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