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Player.cs
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Player.cs
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using System;
using System.Runtime.InteropServices;
using System.Text;
namespace ffxivlib
{
public class Player : BaseObject<Player.PLAYERINFO>
{
/*
* At 0x1 the character name is available, but C# throws a Run time error because it's not aligned on proper boundaries,
* therefore I'm not making it available for now as that'd require me to unalign everything else.
* Refer to ENTITYINFO(0) for name.
*/
#region Constructor
public Player(PLAYERINFO structure, IntPtr address)
: base(structure, address)
{
Initialize();
}
#endregion
#region Properties
public int Zone
{
get { return GetZone(); }
}
public int Subzone
{
get { return GetSubzone(); }
}
public JOB Job { get; set; }
#region Job Levels
public byte PGL { get; set; }
public byte GLD { get; set; }
public byte MRD { get; set; }
public byte ARC { get; set; }
public byte LNC { get; set; }
public byte THM { get; set; }
public byte CNJ { get; set; }
public byte CPT { get; set; }
public byte BSM { get; set; }
public byte ARM { get; set; }
public byte GSM { get; set; }
public byte LTW { get; set; }
public byte WVR { get; set; }
public byte ALC { get; set; }
public byte CUL { get; set; }
public byte MIN { get; set; }
public byte BOT { get; set; }
public byte FSH { get; set; }
public byte ACN { get; set; }
#endregion
#region Job Exp In Level
public int PGL_EIL { get; set; }
public int GLD_EIL { get; set; }
public int MRD_EIL { get; set; }
public int ARC_EIL { get; set; }
public int LNC_EIL { get; set; }
public int THM_EIL { get; set; }
public int CNJ_EIL { get; set; }
public int ACN_EIL { get; set; }
public int BSM_EIL { get; set; }
public int CPT_EIL { get; set; }
public int GSM_EIL { get; set; }
public int ARM_EIL { get; set; }
public int WVR_EIL { get; set; }
public int LTW_EIL { get; set; }
public int CUL_EIL { get; set; }
public int MIN_EIL { get; set; }
public int BOT_EIL { get; set; }
public int FSH_EIL { get; set; }
#endregion
#region Base Stats
public short BaseSTR { get; set; }
public short BaseDEX { get; set; }
public short BaseVIT { get; set; }
public short BaseINT { get; set; }
public short BaseMND { get; set; }
public short BasePIE { get; set; }
#endregion
#region Stats (base+gear+bonus)
public short STR { get; set; }
public short DEX { get; set; }
public short VIT { get; set; }
public short INT { get; set; }
public short MND { get; set; }
public short PIE { get; set; }
#endregion
#region Basic infos
public int MaxHP { get; set; }
public int MaxMP { get; set; }
public int MaxTP { get; set; }
public int MaxGP { get; set; }
public int MaxCP { get; set; }
#endregion
#region Defensive stats
public short Parry { get; set; }
public short Defense { get; set; }
public short Evasion { get; set; }
public short MagicDefense { get; set; }
public short SlashingRes { get; set; }
public short PiercingRes { get; set; }
public short BluntRes { get; set; }
public short FireRes { get; set; }
public short IceRes { get; set; }
public short WindRes { get; set; }
public short EarthRes { get; set; }
public short LightningRes { get; set; }
public short WaterRes { get; set; }
#endregion
#region Offensive stats
public short AttackPow { get; set; }
public short Accuracy { get; set; }
public short CritRate { get; set; }
public short AttackMagPot { get; set; }
public short HealMagPot { get; set; }
public short Determination { get; set; }
public short SkillSpeed { get; set; }
public short SpellSpeed { get; set; }
#endregion
#region DoH/DoL stats
public short Craftmanship { get; set; }
public short Control { get; set; }
public short Gathering { get; set; }
public short Perception { get; set; }
#endregion
#region Companion Stats
public int CompanionEil { get; set; }
public byte CompanionLevel { get; set; }
public byte CompanionDefenderLevel { get; set; }
public byte CompanionAttackerLevel { get; set; }
public byte CompanionHealerLevel { get; set; }
#endregion
#region PvP Stats
public byte PvpLevel { get; set; }
public short PvpTotalEXP { get; set; }
public short PvpTotalMatches { get; set; }
public short PvpTotalWins { get; set; }
public short PvpWeeklyMatches { get; set; }
public short PvpWeeklyWins { get; set; }
#endregion
#endregion
#region Methods
/// <summary>
/// Retrieves the ZoneID
/// </summary>
/// <returns>Zone ID</returns>
private int GetZone()
{
IntPtr ptr = MemoryReader.GetInstance().ResolvePointerPath(Constants.ZONEPTR);
return MemoryReader.GetInstance().ReadInt4(ptr);
}
/// <summary>
/// Retrieves the Subzone ID
/// </summary>
/// <returns>Subzone ID or 0</returns>
private int GetSubzone()
{
IntPtr ptr = MemoryReader.GetInstance().ResolvePointerPath(Constants.SUBZONEPTR);
return MemoryReader.GetInstance().ReadInt4(ptr);
}
#endregion
#region Unmanaged structure
[StructLayout(LayoutKind.Explicit, Pack = 1)]
public struct PLAYERINFO
{
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x64)] public JOB Job;
#region Job Levels
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x66)] public byte PGL;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x68)] public byte GLD;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x6A)] public byte MRD;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x6C)] public byte ARC;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x6E)] public byte LNC;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x70)] public byte THM;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x72)] public byte CNJ;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x74)] public byte CPT;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x76)] public byte BSM;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x78)] public byte ARM;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x7A)] public byte GSM;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x7C)] public byte LTW;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x7E)] public byte WVR;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x80)] public byte ALC;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x82)] public byte CUL;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x84)] public byte MIN;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x86)] public byte BOT;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x88)] public byte FSH;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x8A)] public byte ACN;
#endregion
#region Job Exp In Level
