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https://github.com/xivdev/Penumbra.git
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127 lines
No EOL
4.6 KiB
C#
127 lines
No EOL
4.6 KiB
C#
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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// 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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{
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public const int MainWeaponOffset = 0x0F08;
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public const int OffWeaponOffset = 0x0F70;
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public const int EquipmentOffset = 0x1040;
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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 ushort IsSet; // Also fills struct size to 56, a multiple of 8.
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public ActorEquipment()
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=> Clear();
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public ActorEquipment( Actor actor )
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: this( actor.Address )
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{ }
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public override string ToString()
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=> IsSet == 0
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? "(Not Set)"
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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( ActorEquipment 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( ActorEquipment rhs )
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=> CompareAndOverwrite( rhs );
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private unsafe ActorEquipment( 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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{
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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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}
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fixed( ActorArmor* 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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}
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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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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 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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}
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}
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}
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private unsafe bool CompareAndOverwrite( ActorEquipment rhs )
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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorArmor ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
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var ret = true;
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fixed( ActorWeapon* 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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for( var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2 )
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{
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if( *ptr1 != *ptr2 )
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{
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*ptr1 = *ptr2;
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ret = false;
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}
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}
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}
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return ret;
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}
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private unsafe bool CompareData( ActorEquipment 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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{
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var ptr1 = ( ulong* )data1;
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var ptr2 = ( ulong* )data2;
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for( var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2 )
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{
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if( *ptr1 != *ptr2 )
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{
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return false;
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}
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}
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}
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return true;
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}
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}
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} |