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; } } }