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Entity.cs
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Entity.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
namespace ffxivlib
{
public class Entity : BaseObject<Entity.ENTITYINFO>
{
#region Constructor
public Entity(ENTITYINFO structure, IntPtr address)
: base(structure, address)
{
Initialize();
}
#endregion
#region Properties
public int GatheringType { get; set; }
public string Name { get; set; }
public int PCId { get; set; }
public int NPCId { get; set; }
public TYPE MobType { get; set; }
public CURRENTTARGET CurrentTarget { get; set; }
public byte Distance { get; set; }
public byte GatheringStatus { get; set; }
public float X { get; set; }
public float Z { get; set; }
public float Y { get; set; }
public float Heading { get; set; }
public short FateId { get; set; }
public byte GatheringInvisible { get; set; }
public int ModelID { get; set; }
public ENTITYSTATUS PlayerStatus { get; set; }
public bool IsGM { get; set; }
public byte Icon { get; set; }
public STATUS IsEngaged { get; set; }
public int TargetId { get; set; }
public byte GrandCompany { get; set; }
public byte GrandCompanyRank { get; set; }
public byte Title { get; set; }
public JOB Job { get; set; }
public byte Level { get; set; }
public int CurrentHP { get; set; }
public int MaxHP { get; set; }
public int CurrentMP { get; set; }
public int MaxMP { get; set; }
public short CurrentTP { get; set; }
public short CurrentGP { get; set; }
public short MaxGP { get; set; }
public short CurrentCP { get; set; }
public short MaxCP { get; set; }
public byte Race { get; set; }
public SEX Sex { get; set; }
public COMBATSTATUS CombatStatus { get; set; }
public Buff.BUFFINFO[] _Buffs { get; set; }
public bool IsCasting { get; set; }
public short CastingSpellId { get; set; }
public float CastingProgress { get; set; }
public float CastingTime { get; set; }
#endregion
#region Extra properties
public List<Buff> Buffs
{
get
{
var BuffList = new List<Buff>();
foreach (Buff.BUFFINFO buff in _Buffs)
{
BuffList.Add(new Buff(buff, IntPtr.Zero));
}
return BuffList;
}
}
public int CastingPercentage
{
get
{
if (IsCasting && CastingTime > 0)
return (int) ((CastingProgress/CastingTime)*100);
return 0;
}
}
public bool IsFate
{
get { return FateId != 0; }
}
#endregion
#region Unmanaged structure
[StructLayout(LayoutKind.Explicit, Pack = 1)]
public struct ENTITYINFO
{
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x0)] public int GatheringType;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] [FieldOffset(0x30)] public string Name;
// Not exactly PC ID...
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x74)] public int PCId;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x78)] public int NPCId;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x8A)] public TYPE MobType;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x8C)] public CURRENTTARGET CurrentTarget;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x8D)] public byte Distance;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x8E)] public byte GatheringStatus;
[MarshalAs(UnmanagedType.R4)] [FieldOffset(0xA0)] public float X;
[MarshalAs(UnmanagedType.R4)] [FieldOffset(0xA4)] public float Z;
[MarshalAs(UnmanagedType.R4)] [FieldOffset(0xA8)] public float Y;
[MarshalAs(UnmanagedType.R4)] [FieldOffset(0xB0)] public float Heading;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0xE8)] public short FateId;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x11C)] public byte GatheringInvisible;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x174)] public int ModelId;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x188)] public ENTITYSTATUS PlayerStatus;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x189)] public bool IsGM;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x194)] public ICON Icon;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x195)] public STATUS IsEngaged;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xD78)] public int TargetId;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x169A)] public byte GrandCompany;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x169B)] public byte GrandCompanyRank;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x169E)] public byte Title;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x1698)] public JOB Job;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x1699)] public byte Level;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x16A0)] public int CurrentHP;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x16A4)] public int MaxHP;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x16A8)] public int CurrentMP;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x16AC)] public int MaxMP;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x16B0)] public short CurrentTP;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x16B2)] public short CurrentGP;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x16B4)] public short MaxGP;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x16B6)] public short CurrentCP;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x16B8)] public short MaxCP;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x2E58)] public byte Race;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x2E59)] public SEX Sex;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x2E72)] public COMBATSTATUS CombatStatus;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 24)] [FieldOffset(0x2FF8)] public Buff.BUFFINFO[] _Buffs;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x3170)] public bool IsCasting;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x3174)] public short CastingSpellId;
[MarshalAs(UnmanagedType.R4)] [FieldOffset(0x31A4)] public float CastingProgress;
[MarshalAs(UnmanagedType.R4)] [FieldOffset(0x31A8)] public float CastingTime;
};
#endregion
#region Public methods
/// <summary>
/// Returns the distance between current Entity and a given Entity
/// </summary>
/// <param name="other">Entity to compare to</param>
/// <returns>Distance</returns>
public float GetDistanceTo(Entity other)
{
float fDistX = Math.Abs(Structure.X - other.Structure.X);
float fDistY = Math.Abs(Structure.Y - other.Structure.Y);
float fDistZ = Math.Abs(Structure.Z - other.Structure.Z);
return (float) Math.Sqrt((fDistX*fDistX) + (fDistY*fDistY) + (fDistZ*fDistZ));
}
#endregion
}
public partial class FFXIVLIB
{
#region Public methods
/// <summary>
/// This function build an Entity object according to the position in the Entity array
/// You may effectively loop by yourself on this function.
