Penumbra/Penumbra/Game/CharEquipment.cs

148 lines
No EOL
5.1 KiB
C#

using System;
using System.Runtime.InteropServices;
using Dalamud.Game.ClientState.Actors.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.Game
{
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
public class CharEquipment
{
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
private readonly struct Weapon
{
public readonly ushort _1;
public readonly ushort _2;
public readonly ushort _3;
public readonly byte _4;
public override string ToString()
=> $"{_1},{_2},{_3},{_4}";
}
[StructLayout( LayoutKind.Sequential, Pack = 1 )]
private readonly struct Equip
{
public readonly ushort _1;
public readonly byte _2;
public readonly byte _3;
public override string ToString()
=> $"{_1},{_2},{_3}";
}
private const int MainWeaponOffset = 0x0F08;
private const int OffWeaponOffset = 0x0F70;
private const int EquipmentOffset = 0x1040;
private const int EquipmentSlots = 10;
private const int WeaponSlots = 2;
private readonly ushort IsSet; // Also fills struct size to 56, a multiple of 8.
private readonly Weapon Mainhand;
private readonly Weapon Offhand;
private readonly Equip Head;
private readonly Equip Body;
private readonly Equip Hands;
private readonly Equip Legs;
private readonly Equip Feet;
private readonly Equip Ear;
private readonly Equip Neck;
private readonly Equip Wrist;
private readonly Equip LFinger;
private readonly Equip RFinger;
public CharEquipment()
=> Clear();
public CharEquipment( Actor actor )
: this( actor.Address )
{ }
public override string ToString()
=> IsSet == 0
? "(Not Set)"
: $"({Mainhand}) | ({Offhand}) | ({Head}) | ({Body}) | ({Hands}) | ({Legs}) | "
+ $"({Feet}) | ({Ear}) | ({Neck}) | ({Wrist}) | ({LFinger}) | ({RFinger})";
public bool Equal( Actor rhs )
=> CompareData( new CharEquipment( rhs ) );
public bool Equal( CharEquipment rhs )
=> CompareData( rhs );
public bool CompareAndUpdate( Actor rhs )
=> CompareAndOverwrite( new CharEquipment( rhs ) );
public bool CompareAndUpdate( CharEquipment rhs )
=> CompareAndOverwrite( rhs );
private unsafe CharEquipment( IntPtr actorAddress )
{
IsSet = 1;
var actorPtr = ( byte* )actorAddress.ToPointer();
fixed( Weapon* main = &Mainhand, off = &Offhand )
{
Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( Weapon ), sizeof( Weapon ) );
Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( Weapon ), sizeof( Weapon ) );
}
fixed( Equip* equipment = &Head )
{
Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( Equip ), EquipmentSlots * sizeof( Equip ) );
}
}
public unsafe void Clear()
{
fixed( Weapon* main = &Mainhand )
{
var structSizeEights = ( EquipmentSlots * sizeof( Equip ) + WeaponSlots * sizeof( Weapon ) ) / 8;
for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
{
*ptr = 0;
}
}
}
private unsafe bool CompareAndOverwrite( CharEquipment rhs )
{
var structSizeHalf = ( EquipmentSlots * sizeof( Equip ) + WeaponSlots * sizeof( Weapon ) ) / 8;
var ret = true;
fixed( Weapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
{
var ptr1 = ( ulong* )data1;
var ptr2 = ( ulong* )data2;
for( var end = ptr1 + structSizeHalf; ptr1 != end; ++ptr1, ++ptr2 )
{
if( *ptr1 != *ptr2 )
{
*ptr1 = *ptr2;
ret = false;
}
}
}
return ret;
}
private unsafe bool CompareData( CharEquipment rhs )
{
var structSizeHalf = ( EquipmentSlots * sizeof( Equip ) + WeaponSlots * sizeof( Weapon ) ) / 8;
fixed( Weapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
{
var ptr1 = ( ulong* )data1;
var ptr2 = ( ulong* )data2;
for( var end = ptr1 + structSizeHalf; ptr1 != end; ++ptr1, ++ptr2 )
{
if( *ptr1 != *ptr2 )
{
return false;
}
}
}
return true;
}
}
}