OrangeGuidanceTomestone/client/Vfx.cs

105 lines
2.8 KiB
C#

using System.Numerics;
using System.Runtime.InteropServices;
using System.Text;
using Dalamud.Utility.Signatures;
namespace OrangeGuidanceTomestone;
internal unsafe class Vfx : IDisposable {
private static readonly byte[] Pool = "Client.System.Scheduler.Instance.VfxObject"u8.ToArray();
[Signature("E8 ?? ?? ?? ?? F3 0F 10 35 ?? ?? ?? ?? 48 89 43 08")]
private delegate* unmanaged<byte*, byte*, VfxStruct*> _staticVfxCreate;
[Signature("E8 ?? ?? ?? ?? 8B 4B 7C 85 C9")]
private delegate* unmanaged<VfxStruct*, float, uint, ulong> _staticVfxRun;
[Signature("40 53 48 83 EC 20 48 8B D9 48 8B 89 ?? ?? ?? ?? 48 85 C9 74 28 33 D2 E8 ?? ?? ?? ?? 48 8B 8B ?? ?? ?? ?? 48 85 C9")]
private delegate* unmanaged<VfxStruct*, void> _staticVfxRemove;
private Dictionary<Guid, IntPtr> Spawned { get; } = new();
internal Vfx(Plugin plugin) {
plugin.GameInteropProvider.InitializeFromAttributes(this);
}
public void Dispose() {
this.RemoveAll();
}
internal void RemoveAll() {
foreach (var spawned in this.Spawned.Values) {
this.RemoveStatic((VfxStruct*) spawned);
}
this.Spawned.Clear();
}
internal VfxStruct* SpawnStatic(Guid id, string path, Vector3 pos, Quaternion rotation) {
VfxStruct* vfx;
fixed (byte* p = Encoding.UTF8.GetBytes(path)) {
fixed (byte* pool = Pool) {
vfx = this._staticVfxCreate(p, pool);
}
}
if (vfx == null) {
return null;
}
if (this._staticVfxRun(vfx, 0.0f, 0xFFFFFFFF) != 0) {
this.RemoveStatic(vfx);
return null;
}
// update position
vfx->Position = new Vector3(pos.X, pos.Y, pos.Z);
// update rotation
vfx->Rotation = new Quaternion(rotation.X, rotation.Y, rotation.Z, rotation.W);
// update
vfx->Flags |= 2;
this.Spawned[id] = (IntPtr) vfx;
return vfx;
}
internal void RemoveStatic(VfxStruct* vfx) {
this._staticVfxRemove(vfx);
}
internal void RemoveStatic(Guid id) {
if (this.Spawned.TryGetValue(id, out var vfx)) {
this.RemoveStatic((VfxStruct*) vfx);
}
}
[StructLayout(LayoutKind.Explicit)]
internal struct VfxStruct {
[FieldOffset(0x38)]
public byte Flags;
[FieldOffset(0x50)]
public Vector3 Position;
[FieldOffset(0x60)]
public Quaternion Rotation;
[FieldOffset(0x70)]
public Vector3 Scale;
[FieldOffset(0x128)]
public int ActorCaster;
[FieldOffset(0x130)]
public int ActorTarget;
[FieldOffset(0x1B8)]
public int StaticCaster;
[FieldOffset(0x1C0)]
public int StaticTarget;
}
}