The main release package of Ashita v3. Contains all the needed files for users to get up and running. Used by the launcher/injector to auto-update as well. https://ashitaxi.com/
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/**
* Ashita - Copyright (c) 2014 - 2016 atom0s [atom0s@live.com]
*
* This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
* To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to
* Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
*
* By using Ashita, you agree to the above license and its terms.
*
* Attribution - You must give appropriate credit, provide a link to the license and indicate if changes were
* made. You must do so in any reasonable manner, but not in any way that suggests the licensor
* endorses you or your use.
*
* Non-Commercial - You may not use the material (Ashita) for commercial purposes.
*
* No-Derivatives - If you remix, transform, or build upon the material (Ashita), you may not distribute the
* modified material. You are, however, allowed to submit the modified works back to the original
* Ashita project in attempt to have it added to the original project.
*
* You may not apply legal terms or technological measures that legally restrict others
* from doing anything the license permits.
*
* No warranties are given.
*/
#ifndef __ASHITA_AS_FFXI_INVENTORY_INCLUDED__
#define __ASHITA_AS_FFXI_INVENTORY_INCLUDED__
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
namespace Ashita {
namespace FFXI {
struct item_t
{
uint16_t Id; // The item id.
uint16_t Index; // The item index.
uint32_t Count; // The item count.
uint32_t Flags; // The item flags. (5 = Equipped, 25 = Bazaar)
uint32_t Price; // The item price, if being sold in bazaar.
uint8_t Extra[28]; // The item extra data. (Weaponskill Points, Charges, Augments, etc.)
};
struct items_t
{
item_t Item[81]; // The items within a storage container.
};
struct treasureitem_t
{
uint32_t Flags; // The item flags.
uint32_t ItemId; // The item id.
uint32_t Count; // The item count.
uint32_t Unknown0000[9]; // Unknown
uint32_t Status; // The item status.
uint16_t Lot; // The local players lot on the item.
uint16_t WinningLot; // The current winning lot.
uint32_t WinningEntityServerId; // The winning lotters server id.
uint32_t WinningEntityTargetIndex; // The winning lotters target index.
char WinningLotterName[16]; // The winning lotters name.
uint32_t TimeToLive; // The time left to til the item leaves the pool.
uint32_t DropTime; // The time the item entered the pool.
};
struct equipment_t
{
uint32_t Slot; // The slot id of the equipment.
uint32_t ItemIndex; // The item index where the item is located.
};
struct ffxi_inventory_t
{
uint8_t Unknown0000[0x9860];
items_t Storage[(uint32_t)Enums::Containers::ContainerMax];
uint8_t Unknown0001[0x021C]; // Potential future storage space.
treasureitem_t TreasurePool[0x000A];
uint32_t Unknown0002; // Unknown (Treasure related. Set to 1 after zoning, 2 when something has dropped to the pool.)
uint8_t Unknown0003; // Unknown (Treasure related.)
uint8_t StorageMaxCapacity1[(uint32_t)Enums::Containers::ContainerMax];
uint16_t StorageMaxCapacity2[(uint32_t)Enums::Containers::ContainerMax];
uint32_t Unknown0004;
uint8_t Unknown0005[0x0184];
equipment_t Equipment[(uint32_t)Enums::EquipmentSlots::EquipmentSlotMax];
uint8_t Unknown0006[0x0240];
uint8_t Unknown0007[0x00BC];
uint32_t CraftWait; // Handles if the player is crafting or able to craft again.
};
}; // namespace FFXI
}; // namespace Ashita
#endif // __ASHITA_AS_FFXI_INVENTORY_INCLUDED__