/// </summary>
/// <param name="id">Position in the Entity Array, use Constants.ENTITY_ARRAY_SIZE as your max (exclusive)</param>
/// <returns>Entity object or null</returns>
/// <exception cref="System.IndexOutOfRangeException">Out of range</exception>
public Entity GetEntityById(int id)
{
if (id >= Constants.ENTITY_ARRAY_SIZE)
throw new IndexOutOfRangeException();
IntPtr pointer = IntPtr.Add(_mr.GetArrayStart(Constants.PCPTR), id*0x4);
IntPtr address = _mr.ResolvePointer(pointer);
if (address == IntPtr.Zero) return null;
var en = _mr.CreateStructFromAddress<Entity.ENTITYINFO>(address);
if (!Equals(en, default(Entity.ENTITYINFO)))
{
var e = new Entity(en, address);
return e;
}
return null;
}
/// <summary>
/// Deprecated, use getEntityById
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public Entity GetEntityInfo(int id)
{
return GetEntityById(id);
}
/// <summary>
/// This function attempts to retrieve a list of Entity by its name in the Entity array
/// This is potentially a costly call as we build a complete list to look for the Entity.
/// This doesn't include Gathering nodes at the moment. To be fixed.
/// </summary>
/// <param name="name">Name of the Entity to be retrieved</param>
/// <returns>Enumerable list of Entity object or</returns>
public IEnumerable<Entity> GetEntityByName(string name)
{
IntPtr pointer = _mr.GetArrayStart(Constants.PCPTR);
var entityList = new List<Entity>();
for (int i = 0; i < Constants.ENTITY_ARRAY_SIZE; i++)
{
IntPtr address = pointer + (i*0x4);
var en = _mr.CreateStructFromPointer<Entity.ENTITYINFO>(address);
if (!Equals(en, default(Entity.ENTITYINFO)))
{
var e = new Entity(en, address);
entityList.Add(e);
}
}
IEnumerable<Entity> results = entityList.Where(obj => obj.Structure.Name == name);
return results;
}
/// <summary>
/// Retrieves a list of Entity corresponding to the given TYPE
/// Needs to be refactored.
/// </summary>
/// <param name="type">Type of entity</param>
/// <returns>Enumerable list of Entity objects</returns>
public IEnumerable<Entity> GetEntityByType(TYPE type)
{
List<int> pointerPath = Constants.PCPTR;
uint arraySize = Constants.ENTITY_ARRAY_SIZE;
if (type == TYPE.Gathering)
{
pointerPath = Constants.GATHERINGPTR;
arraySize = Constants.GATHERING_ARRAY_SIZE;
}
IntPtr pointer = _mr.GetArrayStart(pointerPath);
var entityList = new List<Entity>();
for (int i = 0; i < arraySize; i++)
{
IntPtr address = pointer + (i*0x4);
var en = _mr.CreateStructFromPointer<Entity.ENTITYINFO>(address);
if (!Equals(en, default(Entity.ENTITYINFO)))
{
var e = new Entity(en, address);
entityList.Add(e);
}
}
IEnumerable<Entity> results = entityList.Where(e => e.Structure.MobType == type);
return results;
}
#endregion
}
}