using System; using System.Runtime.InteropServices; 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 { [StructLayout( LayoutKind.Sequential, Pack = 1 )] public class CharacterEquipment { 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 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 ) { 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 ) ); } } public unsafe void Clear() { 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; } } } 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 ); } } } }