ActorEquipment( rhs ) );
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public bool CompareAndUpdate( Character rhs )
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=> CompareAndOverwrite( new CharacterEquipment( rhs ) );
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public bool CompareAndUpdate( ActorEquipment rhs )
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public bool CompareAndUpdate( CharacterEquipment rhs )
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=> CompareAndOverwrite( rhs );
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private unsafe ActorEquipment( IntPtr actorAddress )
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private unsafe CharacterEquipment( IntPtr actorAddress )
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{
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IsSet = 1;
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var actorPtr = ( byte* )actorAddress.ToPointer();
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fixed( ActorWeapon* main = &MainHand, off = &OffHand )
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fixed( CharacterWeapon* main = &MainHand, off = &OffHand )
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{
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Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( ActorWeapon ), sizeof( ActorWeapon ) );
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Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( ActorWeapon ), sizeof( ActorWeapon ) );
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Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( CharacterWeapon ), sizeof( CharacterWeapon ) );
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Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( CharacterWeapon ), sizeof( CharacterWeapon ) );
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}
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fixed( ActorArmor* equipment = &Head )
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fixed( CharacterArmor* equipment = &Head )
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{
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Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( ActorArmor ),
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EquipmentSlots * sizeof( ActorArmor ) );
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Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( CharacterArmor ),
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EquipmentSlots * sizeof( CharacterArmor ) );
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}
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}
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public unsafe void Clear()
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{
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fixed( ActorWeapon* main = &MainHand )
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fixed( CharacterWeapon* main = &MainHand )
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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
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for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
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{
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*ptr = 0;
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@ -84,11 +83,11 @@ namespace Penumbra.GameData.Structs
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}
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}
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private unsafe bool CompareAndOverwrite( ActorEquipment rhs )
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private unsafe bool CompareAndOverwrite( CharacterEquipment rhs )
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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
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var ret = true;
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fixed( ActorWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
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fixed( CharacterWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
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{
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var ptr1 = ( ulong* )data1;
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var ptr2 = ( ulong* )data2;
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@ -105,10 +104,10 @@ namespace Penumbra.GameData.Structs
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return ret;
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}
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private unsafe bool CompareData( ActorEquipment rhs )
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private unsafe bool CompareData( CharacterEquipment rhs )
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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
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fixed( ActorWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
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fixed( CharacterWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
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{
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var ptr1 = ( ulong* )data1;
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var ptr2 = ( ulong* )data2;
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@ -126,7 +125,7 @@ namespace Penumbra.GameData.Structs
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public unsafe void WriteBytes( byte[] array, int offset = 0 )
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{
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fixed( ActorWeapon* data = &MainHand )
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fixed( CharacterWeapon* data = &MainHand )
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{
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Marshal.Copy( new IntPtr( data ), array, offset, 56 );
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}
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@ -141,7 +140,7 @@ namespace Penumbra.GameData.Structs
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public unsafe void FromBytes( byte[] array, int offset = 0 )
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{
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fixed( ActorWeapon* data = &MainHand )
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fixed( CharacterWeapon* data = &MainHand )
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{
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Marshal.Copy( array, offset, new IntPtr( data ), 56 );
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}
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@ -3,7 +3,7 @@ using System.Runtime.InteropServices;
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namespace Penumbra.GameData.Structs
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{
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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public readonly struct ActorWeapon
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public readonly struct CharacterWeapon
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{
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public readonly SetId Set;
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public readonly WeaponType Type;
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@ -65,7 +65,7 @@ namespace Penumbra.GameData.Util
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return idx == -1 ? _path : idx == _path.Length - 1 ? "" : _path.Substring( idx + 1 );
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}
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public int CompareTo( object rhs )
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public int CompareTo( object? rhs )
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{
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return rhs switch
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{
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