Compare commits

...
186 Commits
Author SHA1 Message Date
brues-codeandJared Reni 99de63755b CreateFrame("Cooldown") (#106)
* feat(frame): CreateFrame("Cooldown") builds vanilla's cooldown Model

Later clients have a native Cooldown frame type; vanilla draws cooldown
sweeps with a Model from FrameXML's CooldownFrameTemplate, driven by
CooldownFrame_SetTimer, and its CreateFrame rejects the type name
("Unknown frame type 'Cooldown'"). Ported code writes
CreateFrame("Cooldown", name, parent, "CooldownFrameTemplate") and then
calls CooldownFrame_SetTimer - Zygor Guides Viewer 2.0 does it while
building its guide window, which stopped there.

In the CreateFrame hook, build a "Cooldown" request as "Model", defaulting
the template to CooldownFrameTemplate when none is given.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
CreateFrame("Cooldown", nil, UIParent, "CooldownFrameTemplate") returns a
Model, and Zygor's guide window builds.

* feat(frame): give the Cooldown frame 4.3.4's methods

4.3.4's CGCooldown_Scripts registers SetCooldown, SetReverse,
GetReverse, SetDrawEdge and GetDrawEdge. The Cooldown frame built by
the CreateFrame hook now has the same five: SetCooldown takes start
and duration in seconds and errors as 4.3.4 does when either is not a
number, the setters read their value as 4.3.4's StringToBOOL does,
and both flags start false.

The hook marks each frame it builds as a Cooldown. The methods keep
their state per marked frame, SetCooldown drives the sweep through
CooldownFrame_SetTimer, and a marked frame reports its type as
"Cooldown" from GetObjectType / GetFrameType and answers
IsObjectType("Cooldown"). Every other frame delegates to the engine's
own type methods.

The reverse and draw-edge flags are stored and reported, but do not
change how the sweep draws: the sweep has no reversed form and no
edge. The five methods sit on the Model registry, so a Model that was
not built as a Cooldown raises the wrong-object-type error when one
is called on it.

---------

Co-authored-by: Jared Reni <jaredreni@gmail.com>
2026-10-18 16:39:34 -05:00
Brues 7cd891e86c fix(bindings): follow 4.3.4's bindings, modified clicks and key state
Modified clicks: IsModifiedClick, GetModifiedClick, SetModifiedClick,
GetNumModifiedClickActions and GetModifiedClickAction, with 4.3.4's
<ModifiedClick> Bindings.xml node and its 18 defaults. Each binding set
loads, saves and copies them through co-hooks on the engine's own
binding-set steps, in 4.3.4's "modifiedclick" file lines. [mod:]
asks IsModifiedClick, as 4.3.4's macro conditions do.

Direct actions run as 4.3.4's ExecKey runs them: SPELL / ITEM / MACRO
on key release through 1.12's spellbook, item and macro functions,
cast at you for SELFCAST and at your focus for FOCUSCAST; CLICK sends
the frame a mouse down and up, with 4.3.4's virtual-click button logic
built from the button's own methods. RunBinding no longer runs them.

While a key binding runs, its own modifiers count as released for
every modifier read, the engine's IsKeyDown included.

Overrides follow 4.3.4: two lists per key, checked inside the key
lookup at both of 1.12's lookup steps; GetBindingAction takes
checkOverride; isPriority is loose; "" removes; the owner must be a
frame.

ActionButtonUseKeyDown (default 0) and 4.3.4's action-button key
handlers, ported onto 1.12's bars.
2026-10-18 15:11:02 -05:00
Brues 6e50577565 fix(target): follow 4.3.4's TargetNearest and TargetDirection
TargetNearest, TargetNearestEnemyPlayer and TargetNearestFriendPlayer
now run the engine's own tab cycle (FUN_00493F60), which is 4.3.4's
TargetNearestEnemy: units in front first, the targetNearestDistance /
targetNearestDistanceRadius ranges, no critters or unseen units, and
the 3 s / 1 s snapshot shared with the native functions. A co-hook on
its predicate adds 4.3.4's types 0, 2 and 4 as three new modes.
TargetNearest now cycles any unit, as in 4.3.4.

TargetDirectionEnemy / TargetDirectionFriend are now 4.3.4's
CGGameUI::TargetDirection, built on 1.12's GetScreenCoordinates, the
camera's forward vector and the tab search's tests: facing is a screen
direction relative to the camera, the search starts at the target when
it is on screen, the cone is at least 22.5 degrees, and a hit locks
further calls until the new TargetDirectionFinished().
2026-10-18 14:20:26 -05:00
Brues 024c6d2021 feat(chat): prefix %t with the target's raid marker, as 4.3.4 does
4.3.4's chat parser prefixes both of its name codes, %f and %t / %n,
with {rtN} when the unit carries a raid marker and a name was found.
1.12's %t already resolves the name the same way, so the hook only
writes the marker in front of the %t pair and the engine still fills
in the name.

Rename Chat::FocusToken to Chat::ChatTokens; %f and %t share the name
lookup and the marker helper.
2026-10-18 13:56:54 -05:00
Brues 4b47059788 feat(debugtools): build /fstack with GameTooltip:SetFrameStack
Replace the Lua EnumerateFrames walk with the engine method, as
Blizzard_DebugTools does. /fstack also accepts "true" for hidden frames.
2026-10-18 13:38:14 -05:00
Brues 1aa5a07823 feat(tooltip): add GameTooltip:SetFrameStack, as 4.3.4 does
Mirror 4.3.4's CGTooltip::SetFrameStack: walk the engine frame list,
hit-test the layout rect against the cursor, name each frame the way
4.3.4 does, sort by strata and level, and fire the new
OnTooltipSetFrameStack script before Show. Every input already exists
in 1.12; the new offsets are verified against the binary.

GetMouseFoci now replays the engine's mouse-focus pass instead of
calling Lua getters: it walks the per-strata mouse input queues and
calls the engine's hit test, so hit-rect insets and scroll clipping
apply as they do for GetMouseFocus.

Also fix the FUN_REGION_GET_RECT comment: the rect is
{bottom, left, top, right}, not {top, left, bottom, right}.
2026-10-18 13:38:14 -05:00
Brues 00f32e0e2f feat(xml): load <Attributes> on frames, as 4.3.4 does
4.3.4's CSimpleFrame::LoadXML reads an <Attributes> child through
LoadXML_Attributes; 1.12's frame loader (FUN_XML_FRAME_LOAD) walks its
child elements and silently skips the unknown one, so ported templates
lost every attribute. Each <Attribute name= type= value=> is now set
the way 4.3.4 sets it: type nil/boolean/number/string (default),
converted with the loader's own helpers (FUN_XML_ATTR_TO_BOOL, new
FUN_SSTR_TO_FLOAT), stored without firing OnAttributeChanged (through
our SetAttributeNoHandler, so unit/type* behave as when set from Lua),
and malformed entries logged through the loader's status sink with
4.3.4's warning texts (VTBL_XML_STATUS_ADD, level 1).

FUN_XML_FRAME_LOAD was already hooked by Xml::ParentKey, and MinHook
takes one hook per address, so Xml::FrameLoad now owns it and fans out
after the engine loads each node (the RunnerHook / WorldTick pattern).
ParentKey's frame binds and the attribute loader subscribe; its node
helpers and loader-safe wrapper push moved there too.
OFF_COBJECT_LUA_REGISTRY_REF duplicated OFF_COBJECT_LUA_REF (both 0x08)
and is folded into it.

Verified in-game with a test addon: template attributes inherited and
overridden by the frame's own, number / boolean / nil types, a mixed-
case name, values present by OnLoad, no OnAttributeChanged on load, and
the three FrameXML.log warnings.
2026-10-18 05:17:22 -05:00
Brues 5537432662 docs(frame): describe 4.3.4's attribute and mouseover behavior
OnAttributeChanged takes (self, name, value) and nested changes fire
their handlers; mouseover follows SecureButton_GetModifiedUnit; the
3-arg GetAttribute and SetAttribute's required value. Drops the
implementation paragraphs.
2026-10-18 05:10:05 -05:00
Brues 5962ccc83d fix(frame): follow 4.3.4's attribute system and unit-frame mouseover
Compared against 4.3.4's CSimpleFrame attribute code and
CGWorldFrame::OnLayerUpdate:

- OnAttributeChanged gets (self, name, value) as real arguments, like
  4.3.4's RunOnAttributeChangedScript, plus the this/arg1/arg2 globals.
  It used to fire through the no-argument invoker with globals only, so
  a modern function(self, name, value) saw name == nil. The engine's
  runners only carry %d/%s values, so Frame::ScriptArgs gains
  RunWithValues for arguments already on the Lua stack.
- No recursion guard: a handler that sets attributes fires their
  handlers too, as in 4.3.4. The guard silenced every nested
  OnAttributeChanged on every frame.
- SetAttribute requires the value argument; the 3-arg GetAttribute form
  needs exactly four arguments and treats a nil prefix/suffix as empty;
  usage errors name the frame like the engine's (GetName ?: <unnamed>).
- The mouseover unit of a hovered frame comes from FrameXML's
  SecureButton_GetModifiedUnit, pcalled under the engine's error
  handler, as 4.3.4 does, so unitsuffix and modifier-qualified unit
  attributes count. 4.3.4 asks protected frames; with no protection in
  1.12 the analog is a frame that has attributes. The mouseover tooltip
  stays (4.3.4 shows it only over the world frame).
- SecureStateDriver.lua is 4.3.4's file again: it drives itself through
  SecureStateDriverManager attributes and reads OnUpdate's elapsed,
  both of which the guard and the old no-argument handlers had ruled
  out.
- Game::Lua::ObjectLuaRef / PushObject / ObjectDisplayName replace the
  copies in ScriptArgs and Modern.

Verified in-game: handler arguments and globals, a nested handler
firing, both usage errors, the nil-prefix lookup, mouseover following
shift-unit / unit, and a visibility state driver.
2026-10-18 05:09:25 -05:00
Brues f5acea6060 fix(coroutine): follow 4.3.4's coroutine library
Compared against 4.3.4's stock Lua 5.1 co_funcs (lbaselib.c), opened by
luaopen_base in FrameScript_Initialize:

- status: a coroutine mid-resume of another one is "normal", not
  "suspended". Test what the engine's own resume body (0x006F67B0)
  tests - ci > base_ci AND CI_YIELD on the CallInfo - instead of
  ci > base_ci alone. Resuming it now fails with 5.1's "cannot resume
  normal coroutine".
- running: push the thread with the exec-context field set, as every
  engine push does; it was left as whatever the stack slot held, which
  lua_pushvalue copies into the script context. The main thread is read
  from G->mainthread (+0x50, set by f_luaopen) instead of an L captured
  at registration.
- Registered on the glue state too.
- 5.1's error texts ("cannot resume %s coroutine"); too many arguments
  or results raise, and the results check reserves the slot for true.
- wrap re-raises a non-string error object unchanged through the raw
  lua_error (LUA_RAW_ERROR, 0x6F4440); a string still gets luaL_where.

Verified in-game: "normal" status and its resume error, the lifecycle
and running(), an error in the body is not read as a yield, and the
wrap error text.
2026-10-18 04:47:53 -05:00
Brues a86f1219c3 fix(frame): follow 4.3.4's HookScript, so a hooked handler keeps its args
HookScript's HookThunk was a C closure, which Frame::ScriptArgs treats as
wanting no positional args, and it called the old handler with none - so
a modern SetScript("OnShow", function(self) ... end) saw self == nil as
soon as anything hooked it. It also padded the hook to 9 args and only
detected OnEvent by exact case.

Follow 4.3.4's FrameScript_Object::HookScript instead:
- an unset script gets the hook itself, so GetScript returns it;
- a set one gets the same wrapper hooksecurefunc installs (4.3.4 uses
  FrameScript_HookWrapper for both), exposed via HookSecureFunc.h: the
  old handler and the hook get the script's own args, and a hook error
  goes through the engine's script error handler.
ScriptArgs' HandlerWantsArgs looks inside that wrapper (C function
compare, upvalues at CClosure +0x10 per lua_pushcclosure), so a hooked
script takes the positional path only when either side declares
parameters. The usage error names the frame as the engine does:
vtable+4 GetName, else its "<unnamed>".

Verified in-game: old and hook both get self; OnEvent gets (self, event)
with no padding; an unset script stores the hook; a three-deep chain;
a hook error is reported after the old handler ran; both error texts.
2026-10-18 04:34:15 -05:00
Brues 338c6777d6 feat(hooksecurefunc): follow 4.3.4's hooksecurefunc
Compared against 4.3.4's Script_hooksecurefunc / FrameScript_HookWrapper
(taint bookkeeping aside, which 1.12 has no counterpart for):

- The hook runs under lua_pcall with the engine's frame-script message
  handler as errfunc, so a broken hook is reported like any script
  error instead of being dropped silently. The original's results still
  reach the caller.
- The wrapper is installed with lua_rawset, so a target's __newindex
  never runs. The original is still read with lua_gettable, so an
  inherited method can be hooked.
- Registered on the glue state too: 4.3.4 registers it from
  FrameScript_Initialize, which runs for both states.
- 4.3.4's error texts, and its lua_isstring name check, so a number
  name works.
- _G is pushed and inserted at index 1, so both call forms share one
  layout. The comment saying pushvalue(GLOBALS_INDEX) crashes was
  written in the commit that fixed LUA_PUSH_VALUE (it pointed at
  lua_remove); the engine's lua_pushvalue resolves the pseudo-index.

The 11.0 unhookable-name list stays. lua_rawgeti moves into Game::Lua
now that ScriptArgs is not its only caller.

Verified in-game: a hook error is reported and T(3) still returns 3 6;
__newindex does not run and an __index method hooks; a number name
hooks; all three error texts.
2026-10-18 04:24:19 -05:00
Brues aeb3bdf07b feat(playercache): resolve GetPlayerInfoByName through the engine's name search
C_PlayerCache.GetPlayerInfoByName read only the persistent NameCache,
so it returned nothing for every name while that cache was off, even
for a player standing next to you.

It now resolves the name to a GUID first (Player::Info::GuidFromName):
the engine's own by-name search behind TargetByName (party and raid
members, including out-of-range ones, then every visible player), then
the friends list, then the persistent cache. The result is built from
that GUID by the same code as GetPlayerInfoByGUID.

The engine search is wrapped once as Unit::Identity::FindGuidByName,
which UnitTokenFromName now uses too.
2026-10-18 03:59:50 -05:00
Brues 1caf9fde18 feat(luasyntax): give strings 4.3.4's shared metatable
4.3.4 ships stock Lua 5.1, whose createmetatable gives every string one
metatable { __index = string } in G(L)->mt[LUA_TSTRING]. 1.12 differs in
one line of each reader: lua_getmetatable returns 0 for a non-table, and
luaT_gettmbyobj returns nil. Co-hook both so a string reads a per-state
metatable instead, and drop the index-continuation hook that answered
with the string table directly.

getmetatable("") now returns the metatable, so libraries that extend it
(StatLogic: getmetatable("").__index.trim = trim) work, and a replaced
or function __index resolves through the engine's own code. A method
lookup costs what 4.3.4's does: luaH_getstr for "__index", then the
lookup in string.

Verified in-game: getmetatable("").__index == string, methods, nil on a
missing key, extending __index, a function __index, the write / call /
arithmetic errors, tostring, and the kill switch.
2026-10-18 03:53:26 -05:00
SkeewirtandBrues d496ff2aa7 feat(string): string.trim and string.join, as later clients expose them (#94)
* feat(string): string.trim and string.join, as later clients expose them

Later clients put strtrim / strjoin on the string table too (string.split
was already registered), so (" x "):trim() works and libraries capture
them at file scope - AceConfigCmd-3.0 does strtrim = string.trim and then
calls it for every toggle/slash command ("attempt to call a nil value").

Not verified in-game yet: these register the existing strtrim / strjoin
functions a second time, under the string table. The testkit check for
them (string methods, the chars argument, the globals agreeing) runs at
the next login, and I'll add the result here.

* docs(string): document string.split and cite 4.3.4's compat.lua

string.split was registered but undocumented. 4.3.4's compat.lua aliases
all three str* globals onto the string table (str.trim / str.split /
str.join), so name it as the source and list the three the same way.
strsplit takes the separator first, so its method form is called on the
separator.

* fix(string): bind the str* globals to their string-table functions

Each Register* call mints its own closure, so registering one C function
as both strtrim and string.trim gave two values and strtrim ~= string.trim.
4.3.4's compat.lua binds each pair by assignment (gsub = str.gsub, strrev
= str.reverse, str.trim = strtrim, str.split = strsplit, str.join =
strjoin), so the globals now alias the string-table entries by value via
RegisterGlobalAlias, as tinsert already does. Verified in-game:
strtrim == string.trim and ClassicAPI.strtrim == strtrim.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-18 03:32:31 -05:00
Brues 8b96fccfe9 refactor(addons): pass an addon file's name and table as real arguments
4.3.4 hands each addon file (addonName, addonTable) as real call
arguments: LoadAddOn puts one table on the stack and
FrameScript_ExecuteBuffer's wrapper path pcalls every file of the addon
with the name and that table. We injected a source preamble instead,
`local arg={"<Name>", __addonns("<Name>"), n=2};`, backed by a gated
global.

An addon file that uses `...` now compiles as a vararg function, and
the file loader gets a C closure that calls it with the name and the
addon's table. The __addonns global and its one-shot gate are gone.
Only the immediate-run file funnel gets the closure, never loadstring,
whose chunkname is forgeable; GetAddOnLocalTable reads the same table.
2026-10-18 03:16:06 -05:00
Brues 9d3bdfb6ad feat(focus): follow 4.3.4's focus, and give every unit event to focus, nameplates and marks
Every unit event the engine fires now reaches focus, nameplateN and
markN, as 4.3.4 does for its focus: the unit gets a script-registration
bit, so the engine watches its fields, and whatever the engine fires
for the unit fires for the token too.

- A co-hook on the registration recompute (FUN_0060c520) keeps bit
  0x8000 on units with one of these tokens. Post-init runs it too, so a
  unit coming back into range is watched again. 0x2000 is SuperWoW's
  and WeirdUtils' sparkle bit on every unit.
- nampower replaces the broadcast (0x00515E50) and the combat feedback
  (0x00494600) with detours that never call the original, so neither
  can be co-hooked. Their 38 + 4 CALL/JMP sites, which no loaded DLL
  touches, are redirected to functions that call the original address
  and then fire for the unit's tokens. Sites are found by a .text scan
  and patched only when the counts match Ghidra's xrefs.
- The tokens gain UNIT_COMBAT, UNIT_NAME_UPDATE, UNIT_PORTRAIT_UPDATE,
  UNIT_MODEL_CHANGED, UNIT_CLASSIFICATION_CHANGED and group-stat
  updates. TokenObserver now serves only focustarget: with SuperWoW
  every unit is engine-watched, so an observer would double-fire.

Focus drop rules follow 4.3.4 where 1.12 has the data: out of range is
kept for you, your pet, a party or raid member or their pet (the
engine's own target rule); death while not friendly, or arrival already
dead and not friendly; becoming not selectable. Death and the flag act
on the change. 1.12 has no duel exception and no SMSG_BREAK_TARGET.

%f in sent chat (4.3.4's ChatParserParseText) becomes the focus's name,
with a {rtN} prefix when marked, or FOCUS_TOKEN_NOT_FOUND.

The .text bounds move into Offsets.h (shared with interface/Export).
The focus still survives /reload; focustarget events stay as a
ClassicAPI extension.
2026-10-18 02:54:02 -05:00
Brues 42d037f080 fix(text): lay out inline-icon lines the way 4.3.4 does
Chat lines with icons ran past the frame edge after 47b258a. An icon
now starts at the previous glyph's ink edge, but every measure counts
that glyph by its advance, so a glyph whose cell is wider than its step
("[" in chat) pushed each following icon and the rest of the line past
the wrap budget. Cap the ink edge at the glyph's base advance.

Match 4.3.4's CGxString layout for the rest:

- Every wrap sizes icons with the fontstring's layout scale, as 4.3.4
  passes m_layoutScale to each CalcWrapPoint. The height getter, the
  rebuild's truncation and the break array set a fontstring scope the
  wrap stepper reads (new co-hook on the break array).
- A line whose tallest icon passes the font height moves itself and the
  later lines down by the overflow (InitializeText), and the origin
  finalize justifies the block with the summed extra
  (InitializeViewTranslation), via a co-hook on FUN_005CDF70.
- GetStringHeight sums each wrapped line's overflow
  (GxuFontGetWrappedTextHeight) instead of adding the tallest icon once.
- A link's hit band grows toward where its icon reaches, by the vertical
  justify.
2026-10-18 01:26:55 -05:00
Brues af4a379311 feat(equipmentset): follow 4.3.4's equipment manager
UseEquipmentSet now behaves like 4.3.4's CGEquipmentManager:
- in combat only the weapon slots swap (one COMBAT_SWAP message);
- missing items and full bags report through UI_ERROR_MESSAGE;
- bank items are used only while the bank is open, and then equip
  straight from the bank;
- a swap in flight or an item on the cursor refuses the call.

EQUIPMENT_SWAP_FINISHED now fires when the swap settles instead of
during the call: success when the paperdoll matches, failure on an
SMSG_INVENTORY_CHANGE_FAILURE for one of the moved items, or when the
paperdoll stops changing short of the target. Its failure value is nil,
not 0. CanUseEquipmentSets and the set buttons are blocked meanwhile.

GetEquipmentSetInfo uses 4.3.4's GetSetStatus counts and strict
IsSetEquipped; GetItemIDs and GetItemLocations return all 19 slots with
the 0/1/-1 markers; set buttons also grey when a replaced item is
locked. Set names go through a port of ScrubString. Item tooltips get
the "Equipment Sets:" line (dontShowEquipmentSetsOnItems hides it).
2026-10-18 00:24:00 -05:00
Brues 2b9d0e7127 fix(player): fire HEARTHSTONE_BOUND on SMSG_PLAYERBOUND
The server re-sends SMSG_BINDPOINTUPDATE at login and on every map
change, which needed two gates to filter out. SMSG_PLAYERBOUND (0x158)
is sent only from the bind spell effect, right after the bind-point
update, so it needs no filtering. 1.12 handles it in the shared player
packet handler FUN_005E38C0.

Subscribe through Net::PacketDispatch instead of hooking the bind-point
handler, which drops one MinHook and the two unused offsets.
2026-10-17 23:46:39 -05:00
SkeewirtandBrues a68fb0a6be fix(frame): keep a scroll child clipped when its ScrollFrame moves (#60)
* fix(frame): keep a scroll child clipped when its ScrollFrame moves

A frame a ScrollFrame draws carries a "scrolled" flag (0x2000 at +0xB4):
the strata pass skips it and the ScrollFrame draws it inside a viewport
cut to its rect. SetScrollChild sets the flag through the setter at
0x0076A400, which also marks the scroll child (0x4000) and recurses into
child frames. SetParent sets a moved frame's flag from its new parent
through the same setter, and the recursion doesn't stop at a ScrollFrame,
so moving a frame that holds a ScrollFrame under an unscrolled parent
cleared the flag on the scroll child and everything in it. The strata
pass then drew them whole, past the ScrollFrame's edges.

AceGUI-3.0 builds each widget under UIParent and then moves it into its
container, so every AceGUI ScrollFrame spilled: AceConfigDialog-3.0's
pages drew below the Interface Options window (61 frames under Zygor
Guides Viewer 2.0's "Display" scroll child had lost the flag).

Hook the setter to keep a frame marked as a scroll child scrolled when a
value is only being passed down (third argument -1). SetScrollChild's
own calls are unchanged.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
AceConfigDialog-3.0's Interface Options pages clip and scroll inside
their box; on the "Display" page no frame under the scroll child lacks
the flag any more (61 did before), and a ScrollFrame built under
UIParent and then moved keeps its content, its content's children and
a child added afterwards scrolled.

* docs(frame): describe ScrollFrame clipping without version history

State what stays clipped and when, with AceGUI-3.0 as the case it
serves. Remove the vanilla comparison and the engine flag explanation;
the comment in src/frame/ScrollChildren.cpp already records them.

* fix(frame): skip scroll children the way 3.3.5's setter does

3.3.5's CSimpleFrame::SetBeingScrolled (0x00490F60) does not pass the
scrolled value into a child frame marked as the scroll child, and its
direct call is not gated: a scroll child that is itself given a new
parent takes the new parent's value. The hook forced any scroll child
scrolled on a pass-down call, which also kept a directly reparented
scroll child clipped to its old ScrollFrame.

Skip a scroll child only inside the setter's own recursion, told apart
by a depth counter (the setter is its only nested caller). SetParent's
and SetScrollChild's direct calls run unchanged.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 20:40:56 -05:00
SkeewirtandBrues 721f32ac77 feat(map): keep the closed world map on the player's zone (#71)
* feat(map): keep the closed world map on the player's zone

GetPlayerMapPosition("player") reads the map the world map is set to,
open or closed, and returns 0,0 off it. The 3.x FrameXML resets that
map to the player's zone in WorldMapFrame_OnHide and in WatchFrame's
PLAYER_ENTERING_WORLD and (map closed) ZONE_CHANGED_NEW_AREA handlers;
vanilla has neither, so after zoning the closed map stays on the old
zone. Do the same resets from the bundled addon. Zygor Guides Viewer's
travel steps read the player's position this way.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
after logging in, the closed world map is on the player's zone (Darkshore)
and GetPlayerMapPosition("player") returns the player's position there.
Not checked yet: changing zones with the map closed (the
ZONE_CHANGED_NEW_AREA reset) and closing the map on another zone (the
OnHide reset).

* docs(map): describe the closed world map without version history

State what the map does and when it goes back to the player's zone,
and add that a zone change does not move the map while it is open.
Remove the 3.x and vanilla comparison and the FrameXML handler names;
the code comment in Util/WorldMap.lua already records them.

* docs(readme): keep Highlights for major features

Single-behavior fixes (faction while loading, <Script file> paths, the
closed world map, the quest completed line, SetParent frame levels,
frame alpha, OnSizeChanged sizes) each had a row in the Modern client
behaviors table. Remove those rows and point to docs/API.md, where each
fix keeps its own section.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 20:26:57 -05:00
Brues fcdc24471c fix(spell): latch remote channels on +0x228 like the player's
The broadcast +0x228 field lags another unit's channel start by up to
~1 s, and UnitChannelInfo returned nothing until it caught up. So the
UNIT_SPELLCAST_CHANNEL_START it fires from the SMSG_SPELL_START stamp
disagreed with the getter, and cast bars that poll on the event (pfUI
nameplates) missed the channel whenever the field was late.

Mirror the player's confirmed latch per remote channel: the packet stamp
stands until the field has shown the spell, and a confirmed field that
clears before endMs is the channel ending early. That drops the entry and
fires CHANNEL_STOP, where it used to run out the full computed duration
(no packet reports a remote interrupt on Turtle).
2026-10-17 20:10:37 -05:00
Brues 58f5b4f78e fix(spell): keep remote channel times through the SPELL_GO cast-slot clear
The engine's SPELL_GO handler calls ClearCastingSpell on the caster for
every spell, including a channel at the moment it starts. Our co-hook
treated that as an abort and evicted the SMSG_SPELL_START cache entry, so
UnitChannelInfo never had start/end times for another unit's instant
channel (bandages). ClearCastingSpell only ends the cast slot; a channel's
lifetime is the +0x228 field UnitChannelInfo already gates on, so that
route no longer evicts channel entries. The failure packets still do.

Fixes #102
2026-10-17 20:08:18 -05:00
Brues 6be4aac9fb feat(macro): resolve every macro's display the way 3.3.5 does
Compared Macro::ShowTooltip against 3.3.5's decompiled MACRONODE::Parse,
FindSpellID and GetFullIconPath (WoW/Source/Ui/UIMacros.cpp) and fixed
the differences:

- Every macro body is parsed, directive or not. A question-mark macro
  with no #show now shows its first action's icon, and its button
  follows that action's cooldown, count and usable state; the tooltip
  stays the engine's (Kind::Implicit). #show counts anywhere in the
  body, not only on line 1.
- "#showtooltip none" stops the parse: the macro keeps its own icon and
  holds no spell, instead of greying out.
- /castrandom and /userandom show their first entry (3.3.5 cuts the
  value at the first comma); they used to grey the button.
- /equip and /equipslot lines are collected and resolve to items only.
- Bare numbers 1..23 are inventory slots, the equipped bags included.

Edits now always end in a repaint, as 3.3.5's EditMacro does: the engine
repaints a macro's buttons straight after its parse, before our rescan,
so a re-parsed body is marked and repainted on the next tick, and a
reader's catch-up defers its repaint instead of firing
ACTIONBAR_SLOT_CHANGED from inside a button handler.

Implicit macros are also parked across the unlearn sweep, so a
condition-picked value can't delete a macro from the bar.
2026-10-17 19:49:39 -05:00
Brues a6270469e1 refactor(chatbubble): move the bubble list offsets into Offsets.h
C_ChatBubbles.GetAllChatBubbles defined the engine's bubble list head
(0x00B6F038) and link offset (+0x318) as file-local constants. Move them
to Offsets.h as VAR_CHAT_BUBBLE_LIST_HEAD / OFF_CHAT_BUBBLE_LINK_NEXT,
documented as 3.3.5's CGChatBubbleFrame list and the engine walks they
mirror. No behavior change.
2026-10-17 19:30:16 -05:00
Brues a8f73623c4 perf(nameplate): enumerate the engine's shown-plate list, not every object
NamePlate::Walk walked the whole object hash table every frame (and on
every C_NamePlate.GetNamePlates call) to find units with a plate. 1.12
keeps the same shown-plate list as 3.3.5's s_namePlates (head
0x00C4D92C, next at plate+0x4E0), each plate carrying its unit's GUID
(+0x4E8). Walk that list and resolve each plate's unit by GUID, as the
engine's own NamePlateClearAll (FUN_0060F890) does; a plate still counts
only while unit+0xE60 points back at it.

PlateReassigned becomes one read of the plate's GUID instead of a scan of
the tick's snapshot. GetNamePlates now returns the engine's order
(farthest from the screen centre first).

The old comments claiming the list was unsafe to read and that release
callers "transiently zero +0xE60" are replaced: the list is re-sorted
only by main-thread engine code, every plate on it is bound, and every
FUN_00608A10 caller is a real release.
2026-10-17 19:27:45 -05:00
Brues 47b258ad95 fix(text): size, space and align inline icons by the engine's own rules
The inline-texture backport placed icons with hand-tuned constants: a
0.18 x font lead/trail pad, a 0.6 x font vertical centre, a -1px region
nudge, and written sizes taken as raw screen pixels. Replace all of them
with the rules from the 3.3.5 / 4.3.4 clients (decompiled; the size
formula's helpers confirmed against the real 4.3.4 binary):

- A written size multiplies by fontPx / (14 x ddcWidthScale), so it
  follows the text's size, the UI scale and the resolution, and then by
  the fontstring's layout scale, as 3.3.5 does. Size defaults follow
  ParseEmbeddedTexture: ":0:2" is a width ratio, ":20:0" is font-wide.
- An icon starts at the previous glyph's ink edge (bearing + cell width)
  plus the face's outline gap, found by replaying the run's placements
  with the emitter's own glyph helpers; the next glyph starts at the
  rounded icon edge.
- Vertical alignment follows the node's justify-V (node+0x50).
- Offsets move only the drawn icon; a positive offsetY now moves it up.

GetCoinTextureString now matches 3.3.5: default height 14, a space
between denominations, and retail's 2:0 coin offset in the strings.

The four Coordinate statics at 0x00832A40 get their real names
(VAR_COORD_DDC_WIDTH_SCALE and siblings). Known gap: the fs-level wrap
callers can't see the fontstring, so they budget icons at layout scale 1.
2026-10-17 19:14:17 -05:00
Brues ac6bd552d5 fix(addons): rebuild the file index with the engine's own clear on /reload
Rescan re-ran the boot indexer on two subtrees, which only adds files, and
skipped its whole run when the index's built latch was 0. The SavedVariables
unload pass clears that latch whenever it writes a new SV file, so on that
/reload no new folder, metadata change or display-array rebuild happened.
Call FUN_VFS_INDEX_CLEAR (0x00646FC0) instead - the clear the engine itself
uses after its own file writes - and drop the latch gate. The next lookup
rebuilds the index from disk, so deleted files drop out too.

AddOns::Toc::FindValue now matches lines the way the TOC parser does: skip
a UTF-8 BOM, break lines at CR or LF, and accept any spaces after "##"
before the key, which must be followed directly by ':'. Callers pass the
bare key.

Also correct the notes that said a first-ever SavedVariables file stays
unreadable until restart; the engine's unload pass already handles it.
2026-10-17 18:42:51 -05:00
SkeewirtandBrues 2a05baee8d feat(cvar): GetCVar returns nil for an unknown cvar (#82)
* feat(cvar): GetCVar returns nil for an unknown cvar

Later clients return nil from GetCVar for a name they do not know; vanilla
raises "Couldn't find CVar named '<name>'". Ported code uses the nil as
a feature probe - LibCamera-1.0 opens with
if not GetCVar("cameraYawE") then return end, which throws at file load
on vanilla.

Co-hook Script_GetCVar: a string name that FUN_FIND_CVAR (the lookup
Script_GetCVar and C_CVar.DoesCVarExist share) does not find yields nil.
Everything else, including non-string arguments, runs the engine function
unchanged. The glue state registers the same function, so both match.

Verified in-game (1.12.1 client via VanillaFixes): GetCVar with an unknown
name returns nil at file load, without an error.

* feat(cvar): GetCVarDefault stops raising for an unknown cvar

Script_GetCVarDefault has the same isstring -> tostring -> FUN_FIND_CVAR
-> raise shape as Script_GetCVar, so it gets the same co-hook. Both now
return no values for an unknown name, matching 1.15.9 (`/dump` prints
"empty result" for each) instead of a single nil.

Docs: describe behavior only, without version or vanilla-gap notes.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 18:26:46 -05:00
SkeewirtandBrues 80ef0e2988 feat(lua): give modern XML handler bodies their implicit parameters (#84)
* feat(lua): give modern XML handler bodies their implicit parameters

Later clients compile an XML handler body as a function whose parameters
name the script's arguments - self, then elapsed / button, down /
event, ... and so on. Vanilla compiles it as a zero-parameter chunk and
publishes the frame and arguments only through the this / argN globals,
so a ported <OnLoad>self:Foo()</OnLoad> indexes a nil global.
Zygor Guides Viewer 2.0 has 85 such bodies; 13 fail at load.

For a chunk compiled by the XML script funnel FUN_00704C70 (return
address 0x00704C8C, engine-built chunkname "<Frame>:<Script>") whose body
reads self - or reads one of its script's parameter names and none of
this / argN - wrap it as return function(self, <names>, ...) ... end,
reusing the vararg path's materialize-the-inner-function shape.
Frame::ScriptArgs already pushes (self, arg1..argN) in that order. Vanilla
bodies are untouched, so FrameXML and 1.12 addons keep their globals and
no names are shadowed.

`event` alone doesn't trigger the wrap. Vanilla sets a global `event`
during OnEvent dispatch, so FrameXML's own
<OnEvent>ActionButton_OnEvent(event)</OnEvent> bodies (about 250) already
work; a body that also reads self still gets (self, event, ...), which
binds the same value.

Adds RET_LUA_SCRIPT_COMPILE (found by scanning FUN_00704C70 for the E8
call to luaL_loadbuffer; the same scan reproduces RET_LUA_FILE_COMPILE),
an XmlHandlerArgs transpile toggle, and a 6th _classicapi_TranspileStats
return counting wrapped handlers.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
probe XML bodies see self in OnLoad, elapsed in OnUpdate, button in
OnClick ("LeftButton") and event in OnEvent; Zygor's bodies load without
an error, and 112 of the 36,627 chunks compiled that session were wrapped.

* fix(lua): match 3.3.5's handler parameters; treat ... as a modern body

OnSizeChanged binds (self, w, h), as 3.3.5's wrapper does, not
(self, width, height); the table now names its 3.3.5 source.

A handler body with a ... expression is wrapped with its named
parameters. Lua 5.0 can't compile one, so only a body written for later
clients has it, and the plain vararg wrap gave an OnEvent body's ...
(self, event, args) instead of the arguments after event.

The docs list each script's names and drop the version history, and say
the values need SetModernScriptArgs on.

* fix(frame): pass OnSizeChanged the size in GetWidth/GetHeight units

FUN_FRAME_ON_SIZE_CHANGED (0x0076B660), the only code that fires
OnSizeChanged, pushed the frame's screen-rect size in raw layout units:
a 20 x 10 frame's handler saw (0.0092, 0.0046). 3.3.5 divides out the
frame's layout scale (OnFrameSizeChanged, 0x0048FA20) and converts with
the chain 1.12's own GetWidth uses (Game::InternalToPixel) before the
script runs.

A co-hook now does both: convert, then divide by the frame's effective
scale (OFF_REGION_EFFECTIVE_SCALE). Verified in game at a 0.91 UI
scale: (19.99993, 9.99997) against GetWidth/GetHeight's (20, 10).
Converting alone gave (18.2, 9.1). The vmethod uses the values for
nothing else, and neither stock FrameXML nor any installed addon reads
OnSizeChanged's arguments.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 16:27:11 -05:00
SkeewirtandBrues 5df5ce00cf fix(xml): resolve <Script file> subdirectory paths relative to the XML file (#80)
* fix(xml): resolve <Script file> subdirectory paths relative to the XML file

The XML file processor joins <Include file> onto the including file's
directory, but <Script file> only when the value has no backslash
(strchr at 0x006EE06E); a value with one is loaded from the game root.
So <Script file="widgets\AceGUIWidget-Button.lua"/> inside
Libs\AceGUI-3.0\AceGUI-3.0.xml fails with "Error loading
widgets\AceGUIWidget-Button.lua" - all 23 AceGUI-3.0 widget files in
Zygor Guides Viewer 2.0, and every other addon that embeds AceGUI-3.0.
Later clients resolve it relative to the XML file.

Co-hook the XML file processor (FUN_XML_LOAD_FILE) to track the file being
processed, and at the <Script> call into FUN_LUA_LOAD_FILE (return address
RET_XML_SCRIPT_FILE_LOAD) retry a backslash path that does not exist as
given against that file's directory, only when the joined file exists.
Root-relative paths that load on vanilla are unchanged. FUN_LUA_LOAD_FILE
is already co-hooked by AddOns::SavedVarsFirst, which now calls
Xml::ScriptPath::Resolve first.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
a probe addon's <Script file="sub\File.lua"/> loads from its XML file's
folder, and Zygor's AceGUI-3.0 option pages, built from those widget
files, work.

* refactor(xml): share the Lua file-loader hook; collapse .. in Script paths

FUN_LUA_LOAD_FILE now has one owner, Script::LoadFile, which runs path
rewriters and then suppressors. Xml::ScriptPath is a rewriter and
AddOns::SavedVarsFirst a suppressor, so neither module reaches into the
other's hook.

Xml::ScriptPath joins onto the XML file's folder with each \..\
collapsed first, as FUN_XML_LOAD_FILE does before its own joins; the
tracked pointer is the caller's uncollapsed path, so an XML file reached
through <Include file="..\x.xml"/> joined onto a path with .. in it.

The user docs no longer name later clients or what 1.12 does.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 15:52:58 -05:00
SkeewirtandBrues 1297b9522a feat(macro): accept a macro name in GetMacroInfo/EditMacro/PickupMacro/DeleteMacro (#96)
* feat(macro): accept a macro name in GetMacroInfo/EditMacro/PickupMacro/DeleteMacro

2.0+ clients take `index or "name"` in all four; vanilla raises
"Usage: DeleteMacro(index)" (etc.) for a name. Co-hook each script
function: a non-numeric string first argument becomes the macro's
1-based index via FUN_MACRO_NAME_TO_SLOT (the GetMacroIndexByName
resolver), and an unknown name becomes 0, which each original treats
like any out-of-range index (GetMacroInfo returns nils, the others do
nothing). Zygor Guides Viewer clears its scratch macros with
DeleteMacro("ZygorGuidesMacro" .. i) every time a step starts.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
an unknown name is a no-op in all four, and Zygor's DeleteMacro calls on
every step start run without an error. The known-name path hasn't run
in-game yet: the test character has no macros.

* docs(macro): say what EditMacro returns for an unknown macro name

An unknown name leaves EditMacro returning the first empty slot's index
(or 0 when every slot is full), the same as an out-of-range index and as
3.3.5; the section said all three non-GetMacroInfo functions "do
nothing". Also drop the patch-version mention.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 15:37:48 -05:00
SkeewirtandBrues b3188ced2a feat(tradeskill): add GetTradeSkillRecipeLink and IsTradeSkillLinked (#75)
* feat(tradeskill): add GetTradeSkillRecipeLink and IsTradeSkillLinked

GetTradeSkillRecipeLink(index) links the recipe in a trade-skill row as
an enchant: link carrying the recipe's spell ID, in the form the client's
own GetCraftItemLink (0x004F72A0) gives an enchanting formula
(|cffffffff|Henchant:%d|h[%s]|h|r, format at 0x0084D410), with the
spell's name in the client's locale. Rows are read as the engine's row
functions read them, so a header row (spell ID -1) returns nothing.
Vanilla's window only links the item a recipe makes.

IsTradeSkillLinked() returns nil: on this client the trade-skill window
and its functions only describe the player's own professions, since a
received trade: link opens ClassicAPI's separate viewer.

Zygor Guides Viewer 2.0 calls both on TRADE_SKILL_SHOW to record the
recipes the player knows.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
in the First Aid and Cooking windows, all 15 recipe rows link the row's
own spell (checked against GetSpellInfo) and header rows return nothing;
IsTradeSkillLinked() returns nil.

* fix(tradeskill): match 3.3.5's GetTradeSkillRecipeLink and show its links

GetTradeSkillRecipeLink now builds 3.3.5's link: gold, "Profession:
Recipe" (the profession from the engine's SkillLineAbility lookup
FUN_006de040, for the player's race and class), gated on
SPELL_ATTR_TRADESPELL. Empty names are pushed as the record holds them,
and the index is checked as a double before the cast, the way the
engine truncates and compares unsigned. IsTradeSkillLinked returns
(nil, nil), as 3.3.5 does. Both globals get doc descriptors.

1.12's SetHyperlink accepts enchant: only for records with +0x0C == 3,
which no trade-skill recipe has, and raises "Unknown link type" for the
rest. Tooltip::Hyperlink now shows the spell tooltip for a trade-spell
enchant: link, as 3.3.5 does. That also fixes clicking SuperWoW's
GetTradeSkillItemLink(index, 1) links; its SetHyperlink patch at
0x00532210 runs after this co-hook and handles only quest:.

SPELL_ATTR_TRADESPELL moves to Offsets.h now that two files use it.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 15:30:20 -05:00
SkeewirtandBrues f55893fdf4 feat(frame): Button:Set/GetNormalFontObject and Frame:IsProtected (#93)
* feat(frame): Button:Set/GetNormalFontObject and Frame:IsProtected

- button:SetNormalFontObject / GetNormalFontObject: 3.0's names for
  vanilla's SetTextFontObject / GetTextFontObject; delegate to them.
  Zygor Guides Viewer 2.0 and AceGUI-3.0 call the new names.
- frame:IsProtected() returns false, false: vanilla has no protected
  frames (the secure system arrived in 2.0). AceHook-3.0 asks before
  hooking scripts.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
Zygor sets its guide window's tab fonts with SetNormalFontObject while it
builds, without an error. Not yet checked: that the font set reads back
through GetTextFontObject and the reverse, and IsProtected's two values;
the testkit check for those runs at the next login.

* docs(frame): drop version and implementation notes from the new methods

The SetNormalFontObject and IsProtected sections named the patches the
APIs came from, said what 1.12 lacks, and described how the methods are
implemented. User docs describe the contract only.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 15:06:45 -05:00
SkeewirtandBrues e0b2e56070 feat(frame): multiply frame alpha into child frames, as 3.x does (#70)
* feat(frame): multiply frame alpha into child frames, as 3.x does

A frame now draws at its own alpha times its parent's drawn alpha, and
GetAlpha returns the frame's own alpha. Vanilla keeps one alpha per
frame and copies it into the children that exist when SetAlpha runs:

- an XML frame with alpha="0" drew its child frames at full alpha,
  because the attribute is applied before its <Frames> are built;
- a child's own alpha was overwritten whenever its parent's changed;
- a frame created or reparented under a transparent frame drew opaque.

Zygor Guides Viewer's border glow is the first case. It is an
alpha="0.0" frame whose child holds the glow textures, so on vanilla the
glow covered the guide frame from login until the first step flash.

Co-hooks the engine's alpha setter, SetParent, the frame destructor and
frame GetAlpha. Own alpha lives in a table keyed by frame. The engine's
byte holds the drawn value, so region recolors and the Model family's
model alpha read it unchanged. Children are recomputed through their
own vtable setter, as the engine's copy-down calls it.

