using System; using System.Collections.Generic; using AcDream.App.UI; using AcDream.Core.Items; namespace AcDream.App.UI.Layout; /// /// Binds the ~21 equip slots mounted under the paperdoll (gmPaperDollUI 0x21000024, nested in the /// inventory frame 0x21000023) to live equipped-item data and makes them drag-drop WIELD targets. /// The acdream analogue of gmPaperDollUI::PostInit + GetLocationInfoFromElementID (named-retail decomp /// 175480 / 173620). Slice 1: equip slots only — no 3D doll viewport (that's Slice 2). /// Unwield is handled by InventoryController (dragging an equipped item onto the pack grid). /// public sealed class PaperdollController : IItemListDragHandler { // WEAPON_READY_SLOT_LOC (acclient.h:3235): the weapon-hand doll slot accepts any wieldable weapon. private const EquipMask WeaponSlotMask = EquipMask.MeleeWeapon | EquipMask.MissileWeapon | EquipMask.Held | EquipMask.TwoHanded; // element-id → EquipMask (verified: dump paperdoll-0x21000024.txt ↔ deep-dive §3a ↔ acclient.h:3193). // The 3 Aetheria sigil slots (0x10000595/96/97) are SetVisible(0) in retail — skipped (Slice 1 scope). private static readonly (uint Element, EquipMask Mask)[] SlotMap = { (0x100005ABu, EquipMask.HeadWear), // 0x1 (0x100001E2u, EquipMask.ChestWear), // 0x2 (0x100001E3u, EquipMask.UpperLegWear), // 0x40 (0x100005B0u, EquipMask.HandWear), // 0x20 (0x100005B3u, EquipMask.FootWear), // 0x100 (0x100005ACu, EquipMask.ChestArmor), // 0x200 (0x100005ADu, EquipMask.AbdomenArmor), // 0x400 (0x100005AEu, EquipMask.UpperArmArmor), // 0x800 (0x100005AFu, EquipMask.LowerArmArmor), // 0x1000 (0x100005B1u, EquipMask.UpperLegArmor), // 0x2000 (0x100005B2u, EquipMask.LowerLegArmor), // 0x4000 (0x100001DAu, EquipMask.NeckWear), // 0x8000 (0x100001DBu, EquipMask.WristWearLeft), // 0x10000 (0x100001DDu, EquipMask.WristWearRight), // 0x20000 (0x100001DCu, EquipMask.FingerWearLeft), // 0x40000 (0x100001DEu, EquipMask.FingerWearRight), // 0x80000 (0x100001E1u, EquipMask.Shield), // 0x200000 (0x100001E0u, EquipMask.MissileAmmo), // 0x800000 (LIKELY — gate-verify, AP row) (0x100001DFu, WeaponSlotMask), // 0x3500000 composite (0x1000058Eu, EquipMask.TrinketOne), // 0x4000000 (0x100005E9u, EquipMask.Cloak), // 0x8000000 }; private readonly ClientObjectTable _objects; private readonly Func _playerGuid; private readonly Func _iconIds; private readonly Action? _sendWield; // (itemGuid, equipMask) → GetAndWieldItem 0x001A private readonly List<(EquipMask Mask, UiItemList List)> _slots = new(); private PaperdollController( ImportedLayout layout, ClientObjectTable objects, Func playerGuid, Func iconIds, Action? sendWield, uint emptySlotSprite) { _objects = objects; _playerGuid = playerGuid; _iconIds = iconIds; _sendWield = sendWield; for (int i = 0; i < SlotMap.Length; i++) { var (element, mask) = SlotMap[i]; if (layout.FindElement(element) is not UiItemList list) continue; list.RegisterDragHandler(this); list.Cell.SourceKind = ItemDragSource.Equipment; list.Cell.SlotIndex = i; // SlotMap position = this equipped item's drag-payload SourceSlot when dragged out to unwield list.Cell.EmptySprite = emptySlotSprite; // visible empty-slot frame so every position is seen + usable. The live // 3D character (the "figure" — Slice 1/2 correction: NOT a per-slot // silhouette) is the doll viewport, which arrives in Slice 2 with the Slots toggle. // Cell.SpriteResolve + the default accept/reject sprites (ItemSlot_DragOver_Accept ring // 0x060011F9 / reject circle 0x060011F8 — the discrete-slot frames, NOT the inventory grid's // insert-arrow 0x060011F7) are already wired by DatWidgetFactory when it built the UiItemList; // no need to re-set them here. _slots.Add((mask, list)); } _objects.ObjectAdded += OnObjectChanged; _objects.ObjectMoved += OnObjectMoved; _objects.ObjectRemoved += OnObjectChanged; _objects.ObjectUpdated += OnObjectChanged; Populate(); } public static PaperdollController Bind( ImportedLayout layout, ClientObjectTable objects, Func playerGuid, Func iconIds, Action? sendWield = null, uint emptySlotSprite = 0u) => new PaperdollController(layout, objects, playerGuid, iconIds, sendWield, emptySlotSprite); private void OnObjectChanged(ClientObject o) { if (Concerns(o)) Populate(); } private void OnObjectMoved(ClientObject o, uint from, uint to) { if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); } /// The object belongs to the player (wielded gear or pack contents) — so a change to it may /// add/remove/repaint a doll slot. Player-scoped: an NPC's or vendor's wielded item (which also carries /// CurrentlyEquippedLocation from the wire) must NOT trigger a repaint. A player-equipped item always /// has WielderId==p (login, from CreateObject) or ContainerId==p (live/optimistic wield, set by /// WieldItemOptimistic), so the equip-location need not be tested here; OnObjectMoved adds the from/to /// player backstop for moves that transiently satisfy neither (e.g. unwield into a side bag). private bool Concerns(ClientObject o) { uint p = _playerGuid(); return o.WielderId == p || o.ContainerId == p; } public void Populate() { uint p = _playerGuid(); // The player's equipped gear (one pass). Scoped to the player so a vendor's/NPC's wielded item // (which can also carry CurrentWieldedLocation) can't leak into the doll. var equipped = new List(); foreach (var o in _objects.Objects) if (o.CurrentlyEquippedLocation != EquipMask.None && (o.WielderId == p || o.ContainerId == p)) equipped.Add(o); foreach (var (mask, list) in _slots) { ClientObject? worn = null; foreach (var o in equipped) if ((o.CurrentlyEquippedLocation & mask) != EquipMask.None) { worn = o; break; } if (worn is null) { list.Cell.Clear(); continue; } uint tex = _iconIds(worn.Type, worn.IconId, worn.IconUnderlayId, worn.IconOverlayId, worn.Effects); list.Cell.SetItem(worn.ObjectId, tex); } } private EquipMask MaskFor(UiItemList list) { foreach (var (mask, l) in _slots) if (ReferenceEquals(l, list)) return mask; return EquipMask.None; } // ── IItemListDragHandler ────────────────────────────────────────────────────────────────────── /// No-op: a wielded item stays put until the server confirms (same as the inventory grid, /// unlike the toolbar's remove-on-lift). Unwield happens on DROP onto the pack grid — InventoryController. public void OnDragLift(UiItemList sourceList, UiItemSlot sourceCell, ItemDragPayload payload) { } /// Accept iff the dragged item can be worn here (its ValidLocations intersects the slot mask). /// Retail: gmPaperDollUI::OnItemListDragOver (decomp 174302). public bool OnDragOver(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload) { var item = _objects.Get(payload.ObjId); if (item is null) return false; return (item.ValidLocations & MaskFor(targetList)) != EquipMask.None; } /// Wield the dropped item: optimistic local equip (instant) + GetAndWieldItem 0x001A. /// wieldMask = ValidLocations & slotMask resolves the specific bit (the composite weapon slot, the /// chosen finger). Retail: gmPaperDollUI HandleDropRelease → GetAndWieldItem. public void HandleDropRelease(UiItemList targetList, UiItemSlot targetCell, ItemDragPayload payload) { var item = _objects.Get(payload.ObjId); if (item is null) return; EquipMask wieldMask = item.ValidLocations & MaskFor(targetList); if (wieldMask == EquipMask.None) return; // not wieldable here (defensive; OnDragOver already rejected) _objects.WieldItemOptimistic(payload.ObjId, _playerGuid(), wieldMask); _sendWield?.Invoke(payload.ObjId, (uint)wieldMask); } /// Detach event handlers (idempotent). public void Dispose() { _objects.ObjectAdded -= OnObjectChanged; _objects.ObjectMoved -= OnObjectMoved; _objects.ObjectRemoved -= OnObjectChanged; _objects.ObjectUpdated -= OnObjectChanged; } }