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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193 lines
8.0 KiB
193 lines
8.0 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_PLAYER_INCLUDED__
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#define __ASHITA_AS_FFXI_PLAYER_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 playerstats_t
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{
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int16_t Strength;
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int16_t Dexterity;
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int16_t Vitality;
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int16_t Agility;
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int16_t Intelligence;
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int16_t Mind;
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int16_t Charisma;
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};
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struct playerresists_t
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{
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int16_t Fire;
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int16_t Ice;
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int16_t Wind;
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int16_t Earth;
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int16_t Lightning;
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int16_t Water;
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int16_t Light;
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int16_t Dark;
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};
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struct combatskill_t
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{
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uint16_t Raw;
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uint16_t GetSkill(void) const { return (uint16_t)(this->Raw & 0x7FFF); }
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bool IsCapped(void) const { return (this->Raw & 0x8000) == 0 ? false : true; };
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};
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struct craftskill_t
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{
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uint16_t Raw;
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uint16_t GetSkill(void) const { return (this->Raw & 0x1FE0) >> 5; }
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uint16_t GetRank(void) const { return (uint16_t)(this->Raw & 0x1F); }
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bool IsCapped(void) const { return (this->Raw & 0x8000) >> 15 == 0 ? false : true; };
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};
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struct combatskills_t
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{
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combatskill_t Unknown;
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combatskill_t HandToHand;
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combatskill_t Dagger;
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combatskill_t Sword;
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combatskill_t GreatSword;
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combatskill_t Axe;
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combatskill_t GreatAxe;
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combatskill_t Scythe;
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combatskill_t Polearm;
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combatskill_t Katana;
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combatskill_t GreatKatana;
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combatskill_t Club;
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combatskill_t Staff;
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combatskill_t Unused0000;
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combatskill_t Unused0001;
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combatskill_t Unused0002;
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combatskill_t Unused0003;
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combatskill_t Unused0004;
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combatskill_t Unused0005;
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combatskill_t Unused0006;
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combatskill_t Unused0007;
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combatskill_t Unused0008;
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combatskill_t Unused0009;
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combatskill_t Unused0010;
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combatskill_t Unused0011;
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combatskill_t Archery;
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combatskill_t Marksmanship;
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combatskill_t Throwing;
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combatskill_t Guarding;
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combatskill_t Evasion;
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combatskill_t Shield;
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combatskill_t Parrying;
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combatskill_t Divine;
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combatskill_t Healing;
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combatskill_t Enhancing;
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combatskill_t Enfeebling;
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combatskill_t Elemental;
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combatskill_t Dark;
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combatskill_t Summon;
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combatskill_t Ninjitsu;
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combatskill_t Singing;
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combatskill_t String;
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combatskill_t Wind;
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combatskill_t BlueMagic;
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combatskill_t Unused0012;
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combatskill_t Unused0013;
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combatskill_t Unused0014;
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combatskill_t Unused0015;
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};
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struct craftskills_t
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{
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craftskill_t Fishing;
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craftskill_t Woodworking;
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craftskill_t Smithing;
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craftskill_t Goldsmithing;
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craftskill_t Clothcraft;
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craftskill_t Leathercraft;
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craftskill_t Bonecraft;
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craftskill_t Alchemy;
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craftskill_t Cooking;
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craftskill_t Synergy;
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craftskill_t Riding;
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craftskill_t Unused0000;
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craftskill_t Unused0001;
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craftskill_t Unused0002;
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craftskill_t Unused0003;
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craftskill_t Unused0004;
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};
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struct abilityrecast_t
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{
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uint16_t Recast; // The abilities recast timer at the time of use.
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uint8_t Unknown0000; // Unknown
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uint8_t RecastTimerId; // The abilities recast timer id.
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uint32_t Unknown0001; // Unknown
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};
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struct playerinfo_t
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{
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uint32_t HealthMax; // The players max health.
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uint32_t ManaMax; // The players max mana.
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uint8_t MainJob; // The players main job id.
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uint8_t MainJobLevel; // The players main job level.
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uint8_t SubJob; // The players sub job id.
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uint8_t SubJobLevel; // The players sub job level.
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uint16_t ExpCurrent; // The players current experience points.
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uint16_t ExpNeeded; // The players current experience points needed to level.
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playerstats_t Stats; // The players base stats.
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playerstats_t StatsModifiers; // The players stat modifiers.
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int16_t Attack; // The players attack.
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int16_t Defense; // The players defense.
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playerresists_t Resists; // The players elemental resists.
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uint16_t Title; // The players title id.
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uint16_t Rank; // The players rank number.
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uint16_t RankPoints; // The players rank points.
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uint8_t Nation; // The players nation id.
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uint8_t Residence; // The players residence id.
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uint32_t Homepoint; // The players homepoint. (Homepoint & 0x0000FFFF)
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combatskills_t CombatSkills; // The players combat skills.
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craftskills_t CraftSkills; // The players crafting skills.
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abilityrecast_t AbilityInfo[34]; // The players ability recast information.
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uint8_t Unknown0000[6]; // Unknown - Potentially a 'start' delay time to offset the ability recasts from.
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uint16_t LimitPoints; // The players current limit points.
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uint8_t MeritPoints; // The players current merit points.
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uint8_t LimitMode; // The players current limit mode.
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uint32_t MeritPointsMax; // The players max merits.
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uint8_t Unknown0001[214]; // Unknown
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int16_t StatusIcons[32]; // The players status icons used for status timers.
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int32_t StatusTimers[32]; // The players status timers.
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uint8_t Unknown0002[104]; // Unknown
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int16_t Buffs[32]; // The players current status effect icon ids.
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};
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}; // namespace FFXI
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}; // namespace Ashita
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#endif // __ASHITA_AS_FFXI_PLAYER_INCLUDED__
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