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x8C)] public int PGL_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x90)] public int GLD_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x94)] public int MRD_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x98)] public int ARC_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x9C)] public int LNC_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xA0)] public int THM_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xA4)] public int CNJ_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xA8)] public int CPT_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xAC)] public int BSM_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xB0)] public int ACN_EIL; // Not sure about that one
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xB4)] public int GSM_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xB8)] public int ARM_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xBC)] public int WVR_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xC0)] public int LTW_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xC4)] public int CUL_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xC8)] public int MIN_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xCC)] public int BOT_EIL;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0xD0)] public int FSH_EIL;
#endregion
#region Base Stats
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0xE4)] public short BaseSTR;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0xE8)] public short BaseDEX;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0xEC)] public short BaseVIT;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0xF0)] public short BaseINT;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0xF4)] public short BaseMND;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0xF8)] public short BasePIE;
#endregion
#region Stats (base+gear+bonus)
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x100)] public short STR;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x104)] public short DEX;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x108)] public short VIT;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x10C)] public short INT;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x110)] public short MND;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x114)] public short PIE;
#endregion
#region Basic infos
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x118)] public int MaxHP;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x11C)] public int MaxMP;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x120)] public int MaxTP;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x124)] public int MaxGP;
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x128)] public int MaxCP;
#endregion
#region Defensive stats
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x148)] public short Parry;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x150)] public short Defense;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x158)] public short Evasion;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x15C)] public short MagicDefense;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x170)] public short SlashingRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x174)] public short PiercingRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x178)] public short BluntRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x190)] public short FireRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x194)] public short IceRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x198)] public short WindRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x19C)] public short EarthRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x1A0)] public short LightningRes;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x1A4)] public short WaterRes;
#endregion
#region Offensive stats
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x14C)] public short AttackPow;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x154)] public short Accuracy;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x168)] public short CritRate;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x180)] public short AttackMagPot;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x184)] public short HealMagPot;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x1AC)] public short Determination;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x1B0)] public short SkillSpeed;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x1B4)] public short SpellSpeed;
#endregion
#region DoH/DoL stats
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x214)] public short Craftmanship;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x218)] public short Control;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x21C)] public short Gathering;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x220)] public short Perception;
#endregion
#region Companion stats
[MarshalAs(UnmanagedType.I4)] [FieldOffset(0x5A8)] public int CompanionEil;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x5AC)] public byte CompanionLevel;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x5AE)] public byte CompanionDefenderLevel;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x5AF)] public byte CompanionAttackerLevel;
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x5B0)] public byte CompanionHealerLevel;
#endregion
#region PvP Stats
[MarshalAs(UnmanagedType.I1)] [FieldOffset(0x755)] public byte PvpLevel;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x756)] public short PvpTotalEXP;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x758)] public short PvpTotalMatches;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x75A)] public short PvpTotalWins;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x75C)] public short PvpWeeklyMatches;
[MarshalAs(UnmanagedType.I2)] [FieldOffset(0x75E)] public short PvpWeeklyWins;
#endregion
};
#endregion
}
public partial class FFXIVLIB
{
#region Public methods
/// <summary>
/// TL;DR : Returns current server, testing, might not work reliably.
/// Longer version : This is set by the Lobby widgets, which no longer exist
/// while in-game, as such the memory space they used can be under some condition
/// garbage collected/wiped.
/// </summary>
/// <returns></returns>
public string GetServerName()
{
IntPtr ptr = _mr.ResolvePointerPath(Constants.SERVERPTR);
byte[] server = ReadMemory(ptr, 32);
string ret = Encoding.UTF8.GetString(server);
return ret.Split('\0')[0];
}
/// <summary>
/// This function retrieves the current Player info
/// </summary>
/// <returns>Player object</returns>
public Player GetPlayerInfo()
{
IntPtr pointer = _mr.ResolvePointerPath(Constants.PLAYERPTR);
var p = new Player(_mr.CreateStructFromAddress<Player.PLAYERINFO>(pointer), pointer);
return p;
}
#endregion
}
}