Vanilla code that shows a child under a transparent parent
(parent:SetAlpha(0); child:SetAlpha(1)) now leaves the child hidden, as
3.x does.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
Zygor's guide frame no longer shows its border glow from login. With own
alphas 0.5 / 0.8 / 1.0, a child and a grandchild draw at 0.4; the child
of an XML frame with alpha="0" keeps its own 1.0 and draws at 0; a child
keeps its own 0.5 while its parent goes to 0.2 and back to 1; a frame
with its own 0.6 draws at 0.3 under a 0.5 parent and at 0.18 once moved
under a 0.3 one.

* fix(frame): match 3.3.5's effective-alpha math and read it from the byte

- Multiply child alpha by truncating (a*b/255), as 3.3.5's
  CSimpleFrame::UpdateAlpha and GetEffectiveAlpha do, instead of
  rounding.
- GetEffectiveAlpha reads the frame's alpha byte, which Frame::Alpha
  keeps at the drawn value, instead of multiplying GetAlpha up the parent
  chain. This is 3.3.5's Script_GetEffectiveAlpha. Drops the now-unused
  FUN_SCRIPT_REGION_GETPARENT.
- Drop the reload cleanup of the own-alpha table. The frame destructor
  hook already removes each frame's entry, and a frame that outlives a
  /reload would have lost its own alpha.
- Rewrite the API.md frame-alpha and GetEffectiveAlpha sections as
  user-facing behavior.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 14:58:24 -05:00
SkeewirtandBrues 20dc9fc962 fix(frame): move a frame's children along when SetParent sets its level (#61)
* fix(frame): move a frame's children along when SetParent sets its level

Vanilla's SetParent gives the frame its new parent's strata and level + 1,
but calls the level setter without its children flag, so the frames under
it keep the levels they had. A panel built on its own and then moved into a
raised window draws its contents behind that window: Zygor Guides Viewer
2.0's AceConfigDialog-3.0 panel in the Interface Options window had its
widgets at levels 1-4 under a window at level 5.

Hook the level setter (0x0076A4F0) and pass the children flag on
SetParent's two calls, recognized by their return addresses. The setter
then moves each same-strata child by the same amount, recursively.
Script SetFrameLevel and the setter's other callers are unchanged.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
the AceConfigDialog-3.0 panel's widgets draw above the Interface Options
window, and none of its 18 frames sit below the window's container any
more. A frame with a child and a grandchild moved under a level-20 frame
sits at 21/22/23, and at 0/1/2 once moved to no parent.

* refactor(frame): patch SetParent's children flag instead of hooking the setter

The two `push 0` that pass the level setter's children flag from SetParent
become `push 1`, which is what 3.3.5's SetParent passes. This drops the
MinHook on the level setter, which 11 call sites share, and the
return-address checks. Each site's bytes are checked before the write, as in
Quest::CompleteMessage.

Docs: describe only the current behavior in API.md and the README row.

Verified in-game: a frame with a child and a grandchild moved under a
level-20 frame sits at 21/22/23, and at 0/1/2 once moved to no parent.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 14:08:03 -05:00
SkeewirtandBrues 51d226f67d feat(tooltip): SetHyperlink takes full links and spell:/quest: links (#68)
* feat(tooltip): SetHyperlink takes full links and spell:/quest: links

Vanilla's GameTooltip:SetHyperlink matches only a bare `item:` or
`enchant:` payload and raises "Unknown link type" for anything else,
including the full |cff..|H..|h[..]|h|r links 2.0+ GetItemInfo and chat
hand out. Co-hook it:

- a full link is reduced to the payload between |H and |h;
- spell:<id> builds the SetSpellByID tooltip;
- quest:<id> shows the cached title and objectives text (tokens
  expanded by the engine's quest-text substituter); an uncached quest
  leaves the tooltip empty and queues the quest query once;
- everything else runs the engine function on the payload.

Quest::Cache::Lookup gains `unique`, the engine's own dedup flag (the
last _GetRecord argument, previously passed as an unused 0), so a
tooltip redrawn every frame waits on one queued callback.

Zygor Guides Viewer reads quest titles with
SetHyperlink("|Hquest:<id>:1|h[q]|h") and item names with full links.

Verified in-game (1.12.1 client via VanillaFixes): on a
GameTooltipTemplate tooltip, a full Hearthstone link shows Hearthstone's
tooltip, "spell:133" shows Fireball's, and "quest:957" shows Bashal'Aran's
title and objectives.

* refactor(tooltip): share the C tooltip line helpers; tidy SetHyperlink

- Add tooltip/Lines.h (Clear / Add / Show over the engine's tooltip clear,
  raw add-line and Script_Show) and use it in place of the four local
  copies in Hyperlink, CompareItem, totem/Tracker and equipmentset/Tooltip.
  EquipmentSet keeps its exact colors as packed constants.
- SetHyperlink quest colors come from UI::ColorData (HIGHLIGHT_FONT_COLOR,
  NORMAL_FONT_COLOR) instead of hand-packed doubles.
- spell:<bad id> now clears the tooltip, like quest:<bad id>, instead of
  leaving the previous tooltip's lines.
- Rewrite the SetHyperlink API.md section in plain English without version
  or vanilla-gap notes.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 13:53:22 -05:00
SkeewirtandBrues eb3c32094c feat(pvp): add IsActiveBattlefieldArena (#77)
* feat(pvp): add IsActiveBattlefieldArena

Stock 1.12 has no arenas, so it answers nil there. Turtle-lineage clients
add arena matches, run in instances IsInInstance reports as "pvp": in a
"pvp" instance their scoreboard asks for arena scores over the hidden
TW_ARENA channel, only an arena answers, and the scoreboard keeps the
reply in WorldStateScoreFrame.arenaData until the world states update
outside an instance. isArena follows that state, as the scoreboard's own
arena view does (Octo's FrameXML, patch-4.mpq: WorldStateFrame.lua and
Turtle_ArenaUI.lua). isRegistered is always nil: the reply has no rated
flag, and the client's queue window only joins skirmishes.

Zygor Guides Viewer 2.0 calls it, unguarded, to decide whether to set
its corpse arrow when the player is dead outside a battleground.

Verified in-game (OctoWoW 1.12.1 client via VanillaFixes): outside an
instance it returns nil, nil. The arena branch has not been exercised in
a match yet.

* refactor(pvp): answer IsActiveBattlefieldArena from DBC data in C

The Lua version read Turtle's scoreboard state (WorldStateScoreFrame.arenaData),
which is nil until the server's TW_ARENA reply lands and depends on Turtle's
FrameXML. The client's own data already marks an arena: a pvp-type map
(Map.dbc instanceType 3) whose area carries AreaTable flag 0x80, the flag
Script_GetZonePVPInfo reports as isArena. Check the zone as well as the
subzone, since the arena maps' areas are top-level zones. The type-3 gate
keeps the open-world rings (Gurubashi, The Maul) out.

Returns booleans, as retail does; isRegistered is always false.

Offsets.h: add OFF_AREATABLE_FLAGS, AREA_FLAG_ARENA and
VAR_PLAYER_SUBZONE_AREA_ID, and correct the zone-change handler's second
argument (the subzone ID, not the parent area ID).

* docs(pvp): note the server only ever creates arena map 26

tortoise-wow's GetBattleGrounMapIdByTypeId sends its one arena type,
BATTLEGROUND_BR, to map 26 (Blood Ring); map 28 (Lordaeron Arena) is
client data only.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 13:41:25 -05:00
SkeewirtandBrues 26ca1b4e84 feat(quest): print "<quest> completed." for chain quests too (#76)
* feat(quest): print "<quest> completed." for chain quests too

The client prints ERR_QUEST_COMPLETE_S on SMSG_QUESTGIVER_QUEST_COMPLETE
only for a quest with no next quest in its chain. The handler (and the
callback it leaves for a quest not yet cached) skips the message when the
cached record's NextQuestInChain (+0x24) is set, so a turn-in in the
middle of a chain printed only the experience and money lines. Zygor
Guides Viewer 2.0 completes a turn-in step only on that line, so its steps
for chain quests stayed open until the next login.

NOP the two `jne` over the message (0x005DC4DC, 0x005DC756), after
checking the bytes, so every turn-in goes through the engine's own
message path: same text, sound and CHAT_MSG_SYSTEM chat type, ahead of
the experience and money lines.

That later clients print the line for every turn-in is an inference, not
read from a later client's binary: the 3.3.5a build of Zygor Guides
Viewer completes chain turn-ins on this line the same way.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
mid-chain turn-ins (The Harvest Golem Mystery 40470, The Red Crystal
4811, As Water Cascades 4812, Bashal'Aran 956, Buzzbox 323 1002) print
"<quest> completed." and Zygor completes the turn-in step at once; a
quest at the end of its chain prints it as before.

* docs(quest): the completed line's order depends on the quest cache

When the quest record is not cached at turn-in, the callback 0x005DC710
prints the line on the record's arrival: after the experience and money
lines, and after QUEST_TURNED_IN. Stop promising a fixed order.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 13:13:52 -05:00
SkeewirtandBrues 7331922070 fix(build): quote the /DEF path so source trees with spaces link (#59)
* fix(build): quote the /DEF path so source trees with spaces link

CMAKE_SHARED_LINKER_FLAGS passes /DEF:${CMAKE_CURRENT_SOURCE_DIR}/src/ClassicAPI.def
unquoted, so a checkout under a path containing a space (e.g.
C:\Projects\Classic API\ClassicAPI) splits the argument and the link fails
with LNK1181: cannot open input file 'API\ClassicAPI\src\ClassicAPI.def'.
Quote the path; the DLL output is unchanged.

Verified: Release/Win32 build now links from a path with a space.

* fix(build): list the .def as a target source instead of a /DEF flag

CMake now emits a quoted /DEF: on every generator, so the hand-escaped
path in CMAKE_SHARED_LINKER_FLAGS goes away, and the .def becomes a link
dependency: editing an export relinks the DLL instead of needing a clean
build.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 02:19:51 -05:00
SkeewirtandBrues 27d8f90f03 fix(unit): UnitFactionGroup("player") answers while addons load (#79)
* fix(unit): UnitFactionGroup("player") answers while addons load

Script_UnitFactionGroup resolves "player" through the in-world unit
descriptor, so it returns nil at file scope, ADDON_LOADED and
VARIABLES_LOADED and only answers from PLAYER_LOGIN. UnitName, UnitRace
and UnitClass already answer then, and later clients answer
UnitFactionGroup too, so ported addons read it at file scope. AceDB-3.0
does exactly that to build its "<faction> - <realm>" profile key, and
fails to load on nil ("attempt to concatenate local 'factionKey'").

Co-hook the engine function: when it answers nothing for the "player"
token, fall back to the login-time race byte (VAR_PLAYER_RACE_BYTE) and
the same race -> faction-group chain its player branch uses. That chain
moves out of C_CreatureInfo.GetFactionInfo into a shared
Creature::Info::FactionGroupForRace; GetFactionInfo's behavior is
unchanged. Once the player object exists the engine answers by itself.

Adds FUN_SCRIPT_UNIT_FACTION_GROUP (slot 13 of table 0x00850438).

Measured in-game before the fix (Octo 1.18.1 client, Human):
UnitFactionGroup("player") = nil at file load / ADDON_LOADED /
VARIABLES_LOADED, "Alliance" from PLAYER_LOGIN; UnitName/UnitRace
answer at every stage.

Verified in-game after the fix (same client and character):
UnitFactionGroup("player") is "Alliance" at file load, ADDON_LOADED and
VARIABLES_LOADED, and AceDB-3.0 sets up Zygor Guides Viewer 2.0's saved
settings.

* fix(unit): keep UnitFactionGroup's in-world nil; describe both engine branches

Script_UnitFactionGroup reads the live faction template when the unit's
object is in the world, and only falls back to the name cache's race when
it isn't. The race fallback now runs only under that same condition (no
player object), so an in-world nil (e.g. charmed by a monster) stays nil
instead of turning into the race's faction. Comments and API.md now say
which engine branch the fallback mirrors.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 02:14:04 -05:00
SkeewirtandBrues 35ef1228eb feat(lua): give each pass of a for loop its own loop variables, as in 5.1 (#66)
* feat(lua): give each pass of a for loop its own loop variables, as in 5.1

Lua 5.0 declares a for loop's variables once for the whole loop (its
parser's forbody activates them before entering the loop block), so every
function made in the body shares one variable, which is nil once a
generic for ends. Lua 5.1 declares them per pass, and 5.1 code relies on
it. Zygor Guides Viewer 2.0's recent-guides menu gives each entry
`checked = function() return ... guide.full end`; on 1.12 it errored
with "attempt to index a nil value" whenever the menu opened.

A new transpile pass rewrites such a loop to the 5.1 manual's own
equivalent, `for __cf_k, __cf_v in e do local k, v = __cf_k, __cf_v;`,
on the same line. It applies only to loops whose body contains a
function, and not when the body assigns to a loop variable (5.0 carries
that into the next pass and 5.1 doesn't). Chunks whose blocks don't
balance are left alone. The trigger scan follows blocks and brackets
without allocating. Toggle: "ForLoopScopes".

Tested offline on the rewriter's own code: 21 targeted cases, and 1,417
addon and Classic Era FrameXML files (67.7 MB). 184 loops were rewritten,
and every rewritten file still compiles under Lua 5.1. The pass adds about
0.03-0.05 s over the whole 67.7 MB.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
the recent-guides menu opens without an error, and functions made in a
generic for, a numeric for and a pair of nested loops each return their
own pass's values.

* refactor(lua): close loop upvalues per pass in the compiler instead of rewriting source

Replace the token-scanning source rewrite with a hook on the parser's
forbody. Lua 5.0's loop variables are the loop's control registers, and
a function made in the body keeps them open until forstat's block ends.
Emitting one OP_CLOSE at the end of each pass, before OP_FORLOOP /
OP_TFORLOOP, gives each function its own pass's values.

The OP_CLOSE is emitted only when a nested function names a loop
variable. markupval already records that on forstat's block, so
nothing is guessed from tokens. A loop that captures nothing compiles
to the engine's exact bytecode.

This fixes the gaps in the source rewrite (indexed and dotted targets,
`function v()`, nested elseif, long target lists). It adds no locals,
so it can't push a function past the 200-local limit, and it adds no
scan to every chunk load. Assignment to a loop variable still steers
the loop, as stock 5.0 code may rely on. The ForLoopScopes toggle is
gone with the rewrite.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 01:58:02 -05:00
SkeewirtandBrues 76cc907bd0 feat(tooltip): add GameTooltip:AddTexture on the engine's own routine (#67)
* feat(tooltip): add GameTooltip:AddTexture on the engine's own routine

Vanilla has the 3.x tooltip-texture feature built in and unexposed:
GameTooltipTemplate declares <name>Texture1..3, the XML-OnLoad scan
binds them (tooltip+0x34C), FUN_005303D0 lays the next one out on the
last line (sized to the line, text shifted right) and the tooltip clear
undoes it. Nothing in the 1.12 binary calls that routine; expose it as
GameTooltip:AddTexture. The engine's limits stay: three textures per
tooltip, none on the header line. Zygor Guides Viewer adds guide
images to its tooltips this way.

Verified in-game (1.12.1 client via VanillaFixes): on a
GameTooltipTemplate tooltip with two lines,
AddTexture("Interface\\Icons\\INV_Misc_Bag_08") shows <name>Texture1
with that file, and ClearLines hides it again.

* fix(tooltip): repair AddTexture layout around the engine routine

The engine's texture routine was never called before, and its layout has
two defects. The tooltip clear re-anchors the line below a textured line
at (0, 0) instead of the template's 2px gap, so that line sat too close on
every later tooltip from the frame. And every re-anchor replaces the
line's offset, so a second texture on one line, or one on the line right
below a texture, broke the text alignment.

Tooltip::ClearItemGuid becomes Tooltip::Clear: the one clear co-hook now
also restores the gap below each textured line. AddTexture refuses a
texture on or right below a textured line, accepts only strings, and
returns whether it placed the texture. Correct the Offsets.h description
of the routine and keep the user doc to the contract.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-17 00:18:26 -05:00
SkeewirtandBrues e9e431e014 feat(frame): add SetClampRectInsets / GetClampRectInsets (#69)
* feat(frame): add SetClampRectInsets / GetClampRectInsets

Later clients let a frame that is clamped to the screen keep a different
rect on screen than its own: SetClampRectInsets(left, right, top, bottom)
grows or shrinks the rect the clamp uses. Zygor Guides Viewer 2.0 sets
them on its frames while building them (a negative top inset lets a
frame's top go off screen), and 3.3.5's own FrameXML uses them too.

The engine clamps a frame to the screen inside its rect calculation
(0x00767A20): it resolves the edges and, for a clamped frame, slides the
rect onto the screen. Hook that calculation: for a frame with insets, take
the unclamped rect, grow it by the insets (converted from the frame's
units to layout units with the inverse of Script GetLeft's scaling), slide
that onto the screen with the engine's own steps and order, and move the
frame's rect by the same amount. Frames without insets go through the
engine's clamp as before. SetClampRectInsets re-lays the frame out, as
SetClampedToScreen does, and (0, 0, 0, 0) clears the insets.

Sign convention from 3.3.5's own calls: WorldMapFrame (0, 0, 0, -60)
"don't overlap the xp/rep bars", chat frames (-35, 35, 26, -50).

Verified in-game (1.12.1 client via VanillaFixes): a clamped 100x100
frame placed 10 above the bottom of the screen stays at 10, moves to 60
with (0, 0, 0, -60) and back to 10 once cleared; a frame placed 20 over
the top is clamped to the edge and, with a top inset of -25, keeps its
20 over. GetClampRectInsets returns the insets set.

* refactor(frame): address review of SetClampRectInsets

Use the existing OFF_REGION_ANCHOR and UI coordinate globals instead of new
duplicate offsets, and move the pixel/anchor-unit conversion into one shared
Game::PixelToInternal / InternalToPixel pair (replacing the copies in
LinePool, Transform and Metrics). Restore only the clamp bit around the
unclamped rect calculation so other layout flag bits survive. Add doc
descriptors for both methods and drop version/implementation notes from
the user docs.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-16 23:56:17 -05:00
SkeewirtandBrues fbcc1c9ae1 feat(editbox): add SetCountInvisibleLetters / IsCountInvisibleLetters (#88)
* feat(xml): read parentKey, function= and button font style= from XML

Later clients' XML has three attributes vanilla's parser keeps on the
node but never reads. Ported UIs lean on all three: Zygor Guides Viewer
2.0 uses parentKey 69 times (its arrow, skin buttons and step frames),
binds its main frame's whole OnLoad with function=, and names button
fonts with style=.

All three hook the engine's per-object XML node loaders. Those run on
the object's layout sub-object ((object+0x24)->vtable[+8], called from
the frame builder at 0x006EE4D9 and the region factory at 0x006F2756),
so the object is `this - OFF_XML_LOADER_SUBOBJECT`. The loaders: frames
FUN_00769820 (every derived frame type's loader calls it first),
textures FUN_0076FE20, font strings FUN_00770F40, and Button's
FUN_XML_BUTTON_LOAD (CheckButton's calls it first). Each hook runs the
engine's loader, then:

- parentKey="Name" sets parent[Name] = object on the Lua wrappers, the
  parent being the object's script-region parent (OFF_REGION_PARENT,
  which GetParent reads). An unnamed element has no wrapper yet, so it
  is registered the way the engine's own lazy path does
  (ScriptRegister(object, NULL), as GetParent does); a named one is
  never registered here, since SetName already did that under its name.
  The builder loads content and child frames before it finalizes, so a
  parent's <OnLoad> already sees its keys, and keys inside a virtual
  template bind on every frame built from it.
- A script element with function="Name" becomes
  frame:SetScript(<element>, _G[Name]). The loader runs before the
  builder's finalize, so a bound OnLoad fires at the usual point.
- A NormalFont / HighlightFont / DisabledFont with style and no inherits
  is applied through the engine's own setter for that state with
  _G[style]. Vanilla reads only inherits there and otherwise leaves the
  button's embedded font empty, so its text had no font.

Adds FUN_XML_FRAME_LOAD / FUN_XML_TEXTURE_LOAD / FUN_XML_FONTSTRING_LOAD
/ FUN_XML_BUTTON_LOAD, OFF_XML_LOADER_SUBOBJECT and
OFF_SCRIPT_REGION_NAME, with their derivations.

Verified in-game (1.12.1 client via VanillaFixes, Zygor Guides Viewer 2.0):
probe XML gets its parent keys on a Frame, a Texture, a FontString, a
button's NormalTexture and a frame inside an inherited template; an
<OnShow function="..."/> handler runs; a button with
<NormalFont style="GameFontHighlightSmall"/> reports that font object.
Zygor's frames build with their keys, its main frame's OnLoad runs, and
it loads without a Lua error.

* feat(editbox): add SetCountInvisibleLetters / IsCountInvisibleLetters

3.3.5's EditBox can count color codes and hyperlink markup toward its
SetMaxLetters limit: SetCountInvisibleLetters(true), or
countInvisibleLetters="true" in XML (its macro text, friends broadcast and
BNet report boxes). Off is the default. AceGUI-3.0's MultiLineEditBox
calls the setter while building.

1.12's SetMaxLetters limit (+0x340) counts only visible letters: its
counter (0x0077BC80) skips the markup classes in the edit box's per-byte
table (+0x330), so with a limit of 5 "|cffff0000abcdefg|r" keeps
"|cffff0000abcde" (checked in-game). That is 3.x's default (off). With the
flag on, the limit check's three counts (returns 0x0077C09F, 0x0077C0C1,
0x0077C0E9) count each markup token at its length instead. The counter's
other callers, the cursor movement and GetUTF8CursorPosition, are
unchanged.

For XML, hook the EditBox node loader (0x00779FB0, identified by the
"letters"/"autoFocus"/"multiLine" attributes it reads after calling the
frame loader) and, after it runs, read the attribute and parse it with
the engine's own boolean parser (0x006F1B30, as for autoFocus). The
loader follows the node-loader convention of the XML attributes change
(OFF_XML_LOADER_SUBOBJECT), which this builds on.

Verified in-game (1.12.1 client via VanillaFixes): with SetMaxLetters(12),
"|cffff0000abcdefg|r" is kept whole with the flag off and cut to
"|cffff0000ab" with it on; an XML EditBox with letters="12" and
countInvisibleLetters="true" reports the flag on and cuts the text the
same way.

* docs: correct GetNumLetters note, drop version comparisons

GetNumLetters counts the letters you see (FUN_007992C0 calls the same
counter as the limit check), not bytes. Remove the 3.3.5 / stock 1.12 /
later-client comparisons from the new XML and edit box sections.

* fix(frame): build extra templates' child frames in CreateFrame

The multi-template graft called the main vtable's +8 slot, which is the
Lua method lookup FUN_00778590, not a node applier, passing the XML node
as the Lua state. Its second call (the +0x24 sub-object's node loader)
applied the template's content, but <Frames> children are built only by
FUN_0076A060 from the finalize step, so an extra template's child frames
were never created.

Call the node loader, then FUN_XML_FRAME_LOAD_CHILD_FRAMES directly, so
OnLoad is not re-run. Correct the notes in Offsets.h and CreateFrame.cpp.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-16 23:42:22 -05:00
SkeewirtandBrues 142faafb13 feat(frame): add SetHyperlinksEnabled / GetHyperlinksEnabled (#92)
* feat(frame): add SetHyperlinksEnabled / GetHyperlinksEnabled

3.3.5 has SetHyperlinksEnabled/GetHyperlinksEnabled on ScrollingMessageFrame
and SimpleHTML only, so register them on those two types' method tables
(0x00CF5294, 0x00CF5328), and hook the three functions both types fire
OnHyperlinkEnter/Leave/Click through (0x007A3780, 0x007A37B0, 0x007A37E0)
to skip the script while a frame's hyperlinks are off. On stays the
default, which is vanilla's behavior.

Zygor Guides Viewer 2.0 turns hyperlinks off on the step lines it fills
with Gold Guide item lists, and back on when they show guide steps.

Verified in-game (1.12.1 client via VanillaFixes): both types report true
by default, false after SetHyperlinksEnabled(false) and true again after
SetHyperlinksEnabled(true), and a plain Frame has neither method, as in
3.3.5. Not yet checked: the skipped script itself (a click on a link with
hyperlinks off), which needs the mouse; that check runs next session.

* refactor(frame): gate hyperlink scripts via RunnerHook, keep Leave

Replace the three MinHooks on the per-type hyperlink fire functions with
a Frame::RunnerHook subscriber keyed on the script slot (+0x320 Enter,
+0x330 Click). OnHyperlinkLeave is never suppressed, so a tooltip shown
before hyperlinks were disabled still closes. Parse the argument with the
engine's loose boolean (default on), as 3.3.5's setter does.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-16 23:27:51 -05:00
GratisNinja86andBrues c243489916 Fixed bleed of druid "Pounce" spell not shown under nameplates (#105)
* Attribute Pounce Bleed to the caster

* fix(aura): attribute triggered auras from the Spell.dbc trigger link

Replace the hardcoded Pounce -> Pounce Bleed table with the DBC link:
any effect of type SPELL_EFFECT_TRIGGER_SPELL whose EffectTriggerSpell
applies an aura gets the trigger's caster.

- Arm the target and attribute on the application hook, so a hit by
  the trigger that the triggered aura never follows (bleed-immune
  target) creates no phantom entry. An existing instance from the same
  caster that the descriptor still lists is refreshed in place, since
  the server's re-apply fires no OnAuraAdded.
- Work for any caster, not only the local player.
- Share the target list (hit list, else the caster) and the duration
  helper with the cast's own aura path.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-16 23:12:12 -05:00
Brues 917b15640e feat(quest): add C_QuestLog.GetInfo and C_QuestLog.GetQuestLogTitle
Both run the engine's Script_GetQuestLogTitle (0x004DF930) and repackage
its returns, so title, level, header, collapse and complete/failed state
match the stock GetQuestLogTitle. Also registers Enum.QuestFrequency and
Enum.QuestClassification.

Corrects the Quest::Cache note on +0x14..+0x24: those slots are
RepObjectiveFaction, RepObjectiveValue, the two opposite-rep fields and
NextQuestInChain, not SuggestedPlayers and friends. The 1.12 wire carries
no suggested group size, so suggestedGroup is always 0.
2026-09-30 15:08:38 -05:00
Brues 7ccbbaaf68 fix(compat): stop Turtle's Toggle Movement button erroring
Turtle's Options frame sets GroupFrame_ToggleMovement(state) directly as
the button's OnClick. With modern script args the handler receives the
button as `state`, and `1 - state` errors (Turtle_GroupUI.lua:409). Wrap
the global so only a number reaches the original.
2026-09-30 14:58:58 -05:00
Brues 71805db62f docs(readme): list PickupEquipmentSet and WEAR_EQUIPMENT_SET 2026-09-27 00:07:57 -05:00
Brues 85619155f8 feat(equipmentset): add C_EquipmentSet.PickupEquipmentSet
Equipment sets become action-bar buttons, as in 3.3.5: action type
0x20000000 | setID and cursor type 13. The set can be picked up,
placed, dragged off, and swapped with other actions. The button shows
the set icon, name and tooltip, and grays out while a set item is
locked. A click fires WEAR_EQUIPMENT_SET(setID) and the embedded
EquipmentManager equips the set.

The server drops action type 0x20 without saving it, so placements are
kept in the per-character equipment-set file. The server is sent an
empty slot, and the saved buttons are merged into the
SMSG_ACTION_BUTTONS buffer at login. GetActionInfo and GetCursorInfo
report "equipmentset", name.
2026-09-27 00:05:29 -05:00
Brues 46dc198505 feat(tooltip): add GameTooltip:GetUnit
GetUnit() returns (name, unitToken). The engine drops the token after
SetUnit resolves it to a GUID, so it is kept where it enters:

- SetUnit is re-registered in front of the engine method and stages
  the token; it binds in the unit-builder co-hook that SetEvents
  already owns, before OnTooltipSetUnit fires.
- A build with no staged token is the world mouseover ("mouseover");
  the in-place refresh keeps the bound token.
- Unit-frame hover (Frame::Attributes) stages the frame's unit, since
  the engine resolves "mouseover" only for a live object and an
  offline or far group member has none.

The name follows Script_UnitName's order (live object, group roster
slot, name cache), so offline members resolve for GetUnit and
GetUnitGUID alike.
2026-09-26 22:33:13 -05:00
Brues 7707127d5f fix(macro): add the question-mark icon to the macro icon list
The stock 1.12 macro icon list holds only Ability_* and Spell_* icons,
so on a client without Turtle or pfUI the macro picker cannot select
INV_Misc_QuestionMark, and #showtooltip never gets a macro to take over.

Mirror 3.3.5's loader: seed the icon through pass 3's own append before
the walks, then move it to index 0 after the engine sorts and dedups.
2026-09-26 00:31:19 -05:00
Brues fa7d71435f fix(nameplate): retry CREATED and UNIT_ADDED until they fire
A plate was marked seen before NAME_PLATE_CREATED was sent, and a GUID
entered the tick snapshot before NAME_PLATE_UNIT_ADDED was sent. When a
fire was dropped because its event slot was not claimed yet, the plate
was never announced again until /reload cleared the diff state. pfUI
builds its overlay on CREATED and finds it on ADDED, so such a plate
kept Blizzard's look (brues-code/pfUI#59).

FireWithFrame now reports whether the event went out, and a plate is
marked seen only then. ADDED waits for its slot AND for its frame's
CREATED, so a handler never gets a unit for a plate it was not
introduced to. A deferred GUID gets no token slot and no observers, and
is left out of the snapshot, so the next tick retries it and no REMOVED
fires for an ADDED that never went out.

Not verified in game: the dropped-slot case cannot be forced here, so
only the normal path was built and deployed.
2026-09-25 10:34:40 -05:00
Brues 3467513df9 feat(container): group sorted gear by equip slot
Gear was one category per quality tier, ordered inside by class,
subclass and name, so a helm could sit between two pairs of boots and
an epic helm landed far from a green one. Gear is now one category,
ordered by class, then equip slot, then subclass, then quality (best
first), then name, so like pieces sit together.

The slot key ranks Item.dbc inventoryType through a table rather than
the raw INVTYPE number, which does not follow the character pane (robe
is 20, chest 5; cloak 16). The order is Baganator's: weapons by hand,
ranged and ammo, then armor with shields and off-hands first, head to
feet, then jewelry, shirt and tabard.
2026-09-25 10:19:16 -05:00
Brues 6000df8009 feat(cvar): add C_CVar.SetTempCVar and RemoveTempCVar
SetTempCVar changes a cvar for the session without saving it to
Config.wtf; RemoveTempCVar restores the value from before the first
temp set.

The temp set passes a6 = 0 to the engine setter, the only argument that
marks the config dirty, so it applies the value and runs the change
callback without asking for a save. When something else dirties the
config, a co-hook on the config writer (0x0063D980) points each temp
cvar's value at its saved string for the write and restores it after.
A plain SetCVar over a temp value wins: the entry drops itself, so the
user's set is saved and never rolled back.

Errors mirror Script_SetCVar. Registered in-game and on glue.
2026-09-25 09:59:27 -05:00
Brues fde3beca9d fix(table): keep the stored length on weak-valued tables
The getn heal read a nil at the stored last slot as proof that nobody
maintained the length. For a weak-VALUED table that is false: the
collector clears those slots behind the writer, so `luaL_setn` is still
exactly what the last append left and the holes below it come and go
between two reads.

Compost-2.0 is the casualty. `secondarycache` is `__mode = "v"`, filled
with `table.insert`; `GetTable` walks it with `pairs` and calls
`table.remove(cache, i)` on a live index. Once the GC clears slot 1 and
the stored last slot, the heal bisects to border 0, `luaB_tremove` takes
its `e == 0` empty-table early-out and returns NOTHING, and the next line
indexes with the nil it got back -- "table index is nil" at
Compost-2.0.lua:81, once per recycled table, in every addon that pulls
Compost in through AceLibrary.

The border search is what exposed it (5aa382b's table.insert switch is
not involved -- Compost never appends a nil, so no mark ever applied to
its tables). The walk-down it replaced returned the HIGHEST populated
slot, which is always at or above the live index the pairs loop holds, so
remove still found something; a bisect returns some border and probes its
way down to 0 through the collected slots. That tradeoff was known and
written down -- a weak cache read through table.remove is where it bites.

So gate the heal: `__mode` mentioning "v" returns the stored length
untouched, as rule 3, ahead of the mark. It costs one getmetatable and a
raw `__mode` fetch on the already-rare unhealthy path, so the bisect keeps
its win everywhere else, and the mode is read raw -- the same fetch the
collector's own check uses.

New plumbing: Game::Lua::GetMetatable, from the offset already catalogued
in LuaCAPI.md. LuaEnv::Fenv had rolled its own copy; it now shares this
one.

Verified in game: a three-slot weak table with slots 1 and 3 collected
reports getn 3 and hands back its live slot (0 and nothing before), and
the Compost errors are gone.
2026-09-17 23:39:43 -05:00
Brues 452f3c14fc fix(macro): keep the unlearn sweep from deleting #showtooltip macros
The spell-removal handler FUN_005E9FE0 calls FUN_004E5E20(spellID) right
after the unlearn writer. That sweep walks all 0x78 action slots, resolves
each through FUN_ACTION_SLOT_TO_SPELL -- which is macro-aware, so a macro
slot answers with the primary-spell cache this module writes -- and clears
every slot whose spell matches. The clear notifies with sendToServer = 1,
so CMSG_SET_ACTION_BUTTON goes out and the server persists it: the macro is
gone for good, not until the next reload.

That rule is sound for a cache the engine filled from a /cast line and
wrong for one filled from a display directive, which names an icon rather
than what the button does. `#showtooltip [known:18223] 18223` over a /cast
the player can still perform would lose the whole macro on a respec, and a
conditional directive makes it arbitrary besides -- the cached value is
whichever clause happened to match on the last evaluation.

Co-hook the sweep and park every managed macro's cache at 0 for its
duration, restoring afterwards with a plain field write (nothing we own
changed, so no repaint is owed; the slots the engine really did clear were
announced by its own notify). A BusyScope wraps it because the sweep's
ACTIONBAR_SLOT_CHANGED handlers reach Lookup, whose catch-up would
otherwise re-apply the parked values mid-sweep for slots the loop has yet
to reach. Macros with no directive are untouched.

Consequence: a plain #showtooltip macro whose /cast line names the
unlearned spell now also survives, where stock 1.12 removed it.
2026-09-17 14:04:59 -05:00
Brues 6bb12c3c12 ci: drop the Gitea mirror entirely
octowow.st's Gitea instance would not accept a git push under any
credential scheme, converting the repo off "mirror" status didn't
change that, and its own pull-mirror sync was already unreliable
before any of that -- three commits of narrowing down the actual cause
without ever reaching a fix. The repo is being removed from Gitea, so
there is nothing left to mirror to.

Removes mirror-release.yml, the diagnose-mirror-auth.yml scratch
workflow, and the `mirror` job in build.yml that called it.
2026-09-17 11:49:21 -05:00
Brues 7a08199ba5 ci: replace the status-code probe with a real end-to-end push test
Every scheme in the first diagnostic came back 200 on the GET leg,
which does not actually clear anything -- a bare status code can't tell
a real git advertisement apart from a 200 that's something else, and
`git push` also has a second POST leg the GET-only probe never touched.

Run the real thing instead: `git push --dry-run` end to end against a
disposable ref, with real credentials, under the three most plausible
schemes -- captures git's own diagnostic output instead of inferring
from a client-side parse error that looks the same for a 401, a 403,
and a malformed 200.
2026-09-17 11:41:31 -05:00
Brues a5bb3823fb ci: add a one-shot diagnostic for the mirror git-http auth scheme
Converting the Gitea repo out of mirror status did not fix the push
(same client-side error), which rules out `repo.IsMirror` gating and
means the two prior fixes were both guesses at a credential scheme with
no way to verify which one, if any, the deployed Gitea actually accepts
-- a 401 and a 403 look identical from the git client's side.

Tests six candidate schemes against the real git-receive-pack endpoint
with the real MIRROR_TOKEN, printing only the resulting HTTP status per
scheme -- never the token or a response body. Delete this file once the
working scheme is found and applied to mirror-release.yml.
2026-09-17 11:37:22 -05:00
Brues 8c941c757d fix(ci): authenticate the mirror push with a token header, not oauth2 basic auth
The direct push added in 2fff956 failed every run: git reported
"could not determine hash algorithm; is this a git repository?" against
the Gitea push URL. Reproduced the exact message locally by hitting the
same endpoint with a deliberately bad token -- it is git's confusing
rendering of a plain 401, not a routing or protocol problem (the same
endpoint serves a clean smart-HTTP advertisement for an unauthenticated
fetch).

`oauth2:<token>` as the HTTP Basic auth username is GitLab's convention,
not Gitea's, and Gitea rejected it. Switch to the `Authorization: token
X` header instead -- the exact scheme this same workflow's curl calls
already use successfully against this server -- rather than guess at a
different Basic-auth username convention.
2026-09-17 11:21:27 -05:00
Brues 2fff9564b2 fix(ci): push release tags to the Gitea mirror directly
Gitea's pull-mirror sync is a background queue job: POSTing mirror-sync
only enqueues it, and a failure on Gitea's end (stale pull credentials,
a stuck queue) is invisible from here -- the workflow would just poll
for the tag for 5 minutes and time out, so releases never made it
across.

Replace the ask-and-poll with a direct push: fetch the release tag from
GitHub (shallow, depth 1) and push it straight to the mirror with the
existing MIRROR_TOKEN, which already has write access. A git push either
lands or fails loudly on the spot -- nothing to wait on. Gitea's own
pull-mirror can keep doing whatever it does for everyday commits and
branches; this workflow no longer depends on it working.
2026-09-17 11:09:11 -05:00
Brues bbefdb847d fix(aura): include the player's pet in the PLAYER filter
Blizzard defines the token as "Include only auras that were cast by the
player, or by the player's pet or vehicle"
(AuraUtil.AuraFilters.Player). There are no vehicles here, so the caster
set is player + pet -- but all three comparisons tested
`casterGuid == PlayerGuid()` and nothing else.

A pet's cast carries the PET's guid in the Aura::Source cache, since
that is who SMSG_SPELL_GO names, so "HARMFUL|PLAYER" silently dropped
every aura the pet applied. `!PLAYER` had the mirror bug: it returned
the pet's auras as though a third party cast them.

Centralize on one IsPlayerOrPetCaster predicate rather than fixing each
site -- IsPlayerCast, GroupIsPlayerCast and CachedMatches had already
grown three separate copies of the comparison, which is how they would
drift again. The pet guid comes from VAR_PET_GUID, a live engine global,
so the predicate stays two compares with no object resolve; it runs per
aura slot. A caster of 0 (cache miss) still matches nothing.

Unrelated and untouched: the `isFromPlayerOrPlayerPet` aura field, which
means "applied by ANY player or a player's pet" and is answered from the
caster's HIGHGUID prefix.

Verified in-game: a Hunter pet's Scorpid Poison now returns from
C_UnitAuras.GetAuraDataByIndex("target", 1, "HARMFUL|PLAYER").
2026-09-16 23:32:16 -05:00
Brues 56d2dbbc27 fix(player): file WEAPON_SLOT_CHANGED under PaperDollInfo
Blizzard's generated API docs put all three of this file's events in the
PaperDollInfo system (PaperDollInfoDocumentation.lua), so the descriptor
said the wrong system and would have invented a stray "Item" grouping in
the /classicapi browser. Filing it correctly also lines up
PLAYER_EQUIPMENT_CHANGED and UPDATE_INVENTORY_DURABILITY for whenever
they get descriptors of their own.

Same source confirms the payload: the entry carries no Payload field, so
no arguments is right. It is also flagged UniqueEvent where the two
per-slot events are SynchronousEvent -- recorded in the header comment,
since that makes the per-frame coalescing the event's own shape rather
than a local preference.
2026-09-16 22:25:44 -05:00
Brues 0296e0e5a4 feat(player): add WEAPON_SLOT_CHANGED
Fires with no payload when the item in inventory slot 16, 17 or 18
changes -- equip, unequip and swap alike. The narrow sibling of
PLAYER_EQUIPMENT_CHANGED that swing-timer consumers want, so they no
longer filter three slots out of a 19-slot event in Lua on every gear
change. Blizzard's own Blizzard_SwingTimer registers this event.

Rides the descriptor-field observers Player::Equipment already installs
for PLAYER_EQUIPMENT_CHANGED -- the weapon slots are three of the 19 --
so there is no new hook, no second registration and no polling. The
dispatcher invokes the callback only when a slot's item GUID actually
changed, and seeds each node's mirror from live at registration, so
login and /reload produce no fire.

Coalesced to at most one fire per frame via a dirty flag drained on
WorldTick: one action can change two weapon slots (a two-hander
replacing a one-hander plus an off-hand) and the per-slot observer would
otherwise fire twice for it. The drain checks the reservation slot
before clearing the flag, so a change marked while the reservation is
still unclaimed is held rather than swallowed.

Slot 18 is exempted for the classes whose slot 18 is a relic slot -- a
Libram/Idol/Totem is a passive stat item, not something you swing.
Gated on the same data Script_UnitHasRelicSlot (0x00519E50) reads rather
than a hardcoded class list: ChrClasses.dbc[class] + 0x40, verified in
the disassembly at 0x00519EAE-0x00519EC0 and against the client's own
ChrClasses.dbc, where that column is 1 for PALADIN/SHAMAN/DRUID and 0
for the other six. Read live, since the class-byte global is
repopulated per character-enter.

Not verified in-game yet: built and deployed only.
2026-09-16 20:30:17 -05:00
Brues 6812771a89 fix(event): raise the reservation cap past the 64-slot overflow
MAX_RESERVED was 64 while the codebase carries 65 AutoReserve
instantiations: 60 at file scope plus the 5 lazy function-local ones in
voicechat/Tts.cpp, which construct on first registration and only when
VanillaTTS is absent.

The constructor silently returns once g_reservedCount hits the cap, and
the file-scope 60 all run at static init, so the TTS five land last and
the 65th -- VOICE_CHAT_TTS_VOICES_UPDATE -- was dropped: Slot() stayed
-1 and Fire() no-opped, so the event never fired on any client without
VanillaTTS.

Bump to 96 and record the incident; the comment's "~40 reservations"
figure was stale from the previous overflow at 32.
2026-09-16 20:28:25 -05:00
Brues 4d835aa674 feat(combat): add PLAYER_SWING / PLAYER_SWING_RANGE_UPDATE / C_SwingTimer
Backports the Forever beta swing-timer API. PLAYER_SWING and
PLAYER_SWING_RANGE_UPDATE fire off the packets the engine already sends
for melee/ranged auto-attacks, mirrored as state (parry haste, extra
attacks, on-next-swing abilities, cast-time resets) rather than relayed
1:1, so N packets for one logical reset collapse into one event.

Two bugs surfaced only by in-game testing, not by reading the
disassembly:

- FUN_UNIT_CAN_ATTACK (0x00606980) is __thiscall with the second unit
  pushed on the stack, not __fastcall(ecx,edx) -- Ghidra's decompile of
  the one caller renders it as a plain two-arg call either way, so the
  wrong convention crashed on a bogus ecx read off [ebp+8] garbage.
  Same trap as FUN_SET_CVAR_VALUE.

- The generic engine range core (FUN_006e3480, what
  C_Spell.IsSpellInRange already uses) computes full 3D distance, but
  the server's actual melee-attack gate
  (Unit::CanReachWithMeleeAutoAttackAtPosition,
  WorldObject::CanReachWithMeleeSpellAttack) is explicitly 2D --
  verified by landing hits at 5.08yd 3D distance that the 3D check
  rejected. Melee now gets its own 2D check
  (Combat::Swing::InMeleeRange), reading the same live engine reach
  constants; ranged keeps the 3D core, which matches the server's own
  (also 3D) generic spell-range gate.

Also: attack-start no longer resets the off-hand timer unless the
target is actually in range. Unit::Attack's off-hand reset fires the
instant an attack is declared, even out of range, and the server just
silently re-arms it every 100ms until you're close enough -- firing
PLAYER_SWING there promised a swing time that was not real.

Slam is special-cased for Turtle: every rank in Turtle's own client
Spell.dbc carries AttributesEx2's swing-reset exemption, but packet
timestamps show Turtle's server does not honor it for Slam -- both
melee timers delay after casting it, contradicting both the client
data and the public tortoise-wow reference source.
Combat::Swing::AutoSwingResetOverride is a small extension point
(mirroring Turtle::ComboDuration's Rip override) for this kind of
server/client divergence; src/turtle/SwingReset.cpp registers the
known Slam ranks.

