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 - 2021 atom0s [[email protected]]
*
* 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_PLAYER_INCLUDED__
#define __ASHITA_AS_FFXI_PLAYER_INCLUDED__
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
namespace Ashita {
namespace FFXI {
struct playerstats_t
{
int16_t Strength;
int16_t Dexterity;
int16_t Vitality;
int16_t Agility;
int16_t Intelligence;
int16_t Mind;
int16_t Charisma;
};
struct playerresists_t
{
int16_t Fire;
int16_t Ice;
int16_t Wind;
int16_t Earth;
int16_t Lightning;
int16_t Water;
int16_t Light;
int16_t Dark;
};
struct combatskill_t
{
uint16_t Raw;
uint16_t GetSkill(void) const { return (uint16_t)(this->Raw & 0x7FFF); }
bool IsCapped(void) const { return (this->Raw & 0x8000) == 0 ? false : true; };
};
struct craftskill_t
{
uint16_t Raw;
uint16_t GetSkill(void) const { return (this->Raw & 0x1FE0) >> 5; }
uint16_t GetRank(void) const { return (uint16_t)(this->Raw & 0x1F); }
bool IsCapped(void) const { return (this->Raw & 0x8000) >> 15 == 0 ? false : true; };
};
struct combatskills_t
{
combatskill_t Unknown;
combatskill_t HandToHand;
combatskill_t Dagger;
combatskill_t Sword;
combatskill_t GreatSword;
combatskill_t Axe;
combatskill_t GreatAxe;
combatskill_t Scythe;
combatskill_t Polearm;
combatskill_t Katana;
combatskill_t GreatKatana;
combatskill_t Club;
combatskill_t Staff;
combatskill_t Unused0000;
combatskill_t Unused0001;
combatskill_t Unused0002;
combatskill_t Unused0003;
combatskill_t Unused0004;
combatskill_t Unused0005;
combatskill_t Unused0006;
combatskill_t Unused0007;
combatskill_t Unused0008;
combatskill_t Unused0009;
combatskill_t Unused0010;
combatskill_t Unused0011;
combatskill_t Archery;
combatskill_t Marksmanship;
combatskill_t Throwing;
combatskill_t Guarding;
combatskill_t Evasion;
combatskill_t Shield;
combatskill_t Parrying;
combatskill_t Divine;
combatskill_t Healing;
combatskill_t Enhancing;
combatskill_t Enfeebling;
combatskill_t Elemental;
combatskill_t Dark;
combatskill_t Summon;
combatskill_t Ninjitsu;
combatskill_t Singing;
combatskill_t String;
combatskill_t Wind;
combatskill_t BlueMagic;
combatskill_t Unused0012;
combatskill_t Unused0013;
combatskill_t Unused0014;
combatskill_t Unused0015;
};
struct craftskills_t
{
craftskill_t Fishing;
craftskill_t Woodworking;
craftskill_t Smithing;
craftskill_t Goldsmithing;
craftskill_t Clothcraft;
craftskill_t Leathercraft;
craftskill_t Bonecraft;
craftskill_t Alchemy;
craftskill_t Cooking;
craftskill_t Synergy;
craftskill_t Riding;
craftskill_t Unused0000;
craftskill_t Unused0001;
craftskill_t Unused0002;
craftskill_t Unused0003;
craftskill_t Unused0004;
};
struct abilityrecast_t
{
uint16_t Recast; // The abilities recast timer at the time of use.
uint8_t Unknown0000; // Unknown
uint8_t RecastTimerId; // The abilities recast timer id.
uint32_t Unknown0001; // Unknown
};
#pragma pack(push, 1)
struct playerinfo_t
{
uint32_t HealthMax; // The players max health.
uint32_t ManaMax; // The players max mana.
uint8_t MainJob; // The players main job id.
uint8_t MainJobLevel; // The players main job level.
uint8_t SubJob; // The players sub job id.
uint8_t SubJobLevel; // The players sub job level.
uint16_t ExpCurrent; // The players current experience points.
uint16_t ExpNeeded; // The players current experience points needed to level.
playerstats_t Stats; // The players base stats.
playerstats_t StatsModifiers; // The players stat modifiers.
int16_t Attack; // The players attack.
int16_t Defense; // The players defense.
playerresists_t Resists; // The players elemental resists.
uint16_t Title; // The players title id.
uint16_t Rank; // The players rank number.
uint16_t RankPoints; // The players rank points.
uint8_t Nation; // The players nation id.
uint8_t Residence; // The players residence id.
uint32_t Homepoint; // The players homepoint. (Homepoint & 0x0000FFFF)
combatskills_t CombatSkills; // The players combat skills.
craftskills_t CraftSkills; // The players crafting skills.
abilityrecast_t AbilityInfo[34]; // The players ability recast information.
uint8_t Unknown0000[6]; // Unknown - Potentially a 'start' delay time to offset the ability recasts from.
uint16_t LimitPoints; // The players current limit points.
uint8_t MeritPoints; // The players current merit points.
uint8_t LimitMode; // The players current limit mode.
uint32_t MeritPointsMax; // The players max merits.
uint8_t Unknown0001[214]; // Unknown
int16_t StatusIcons[32]; // The players status icons used for status timers.
int32_t StatusTimers[32]; // The players status timers.
uint8_t Unknown0002[104]; // Unknown
int16_t Buffs[32]; // The players current status effect icon ids.
};
#pragma pack(pop)
}; // namespace FFXI
}; // namespace Ashita
#endif // __ASHITA_AS_FFXI_PLAYER_INCLUDED__