/**
 * Ashita SDK - Copyright (c) 2023 Ashita Development Team
 * Contact: https://www.ashitaxi.com/
 * Contact: https://discord.gg/Ashita
 *
 * This file is part of Ashita.
 *
 * Ashita is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * Ashita is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with Ashita.  If not, see .
 */
#ifndef ASHITA_SDK_FFXI_INVENTORY_H_INCLUDED
#define ASHITA_SDK_FFXI_INVENTORY_H_INCLUDED
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
// clang-format off
#include 
#include "enums.h"
namespace Ashita::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.
        uint32_t            Price;                      // The item price, if being sold in bazaar.
        uint8_t             Extra[28];                  // The item extra data. (Augments, charges, timers, etc.)
    };
    struct items_t
    {
        item_t              Items[81];                  // The items within a storage container.
    };
    struct treasureitem_t
    {
        uint32_t            Use;                        // The treasure item use flags.
        uint32_t            ItemId;                     // The treasure item id.
        uint32_t            Count;                      // The treasure item count.
        uint32_t            Flags;                      // The treasure item flags.
        uint32_t            Price;                      // The treasure item price.
        uint8_t             Extra[28];                  // The treasure item extra data.
        uint32_t            Status;                     // The treasure item status.
        uint16_t            Lot;                        // The local players lot on the treasure item.
        uint16_t            WinningLot;                 // The treasure item current winning lot.
        uint32_t            WinningEntityServerId;      // The treasure item current winning lot entity server id.
        uint32_t            WinningEntityTargetIndex;   // The treasure item current winning lot entity target index.
        int8_t              WinningEntityName[16];      // The treasure item current winning lot entity name.
        uint32_t            TimeToLive;                 // The treasure item's time left in the pool.
        uint32_t            DropTime;                   // The treasure item's time it entered the pool.
    };
    struct equipmententry_t
    {
        uint32_t            Slot;                       // The equipped item slot id.
        uint32_t            Index;                      // The equipped item container and container index.
    };
    struct itemcheck_t
    {
        uint32_t            Slot;                       // The items equipment slot id. [Defaults to 0x10 when unused.]
        uint16_t            ItemId;                     // The items id.
        uint16_t            Unknown0000;                // Unknown (Padding?)
        uint8_t             Extra[28];                  // The item extra data. (Augments, charges, timers, etc.)
    };
    struct inventory_t
    {
        items_t             Containers[(uint32_t)Enums::Container::Max];                // Containers holding the players various items.
        uint32_t            iLookItem;                                                  //
        uintptr_t           pItem;                                                      //
        uint8_t             Unknown0000[0x0214];                                        // Unknown [GC_ITEM_TRADE structure.]
        treasureitem_t      TreasurePool[0x000A];                                       // The treasure pool container items.
        uint32_t            TreasurePoolStatus;                                         // Flag that is set stating the status of the treasure pool. (0 = Loading, 1 = Loaded, 2 = Emptied)
        uint8_t             TreasurePoolItemCount;                                      // The number of items currently in the treasure pool.
        uint8_t             ContainerMaxCapacity[(uint32_t)Enums::Container::Max + 1];  // Inventory container maximum counts.
        uint16_t            ContainerMaxCapacity2[(uint32_t)Enums::Container::Max];     // Inventory container maximum counts. (Duplicate.)
        uint32_t            ContainerUpdateCounter;                                     // Counter that is incremented when item changes happen. (Used to update/refresh various item related data.)
        uint32_t            ContainerUpdateFlags;                                       // Flags that state which containers have finished loading.
        uint8_t             ContainerUpdateBuffer[0x0180];                              // Buffer that holds container item updates. (Each entry is 24 bytes long, 16 entries total. Mainly used for mannequins.)
        uint32_t            ContainerUpdateIndex;                                       // The current entry index in the ContainerUpdateBuffer being used.
        equipmententry_t    Equipment[(uint32_t)Enums::EquipmentSlot::Max];             // The players current equipment information.
        uint32_t            DisplayItemSlot;                                            // The display slot id.
        uint32_t            DisplayItemPointer;                                         // The display slot pointer. [Pointer to the display item information. Uses equipmententry_t type.]
        itemcheck_t         CheckEquipment[(uint32_t)Enums::EquipmentSlot::Max];        // The equipment being displayed from checking another player or similar style menus.
        uint32_t            CheckTargetIndex;                                           // The target index of the entity being checked.
        uint32_t            CheckServerId;                                              // The server id of the entity being checked.
        uint32_t            CheckFlags;                                                 // Flag that tells the client which buffer of equipment data to display. [Defaults to Equipment, otherwise uses EquipmentCheck.]
        uint8_t             CheckMainJob;                                               // The main job id of the entity being checked.
        uint8_t             CheckSubJob;                                                // The main sub id of the entity being checked.
        uint8_t             CheckMainJobLevel;                                          // The main job level of the entity being checked.
        uint8_t             CheckSubJobLevel;                                           // The sub job level of the entity being checked.
        uint8_t             CheckMainJob2;                                              // The main job id of the entity being checked. (Duplicate.)
        uint8_t             CheckMasteryLevel;                                          // The mastery level of the entity being checked.
        uint8_t             CheckMasteryFlags;                                          // The mastery flags of the entity being checked.
        uint8_t             Unknown0001;                                                // Unknown (Padding.)
        uint8_t             CheckLinkshellName[0x10];                                   // The linkshell name of the entity being checked.. (Encoded.)
        uint16_t            CheckLinkshellColor;                                        // The linkshell color of the entity being checked.. (Raw bitpacked color.)
        uint8_t             CheckLinkshellIconSetId;                                    // The linkshell icon set id of the entity being checked.
        uint8_t             CheckLinkshellIconSetIndex;                                 // The linkshell icon set index of the entity being checked.
        uint32_t            CheckBallistaChevronCount;                                  // The current chevron count of the entity being checked. (Only visible if in Ballista.)
        uint16_t            CheckBallistaChevronFlags;                                  // The current chevron flags of the entity being checked. [0x01 shows star next to Chevron count.] (Only visible if in Ballista.)
        uint16_t            CheckBallistaFlags;                                         // The ballista flags of the entity being checked.
        uint32_t            UserMessageCount;                                           // The incremented value returned from gcMainGetActivityCount.
        char                SearchComment[0x0084];                                      // Loaded from ffxiusr.msg or updated when setting your search comment.
        uint32_t            CraftStatus;                                                // The players crafting status. (Handles if the player is attempting to craft and when they are able to craft again.)
        uintptr_t           CraftCallback;                                              // Function set when attempting to craft that is invoked for the result.
        uint32_t            CraftTimestampResponse;                                     // The timestamp when the previous craft attempt received a response. (If any.)
        uint32_t            CraftTimestampAttempt;                                      // The timestamp when an attempt was made to craft something.
    };
} // namespace Ashita::FFXI
#endif // ASHITA_SDK_FFXI_INVENTORY_H_INCLUDED