Verified in-game: swing detection (dual-wield, extra attacks
coalescing to one event, cast-time resets), the melee range fix, and
the attack-start range gate. The Slam override has not been
rebuilt/retested yet.
2026-09-16 17:50:13 -05:00
Brues dfbba225d2 fix(macro): correct the loose/mpq split in the icon enumeration
The three macro-icon scan callbacks were named and tagged for the wrong
walker. FUN_LOAD_MACRO_ICONS hands 0x004F0220 to FUN_MPQ_ENUM_FILES (the
archive listfile walk) and 0x004F0350 / 0x004F04F0 to the disk walker,
but Icons.cpp had it exactly inverted: the archive pass was tagged
SRC_LOOSE and both disk passes SRC_MPQ. So GetMacroIcons /
GetMacroItemIcons returned the loose on-disk icons -- nothing at all on a
stock install -- while GetLooseMacroIcons / GetLooseMacroItemIcons
returned the archive set. It went unnoticed because the only consumer,
IconDataProviderMixin, calls all four and concatenates, so only the
ordering within each list changed and never the content.

Tags corrected, and the offsets renamed to what the loader actually hands
them to, with each one's filter recorded since that is the load-bearing
difference between the two disk passes:

  FUN_MACRO_ICON_CB_DISK        -> FUN_MACRO_ICON_CB_MPQ
  FUN_MACRO_ICON_CB_USER_MPQ    -> FUN_MACRO_ICON_CB_DISK_PREFIXED
  FUN_MACRO_ICON_CB_INSTALL_MPQ -> FUN_MACRO_ICON_CB_DISK_ANY

Also replaces a wrong guess in the Offsets.h block. It claimed a filter
inside the SStrDup/array-append helpers downstream of all three callbacks
was what kept INV_* out of the engine's own list. Decompiling the loader
and all three callbacks shows there is no shared downstream helper at
all: the grow-and-append code is inlined identically into each callback,
so the only filtering is what each one does itself. The list is
Ability_*/Spell_* only because passes 1-2 prefix-filter and pass 3 -- the
one that does not -- is a disk walk over a folder that ships empty. A
loose INV_*.blp dropped into Interface\Icons\ does enter the list,
through pass 3 alone. The block now also records the qsort + adjacent
SStrCmpI dedup, that GetMacroIconInfo pushes the empty string rather than
nil for a bad index, and that only GetNumMacroIcons triggers the lazy
build.

Verified in-game.
2026-09-15 10:54:59 -05:00
Brues 930b0c6492 Add C_LossOfControl.GetSchoolLockout
Serving the school-interrupt lockout through the generic list costs a caller
two full BuildList passes -- GetActiveLossOfControlDataCount runs one and
GetActiveLossOfControlData runs another -- plus a Lua table per entry, and
BuildList classifies up to 16 debuff slots with RecordForID on each. All of
that aura work is waste for a caller that only wants the lockout, and a macro
conditional reading it every frame pays it every frame.

The state behind it is g_schoolLock, seven pairs of ticks. Read it directly:
no table, no debuff scan, one pass.

Return a mask rather than a school. Each SMSG_SPELL_COOLDOWN batch locks one
school, so being kicked on fire and then frost leaves two entries active, and
a caller walking the list and stopping at the first SCHOOL_INTERRUPT drops the
rest. filterMask narrows the scan, which is how a caller gets one school's own
remaining time instead of the aggregate.

Also document that the ADDED/UPDATE events diff which effects are active, so
re-locking an already-locked school extends endMs without firing either one --
that expiry cannot be cached on the events.
2026-09-15 10:18:36 -05:00
Brues 428c3308c6 docs(todo): add #101 Frame:SetOnUpdateMode
Records the engine trail found while evaluating it: the per-frame
dispatcher FUN_0076B2C0 (vtable +0x38, __thiscall(frame, float elapsed),
fires the OnUpdate slot at +0x128) and the walk FUN_00765650, which
iterates nine strata buckets of the frame+0x310 intrusive list with NO
visibility check in either place. Visibility is list membership, and that
list is the render list -- which is what splits the enum: Disabled /
RunWhenVisible / RunWhenVisibleOnce need only a co-hook on the
dispatcher, while RunOnce / RunAlways have to be driven from the
already-owned WorldTick because a hidden frame is not in the list at all
and forcing it in would try to draw it.

Also notes the open question (which elapsed the self-driven modes pass,
and whether WorldTick runs before or after the UI pass), that no loaded
DLL references either function, and that RunAlways is the only genuinely
new capability -- the rest is parity with existing idioms.
2026-09-15 02:16:45 -05:00
Brues a33146241e feat(macro): make [button:N] read the click it is running inside
The condition existed but was a stub: it matched only "1" / "leftbutton"
and always passed, because nothing on this client could say which mouse
button had driven the current click. GetMouseButtonClicked can now answer
that, so the condition asks it.

Numbers use the modern API order -- 1 left, 2 RIGHT, 3 middle, 4, 5 --
which is deliberately NOT the order of the engine's internal click
bitmask (where 2 is the middle button); that mask never reaches Lua. A
name is matched as written, so [button:rightbutton] and [button:2] are
the same test, case-insensitively.

Outside a click the answer stays "left button". That is not a cosmetic
default: Macro::ShowTooltip re-evaluates conditional directives off the
world tick with no click in progress, so a nil-means-no-match rule would
change which icon a `/cast [button:2] X; Y` macro displays at rest. The
engine's own no-argument Button:Click() means the left button, so it is
also the honest resting answer for a state-driver poll.

Verified in-game with all five buttons, both directly from OnClick and
through a real macro body -- click -> attribute macro ->
EXECUTE_CHAT_LINE -> SlashCmdList -> SecureCmdOptionParse, which
confirms the click context survives the whole chain -- plus the name
form, the btn alias, and the no-click resting answer.
2026-09-15 01:38:38 -05:00
Brues c7af8d396e feat(frame): accept AnyUp / AnyDown in Button:RegisterForClicks
The engine's RegisterForClicks (0x00782490) SStrCmpI's each argument
against exactly ten literals -- LeftButtonDown 0x1 / LeftButtonUp 0x100,
Middle 0x2 / 0x200, Right 0x4 / 0x400, Button4 0x8 / 0x800, Button5
0x10 / 0x1000 -- treats anything else as contributing nothing, and
ASSIGNS the OR to the click mask. So the collective names later clients
take, "AnyUp" and "AnyDown", did not fall back to the default here: they
zeroed the mask and the button silently stopped answering every real
click, while Button:Click (which ignores the mask) kept working and hid
it. That is what broke the first click-bracket harness yesterday.

Frame::ClickMask re-registers RegisterForClicks on the Button method
registry (0x00CF4E14, new VAR_BUTTON_METHOD_REGISTRY; most recent
registration wins, CheckButton inherits through the type walk). It does
not reimplement the parser: for each AnyUp / AnyDown argument it appends
the five names that collective stands for onto the Lua stack and
tail-calls the engine's own function, which then does the self
typecheck, the parse, the setter and any error text itself. The
collective string is left in place -- the engine's unknown-name -> 0
rule already makes it inert -- so the reshape is purely additive and
the engine's loop terminates exactly as before.

Verified in-game with left, middle and right: AnyUp fires OnClick on
release; AnyDown on press; "anyup" + "LeftButtonDown" (case check) fires
left on both press and release and the others on release only; a
LeftButtonUp control is unchanged; "Fnord" alone still yields no clicks.
2026-09-15 01:04:10 -05:00
Brues a2a2ccb804 feat(frame): bracket the click at the engine's click vmethod
PreClick/PostClick now fire on every click, with or without an OnClick
handler, and GetMouseButtonClicked is live inside OnMouseDown and
OnMouseUp on any frame -- the two things 3.3.5 does that the previous
runner-only bracket could not.

3.3.5 (CSimpleButton::Click FUN_0096fd70 -> FUN_0096f090) fires PreClick,
OnClick and PostClick as three independent `if (slot)` blocks, so
Pre/Post never depended on OnClick. And the frame-manager field behind
GetMouseButtonClicked is written by exactly four dispatches -- that
click, the double-click, and CSimpleFrame::OnMouseDown FUN_0048fc30 /
OnMouseUp FUN_0048fce0 on every frame type -- not by OnDragStart.
Confirmed live on 3.3.5: `down LeftButton LeftButton`, `up LeftButton
LeftButton`, `drag LeftButton nil`. 7a4ab29 had misread +0x16c/+0x174 as
OnClick/OnDoubleClick and made OnMouseDown/OnMouseUp nil; corrected.

1.12 has the same two decision points. The runner interceptor now gates
on all four mouse-button script slots (OnClick +0x4CC, OnDoubleClick
+0x4D4, OnMouseDown +0x150, OnMouseUp +0x158 -- the CSimpleFrame
resolver FUN_0076A0D0's table is recorded in Offsets.h) and scopes the
name from the fire's own "%s" argument. PreClick/PostClick move to a
co-hook on the Button click vmethod FUN_00779540, which every
Lua-creatable button reaches (Button directly, CheckButton's override
toggles then chains to it). The detour fires them through the engine's
own variadic forwarder FUN_007026F0 with the engine's own "%s" literal
and its own name literal for the button mask, so the path and the arg1
pointer are identical to the engine's OnClick fire; the whole click is
scoped, as in 3.3.5. `down` is not supplied -- 1.12's vmethod never
learns press-vs-release. 3.3.5's same-button re-entry guard drops the
whole nested click; 1.12's engine recurses, so this only skips our own
Pre/Post on that re-entry. Net: one new hook.

The previous limitation was justified by a note that SuperWoW
inline-hooks FUN_00779540 and a second MinHook faults (ERROR #132). A
literal scan of every DLL the client loads finds no reference to that
address in any of them, while SuperWoWhook's real targets all appear as
plain literals. The #132 sighting is kept on record; its trigger was not
this function. Both Offsets.h notes rewritten; FUN_BUTTON_CLICK, which
existed only as prose, is now defined.

Verified in-game across real and programmatic clicks: Pre/Post with no
OnClick, full bracket with nested different-button click and restore
(LeftButton / RightButton / UNKNOWN outers), self-click yielding one
extra OnClick and no extra PreClick, CheckButton toggled before
PreClick, plain-Frame OnMouseDown/OnMouseUp reading the button with
OnDragStart nil, double-click without Pre/Post, an OnUpdate watcher
never seeing a value, and /reload -- all with the full DLL stack loaded.
2026-09-15 00:53:17 -05:00
Brues 7a4ab29cb0 fix(input): scope GetMouseButtonClicked to the click dispatch
It read a button captured from the WH_GETMESSAGE mouse-message hook and
evicted two world ticks later, so it reported a button for as long as one
was held, and for a couple of frames after every click -- useless as the
"am I inside a click handler" test it exists to be.

3.3.5 does none of that. The getter (FUN_0050f950) pushes a frame-manager
field that only the four click dispatches ever write -- button OnClick
FUN_0048fc30, OnDoubleClick FUN_0048fce0, and the two secure click paths
FUN_0096fd70/FUN_0096fdd0 that wrap PreClick -> OnClick -> PostClick --
each saving the old value on the C stack, setting its own button argument,
running the handler, then restoring. That C-stack save is what makes a
nested click shadow the outer one and restore on unwind.

1.12 has no such field but the same bracket point: FUN_00779540 (OnClick)
and FUN_00779650 (OnDoubleClick) fire their handler through the runner
Frame::ClickEvents already intercepts, passing the button name as the
fire's only "%s" argument. Mirror the engine's bracket there and read the
name out of the fire, which also inherits the engine's own naming:
Button:Click (FUN_007826C0) folds its optional string down to a numeric
mask, so a bare Click() arrives as "LeftButton" and an unrecognized name
as "UNKNOWN".

GetMouseButtonClicked moves to Frame::ClickEvents with the dispatch it
describes. IsMouseButtonDown and GLOBAL_MOUSE_* keep the message hook,
which is the right source for a device query. The recursion guard now
covers only the PreClick/PostClick pair, so a nested click still gets its
own button scope.

It now returns nil in OnMouseDown / OnMouseUp / OnDragStart, matching
3.3.5, where those paths never touch the field.

Verified in-game across all four dispatches: real and programmatic clicks,
OnDoubleClick, PreClick/PostClick, the nested inner/outer restore, Click()
argument folding, and an OnUpdate watcher that never saw a value outside a
handler.
2026-09-14 22:37:45 -05:00
Brues ef8ea710d4 feat(frame): guard GetPoint against dangling anchor targets
An anchor node (region+0x28 + point*4, vtable 0x0081C44C) stores its
relativeTo as a raw pointer at +0x0C with no weak reference. When the
target frame is freed the pointer is never cleared, so Script_GetPoint
still reads the target's refcount at [relativeTo-0x24+4] and faults --
ERROR #132, ACCESS_VIOLATION at 0x007A2452.

Re-register GetPoint on the Region method registry (front-of-bucket
wins, no MinHook -- the Texture::SetDesaturated mechanism). The
replacement SEH-probes each anchor's target header and hands dead ones
to the engine's own FUN_00767E70, which frees the node and NULLs the
slot by pointer comparison without ever dereferencing the dead target,
then delegates to the stock GetPoint.

Delete rather than NULL the relativeTo. 3.3.5 restructured CFramePoint
as a 16-byte POD with a flags word and invalidates in place (bit 0x800,
gated on by every reader), but the 1.12 node has no flags word, so its
only representation for a dead anchor is the empty slot -- exactly what
FUN_00767E70 produces. A live 0x44C node with relativeTo == 0 is a
state the engine never creates, and the layout readers would fault on
[0 + 0x3C].

Add _classicapi_ArmGetPointCrash to arm the condition deterministically
(decommitted page / low address / null relativeTo). No pure-Lua path
can produce it -- CreateFrame frames are never freed on this client.

Scope: covers the GetPoint reader only. The layout readers GetWidth and
GetHeight (0x007A2FB8) deref the same field unguarded, and nothing here
addresses whatever leaves the pointer dangling in the first place.
2026-09-14 21:37:43 -05:00
Brues a2d7d4e9e6 feat(classes): add C_ClassColor.GetClassColor
Returns a class's color as a ColorMixin, nil for anything that is not a
class name.

There is no engine source for the colors on this client: ChrClasses.dbc
has 17 columns and none of them is a color, and the binary carries no
class-color table (searched it for the class float triples and for the
hex strings, no hits). RAID_CLASS_COLORS is what the client actually
has -- FrameXML builds it in Fonts.xml, Util/Color*.lua gives it the
mixin, and every UI colors classes from it -- so the function reads
that table instead of carrying a second copy of the nine colors. Same
call C_UnitAuras.GetAuraDispelTypeColor makes with the
DEBUFF_TYPE_*_COLOR globals: one source of truth, one shared object per
class, and a class another addon recolors stays recolored here.

The lookup runs metamethods, so the pfUI shim in Util/AddOnCompat.lua
keeps answering grey for unknown keys.

Verified in-game: "WARRIOR" returns 0.78/0.61/0.43 with hex, colorStr
and the mixin methods; an unknown name returns nil; the result is
identical to GetClassColorObj for the same class.
2026-09-14 13:12:25 -05:00
Brues 449841b4eb fix(debugtools): draw the title bars above the backdrop, fit the scroll bar
The Backdrop of each frame draws its background and border into the
BACKGROUND layer, and it is applied after the textures declared in the
XML, so a title bar in that layer ends up underneath it. On
ScriptErrorsFrame, whose backdrop is the 32px dialog border, the header
came out behind the window edge; on EventTraceFrame and
TableInspectorFrame the bar is a translucent one inside the frame, so it
was buried rather than misplaced. Every Blizzard frame that uses
UI-DialogBox-Header puts it in ARTWORK. The title text of all three is in
OVERLAY and still reads over the top.

ScriptErrorsFrame is also the only frame here that takes its scroll bar
from UIPanelScrollFrameTemplate, which hangs the bar off the right edge
of the scroll frame rather than inside it, so the bar ran past the
border. Narrow the scroll frame, and its child edit box with it, to end
where the Close button does. Blizzard's own measurements do not carry
over: its ScriptErrorsFrame inherits UIPanelDialogTemplate, a thin
GearManager border, not this backdrop. The other two frames place their
sliders by hand and already sat inside.
2026-09-14 01:56:48 -05:00
Brues 89c705b922 docs: describe the four macro commands added today
Covers /castsequence, /castrandom, /userandom and /stopmacro in the Lua
reference, plus StopMacro beside GetMacroSpell, and updates the README
groups and counts.

Two caveats are worth having written down rather than found: a list names
no single action, so the random commands give the action button nothing
to show, and being static lines they end the #showtooltip collection --
a /castrandom above a /cast takes the icon from it.
2026-09-14 01:38:13 -05:00
Brues bf79ee1d93 feat(macro): add /stopmacro
Stops the rest of the macro body, split the way 3.3.5 splits it: the
command is addon Lua, and the flag belongs to the body runner, which is
what makes "stop the rest of THIS macro" mean anything.

The runner clears the flag for each body it starts and restores the
previous value when that body ends, so a line that runs another macro
re-enters the runner and the inner /stopmacro ends the inner body only.
A stray StopMacro() outside a macro leaves nothing armed for the next
one. Each line is dispatched synchronously through ChatEdit_SendText
into its handler, so the flag is already set when the fire returns.

The command binds ClassicAPI.StopMacro rather than the bare global.
StopMacro is a plain name in a crowded space, and the global is only
ours until an addon declares one of its own -- after which the command
would set THEIR flag and the macro would keep running with nothing to
show for it. The mirror captured our function at registration.
2026-09-14 01:33:36 -05:00
Brues 4f99a1ed95 feat(macro): add /castsequence, /castrandom and /userandom
Ports the three remaining cast-family commands from FrameXML, including
the macro icon, which is half the feature: a sequence whose button does
not show the current step is barely usable.

The sequence state lives in Lua and the icon asks for it by name. That
is Blizzard's own split -- 3.3.5's macro code calls the Lua global
QueryCastSequence through lua_pcall and takes the item over the spell --
so execution and display read one index and cannot disagree about which
step is current. Macro::ShowTooltip mirrors that call for any option
line that came from a castsequence command.

The random pair is faithful to 3.3.5 rather than nicer than it: the
binary has no query beside QueryCastSequence, so a comma list reaches
the resolver whole, names nothing, and greys the button. Being a static
line it also ends the collection, so a /castrandom above a /cast takes
the icon. #showtooltip gives one of these macros an icon.

QueryCastSequence stops answering if the contested-command pass hands
/castsequence to another macro addon: our table only advances while our
handler runs, so a frozen step one on a sequence somebody else drives
would be worse than no icon at all.

Three adaptations the 1.12 client forces: item detection uses the
carried-item test, since there is no name to item lookup here; the cast
events carry the spell in different argument positions per event; and
CastSpellByName takes no unit, so a targeted step routes through
C_Spell.CastAtUnit like /cast already does. /cast, /use and both random
commands now share one action dispatch instead of four copies of it.
2026-09-14 01:21:12 -05:00
Brues 298eff528c fix(quest): fire QUEST_ACCEPTED from the engine's own accept gate
The client announces "Quest accepted" from a per-quest-slot descriptor
observer, while the quest log is rebuilt from a separate one. Slot 0's
announcer shares a descriptor anchor with the rebuild node and is
registered first, so accepting into an empty quest log announced a
quest no quest-log API could see yet.

Rebuild the log at the top of the observer, as 3.3.5 does, and source
QUEST_ACCEPTED / QUEST_REMOVED from the engine's own per-slot gates
instead of a log diff. That drops the set-diff login heuristic, catches
the re-announce when a quest goes complete to incomplete, and makes the
message precede the event on every path. A cold quest cache rides the
engine's own callback queue so the deferred announce still comes first.
2026-09-13 23:35:05 -05:00
Brues b8b9da2adb ci(release): mirror releases to the Gitea instance
A Gitea pull mirror replicates commits and tags only. A release is a
database record with its own attachments, so it never crosses: the
mirror's Releases page shows bare tags with nothing to download.

Push them over through Gitea's API instead. The new workflow ensures the
tag is on the mirror (forcing a mirror-sync and waiting if it is not),
then creates the release -- or promotes the bare tag record Gitea's own
sync left behind -- and uploads each asset, replacing one whose size no
longer matches. The files come from the GitHub release rather than a
rebuild, so both hosts serve identical bytes.

`Build` calls it after every release build. Running it from the Actions
UI with a tag redoes one release; with the tag blank it backfills every
release on GitHub. A `release: published` trigger cannot work here --
releases created with the default GITHUB_TOKEN do not start another
workflow -- hence the `needs: build` job.

Endpoints, payload fields and status codes verified against the
instance's own swagger (Gitea 1.26.4).

Needs a MIRROR_TOKEN secret holding a mirror token with `repository`
write. Without it the mirror job fails with that instruction, leaving
the already-published GitHub release untouched.
2026-09-13 21:34:16 -05:00
Brues 40abcabe9d fix(unit): read the creature id from the unit's live entry, not the GUID
UnitCreatureID and C_CreatureInfo.GetCreatureID extracted the template from
GUID bits 24-47. On the (v)mangos family that is the spawn row's FIRST
creature id: Creature::CreateFromProto builds the GUID from creature_id[0]
and applies the rolled template through UpdateEntry -> SetEntry only, and a
respawn re-rolls. Turtle's creature table has up to four ids per row (6,935
of 79,773 rows use more than one), so mobs with different names reported the
same id — every Gordunni ogre from a {5236, 5238, 5239} row read 5236.

New Unit::CreatureID reads the entry the engine keys the creature NAME query
on: the instance block at [[unit+0x08]+0x0C] (FUN_00604600's own read), with
the GUID bits only as the out-of-view fallback for creature GUIDs. The
descriptor's OBJECT_FIELD_ENTRY slot reads 0 for creatures on this client,
as it does for items, so it is documented as unusable. Pet GUIDs pack the pet
number, not a template, so Guid::CreatureEntry now returns 0 for them; pets
in view report their real template from the block.

Verified in-game on Turtle: Gordunni Shaman / Battlemaster / Mage-Lord read
5236 / 5238 / 5239 while all three carry 5236 in the GUID.
2026-09-12 23:47:08 -05:00
Brues 108a91a843 feat(api): describe the API in the code, browse it with /classicapi
docs/API.md is 18.7k lines and its anchors are signature slugs, so editing a
signature breaks the 281 internal and 88 README links into it. Blizzard
solved the same problem by shipping the API as data plus a browser addon,
and warcraft.wiki.gg renders those same tables. One set of descriptors can
feed all three.

Each registration now carries one next to it: typed arguments and returns,
nilability, defaults, and a sentence. Events, enumerations and returned table
shapes are described the same way. No Script_* body changed.

Game.h gains namespace Game::Doc (Field with Req/Opt/Vararg, FieldList,
Function, Method, Structure, Event) and a trailing descriptor argument on all
six Game::Lua::Register* plus Event::Custom::AutoReserve.

api/Documentation.cpp records every registration on the first pass of each
Lua state and seals it, so /reload re-registers but records nothing and the
environment comes from which pass saw the name. Export is lazy: nothing is
materialized until C_APIDocumentation.GetSystem asks for one system, because
eager export would build thousands of tables per reload for a slash command.
_classicapi_UndocumentedAPI lists what still has no descriptor.

AddOns/!!!ClassicAPI/APIDocumentation/ ports Blizzard_APIDocumentation's eight
files. Named /classicapi, not /api: the browser holds only what ClassicAPI
adds, so /api would have implied the whole 1.12 surface. Two deliberate
differences from the retail source, both noted in the file headers: a system
search also matches its namespace, since that is the name people type; and an
undocumented function says so, because an empty signature otherwise reads as
a real one.

LinkUtil gains the SetItemRef to LinkUtil.ProcessLink dispatch. That handler
registry was dead code; a new link type now registers a handler instead of
stacking another SetItemRef override. Also defines assertsafe there, which
was undefined and only mattered once the function went live.

Documented: the C_Spell and C_SpellBook surface, the spell globals, both
spellbook enumerations, the 13 UNIT_SPELLCAST_* events, GameTooltip as the
widget-method example and C_Glue as the glue and mixed-environment example.
66 of 692 function registrations. tools/New-ApiDocSkeletons.ps1 emits
paste-ready skeletons to make the rest of the sweep tractable.

Verified in game: the browser lists, searches, and prints detail; links
render and click through; right-click copies and shift-click dumps.
2026-09-12 23:20:46 -05:00
Brues b4e5f4f2bb feat(spell): fill notInterruptible in UnitCastingInfo / UnitChannelInfo
Mirror the 3.3.5 client's own predicate on 1.12 data instead of pushing a
placeholder false. The value is relative to the local player: the spellbook
is folded into school masks of INTERRUPT_CAST spells and MOD_SILENCE spells
(cached on Player::StatSignal), a cast is not interruptible when its
PreventionType is not SILENCE or when the caster's immunity auras (effect /
state / school / mechanic immunity) strip every mask, and the flag is never
reported while the player knows no interrupt or silence at all.

1.12 differences, each documented in Spell::Interruptible: the vanilla
server's interrupt effect also needs InterruptFlags 0x02 (channels:
ChannelInterruptFlags 0x04), which silence ignores; SMSG_SPELL_START carries
no immunity block, so creature_template interrupt immunity stays invisible;
Feral Charge's interrupt lives on its triggered spell, so the capability walk
follows one TRIGGER_SPELL hop.

Verified in-game: a paladin's Holy Light reads false, flips to true while
Divine Shield is up, and back to false when it drops.

Also centralize SPELL_EFFECT_APPLY_AURA in Offsets.h (was local to Level.cpp).
2026-09-12 22:21:16 -05:00
Brues 390eec4749 docs(nameplate): correct stale frame-identity and token-shift prose
The API.md nameplate prose contradicted the code in two places, and
both were resolved in the code's favor after verifying it.

Frame identity: the prose claimed default engine plates get a fresh
wrapper table per call with unstable identity. UI::FrameObject::Push
has one path for both plate kinds — a registry ref at +0x08 of <= 0
delegates to the engine's ScriptRegister, which builds the wrapper and
writes the ref back, so every later call rawgeti's that same cached
slot. Identity is stable for both kinds and addon-set fields survive.
Dropped the registry/metatable mechanics that only existed to justify
the wrong claim; kept the pooled-frame caveat, restated with its real
reason.

Token stability: the NAME_PLATE_UNIT_ADDED note said "nameplate3" can
resolve elsewhere after a slot "vacates and shifts". AssignSlot never
shifts an entry and removal frees the slot in place. Kept the advice
to store the GUID, fixed the reason: slots are reused, never shifted.

Also fixed the iteration example one code block above the slot rules,
which broke at the first vacant slot and so missed every plate past a
gap in the sparse slot array.
2026-09-12 21:58:03 -05:00
Brues f86893c8ef fix(spell): make IsUsableSpell the engine's own usability verdict
IsUsableSpell hand-rolled five checks (known, alive, off cooldown,
power, reagents) and diverged from IsUsableAction exactly where the
engine does more or less: it never tested stance, so Whirlwind in
Battle Stance reported usable, and it tested cooldown first, so a
0-rage Whirlwind on cooldown reported (nil, nil) instead of (nil, 1).

IsUsableAction reads a per-slot cache that FUN_004E5050 fills by
calling FUN_SPELL_IS_USABLE (0x006E3D60) on a player spell's record,
or by comparing the pet's power against the spell cost for a pet
spell. Run those same two paths live, plus the knowledge gate the
helper lacks. Cooldown is not part of usability: the helper has no
cooldown branch and FrameXML greys and swipes as separate states.
Item::Usable had been calling the helper all along.

A pet-book spell given by ID now takes the pet path instead of
always reporting not usable.

Offsets.h: add VAR_PET_GUID and FUN_PET_ACTIONS_USABLE (verified via
Script_HasPetUI, Script_GetPetActionsUsable and the recompute's pet
branch); replace the FUN_SPELL_IS_USABLE comment with the decompiled
check list.

Fixes #51
2026-09-12 09:12:48 -05:00
Brues d4ac5dc210 fix(slash): only give back a command that is still ours
The contested-command heal cleared any key we added whose command string
another addon also claimed. Both halves of that test read the live table a
frame later, so an addon that takes one of our keys OVER broke it.

SuperCleveRoidMacros registers into our own `CANCELAURA` key: it replaces
the handler with its conditional one and writes `SLASH_CANCELAURA2 =
"/unbuff"` over our alias. The heal then tested `/unbuff` -- a command we
never registered -- and on a hit cleared the key, deleting that addon's
`/cancelaura` rather than handing ours back. `/unbuff` kept working through
its own owner, so the symptom was `/cancelaura` alone falling through to
`ChatEdit_ParseText`'s "Type '/help'" message.

Snapshot the handler and the command strings at file scope, while the table
holds exactly what this file registered, and skip a key whose handler is no
longer ours. Taking a key over is already how an addon wins a command, so
there is nothing left to resolve. The `/petattack` case that motivated the
heal is unchanged: that addon registers a rival key beside ours, our handler
stays in our key, and the contested string is one we registered.

Reported downstream as brues-code/SuperCleveRoidMacros#6.
2026-09-12 08:35:38 -05:00
Brues b0585f5628 feat(sound): add C_Sound.PlayVocalErrorSound and Enum.Vocalerrorsounds
Plays the player character's spoken complaint for an error ("my bags are
full") in their race's and sex's voice.

This one maps exactly rather than approximately: VocalUISounds.dbc's
second column IS the modern Enum.Vocalerrorsounds value, and this build
carries every one of the 68 values (0..67) across 11 races. Verified by
resolving a row's sound ids to their SoundEntries names — row
{9, 0, 1, 1875, 1999, ...} is error 0 for race 1, whose normal sounds are
HumanMale_InventoryFull and HumanFemale_InventoryFull, which also pins
the column layout {id, enum, race, normal[male,female],
pissed[male,female]}.

The row lookup is ours because the engine has none: it loads the table
and never reads it, the only xrefs to its records/count globals being the
loader's own writes. Only the indexing is reimplemented — the same
records[id] walk every other DBC reader here performs — while the play
goes through the engine's by-id player like every other sound.

Race and sex come from the login-time bytes rather than the unit
descriptor, so this resolves from addon-load onward, before the in-world
player object exists.

The "pissed" column is deliberately unused: many of the ids it names
match no SoundEntries row. Combinations with no recording play nothing
and raise nothing, which is data rather than an error.

Verified in game on a Night Elf female: Inventoryfull, Outofammo and
Nomana each played, and GetRecentSoundFiles showed
Sound\Character\NightElf\NightElfFemaleErrorMessages\... — right race and
sex — with varying file suffixes, so the engine's weighted variant pick
is running too.
2026-09-12 08:04:16 -05:00
Brues 6013d8b937 feat(sound): add C_Sound.PlaySoundWithOptions and GetSoundScaledVolume
The table form of PlaySound, and the volume reader that falls out of it.
Four of the params' six fields map onto something real here.

volumeOverride is the one that needed finding. FUN_00458DA0(row, stream,
scale) computes the row's own volume times `scale` and hands it to
FUN_007A5DC0, which stores it on the stream and pushes it to FMOD. The
by-id player already calls that with a scale of 1.0 immediately after
starting a sound, and the setter writes rather than accumulates, so
calling it again with another scale simply replaces the volume — no
touching FMOD directly, and no reimplementing the row's volume rules.
Resolving the row needs FUN_0045CDA0, since the applicator is a method on
it.

GetSoundScaledVolume then comes free: that same setter writes the result
to stream + 0x74, so the field IS the scaled volume. Read only off a
stream still in the engine's live list, because a finished stream's
memory returns to a pool.

soundKitID and runFinishCallback were already supported. uiSoundSubType,
forceNoDuplicates and overridePriority are accepted and ignored, and the
docs say so rather than implying they work.

Params are read with GetTable rather than a raw read, so a table built
from a mixin still resolves.

Verified in game: volumeOverride 0.1 is audibly quiet against 1.0,
runFinishCallback still fires SOUNDKIT_FINISHED through this path, and
GetSoundScaledVolume returned 0.276 for a volumeOverride of 0.4 — the
row's own 0.69 scaled, which is what confirms the multiplier semantics
the docs describe.
2026-09-12 07:46:05 -05:00
Brues 27277b11aa feat(sound): fire SOUNDKIT_FINISHED when an opted-in sound ends
Reports the handle of a finished sound, and only for sounds played with
`runFinishCallback` — the documented contract, and what makes it
affordable: without the opt-in every footstep and UI click would dispatch
a Lua event.

Detected on the world tick, NOT from FMOD's end callback. That callback
(FUN_007A53C0) runs on the STREAMER thread — it opens with
EnterCriticalSection and only moves the stream onto a deferred list — so
firing an event there would call into the Lua VM off the main thread. The
engine reclaims those streams in FUN_007A4B60, from the per-frame sound
update that ends in FSOUND_Update, so noticing completion on the main
thread is what the engine itself does.

A tracked entry keeps the stream's path hash (+0x80, stamped at creation
by FUN_007A51D0) beside the handle. Stream objects come from a pool and
their addresses are reused, so "still in the live list" is not enough on
its own — a later sound can land on the same address and the event would
be deferred to the wrong one. Comparing the hash narrows that to the same
file replaying at the same address, for one extra dword read of a node
already found alive.

C_Sound.PlaySound takes the remaining modern arguments: channel,
forceNoDuplicates and runFinishCallback. forceNoDuplicates is accepted
and ignored — the engine's by-path dedup is bit 0 of a flag word the row
itself supplies, and the by-id player ORs in only bits 1, 2 and 4 from
its arguments, so asking for it would mean bypassing that player and
re-deriving its weighted file pick.

The global PlaySound deliberately does NOT take those: it gains the
SoundKitID form and nothing else, staying as close to the global it
replaces as the extension allows.
2026-09-12 07:40:51 -05:00
Brues ccfdb8309c feat(sound): add C_Sound.PlayItemSound and Enum.ItemSoundType
Plays the noise an item makes when handled, without performing the
action. Almost all of it is the engine's: FUN_00457FF0 takes a sound type
and an ItemDisplayInfo id, walks that row's ItemGroupSounds id at +0x2C,
and plays the SoundEntries id at row + 0x04 + soundType * 4. Those four
columns are in the modern Enum.ItemSoundType order (Pickup, Drop, Use,
Close), which makes this a backport rather than a reconstruction — the
module only turns an item argument into a display id and calls it.

The item argument takes an ItemLocation table and the other forms this
project's item APIs accept (GUID string, itemID, link, carried item
name), through the shared ResolveItemArgOrLocation. Sound type is read
off the stack before resolving, since that resolver drives PackBagSlot
and stomps the stack.

Only Pickup and Drop play on a stock client, and that is the data rather
than a limit of the code: of ItemGroupSounds' 24 rows, the 18 any display
row points at (~29,000 displays) populate columns 1 and 2 only. The six
rows naming a Use sound are unreachable or broken — groups 1 and 2 have
no displays, and the ids they name (273/274/275) match no SoundEntries
row — and the Close column is zero in all 24. Use and Close fall through
the engine's own bounds checks silently, which is why no item can test
them; documented so nobody hunts for one.

The type stays a pass-through that indexes the row rather than selecting
a branch here, so a server filling those columns in gets Use and Close
working with no change on this side.

Sound keys off the item's display, not its itemID, so items that look
alike sound alike — the engine's grouping, and why every item has a sound
without one being recorded per item.

Verified in game: Pickup and Drop play, and differ by material.
2026-09-12 07:21:49 -05:00
Brues be7a8a0dd7 feat(sound): mute sound files, play by SoundKitID, and report what played
Five additions, one hook between them.

MuteSoundFile / UnmuteSoundFile stop a given audio file from playing.
They co-hook FUN_007A5450, the single funnel every sound passes through:
this client links only FMOD's FSOUND_Stream_* API, so even a one-shot UI
click is a stream opened by path, and the six callers of that function
are the whole surface (PlaySoundFile, the SoundEntries player behind
PlaySound and every DBC-driven spell/creature/UI sound, and four
music/ambience paths). A muted path returns NULL, which is the engine's
own "did not play" answer — its pre-play gate FUN_007A66A0 already
returns that at a category's concurrency cap, so every caller handles it
and PlaySoundFile already reports it to Lua as nil. Suppressing the open
rather than muting an opened stream means nothing is decoded for a sound
nobody hears; the only visible difference is PlaySoundFile returning nil
instead of 1 for a muted file.

C_Sound.GetRecentSoundFiles reports the last 64 DISTINCT files played,
newest first, with a timestamp and a muted flag — the other half of
muting, since hearing a sound tells you nothing about which of ~9,800
files it was. Always on: the hook exists for muting anyway, recording is
one bounded copy into a preallocated slot on a call that is about to open
and decompress an archive file, and a switch would have to be armed
before hearing the sound you wanted to identify.

C_Sound.PlaySound plays a SoundKitID and returns willPlay, soundHandle. A
SoundKitID is a SoundEntries row id — the same ids the modern client's
SOUNDKIT constants carry, verified against this build's table (850
igMainMenuOpen, 8959 RaidWarning, 8960 ReadyCheck). The engine has always
played by id internally; the only Lua door was the row's NAME string, so
addons written against SOUNDKIT ids could not play a sound here. The
global PlaySound is therefore widened to a strict superset: a number
plays by id, anything else tail-calls the engine with the stack untouched
so the name form is unchanged. It discriminates on lua_type rather than
lua_isnumber, which would also accept a numeric string and reroute
PlaySound("123") away from the name lookup.

C_Sound.IsPlaying validates a handle by walking the engine's live stream
list rather than dereferencing it, since a stream object is freed when
the sound ends, with a step guard so a corrupt list cannot spin inside a
Lua call. Handles are pooled and reused, which the docs call out.

FUN_0045CE60's ABI came from the disassembly, not the decompile — Ghidra
maps its arguments inconsistently against the call site. Re-registering
the PlaySound global was contention-checked first: no sibling DLL
references Script_PlaySound (UnitXP_SP3's "PlaySound" string is the winmm
PlaySoundW import), and the one addon that reassigns the global does a
temporary swap and restore around its own calls.

Verified in game: play by id and by name, mute and unmute across both
entry points, IsPlaying true while a sound runs, and the recent list
filling from sounds the player never triggered (zone music, quest log,
enter world) — which is what shows the funnel sees everything.
2026-09-12 06:59:37 -05:00
Brues f9167bac06 feat(export): add ExportSoundFiles, and sweep every archive when enumerating
ExportSoundFiles is a sibling of ExportDBCFiles that dumps the MPQ
`Sound\` tree to `BlizzardSound\`, with an optional subpath prefix (the
full tree is ~3.5 GB and the command runs synchronously). All 8803
SoundEntries rows have a `Sound\...` DirectoryBase, so that one root is
the whole corpus.

Writing it exposed a bug in the existing enumeration. FUN_00401470's
`archiveSelector` is not an archive SET, as the old comment assumed — it
is an INDEX into a fixed 10-entry table built by the mount function
FUN_00403740 (model, texture, terrain, wmo, sound, misc, interface,
fonts, speech, dbc). Each call walks the primary patch archives plus
exactly ONE of those ten. We passed 6, copied from the macro-icon
loader, so ExportInterfaceFiles was complete only by coincidence —
interface.MPQ IS selector 6 — while the sound export opened neither
sound.MPQ nor speech.MPQ and silently lost 6,561 of 9,535 indexed files.
EnumAllArchives now sweeps all ten, deduped; ExportInterfaceFiles and
ExportDBCFiles go through it too.

The sound export also unions the archive index with SoundEntries.dbc,
because each source holds files the other lacks: an MPQ resolves a read
by hashing the path, so the index is optional and 299 shipped files are
named by no index at all, while ~300 more (character combat grunts,
doodad audio referenced from model data) appear in no SoundEntries row.
Same shape ExportDBCFiles already uses to union the index with its .text
path-getter scan.

Failed reads and writes are now counted and logged rather than silently
skipped. A path only reaches that point because an index or the sound
table named it, so a failure means the two disagree — which is worth
seeing, and was invisible before: the console line gains "(N skipped)"
and each path goes to Logs\classicapi_debug.log.

Also: no extension filter (the tree is all audio, and the table carries
typo'd names like Kill3.wac a whitelist would drop), and the destination
is BlizzardSound\ rather than Sound\ — the loose-file VFS index resolves
loose files ahead of archives, so exporting into Sound\ would shadow the
MPQs with gigabytes of duplicates re-indexed at every launch.

Verified on the 1.18.1 build across both fixes: 3,184 files with the
original selector, 9,526 once SoundEntries was unioned in, 9,818 with
the full archive sweep, and no zero-byte writes. ExportInterfaceFiles
holds at 340/340 and reports nothing skipped, so neither it nor
ExportDBCFiles was ever affected.

Two residuals on this Turtle build, both logged rather than hidden. The
12 `Sound\Creature\Elekk\*` + 4 `Sound\Creature\ElekkPet\*` reads fail
because SoundEntries names a folder the archive does not use (the files
sit flat in `Sound\Creature\`) — a data inconsistency, not a code fault.
Separately, patch-7's 14 flat `Sound\Creature\Elekk_*.wav` index entries
do not reach disk, and that one is NOT explained: patch-7's listfile is
demonstrably walked (its 4 exclusive interface-code files exported, and
interface has no DBC fallback), yet those entries produced neither a file
nor a logged failure.
2026-09-12 06:31:47 -05:00
Brues 7d82ae8e92 docs: record where hooksecurefunc's unhookable list comes from
`kUnhookableNames` is patch 11.0.0's own refusal list, verbatim — the 23
taint-relevant names, not "the Lua base library". Nothing said so, and
with the base-library luaL_reg table (0x00811E28, 36 entries) freshly
catalogued the two looked like they should be one thing. They must not
be: 11.0 leaves tostring / error / loadstring / assert / collectgarbage
hookable and includes secure-family names that are no base function, so
deriving the list from the engine table would move it away from the
client. No earlier client on this machine (3.3.5, 4.3.4, 5.4.8) has the
restriction at all.

Say so in the source comment and the TODO section, and list the names in
the API reference, which documented every other hooksecurefunc error but
this one. Comment-only in the source; no behavior change.
2026-09-12 04:22:14 -05:00
Brues ed7e7628c7 docs: catalogue the Lua base library the batch scan never saw
BlizzardScriptAPI.md and raw_globals.txt were built by walking the 54
FrameScript_RegisterFunction batches, so the Lua standard libraries —
bound by luaL_openlib from luaL_reg tables at state creation — were
missing entirely. That gap read as "1.12 has no debugprofilestart", which
is wrong: the pair is stock since 1.7.0, in the base-library table at
0x00811E28 (36 entries: setglobal … debugstack).

Add the table to both files, with the mechanism (FUN_00703B80 runs the
lib open and the alias snippet at .data 0x008722E8 right before
FUN_LOAD_SCRIPT_FUNCTIONS), the debugprofile pair's clock (rdtsc delta
over a boot-calibrated ticks-per-second, milliseconds as a double), and
the rule this taught: check these tables or /dump the name before
declaring a global absent.
2026-09-12 04:15:44 -05:00
Brues a562573559 perf(table): bisect to a border in the getn heal instead of walking down
The heal's fallback walked down from the stale stored length one rawgeti
per slot — O(stale gap) — and since a length read never writes back, it
did so on EVERY luaL_getn read until the next append re-synced the
length. A table cleared by `pairs` and then polled through getn / concat
/ sort / unpack paid the full walk each time.

The search is now the doubling-then-bisect that luaH_getn uses for 5.1's
`#`, in one shared header (table/Border.h) that both `__len` and the heal
call; the copy that lived in Transpile.cpp is gone. The mark gate is
unchanged in meaning: `n - b == 1` said "slot n-1 is populated", so it is
now that one probe, tested before the registry lookup. For a fully
cleared table and a table stale by one the answer is identical; a stale
table with holes gets some border rather than the highest one, which is
what 5.1 itself returns for that table.

Verified in game: the reserved slot with a hole present (5, "c"), the
stale-by-one recycle (7, 2), the full clear (9, 1), 1,000 getn reads on a
cleared 20,000-slot table with no hitch, and `#` through the shared
search.
2026-09-12 04:05:49 -05:00
Brues 5aa382bbb1 refactor(table): register the marking table.insert instead of hooking it
Table::Length recorded deliberate `table.insert(t, nil)` appends (#36) with
a MinHook on the engine's `luaB_tinsert`. The hook is unnecessary: that
function has exactly one xref — the table-lib luaL_reg entry — so no engine
C code calls it, and every call arrives through one of two Lua values:
`table.insert` (lib open) and the global `tinsert`, which the engine's
embedded compat snippet binds by value (`tinsert = tab.insert`, .data
0x008722E8) from FUN_00703b80 right before FUN_LOAD_SCRIPT_FUNCTIONS
(calls at 0x0048fe97 / 0x0048fe9c; on glue 0x0046a87b / 0x0046a880).

So the marking function is now registered over `table.insert` and calls
`luaB_tinsert` directly, and `tinsert` is re-bound to the same closure by
value through a new `Game::Lua::RegisterGlobalAlias` — the snippet's own
idiom, so `tinsert == table.insert` stays true. Both Lua states get the
pair; the `luaL_getn` heal is unchanged. One MinHook fewer, on a hot Lua
function.

