mirror of
https://github.com/xivdev/Penumbra.git
synced 2025-12-12 18:27:24 +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
|
|
@ -1,150 +0,0 @@
|
|||
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 ActorEquipment
|
||||
{
|
||||
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 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 ActorEquipment()
|
||||
=> Clear();
|
||||
|
||||
public ActorEquipment( Actor actor )
|
||||
: this( actor.Address )
|
||||
{ }
|
||||
|
||||
public override string ToString()
|
||||
=> IsSet == 0
|
||||
? "(Not Set)"
|
||||
: $"({MainHand}) | ({OffHand}) | ({Head}) | ({Body}) | ({Hands}) | ({Legs}) | "
|
||||
+ $"({Feet}) | ({Ears}) | ({Neck}) | ({Wrists}) | ({LFinger}) | ({RFinger})";
|
||||
|
||||
public bool Equal( Actor rhs )
|
||||
=> CompareData( new ActorEquipment( rhs ) );
|
||||
|
||||
public bool Equal( ActorEquipment rhs )
|
||||
=> CompareData( rhs );
|
||||
|
||||
public bool CompareAndUpdate( Actor rhs )
|
||||
=> CompareAndOverwrite( new ActorEquipment( rhs ) );
|
||||
|
||||
public bool CompareAndUpdate( ActorEquipment rhs )
|
||||
=> CompareAndOverwrite( rhs );
|
||||
|
||||
private unsafe ActorEquipment( IntPtr actorAddress )
|
||||
{
|
||||
IsSet = 1;
|
||||
var actorPtr = ( byte* )actorAddress.ToPointer();
|
||||
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( ActorArmor* equipment = &Head )
|
||||
{
|
||||
Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( ActorArmor ),
|
||||
EquipmentSlots * sizeof( ActorArmor ) );
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe void Clear()
|
||||
{
|
||||
fixed( ActorWeapon* main = &MainHand )
|
||||
{
|
||||
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
|
||||
for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
|
||||
{
|
||||
*ptr = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe bool CompareAndOverwrite( ActorEquipment rhs )
|
||||
{
|
||||
var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
|
||||
var ret = true;
|
||||
fixed( ActorWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
|
||||
{
|
||||
var ptr1 = ( ulong* )data1;
|
||||
var ptr2 = ( ulong* )data2;
|
||||
for( var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2 )
|
||||
{
|
||||
if( *ptr1 != *ptr2 )
|
||||
{
|
||||
*ptr1 = *ptr2;
|
||||
ret = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private unsafe bool CompareData( ActorEquipment rhs )
|
||||
{
|
||||
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;
|
||||
for( var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2 )
|
||||
{
|
||||
if( *ptr1 != *ptr2 )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public unsafe void WriteBytes( byte[] array, int offset = 0 )
|
||||
{
|
||||
fixed( ActorWeapon* data = &MainHand )
|
||||
{
|
||||
Marshal.Copy( new IntPtr( data ), array, offset, 56 );
|
||||
}
|
||||
}
|
||||
|
||||
public byte[] ToBytes()
|
||||
{
|
||||
var ret = new byte[56];
|
||||
WriteBytes( ret );
|
||||
return ret;
|
||||
}
|
||||
|
||||
public unsafe void FromBytes( byte[] array, int offset = 0 )
|
||||
{
|
||||
fixed( ActorWeapon* data = &MainHand )
|
||||
{
|
||||
Marshal.Copy( array, offset, new IntPtr( data ), 56 );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue