Fix 6.1 offsets.

This commit is contained in:
Ottermandias 2022-04-14 16:01:06 +02:00
parent 18384a9386
commit 8865ff5e79
4 changed files with 131 additions and 132 deletions

View file

@ -4,146 +4,145 @@ using Dalamud.Game.ClientState.Objects.Types;
// 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
namespace Penumbra.GameData.Structs;
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
public class CharacterEquipment
{
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
public class CharacterEquipment
public const int MainWeaponOffset = 0x6D0;
public const int OffWeaponOffset = 0x738;
public const int EquipmentOffset = 0x808;
public const int EquipmentSlots = 10;
public const int WeaponSlots = 2;
public CharacterWeapon MainHand;
public CharacterWeapon OffHand;
public CharacterArmor Head;
public CharacterArmor Body;
public CharacterArmor Hands;
public CharacterArmor Legs;
public CharacterArmor Feet;
public CharacterArmor Ears;
public CharacterArmor Neck;
public CharacterArmor Wrists;
public CharacterArmor RFinger;
public CharacterArmor LFinger;
public ushort IsSet; // Also fills struct size to 56, a multiple of 8.
public CharacterEquipment()
=> Clear();
public CharacterEquipment( Character 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( Character rhs )
=> CompareData( new CharacterEquipment( rhs ) );
public bool Equal( CharacterEquipment rhs )
=> CompareData( rhs );
public bool CompareAndUpdate( Character rhs )
=> CompareAndOverwrite( new CharacterEquipment( rhs ) );
public bool CompareAndUpdate( CharacterEquipment rhs )
=> CompareAndOverwrite( rhs );
private unsafe CharacterEquipment( IntPtr actorAddress )
{
public const int MainWeaponOffset = 0x0C78;
public const int OffWeaponOffset = 0x0CE0;
public const int EquipmentOffset = 0xDB0;
public const int EquipmentSlots = 10;
public const int WeaponSlots = 2;
public CharacterWeapon MainHand;
public CharacterWeapon OffHand;
public CharacterArmor Head;
public CharacterArmor Body;
public CharacterArmor Hands;
public CharacterArmor Legs;
public CharacterArmor Feet;
public CharacterArmor Ears;
public CharacterArmor Neck;
public CharacterArmor Wrists;
public CharacterArmor RFinger;
public CharacterArmor LFinger;
public ushort IsSet; // Also fills struct size to 56, a multiple of 8.
public CharacterEquipment()
=> Clear();
public CharacterEquipment( Character 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( Character rhs )
=> CompareData( new CharacterEquipment( rhs ) );
public bool Equal( CharacterEquipment rhs )
=> CompareData( rhs );
public bool CompareAndUpdate( Character rhs )
=> CompareAndOverwrite( new CharacterEquipment( rhs ) );
public bool CompareAndUpdate( CharacterEquipment rhs )
=> CompareAndOverwrite( rhs );
private unsafe CharacterEquipment( IntPtr actorAddress )
IsSet = 1;
var actorPtr = ( byte* )actorAddress.ToPointer();
fixed( CharacterWeapon* main = &MainHand, off = &OffHand )
{
IsSet = 1;
var actorPtr = ( byte* )actorAddress.ToPointer();
fixed( CharacterWeapon* main = &MainHand, off = &OffHand )
{
Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( CharacterWeapon ), sizeof( CharacterWeapon ) );
Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( CharacterWeapon ), sizeof( CharacterWeapon ) );
}
fixed( CharacterArmor* equipment = &Head )
{
Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( CharacterArmor ),
EquipmentSlots * sizeof( CharacterArmor ) );
}
Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( CharacterWeapon ), sizeof( CharacterWeapon ) );
Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( CharacterWeapon ), sizeof( CharacterWeapon ) );
}
public unsafe void Clear()
fixed( CharacterArmor* equipment = &Head )
{
fixed( CharacterWeapon* main = &MainHand )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
{
*ptr = 0;
}
}
Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( CharacterArmor ),
EquipmentSlots * sizeof( CharacterArmor ) );
}
}
private unsafe bool CompareAndOverwrite( CharacterEquipment rhs )
public unsafe void Clear()
{
fixed( CharacterWeapon* main = &MainHand )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
var ret = true;
fixed( CharacterWeapon* data1 = &MainHand, data2 = &rhs.MainHand )
for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
{
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( CharacterEquipment rhs )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
fixed( CharacterWeapon* 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( CharacterWeapon* 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( CharacterWeapon* data = &MainHand )
{
Marshal.Copy( array, offset, new IntPtr( data ), 56 );
*ptr = 0;
}
}
}
private unsafe bool CompareAndOverwrite( CharacterEquipment rhs )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
var ret = true;
fixed( CharacterWeapon* 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( CharacterEquipment rhs )
{
var structSizeEights = ( 2 + EquipmentSlots * sizeof( CharacterArmor ) + WeaponSlots * sizeof( CharacterWeapon ) ) / 8;
fixed( CharacterWeapon* 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( CharacterWeapon* 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( CharacterWeapon* data = &MainHand )
{
Marshal.Copy( array, offset, new IntPtr( data ), 56 );
}
}
}