Verified in game: the identity triple (`tinsert == table.insert` and both
`_G.ClassicAPI` mirrors), the #36 reserved slot through both names, the
#39 heal, the positional form, and the error path through the new frame.
2026-09-12 03:49:43 -05:00
Brues d98d3a9fd5 perf(luasyntax): decide with one allocation-free lex before tokenizing a chunk
The load hook gated on raw bytes — memchr for `#`/`%` and three scalar
scans for `...`, `0x` and `[=` — then tokenized the whole chunk, and
RewriteAll threw the token vector away when no operator token existed.
A `%` in a format string or a `...` in prose was enough, so nearly every
addon file and every SavedVariables file paid for a token stream it did
not need: on the dev install, 723 of 1391 addon files (101.6 of 160 MB
on disk) and 39 of 301 SV files (16.7 of 16.9 MB).

The lexer is now `Lex<Sink>`, one body with two sinks. RunPasses runs it
first with `FlagSink`, which records only whether `#`, `%`, `...`, a hex
number or a leveled long bracket occurred outside a string or comment,
and tokenizes only when one did. The byte gates are gone (the flag lex
replaces all five) and RewriteAll takes the flags instead of rescanning
the tokens. A chunk with no real 5.1 syntax costs one pass and no
allocation, and the string/comment skipping stays single-sourced.

Measured in game after the change: 40,921 chunks / 19.1 MB per login,
112 chunks / 2.8 MB tokenized, 39 ms inside the rewrite in total.
`_classicapi_TranspileStats()` exposes those counters.
2026-09-11 21:05:38 -05:00
Brues 3d91ae0f91 feat(macro): show a spell named by ID even when it is not learned
`#showtooltip 1539` resolved its value through the engine's name resolver,
which maps a name -- or an ID through its name -- to a spellbook SLOT. An
unlearned spell has no slot, so the directive matched nothing and the button
greyed with no icon and no tooltip. That constraint is right for `/cast`,
which needs the slot, but an icon and a tooltip need only the spell record.

A value the directive names itself is the author saying what to display, so
it now falls back to `Spell.dbc` when the spellbook has no slot for it. The
button still greys, because the spell still cannot be cast, which is the
honest result: the macro shows what it is about and says you cannot use it.

`spell:N` is accepted as the display counterpart of `item:N`, and skips the
spellbook unconditionally -- nobody writes that form except to name a spell
for display. A bare number skips it only for an explicitly named value; one
lifted off a `/cast` line resolves exactly as far as that cast would, which
keeps the bare form honest about what the macro will actually do. A spell
NAME cannot be rescued either way, since 1.12 has no name-keyed spell index.

The name path still runs first, so a learned spell keeps its real spellbook
resolution including the pet-book flag; the record fallback only sees what
the spellbook rejected, and forces `isPet = 0` there, a pet slot being
exactly what just failed to resolve. The 1..19 inventory-slot rule stays
ahead of it, so `#show 13` is still slot 13 rather than spell 13.

A published value counts as explicit for the same reason a directive's does.
2026-09-11 17:10:51 -05:00
Brues fedccf5b95 fix(macro): give a contested slash command back to whoever owned it
Vanilla has no `/petattack`, so the conditional slash-command registry ADDS
it. SuperCleveRoidMacros ships the same command under its own SlashCmdList
key -- `PETATTACK` where we register `PET_ATTACK` -- and both set a
`SLASH_*` string of "/petattack". Neither ever overwrites the other, so
loading first decides nothing: `ChatEdit_ParseText` walks SlashCmdList with
`pairs` and takes the first match, making the winner hash order.

When ours won, `/petattack [hastarget,alive,harm]` fed that addon's
conditions to `SecureCmdOptionParse`, which does not know `hastarget` or
`alive`, so no clause matched and the line did nothing.

Rejecting a condition we cannot evaluate is right by itself -- retail does
the same -- so the fault is owning the command at all. A command we add and
someone else already binds is handed back. Splitting one command across two
condition parsers would be worse than one owner: the dialects disagree, and
ours deliberately differs from 3.3.5 for an `[@unit]`-only group.

Only added commands are given up. One we replace (`/cast`, `/target`) has no
second entry to lose to, and an addon that wraps ours still chains through
it.

The check runs a frame after load, not at file scope -- this addon loads
first, so nothing is registered to detect yet -- and not on PLAYER_LOGIN,
which has already fired during a `/reload` and would run the check
immediately to the same empty result. The addon load pass is synchronous, so
one frame is enough on both paths. A command registered by a load-on-demand
addon later keeps its own entry, and its coin flip.
2026-09-11 16:50:10 -05:00
Brues 0ba73b8457 fix(macro): leave GetMacroInfo alone and expose the shown icon instead
`Macro::Info` re-registered `GetMacroInfo` to answer with the icon a `?`
macro's `#showtooltip` resolved to, so the Macro UI's list would match the
action button. But the Macro UI seeds its icon selector from that same
return -- `MacroFrame_Update` sets `MacroPopupFrame.selectedIconTexture`
from it, and `MacroPopupFrame_Update` checks the grid button whose name
matches -- so opening the selector on such a macro pre-selected an icon the
player never picked, in the one place that edits the stored icon. Saving was
never at risk (an unclicked selector leaves `selectedIcon` nil and
`EditMacro` then leaves the icon alone), but the display was wrong.

One return cannot serve both readers, and the one that edits state has the
stronger claim, so `GetMacroInfo` goes back to the engine's: it is the read
side of the icon `C_Macro.EditMacro` writes, and every addon that captures
it now gets the stored icon.

The icon a macro SHOWS becomes something a caller asks for, through
`C_Macro.GetMacroIcon`. It reads the macro icon getter this DLL already
hooks, so the `?` rule and the active-icon choice stay in one place and the
answer matches what the action button and the drag cursor get.
Util/MacroIconSelection.lua paints the Macro UI's list buttons from it after
the stock update, which is additive -- an empty slot or a macro with a
chosen icon answers with what stock already drew.

Dropping the re-registration also takes a commonly captured global out of
the override chain.
2026-09-11 16:34:11 -05:00
Brues d9565fbe1f fix(macro): correct macro display on a client that owns the macro tooltip
SuperWoW detours the engine's macro tooltip builder and reimplements
3.3.5's version of it: build the cached spell's tooltip when the macro's
primary-spell field is non-zero, else add the macro's name. We write that
field on purpose -- it is what makes a macro button's icon, cooldown,
range, usable and auto-repeat state correct -- so every display fault here
traced back to what we put in it.

Four things were wrong:

- `MaintainExternal` re-derived "the publisher had a value" from
  `kind != None`, but `Publish` marks a claimed macro `ShowTooltip` either
  way. One tick after `SetMacroDisplay(i, false)` it turned the
  publisher's "nothing matched" (cache 0, button usable) into "named an
  unknown spell" (the grey-out sentinel), and then stuck, because the next
  pass saw the sentinel already in place. The button greyed and the
  tooltip came up empty -- a spell tooltip for -1 builds nothing and skips
  the name. `matched` is stored on the entry now.

- A publisher's claim outlived the publisher. `PrepareForReload` never
  cleared the entries and `Rescan` deliberately never re-reads a claimed
  body, so an addon disabled between reloads left every macro it had ever
  claimed frozen on its last answer. Claims are dropped on reload, each
  one handed back to the engine's own parse first.

- `LookupEntries` scanned all 36 entries for a matching macroID. That is
  not sound: `FUN_MACRO_CREATE` bumps one of two per-scope counters, so a
  general and a per-character macro can share an id, and an entry whose
  slot-map index shifted keeps its old id until the next rescan. Either
  way another macro's resolution could answer. It resolves through the
  slot map now and requires the entry to still agree.

- `#show` is icon-only, but the tooltip is not ours to delegate on this
  client: the field we fill for the icon is the same one the detoured
  builder reads, and it cannot carry the distinction. `#show` builds the
  macro's name through `Script_SetText`, which runs the identical
  sequence. `Publish` takes the kind from the body for the same reason, so
  a claim can no longer promote `#show` to `#showtooltip`.

Also: a resolved spellID with no Spell.dbc row goes back to the engine
rather than rendering an empty frame, matching the fallback 3.3.5's own
macro tooltip ends with; and a conditional directive keeps its tooltip
refreshing while hovered, which is 3.3.5's `dynamic | built` return.
2026-09-11 16:03:27 -05:00
Brues 61db68dd7f fix(lua): gate frame-method self with the engine's own type check
Every engine frame method validates its `self` in three steps before
touching it: lua_type == table, resolve to the CFrameScriptObject, then
the IsA(typeId) vmethod at vtable+0x10. We did the first two and skipped
the third, so ResolveObject handed back a pointer for ANY frame and the
method cast it to whatever type it expected.

That was reachable from plain Lua, not just through a mirror or a hook.
The per-type method dispatcher is an __index handler that rawgeti's the
method closure out of the Lua registry, so frame methods are ordinary
first-class values, and

    GameTooltip.SetSpellByID(ShapeshiftButton1, 133)

reached the tooltip builder with a Button, writing tooltip fields through
Button memory. The engine refuses that same call with "Wrong object type
for member function".

Game::Lua::ResolveTypedObject runs the engine's prologue and raises the
engine's own three error strings, read from .data rather than reinvented.
FrameScriptTypeId mirrors the lazy id assignment, so a check is valid
before any stock method of the type has run. Seven per-type wrappers stop
a call site pairing a method with the wrong class's id, and
ResolveTypedObjectAny covers a method that more than one type reaches.

45 call sites across 19 files now gate self. model/DisplayInfo.cpp had
already worked this out for Model alone and loses its private copy.

Type ids are per CLASS, one shared by all of that class's methods. Each
was read from the prologue of a method that can only belong to its class:
a base-class method registered into several tables carries the BASE id, so
sampling GetObjectType or GetDrawLayer would have produced a gate that
accepts unrelated types. Frame comes from Script_RegisterEvent and Texture
from Script_SetDesaturated, both cross-checked against the first entry of
their table.

Deliberately left ungated: the binding `owner` in bindings/Api.cpp and the
three co-hook sites in texture/Atlas.cpp. Each only uses the pointer as an
identity key and never casts it, so a gate would tighten the contract for
no safety gain -- and raising inside a co-hook would fire before the
original ran.

Verified in-game: the Button-as-tooltip call now raises the engine's
error; a Button still reaches a Frame-registry method
(button:SetAttribute round-trips), so IsA does accept derived types; and
fontstring:GetRotation() still answers -- that reader is registered on
both the Texture and FontString registries and needs the id pair rather
than the Texture id alone.
2026-09-11 14:12:40 -05:00
Brues f895d38f76 refactor(time): drop C_DateAndTime.GetServerTime for the ClassicAPI mirror
The alias existed because FrameXML takes the GetServerTime global on
some clients, and an addon needs some reachable name for the epoch.
ClassicAPI.GetServerTime now is that name, so the hand-made one is
redundant surface.

Docs now point the GetServerTime caveat at the mirror.
2026-09-11 12:37:38 -05:00
Brues 804ed61c76 feat(lua): mirror every registration under a ClassicAPI namespace
Registering a Lua name is not the same as owning it. The engine's
registrars write _G, FrameXML and every addon load after that, and
whoever writes last wins with no error and no way for the loser to
notice. GetServerTime is the case on record: a client whose GameTime.lua
declares its own replaced ours on every login, and no addon could reach
the C function again.

Every name RegisterGlobalFunction, RegisterGlueFunction and
RegisterTableFunction bind is now also bound under _G.ClassicAPI, which
nothing else writes -- ClassicAPI.GetServerTime,
ClassicAPI.C_Item.IsBound, namespaces kept as subtables. All three
registrars are single chokepoints, so this is one helper covering 637
in-game registrations plus 26 glue ones, and anything added later needs
no extra call.

Two properties, both of which depend on doing this in the registrar
rather than from addon Lua:

  - It runs at registration, so the mirror captures OUR function. A
    Lua-side `ClassicAPI.X = X` in the embedded addon would run after
    FrameXML and faithfully copy the clobbered version.
  - It mirrors by VALUE, reading the name back rather than making a
    second closure over the same C function. So `ClassicAPI.X == X`
    holds until something replaces the global, and the pair doubles as a
    clobber check:

        if GetServerTime ~= ClassicAPI.GetServerTime then ... end

EnsureSubTable uses raw get/set so a namespace carrying a metatable
cannot divert either side, and MirrorRegistration restores the stack via
an absolute gettop rather than counting pops.

Not covered, and documented as such: frame methods, which live in the
per-frame-type registry rather than _G, and RegisterIntegerEnum values,
where a mirror would be a stale copy rather than a reference.

Verified in-game: ClassicAPI.GetServerTime == GetServerTime is false on
a client whose FrameXML takes that global, while
ClassicAPI.GetTimeCached == GetTimeCached is true.
2026-09-11 12:35:36 -05:00
Brues aacace1645 fix(time): take the server clock from the engine's own time sync
`GetServerTime` had two separate problems.

The global is not ours to keep. Registration happens inside
FUN_LOAD_SCRIPT_FUNCTIONS and FrameXML loads after that, so a client
whose GameTime.lua declares its own `function GetServerTime()` replaces
it on every login and every /reload, and no addon can reach the C
function again. Turtle's version returns (serverHour, serverMinute) --
which is itself just the player's own machine clock, since it only
diverges from date() if the realm answers a TW_TIME broadcast, and
nothing in the public core does. Add C_DateAndTime.GetServerTime: the
same C function under a name FrameXML never touches.

The value was also the wrong clock. It was rebuilt from the broadcast
gametime struct, which carries minute granularity, no timezone, and
whatever per-map time offset the realm folded in before sending. The
engine already has a better source: FUN_004DE430 (quest-log enter-world
setup) sends CMSG_QUERY_TIME unconditionally, and the handler caches
localEpoch - serverEpoch at VAR_SERVER_TIME_DELTA, refreshed hourly. The
reply is a raw time(nullptr), so the skew yields a true UTC epoch with
real seconds, free of both the timezone and the map offset. The sign is
confirmed by the engine's own use of it -- the timed-quest expiry check
in FUN_004DE510 converts a server timestamp into local-clock space by
ADDING the delta.

The two clocks answer different questions, so Time::Server exposes both
and each function takes the one its contract names:

  CurrentEpoch()     the instant  GetServerTime, GetSecondsUntilDailyReset
  RealmClockEpoch()  the display  GetCurrentCalendarTime, GetServerTimeLocal

GetServerTimeLocal is "the epoch offset by the server's timezone", which
RealmClockEpoch already is by construction, so its round-trip through
the *player's* timezone is gone. GetSecondsUntilDailyReset moves the
other way: a realm buckets its day over a raw time(nullptr), so the
boundary is UTC midnight rather than the displayed midnight.

Verified in-game across an Azeroth -> Kalimdor port on two realms, one
on UTC and one on UTC-5. The instant stays continuous (+51 s across the
port, matching real elapsed time) while GetGameTime jumps 12 hours;
GetServerTimeLocal tracks the realm's displayed clock and rolls the date
with it; GetCurrentCalendarTime's hour matches GetGameTime in both zones.

Fixes #50
2026-09-11 12:17:37 -05:00
Brues 4bf2c17e0f docs: repair the broken links in the API reference
Fourteen anchors in docs/API.md pointed at headings that do not exist, so
those links went nowhere. Most are typos in the slug (`doesitemexit`,
`gettaxiroutep`, `afters`) or a slug that was never updated after its
heading gained an argument (`C_Spell.CastAtUnit` picked up
`placeGroundSpell`, `GetItemSubClassInfo` picked up its `C_Item` twin).
`C_QuestLog.GetQuestIDForLogIndex` was written in camel case, which a
heading anchor never is.

`GetMacroInfo` has no entry of its own in this document, so that reference
is now plain text instead of a link to nothing.

Also correct the table-of-contents text for `C_Spell.CastAtUnit`, which
still named the two-argument signature.

Found while checking the anchors this branch touched. A pass over both
documents now reports no broken link, in either direction.
2026-09-11 08:16:45 -05:00
Brues 3191c4dcfc fix(macro): leave a macro alone when its conditions are not ours
A macro written for another macro addon names conditions this parser does
not have. SuperCleveRoidMacros' `[alive]` is one. The `#showtooltip` reader
scans every macro body, so it met that condition and printed
"SecureCmdOptionParse: unknown condition 'alive'" at login, about a macro
that works.

Worse than the noise: a condition we cannot evaluate cannot pass, so its
group fails. A macro with no unconditional fallback clause then matched
nothing, and the reader wrote 0 over the spellID the engine's own parse had
put in the per-macro cache - costing that button its cooldown, range and
usable state.

`SecureCmdOptionParse` now records the keywords it does not own on its
cached parse and returns the first one as a third value. It still names
them, once each, for a caller the player drove. The reader passes the new
`quiet` flag and reads that value instead: on a foreign dialect it resolves
nothing, writes nothing, and stops re-evaluating until the body changes. The
engine's parse stays in the cache, and the addon that owns those conditions
can still claim the macro through `C_Macro.SetMacroDisplay`.

Such an entry also stays out of `dirty`, because a dirty entry nothing
evaluates would keep `HasPendingWork` true and re-run the catch-up on every
reader.

Moving the warn-once bookkeeping from parse time to call time also stops a
quiet scan from consuming the one warning a keyword gets, so a condition the
player later types is still named.

This is not a load-order fault. SuperCleveRoidMacros creates `_G.CleveRoids`
at the top of Init.lua, and that same file sets `ClassicAPIMacroDisplay`,
which lifts our wholesale yield on purpose so it can publish per macro. The
window is between our first tick and its first publish, which it cannot make
until the player object exists.
2026-09-11 08:14:35 -05:00
Brues 373dce8202 ShaguTweaks nil check
Fixes #49
2026-09-11 08:00:51 -05:00
Brues 4c7f1c36d6 docs: cover the macro conditions and #showtooltip in the README
The README said nothing about either, and its Macros section still claimed
the macro work added no Lua functions.

Two rows in Modern client behaviors: the `[conditions]` / `@unit` syntax
across 38 slash commands, and what `#showtooltip` drives on a macro button.
The Macros section now lists the body forms a macro accepts - the
directive, the conditions, the `!Name` prefix, and `#` comment lines, which
no longer reach chat. A new Slash commands section names all 38 commands by
group, and the bundled-addon section mentions that it holds them and
`SecureCmdOptionParse`.

`C_Macro.SetMacroDisplay` and `GetMacroItem` join the Macros row of the
call table, and `IsUnitToken` / `UnitTokenFromName` join the Unit row.

Also add the `## MerchantFrame` heading the README already linked to. The
six `C_MerchantFrame.*` entries sat inside `## Map` with no heading of
their own, so that link went nowhere.
2026-09-10 18:59:10 -05:00
brues-code 36c367a6d6 feat(macro): native #showtooltip, conditional slash commands, and a display API for addons (#48)
* feat(macro): native #showtooltip/#show, conditional /cast and /use

Backport the macro display system to the engine:

- Macro::ShowTooltip resolves `#showtooltip [cond] value` / `#show` (and
  the bare form over the macro's /cast and /use lines, first match wins)
  through the Lua SecureCmdOptionParse on the world tick and writes the
  result into the engine's per-macro spell cache (+0x564/+0x568), which
  every action reader already consumes. Repaints go through the engine's
  own slot-changed notifier. Item targets are cached alongside.
  Re-evaluates on modifier / mouseover / target / combat changes and every
  200 ms otherwise. Yields entirely when SuperCleveRoidMacros is loaded.
- The `?` icon rule is a co-hook on the macro icon getter, so action
  buttons and the drag cursor both show the resolved icon; GetMacroInfo,
  GameTooltip:SetAction, GetActionCooldown, GetActionCount and
  IsConsumableAction are re-registered in front of the engine for macro
  slots with a resolved directive and tail-call it otherwise.
- Macro::RunBody re-implements the engine's body runner so `#` lines
  never reach chat; Macro::Execute skips them too.
- /cast and /use in the embedded addon (3.3.5 handler shape): items
  first, [@unit] via C_Spell.CastAtUnit, 1..19 = inventory slot, other
  numbers stay spellIDs. SecureCmdOptionParse: a group whose only piece
  is @unit passes only while the unit exists (3.3.5 passes it
  unconditionally). C_Item.GetItemCount accepts names. GetMacroItem
  added; GetMacroSpell now reflects the directive.
- Offsets.h: 0x004F0F40 was the macroID -> MacroEntry resolver,
  mislabeled as a spell-state cache; renamed FUN_MACRO_ID_TO_ENTRY, with
  the action-bar / macro-runner constants this needs added and verified.

* feat(unit): add IsUnitToken for token-vs-name dispatch

Vanilla ships each "act on a unit" verb as two Lua entries, one taking a
unit token and one taking a character name, and each errors on the other
kind of input. Conditional slash commands need to accept either, because
SecureCmdOptionParse hands back a token for `/target [@focus]` and a name
for `/target Bob` through the same variable.

IsUnitToken(value) answers which one a string is by calling the engine's
own token resolver inside lua_pcall and reporting whether it returned or
threw. Consulting the resolver rather than matching a token list here
keeps the answer correct for every family it knows, including this
client's native GUID literals and our own focus / nameplateN / markN,
which unit/TokenExtensions.cpp hooks onto the same function. It reports
whether the text names a token, not whether a unit is there, so "target"
with nothing targeted is still true.

    if IsUnitToken(x) then TargetUnit(x) else TargetByName(x) end

Additive on purpose. Merging the pairs into a modern TargetUnit /
AssistUnit / FollowUnit was written and reverted: those names are common
enough for other DLLs and addons to replace that re-registration is
silently last-one-wins, with no error and no trampoline to chain. That
mechanism is only safe for names nobody else contends.

Offsets.h records two findings from decompiling the resolver. The throw
is raised by its callee, not by FUN_RESOLVE_UNIT_TOKEN, which is a thin
wrapper returning 0 on a miss. And this client reaches the error through
a patched fallthrough that first parses a 0x<hex> GUID literal, so GUID
unit tokens resolve natively with no SuperWoW loaded.

* feat(addon): backport the conditional slash commands

Adds 27 commands that take [conditions] through SecureCmdOptionParse,
following the 3.3.5 SecureCmdList handler shapes: targeting
(/targetexact, /cleartarget, /targetlasttarget, /targetlastenemy,
/targetenemy, /targetfriend, /targetenemyplayer, /targetfriendplayer,
/targetparty, /targetraid), casting and state (/stopcasting, /cancelaura,
/cancelform, /dismount), equipment (/equip, /equipslot), action bars
(/changeactionbar, /swapactionbar) and the pet family.

/target, /assist and /follow gain conditions by replacing the FrameXML
handlers, which is the only way to add them. Plain input keeps working:
each routes through IsUnitToken to the engine's token entry or its
by-name entry, where the old handler always went by name.

Three natives have a different shape here than the 3.3.5 handlers assume,
so those bodies are not straight ports. PetAttack takes no target and
always sends the pet at the current target. ChangeActionBarPage takes no
page and only fires ACTIONBAR_PAGE_CHANGED, so CURRENT_ACTIONBAR_PAGE is
set first. Pet autocast is a spellbook-slot toggle with no enable and
disable entries, so a name is resolved against the pet book and on/off
read the state and toggle only on a mismatch. /cancelaura needs no buff
walk, since CancelSpellByName already matches a player buff by name.

Not ported for want of a native: /targetlastfriend, and the /mt and /ma
family, which needs party assignments the client does not have.

Command names come from the locale files, with the localized name taken
from the matching Blizzard GlobalStrings and the English one alongside.
zhCN ships English for all 27. The short aliases retail also carries
(/eq, /tar) are left out, since those collide with addon shorthands.

* fix(macro): resolve item link values in #showtooltip

`#showtooltip` over a `/use item:6948` line showed no icon. The directive
evaluator built its item argument as `{0, 0, value}`, hardcoding the whole
value as a NAME, so the `item:N` and pasted-link forms could never match
and the value fell through to the spell lookup. `/use` itself was fine,
which is why the macro cast the item but the button stayed blank.

The link parsing already existed for the Lua entries. Split it out as
`Item::Arg::ResolveString` and call that instead of hand-building the
argument, so both paths read the forms the same way.

A bare number keeps skipping the item lookup: `ResolveString` reads "6948"
as an itemID, and a bare number that is not an equipment slot has to stay
a spellID per the documented `/cast 5019` rule.

An explicit itemID now also resolves when none is carried, falling back to
the ID after the bag and equipment walk misses. The icon and tooltip come
from the item record, and the tooltip path already handled an unheld item
through a hyperlink, so a macro naming an item in the bank or one written
before looting it now displays. Names are still limited to what you hold,
since 1.12 has no name-keyed item cache.

* fix(macro): make [@cursor] work in /cast, /use and #showtooltip

`/use [@cursor] item:4390` did nothing and its `#showtooltip` showed the
question mark. Two causes, both in the addon.

The parser rejected the clause. A group whose only piece is `@unit` passes
only while that unit exists, and the existence test ran UnitExists on
`cursor`, which is not a unit token. The engine raises there, the pcall
caught it, and the group failed. `none` was already exempt; `cursor` joins
it, since both name something other than a unit and neither can be tested
that way.

Nothing routed the target once it did pass. `SecureCmdUseItem` sent every
target through UseItemByName, which takes a unit GUID, and the spell branch
had only the on-unit and default cases. A `cursor` target now goes to
C_Item.UseAtCursor and C_Spell.CastAtCursor, which were written as the
`[@cursor]` analogs but had no caller. SecureCmdItemParse has already
turned a bag or inventory slot into a link, so one item call covers every
value form.

`#showtooltip` needed no change: the value resolves once the clause passes.

* feat(macro): accept a character name as a macro target

`/cast [target=Feral] Rejuvenation` did nothing. A `@unit` or `target=unit`
piece takes a character name as well as a unit token, but nothing here
turned a name into something the unit functions accept, and the existence
gate ran UnitExists on it, which raises for a string that names no token.

`UnitTokenFromName(name [, exactMatch])` runs the engine's own by-name
search — `FUN_UNIT_FIND_BY_NAME`, the one behind TargetByName, AssistByName
and FollowByName — and reports the winner as a token: a standard one when
it fits, else the GUID literal, which this client's resolver takes too. It
walks party, then raid, then every loaded unit, so it reaches units no
token names. Prefix match by default, nearest first, like TargetByName.

`GroupPasses` now resolves a named target once and uses it for both jobs:
the bare-group existence test (`[@Feral][] Spell` falls through when they
are not around) and the conditions, which previously raised on a name.
The pcall that already guarded the existence test is what tells a token
from a name, so a token target costs no more than before.

The slash handlers resolve the target the same way before handing it to
CastAtUnit, UseItemByName, FocusUnit or StartAttack, and drop the command
when a named unit is not around.

* feat(macro): drop a ground-target item at your feet with [@player]

`/use [@player] item:4390` sent the grenade through UseItemByName, which
passes a target GUID but never commits the placement, so the reticle came
up instead of the grenade landing. Route a `player` target to
`C_Item.UseAtUnit` instead, which commits at the unit's position.

Only your own position is offered. Aiming a ground-target item at another
unit is not something the game lets you do by hand, so the slash handler
does not either; every other unit target keeps going to UseItemByName.

`C_Item.UseAtUnit` now dispatches with the unit's GUID rather than a zero
target, matching `C_Spell.CastAtUnit`. Without that, routing `@player`
through it would have cost a non-ground item its target: a bandage or a
scroll would fire at the current selection instead of at you. It now
covers both kinds of on-use item, the way CastAtUnit covers both kinds of
spell.

* fix(macro): stop /cast [@unit] aiming ground spells at that unit

The same aim the item side was just denied: `/cast [@target] Flamestrike`
dropped the reticle on the target with no click, for any unit. Placing a
ground spell somewhere you could not put it by hand is aim the player has
not earned, and it should not differ between a spell and a grenade.

`/cast [@player]` and `/cast [@cursor]` still place, since both name a
position you can already aim at. Every other unit still has the spell cast
on it when it takes a unit target, which is what `@unit` is for; only the
ground-placement leg is dropped, leaving the reticle up exactly as casting
by hand does.

`C_Spell.CastAtUnit` keeps the whole primitive and gains a third argument
for the choice, defaulting to placing so the API and its callers are
unchanged. The restriction lives in the slash handler, the same split the
item side uses, where `C_Item.UseAtUnit` stays unrestricted and only
`/use` limits itself to `@player`.

`Spell::AtCursor::GroundPlacementPending` reports whether the in-flight
placement is a ground one, so the handler can leave that reticle up while
still cancelling a placement for a unit the engine did not accept. Leaving
that armed would strand the cursor.

* fix(item): stop a bad unit raising out of C_Item.UseItemByName

The optional `unit` went straight to the engine's token resolver, which
raises for a string that names no token. Both the code comment and the
API docs promised the opposite, that an unrecognized string is no target,
matching the no-op contract the item argument already has.

It is reachable without an addon calling the function directly: secure
button attributes and key bindings both feed it a configured string, so a
`unit="foo"` attribute raised inside a click handler.

Probe with Unit::TokenResolve::IsUnitToken first and treat anything else
as no target, which makes the documented contract true.

C_Item.UseAtUnit keeps raising, which is deliberate and now stated in its
docs: it is the companion of C_Spell.CastAtUnit, which documents the same
behavior as matching UnitHealth("garbage").

* feat(macro): let an addon publish its own macro display

`C_Macro.SetMacroDisplay(macroSlot, value)` hands a macro's resolution to
the display path, for an addon that parses macros itself. It is aimed at
SuperCleveRoidMacros, which today replaces ten action globals plus
GameTooltip.SetAction to put its answers on the bar, and borrows an
unrelated action slot to get a range check for a macro.

None of that is needed. Writing the spell into the engine's own per-macro
cache is what makes cooldown, range, usable, current and auto-repeat
correct for a macro button, with nothing overridden, and the icon then
reaches two places a Lua override cannot: the cursor while a macro is
dragged, and the macro window grid, both of which come from an engine
getter we hook.

The value takes the forms a `#showtooltip` value takes, so a publisher
hands over what it would have written in the macro. Three states: a value
to show, false for claimed-but-nothing-matched, nil to release.

Ownership is per macro. A published one is not parsed or re-evaluated by
us and is honored even while yielding; the rest stay ours. Nothing is
re-evaluated for the publisher, but a published resolution is re-applied
whenever the engine's re-parse overwrites the cache, so a macro edit
cannot silently replace it.

The wholesale stand-down when SuperCleveRoidMacros is loaded is lifted by
`CleveRoids.ClassicAPIMacroDisplay`, which a build sets to say it drives
us. Forks without it keep the all-or-nothing yield, so an older one cannot
end up fighting for the same buttons.

* fix(macro): accept the !Name prefix in /cast and #showtooltip

`#showtooltip` over `/cast !Shoot` showed nothing and the line cast
nothing: the `!` prefix, which asks for a toggle ability to be started
but never turned off, was never part of vanilla and no name resolver
knew it.

Split it in two.

The NAME is normalized in the one co-hook on the engine's single
name -> spellbook-slot resolver, which already owned the numeric
spellID form (so `spell/CastByID.cpp` becomes `spell/NameResolve.cpp`).
`FUN_RESOLVE_SPELL_NAME_TO_BOOK_ID` calls that resolver, so a single
strip covers the runtime cast, `Spell::Arg`, the `#showtooltip`
resolution and the engine's own macro parser -- which is what lets
`IsAutoRepeatAction` light a `/cast !Shoot` button even while macro
display is yielded to SuperCleveRoidMacros.

The BEHAVIOR stays in Lua: `SecureCmdCast` strips the prefix and casts
through the existing `CastSpellNoToggle`, which asks the engine whether
the ability is already up first. `CastSpellByName` cannot carry it --
re-registering that global is off limits and nampower already co-hooks
it.

`CastSpellNoToggle` gains the `placeGroundSpell` argument that
`C_Spell.CastAtUnit` has, so `/cast [@target] !X` keeps the rule that
only your own feet and the cursor place a ground-target spell. It also
tolerates a `!` on its own input now, since its auto-repeat name
compare is ours rather than the engine's.

* feat(item): take an item location wherever an item action takes an item

`C_Item.UseAtCursor`, `UseAtUnit`, `UseItemByName` and `EquipItemByName`
took an item reference only - an itemID, `item:N`, a link, or a name - and
resolved it by searching the bags for the first match. Holding two stacks of
the same item, or two copies enchanted differently, there was no way to say
which one you meant.

They now also take an item location: `{bagID=B, slotIndex=S}`,
`{equipmentSlotIndex=N}`, or an item GUID string - the shapes
`C_Item.GetItemID` already took. A location names one exact item.

`Item::Location::FindItemArgOrLocation` owns the overload; the old `Resolve`
(locations, pointer) and the new `ResolveItemArgOrLocation` (either, pointer)
are wrappers over it, so the classification and the walk live in one place.
None of the four call sites resolves anything itself any more.

A table is only ever a location, and so is a string that parses as a strict
`0x` + 16 hex digit GUID, which no item link or item name can look like. The
form is decided from the argument alone and committed to: a location resolve
STOMPS the Lua stack (`PackBagSlot` overwrites the first slots with its own
arguments), so falling back to the reference forms after one had run would
re-read the argument as whatever it left behind - a bag index read as an
itemID, which names an unrelated item.

`EquipItemByName` needs the source coordinates too, since the swap packet
carries them, which is what the detail form is for. An
`{equipmentSlotIndex=N}` location names a worn item, so with a `dstSlot` it
routes to `Item::Swap::FromPaperdoll` - that is how a ring 11<->12, trinket
13<->14 or weapon 16<->17 move is expressed. Without a `dstSlot` there is no
slot for the engine to pick, so that combination does nothing.

Its `lua_settop(L, 0)` ahead of `ClearCursor` is gone: `Script_ClearCursor`
(`0x004895B0`) is `FUN_00495190(1, 1)` and a return - no arguments, no stack
reads. Dropping it lets the item resolve run after the cursor clear, which a
location needs: while an item is held its slot reads empty, so the location
it came from would otherwise resolve to nothing.

* refactor: centralize the item constants and the icon-path build

Four copies of the ItemStats displayInfoID -> `Interface\Icons\<name>`
chain had accumulated - `item/GetData`, `item/Info`, `container/ItemInfo`
and the new `item/Icon` - and they had already drifted: two checked for an
empty icon name and two did not. `Item::Icon::PathForDisplayInfoID` is now
the one builder and the other three call it, so a change to that chain has
a single site. `PathForItemID` is it plus the cache lookup.

`action/ItemState` had local constants shadowing values already in
`Offsets.h`: `kItemSpellSlots` for `ITEMSTATS_SPELL_SLOT_COUNT`, and a bare
`trigger == 0` for `ITEM_SPELLTRIGGER_ON_USE`. `INVTYPE_AMMO` / `THROWN`
existed in two files, and the engine runner's `0x400` macro line buffer in
two more, so those move to `Offsets.h` as well - `INVTYPE_*` next to the
string table they index, `MACRO_LINE_BUFFER_SIZE` next to the delimiters.

CLAUDE.md's rule, and duplicated offsets drifting is exactly what it was
written for.

* fix(macro): indented directives, release, and icon-getter re-entry

Three defects found reviewing the `#showtooltip` work, plus dead code.

A directive typed with a leading space was lost AND leaked to chat.
`ParseDirective` and the two `#`-line filters all tested byte 0, but the
tokenizer splits on `\r\n` only, so ` #showtooltip` arrives with its space:
the parse missed it, and then `Macro::RunBody` / `Macro::Execute` failed to
recognize the comment and dispatched the line through `EXECUTE_CHAT_LINE` -
the /say this feature exists to stop. All three skip blanks now, as does
`CastCommandArgs` so an indented `/cast` line is still collected, and the
runner dispatches the trimmed line so an indented command works at all.

`C_Macro.SetMacroDisplay(slot, nil)` left the publisher's spell in place.
`Release` cleared our entry and asked for a rescan, but `Rescan` only marks
an entry dirty when it has a directive with options - so for a macro with
no directive of its own, nothing ever rewrote `+0x564`, and the button, its
tooltip, cooldown and auto-repeat state stayed on the published spell until
the engine happened to re-parse. It now hands the field back to the engine
by running the engine's own parser, then repaints.

The macro icon getter could run Lua from under a click. `FUN_MACRO_ICON_PATH`
has two callers and one is `FUN_MACRO_PICKUP`, inside the UseAction core, so
`Lookup`'s catch-up could evaluate conditions through `SecureCmdOptionParse`
and fire `ACTIONBAR_SLOT_CHANGED` into addon handlers while the drag was on
the stack - the re-entrancy hazard CLAUDE.md records for `Tooltip::SetEvents`.
`LookupPassive` reads only what the entries already hold; the world tick
does the work and repaints, so a resolution can be one tick behind an edit.

Also drop `Active()` (no callers) and `RunBody`'s unused trampoline, and
correct the header's reference to a module that does not exist: the icon
comes from `Macro::IconPath`, not `Action::Texture`.

* fix(slash): five conditional-command defects, and cheaper option passes

`/cast 5019` could consume an item. A bare number that is not an
equipment slot is a spellID, but it reached the item lookup, which reads a
number as an itemID - so carrying item 5019 used it instead of casting the
spell. `Macro::ShowTooltip::ResolveValue` already guarded this exact case,
so the button showed the spell while the click used an item.

Every bare `/targetenemy` stepped backwards. The cycling selectors pass
the parsed value as their reverse flag, and a clause that matches with no
value yields the empty string - which is a true boolean in Lua. Six
commands were affected in their most common form.

`/cast [@none] Spell` did nothing. `@none` names no unit, but only
`@cursor` was exempted from the token resolve, so `none` went to the
by-name search and the cast was dropped. It now means no unit, which is
the untargeted form of the verb; `/target [@none]` clears the target, as
documented. The other unit verbs no longer feed `none` to that search
either - it matches on the START of a name, so it would find a Nonek.

`/assist [@target] Bob` ignored Bob. `/target` and `/follow` both let a
trailing name win over an explicit `target=target`; assist did not.

`/use [@player] 0 1` used the wrong item. The position branches ran before
the bag branch, so a named slot was thrown away and the item re-found by
link - the first match anywhere, which with two stacks is the wrong one.
Every form now resolves to one item and goes through one call, which also
means a slot is aimed by `@unit` like a name is, and that `/use` always
uses: clicking a bag slot sells the item at a merchant and repairs it
under the repair cursor (`Script_UseContainerItem` branches on the
merchant GUID and on cursor mode 0x11), which a typed command must not do.

`GroupPasses` also stopped paying for an answer it discards. A group with
conditions only needs a token, so it asks `IsUnitToken` rather than
`pcall(UnitExists)` - the conditions test existence themselves. The
existence path keeps its single pcall, and a name, which costs an
object-manager search, is remembered for the rest of the pass.
2026-09-10 18:43:06 -05:00
Brues fe9e7dddcd fix(color): keep ColorMixin on the standard color globals
An addon that carries a copy of Blizzard's own definition -- a plain
NORMAL_FONT_COLOR = {r=1.0, g=0.82, b=0} and its friends -- assigns it
over ours at file scope, so every addon that loads after it finds a color
with no methods. pfUI's who list then fails on NORMAL_FONT_COLOR:GetRGB()
(brues-code/pfUI#56).

Re-apply the color globals after each addon loads, not only at our own
load, and mix ColorMixin INTO the table that is there instead of replacing
it: the values that addon chose stay, and each reference it already handed
out gets the methods too. ITEM_QUALITY_COLORS entries are repaired on the
same pass. This replaces the SpecialTalentUI special case.

C_UIColor.GetColors() makes a color object for each of its 187 rows, so
the values are kept from the first call and each later pass costs one
lookup per tag. Only a color that is absent or has lost its methods is
touched; a tag holding something else, and a <TAG>_CODE string that is
already set, are left alone.
2026-09-10 16:15:16 -05:00
Brues 9d8f1b1b5d build: pin the project to Win32 with a preset and a configure guard
WoW.exe is x86, so there is no valid 64-bit configure. Nothing in the
repo said so, which let VS Code decide instead: CMake Tools configures on
folder open by default, and with no presets file it takes the
architecture from a scanned kit. Here it chose the x86_amd64 cross kit
(-T host=x86 -A x64) and flipped the shared build directory to x64.

That failure is badly disguised. A 64-bit build first shows up as a
static_assert deep in a struct-layout check, which reads as an unrelated
code fault rather than a build-configuration one.

Add CMakePresets.json with a single win32 configure preset. A presets file
makes CMake Tools use presets and stop using kits, so the architecture
becomes a property of the project instead of whichever kit a machine
happens to select. The preset names no generator, matching the documented
command line: CMake then resolves the newest installed Visual Studio,
which a pinned version would get wrong. Schema version 3 is the earliest
that allows omitting the generator.

Add a CMAKE_SIZEOF_VOID_P guard after project() for whatever gets past
the preset -- a hand-typed -A x64, or a stale cache -- so the configure
fails with the recovery steps instead of building something unloadable.

The existing `cmake -B build -A Win32` flow keeps working; presets are
opt-in on the command line.
2026-09-10 15:23:00 -05:00
Brues 9d1e14410c refactor: share one bounded string copy as Common::BoundedCopy
addons/LoadState.cpp used strncpy, which MSVC deprecates (C4996) and
which does not terminate on truncation, so the call site had to add the
terminator itself. frame/Attributes.cpp had already met that warning and
answered it with a local BoundedCopy helper.

Promote that helper to Common rather than copy it a second time, and
point both files at it. The helper treats a null source as empty, so
LoadState loses its null-name branch as well. Behavior is unchanged:
strncpy(dst, src, kMaxName - 1) plus a manual terminator wrote at most
kMaxName - 1 characters, and so does BoundedCopy(dst, src, kMaxName).

strncpy_s was the other option and is worse here. It invokes the
invalid-parameter handler on truncation unless the caller passes
_TRUNCATE, and LoadState runs inside an engine hook.
2026-09-10 13:36:00 -05:00
Brues 8b06caf708 docs(api): rewrite the EquipmentSet intro for the caller
The paragraph explained the storage choice rather than the API: which
opcode carries set data, that "this server" does not speak it, and that
the file format matches a sibling project. None of that changes what a
caller writes, and "this server" names nothing.

Say what the namespace does, in the section-opener style the rest of the
file uses, and keep the one storage fact a caller acts on -- sets belong
to one character.
2026-09-10 13:30:33 -05:00
Brues 4684088675 docs(api): give GetWeaponEnchantInfo real numbers for both enchant kinds
The example claimed charges = 5 for Brilliant Mana Oil and hid the
enchant ID behind a placeholder. Live dumps of both kinds correct it: the
oil returns charges = 0 with enchant 2629, and Instant Poison returns
charges = 40 with enchant 323. Show each case, so the zero reads as a
property of time-based enchants rather than as the only answer the field
ever gives.
2026-09-10 13:21:43 -05:00
Brues 9a26207df2 feat(item): read a bagged weapon's temporary enchant
C_Item.GetWeaponEnchantInfo covers only the three equipped weapon slots,
so a poisoned or oiled weapon sitting in a bag reported nothing. Add
C_Item.GetItemTempEnchantInfo(itemLocation), returning the same
(hasEnchant, expirationMs, charges, enchantID) tuple for any location the
rest of the C_Item location family accepts.

The temporary-enchant reader already needed nothing but a CGItem, so it
now takes one directly, with a thin wrapper for the paperdoll path. Its
local copy of the slot offset (0x4C) gives way to the block layout
Offsets.h already carried for spell/BonusDamage.cpp, extended with the
within-slot duration and charges deltas and a named temporary-slot index.

Verified in game: a staff carrying Brilliant Mana Oil reports enchant
2629 both equipped and in a bag, and the remaining duration keeps
counting down while the weapon sits there.

Fixes #47
2026-09-10 13:17:56 -05:00
Brues 2adfaff020 docs(api): move the enchant functions into the Item section
C_Item.GetWeaponEnchantInfo and C_Item.GetEnchantInfo were documented
inside the Spell section, sandwiched between C_Spell entries, and
neither appeared in the Contents at all.

Both now sit in Item after C_Item.GetStackCount, kept adjacent since the
second resolves the IDs the first returns, and listed in that section's
Contents block so body and Contents order agree. The headings are
unchanged, so existing links to them still resolve.
2026-09-10 13:00:14 -05:00
Brues 8a7ab490f4 docs(api): move CURSOR_CHANGED in with the other events
It was documented under Cursor while every other standalone event lives
in the Events section, placed there to follow that section's alphabetical
run. The heading text is unchanged, so existing links to
#cursor_changed-event still resolve, and Cursor keeps a pointer to it so
a reader of GetCursorInfo can still find it.
2026-09-10 12:51:58 -05:00
Brues e26f8958e9 fix(compat): let a ClassicAPI-aware addon opt out of its whole shim
pfUI's `handlesHookScript` and ShaguTweaks' `API.classicapi_version` now
return at the top of the compat callback instead of gating one branch
inside it. An addon that advertises ClassicAPI awareness handles its own
color globals, HookScript path and event registrations, so no part of the
shim should run against it. Previously the pfUI flag suppressed only the
CreateFrame shim while the RAID_CLASS_COLORS override and the
UpdateColors no-op still applied, and a ClassicAPI-aware ShaguTweaks
still had its libpredict events unregistered underneath it.

The "brues" X-Website tag now gates the pfUI HookScript shim on its own,
so an unflagged fork carrying that tag behaves as before.
2026-09-10 12:51:58 -05:00
Brues f0a83f1f31 fix(compat): restore Compost:Erase when a 5.1-stubbed copy wins
Compost-2.0 rev 17406 replaces most of its own body with stubs once it
believes it is on Lua 5.1, and our 5.1 syntax backport makes its
loadstring probe pass. Losing GetTable and Reclaim is harmless -- both
are pure recycling hints -- but Erase is not: callers hand it a live
table and expect its keys gone, and the stub takes no parameter at all.
So every call site that clears in place, rather than assigning the
returned table, silently stops clearing.

One addon shipping that revision hands it to every other Ace2 addon,
because AceLibrary arbitrates on the highest $Revision and ignores load
order. Puppeteer is the reported casualty: PTUnit:ClearAuras erases its
debuff-type and aura-ID sets in place, so a dispel type never leaves the
set once applied and a cursed raid member keeps its debuff colour after
the curse is cleaned.

Restore an in-place Erase, picked by behaviour rather than by revision or
addon name so a Compost that already clears is left alone. Checked on
every ADDON_LOADED because AceLibrary can upgrade a library at any point
during load and an upgrade installs the new copy's functions over ours;
the verdict is cached against the function that earned it, so a repeat
check costs two identity comparisons and reuses one probe table.
2026-09-10 11:37:49 -05:00
Brues 5070c892e2 feat(texture): add Texture:SetDesaturation and GetDesaturation
Backports the parametric desaturation methods. The engine desaturates a
region by storing one pixel-shader object in the region's shader slot and
binding it per draw, so an amount is a matter of having more shader
objects: one CGxShader per level (256 levels, framebuffer precision),
created lazily through the engine's own loader under a path that exists
nowhere and filled with hand-encoded ps_2_0 / ps_1_1 bytecode, then
compiled the way the loader does. No draw hooks, no per-region state.

SetDesaturated is re-registered on the Texture registry (the registrar
front-inserts and the dispatcher walks from the front) so all three
methods share one state and `false` clears a partial amount. Every
desaturation path, including SetDesaturated(true), now multiplies the
vertex-colour tint in like retail; the stock shader dropped it.

The first ps_2_0 program was rejected by the D3D9 runtime validator: an
lrp may not write a register it reads as src0 or src2. The shipped
program is the instruction shape fxc emits, and both programs were
validated on a NULLREF device. A build attempted while the device is
lost is not latched, and a level that cannot be built falls back to the
engine's stock shader.
2026-09-09 16:39:14 -05:00
Brues 8295ec9442 docs(api): clarify the multi-flavor TOC section
The intro claimed this client is the Vanilla game type, which read as a
contradiction against the paragraph below it saying `_Vanilla` files are
not used. Both are true: `_Vanilla` as a file suffix names the Classic
Era client, while `vanilla` as a directive value names this client's game
type. Drop the intro sentence, since the [Family] / [Game] table already
states it where a reader can use it, and add a note about the shared word
where the collision is first hit.

Explain why `_Vanilla` and `_Classic` are skipped instead of saying only
that they target an engine this build does not match, and state the
consequence: an addon shipping just `_Vanilla` and `_Mainline` TOCs does
not load at all, so it needs a `_ClassicAPI.toc`.

List both flavor sets in probe order, and give the Bindings half the same
shape as the TOC half.

The `## Interface:` subsection showed a multi-version line and then said
nothing about it. Say that the addon loads when 11200 appears anywhere in
the list.
2026-09-09 13:08:37 -05:00
Brues c5b1431073 feat(cvar): default scriptMemory to 0
Sets the cvar most people already set by hand, so a fresh install does
not meet the interface memory popup. Only the default is overridden: the
write happens when the live value still equals the cvar's registered
value (read from +0x30, so no hardcoded 49152), which leaves a
deliberate Config.wtf choice alone. The archive flag makes the 0 persist,
so the comparison fails on every later boot and the write happens once
per install.

What the cvar gates, since none of it is obvious: FUN_00495590 polls
Lua's live allocation (KB) against it, forces a full GC when over,
and if still over fires MEMORY_EXHAUSTED and starts a 15-second timer,
after which FUN_00401560(0) exits the process. FrameXML shows the event
as the "disable some interface add-ons and restart" popup. The poll is
gated on `limit > 0`, so 0 disables it, and nothing else caps Lua memory
(lmemPool's allocator is six size classes falling through to the Storm
heap, with no ceiling of its own).

Timing is load-bearing: scriptMemory is writable on the glue state and
read-only in the world, where the innermost setter's `if (flags & 4)
return;` makes any write a silent no-op. The glue registration is what
makes this land; the in-game one stays as a second chance. Verified by
deleting the Config.wtf line, launching, and finding 0 in the AddOns
dialog and back in Config.wtf on exit.

Adds CVar::Factory::GetDefaultString for the comparison.
2026-09-09 12:17:33 -05:00
Brues b39c16578b feat(addon): add the /startattack and /stopattack slash commands
Blizzard ships both in FrameXML's ChatFrame.lua; the handlers here are
3.3.5a's verbatim, routed to ClassicAPI's StartAttack / StopAttack.
Every locale file gets the client's own command names, taken from the
per-locale GlobalStrings dumps: /angriffstart, /empezarataque,
/lanceattaque, /начатьатаку, /開始攻擊 and their stop counterparts, next
to the English names. Gives users a clean /startattack without the
macro-addon trick of placing the Attack spell on an action slot to read
its state.

Refs #46
2026-09-09 00:49:26 -05:00
Brues 7d7e392924 fix(spellbook): flag talent ranks by name when the next-rank link is missing
SkillLineAbility's next-rank column is empty for whole chains — every
Mind Flay rank (15407, 17311..17314, 18807) holds 0 — and the engine's
own rank-chain walk (FUN_SPELL_RANK_CHAIN_KNOWN) reads that same field,
so IsClassTalentSpellBookItem flagged only Mind Flay rank 1. Fall back
to the engine's other notion of a rank set: a spellbook spell that
shares a talent rank spell's localized name, the same rule a name-cast
uses to pick the highest rank.
2026-09-09 00:14:23 -05:00
Brues 14fa610bc8 feat(spellbook): add the skill-line, cast-count, and loss-of-control surface
Nine C_SpellBook functions, two C_Spell functions, and one event, all
backed by engine data the stock Lua surface never exposed:

- LEARNED_SPELL_IN_SKILL_LINE(spellID, skillLineIndex, isGuildPerkSpell),
  fired from the learn-spell hook under the engine's own
  LEARNED_SPELL_IN_TAB gate (notified AND appended to the book). The
  learn/unlearn co-hooks move from spell/Info.cpp to spell/Learn.cpp.
- GetNumSpellBookSkillLines / GetSpellBookSkillLineInfo /
  GetSpellBookItemSkillLineIndex / GetSkillLineIndexByID, reading the
  engine's tab array ({skillLineID, numSpells} entries at 0x00B71160).
  The info table calls the engine's own Script_GetSpellTabInfo for the
  name and icon.
- C_Spell.GetSpellCastCount / GetSpellBookItemCastCount: the minimum
  over reagent slots of floor(carried / required), where carried is
  equipped + bags 0..4. GetActionCount / IsConsumableAction are
  item-only in this client, so the count is computed, not mirrored.
- C_Spell.GetSpellLossOfControlCooldown /
  GetSpellBookItemLossOfControlCooldownInfo / ...Duration: the
  C_LossOfControl effect that blocks a given spell, shaped as a
  cooldown. Silence and pacify gate on Spell.dbc PreventionType
  (+0x294, verified against six known spells).
- IsClassTalentSpellBookItem: Talent.dbc rank spells plus trained
  higher ranks via SkillLineAbility's next-rank link (+0x20, verified
  on Mortal Strike). Talent::SpellSet now owns the talent spell set
  that GetCurrentLevelSpells already used.
- ContainsAnyDisenchantSpell: any known spell with effect 99.

Shared helpers added along the way: Spell::Lookup::SpellBankArgToBookType
and SpellbookItemArgsToID, Spell::Cooldown::Query, and
LossOfControl::LockoutForSpell.
2026-09-09 00:10:52 -05:00
Brues 8ca415e9a0 feat(spellbook): add C_SpellBook.GetPlayerSpellsByAura
Every spell the player currently knows with an effect applying the given
aura, as a 1-based ascending array of spell IDs. This is IsPlayerSpell
turned around: it walks the same known-spell bitmap and reports the set
bits whose Spell.dbc record carries the aura, so only a set bit ever
touches a record -- a few hundred lookups, not the ~28,000-row table.

It replaces a C_Spell.GetSpellsByAura that scanned the whole table and
was never committed. That answered "which spells anywhere apply this
aura", when the caller summing aura amounts is asking "which of MY
spells do" -- and the bitmap is that set. It also holds only a talent's
current rank, so a sum over the result never double-counts ranks.

Known is not active. A passive is in effect while known and never shows
in the buff list; a castable buff in the result is merely learned; a
buff another player put on us is not in the bitmap at all. Callers split
on C_Spell.IsSpellPassive and check the buff list for the rest. auraName
0 (no aura) and negatives return the empty array, as does pre-login.

Lives beside PlayerKnowsSpell in spell/Info.cpp rather than in a new
file, so the bitmap read is not copied an eighth time.

Verified in-game. Rogue: aura 217 -> {52508}, rank 2 only. Priest: aura
134 -> {14777, 45553} -- Meditation rank 3 only, plus Improved
Shadowform, a source no one had listed and the data surfaced on its
own. Each class returns empty for the other's aura.

Motivated by pfUI's energytick module: its energy-tick interval needed
the SPELL_AURA_MOD_ENERGY_REGEN_TIME amount, which it had as constants
derived from two hardcoded spell IDs. With this and GetSpellEffectInfo it
names no spell at all.
2026-09-08 23:04:26 -05:00
Brues becf2f4866 feat(spell): add C_Spell.GetSpellEffectInfo
Returns one table per spell effect holding that effect's raw Spell.dbc
fields: effect, auraName, basePoints, baseDice, dieSides, pointsPerLevel,
dicePerLevel, miscValue. Three entries always, an unused slot all zeros.

Deliberately raw rather than one computed magnitude per effect. The
engine's figure also folds in a die roll the client cannot reproduce,
combo points against the combo target, the caster's spell mods, and a
level rescale for flagged spells -- a number carrying none of those while
looking authoritative is worse than the inputs. The docs carry the
formula and say that dieSides > 1 means the magnitude is rolled.

Three new offsets. DieSides was already established by the
EFFECT_BASE_DICE note, which records the verified column run as
Effect@61, DieSides@64, BaseDice@67, BasePoints@76 -- it just had no
named constant. The two per-level fields extend the same run at columns
70 and 73, and both are FLOAT, not int: field 73 on spells
10/17/43/91/122 decodes as 0.1/0.8/1.0/-1.0/0.5 as float and as garbage
as int32.

Verified in-game against answers known independently of the code:
Power Word: Fortitude rank 1 reports auraName 29, basePoints 2,
baseDice 1 and miscValue 2 (STAT_STAMINA), i.e. the +3 Stamina on its
tooltip; Blizzard rank 1 reports effect 27 / auraName 3 with
pointsPerLevel 0.1 (float32 widened), confirming the float read from
Lua; Blade Rush rank 2 reports auraName 217 with basePoints 11 and
baseDice 1, the 12 the server sums for SPELL_AURA_MOD_ENERGY_REGEN_TIME.

Motivated by that last one: computing a rogue's energy tick interval
needs the aura's amount, and the only alternative from Lua was
hardcoding it or parsing a localized spell description.
2026-09-08 22:02:22 -05:00
Brues 28658c2995 docs(api): move Enum.UICursorType in with the other enums
API.md already groups every Enum.* table in one run under Globals, with
its own block of TOC entries. UICursorType was written into the Cursor
section instead, which split that convention and gave one enum a
top-level spot none of the other seven has.

Moved next to Enum.SpellBookItemType, reformatted to the value-first
table shape the neighbouring sections use, and left the CURSOR_CHANGED
payload pointing at it by link. Also corrects "macro index" to "macro
slot" in that payload list, matching what the argument now carries.
2026-09-08 15:48:44 -05:00
Brues f5cce25d23 feat(cursor): add the CURSOR_CHANGED event
Fires CURSOR_CHANGED(isDefault, newCursorType, oldCursorType,
oldCursorVirtualID) and registers the Enum.UICursorType table its two
type arguments index. Classic Era's Vanilla PaperDollFrame uses this
event for the equip-slot highlight, so ported UI code looks for it.

The trigger is a once-per-frame diff of the cursor globals on
Tick::WorldTick, NOT the engine's CURSOR_UPDATE. That event only has
three fire sites and none announces a non-item pickup: the cursor clear
FUN_00495190 fires for every type but zeroes VAR_CURSOR_TYPE first, so
the read there always says "empty", while FUN_00494b60 and FUN_004950f0
fire after a set only when a GUID or itemID is present. An interceptor
on CURSOR_UPDATE therefore reported item cursors correctly and nothing
else -- money, spells, macros and the two pet cursors were silent. There
is no common choke point on the set side (each type writes
VAR_CURSOR_TYPE in its own path), so a state diff is what covers them
all. CURSOR_UPDATE is left completely untouched.

Info::ReadRaw is the cheap half of the diff -- seven plain global reads,
no object-manager lookup -- so the bag-item itemID resolve only happens
on a frame where something actually changed. The cost of the diff is
that the event lands one frame after the change.

Also fixes a bug this uncovered in the shipped GetCursorInfo:
Script_PickupMacro converts the Lua 1-based index into a macroID via
VAR_MACRO_SLOT_MAP before storing it, so the cursor global holds e.g.
0x01000003, and PushMacroCursor pushed that straight through as the
"macro index". docs/API.md already documented the return as macroIndex,
so the contract was right and the code was wrong. Both paths now convert
through the engine's own reverse scan FUN_MACRO_ID_TO_SLOT, the same
conversion the legacy CreateMacro wrapper does. VAR_CURSOR_MACRO_INDEX
is renamed VAR_CURSOR_MACRO_ID, since the old name invited the mistake.

Verified in-game: item, spell (vanilla and Turtle-range IDs) and macro
cursors all fire with correct old/new types, the repeated CURSOR_UPDATEs
from moving a stack produce no CURSOR_CHANGED, and GetCursorInfo returns
slot 4 for a General macro and 21 for a Character one.

oldCursorVirtualID has no faithful equivalent here -- the modern
client's "virtual ID" is not a concept this client has -- so it carries
the previous content's identifying number and says so in the docs. No
consumer is known to read it; Blizzard's own users treat the event as a
bare notification.
2026-09-08 15:45:37 -05:00
Brues 1306eaf1b8 feat(container): add four C_Container getters
GetContainerFreeSlots(bagID) returns which slots are empty as an array
of slot numbers, beside the existing count. A full bag gives an empty
table and a bag that is not there gives nothing, matching the
MayReturnNothing that Blizzard's own EquipmentManager branches on.

GetContainerItemQuestInfo(bag, slot) returns the {isQuestItem, questID,
isActive} table that draws the two quest markers on a bag button.
questID is the item's m_startQuest, isActive asks Quest::Log, and
isQuestItem is item class 12; questID stays absent rather than 0 because
every caller tests it for truth. An uncached item reports the empty
answer and warms the cache, so the next bag update draws what the first
hover could not. Verified in-game: item 18423 reports questID 7495
"Victory for the Alliance", and a quest-class item that starts nothing
reports isQuestItem with no questID.

GetContainerItemEquipmentSetInfo(bag, slot) returns whether the item
belongs to an equipment set, plus the set names joined with ", ".
Blizzard's own version is documented as non-functional, so there is no
working output to match; the lookup goes through the new
EquipmentSet::Data::SetsContainingItem, which matches on the saved
per-instance GUID. That identifies the one physical item saved into the
set rather than any copy of its itemID, and survives the item being
moved between bags. The reserved GUID_EMPTY / GUID_IGNORED slot markers
are rejected there so they cannot match a caller.

Get/SetBackpackAutosortDisabled and Get/SetBankAutosortDisabled keep the
backpack out of SortBags and the main bank container out of
SortBankBags. Both persist as cvars, like sortBagsRightToLeft. This
mirrors the per-bag BagSlotFlags.DisableAutoSort in Blizzard's generated
docs; the backpack and main bank have no slot to carry that flag, which
is why each gets its own pair.

Dropped as unimplementable rather than shipped inert:
Get/SetInsertItemsLeftToRight (the server picks the destination slot,
stack merges included, so there is no client-side insertion point to
steer) and Get/SetBackpackSellJunkDisabled (nothing sells junk here).
SortBank would be a pure alias, since kBankBags already covers the main
bank container.
2026-09-08 14:08:06 -05:00
Brues 807afc083f refactor(quest): share the quest-log lookup by questID
Four functions in this file walked VAR_QUEST_LOG_ENTRIES looking for a
questID, each re-deriving the stride and the header-row gate. Name that
walk once as Quest::Log::IndexForQuestID and let IsOnQuest,
GetLogIndexForQuestID and GetHeaderIndexForQuest read it, so a fifth
consumer does not become a fifth copy.

GetQuestIDForLogIndex indexes rather than searches, so it keeps its own
read, but its raw 16 / +8 / +0 literals become the named
OFF_QUEST_LOG_ENTRY_* offsets.

No behaviour change.
2026-09-08 14:07:41 -05:00
Brues c26afcc050 feat(baselib): forward trailing arguments through xpcall
Ports Lua 5.2's `xpcall(f, msgh, ...)` shape. This client's xpcall takes only
(f, msgh), and its implementation is explicit about the rest: `lua_settop(L, 2)`
discards any further arguments, then `lua_pcall(L, 0, ...)` calls f with none.
So the argument-forwarding form did not fail loudly -- it called f with nothing,
and a function that read its parameters saw nil. (Not a 5.0-vs-5.1 difference:
both take (f, msgh). Forwarding arrived in 5.2.)

Replacing the base-library function rather than wrapping it in Lua, for the
same two reasons `select` and `unpack` are C in this directory. A Lua wrapper
would allocate a closure AND an `arg` table per call, putting an allocation on
every error-guarded path including per-frame ones; and HookSecureFunc's
kUnhookableNames lists xpcall precisely because shadowing a core primitive with
a Lua closure diverges from what C-side callers see.

lua_pcall wants the callee and its arguments contiguous on top with the handler
at a fixed index, but the incoming order puts the handler between them, so:

  PushValue(2) -> f, msgh, a1..aN, msgh
  Insert(1)    -> msgh, f, msgh, a1..aN
  Remove(3)    -> msgh, f, a1..aN

then PCall(top - 2, MULTRET, errfunc = 1), push the status boolean, Insert(2),
and return GetTop - 1 so the handler drops out of the result set. 5.2 does the
same reshuffle with one lua_rotate, which this Lua has no equivalent of.

Purely additive: a two-argument call forwards zero arguments and is the old
behavior exactly, so the capturing-closure idiom in ExecuteFrameScript and the
plain two-argument call in ItemUtil both keep working untouched.

Verified with 25 assertions across both halves. Backward: exact return counts,
embedded and trailing nil returns keeping their slots, reference identity, the
handler running once and receiving the message, a non-function handler tolerated
on the success path, nil f caught, an erroring handler still yielding false, and
the load-bearing one -- a two-argument call still passing f zero arguments.
Forward: false and embedded/trailing nil arguments surviving, twelve arguments
intact, forwarding composing with multiple returns, arguments still arriving on
the error path, and the two cases that target the shuffle -- the handler not
leaking in as argument 1, and the handler also being passable as an argument.

Two incidental confirmations: C-side lua_error does longjmp (the missing-handler
case is caught by an enclosing pcall), which the notes had flagged as uncertain;
and Lua-level error() still does not unwind, so f runs past it and xpcall
reports success with the handler never consulted.

Closes #45
2026-09-08 13:23:04 -05:00
Brues a124629669 fix(item): warm the cache when an icon lookup misses
The three icon accessors (GetItemIcon, C_Item.GetItemIcon,
C_Item.GetItemIconByID) all funnel through PushIconForItemID, which peeked the
cache and returned nil on a miss without queueing the item. Every sibling
getter -- name, quality, level, sell price, max stack size, inventory type,
family, spell, openable, uniqueness, set, average level -- calls WarmCache
there, so the icon was the only field that could not self-heal: a caller
polling after a miss re-resolved every other field while the icon stayed nil
for the rest of the session, because nothing else ever requested that itemID.

Most visible right after login, where the carried-item prefetch can walk a
bag-slot GUID array that SMSG_UPDATE_OBJECT is still filling and legitimately
not see an item yet -- reported downstream as icons that resolve when the
client loads fast and never when it doesn't. But that window only decided
WHICH items were affected; the permanence was this missing warm, which equally
broke every uncached icon the prefetch never touches -- quest rewards, vendor
and auction listings, links out of chat.

Verified in-game: IsItemDataCachedByID(19019) reports false, and a re-poll two
seconds later returns Interface\Icons\INV_Sword_39. Both calls returned nil
indefinitely before.
2026-09-08 09:28:20 -05:00
Brues be03d45f0c feat(frame): add frame:RegisterUnitEvent, unit-aware IsEventRegistered
Modern ports call frame:RegisterUnitEvent("UNIT_HEALTH", "player") to receive
an event for one unit instead of for every unit. Vanilla has no such method, so
the call errored, and FrameUtil.RegisterFrameForUnitEvents was left out of the
FrameXML backport for the same reason.

The engine already owns registration and dispatch, so this is only a filter.
Chain membership delegates to the engine's own Script_RegisterEvent; the filter
is stored per frame here; the check is one gate on the per-frame OnEvent fire,
where the dispatcher has already set _G.event and calls the arg'd script runner
with the OnEvent slot. Suppressing there also covers HookScript chains and
Frame::ScriptArgs' positional path, both downstream, as retail does.

Semantics follow Blizzard's 5.4.8 implementation, where the filter lives on the
subscriber node and the node's kind is fixed at creation: RegisterEvent over a
filtered registration keeps the filter, RegisterUnitEvent over a plain one stays
plain, RegisterUnitEvent over a filtered one replaces the units, and no usable
unit is a plain RegisterEvent. The filter dies with the node, through co-hooks
on Frame::UnregisterEvent and Frame::UnregisterAllEvents -- the latter also
being the CScriptObject destructor's path, so frame destruction is covered.

Two divergences from 5.4.8, both additive. Unit tokens are kept as strings and
compared case-insensitively, since focus/nameplateN/markN are not in the
engine's canonical token table. And the unit count is not capped: 5.4.8 reads
exactly two units and folds each token index into a byte of one dword, and
retail later filled that dword and documents four, but we have no dword to fill,
so every string argument past the event name is a unit.

The filter applies only when the event's first argument is a string. A
number-first event, or a no-arg event (dispatched through a runner this never
sees), fires as with RegisterEvent -- one rule that holds on every dispatch
path, and one that fails toward an extra event rather than a lost one.

FUN_FRAME_RUN_SCRIPT_WITH_CONTEXT was already hooked by Frame::ClickEvents for
PreClick/PostClick, and MinHook allows only one hook per address -- a second
aborts the entire install. Frame::RunnerHook now owns that hook and fans out to
subscribers claiming disjoint slot addresses; ClickEvents moves onto it with no
behavior change.

Verified in-game: 28 assertions over the branch table above, the
PreClick/OnClick/PostClick bracket still firing in order through the shared
runner, and a capture window in which a filtered frame received only its own
token (20 of 20) while a plain control frame on the same events took 115 fires
across six token spellings.
2026-09-08 00:10:22 -05:00
Brues 66c878d03e fix(nameplate): resolve the plate during NAME_PLATE_UNIT_REMOVED
C_NamePlate.GetNamePlateForUnit and GetNamePlateForGUID both returned nil
inside a NAME_PLATE_UNIT_REMOVED handler. They share PushNamePlateForGUID,
which derived the frame purely from live engine state -- Object::ByGuid(guid)
then unit + 0xE60 -- and the event fires precisely because that binding is
gone, with the unit often already out of the object table.

Retail resolves it there (NamePlateDriverMixin:OnNamePlateRemoved calls
GetNamePlateForUnit), so publish the outgoing (guid, frame) pair for the span
of the dispatch and consult it as the getters' last fallback. Live state still
wins whenever it can answer, so nothing else changes.

Frames are pooled, so the engine can pull one off its freelist and rebind it to
another unit between the tick that last saw it and the tick that notices it is
gone. PlateReassigned checks the current tick's walk for the pointer and
suppresses the fallback in that case, rather than trusting the plate's cached
GUID at +0x4E8, which goes stale across recycling.

Fixes #44
2026-09-07 21:54:21 -05:00
Brues 3ad87eb2f3 feat(container): add C_Container.Get/SetSortBagsRightToLeft
Sets which end of the bags a sort fills from, matching the modern pair.
Backed by a `sortBagsRightToLeft` cvar through CVar::Factory, so it
persists to Config.wtf and GetCVar reads it under the same name retail
uses, rather than resetting every session.

The whole implementation is reversed cell lists. Both placement passes
still fill from the "front" and the "far end"; those ends have simply
swapped which physical slot they mean, so the sorted run and the junk
block flip together and junk stays opposite everything else.

Not adding libbagsort's other option, which flips the category ranking
so junk sorts first. It has no Blizzard counterpart, and it is mostly
redundant with this one: what it is reaching for is which end of the
bags the important items live at, and the fill direction already answers
that by moving the sorted run and the junk block at once.
2026-09-07 20:42:00 -05:00
Brues a9d2ad73f3 feat(container): add C_Container.SortBags and SortBankBags
Two phases, because every item move is a server round trip and the second
phase reads slot contents the first changed. Phase one packs partial
stacks; phase two runs on the next Bag::UpdateDelayed, plans the whole
layout, and fires the swaps as one batch, tracking each item's live
position rather than re-reading a layout it is mutating.

The ordering is ours, since retail computes it in code we cannot read and
its categories have no counterpart here: hearthstone, gear by descending
quality, consumables, reagents, trade goods, quest items, everything else
by quality, junk last and filled from the far end. Then class, subclass,
name, fuller stacks first - a real tuple comparator, so there is no
zero-padding to overflow and no placeholder name to wedge an unnamed item
among real ones. An item whose data has not arrived is pinned in place
with its slot withheld, rather than ranked by guesswork.

Neither phase may touch the Lua stack, since phase two runs from a bag
update callback. Hence Lua-free ContainersFrom / AutoStoreFrom /
MoveCountFrom, with the Lua-taking forms reduced to resolving the source
pointer and delegating, plus a direct invMgr walk instead of ResolveBag.

Five things had to be found the hard way, every one of them the client's
local state disagreeing with the server's:

- Never plan a swap between two stacks of the same item. Player::SwapItem
  tries a MERGE before it considers swapping and returns if that
  succeeds, collapsing two slots into one or redistributing counts and
  leaving both in place. Neither is a swap, so a single collision
  invalidated the bookkeeping for every move after it in the batch. One
  collision in a 55-item bag turned one pass into three.

- Entry marked "unplaced" with destBag = -1, safe while bag IDs were 0..4
  and wrong the moment the main bank joined as bagID -1: every item bound
  for the main bank read as unplaced and had its move dropped, so nothing
  could move into the main bank at all. The sentinel is destSlot now,
  which cannot collide because slots are 1-based.

- FUN_INVENTORY_SWAP's last argument gates a pre-send confirmation check.
  With 0, a Bind-on-Equip item the character could wear is stashed behind
  the bind dialog and NO PACKET IS SENT - silently, since the builder
  returns void. Now passes 1, which is what the engine itself does when
  re-issuing a swap after the dialog is accepted, and is correct here
  because both endpoints are always bag content slots where nothing binds.

- CMSG_AUTOSTORE_BAG_ITEM cannot merge across bags. Its destination byte
  can only be INVENTORY_SLOT_BAG_0 (255) for the player, and server-side
  that is the specific-container branch: keyring and backpack only. The
  search-every-bag path is NULL_BAG (0), which the builder cannot emit.
  Both sets now use one explicit two-pointer merge that addresses both
  endpoints and works everywhere. It costs a packet per transfer rather
  than per emptied source, which is the price of being correct.

- The merge loop must choose split-versus-swap from its own model, not
  the item's live stack count. The batch goes out in one frame with no
  replies, so descriptors still hold pre-batch counts; a move the model
  knew was the last of a stack went out as a split, and the server
  rejects a split that would empty its source.

Consolidation packs fully rather than stopping once a slot is freed: 9
and 2 with a cap of 10 become 10 and 1. It settles in one pass and sends
nothing on the next call, because a packed group has every stack full
except the last, so the first step walks straight to the end.

Bank specifics: ViewForBag gains the main bank (bagID -1, inside the
player's own invMgr) and bank bags (5..10, each with its own), which can
themselves be specialty bags. Bank bags resolve only once the bank window
has been opened, which is the right gate rather than an accident - the
server refuses bank moves without it, so a bank sort with the bank closed
finds no cells and does nothing instead of dispatching a batch that would
be rejected wholesale.

_classicapi_SortBagsStats() and _classicapi_SortBagsBags() report the last
pass and the per-bag view. Both earned their keep: the stats ruled out our
side of the swap divergence by showing a complete plan fully dispatched
with zero local failures, and the per-bag dump ended the sentinel hunt by
eliminating the entire area three successive guesses had been aimed at.
2026-09-07 17:47:05 -05:00
Brues db88fca050 feat(container): add C_Container.AutoStoreItem
Moves an item and lets the server pick the destination slot, which is
worth having because the server does not merely find an empty one: it
first merges the stack into existing stacks of the same item, splitting
it across several when that is what fits, and places a remainder only if
one is left. So one call consolidates a partial stack.

Two engine builders back it, because the wire has two autostore opcodes.
FUN_005E12E0 sends CMSG_AUTOSTORE_BAG_ITEM (0x10B) and takes a
destination container, so it can confine an item to one equipped bag or
let the server search the whole inventory. FUN_005E18F0 sends
CMSG_AUTOSTORE_BANK_ITEM (0x282) and takes no destination at all - the
server derives the direction from the source, so a bank source travels
to the inventory and an inventory source to the bank. AutoStore picks
between them and accepts only the pairs the wire can honestly serve.
Bank-to-bank is not among them, so consolidating stacks within the bank
still needs per-pair moves.

Both builders' stack-arg counts come from their RET, not from a
decompiler parameter list. 0x10B's last slot is never read by the body
but is still popped, and declaring seven args instead of eight made the
callee pop four bytes we never pushed - which shifted the caller's frame
and surfaced as a garbage Lua state pointer in the next function to run,
several frames from the call. Noted at both offsets, since this family
is not uniform in arity.

Three fixes to the shared bagID encoder found while doing it:

- EncodeBagSlot had no case for the keyring (bagID -2), so SwapItems,
  MoveItem and AutoStoreItem all rejected keyring slots. The engine's
  own map in FUN_PACK_BAG_SLOT has had it all along, and the linear base
  was already recorded in the invMgr slot map.
- Its bank constants restated named Offsets::INVMGR_* values, so they
  now derive from them, and the slot map is fully named rather than half
  constants and half comment. Each player-container range is bounded by
  both its own last linear slot and the live invMgr count - stricter
  than before, where the backpack had no upper bound at all.
- FUN_PACK_BAG_SLOT's fourth out-param was labelled outUnused. It is the
  bank flag, and it is what makes right-clicking a bank item send 0x282
  instead of using the item.
2026-09-07 01:38:34 -05:00
Brues 26af9bd30f docs(nameplate): correct two stale claims in the Info.cpp header
The header still described the removed fresh-wrapper-per-call path: that
we deliberately skip FUN_00701BD0 to avoid its refcount bump, and that a
default nameplate's wrapper is rebuilt per call so identity is unstable.
PushNamePlateFrame delegates to UI::FrameObject::Push, which registers
lazily when the refkey is unset, so addon-created and engine-created
plates alike resolve through rawgeti(REGISTRY, frame + 0x08) and identity
is stable across calls.

It also claimed there is no central list of live nameplates. There is:
FUN_00608870 walks the header at {0x00C4D928, 0x00C4D92C}, unlinking the
plate and reinserting it in screen-depth order, and FUN_006086E0 calls it
on every position update. FUN_00608A10 unlinks from that list and pushes
the node onto a free list at {0x00C4D91C, 0x00C4D920}, which FUN_006087F0
pops without reinitializing.

Since that reverses the comment's premise, record why the object hash
table is still the enumeration source: the list is unlinked and
reinserted throughout the render while no nameplate code touches the hash
table, a recycled node keeps a stale GUID at +0x4E8 until FUN_007CB6D0
rebinds it so unit + 0xE60 is the only authoritative binding, and the
hash walk yields the unit, nameplate and instance block together.
2026-09-06 23:52:27 -05:00
Brues e7156caa47 feat(console): add the rest of the console API
Eight functions alongside ConsoleGetAllCommands, completing the surface:
ConsoleExec, ConsoleEcho, ConsolePrintAllMatchingCommands, ConsoleIsActive,
ConsoleGetColorFromType, ConsoleGetFontHeight, SetConsoleKey and
CalculateStringEditDistance.

ConsoleExec is the one with real reach. Nothing in this client's Lua could
run a console command before, so every entry ConsoleGetAllCommands returns
was visible and unreachable at once. It is the engine's own executor --
FUN_0063CE00, which resolves the name and calls the node's +0x18 handler,
the same field the enumeration reports -- and it is what replays each
`SET` line of Config.wtf at boot.

That includes `set`, and `set` is not SetCVar: the console handler uses
the unfiltered lookup and performs no read-only test, while Script_SetCVar
checks flag bit 0x4 first. So ConsoleExec can write a cvar SetCVar refuses
and reach cvars no Lua getter can see. Inherent to exposing the console
rather than introduced here, and documented as such.

The remaining state came out of the console module: FUN_0063C860 toggles
VAR_CONSOLE_VISIBLE when the key matches VAR_CONSOLE_TOGGLE_KEY and the
`-console` switch flag VAR_CONSOLE_ENABLED is set, which gives an honest
ConsoleIsActive; FUN_00638A60 seeds nine ARGB colours whose index is the
second argument to the writer, stored per line at +0x1C; FUN_0063CB00 is a
one-line setter for the toggle key.

There is deliberately no ConsoleSetFontHeight, and the crash that settled
it is recorded at FUN_CONSOLE_FONT_INIT in Offsets.h. Writing the height
global alone does nothing, and the only thing that rebuilds the font has
no code callers at all -- one table entry at 0x0080E170 -- so it runs once
at startup before any console line exists. Its null-check-and-free of the
previous handle reads like re-entrancy and is not: every line holds a
cached font-dependent draw object at +0x20, so re-running it faults on the
NEXT frame inside the texture manager, not in the call. The console's own
shutdown frees the font and those objects together, which is what the
pairing is for. A safe setter would mean replaying that teardown across
every line to change a text size nothing asks to change.

SetConsoleKey takes the client's numeric key code rather than a key name,
because the console stores and compares exactly that and nothing in it
translates names.

Verified in-game with -console: edit distance 3 for kitten/sitting and 2
for help/hepl, red and yellow at types 3 and 4 with nil out of range,
ConsoleIsActive false while closed, and exec output, a yellow echo and a
prefix match for both Export commands all present in the console.
2026-09-06 17:19:49 -05:00
Brues 02ad0ea6ab feat(cvar): add C_CVar.GetCVarBitfield / SetCVarBitfield
Treat a cvar's numeric value as a bitfield and read or write one bit, so a
single cvar carries many independent booleans. Upstream this backs the
record of which tutorial popups a player has dismissed: one cvar, one bit
per popup, persisted by the config machinery for free.

Namespaced only. Blizzard's FrameXML calls the bare globals, but those are
its own wrappers rather than the API, and nothing here needs them.

Both wiki pages are stubs, so the details come from Blizzard's generated
documentation: `index` is typed `luaIndex`, which is what settles that it
is 1-based; the getter's return is nilable; and the setter names its
requirements as a valid and public cvar, a non-read-only one, a
non-secure one, and an index in range. The first two are questions this
client can genuinely answer -- the lookup is the same filtering one behind
C_CVar.DoesCVarExist, so a cvar preserved out of Config.wtf without being
implemented is refused here exactly as by every other Lua cvar function --
and nothing here is ever secure.

The value is parsed and rewritten as a uint64 in C++, never handed through
a Lua number, so all 64 bits are exact and the 1..64 index range is the
arithmetic type's own width rather than a limit chosen here. Writing goes
through CVar::Factory::SetString rather than the engine setter directly:
that wrapper already declares FUN_SET_CVAR_VALUE as the __thiscall it is,
and getting that wrong corrupts the stack silently. It also means a
bitfield write fires the change callback and marks the config dirty,
exactly as SetCVar does.

Verified in-game against a registered cvar: bits 1 and 5 give 17,
clearing bit 1 gives 16 with bit 5 untouched, and bit 64 gives
9223372036854775824 and reads back true -- a value past Lua 5.0's exact
integer range, which is what proves the arithmetic is not round-tripping
through a double. Out-of-range indices read nil, and setting refuses for
an out-of-range index, an unknown cvar, and a read-only one.
2026-09-06 16:55:58 -05:00
Brues 1dee8e5683 feat(cvar): add C_CVar.AreCVarsLoaded
Reports the cvar registry's own initialised state rather than a constant,
so the function states a fact instead of an assumption. VAR_CVAR_HASH_MASK
holds 0xFFFFFFFF until the first registration builds the table, and every
lookup already gates on that sentinel, which makes it the closest thing
this client has to "the cvar system is up".

It can only return true from Lua, and that is worth being plain about.
The config system runs off the boot path -- FUN_0063D380 is reached
straight from the entry point, registers the console commands and replays
Config.wtf -- long before a Lua state exists, so there is no window in
which anything could observe false. The question is real upstream, where
an account's cvars can be stored server-side and arrive after login;
nothing here is fetched over the network, so once boot has run there is
nothing left to wait for.

Kept anyway because ported code that gates on it would otherwise call a
nil, which is the whole reason the function is worth having.

Verified in-game: returns true, as a boolean.
2026-09-06 16:36:58 -05:00
Brues 583f4bb011 feat(cvar): add C_CVar.DoesCVarExist
A ClassicAPI addition -- no such function exists upstream -- named for the
DoesAddOnExist / DoesSpellExist pair already here.

It uses FUN_FIND_CVAR, the same lookup GetCVar and SetCVar go through,
because the question a caller actually has is whether those will work.
That makes the invariant exact:

    C_CVar.DoesCVarExist(name) == (C_CVar.GetCVarInfo(name) ~= nil)

The alternative lookup FUN_0063DE30 skips the bit-31 test and would also
find a cvar preserved out of Config.wtf without the client implementing a
setting by that name. Reporting one of those as existing would mislead
every caller who then tried to read it, since no Lua getter can, so the
filtering lookup is the honest one here.

Returns false rather than raising for a non-string, matching the two
Does*Exist functions it is named after: a predicate should answer.

Verified in-game: true for a real cvar, false for an unimplemented
Config.wtf name, for a console command, for an unknown name, and for nil
and a number. A sweep over every entry ConsoleGetAllCommands returns finds
zero disagreements with GetCVarInfo.
2026-09-06 16:32:38 -05:00
Brues 23ebfbe7ab docs(cvar): record why some cvars are invisible to Lua
Chasing four cvars that ConsoleGetAllCommands reported but GetCVar raised
on turned up the mechanism behind both.

FUN_FIND_CVAR is not a plain by-name lookup. After matching it tests
`if (-1 < (int)flags) return 0` -- the flags read as SIGNED, so it returns
only cvars with bit 31 set. GetCVar, SetCVar and C_CVar.* all go through
it, so a cvar without that bit cannot be reached from Lua at all.
FUN_0063DE30 is the same hash walk without the test.

Bit 31 is set when the registrar's registerConsole argument is 0, and the
config loader FUN_0063D820 runs each `SET` line in Config.wtf as a console
command, whose handler FUN_0063D500 registers an unknown name as a fresh
cvar with registerConsole = 1 and flags 0 -- into which the registrar ORs
the archive bit, so the config writer saves it straight back out.

So any line left in Config.wtf becomes a cvar on the next boot whether or
not the client implements a setting by that name: preserved across
sessions, writable from the console, invisible to Lua. realmlist.wtf runs
through the same path, so a line there materialises in Config.wtf too.

Nothing to fix. C_CVar.GetCVarInfo already uses the filtering lookup, so
it returns nil exactly where GetCVar and SetCVar do and the Lua cvar
surface agrees with itself, while ConsoleGetAllCommands lists these
because the console genuinely can reach them. Both functions were already
right; only the reason was unrecorded.
2026-09-06 16:29:03 -05:00
Brues 18927551d5 feat(cvar): add C_CVar.GetCVarInfo
Returns a cvar's value, its default, and what may be done to it. Two of
the seven returns are real here and five are structurally false, which is
worth stating precisely rather than leaving as unimplemented:

  isReadOnly              REAL, flag bit 0x4. Script_SetCVar tests it
                          before anything else and raises `"%s" is read
                          only`, so this answers in advance whether
                          SetCVar will work. Three cvars carry it on this
                          client: realmList, realmName, scriptMemory.
  isStoredServerAccount   Always false. These describe a cvar the server
  isStoredServerCharacter stores per account or per character, kept in
                          step by the synchronizeConfig cvar. No such
                          mechanism and no flag bit for one exists here,
                          so false is accurate rather than a placeholder.
  isLockedFromUser        Always false. No flag governs it.
  isSecure                Always false. Marks cvars that cannot be set in
                          combat, a protection with no analogue here.

Derived by reading 3.3.5's own GetCVarInfo, which returns the first four:
value and default from the struct, then flag bits 4 and 5 for the two
server-stored booleans. The flag OFFSET transfers -- +0x1C in both -- but
the string offsets do not (3.3.5 keeps them at +0x28 and +0x40), so the
ones used here come from this client's own cvarlist handler, which
compares +0x20 against +0x30 to print "(default: %s)".

Unknown names return nil rather than raising, so a caller can tell "no
such cvar" from "set to empty". FUN_FIND_CVAR searches the cvar registry
alone, so a console COMMAND's name finds nothing and returns nil -- the
contract's "console variables only" for free, with no test needed.

Namespaced only. A bare GetCVarInfo global is nil on a live client, and
C_CVar.GetCVarBool already established the namespace here.

Offsets.h gains OFF_CVAR_DEFAULT_STR and names three flag bits, each from
the code that acts on it: archive (the config writer skips cvars without
it), staged (the setter stores to +0x38 and marks the config dirty
instead of applying), and read only.

Verified in-game: realmList reports its value, its stock default and
isReadOnly true; gxResolution reports 2560x1080 against a 640x480 default
with every boolean false; an unknown name and the console command `help`
both return nil; and a sweep over every cvar finds exactly the three
read-only ones.
2026-09-06 16:15:29 -05:00
Brues 2c2f280c51 feat(console): add ConsoleGetAllCommands
Returns every console command and console variable as ConsoleCommandInfo
tables, backed by the registry FUN_CONSOLE_COMMAND_REGISTER fills. The
walk mirrors the `help` handler (FUN_0063FDC0), the only other thing that
enumerates it: step with next = *(uint32_t *)(node + LINK_OFFSET + 4),
stop on null or a low-bit-tagged sentinel.

Commands and CVars are ONE list, not two. The CVar registrar's last act
is FUN_CONSOLE_COMMAND_REGISTER(cvar->name, 0x0063DDE0, categoryId,
help) -- which is what makes `/console <cvar> <value>` work -- so the
command list already holds every CVar, and walking the CVar list that
`cvarlist` and the config saver use would report each one twice. That
shared handler address is also an exact commandType test: a node pointing
at it is a Cvar, anything else a Command. A pointer comparison against a
value the registrar itself writes, not a name or category heuristic.

Named as a global, not a C_Console member. The wiki files it under
C_Console.GetAllCommands, but on a live 12.1.0 client C_Console is nil
and ConsoleGetAllCommands is the real name -- the page is stale about the
namespace. The field names come from Blizzard's own generated API docs
and were then confirmed against a live entry: command, help, category,
commandType, scriptContents, scriptParameters, with the two script fields
empty strings rather than nil there too.

Enum.ConsoleCategory and Enum.ConsoleCommandType are stated in full
rather than derived from the engine's nine categories. Deriving works --
reading VAR_CONSOLE_CATEGORY_TABLE and capitalizing "debug" to "Debug"
was verified in-game -- but it makes the enum track the wrong thing. It
is a Blizzard contract, not a description of the local console, and it
carries values this client cannot produce: Reveal 9 and None 10 have no
category here, Macro 2 and Script 3 no registration path. A client that
renamed its `gm` category would silently register
Enum.ConsoleCategory.Master and turn Enum.ConsoleCategory.Gm into nil,
breaking a constant meant to be fixed everywhere. Offsets.h keeps the
verification: ids 0..8 are debug, graphics, console, combat, game,
default, net, sound, gm in that order, so a category read off a node
lands inside the enum without translation.

scriptContents and scriptParameters describe console macros and scripts,
which have no registration path here, so both are always "".

Verified in-game: 538 entries, 487 of them CVars. `help` -> Command /
Console with its description, `realmList` -> Cvar / Default, and our own
`ExportDBCFiles` -> Command / Debug, which also proves the walk sees
runtime registrations rather than only boot-time ones. C_Console is
absent, both enums resolve including the values this client cannot
return, and every field has its declared type.
2026-09-06 15:46:30 -05:00
Brues 991baa2610 feat(lua): cap upvalues at Lua 5.1's 60 rather than the byte
The limit shipped at 255, the structural ceiling -- f->nups and
LClosure.nupvalues are lu_byte, so that is the most a closure can hold.
But the point of the change is that a function valid on a 5.1 client
should load here, and 5.1's own MAXUPVALUES is 60. Anything past that is
not a compatibility gap, it is an invitation to write something no other
client would accept, which is not a thing to be first at.

One constant. Nothing in either hook depends on which number it is: the
spill path, the stale-clear and the emission loop are unchanged, and the
refusal still comes from the engine's own luaY_checklimit, so its message
carries whichever limit is in force.

Verified in-game: 60 upvalues load and sum correctly, 61 fails with
"too many upvalues (limit=60)".
2026-09-06 14:16:39 -05:00
Brues e68b690cf1 feat(lua): raise the parser's upvalue limit from 32 to 255
Lua 5.0 refuses the 33rd upvalue of a function with "too many upvalues
(limit=32)", as a syntax error on the whole file. Lua 5.1 allows 60, so a
large handler that reads many file-level locals can be valid on a modern
client and unloadable here -- and it is the one class of 5.1 difference
the source transpiler cannot reach, because the limit sits in the parser.

The limit is not the `PUSH 0x20` immediate in indexupvalue. It is the size
of a fixed array: FuncState carries `expdesc upvalues[32]` at +0x38, and
the next field, actvar[200], begins at +0x2B8 -- exactly 0x38 + 32 * 0x14.
Raising the immediate alone writes the 33rd upvalue over actvar[0], the
stack of locals in scope, and the function compiles wrong without raising.

In 5.0 that array has exactly two readers, both located in the binary:
indexupvalue (FUN_006FDF80), which scans it and appends, and pushclosure
(FUN_006FD980), which walks it after the body to emit one OP_MOVE or
OP_GETUPVAL per entry behind OP_CLOSURE. Everything past the parser is
dynamic -- f->nups and LClosure.nupvalues are bytes, OP_GETUPVAL's B field
is 9 bits, closures are sized per instance, the debug-name array grows on
demand -- so the byte is the ceiling and the array the only obstacle.

Co-hook both readers and keep entries 33+ in side storage keyed by the
FuncState's address. A function within 32 never leaves engine code: both
hooks call the original for it. Only a function the engine would have
rejected takes the reimplemented path, and that path calls the same
helpers the original does -- luaY_checklimit with 255 in place of 32, so
an overflow still raises the engine's own message; luaM_growaux for the
name array; luaK_codeABx / luaK_codeABC for emission. Bytecode and VM are
untouched: a 40-upvalue closure is one 5.0's VM already builds and runs.

Staleness is self-correcting without an open_func hook. A parse error
longjmps out, so side storage keyed by a stack address can outlive its
function and the next chunk may reuse the address. But side entries exist
only while nups > 32 and indexupvalue is the only writer, so a FuncState
arriving there with nups <= 32 cannot own any -- whatever is filed under
its address is cleared on the new function's first upvalue, before
anything could read it.

Compile-time only, so no per-frame cost, and nothing else hooks lparser
internals -- LuaSyntax's transpiler hooks luaL_loadbuffer, a different
function, and the other Octo DLLs do not touch the compiler.

The Proto offsets Frame::ScriptArgs kept locally move to Offsets.h now
that a second file reads the struct; its numparams @+0x45 / is_vararg
@+0x46 independently pin nups to the byte before them.

Verified in-game: 32 and 33 both load (engine path, first spill); 40
upvalues through the OP_MOVE path and again through a middle function's
OP_GETUPVAL path each return the right sum; a syntax error inside a
40-upvalue body followed by a clean parse still returns the right sum
(the stale-clear); 255 split across two scopes loads, and 256 fails with
the engine's own "too many upvalues (limit=255)".
2026-09-06 13:38:03 -05:00
Brues e5690b1c6a docs(readme): list texture:ResetTexCoord in the Frame row 2026-09-06 11:24:45 -05:00
Brues e91b1457fd ci: ship the pdb and map in the dev build artifact
The per-push artifact held only the DLL, so a dev build could not be
triaged from the outside. With the PDB sitting next to the DLL the
client's own crash handler resolves our frames to file and line -- a
tester's log reads `Texture::Mask::PrimIndexed_h+12 (Mask.cpp,246)`
instead of a bare address -- and the map resolves `0001:offset`
addresses by hand when there is no dump. That is the difference between
a report that names the function and one that needs a Ghidra session to
place a return address.

Both files are already produced for every build: the /Zi, /MAP and /DEBUG
flags are set unconditionally, not gated on release. They were simply not
being uploaded, while the release path has bundled them all along.

Their value is that they match one exact build, so they travel with it
rather than being rebuilt later from the same commit. All three share
build/Release as their parent and land at the zip root.

if-no-files-found: error, because an artifact missing its symbols looks
identical to a good one until someone needs a stack out of it.
2026-09-06 11:15:15 -05:00
Brues 09c5832ae8 fix(texture): make texture coordinates address the atlas art, not the file
With an atlas applied, SetTexCoord was addressing the whole sheet, so a
crop showed a slice of the surrounding art rather than a part of the
sprite, and GetTexCoord reported the atlas rect where a caller expected
what it had asked for. Both came from one cause: SetAtlas was writing the
atlas rect into the region's only set of coordinates, leaving the
caller's own nowhere to live.

A live client shows the two are separate state there: GetTexCoord reads
the full 0..1 rect immediately after SetAtlas, with GetAtlas still
reporting the atlas, so 0..1 means all of the sprite rather than all of
the sheet. Keep the caller's coordinates alongside the atlas name and
compose: SetTexCoord records them in sprite space and writes the mapped
result for the engine to draw, GetTexCoord hands them back. Both handlers
are co-hooked and pass straight through for a texture with no atlas,
which is every texture in the game until an addon calls SetAtlas -- the
empty-map test is the whole cost in that case. Both the 4-argument and
8-argument corner forms compose; anything else is left to the engine to
reject so its own error text is what the author sees.

ResetTexCoord becomes a plain restore of identity, which is what it
always was conceptually -- the atlas rect now falls out of composing
identity rather than being a special case.

Also clear the atlas on SetTexture rather than inferring it from the
texture handle. The handle comparison cannot detect a re-set to the very
file the atlas names, because the engine returns the same HTEXTURE, so
GetAtlas kept reporting an atlas that was no longer showing. That guard
predates this change. It stays for recycled regions, which is the case it
is actually good for and the reason this module needs no region
constructor hook.

Verified in-game against a registered quarter-rect atlas: identity is
reported after SetAtlas, a crop reads back in sprite space, the engine
receives the composed file-space rect from both argument forms, reset
returns to the full sprite, SetTexture clears the atlas even to the same
file, and a texture with no atlas behaves exactly as before.
2026-09-06 11:12:55 -05:00
Brues 4015fee5e2 feat(texture): add texture:ResetTexCoord
Drops a crop made with SetTexCoord or SetSpriteSheetCell and goes back to
showing the whole of whatever the texture points at.

What "the whole of it" means was the only open question, and the
generated API docs answer none of it -- ResetTexCoord is listed with no
arguments, no returns and no description, and Blizzard's own FrameXML
never calls it. Settled by testing a live client instead: with an atlas
applied, GetTexCoord reads the full 0..1 rect, and a reset after a
SetTexCoord returns to that with GetAtlas still reporting the atlas.

So the source and the user's texcoords are separate state there, and
0..1 means "all of the sprite" rather than "all of the sheet". Here an
atlas IS its texcoords -- SetAtlas is SetTexture plus SetTexCoord, with
no second layer to hold the sub-rect -- so identity for an atlas'd
texture is the atlas's own rect. Resetting to a literal 0,0,1,1 would
show the whole sheet where retail shows the sprite, so the atlas rect is
restored instead, which reproduces the visible result. Reuses GetAtlas's
staleness guard, so a texture pointed elsewhere since resets to the full
rect.

Verified in-game against a registered quarter-rect atlas: SetAtlas gives
the rect, SetTexCoord replaces it, ResetTexCoord restores it with the
atlas still set, and a plain textured region with no atlas resets to
0,0,1,1 with GetAtlas nil.
2026-09-06 10:59:47 -05:00
Brues 744bfb31d1 docs(tick): name the UI render root's arguments for what they are
The hook declared `(void *bounds, int flag)`. The second argument is the
frame's elapsed time as a float: the HLAYER drain calls every layer as
`cb(layer + 0x18, DAT_00885608)`, and DAT_00885608 is set at 0x00442330
and zeroed at 0x004426C3 once the drain finishes. FUN_00765650 passes it
straight to every frame's vtable +0x38 per-frame update, which is where
OnUpdate's `%f` comes from -- the same value visible threading through
both hooks in a recent backtrace.

Rename both parameters and correct the type rather than leave an `int`
sitting under a comment calling it a float. ABI-identical: both are
4-byte stack slots under __stdcall and both are forwarded untouched.

The Offsets.h note gains the rest of what was verified while checking
this: the caller discards the return value, `bounds` is the layer rect
and is never read by this callback, and ECX is not read on entry, so it
is not a __thiscall in disguise.
2026-09-06 10:43:00 -05:00
Brues 8706d1d99b docs: combine the launch switches into one API.md section
The two README rows covered one subject -- things you put on the command
line that starts the game -- and each carried its full detail inline,
which is the one place in that table where a row was doing a reference
page's job. Fold them into a single linked row and give the detail a
Launch section in API.md, next to the console commands, which are the
other entries that are not Lua functions.

The section also states what the two switches share, which neither row
had room for: the name matching is case-insensitive, `-name value`,
`-name=value` and `/name value` are equivalent, and a value with spaces
needs quoting. For -config it now says what does and does not follow a
profile, since the addon enable list living under WTF\Account\ is the
part that surprises people.
2026-09-06 09:59:17 -05:00
Brues 8637bf05e5 feat(config): add -gluescript / -gamescript launch switches
Four switches that run Lua as the client starts:

  -gluescript      <code>   run at the glue screens
  -gluescriptFile  <path>   the file's contents, run at the glue screens
  -gamescript      <code>   run once in-game
  -gamescriptFile  <path>   the file's contents, run once in-game

None of these exist in 1.12. The strings appear nowhere in the binary, so
there is nothing to parse them and nothing to un-gate -- the feature is
ours end to end.

Registration time is too early for either state. The in-game module
callback runs from FUN_LOAD_SCRIPT_FUNCTIONS, before FrameXML loads, and
the glue callback runs from FUN_LOAD_GLUE_SCRIPT_FUNCTIONS, before
GlueXML does. A script running there could not touch a frame, call a
FrameXML function or see an addon, which is most of what one would be
written for. So each is armed at registration and run from a tick, where
the UI is demonstrably up. Glue uses FrameTick, whose hook is the UI
render root and so fires at the login and character-select screens; it is
re-armed by the glue module callback on every glue boot, so a script that
logs in automatically still works after a logout. Game uses WorldTick,
which is world-only, so its first tick is past FrameXML, past the addon
load pass and past enter-world init; it latches for the life of the
process, since "run once in-game" says once.

FUN_LUA_RUN_STRING resolves the Lua state itself rather than taking one,
so a single call site reaches whichever state is current and the two
paths differ only in when they fire. It installs the FrameScript error
handler as the pcall's errfunc, so a faulty script reports itself the way
any script error does instead of failing silently, and because every
chunk goes through the shared compile chokepoint these scripts get the
same 5.1 syntax support the rest of the client's Lua has.

A *File is read with Win32 rather than the engine's file layer. The
engine resolves relative paths against a loose-file index built once at
boot, so it cannot see a file created afterwards and cannot open an
absolute path at all -- and an absolute path is what goes in a shortcut.
Reading it directly also lets both switches share one execution path, so
inline code and file contents cannot diverge.

The switch parser moves to Config::CommandLine, shared with -config
rather than copied: the quoting and token-boundary rules are exactly
where a second copy would drift unnoticed. Lifting it also fixed a latent
overread, where a switch name at the very end of the command line was
compared past its terminator.

Verified in-game on Turtle: inline and file forms in both states; the
in-game script silent across /reload and a second login while the glue
script re-ran on returning to character select; a syntax error and a
missing file each reported without a crash; and -config still applying
through the shared parser.
2026-09-06 09:53:58 -05:00
Brues 802039fd08 fix(texture): stop a zero-dimension texture hanging the mip accounting
The engine's mip-chain byte total FUN_GX_TEXTURE_MIP_BYTES (0x00594CE0)
walks a texture's levels by halving both dimensions until each reaches
exactly 1, and gates every halving on JBE. A dimension of 0 therefore
never shifts and never reaches 1, so the loop at 0x00594D47 spins
forever. It does no allocation and no I/O, which is why it presents as a
hard freeze at 100% of one core rather than a crash, and why the client
never recovers.

Caught live at 0x00594D78 by a SIGSEGV-forced backtrace taken during
login under Wine. The frame's four printed stack slots are this
function's own reused parameter slots, and read back as 4 bytes per block
(uncompressed 32-bit) with both dimensions 0. The call chain checks out
edge for edge from the region-layer draw down through the state flush and
the texture-stage apply, so it is a real stack rather than a heuristic
scan. Note that the state flush applies a dirty list, so the UI draw at
the bottom is where the flush happened, not necessarily what bound the
texture.

One branch above the loop the engine already handles the analogous case
correctly: a texture with no mip chain returns its base-level bytes and
stops. The guard gives a degenerate dimension the same answer. It
resolves the caller's arguments the way the original does and, when
either dimension would shift to zero, raises that one to the smallest
value the accounting can express before calling through. The loop then
terminates on its first pass. No mip math, format table or reduction
level is reimplemented. Clamping at the entry rather than at a call site
also covers the second caller, FUN_00594C80, which accounts for a lock by
passing a dirty rect's width and height and hangs identically on an empty
but still flagged rect.

A dimension can also reach zero without the texture being 0x0, via the
reduction level the accounting shifts by -- a caps field (caps + 0xE0,
the block being device + 0x23C per FUN_005923D0) filled from the graphics
backend. Measured 0 on a native D3D9 driver, unmeasured under wined3d.
So the guard tests the shifted value and clamps to 1 << reduce rather
than assuming either case.

Who feeds it a zero is a separate question, and the guard does not bury
it. ClassicAPI constructs no textures, and DimensionGate cannot admit a
zero it would otherwise reject, since the validator's power-of-two test
already yields "is a power of two" for 0. So the first occurrence is
logged with everything readable off the texture, plus
Texture::Mask::AnyMaskActive() to rule the mask path in or out -- passive
evidence that costs whoever hits the freeze nothing.
2026-09-06 09:07:11 -05:00
Brues d14f0b44c1 fix(compat): restore vanilla script args for LunaUnitFrames headers
Fixes #41.

LunaUnitFrames sets SetupGroupHeader(groupType) as its group headers'
OnEvent while also calling it directly with a group name. As a handler it
relies on groupType being nil so it falls back to this.unitGroup. Our
modern script arguments hand it `self` instead, so it looks the header up
by frame rather than by name, gets nothing, and indexes nil at
units.lua:358.

The addon is correct vanilla code. A function that is both called directly
and used as a script handler is an ordinary vanilla idiom, and passing
positional arguments to handlers breaks it wherever the first parameter
means something other than self.

Adds CAPI_VanillaScriptArgsCompat(frame, script), which rewraps one
handler in a no-parameter closure so the extra arguments stop there and
the original runs with the empty argument list it was written for. The
globals survive the nesting, so it still reads `this` and `event`. Same
shape as the existing CAPI_MouseoverClearedCompat.

Only the group headers need it. SetupRaidHeader takes the header frame
itself, so `self` is already the value it wants.

This covers one addon, not the class. Any addon using the same idiom hits
the same failure, and each will need its own entry here until handlers
opt in to modern arguments rather than receiving them unconditionally.
2026-09-05 16:02:37 -05:00
Brues 008282d65a fix(aura): revoke nibble polarity when the flags contradict it
Detection says a Turtle server writes polarity into the aura flag nibble.
If that stops being true — Turtle changes SetAuraFlag, or something else
identifies as Turtle without the patch — nothing noticed, and the failure
is the loud one: reading 0x08 as "harmful" under the stock encoding means
"effect index 0 has an aura", so nearly every buff reports as a debuff.

IsSlotHarmful now checks each nibble against the three values Turtle's
SetAuraFlag can produce (HELPFUL, HELPFUL|CANCELABLE, HARMFUL). Anything
else latches the slot range back on for the rest of the process.

Revocation only, never promotion. Agreement is not provable: a run of
0x08 readings is equally consistent with single-effect auras under the
stock encoding, so no observation can justify turning nibble reading ON.
Identity stays the only thing that does. Defaulting the other way would
misclassify every buff on a stock server for as long as it took a
contradiction to show up, which is the failure this guards against.

Does not help a non-Turtle server that copied the spill patch — that one
still falls back to the range and reports spilled debuffs as buffs, the
same answer native UnitBuff/UnitDebuff give there. Covering it needs
server-independent polarity (a port of the server's IsPositiveSpell
heuristic), which is a much larger change for a rarer case.
2026-09-05 15:40:50 -05:00
Brues 9a8c314d69 fix(aura): scope flag-nibble polarity to Turtle
The aura flag nibble does not mean the same thing on every server, and
reading it as polarity everywhere was badly wrong off Turtle.

Stock (vmangos SpellAuraDefines.h + SetAuraFlag): the bits are
CANCELABLE 0x01, EFF_INDEX_2 0x02, EFF_INDEX_1 0x04, EFF_INDEX_0 0x08 —
one per spell effect index that carries an aura, plus cancelable for a
positive aura. No polarity is encoded at all. So testing 0x08 for
"harmful" was really testing "effect index 0 has an aura", which is true
of nearly every aura, and reported almost every BUFF as a debuff.

Turtle (tortoise-wow SetAuraFlag) replaces those effect-index bits with
polarity: 0x04 positive, 0x08 negative. It needs to, because it also
drops the else in the slot search so a debuff spills into 0..31 once the
16 harmful slots are full — the range stops being reliable there and the
nibble is what preserves the answer. Stock keeps a strict either/or, so
nothing ever crosses over and the range is exact.

IsSlotHarmful now picks per server and is the one place that decides.
Every other site defers to it rather than testing either signal.

Identity detection rather than behavioral: on Turtle every nibble is one
of {0x04,0x05,0x08}, while stock nibbles routinely fall outside that set,
so an out-of-set nibble proves stock — but the converse never arrives,
since single-effect stock auras land on 0x08 by coincidence. Stock is
provable, Turtle is not, and the unprovable direction is the catastrophic
one. A Turtle fork still detects (clones keep the TURTLE_* global names).
A non-Turtle server that copied the spill patch falls back to the range
and reports spilled debuffs as buffs, matching what native
UnitBuff/UnitDebuff already do there.
2026-09-05 15:34:03 -05:00
Brues 4b1bf16ba5 refactor(settings): one place builds ClassicAPI's WTF\Account paths
Three modules resolved these independently. equipmentset/Storage.cpp and
friendlist/Notes.cpp had byte-identical copies of the same three engine
reads (account, realm, character), the same null and empty gates, and the
same separator joining — differing only in the leaf filename.
settings/Account.cpp had a third copy of the account half, with its own
inline pointer cast instead of Game::Read.

Settings::Paths now owns that, exposing AccountFile and CharacterFile.
Both return an empty string until the globals they need are populated, so
callers keep treating empty as "not available yet" and no longer null-check
the individual names. Behavior is unchanged: the paths built are the same
strings, and the readers moved across verbatim.

AddOns::SavedVarsFirst deliberately keeps its own copies. It mirrors the
ENGINE's saved-variable layout and has to match it byte for byte, which is
a different contract from naming ClassicAPI's own files — the two only
happen to share a directory, and tying them together would mean an edit
intended for one silently moving the other.

Storage.cpp and Notes.cpp no longer reference Game or Offsets at all, so
those includes go too.
2026-09-05 14:38:17 -05:00
Brues 5528fb5fa4 feat(config): add a -config launch switch for settings profiles
`-config Config2.wtf` makes the client read and write WTF\Config2.wtf in
place of WTF\Config.wtf, so one install can hold several profiles.

The engine already names its config file through a single pointer: boot
passes "Config.wtf" to the config initializer, which keeps it at
0x00C4EDD4 and uses it for both sides — the load at 0x0063D428
(MOV ECX,[0x00C4EDD4]; CALL 0x0063D820) and the save in FUN_0063D980,
which builds "WTF\" + the same pointer. Supplying a different string is
therefore the entire feature, with no second code path and no way for
reading and writing to disagree.

This is patched rather than hooked because of when it happens. The config
is read from FUN_00402350 during boot, several calls before VanillaFixes
invokes our Load export — VF hooks GetCPUFrequency (0x0042C060), which is
reached from the FUN_0063A230() that runs after the config is already in.
DllMain does run in time, since VF injects every dlls.txt DLL while the
process is still CREATE_SUSPENDED and resumes it only afterwards. So this
is the one module DllMain names directly. It is a 4-byte store into an
immediate operand, not a hook, so it carries none of the loader-lock cost
that keeps hook installation out of DllMain.

VanillaFixes forwards any non-.exe argument to the game verbatim
(CmdLineParse/AppendArg), so the switch works from the launcher shortcut.

The name must be a plain filename. The engine builds the save path as
"WTF\" + name, and a folder that does not exist makes the save fail
silently, which would discard a session's settings with no warning.
2026-09-05 13:15:04 -05:00
Brues 7ab32df2aa feat(texture): add texture:SetSpriteSheetCell
Crops a texture to one cell of an evenly divided grid, which is the
arithmetic every sprite-sheet call site would otherwise repeat. It is the
primitive behind raid target markers, whose eight icons share one 4x4
sheet, and this client already ships the FrameXML helper
(SetRaidTargetIconTexture) that wants it.

`cell` is 1-based and counts left to right then top to bottom — Blizzard
types the argument `luaIndex`, and its own callers pass GetRaidTargetIndex
straight through without adjusting it.

cellWidth and cellHeight are accepted and ignored. Both call sites in
Blizzard's UI pass the three-argument form, and the grid alone already
fixes each cell's coordinates, so honoring them would mean guessing at
their meaning.

The coordinates go through the engine's own SetTexCoord handler, so this
module contributes only the grid math.
2026-09-05 00:30:39 -05:00
Brues 8e1429bfac feat(texture): publish raid target markers as atlases
All eight markers live in one 4x4 sheet on this client, and the per-marker
files other clients ship are absent here — the art directory holds only
UI-RaidTargetingIcons.blp. So naming a single marker requires a sheet plus
a sub-rect, which is what an atlas is. A port referencing an individual
marker file otherwise gets nothing.

Blizzard publishes no atlas names for these. Checked: zero hits for
raidtarget / targeting / raidmarker in UiTextureAtlasMember, and current
Classic Era still draws them by computing texcoords in
SetRaidTargetIconTexture and by per-file |T markup in chat. The names here
therefore follow the standalone marker filenames other clients ship, so an
addon written against those finds the art under the name it already knows.

This lives in the addon rather than AtlasData.h on purpose: the DLL's
built-in table means "names Blizzard defined", and adding invented ones
there would quietly corrupt that contract. Cell math matches the chat
marker tokens, and markers 4 and 8 were confirmed on screen.

Also adds CreateAtlasMarkup alongside the existing texture markup helper.
2026-09-05 00:26:40 -05:00
Brues 9322382596 feat(texture): bind chatframe-button-highlightalert
First atlas binding derived by widget match rather than name match, and the
reason the table now documents both methods.

Classic Era's FloatingChatFrame.xml draws the chat menu button's Flash
overlay with atlas "chatframe-button-highlightalert". This client's
FloatingChatFrame.xml draws the same $parentFlash region with
UI-ChatIcon-BlinkHilight and no TexCoords, so the whole file is the sprite.
Both UIs are exported on disk, so the binding is read off the two trees
rather than guessed. Verified in-game as a blue glow ring.

Size comes from the 1.12 file (32x32), not the member table (34x32) —
packing added bleed that the vanilla art does not have.
2026-09-05 00:20:43 -05:00
Brues c3cf9e6f3a feat(texture): add atlas support — C_Texture, SetAtlas, and |A markup
An atlas names a texture plus a sub-rect inside it, so SetAtlas is the
engine's own SetTexture + SetTexCoord (+ the size setters for
useAtlasSize) driven off one lookup. Every step delegates to the engine's
Lua handlers, so the argument guards and the UI-scale conversion stay in
force and this module only adds the name resolution.

Adds C_Texture.GetAtlasInfo / GetAtlasExists / GetAtlasID /
GetAtlasElementID / GetAtlasElements, the RegisterAtlas extension for
addons that ship their own sprite sheet, texture:SetAtlas / GetAtlas, and
the |A:name:h:w|a inline markup alongside the existing |T form. All five
readers key off one bound set, so GetAtlasExists is true exactly when
GetAtlasInfo returns a table.

The built-in table is five rows on purpose. Measured against Classic Era's
UiTextureAtlas tables and the community listfile: 0 of 868 atlas sheets
exist in this client's art, and while Blizzard kept the original vanilla
filename as the atlas name for 16 members, only 5 have dimensions that
agree — vanilla's own scrollbar template draws a centered 16x16 out of a
32x32 file that the atlas calls 18x16. Texcoords are not derivable from
the two tables, so the rest grow from _classicapi_DumpAtlasMisses()
rather than from guesses. AtlasData.h carries the full derivation.

|A shares every scanner, measure, wrap and placement stage with |T —
ParseAtlasIcon fills the same IconDesc, since an atlas is exactly the
path-plus-sub-rect that struct already holds. That makes the chat
anti-spoof mandatory, not optional: IconFilter now defangs |A too, or a
player could render art by typing it into /say and the speech bubble.

GetAtlas stores the HTEXTURE it installed and clears itself when the
region points elsewhere, which gives the correct nil-after-SetTexture
behavior and avoids a second hook on FUN_SIMPLETEXTURE_CTOR — Texture::Mask
owns that target and MinHook refuses a duplicate, which would abort the
whole hook install.
2026-09-05 00:11:08 -05:00
Brues f5d6046523 feat(map): add C_Map.GetMapArtLayers
Describes the single fixed layer a map's background is drawn as: a
1002x668 canvas cut into 256-pixel tiles (the 4x3 grid of twelve the
world map frame draws), scale 1 to 1 with no extra zoom steps, since a
map does not zoom here. A map with no art returns an empty table.

Canvas and tile sizes come from the client's own WorldMapFrame.xml, and
move to Map::Area so the overlay hit-rect math shares them instead of
keeping a second copy.

They stay constants on purpose. A live read of WorldMapDetailFrame looks
more engine-driven but is wrong twice: the frame is addon-mutable while
the DBC coordinates it normalizes are authored against the shipped size,
and these are logical sizes -- an HD map patch ships larger tiles, which
Map::Overlays already detects and scales, and reporting a patched tile's
real size would break the canvas/tile division that yields the grid.
2026-09-04 22:57:22 -05:00
Brues e1ebf6ecce feat(map): add C_Map.MapHasArt and GetMapArtLayerTextures
A map's background is the tile set Interface\WorldMap\<dir>\<dir>1..12,
where <dir> is the WorldMapArea row's own name -- the path the world map
frame builds its tiles from. So "does this map have art" and "give me its
tiles" are both answerable by probing that set, even though the modern
atlas art model has no counterpart here.

MapHasArt is independent of whether a map has coordinates: the
whole-world map has art but a zero rect, and instance rows can have a
rect but ship no art.

GetMapArtLayerTextures returns texture PATHS rather than the numeric file
ids of the modern call. A texture is named by its path on this client and
SetTexture takes that path, so ids would be both unavailable and
unusable; GetMapOverlays already makes the same substitution for its
fileDataIDs. There is one art layer, so layerIndex 1 returns the
background and any other index an empty table.

Path convention and the 12-tile count taken from the client's own
FrameXML rather than assumed.
2026-09-04 22:38:49 -05:00
Brues 698827e9c5 fix(addons): report a real loaded state from IsAddOnLoaded
The engine sets an addon entry's loaded byte at the START of its load,
before dependencies and before the addon's own files run, clearing it
again only if a required dependency fails. That byte therefore means
"load has begun" -- it is loadedOrLoading, not loaded.

IsAddOnLoaded returned it for both values, so an addon checking itself
at file scope got (true, true) where it should get (true, false). The
old comment claimed the in-flight window was unobservable from Lua; it
is plainly observable, since the addon's own files and every dependency
pulled in during them execute inside it.

Add AddOns::LoadState, which co-hooks the per-addon loader and keeps a
stack of the names currently loading -- a stack because dependency loads
nest, and the name is copied because LoadAddOn passes a transient Lua
string. loadedOrLoading stays the engine byte; loaded now also requires
the addon not to be mid-load.

Known gap, documented: an addon asking about itself from its own
ADDON_LOADED handler still reads (true, false), as that event fires just
before the load call returns.

Also mirror the stock LoadAddOn global into C_AddOns. It already returns
the modern (loaded, value) shape -- 1/nil plus a locale-independent
reason token -- so it registers as the engine's own handler.
2026-09-04 21:48:13 -05:00
Brues 60530e32fc feat(faction): add C_Reputation inactive getters and by-id setters
Adds SetFactionInactiveByID / SetFactionActiveByID, which file a faction
into or out of the "Inactive" category by id rather than by
displayed-list position, plus IsFactionActive and IsFactionActiveByID to
read that state back.

IsFactionActive is a real backport and takes a sort index, returning a
boolean; the ByID forms are ClassicAPI extensions.

Both stock setters are just an index resolve around one shared engine
setter that already takes a faction id, so the by-id pair is that call
with 1 or 0. It sends the change to the server, rebuilds the displayed
list (so positions shift), and being the function UnitFactionPolyfill
hooks, fires UNIT_FACTION.

The inactive getter is the odd one out: unlike the at-war getter, its
worker takes the 0-based index and resolves internally. So both read
forms are built from Resolver() plus a factored rep-slot read, which
reproduces the engine's own index -> factionID -> repListID -> flag
chain and lets them share one implementation.

Also mirror the stock SetFactionInactive, SetFactionActive and
IsFactionInactive globals into the namespace, registering the engine's
own handlers rather than reimplementing them.
2026-09-04 21:32:14 -05:00
Brues 3cffb71b20 feat(faction): add C_Reputation.ToggleFactionAtWarByID
Flips a faction's at-war state by ID rather than by displayed-list
position. A ClassicAPI extension -- Blizzard has no such call.

The stock FactionToggleAtWar(index) resolves its index to a faction id
and then reads, negates and writes through two helpers that already take
an id, so the by-id form is that pair without the resolve. Every rule
stays in the engine: the refusal to make peace below -3000 standing, the
peace-forced flag, the loot-session bail, and CMSG_SET_FACTION_ATWAR.
Going through the engine's setter also picks up UnitFactionPolyfill's
hook on it, so UNIT_FACTION fires, and its change detection keeps that
silent when the engine refuses the toggle.

Declare the setter's newState as int, matching the polyfill's detour: a
char argument defines only the low byte of EDX and would leave the
detour's int parameter with undefined high bits.

Also mirror the stock global into the namespace as
C_Reputation.ToggleFactionAtWar, registering the engine's own handler
rather than reimplementing it. Adds the getter and script-wrapper
addresses, which existed only as comment references.
2026-09-04 21:18:00 -05:00
Brues 7887237a6e feat(faction): add C_Reputation.SetSelectedFactionByID
Selects a reputation-pane faction by ID rather than by displayed-list
position, matching what SetWatchedFactionByID gives over the stock
index call. A ClassicAPI extension -- Blizzard has no such call.

The engine already holds the selection AS a faction id: the stock
SetSelectedFaction(index) resolves its argument through the faction
index resolver and stores the resulting id, and GetSelectedFaction maps
that id back to an index. So this writes the id straight through, with
no list walk, and works even while the faction is not listed.

Also mirror the stock SetSelectedFaction global into C_Reputation. Its
handler already has the Lua C ABI, so it registers as-is rather than
being reimplemented.
2026-09-04 21:05:53 -05:00
Brues 98af79137b feat(faction): add C_Reputation.GetFactionDataByID
Keys the modern FactionData table by faction ID instead of by
displayed-list position. Reuses the shared ReadFactionData chain and
table builder, so it needs no new engine work.

Unlike GetFactionInfoByID this is not limited to the player's
reputation list: an unencountered faction fills cleanly with
currentStanding 0 and atWarWith false, so any real faction's name,
description and thresholds are readable.
2026-09-04 20:50:58 -05:00
Brues 622882725f feat(map): C_Map user waypoint (Tier 3)
Add the eight user-waypoint calls and USER_WAYPOINT_UPDATED: set, get,
has, clear, per-map position, the two hyperlink converters, and the
can-set check.

The pin is one piece of session state (a uiMapID, a 0..1 position and an
optional z) that survives a UI reload. GetUserWaypointPositionForMap
re-projects it onto any other map through world coordinates, so a zone
pin resolves on its continent and back. The hyperlink is the standard
worldmap:uiMapID:x:y payload with both coordinates scaled by 10000, and
the parser accepts a whole link or the bare payload.

UiMapPoint's factories go in the addon, matching where retail ships them.
Extract the shared vector2 marshalling to map/Vector2.h so the waypoint
and coordinate modules don't each carry a copy.
2026-09-04 20:46:22 -05:00
Brues 0517bb3753 feat(map): C_Map map hierarchy (Tier 2)
Add GetMapInfo, GetMapChildrenInfo, GetMapInfoAtPosition and
GetFallbackWorldMapID, giving the World -> Continent -> Zone tree.

Continents carry no AreaTable id (their WorldMapArea rows have areaID 0),
so they are named by a negative -(WorldMapArea row) -- mirroring the
engine's own zoneOrSort idiom, where positive is an AreaTable zone and
negative a QuestSort row. Names and mapType for those come from Map.dbc.

Move the row math into Map::Area (RowForUiMapID, ContinentRowForMapID,
RowRect, PercentInRow, WorldFromRow) and put the Tier 1 coordinate
functions on it, so they accept continent ids too and GetMapRectOnMap
honors topUiMapID.
2026-09-04 20:06:15 -05:00
Brues fb17488237 feat(map): C_Map coordinate transforms (Tier 1)
Add GetPlayerMapPosition, GetWorldPosFromMapPos, GetMapPosFromWorldPos,
and GetMapRectOnMap on the existing AreaTable-id=uiMapID scheme, reusing
Map::Area's world<->map projection. Positions returned as Vector2DMixin.
2026-09-04 19:34:45 -05:00
Brues b1ee8cc183 fix(texture): pool-free must skip oversized textures too
Regression from the size gate (be92d72 / 2ce5b00): the cave lets textures
larger than the recycle pool can index be created, but the pool FREE path
FUN_00448670 was left filing every freed texture into a bucket keyed by
each dimension's power-of-two factor, with no upper bound. A power-of-two
texture over 1024 (tz 6 per axis) files at bucket 36-42, past the 36-entry
table, and writes through a garbage list head — an ACCESS_VIOLATION at
0x004487D9 that fired whenever such a texture was freed, shutdown included.
Only power-of-two dimensions reach the bad index; NPOT has a small
power-of-two factor and stayed in range, which is why it went unseen until
a 2048x2048 was loaded and the client closed.

The allocator's cave already routes oversized textures around the pool;
this does the mirror on free — a cold hook on FUN_00448670 sends any
texture the bucket table can't index to the engine's own non-pooled free
FUN_0058AD60, exactly the guard's else-branch for too-small / too-many-mip
textures. Verified: a 2048x2048 texture renders and /reload (full texture
teardown) no longer crashes.
2026-09-04 18:46:22 -05:00
Brues c08ded6db4 feat(texture): BLP loads at any size; guard the async fallback
BLP decodes into the shared scratch BEFORE it calls the allocator, so the
size cave (which fires from the allocator) was always too late for it — a
2048x2048 BLP overran the scratch on this client. A pre-hook on the
decompressor FUN_005A8430, which carries the level-0 dimensions, grows the
scratch first and repoints the caller's already-copied scratch slot at the
new buffer, or fails cleanly for a texture the GPU cannot hold. It acts
only when the slot IS the shared scratch; the IMG path decodes into its own
right-sized buffer and is left alone. GrowScratch now retires the previous
buffer one generation late (frees at the next growth) so any unaccounted
holder reads stale bytes, not unmapped memory. Verified: a 2048x2048 DXT1
BLP renders and grows the scratch to 2048.

The async force-load path shoves a read that never fit the shared buffer
into a 512 KiB static fallback with no size check — the engine bug behind
"big BLPs crash". The hook refuses a request larger than the fallback; the
texture stays blank. Growing the fallback to fit was tried and reverted:
the read runs on the engine's async reader thread, which has no crash
handler, and a read into a right-sized heap buffer froze then killed the
process where the same read into the oversized shared buffer does not — not
yet isolated. Consequence: an uncompressed BLP file larger than the shared
buffer (2 MiB stock, 32 MiB with VanillaHelpers) does not load; DXT stays
far under it and TGA is synchronous, so only a pathological input is lost.
Verified: a 2900x2900 uncompressed BLP draws nothing and does not freeze.
2026-09-04 18:31:17 -05:00
Brues 640f78b2eb docs: texture size and shape
README gains an "Any texture size" row in Modern client behaviors; API.md
gains a "Texture size and shape" section under Frame, after the texture
methods: any width and height, no fixed upper limit beyond the graphics
card's maximum, memory allocated only when a large texture loads, and the
two remaining file-level limits (BLP files over ~2 MB / 32 MB with
VanillaHelpers stay blank; NPOT BLPs with DXT or mips are untested).
2026-09-04 17:32:51 -05:00
Brues a51ec40e52 refactor(texture): drop the NPOT toggle; non-power-of-two is simply on
_classicapi_NonPowerOfTwoTextures existed to A/B the same texture during
bring-up. As a knob it fails the same test the textureMaxDimension cvar
did: it reset every launch, so neither a user nor an addon author could
rely on either state, and disabling NPOT for real would be a code change
anyway. Removing it also removes the snapshot/restore machinery that
served only it. The enable path is byte-identical to before.

_classicapi_TextureLimits() stays as the read-only diagnostic, minus the
always-true NPOT field: scratchSide, poolMax, poolSide, deviceMax,
strideFixed.
2026-09-04 17:12:41 -05:00
Brues 2ce5b007af feat(texture): grow the decode scratch on demand; guard the async fallback
Layers 3 and 4 of Texture::DimensionGate. There is no number of ours
anywhere: the cave hands each rejected texture's width and height to
EnsureScratch, which refuses only what the device's own caps max refuses
(the field the create validator FUN_0058AB10 compares against, so we never
grow for a texture the engine would reject a moment later) and otherwise
replaces the scratch with one that fits, through the engine's decode-buffer
constructor FUN_005A4AF0 — the routine both decoders already use when the
scratch is NULL. The scratch is a high-water mark; nothing changes for
anyone who never loads a texture over the stock limit.

The "big BLPs crash" bug is fixed at its source rather than by enlarging
the shared async buffer: FUN_0044AD50 (the force-load every UI texture
takes on first draw) shoves a read that never fit the shared buffer into a
512 KiB static fallback at 0x00885804 with no size check — bounded exactly
by the pool globals that follow it. A hook refuses to force a request
larger than the fallback; it stays pending and the texture stays
invisible, the normal not-loaded state. BLP files are thereby bounded by
the shared buffer (2 MiB stock, 32 MiB with VanillaHelpers) gracefully.
TGA reads are synchronous and never touch that path.

Verified in-game: scratch reads 1024 at boot, a 2560x1080 TGA renders
with no configuration, and the scratch then reads 2560. Device max on
the test GPU is 16384.

_classicapi_TextureLimits() now returns scratchSide, poolMax, poolSide,
deviceMax, nonPowerOfTwo, strideFixed.
2026-09-04 17:06:35 -05:00
Brues be92d721f0 feat(texture): dimension gate — NPOT textures, bound follows the scratch
1.12 requires power-of-two textures at two software sites (allocator
FUN_00448450 and create validator FUN_0058AB10); 3.3.5 and 4.3.4 keep the
rule unchanged. Verified in-game that the D3D backend samples NPOT
correctly for the TGA/UI path, so Texture::DimensionGate relaxes both
sites, default on.

The real size ceiling is not the allocator's `< 0x400` but a single global
decode scratch buffer sized once at boot (512^2 stock, 1024^2 with
VanillaHelpers) and written with no bounds check. The validator's
device-caps max is raw hardware and protects nothing — a 2560x1080 TGA
faulted in the decoder's pixel writer at 0x004492E5. So the gate reads the
scratch dimension back from the boot immediates and enforces exactly that,
and every dimension failure — POT or size — routes through a 28-byte code
cave that applies the bound before the fresh-allocation tail. Routing POT
failures straight to that tail would jump over the size CMPs.

Also fixes VanillaHelpers' recycle-pool collision: it grows the table to
6x6 but leaves the index stride at 5, so 32x1024 shared a bucket with 64x32
(rendered nothing) and 64x1024 with 128x32 (worked by luck). Both index
sites are rewritten to stride 6 when its 36-bucket table is detected.

Lua: _classicapi_NonPowerOfTwoTextures([enable]), _classicapi_TextureLimits().
2026-09-04 16:16:11 -05:00
331 changed files with 41473 additions and 6778 deletions
+20 -1
View File
@@ -53,6 +53,9 @@ jobs:
build:
needs: pick-runner
runs-on: ${{ needs.pick-runner.outputs.label }}
outputs:
tag: ${{ steps.ver.outputs.tag }}
is_release: ${{ steps.ver.outputs.is_release }}
# Windows PowerShell 5.1 is always present; the runner's default `pwsh`
# (PowerShell Core) is not installed by default, and `shell: bash` on a
# self-hosted box resolves to the WSL launcher in System32.
@@ -97,12 +100,28 @@ jobs:
- name: Build
run: cmake --build build --config Release
# Dev builds carry their own symbols. With the PDB sitting next to the DLL
# the client's crash handler resolves our frames to file and line — a
# tester's log reads `Texture::Mask::PrimIndexed_h+12 (Mask.cpp,246)`
# instead of a bare address — and the map resolves `0001:offset` addresses
# by hand when there is no dump. Both match THIS build and nothing else,
# which is why they travel with it rather than being rebuilt later from the
# same commit. Unlike the release bundle these need no off-putting name:
# the artifact is behind the Actions UI, so whoever downloads it is already
# the audience for symbols.
- name: Upload artifact
if: steps.ver.outputs.is_release != 'true'
uses: actions/upload-artifact@v4
with:
name: ClassicAPI-${{ github.sha }}
path: build/Release/ClassicAPI.dll
# Shared parent is build/Release, so all three land at the zip root.
path: |
build/Release/ClassicAPI.dll
build/Release/ClassicAPI.pdb
build/Release/ClassicAPI.map
# A symbol-less artifact looks identical to a good one until someone
# needs a stack out of it, so fail the build instead of warning.
if-no-files-found: error
# Bundle both debug artifacts into one zip so a crash from a shipped DLL
# can be triaged exactly. The PDB gives WinDbg/x64dbg/VS a line-level
+13
View File
@@ -43,10 +43,23 @@ Util\Rectangle.lua
Util\Vector2D.lua
Util\Vector3D.lua
Util\Vector4D.lua
Util\UiMapPoint.lua
Util\UIParent.lua
Util\ActionButton.lua
Util\WorldMap.lua
Util\AuraDurationModifiers.lua
Util\AuraUtil.lua
Util\SecureUnitMenu.lua
Util\TextureUtil.lua
Util\MacroOptions.lua
Util\SecureStateDriver.lua
Util\MacroIconSelection.lua
APIDocumentation\BaseAPIMixin.lua
APIDocumentation\FieldsAPIMixin.lua
APIDocumentation\FunctionsAPIMixin.lua
APIDocumentation\SystemsAPIMixin.lua
APIDocumentation\TablesAPIMixin.lua
APIDocumentation\EventsAPIMixin.lua
APIDocumentation\APIDocumentation.lua
APIDocumentation\APIDocumentation_Bootstrap.lua
@@ -0,0 +1,421 @@
-- Backport of Blizzard_APIDocumentation/Blizzard_APIDocumentation.lua to
-- vanilla 1.12 / Lua 5.0.
--
-- Implementation differences from the retail source:
-- - Lua 5.0 has no length operator (#); sequence length comes from
-- table.getn(t), matching the rest of this addon.
-- - Lua 5.0 has no `...` inside a function body; WriteLineF takes its
-- extra values from the implicit `arg` table.
-- - ChatFrameUtil does not exist. HandleOpenDump uses this client's
-- ChatFrame_OpenChat, which applies the text from ChatEdit_OnUpdate
-- rather than immediately -- so the cursor is placed one frame later,
-- after that text has landed.
local tGetN = table.getn;
APIDocumentationMixin = {};
-- "public"
function APIDocumentationMixin:OnLoad()
self.tables = {};
self.functions = {};
self.systems = {};
self.fields = {};
self.events = {};
self.callbacks = {};
self.Commands = {
Default = 1,
CopyAPI = 2,
OpenDump = 3,
};
if DEFAULT_CHAT_FRAME then
DEFAULT_CHAT_FRAME:SetMaxLines(2000);
end
end
function APIDocumentationMixin:HandleSlashCommand(command)
local commands = { (" "):split(command) };
if commands[1] == "?" or commands[1] == "help" or commands[1] == "" then
self:OutputUsage();
elseif commands[1] == "stats" then
self:OutputStats();
elseif commands[1] == "system" then
if commands[2] == "list" then
self:OutputAllSystems();
else
self:OutputUsage();
end
elseif commands[1] == "s" or commands[1] == "search" then
self:OutputAllAPIMatches(unpack(commands, 2));
elseif commands[1] then
self:TryHandlingSystemSearchCommand(unpack(commands));
else
self:OutputUsage();
end
end
function APIDocumentationMixin:HandleAPILink(link, command)
local _, type, name, parentName = (":"):split(link);
local apiInfo = self:FindAPIByName(type, name, parentName);
if apiInfo then
if command == self.Commands.CopyAPI then
self:HandleCopyAPI(apiInfo);
elseif command == self.Commands.OpenDump then
self:HandleOpenDump(apiInfo);
else
self:HandleDefaultCommand(apiInfo);
end
end
end
function APIDocumentationMixin:HandleDefaultCommand(apiInfo)
self:WriteLine(" ");
self:WriteAllLines(apiInfo:GetDetailedOutputLines());
end
function APIDocumentationMixin:HandleCopyAPI(apiInfo)
local clipboardString = apiInfo:GetClipboardString();
CopyToClipboard(clipboardString);
self:WriteLineF("Copied to clipboard: %s", clipboardString);
end
function APIDocumentationMixin:HandleOpenDump(apiInfo)
if apiInfo.Type == "Function" then
local dumpString;
local systemNamespace = apiInfo.System and apiInfo.System:GetNamespaceName() or nil;
if systemNamespace and systemNamespace ~= "" then
dumpString = ("/dump %s.%s()"):format(systemNamespace, apiInfo.Name);
else
dumpString = ("/dump %s()"):format(apiInfo.Name);
end
local desiredCursorPosition = string.len(dumpString) - 1;
ChatFrame_OpenChat(dumpString);
RunNextFrame(function()
if ChatFrameEditBox and ChatFrameEditBox:IsVisible() then
ChatFrameEditBox:SetCursorPosition(desiredCursorPosition);
end
end);
else
self:WriteLine("Can only /dump functions");
end
end
function APIDocumentationMixin:FindAPIByName(apiType, name, parentName)
local apiTable = self:GetAPITableByTypeName(apiType);
if apiTable then
for i, apiInfo in ipairs(apiTable) do
if apiInfo:MatchesName(name, parentName) then
return apiInfo;
end
end
end
return nil;
end
function APIDocumentationMixin:GetAPITableByTypeName(apiType)
if apiType == "function" then
return self.functions;
elseif apiType == "table" then
return self.tables;
elseif apiType == "system" then
return self.systems;
elseif apiType == "field" then
return self.fields;
elseif apiType == "event" then
return self.events;
elseif apiType == "callback" then
return self.callbacks;
end
return nil;
end
function APIDocumentationMixin:OutputUsage()
self:WriteLine("Usage:");
self:WriteLine("Search for API");
self:WriteLine(self:GetIndentString() .. "/classicapi search <api name>");
self:WriteLine(self:GetIndentString() .. "or");
self:WriteLine(self:GetIndentString() .. "/classicapi s <api name>");
self:WriteLine(self:GetIndentString() .. "Example: /classicapi search spell");
self:WriteLine(" ");
self:WriteLine("List all systems");
self:WriteLine(self:GetIndentString() .. "/classicapi system list");
self:WriteLine(" ");
self:WriteLine("Search system for API");
self:WriteLine(self:GetIndentString() .. "/classicapi <system name> search <api name>");
self:WriteLine(self:GetIndentString() .. "or");
self:WriteLine(self:GetIndentString() .. "/classicapi <system name> s <api name>");
self:WriteLine(self:GetIndentString() .. "Example: /classicapi spell search cooldown");
self:WriteLine(" ");
self:WriteLine("List all API in a system");
self:WriteLine(self:GetIndentString() .. "/classicapi <system name> list");
self:WriteLine(self:GetIndentString() .. "Example: /classicapi spell list");
self:WriteLine(" ");
self:WriteLine("All searches support Lua patterns.");
end
function APIDocumentationMixin:OutputStats()
self:WriteLine("Stats:");
self:WriteLineF("Total systems: %d", tGetN(self.systems));
local totalFunctions = 0;
local totalEvents = 0;
local totalTables = 0;
for i, systemInfo in ipairs(self.systems) do
totalFunctions = totalFunctions + systemInfo:GetNumFunctions();
totalEvents = totalEvents + systemInfo:GetNumEvents();
totalTables = totalTables + systemInfo:GetNumTables();
end
self:WriteLineF("Total functions: %d", totalFunctions);
self:WriteLineF("Total events: %d", totalEvents);
self:WriteLineF("Total tables: %d", totalTables);
end
function APIDocumentationMixin:OutputAllSystems()
self:WriteLineF("All systems (%d):", tGetN(self.systems));
for i, systemInfo in ipairs(self.systems) do
self:WriteLine(systemInfo:GetSingleOutputLine());
end
end
function APIDocumentationMixin:TryHandlingSystemSearchCommand(systemName, subCommand, apiToSearchFor)
local system = self:FindSystemByName(systemName);
if system then
if subCommand == nil then
self:WriteLine(system:GetSingleOutputLine());
elseif subCommand == "s" or subCommand == "search" and apiToSearchFor then
self:OutputAllSystemAPIMatches(system, apiToSearchFor);
elseif subCommand == "list" then
self:OutputAllSystemAPI(system);
else
self:OutputUsage();
end
else
self:WriteLineF("No system found (%s)", tostring(systemName));
end
end
function APIDocumentationMixin:OutputAPIMatches(apiMatches, headerName)
if apiMatches and tGetN(apiMatches) > 0 then
self:WriteLineF("Found %d %s", tGetN(apiMatches), headerName);
for i, api in ipairs(apiMatches) do
self:WriteLine(self:GetIndentString() .. api:GetSingleOutputLine());
end
end
end
function APIDocumentationMixin:OutputAllAPIMatches(apiToSearchFor)
if not apiToSearchFor or apiToSearchFor == "" then
self:OutputUsage();
return;
end
self:WriteLine(" ");
local apiMatches = self:FindAllAPIMatches(apiToSearchFor);
if apiMatches then
local total = tGetN(apiMatches.tables) + tGetN(apiMatches.functions) + tGetN(apiMatches.events) + tGetN(apiMatches.systems) + tGetN(apiMatches.callbacks);
assert(total > 0);
self:WriteLineF("Found %d API that matches %q", total, apiToSearchFor);
self:OutputAPIMatches(apiMatches.systems, "system(s)");
self:OutputAPIMatches(apiMatches.functions, "function(s)");
self:OutputAPIMatches(apiMatches.events, "events(s)");
self:OutputAPIMatches(apiMatches.tables, "table(s)");
self:OutputAPIMatches(apiMatches.callbacks, "callback(s)");
else
self:WriteLineF("No API found that matches %q", apiToSearchFor);
end
end
function APIDocumentationMixin:OutputAllSystemAPIMatches(system, apiToSearchFor)
local apiMatches = system:FindAllAPIMatches(apiToSearchFor);
if apiMatches then
local total = tGetN(apiMatches.tables) + tGetN(apiMatches.functions) + tGetN(apiMatches.events);
assert(total > 0);
self:WriteLineF("Found %d API that matches %q", total, apiToSearchFor);
self:OutputAPIMatches(apiMatches.functions, "function(s)");
self:OutputAPIMatches(apiMatches.events, "events(s)");
self:OutputAPIMatches(apiMatches.tables, "table(s)");
else
self:WriteLineF("No API found that matches %q in %s", apiToSearchFor, system:GenerateAPILink());
end
end
function APIDocumentationMixin:OutputAllSystemAPI(system)
local apiMatches = system:ListAllAPI();
if apiMatches then
self:WriteLineF("All API in %s", system:GenerateAPILink());
self:OutputAPIMatches(apiMatches.functions, "function(s)");
self:OutputAPIMatches(apiMatches.events, "events(s)");
self:OutputAPIMatches(apiMatches.tables, "table(s)");
else
self:WriteLineF("No API found in %s", system:GenerateAPILink());
end
end
--[[static]] function APIDocumentationMixin:AddAllMatches(apiContainer, matchesContainer, apiToSearchFor)
for i, apiInfo in ipairs(apiContainer) do
if apiInfo:MatchesSearchString(apiToSearchFor) then
table.insert(matchesContainer, apiInfo);
end
end
end
function APIDocumentationMixin:FindAllAPIMatches(apiToSearchFor)
apiToSearchFor = apiToSearchFor:lower();
local matches = {
tables = {},
functions = {},
events = {},
systems = {},
callbacks = {},
};
self:AddAllMatches(self.tables, matches.tables, apiToSearchFor);
self:AddAllMatches(self.functions, matches.functions, apiToSearchFor);
self:AddAllMatches(self.systems, matches.systems, apiToSearchFor);
self:AddAllMatches(self.events, matches.events, apiToSearchFor);
self:AddAllMatches(self.callbacks, matches.callbacks, apiToSearchFor);
-- Only return something if we matched anything
for name, subTable in pairs(matches) do
if tGetN(subTable) > 0 then
return matches;
end
end
return nil;
end
function APIDocumentationMixin:FindSystemByName(systemName)
systemName = systemName:lower();
for i, systemInfo in ipairs(self.systems) do
if systemInfo:MatchesNameCaseInsenstive(systemName) then
return systemInfo;
end
end
return nil;
end
function APIDocumentationMixin:AddDocumentationTable(documentationInfo)
if documentationInfo.Name then
self:AddSystem(documentationInfo);
else
for i, tableInfo in ipairs(documentationInfo.Tables) do
self:AddTable(tableInfo);
end
end
end
function APIDocumentationMixin:WriteLine(message)
if DEFAULT_CHAT_FRAME then
local info = ChatTypeInfo["SYSTEM"];
DEFAULT_CHAT_FRAME:AddMessage(message, info.r, info.g, info.b, info.id);
else
print(message);
end
end
-- The `...` in the parameter list is what creates `arg`; a Lua 5.0 function
-- declared without it has no `arg` at all.
function APIDocumentationMixin:WriteLineF(format, ...)
self:WriteLine(string.format(format, unpack(arg)));
end
function APIDocumentationMixin:WriteAllLines(lines)
for i, line in ipairs(lines) do
self:WriteLine(line);
end
end
function APIDocumentationMixin:GetIndentString(numIndent)
return (" "):rep(numIndent or 1);
end
-- "private"
function APIDocumentationMixin:AddTable(documentationInfo)
Mixin(documentationInfo, TablesAPIMixin);
table.insert(self.tables, documentationInfo);
if documentationInfo.Fields then
for i, field in ipairs(documentationInfo.Fields) do
field.Table = documentationInfo;
self:AddField(field);
end
end
end
function APIDocumentationMixin:AddFunction(documentationInfo)
Mixin(documentationInfo, FunctionsAPIMixin);
table.insert(self.functions, documentationInfo);
if documentationInfo.Arguments then
for i, field in ipairs(documentationInfo.Arguments) do
field.Function = documentationInfo;
self:AddField(field);
end
end
if documentationInfo.Returns then
for i, field in ipairs(documentationInfo.Returns) do
field.Function = documentationInfo;
self:AddField(field);
end
end
end
function APIDocumentationMixin:AddEvent(documentationInfo)
Mixin(documentationInfo, EventsAPIMixin);
table.insert(self.events, documentationInfo);
if documentationInfo.Payload then
for i, field in ipairs(documentationInfo.Payload) do
field.Event = documentationInfo;
self:AddField(field);
end
end
end
function APIDocumentationMixin:AddField(documentationInfo)
Mixin(documentationInfo, FieldsAPIMixin);
table.insert(self.fields, documentationInfo);
end
function APIDocumentationMixin:AddSystem(documentationInfo)
Mixin(documentationInfo, SystemsAPIMixin);
table.insert(self.systems, documentationInfo);
for i, functionInfo in ipairs(documentationInfo.Functions) do
functionInfo.System = documentationInfo;
self:AddFunction(functionInfo);
end
for i, eventInfo in ipairs(documentationInfo.Events) do
eventInfo.System = documentationInfo;
self:AddEvent(eventInfo);
end
for i, tableInfo in ipairs(documentationInfo.Tables) do
tableInfo.System = documentationInfo;
self:AddTable(tableInfo);
end
end
APIDocumentation = CreateFromMixins(APIDocumentationMixin);
APIDocumentation:OnLoad();
@@ -0,0 +1,66 @@
-- Backport of Blizzard_APIDocumentation/Blizzard_APIDocumentation_Bootstrap.lua
-- to vanilla 1.12 / Lua 5.0, plus the `/api` command and `api` link handler
-- that retail keeps in Blizzard_ChatFrameBase and Blizzard_UIPanels_Game.
--
-- Implementation differences from the retail source:
-- - Retail loads a generated data addon on demand
-- (LoadAddOnWithErrorHandling). ClassicAPI keeps the documentation in the
-- DLL instead, so APIDocumentation_LoadUI reads it through
-- C_APIDocumentation and feeds each system to AddDocumentationTable. The
-- load still happens on first use, so a session that never types /api
-- builds no tables at all.
-- - IsModifiedClick does not exist on this client. CHATLINK is Shift by
-- default, so a shift-click stands in for it.
-- - Lua 5.0 has no length operator (#); table.getn(t) gives the count.
local loaded = false;
-- Fetches every documented system from the DLL. Returns true once the
-- documentation is in place, false when the DLL is absent (the addon can be
-- installed on its own).
function APIDocumentation_LoadUI()
if loaded then
return true;
end
-- Latch BEFORE the fetch: a system table the browser chokes on must not
-- raise the same error on every later /api.
loaded = true;
if not C_APIDocumentation then
APIDocumentation:WriteLine("API documentation is not available (C_APIDocumentation is missing).");
return false;
end
-- ipairs, not a length call: it walks 1..nil whatever the table's internal
-- shape, which is how every other consumer reads an array the DLL built.
for i, name in ipairs(C_APIDocumentation.GetSystems()) do
local system = C_APIDocumentation.GetSystem(name);
if system then
APIDocumentation:AddDocumentationTable(system);
end
end
return true;
end
-- Retail calls this `/api`. Here the browser holds only what ClassicAPI adds,
-- not the 1.12 API the client already ships, so it is named for what it
-- documents. `/capi` is the short form.
SLASH_CLASSICAPI1 = "/classicapi";
SLASH_CLASSICAPI2 = "/capi";
SlashCmdList["CLASSICAPI"] = function(msg)
APIDocumentation_LoadUI();
APIDocumentation:HandleSlashCommand(msg or "");
end
LinkUtil.RegisterLinkHandler(LinkTypes.APIDocumentation, function(link, text, linkData, contextData)
APIDocumentation_LoadUI();
local command = APIDocumentation.Commands.Default;
if contextData and contextData.button == "RightButton" then
command = APIDocumentation.Commands.CopyAPI;
elseif IsShiftKeyDown() then
command = APIDocumentation.Commands.OpenDump;
end
APIDocumentation:HandleAPILink(link, command);
end);
@@ -0,0 +1,115 @@
-- Backport of Blizzard_APIDocumentation/BaseAPIMixin.lua to vanilla 1.12 /
-- Lua 5.0.
--
-- Implementation differences from the retail source: none. Every construct
-- here (method calls on string literals, string.format's %s, table.insert,
-- ipairs, CreateFromMixins) exists on this client.
BaseAPIMixin = {};
function BaseAPIMixin:GetType()
return assert(false);
end
function BaseAPIMixin:GetPrettyType()
return self:GetType();
end
function BaseAPIMixin:GetLinkHexColor()
return "ffffff";
end
function BaseAPIMixin:GetName()
return self.Name;
end
function BaseAPIMixin:GetFullName()
return self:GetName();
end
function BaseAPIMixin:GetParentName()
return "";
end
function BaseAPIMixin:GetLoweredParentName()
if not self.loweredParentName then
self.loweredParentName = self:GetParentName():lower();
end
return self.loweredParentName;
end
function BaseAPIMixin:GetLoweredName()
if not self.loweredName then
self.loweredName = self:GetName():lower();
end
return self.loweredName;
end
function BaseAPIMixin:GetClipboardString()
return self:GetFullName();
end
function BaseAPIMixin:GenerateAPILink()
return ("|cff%s|Hapi:%s:%s:%s|h%s|h|r"):format(self:GetLinkHexColor(), self:GetType(), self:GetName(), self:GetParentName(), self:GetFullName());
end
function BaseAPIMixin:GetSingleOutputLine()
return ("%s %s"):format(self:GetPrettyType(), self:GenerateAPILink());
end
function BaseAPIMixin:GetDetailedOutputLines()
return { self:GetSingleOutputLine() };
end
function BaseAPIMixin:MatchesSearchString(searchString)
return false;
end
function BaseAPIMixin:MatchesName(name, parentName)
if name == self:GetName() then
return not parentName or parentName == self:GetParentName();
end
return false;
end
function BaseAPIMixin:MatchesNameCaseInsenstive(name, parentName)
if name == self:GetLoweredName() then
return not parentName or parentName == self:GetLoweredParentName();
end
return false;
end
function BaseAPIMixin:MatchesAnyAPI(apiTable, searchString)
if apiTable then
for i, apiInfo in ipairs(apiTable) do
if apiInfo:MatchesSearchString(searchString) then
return true;
end
end
end
return false;
end
function BaseAPIMixin:MatchesAnyDocumentation(searchString)
if self.Documentation then
for i, documentation in ipairs(self.Documentation) do
if documentation:lower():match(searchString) then
return true;
end
end
end
end
function BaseAPIMixin:AddDocumentationTags(lines)
if self.Documentation then
for i, documentation in ipairs(self.Documentation) do
table.insert(lines, APIDocumentation:GetIndentString() .. documentation);
end
end
end
function BaseAPIMixin:AddSystemTag(lines)
if self.System then
table.insert(lines, APIDocumentation:GetIndentString() .. ("Part of the %s system"):format(self.System:GenerateAPILink()));
end
end
@@ -0,0 +1,104 @@
-- Backport of Blizzard_APIDocumentation/EventsAPIMixin.lua to vanilla 1.12 /
-- Lua 5.0.
--
-- Implementation differences from the retail source:
-- - The clipboard snippet uses this client's event convention. Handlers
-- here read the `event` and `arg1`..`argN` globals rather than a vararg
-- list, so the copied body declares those instead of `local a = ...`.
EventsAPIMixin = CreateFromMixins(BaseAPIMixin);
function EventsAPIMixin:GetParentName() -- override
if self.System then
return self.System:GetName();
end
return "";
end
function EventsAPIMixin:GetType() -- override
return "event";
end
function EventsAPIMixin:GetLinkHexColor()
return "77ff22";
end
function EventsAPIMixin:GetClipboardString()
local lines = {};
table.insert(lines, ([[if event == "%s" then]]):format(self.LiteralName));
if self.Payload then
local names = {};
for i, payloadInfo in ipairs(self.Payload) do
table.insert(names, ("local %s = arg%d;"):format(payloadInfo:GetName(), i));
end
table.insert(lines, "\t" .. table.concat(names, " "));
end
table.insert(lines, "end");
return table.concat(lines, "\r\n");
end
function EventsAPIMixin:GetFullName(decorateOptionals, includeColorCodes) -- override
if self.System then
return ("Event.%s.%s -> %s"):format(self.System:GetName(), self:GetName(), self:GetPayloadString(decorateOptionals, includeColorCodes));
end
return ("Event.%s -> %s"):format(self:GetName(), self:GetPayloadString(decorateOptionals, includeColorCodes));
end
function EventsAPIMixin:MatchesSearchString(searchString) -- override
if self:GetLoweredName():match(searchString) then
return true;
end
if self.System and self.System:GetLoweredName():match(searchString) then
return true;
end
if self.LiteralName:lower():match(searchString) then
return true;
end
if self:MatchesAnyDocumentation(searchString) then
return true;
end
if self:MatchesAnyAPI(self.Payload, searchString) then
return true
end
return false;
end
function EventsAPIMixin:GetPayloadString(decorateOptionals, includeColorCodes) -- override
if self.Payload then
local values = {};
for i, payloadInfo in ipairs(self.Payload) do
if includeColorCodes ~= false then
table.insert(values, ("%s|cff%s"):format(payloadInfo:GetPayloadString(decorateOptionals, includeColorCodes), self:GetLinkHexColor()));
else
table.insert(values, payloadInfo:GetPayloadString(decorateOptionals, includeColorCodes));
end
end
return table.concat(values, ", ");
end
return "";
end
function EventsAPIMixin:GetDetailedOutputLines() -- override
local lines = {};
table.insert(lines, self:GetSingleOutputLine());
self:AddSystemTag(lines);
self:AddDocumentationTags(lines);
table.insert(lines, APIDocumentation:GetIndentString() .. "Literal Name: \"" .. self.LiteralName .. "\"");
if self.Payload then
table.insert(lines, APIDocumentation:GetIndentString() .. "Payload");
for i, payloadInfo in ipairs(self.Payload) do
table.insert(lines, APIDocumentation:GetIndentString(2) .. ("%d. %s"):format(i, payloadInfo:GetSingleOutputLine()));
end
end
return lines;
end
@@ -0,0 +1,90 @@
-- Backport of Blizzard_APIDocumentation/FieldsAPIMixin.lua to vanilla 1.12 /
-- Lua 5.0.
--
-- Implementation differences from the retail source: none.
FieldsAPIMixin = CreateFromMixins(BaseAPIMixin);
function FieldsAPIMixin:GetParentName()
if self.Function then
return self.Function:GetName();
end
if self.Table then
return self.Table:GetName();
end
return "";
end
function FieldsAPIMixin:GetType()
return "field";
end
function FieldsAPIMixin:GetLinkHexColor()
return "ffdd55";
end
function FieldsAPIMixin:MatchesSearchString(searchString)
if self:GetLoweredName():match(searchString) then
return true;
end
if self:MatchesAnyDocumentation(searchString) then
return true;
end
return false;
end
function FieldsAPIMixin:GetLuaType()
if self.InnerType then
local complexType = APIDocumentation:FindAPIByName("table", self.InnerType);
return ("%s of %s"):format(self.Type, complexType and complexType:GenerateAPILink() or self.InnerType)
end
if self.EnumValue then
return self.EnumValue;
end
local complexType = APIDocumentation:FindAPIByName("table", self.Type);
return complexType and complexType:GenerateAPILink() or self.Type;
end
function FieldsAPIMixin:GetStrideIndex()
return self.StrideIndex;
end
function FieldsAPIMixin:IsOptional()
return self.Default ~= nil or self.Nilable;
end
function FieldsAPIMixin:GetSingleOutputLine()
local optionalString = "";
if self:IsOptional() then
if self.Default ~= nil then
optionalString = ("(default:%s) "):format(tostring(self.Default));
else
optionalString = "(optional) ";
end
end
if self.Documentation then
return ("%s%s %s - %s"):format(optionalString, self:GetLuaType(), self:GenerateAPILink(), table.concat(self.Documentation, " "));
end
return ("%s%s %s"):format(optionalString, self:GetLuaType(), self:GenerateAPILink());
end
function FieldsAPIMixin:GetArgumentString(decorateOptionals, includeColorCodes)
local prefix = decorateOptionals ~= false and self:IsOptional() and "optional " or "";
if includeColorCodes ~= false then
return ("|cff%s%s%s|r"):format(self:GetLinkHexColor(), prefix, self:GetName());
end
return ("%s%s"):format(prefix, self:GetName());
end
function FieldsAPIMixin:GetReturnString(decorateOptionals, includeColorCodes)
return self:GetArgumentString(decorateOptionals, includeColorCodes); -- Nothing special currently
end
function FieldsAPIMixin:GetPayloadString(decorateOptionals, includeColorCodes)
return self:GetReturnString(decorateOptionals, includeColorCodes); -- Nothing special currently
end
@@ -0,0 +1,121 @@
-- Backport of Blizzard_APIDocumentation/FunctionsAPIMixin.lua to vanilla 1.12
-- / Lua 5.0.
--
-- Implementation differences from the retail source: none.
--
-- A widget-method system (Type "ScriptObject") carries no Namespace, so
-- GetFullName prints its methods bare -- "SetSpellByID(spellID)" -- exactly as
-- retail prints its own widget API.
FunctionsAPIMixin = CreateFromMixins(BaseAPIMixin);
function FunctionsAPIMixin:GetParentName()
if self.System then
return self.System:GetName();
end
return "";
end
function FunctionsAPIMixin:GetType()
return "function";
end
function FunctionsAPIMixin:GetLinkHexColor()
return "55ddff";
end
function FunctionsAPIMixin:GetFullName(decorateOptionals, includeColorCodes)
if self.System and self.System:GetNamespaceName() ~= "" then
return ("%s.%s(%s)"):format(self.System:GetNamespaceName(), self:GetName(), self:GetArgumentString(decorateOptionals, includeColorCodes));
end
return ("%s(%s)"):format(self:GetName(), self:GetArgumentString(decorateOptionals, includeColorCodes));
end
function FunctionsAPIMixin:MatchesSearchString(searchString)
if self:GetLoweredName():match(searchString) then
return true;
end
if self:MatchesAnyDocumentation(searchString) then
return true;
end
if self:MatchesAnyAPI(self.Arguments, searchString) then
return true
end
if self:MatchesAnyAPI(self.Returns, searchString) then
return true
end
return false;
end
function FunctionsAPIMixin:GetArgumentString(decorateOptionals, includeColorCodes)
if self.Arguments then
local values = {};
for i, argumentInfo in ipairs(self.Arguments) do
if includeColorCodes ~= false then
table.insert(values, ("%s|cff%s"):format(argumentInfo:GetArgumentString(decorateOptionals, includeColorCodes), self:GetLinkHexColor()));
else
table.insert(values, argumentInfo:GetArgumentString(decorateOptionals, includeColorCodes));
end
end
return table.concat(values, ", ");
end
return "";
end
function FunctionsAPIMixin:GetReturnString(decorateOptionals, includeColorCodes)
if self.Returns then
local values = {};
for i, returnInfo in ipairs(self.Returns) do
if includeColorCodes ~= false then
table.insert(values, ("%s|cff%s"):format(returnInfo:GetReturnString(decorateOptionals, includeColorCodes), self:GetLinkHexColor()));
else
table.insert(values, returnInfo:GetReturnString(decorateOptionals, includeColorCodes));
end
end
return table.concat(values, ", ");
end
return "";
end
function FunctionsAPIMixin:GetClipboardString()
if self.Returns then
return ("local %s = %s"):format(self:GetReturnString(false, false), self:GetFullName(false, false));
end
return self:GetFullName(false, false);
end
function FunctionsAPIMixin:GetDetailedOutputLines()
local lines = {};
table.insert(lines, self:GetSingleOutputLine());
self:AddSystemTag(lines);
self:AddDocumentationTags(lines);
if self.Arguments then
table.insert(lines, APIDocumentation:GetIndentString() .. "Arguments");
for i, argumentInfo in ipairs(self.Arguments) do
if argumentInfo:GetStrideIndex() == 1 then
table.insert(lines, APIDocumentation:GetIndentString(2) .. "(Variable arguments)");
end
table.insert(lines, APIDocumentation:GetIndentString(2) .. ("%d. %s"):format(i, argumentInfo:GetSingleOutputLine()));
end
end
if self.Returns then
table.insert(lines, APIDocumentation:GetIndentString() .. "Returns");
for i, returnInfo in ipairs(self.Returns) do
if returnInfo:GetStrideIndex() == 1 then
table.insert(lines, APIDocumentation:GetIndentString(2) .. "(Variable returns)");
end
table.insert(lines, APIDocumentation:GetIndentString(2) .. ("%d. %s"):format(i, returnInfo:GetSingleOutputLine()));
end
end
return lines;
end
@@ -0,0 +1,159 @@
-- Backport of Blizzard_APIDocumentation/SystemsAPIMixin.lua to vanilla 1.12 /
-- Lua 5.0.
--
-- Implementation differences from the retail source:
-- - Lua 5.0 has no length operator (#); sequence length comes from
-- table.getn(t), matching the rest of this addon.
-- - A search also matches a system's namespace. The namespace is the name
-- people type, and retail's version checks only the short name, so
-- "search C_Spell" found nothing while "search spell" found the system.
local tGetN = table.getn;
SystemsAPIMixin = CreateFromMixins(BaseAPIMixin);
function SystemsAPIMixin:GetType()
return "system";
end
function SystemsAPIMixin:GetLinkHexColor()
return "ff55dd";
end
function SystemsAPIMixin:GetNamespaceName()
return self.Namespace or "";
end
function SystemsAPIMixin:GetLoweredNamespaceName()
if not self.loweredNamespaceName then
self.loweredNamespaceName = self:GetNamespaceName():lower();
end
return self.loweredNamespaceName;
end
function SystemsAPIMixin:MatchesSearchString(searchString)
if self:GetLoweredName():match(searchString) then
return true;
end
local namespace = self:GetLoweredNamespaceName();
if namespace ~= "" and namespace:match(searchString) then
return true;
end
if self:MatchesAnyDocumentation(searchString) then
return true;
end
return false;
end
function SystemsAPIMixin:GetSingleOutputLine()
if self.Namespace then
return ("%s %s (%s)"):format(self:GetPrettyType(), self:GenerateAPILink(), self.Namespace);
end
return BaseAPIMixin.GetSingleOutputLine(self);
end
function SystemsAPIMixin:GetDetailedOutputLines()
local lines = {};
table.insert(lines, self:GetSingleOutputLine());
self:AddDocumentationTags(lines);
if self.Functions and tGetN(self.Functions) > 0 then
table.insert(lines, APIDocumentation:GetIndentString() .. "Functions");
for i, functionInfo in ipairs(self.Functions) do
table.insert(lines, APIDocumentation:GetIndentString(2) .. functionInfo:GetSingleOutputLine());
end
end
if self.Events and tGetN(self.Events) > 0 then
table.insert(lines, APIDocumentation:GetIndentString() .. "Events");
for i, eventInfo in ipairs(self.Events) do
table.insert(lines, APIDocumentation:GetIndentString(2) .. eventInfo:GetSingleOutputLine());
end
end
if self.Tables and tGetN(self.Tables) > 0 then
table.insert(lines, APIDocumentation:GetIndentString() .. "Tables");
for i, tableInfo in ipairs(self.Tables) do
table.insert(lines, APIDocumentation:GetIndentString(2) .. tableInfo:GetSingleOutputLine());
end
end
return lines;
end
function SystemsAPIMixin:MatchesName(name, parentName)
if BaseAPIMixin.MatchesName(self, name, parentName) then
return true;
end
return name == self:GetNamespaceName();
end
function SystemsAPIMixin:MatchesNameCaseInsenstive(name, parentName)
if BaseAPIMixin.MatchesNameCaseInsenstive(self, name, parentName) then
return true;
end
return name == self:GetLoweredNamespaceName();
end
function SystemsAPIMixin:FindAllAPIMatches(apiToSearchFor)
apiToSearchFor = apiToSearchFor:lower();
local matches = {
tables = {},
functions = {},
events = {},
};
APIDocumentationMixin:AddAllMatches(self.Tables, matches.tables, apiToSearchFor);
APIDocumentationMixin:AddAllMatches(self.Functions, matches.functions, apiToSearchFor);
APIDocumentationMixin:AddAllMatches(self.Events, matches.events, apiToSearchFor);
-- Only return something if we matched anything
for name, subTable in pairs(matches) do
if tGetN(subTable) > 0 then
return matches;
end
end
return nil;
end
local function AddAll(apiContainer, matchesContainer)
if apiContainer then
for i, apiInfo in ipairs(apiContainer) do
table.insert(matchesContainer, apiInfo);
end
end
end
function SystemsAPIMixin:ListAllAPI()
local allAPI = {
tables = {},
functions = {},
events = {},
};
AddAll(self.Tables, allAPI.tables);
AddAll(self.Functions, allAPI.functions);
AddAll(self.Events, allAPI.events);
return allAPI;
end
function SystemsAPIMixin:GetNumTables()
return self.Tables and tGetN(self.Tables) or 0;
end
function SystemsAPIMixin:GetNumFunctions()
return self.Functions and tGetN(self.Functions) or 0;
end
function SystemsAPIMixin:GetNumEvents()
return self.Events and tGetN(self.Events) or 0;
end
@@ -0,0 +1,74 @@
-- Backport of Blizzard_APIDocumentation/TablesAPIMixin.lua to vanilla 1.12 /
-- Lua 5.0.
--
-- Implementation differences from the retail source: none.
TablesAPIMixin = CreateFromMixins(BaseAPIMixin);
function TablesAPIMixin:GetParentName()
if self.System then
return self.System:GetName();
end
return "";
end
function TablesAPIMixin:GetType()
return "table";
end
function TablesAPIMixin:GetPrettyType()
return self.Type:lower();
end
function TablesAPIMixin:GetLinkHexColor()
return "55ffdd";
end
function TablesAPIMixin:GetFullName() -- override
if self.Type == "Enumeration" then
return ("Enum.%s"):format(self:GetName());
end
return BaseAPIMixin.GetFullName(self);
end
function TablesAPIMixin:MatchesSearchString(searchString)
if self:GetLoweredName():match(searchString) then
return true;
end
if self:MatchesAnyDocumentation(searchString) then
return true;
end
if self:MatchesAnyAPI(self.Fields, searchString) then
return true
end
return false;
end
function TablesAPIMixin:GetDetailedOutputLines()
local lines = {};
table.insert(lines, self:GetSingleOutputLine());
self:AddSystemTag(lines);
self:AddDocumentationTags(lines);
if self.Fields then
if self.Type == "Enumeration" then
table.insert(lines, APIDocumentation:GetIndentString() .. "Num Values: " .. self.NumValues);
table.insert(lines, APIDocumentation:GetIndentString() .. "Min Value: " .. self.MinValue);
table.insert(lines, APIDocumentation:GetIndentString() .. "Max Value: " .. self.MaxValue);
table.insert(lines, APIDocumentation:GetIndentString() .. "Values");
else
table.insert(lines, APIDocumentation:GetIndentString() .. "Fields");
end
for i, fieldInfo in ipairs(self.Fields) do
table.insert(lines, APIDocumentation:GetIndentString(2) .. fieldInfo:GetSingleOutputLine());
end
end
return lines;
end
@@ -0,0 +1,98 @@
-- ActionButtonUseKeyDown: action-bar key bindings act on the key press when
-- the cvar is set, on the release otherwise -- 4.3.4's FrameXML handlers
-- (ActionButton.lua, MultiActionBars.lua, PetActionBarFrame.lua). Each keeps
-- 1.12's own body; 4.3.4 adds only the cvar test: the press always shows the
-- button pushed and acts when the cvar is set, the release shows it normal
-- and acts when it is not. The engine registers the cvar (default 0, so the
-- release stays the default).
local GetCVarBool = ClassicAPI.C_CVar.GetCVarBool;
local function UseKeyDown()
return GetCVarBool("ActionButtonUseKeyDown");
end
-- 1.12's ActionButtonUp / MultiActionButtonUp body.
local function UseActionButton(button, onSelf)
if ( MacroFrame_SaveMacro ) then
MacroFrame_SaveMacro();
end
UseAction(ActionButton_GetPagedID(button), 0, onSelf);
if ( IsCurrentAction(ActionButton_GetPagedID(button)) ) then
button:SetChecked(1);
else
button:SetChecked(0);
end
end
local function MainBarButton(id)
if ( BonusActionBarFrame:IsShown() ) then
return getglobal("BonusActionButton"..id), true;
end
return getglobal("ActionButton"..id), false;
end
function ActionButtonDown(id)
local button = MainBarButton(id);
if ( button:GetButtonState() == "NORMAL" ) then
button:SetButtonState("PUSHED");
end
if ( UseKeyDown() ) then
UseActionButton(button);
end
end
function ActionButtonUp(id, onSelf)
local button, bonus = MainBarButton(id);
if ( button:GetButtonState() == "PUSHED" ) then
button:SetButtonState("NORMAL");
if ( not UseKeyDown() ) then
-- 1.12's bonus-bar branch uses the action without onSelf.
if ( bonus ) then
UseActionButton(button);
else
UseActionButton(button, onSelf);
end
end
end
end
function MultiActionButtonDown(bar, id)
local button = getglobal(bar.."Button"..id);
if ( button:GetButtonState() == "NORMAL" ) then
button:SetButtonState("PUSHED");
end
if ( UseKeyDown() ) then
UseActionButton(button);
end
end
function MultiActionButtonUp(bar, id, onSelf)
local button = getglobal(bar.."Button"..id);
if ( button:GetButtonState() == "PUSHED" ) then
button:SetButtonState("NORMAL");
if ( not UseKeyDown() ) then
UseActionButton(button, onSelf);
end
end
end
function PetActionButtonDown(id)
local button = getglobal("PetActionButton"..id);
if ( button:GetButtonState() == "NORMAL" ) then
button:SetButtonState("PUSHED");
end
if ( UseKeyDown() ) then
CastPetAction(id);
end
end
function PetActionButtonUp(id)
local button = getglobal("PetActionButton"..id);
if ( button:GetButtonState() == "PUSHED" ) then
button:SetButtonState("NORMAL");
if ( not UseKeyDown() ) then
CastPetAction(id);
end
end
end
+170 -9
View File
@@ -1,5 +1,10 @@
if C_AddOns.DoesAddOnExist('pfUI') then
EventUtil.ContinueOnAddOnLoaded('pfUI', function()
-- A pfUI that sets `handlesHookScript` was written against our
-- additions and manages them itself, so none of the shims below apply
-- to it.
if pfUI.handlesHookScript then return end
-- pfUI\pfUI.lua redeclares the RAID_CLASS_COLORS object at least 14 times (insane!!)
-- This stops it from replacing all our ColorMixin values
pfUI.UpdateColors = function() end
@@ -17,13 +22,12 @@ if C_AddOns.DoesAddOnExist('pfUI') then
-- CreateFrame to shadow HookScript with a falsy field so those forks
-- fall back to their vanilla SetScript path. The wrapper is removed as
-- soon as the actionbar module finishes loading so it affects nothing
-- else. A pfUI is trusted to handle HookScript itself if EITHER signal
-- is present: the maintained "brues" X-Website tag OR the
-- `pfUI.handlesHookScript` capability flag. Without the website the
-- flag is required; if neither is present we apply the shim.
-- else. The maintained "brues" fork, identified by its X-Website tag,
-- handles HookScript on its own buttons and is exempt from this part;
-- every other fork gets the shim.
local website = GetAddOnMetadata("pfUI", "X-Website")
local hasBruesWebsite = website and strfind(website, 'brues')
if not hasBruesWebsite and not pfUI.handlesHookScript then
if not hasBruesWebsite then
local _createFrame = CreateFrame
local HookedCreateFrame = function(frameType, name, parent, template)
local frame = _createFrame(frameType, name, parent, template)
@@ -43,13 +47,10 @@ if C_AddOns.DoesAddOnExist('pfUI') then
end)
end
if C_AddOns.DoesAddOnExist("SpecialTalentUI") then
EventUtil.ContinueOnAddOnLoaded("SpecialTalentUI", CAPI_ApplyStandardColorGlobals)
end
-- ShaguTweaks libpredict register's TBC events that ClassicAPI backports.
if C_AddOns.DoesAddOnExist("ShaguTweaks") then
EventUtil.ContinueOnAddOnLoaded("ShaguTweaks", function()
if not ShaguTweaks or (ShaguTweaks.API and ShaguTweaks.API.classicapi_version) then return end
local libp = ShaguTweaks.libpredict
if libp then
libp.sender:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
@@ -79,6 +80,72 @@ end
CAPI_MouseoverClearedCompat(GameTooltip)
-- Restores vanilla calling for ONE frame's script handler. Our DLL hands script
-- handlers modern positional arguments (`self`, then the event's own args) on
-- top of the `this` / `arg1` globals vanilla uses. That is additive for a
-- handler declared `function()`, but a handler declared with a parameter of its
-- own -- one written to be BOTH called directly and used as a script -- now
-- receives `self` in that parameter instead of the nil it was written for.
--
-- The wrapper below takes no parameters, so those extra arguments stop here,
-- and the original runs with the empty argument list vanilla gave it. The
-- globals are untouched by the nesting, so the handler still reads `this` and
-- `event` normally.
function CAPI_VanillaScriptArgsCompat(frame, script)
if not frame then return end
local original = frame:GetScript(script)
if not original then return end
frame:SetScript(script, function()
original()
end)
end
-- LunaUnitFrames sets `SetupGroupHeader(groupType)` as its group headers'
-- OnEvent while also calling it directly with a group name. As a handler it
-- expects `groupType` to be nil so it falls back to `this.unitGroup`. Given
-- `self` instead, it looks the header up by frame rather than by name, finds
-- nothing, and indexes nil (units.lua:358, issue #41). Its raid counterpart
-- takes the header frame itself, so `self` is already what it wants -- only the
-- group headers need this.
if C_AddOns.DoesAddOnExist("LunaUnitFrames") then
EventUtil.ContinueOnAddOnLoaded("LunaUnitFrames", function()
if not (LunaUF and LunaUF.Units) then return end
local function FixGroupHeader(unit)
CAPI_VanillaScriptArgsCompat(getglobal("LUFHeader" .. (unit or "")),
"OnEvent")
end
-- Headers are built on demand, so cover the ones already up and every
-- one created later.
FixGroupHeader("party")
FixGroupHeader("partytarget")
FixGroupHeader("partypet")
hooksecurefunc(LunaUF.Units, "LoadGroupHeader", function(self, unit)
FixGroupHeader(unit)
end)
end)
end
-- Turtle's Options frame sets `GroupFrame_ToggleMovement(state)` as the
-- "Toggle Movement" button's OnClick (FrameXML\OptionsFrame.lua), while the
-- group dropdown and the addon itself call it directly with 0 or 1. As a
-- handler it expects `state` to be nil so it toggles from the current mouse
-- state. Given `self` instead, it does `1 - state` on the button and errors
-- (Turtle_GroupUI.lua:409). The button is reused and its script re-set on every
-- redraw, so wrap the global it reads rather than the frame: only a number
-- passes through.
if C_AddOns.DoesAddOnExist("Turtle_GroupUI") then
EventUtil.ContinueOnAddOnLoaded("Turtle_GroupUI", function()
local original = GroupFrame_ToggleMovement
if not original then return end
GroupFrame_ToggleMovement = function(state)
if type(state) ~= "number" then state = nil end
return original(state)
end
end)
end
if C_AddOns.DoesAddOnExist("Puppeteer") then
EventUtil.ContinueOnAddOnLoaded("Puppeteer", function()
CAPI_MouseoverClearedCompat(PTEnemyUpdater)
@@ -113,3 +180,97 @@ if C_AddOns.DoesAddOnExist("ModernSpellBook") and not HookScript then
end
end
end
-- Compost-2.0 (rev 17406+, bundled by BigWigs among others) replaces most of
-- its own body with stubs once it believes it is on Lua 5.1, on the reasoning
-- that table recycling is pointless when the collector already does it:
--
-- local lua51 = loadstring("return function(...) return ... end") and true or false
-- ...
-- if lua51 then function lib:Erase() return {} end
-- else function lib:Erase(t) --[[ clears t in place ]] end
--
-- Our 5.1 syntax backport makes that probe pass, so the stubs win. For
-- GetTable and Reclaim that is harmless -- both are pure recycling hints. Erase
-- is not: callers hand it a live table and expect its keys gone. The stub takes
-- no parameter at all, so every `compost:Erase(t)` that clears in place (rather
-- than assigning the returned table) silently stops clearing.
--
-- Puppeteer is the reported casualty. PTUnit:ClearAuras erases its
-- TrackedDebuffTypes, AfflictedDebuffTypes and aura-ID sets in place, so a
-- dispel type never leaves the set once applied: a cursed raid member keeps its
-- debuff colour after the curse is cleaned, and HasDebuffID answers true for
-- auras that are long gone. It takes a second addon shipping the newer Compost
-- to show up, because AceLibrary arbitrates on the highest $Revision and
-- ignores load order -- so a lone Puppeteer keeps its own working rev 11579.
--
-- Restore an in-place Erase matching the pre-stub body. Probed by behavior
-- rather than by revision or addon name, so a Compost that already clears is
-- left alone.
--
-- Re-checked on every ADDON_LOADED rather than once, because AceLibrary can
-- upgrade a library at any point during load -- including from an addon loaded
-- on demand mid-session -- and an upgrade installs the new copy's functions
-- over ours. We cannot simply wait for a late event either, since this addon
-- loads first and AceLibrary does not exist yet at that point.
--
-- Repeating is cheap because the verdict is cached against the function that
-- earned it: a check settles to two identity comparisons once the live Erase
-- has been either vetted or replaced, and only an Erase we have never seen
-- costs a probe. The probe table is reused across checks (refilled each time,
-- so leftover state cannot skew the answer) rather than built per check.
local compostProbe = {}
local vettedErase
local function EraseInPlace(self, t)
if type(t) ~= "table" then return end
setmetatable(t, nil)
for k in pairs(t) do
t[k] = nil
end
table.setn(t, 0)
return t
end
local function EnsureCompostErasesInPlace()
if not (AceLibrary and AceLibrary.HasInstance
and AceLibrary:HasInstance("Compost-2.0")) then
return
end
local compost = AceLibrary("Compost-2.0")
if compost.Erase == EraseInPlace or compost.Erase == vettedErase then
return
end
compostProbe[1] = "array"
compostProbe.key = "hash"
compost:Erase(compostProbe)
if next(compostProbe) == nil then
vettedErase = compost.Erase -- clears in place; leave it alone
return
end
compost.Erase = EraseInPlace
end
EventRegistry:RegisterFrameEventAndCallback("ADDON_LOADED",
EnsureCompostErasesInPlace)
EventRegistry:RegisterFrameEventAndCallback("PLAYER_LOGIN",
EnsureCompostErasesInPlace)
EnsureCompostErasesInPlace()
-- Some addons carry a copy of Blizzard's own color definitions -- a plain
-- `NORMAL_FONT_COLOR = {r=1.0, g=0.82, b=0}` and its friends -- and assign
-- them at file scope. That takes ColorMixin off those globals for every addon
-- that loads later, which is what breaks pfUI's who list when it calls
-- `NORMAL_FONT_COLOR:GetRGB()` (brues-code/pfUI#56).
--
-- Re-apply after each addon loads, so a clobbered color is repaired before the
-- next addon reads it. This also covers an addon loaded on demand mid-session.
-- The pass mixes the methods back into the table that is there, and costs one
-- lookup per color when nothing is broken.
EventRegistry:RegisterFrameEventAndCallback("ADDON_LOADED",
CAPI_ApplyStandardColorGlobals)
EventRegistry:RegisterFrameEventAndCallback("PLAYER_LOGIN",
CAPI_ApplyStandardColorGlobals)
+80 -9
View File
@@ -81,18 +81,89 @@ function ColorMixin:WrapTextInColorTableCode(text)
return WrapTextInColorCode(text, self:GenerateHexColor())
end
for _, v in pairs(ITEM_QUALITY_COLORS) do
v.color = CreateColor(v.r, v.g, v.b, 1)
-- Publishes the standard color globals (NORMAL_FONT_COLOR and friends) as
-- ColorMixin objects, the way Blizzard_SharedXMLBase/Color.lua does.
--
-- Runs at load and again after every addon loads (see Util/AddOnCompat.lua).
-- An addon that carries a copy of Blizzard's own definition -- a plain
-- `NORMAL_FONT_COLOR = {r=1.0, g=0.82, b=0}` -- assigns it over ours at file
-- scope, and every addon that loads after it then finds a color with no
-- methods. A later pass mixes ColorMixin INTO the table that is there instead
-- of replacing it, so the values that addon chose stay, and each reference it
-- gave out gets the methods too.
--
-- Only a color that is absent or has lost its methods is touched. A tag that
-- holds something other than a color table belongs to some other addon, so it
-- is left alone. A `<TAG>_CODE` string that is already set is never rewritten:
-- FrameXML writes those together with the values they go with.
local standardColors
-- True for a table that carries r/g/b numbers.
local function HasRGB(value)
return type(value) == "table"
and type(value.r) == "number"
and type(value.g) == "number"
and type(value.b) == "number"
end
function CAPI_ApplyStandardColorGlobals()
local envTbl = _G
for _, dbColor in ipairs(C_UIColor.GetColors()) do
if not envTbl[dbColor.baseTag] or not envTbl[dbColor.baseTag].GetRGB then
local color = CreateColor(dbColor.color.r, dbColor.color.g, dbColor.color.b, dbColor.color.a)
envTbl[dbColor.baseTag] = color
envTbl[dbColor.baseTag.."_CODE"] = color:GenerateHexColorMarkup()
-- True for a color table that still needs the mixin.
local function IsPlainColorTable(value)
return HasRGB(value) and not value.GetRGB
end
-- ITEM_QUALITY_COLORS is the same story with one more level: FrameXML builds
-- each entry as a plain {r, g, b, hex} table, and the `color` object on it is
-- ours. An addon that carries its own copy of the table takes those objects
-- with it, so repair the entries on the same pass. Keys run from -1, so this
-- walks the table with pairs.
local function ApplyItemQualityColors()
if type(ITEM_QUALITY_COLORS) ~= "table" then return end
for _, quality in pairs(ITEM_QUALITY_COLORS) do
if type(quality) == "table" then
if IsPlainColorTable(quality.color) then
quality.color = Mixin(quality.color, ColorMixin)
quality.color.a = quality.color.a or 1
elseif quality.color == nil and HasRGB(quality) then
quality.color = CreateColor(quality.r, quality.g, quality.b, 1)
end
end
end
end
function CAPI_ApplyStandardColorGlobals()
-- `C_UIColor.GetColors()` makes a color object for each of its 187 rows,
-- so keep the values from the first call. Each later pass is then one
-- lookup per tag.
if not standardColors then
standardColors = {}
for _, dbColor in ipairs(C_UIColor.GetColors()) do
table.insert(standardColors, {
tag = dbColor.baseTag,
r = dbColor.color.r,
g = dbColor.color.g,
b = dbColor.color.b,
a = dbColor.color.a,
})
end
end
for _, entry in ipairs(standardColors) do
local current = _G[entry.tag]
local color
if current == nil then
color = CreateColor(entry.r, entry.g, entry.b, entry.a)
_G[entry.tag] = color
elseif IsPlainColorTable(current) then
color = Mixin(current, ColorMixin)
color.a = color.a or 1
end
if color and _G[entry.tag.."_CODE"] == nil then
_G[entry.tag.."_CODE"] = color:GenerateHexColorMarkup()
end
end
ApplyItemQualityColors()
end
CAPI_ApplyStandardColorGlobals()
@@ -27,3 +27,18 @@ function EquipmentManager_GetLocationData(location)
return locationData;
end
function EquipmentManager_EquipSet(setID)
if ( C_EquipmentSet.EquipmentSetContainsLockedItems(setID) or C_Spell.UnitCastingInfo("player") ) then
UIErrorsFrame:AddMessage(ERR_CLIENT_LOCKED_OUT, 1.0, 0.1, 0.1, 1.0);
return;
end
C_EquipmentSet.UseEquipmentSet(setID);
end
-- An equipment-set action button fires WEAR_EQUIPMENT_SET; equipping is the UI's job.
local EquipmentManagerFrame = CreateFrame("Frame");
EquipmentManagerFrame:SetScript("OnEvent", function()
EquipmentManager_EquipSet(arg1);
end);
EquipmentManagerFrame:RegisterEvent("WEAR_EQUIPMENT_SET");
+8 -2
View File
@@ -3,8 +3,8 @@
-- Only the dependency-light, commonly-called helpers are ported. Omitted:
-- - the fade/flash functions (UIFrameFade*/UIFrameFlash*) are already
-- native in 1.12.
-- - RegisterFrameForUnitEvents (no RegisterUnitEvent in 1.12), and the
-- scale/layout/secure/EventRegistry helpers (rely on APIs absent here).
-- - the scale/layout/secure/EventRegistry helpers (rely on APIs absent
-- here).
FrameUtil = FrameUtil or {};
@@ -14,6 +14,12 @@ function FrameUtil.RegisterFrameForEvents(frame, events)
end
end
function FrameUtil.RegisterFrameForUnitEvents(frame, events, ...)
for i, event in ipairs(events) do
frame:RegisterUnitEvent(event, unpack(arg));
end
end
function FrameUtil.UnregisterFrameForEvents(frame, events)
for i, event in ipairs(events) do
frame:UnregisterEvent(event);
+34
View File
@@ -61,6 +61,18 @@ LinkTypes = {
LinkUtil = {};
-- `assertsafe` isn't a global in stock 1.12; defined as a local fallback so
-- this file stays self-contained, the same way FunctionUtil.lua and Pools.lua
-- do. Only fires when `condition` is falsy, matching Blizzard's semantics.
local function assertsafe(condition, msg)
if not condition then
local handler = geterrorhandler and geterrorhandler();
if handler then
handler(msg or "assertion failed!");
end
end
end
function LinkUtil.FormatLink(linkType, linkDisplayText, ...)
local linkFormatTable = { string.format("|H%s", linkType) };
for i = 1, arg.n do
@@ -185,3 +197,25 @@ do
s_linkHandlerFunctions[linkType] = handlerFunction;
end
end
------------------------------------------------------------------------------
-- Click dispatch. Retail's SetItemRef opens with exactly this: build the
-- context, offer the link to the registered handlers, and stop if one took it.
-- 1.12's SetItemRef knows only item and player links and would reject anything
-- else, so the dispatch wraps it here instead of living in the engine.
--
-- The chat renderer itself accepts any |H<type>:...|h[text]|h and makes it
-- clickable, so a handler is all a new link type needs.
--
-- Capture-and-replace, not hooksecurefunc: a post-hook cannot stop the engine
-- from rejecting the link first. 1.12 passes (link, text, button); `link` is
-- the payload without the |H and |h wrappers, `text` the whole decorated link.
------------------------------------------------------------------------------
local originalSetItemRef = SetItemRef;
function SetItemRef(link, text, button, chatFrame)
local contextData = { button = button, frame = chatFrame };
if LinkUtil.ProcessLink(link, text, contextData) == LinkProcessorResponse.Handled then
return;
end
return originalSetItemRef(link, text, button, chatFrame);
end
@@ -0,0 +1,52 @@
-- MacroIconSelection.lua -- the Macro UI's macro list shows the icon a
-- `#showtooltip` resolved to, the way the action button does.
--
-- `GetMacroInfo` reports the icon the macro STORES, and it has to keep
-- reporting that one: `MacroFrame_Update` seeds the icon selector from that
-- return, so answering with a resolved icon there would pre-select an icon the
-- player never picked, in the one place that edits the stored icon.
--
-- That leaves the list buttons showing the question mark for a macro whose
-- action button shows a spell. `C_Macro.GetMacroIcon` returns the icon a macro
-- currently shows, so paint the buttons from it once the stock update has
-- drawn them. An empty slot and a macro with a chosen icon both answer with
-- what stock already drew, so those are left alone.
local function ApplyIcon(texture, macroSlot)
if not texture then
return
end
local shown = C_Macro.GetMacroIcon(macroSlot)
if shown then
texture:SetTexture(shown)
end
end
local function PaintMacroList()
if not (MacroFrame and MacroFrame.macroBase) then
return
end
for i = 1, MAX_MACROS do
ApplyIcon(_G["MacroButton" .. i .. "Icon"], MacroFrame.macroBase + i)
end
if MacroFrame.selectedMacro then
ApplyIcon(MacroFrameSelectedMacroButtonIcon, MacroFrame.selectedMacro)
end
end
local function WrapMacroFrameUpdate()
if not MacroFrame_Update then
return
end
local original = MacroFrame_Update
-- No `...`: `MacroFrame_Update` takes no arguments, and Lua 5.0 would
-- build an `arg` table for every vararg call.
MacroFrame_Update = function()
original()
PaintMacroList()
end
end
-- Blizzard_MacroUI loads on demand.
EventUtil.ContinueOnAddOnLoaded("Blizzard_MacroUI", WrapMacroFrameUpdate)
+153 -23
View File
@@ -24,8 +24,9 @@
-- one ClassicAPI extension: [known:spellID] / [known:name].
-- Where a keyword's underlying state does not exist on 1.12 (flying, flyable,
-- vehicleui, unithasvehicleui) the condition is a constant false; where 1.12
-- only has a partial answer (spec is always primary, button/actionbar default
-- to the resting state) the closest honest mapping is used. An UNKNOWN keyword
-- only has a partial answer (spec is always primary; actionbar defaults to the
-- resting state, as does button when no click is running) the closest honest
-- mapping is used. An UNKNOWN keyword
-- is a hard false with a one-time warning -- never a silent pass -- so a typo
-- can't wrongly show a frame. See docs/API.md for the full contract.
--
@@ -217,29 +218,46 @@ CONDITIONS.spec = function(target, args)
return true;
end
-- [mod:X/Y] passes when any value is a held modified click: a modifier string
-- ("shift", "lctrl", "alt-shift") or a modified-click action ("SELFCAST"), as
-- 4.3.4's EvaluateModifier asks IsModifiedClick. Bare [mod] is any of them.
local IsModifiedClick = ClassicAPI.IsModifiedClick;
CONDITIONS.modifier = function(target, args)
if args then
for i = 1, args.n do
local a = strlower(args[i]);
if a == "shift" then
if IsShiftKeyDown() then return true; end
elseif a == "ctrl" then
if IsControlKeyDown() then return true; end
elseif a == "alt" then
if IsAltKeyDown() then return true; end
end
if IsModifiedClick(args[i]) then return true; end
end
return false;
end
return IsShiftKeyDown() or IsControlKeyDown() or IsAltKeyDown();
return IsModifiedClick() ~= nil;
end
-- Outside a click context the "current" button is the left button.
-- [button:N] numbers the mouse buttons the way the rest of the modern API
-- does -- 1 left, 2 RIGHT, 3 middle, 4, 5. That is deliberately not the order
-- of the engine's internal click bitmask (where 2 is the middle button), which
-- never reaches Lua. A name is matched as written, so a button clicked with an
-- explicit name (`someButton:Click("LeftButton")`) answers [button:leftbutton]
-- as well as [button:1].
local BUTTON_NUMBER_NAMES = {
["1"] = "leftbutton",
["2"] = "rightbutton",
["3"] = "middlebutton",
["4"] = "button4",
["5"] = "button5",
};
CONDITIONS.button = function(target, args)
if args then
-- GetMouseButtonClicked() is the button of the click this macro is
-- running inside. It reads nil when no click is running -- a state
-- driver poll, or the re-evaluation behind a macro's #showtooltip
-- display -- and the engine's own no-argument Button:Click() means the
-- left button, so that is the resting answer.
local current = strlower(GetMouseButtonClicked() or "LeftButton");
for i = 1, args.n do
local a = args[i];
if a == "1" or strlower(a) == "leftbutton" then return true; end
local a = strlower(args[i]);
if (BUTTON_NUMBER_NAMES[a] or a) == current then return true; end
end
return false;
end
@@ -346,6 +364,14 @@ CONDITIONS.worn = CONDITIONS.equipped;
local warned = {};
-- Keywords met during the current `ParseOptions` run that this parser does
-- not own. A condition we cannot evaluate means the options were written for
-- another macro parser's dialect, so the fact is recorded on the parsed
-- clause set rather than reported here. The caller decides what to do with
-- it: a command the player ran names the keyword, and the macro-display scan
-- leaves the macro alone.
local parseUnknowns;
-- piece -> { pred = fn, neg = bool, args = { n, [i] } or nil }
local function ParseCondition(piece)
local neg = false;
@@ -368,10 +394,11 @@ local function ParseCondition(piece)
local pred = CONDITIONS[keyword];
if not pred then
if not warned[keyword] then
warned[keyword] = true;
print("SecureCmdOptionParse: unknown condition '" .. keyword .. "'");
if not parseUnknowns then
parseUnknowns = { n = 0 };
end
parseUnknowns.n = parseUnknowns.n + 1;
parseUnknowns[parseUnknowns.n] = keyword;
pred = AlwaysFalse;
neg = false; -- an unknown keyword is a hard false
end
@@ -413,8 +440,10 @@ local function ParseClause(text)
return { value = Trim(value), groups = groups };
end
-- options -> { n, [i] = clause }. Splits on ';' at bracket depth 0.
-- options -> { n, [i] = clause, unknown = { n, [i] = keyword } or nil }.
-- Splits on ';' at bracket depth 0.
local function ParseOptions(options)
parseUnknowns = nil;
local clauses = { n = 0 };
local len = strlen(options);
local pos = 1;
@@ -436,6 +465,8 @@ local function ParseOptions(options)
clauses[clauses.n] = ParseClause(strsub(options, pos, i - 1));
pos = i + 1;
end
clauses.unknown = parseUnknowns;
parseUnknowns = nil;
return clauses;
end
@@ -445,8 +476,80 @@ end
local cache = {};
-- `@unit` takes a character name as well as a token (`[target=Feral]`), and a
-- name has to be searched for in the object manager. That search is the one
-- expensive step here, so a pass remembers what it already found. The table
-- is only built once a pass meets a name, and the next pass drops it: a token
-- kept across passes could name a different unit by then.
local passNames;
local function TokenForName(name)
if passNames then
local cached = passNames[name];
if cached ~= nil then
return cached or nil; -- false records "nobody there"
end
else
passNames = {};
end
local token = UnitTokenFromName(name);
passNames[name] = token or false;
return token;
end
-- A `@unit` piece as something the engine's unit functions accept, with no
-- question asked about whether a unit is there. `IsUnitToken` tells a token
-- from a name by asking the engine's own resolver, and it does not go looking
-- for the unit -- which is what the conditions do next anyway.
local function TokenForTarget(target)
if IsUnitToken(target) then
return target;
end
return TokenForName(target);
end
-- Whether a `@unit` piece has a unit behind it right now. The pcall tells a
-- token from a name in one step: the engine raises for a string that names no
-- token, which is exactly the case to hand to the by-name search. That also
-- keeps a typo failing the group instead of the caller.
local function TargetExists(target)
local ok, exists = pcall(UnitExists, target);
if ok then
return exists and true or false;
end
local token = TokenForName(target);
return token ~= nil and UnitExists(token) and true or false;
end
-- Targets that do not name a unit. `none` clears the target and `cursor`
-- names a world position, so neither can be tested with UnitExists and both
-- always pass the existence gate below.
local NON_UNIT_TARGETS = { none = true, cursor = true };
local function GroupPasses(group)
local target = group.target or "target";
local target = group.target;
local named = target and not NON_UNIT_TARGETS[strlower(target)];
if group.n == 0 then
-- A group that only names a unit (`[@mouseover]`) passes only while
-- that unit exists, so `[@mouseover][] Spell` falls through to the
-- next group when nothing is moused over. A bare `[]` and the
-- non-unit targets always pass. Groups with conditions leave
-- existence to them (`[@focus,noexists]` still works).
if not named then
return true;
end
return TargetExists(target);
end
if named then
-- The conditions ask the engine about this unit, so a name has to
-- become a token first. Existence is theirs to test, so it is not
-- asked for here.
target = TokenForTarget(target);
if not target then
return false;
end
end
target = target or "target";
for i = 1, group.n do
local cond = group[i];
local ok = cond.pred(target, cond.args);
@@ -460,29 +563,56 @@ local function GroupPasses(group)
return true;
end
function SecureCmdOptionParse(options)
-- Returns the matched value, the passing group's target, and the name of the
-- first condition the options use that this parser does not own.
--
-- That third value marks the options as another macro parser's dialect. A
-- caller that scans macro bodies it did not write passes `quiet` and reads it,
-- so it can leave such a macro alone instead of naming a keyword the player
-- has no reason to fix.
function SecureCmdOptionParse(options, quiet)
if type(options) ~= "string" then
error("Usage: SecureCmdOptionParse(\"options\")");
return nil; -- WoW's error() may not unwind
end
-- Start of a pass: drop what the last one resolved by name. Nothing is
-- allocated unless a name was actually met, so the all-token case (the
-- common one, polled several times a second) costs nothing here.
if passNames then
passNames = nil;
end
local clauses = cache[options];
if not clauses then
clauses = ParseOptions(options);
cache[options] = clauses;
end
-- Name each keyword once, for a caller that wants to hear about it.
local unknown = clauses.unknown;
if unknown and not quiet then
for i = 1, unknown.n do
local keyword = unknown[i];
if not warned[keyword] then
warned[keyword] = true;
print("SecureCmdOptionParse: unknown condition '" .. keyword .. "'");
end
end
end
local foreign = unknown and unknown[1] or nil;
for i = 1, clauses.n do
local clause = clauses[i];
local groups = clause.groups;
if groups.n == 0 then
return clause.value;
return clause.value, nil, foreign;
end
for j = 1, groups.n do
if GroupPasses(groups[j]) then
return clause.value, groups[j].target;
return clause.value, groups[j].target, foreign;
end
end
end
return nil;
return nil, nil, foreign;
end
+182 -185
View File
@@ -1,222 +1,219 @@
-- SecureStateDriver: automatic frame state / visibility from macro conditionals.
--
-- Backports FrameXML's SecureStateDriverManager. A registered driver re-runs
-- SecureCmdOptionParse (Util/MacroOptions.lua) on a 0.2s poll (plus an instant
-- rescan on the events below) and applies the result:
-- * RegisterStateDriver(frame, "visibility", "[combat] hide; show") -> the
-- value "show"/"hide" drives frame:Show()/Hide();
-- * RegisterStateDriver / RegisterAttributeDriver for any other state ->
-- frame:SetAttribute("state-"..state, value), so an OnAttributeChanged
-- handler reacts to it;
-- * RegisterUnitWatch(frame [, asState]) -> shows/hides (or sets
-- "state-unitexists") as the frame's `unit` attribute comes and goes.
-- SecureStateDriverManager
-- Automatically sets states based on macro options for state driver frames
-- Also handled showing/hiding frames based on unit existence (code originally by Tem)
--
-- Base: 3.3.5 FrameXML/SecureStateDriver.lua, with the anniversary refinements
-- grafted in (the resolveDriver() consolidation, tonumber() coercion of driver
-- values, the literal string 'nil' -> nil, and the "statehidden" attribute).
-- 4.3.4 FrameXML/SecureStateDriver.lua, with three changes this client needs:
-- * Each handler falls back to the vanilla globals (`this`, `arg1`, `arg2`)
-- when called without arguments, so it keeps working while modern script
-- arguments are switched off (SetModernScriptArgs(false)).
-- * `string.match` instead of `strmatch`, which this client does not define.
-- * Events this client does not define (UPDATE_STEALTH, ...) are skipped
-- instead of registered, and UPDATE_SHAPESHIFT_FORMS (the 1.12 name) is
-- registered alongside UPDATE_SHAPESHIFT_FORM.
-- SecureCmdOptionParse is Util/MacroOptions.lua; SecureButton_GetUnit is
-- SecureTemplates.lua (loaded earlier).
-- Register a frame attribute to be set automatically with changes in game state
function RegisterAttributeDriver(frame, attribute, values)
if ( attribute and values and attribute:sub(1, 1) ~= "_" ) then
SecureStateDriverManager:SetAttribute("setframe", frame);
SecureStateDriverManager:SetAttribute("setstate", attribute.." "..values);
end
end
-- Unregister a frame from the state driver manager.
function UnregisterAttributeDriver(frame, attribute)
if ( attribute ) then
SecureStateDriverManager:SetAttribute("setframe", frame);
SecureStateDriverManager:SetAttribute("setstate", attribute);
else
SecureStateDriverManager:SetAttribute("delframe", frame);
end
end
-- Bridge functions for compatibility
function RegisterStateDriver(frame, state, values)
return RegisterAttributeDriver(frame, "state-"..state, values);
end
function UnregisterStateDriver(frame, state)
return UnregisterAttributeDriver(frame, "state-"..state);
end
-- Register a frame to be notified when a unit's existence changes, the
-- unit is obtained from the frame's attributes. If asState is true then
-- notification is via the 'state-unitexists' attribute with values
-- true and false. Otherwise it's via :Show() and :Hide()
function RegisterUnitWatch(frame, asState)
if ( asState ) then
SecureStateDriverManager:SetAttribute("addwatchstate", frame);
else
SecureStateDriverManager:SetAttribute("addwatch", frame);
end
end
-- Unregister a frame from the unit existence monitor.
function UnregisterUnitWatch(frame)
SecureStateDriverManager:SetAttribute("removewatch", frame);
end
--
-- Three deliberate deviations from upstream, all because 1.12 has no taint and
-- our attribute system fires OnAttributeChanged SYNCHRONOUSLY:
-- 1. No attribute-bootstrap manager. Upstream drives itself through
-- SecureStateDriverManager:SetAttribute("setframe"/"setstate"/...) -- a
-- taint-boundary trick. Our SetAttribute has a recursion guard (a nested
-- SetAttribute stores the value but does NOT fire the handler, see
-- src/frame/Attributes.cpp), so doing the registration-time resolve from
-- inside that handler would silently swallow the target frame's own
-- OnAttributeChanged. Instead the public Register* functions write plain
-- local tables and resolve immediately at top level. Public signatures are
-- unchanged from retail.
-- 2. GetTime()-deadline throttle instead of the OnUpdate `elapsed` arg (1.12
-- handlers take no parameters).
-- 3. UpdateUnitWatch guards its "statehidden"/"state-unitexists" writes on a
-- real change, so a watched frame's handler is not fired at 5 Hz.
-- ---------------------------------------------------------------------------
-- SecureButton_* (minimal -- no taint, no modifier/button suffix machinery)
-- ---------------------------------------------------------------------------
-- SecureButton_GetAttribute and SecureButton_GetUnit are defined in
-- SecureTemplates.lua (loaded earlier via SecureTemplates.xml).
-- ---------------------------------------------------------------------------
-- Private state
-- ---------------------------------------------------------------------------
local secureAttributeDrivers = {}; -- [frame][attribute] = optionsString
local unitExistsWatchers = {}; -- [frame] = doState (boolean)
local unitExistsCache = setmetatable({}, {
__index = function(t, k)
local v = (UnitExists(k) and true) or false;
t[k] = v;
return v;
end,
});
-- Private implementation
--
local secureAttributeDrivers = {};
local unitExistsWatchers = {};
local unitExistsCache = setmetatable({},
{ __index = function(t,k)
local v = UnitExists(k) or false;
t[k] = v;
return v;
end
});
local STATE_DRIVER_UPDATE_THROTTLE = 0.2;
local nextUpdate = 0;
local timer = 0;
local wipe = table.wipe;
-- Check to see if a frame is registered
function UnitWatchRegistered(frame)
return not (unitExistsWatchers[frame] == nil);
end
local function SecureStateDriverManager_UpdateUnitWatch(frame, doState)
local unit = SecureButton_GetUnit(frame);
local exists = (unit and unitExistsCache[unit]);
if ( doState ) then
local attr = exists or false;
if ( frame:GetAttribute("state-unitexists") ~= attr ) then
frame:SetAttribute("state-unitexists", attr);
end
else
if ( exists ) then
frame:Show();
frame:SetAttribute("statehidden", nil);
else
frame:Hide();
frame:SetAttribute("statehidden", true);
end
end
end
local pairs = pairs;
function UnitWatchRegistered(frame)
return unitExistsWatchers[frame] ~= nil;
end
-- ---------------------------------------------------------------------------
-- Resolvers
-- ---------------------------------------------------------------------------
local function UpdateUnitWatch(frame, doState)
local unit = SecureButton_GetUnit(frame);
local exists = (unit and unitExistsCache[unit]) or false;
if doState then
if frame:GetAttribute("state-unitexists") ~= exists then
frame:SetAttribute("state-unitexists", exists);
end
else
if exists then
frame:Show();
else
frame:Hide();
end
local hidden = (not exists) or nil;
if frame:GetAttribute("statehidden") ~= hidden then
frame:SetAttribute("statehidden", hidden);
end
end
end
-- consolidate duplicated code for footprint and maintainability
local function resolveDriver(frame, attribute, values)
local newValue = SecureCmdOptionParse(values);
local newValue = SecureCmdOptionParse(values);
if attribute == "state-visibility" then
if newValue == "show" then
frame:Show();
if frame:GetAttribute("statehidden") ~= nil then
frame:SetAttribute("statehidden", nil);
end
elseif newValue == "hide" then
frame:Hide();
if frame:GetAttribute("statehidden") ~= true then
frame:SetAttribute("statehidden", true);
if ( attribute == "state-visibility" ) then
if ( newValue == "show" ) then
frame:Show();
frame:SetAttribute("statehidden", nil);
elseif ( newValue == "hide" ) then
frame:Hide();
frame:SetAttribute("statehidden", true);
end
elseif ( newValue ) then
if ( newValue == 'nil' ) then
newValue = nil;
else
newValue = tonumber(newValue) or newValue;
end
local oldValue = frame:GetAttribute(attribute);
if ( newValue ~= oldValue ) then
frame:SetAttribute(attribute, newValue);
end
end
end
local function SecureStateDriverManager_OnUpdate(self,elapsed)
elapsed = elapsed or arg1;
timer = timer - elapsed;
if ( timer <= 0 ) then
timer = STATE_DRIVER_UPDATE_THROTTLE;
-- Handle state driver updates
for frame,drivers in pairs(secureAttributeDrivers) do
for attribute,values in pairs(drivers) do
resolveDriver(frame, attribute, values);
end
end
elseif newValue then
if newValue == "nil" then
newValue = nil;
else
newValue = tonumber(newValue) or newValue;
-- Handle unit existence changes
wipe(unitExistsCache);
for k in pairs(unitExistsCache) do
unitExistsCache[k] = nil;
end
if frame:GetAttribute(attribute) ~= newValue then
frame:SetAttribute(attribute, newValue);
for frame,doState in pairs(unitExistsWatchers) do
SecureStateDriverManager_UpdateUnitWatch(frame, doState);
end
end
end
-- ---------------------------------------------------------------------------
-- Manager frame
-- ---------------------------------------------------------------------------
local function SecureStateDriverManager_OnEvent(self, event)
timer = 0;
end
SecureStateDriverManager = CreateFrame("Frame", "SecureStateDriverManager");
SecureStateDriverManager:Hide(); -- hidden -> no OnUpdate until a driver exists
SecureStateDriverManager:SetScript("OnUpdate", function()
local now = GetTime();
if now < nextUpdate then
local function SecureStateDriverManager_OnAttributeChanged(self, name, value)
if ( not self ) then
self, name, value = this, arg1, arg2;
end
if ( not value ) then
return;
end
nextUpdate = now + STATE_DRIVER_UPDATE_THROTTLE;
for frame, drivers in pairs(secureAttributeDrivers) do
for attribute, values in pairs(drivers) do
if ( name == "setframe" ) then
if ( not secureAttributeDrivers[value] ) then
secureAttributeDrivers[value] = {};
end
SecureStateDriverManager:Show();
elseif ( name == "delframe" ) then
secureAttributeDrivers[value] = nil;
elseif ( name == "setstate" ) then
local frame = self:GetAttribute("setframe");
local attribute, values = string.match(value, "^(%S+)%s*(.*)$");
if ( values == "" ) then
secureAttributeDrivers[frame][attribute] = nil;
else
secureAttributeDrivers[frame][attribute] = values;
resolveDriver(frame, attribute, values);
end
elseif ( name == "addwatch" or name == "addwatchstate" ) then
local doState = (name == "addwatchstate");
unitExistsWatchers[value] = doState;
SecureStateDriverManager:Show();
SecureStateDriverManager_UpdateUnitWatch(value, doState);
elseif ( name == "removewatch" ) then
unitExistsWatchers[value] = nil;
elseif ( name == "updatetime" ) then
STATE_DRIVER_UPDATE_THROTTLE = value;
end
end
for k in pairs(unitExistsCache) do
unitExistsCache[k] = nil;
end
for frame, doState in pairs(unitExistsWatchers) do
UpdateUnitWatch(frame, doState);
end
end);
SecureStateDriverManager = CreateFrame("Frame", "SecureStateDriverManager", nil, "SecureFrameTemplate");
SecureStateDriverManager:Hide();
SecureStateDriverManager:SetScript("OnUpdate", SecureStateDriverManager_OnUpdate);
SecureStateDriverManager:SetScript("OnEvent", SecureStateDriverManager_OnEvent);
SecureStateDriverManager:SetScript("OnAttributeChanged", SecureStateDriverManager_OnAttributeChanged);
SecureStateDriverManager:SetScript("OnEvent", function()
nextUpdate = 0; -- force a rescan on the next frame
end);
SecureStateDriverManager:SetScript("OnAttributeChanged", function()
if arg1 == "updatetime" and tonumber(arg2) then
STATE_DRIVER_UPDATE_THROTTLE = tonumber(arg2);
end
end);
-- Events that warrant an early rescan. Each is guarded so a name this client
-- doesn't define (e.g. UPDATE_STEALTH) is simply skipped.
local rescanEvents = {
"MODIFIER_STATE_CHANGED", -- ClassicAPI-fired
"PLAYER_FOCUS_CHANGED", -- ClassicAPI-fired
"UPDATE_SHAPESHIFT_FORM", -- ClassicAPI-fired (singular)
"UPDATE_SHAPESHIFT_FORMS", -- native 1.12 (plural)
-- Events that trigger early rescans
for _, event in ipairs({
"MODIFIER_STATE_CHANGED",
"ACTIONBAR_PAGE_CHANGED",
"UPDATE_BONUS_ACTIONBAR",
"PLAYER_ENTERING_WORLD",
"UPDATE_SHAPESHIFT_FORM",
"UPDATE_SHAPESHIFT_FORMS",
"UPDATE_STEALTH",
"PLAYER_TARGET_CHANGED",
"PLAYER_FOCUS_CHANGED",
"PLAYER_REGEN_DISABLED",
"PLAYER_REGEN_ENABLED",
"UNIT_PET",
"RAID_ROSTER_UPDATE",
"PARTY_MEMBERS_CHANGED",
};
for _, event in ipairs(rescanEvents) do
if C_EventUtils.IsEventValid(event) then
}) do
if ( C_EventUtils.IsEventValid(event) ) then
SecureStateDriverManager:RegisterEvent(event);
end
end
-- ---------------------------------------------------------------------------
-- Public API
-- ---------------------------------------------------------------------------
function RegisterAttributeDriver(frame, attribute, values)
if attribute and values and string.sub(attribute, 1, 1) ~= "_" then
local drivers = secureAttributeDrivers[frame];
if not drivers then
drivers = {};
secureAttributeDrivers[frame] = drivers;
end
drivers[attribute] = values;
SecureStateDriverManager:Show();
resolveDriver(frame, attribute, values);
end
end
function UnregisterAttributeDriver(frame, attribute)
if attribute then
local drivers = secureAttributeDrivers[frame];
if drivers then
drivers[attribute] = nil;
end
else
secureAttributeDrivers[frame] = nil;
end
end
function RegisterStateDriver(frame, state, values)
RegisterAttributeDriver(frame, "state-" .. state, values);
end
function UnregisterStateDriver(frame, state)
UnregisterAttributeDriver(frame, state and ("state-" .. state));
end
function RegisterUnitWatch(frame, asState)
local doState = (asState and true) or false;
unitExistsWatchers[frame] = doState;
SecureStateDriverManager:Show();
UpdateUnitWatch(frame, doState);
end
function UnregisterUnitWatch(frame)
unitExistsWatchers[frame] = nil;
end
-- Deliberately ignoring mouseover and others' target changes because they change so much
File diff suppressed because it is too large Load Diff
+34
View File
@@ -92,3 +92,37 @@ function CreateSimpleTextureMarkup(file, width, height, xOffset, yOffset)
, yOffset or 0
);
end
function CreateAtlasMarkup(atlasName, width, height, offsetX, offsetY)
return string.format("|A:%s:%d:%d:%d:%d|a",
atlasName
, height or 0
, width or 0
, offsetX or 0
, offsetY or 0
);
end
-- Raid target markers, published as atlas names.
--
-- All eight markers live in one 4x4 sheet, so naming a single marker means
-- naming a cell inside that sheet — exactly what an atlas is for. Blizzard
-- publishes no atlas names for these, so the names here follow the standalone
-- marker files that other clients ship. An addon written against those files
-- finds the art under the name it already knows.
--
-- Marker N sits at column (N-1) mod 4 and row floor((N-1) / 4), counting from
-- the top left. That is the same cell math the chat marker tokens use.
local RAID_TARGET_SHEET = "Interface\\TargetingFrame\\UI-RaidTargetingIcons";
local RAID_TARGET_COLUMNS = 4;
local RAID_TARGET_CELL = 0.25; -- a 64 pixel cell in a 256 pixel sheet
for marker = 1, 8 do
local index = marker - 1;
local left = math.mod(index, RAID_TARGET_COLUMNS) * RAID_TARGET_CELL;
local top = math.floor(index / RAID_TARGET_COLUMNS) * RAID_TARGET_CELL;
C_Texture.RegisterAtlas("UI-RaidTargetingIcon_"..marker, RAID_TARGET_SHEET,
64, 64,
left, left + RAID_TARGET_CELL,
top, top + RAID_TARGET_CELL);
end
+18
View File
@@ -0,0 +1,18 @@
-- Backport of retail's Blizzard_ObjectAPI/UiMapPoint.lua. A UiMapPoint is the
-- plain struct the C_Map waypoint calls take and return:
-- { uiMapID = number, position = Vector2DMixin, z = number? }
local CreateVector2D = CreateVector2D
UiMapPoint = {};
function UiMapPoint.CreateFromCoordinates(uiMapID, x, y, z)
return { uiMapID = uiMapID, position = CreateVector2D(x, y), z = z };
end
function UiMapPoint.CreateFromVector2D(uiMapID, position, z)
return { uiMapID = uiMapID, position = CreateVector2D(position.x, position.y), z = z };
end
function UiMapPoint.CreateFromVector3D(uiMapID, position)
return { uiMapID = uiMapID, position = CreateVector2D(position.x, position.y), z = position.z };
end
+31
View File
@@ -0,0 +1,31 @@
-- The closed world map follows the player's zone, as the 3.x UI keeps it.
--
-- GetPlayerMapPosition("player") answers for whichever map the world map is
-- set to, open or not, and returns 0,0 when the player isn't on that map.
-- The 3.x FrameXML puts the map back on the player's zone whenever it is out
-- of view: WorldMapFrame_OnHide ends with SetMapToCurrentZone(), and
-- WatchFrame calls it on PLAYER_ENTERING_WORLD and, while the map is closed,
-- on ZONE_CHANGED_NEW_AREA. Vanilla has no WatchFrame and doesn't reset the
-- map when it closes, so after the player changes zones - or browses another
-- zone and closes the map - the closed map stays on that other zone, and code
-- written for 3.x that reads the player's position without setting the map
-- first gets 0,0 (Zygor Guides Viewer's travel steps never complete).
--
-- WatchFrame skips the zone-change reset while "Show quest objectives on the
-- map" is off; vanilla has no such option (the reset fed the tracker's POIs),
-- so here it always runs.
local frame = CreateFrame("Frame")
frame:RegisterEvent("PLAYER_ENTERING_WORLD")
frame:RegisterEvent("ZONE_CHANGED_NEW_AREA")
frame:SetScript("OnEvent", function(self, ev)
ev = ev or event
if ev == "ZONE_CHANGED_NEW_AREA" and WorldMapFrame:IsShown() then
return
end
SetMapToCurrentZone()
end)
WorldMapFrame:HookScript("OnHide", function()
SetMapToCurrentZone()
end)
+60
View File
@@ -78,12 +78,72 @@ PERCENTAGE_STRING = "%d%%";
SET_FRIENDNOTE_LABEL = "Notizen für %s eintragen:";
SET_NOTE = "Notiz eintragen";
SILVER_AMOUNT_SYMBOL = "S";
SLASH_CANCELAURA1 = "/auraabbruch";
SLASH_CANCELAURA2 = "/cancelaura";
SLASH_CANCELFORM1 = "/gestaltabbrechen";
SLASH_CANCELFORM2 = "/cancelform";
SLASH_CHANGEACTIONBAR1 = "/aktionsleistewechsel";
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
SLASH_CLEARFOCUS1 = "/fokusaufheben";
SLASH_CLEARFOCUS2 = "/clearfocus";
SLASH_CLEARTARGET1 = "/zielaufheben";
SLASH_CLEARTARGET2 = "/cleartarget";
SLASH_CLICK1 = "/klick";
SLASH_CLICK2 = "/click";
SLASH_DISMOUNT1 = "/absitzen";
SLASH_DISMOUNT2 = "/dismount";
SLASH_EQUIP1 = "/anlegen";
SLASH_EQUIP2 = "/equip";
SLASH_EQUIP_SET1 = "/Ausrüstungsset";
SLASH_EQUIP_SET2 = "/equipset";
SLASH_EQUIP_TO_SLOT1 = "/platzanlegen";
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
SLASH_FOCUS1 = "/fokus";
SLASH_FOCUS2 = "/focus";
SLASH_PET_AGGRESSIVE1 = "/baggressiv";
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
SLASH_PET_ATTACK1 = "/bangriff";
SLASH_PET_ATTACK2 = "/petattack";
SLASH_PET_AUTOCASTOFF1 = "/bautozauberaus";
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
SLASH_PET_AUTOCASTON1 = "/bautozauberan";
SLASH_PET_AUTOCASTON2 = "/petautocaston";
SLASH_PET_AUTOCASTTOGGLE1 = "/bautozauberanaus";
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
SLASH_PET_DEFENSIVE1 = "/bdefensiv";
SLASH_PET_DEFENSIVE2 = "/petdefensive";
SLASH_PET_FOLLOW1 = "/bfolgen";
SLASH_PET_FOLLOW2 = "/petfollow";
SLASH_PET_PASSIVE1 = "/bpassiv";
SLASH_PET_PASSIVE2 = "/petpassive";
SLASH_PET_STAY1 = "/bbleib";
SLASH_PET_STAY2 = "/petstay";
SLASH_STARTATTACK1 = "/angriffstart";
SLASH_STARTATTACK2 = "/startattack";
SLASH_STOPATTACK1 = "/angriffstop";
SLASH_STOPATTACK2 = "/stopattack";
SLASH_STOPCASTING1 = "/stoppwirken";
SLASH_STOPCASTING2 = "/stopcasting";
SLASH_SWAPACTIONBAR1 = "/aktionsleisteumschalten";
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
SLASH_TARGET_EXACT1 = "/spezifischanvisieren";
SLASH_TARGET_EXACT2 = "/targetexact";
SLASH_TARGET_LAST_ENEMY1 = "/vorherigerfeind";
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
SLASH_TARGET_LAST_TARGET1 = "/vorherigesziel";
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
SLASH_TARGET_NEAREST_ENEMY1 = "/feindanvisieren";
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/feindlichenspielerwählen";
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_FRIEND1 = "/freundanvisieren";
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/freundlichenspielerwählen";
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_PARTY1 = "/gruppeanvisieren";
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
SLASH_TARGET_NEAREST_RAID1 = "/schlachtzuganvisieren";
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
SLASH_USE1 = "/benutzen";
SLASH_USE2 = "/use";
LINK_TRADESKILL_TOOLTIP = "Hier klicken, um einen Link zu Eurem Beruf zu erstellen.";
+66 -4
View File
@@ -4,7 +4,7 @@ BINDING_NAME_TARGETFOCUS = "Target Focus";
CONFIRM_DELETE_EQUIPMENT_SET = "Are you sure you want to delete the equipment set %s?";
CONFIRM_SAVE_EQUIPMENT_SET = "Would you like to save the equipment set \"%s\"?";
COPPER_AMOUNT_SYMBOL = "c";
COPPER_AMOUNT_TEXTURE = "%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:2:3:0:1|t";
COPPER_AMOUNT_TEXTURE = "%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:2:0:4:1:2:3:0:1|t";
DEBUFF_SYMBOL_CURSE = "Cu";
DEBUFF_SYMBOL_DISEASE = "Di";
DEBUFF_SYMBOL_MAGIC = "Ma";
@@ -28,12 +28,13 @@ ERR_EQUIPMENT_MANAGER_COMBAT_SWAP_S = "Some items from set %s cannot be swapped
ERR_EQUIPMENT_MANAGER_MISSING_ITEM_S = "One or more items from set %s were missing and could not be equipped.";
CLEAR_FOCUS = "Clear Focus";
SET_FOCUS = "Set Focus";
FOCUS_TOKEN_NOT_FOUND = "<no focus>";
FOCUSTARGET = "Focus Target";
GEARSETS_POPUP_TEXT = "Enter Set Name (Max 16 Characters):";
GENERIC_FRACTION_STRING = "%d/%d";
GOLD_AMOUNT_SYMBOL = "g";
GOLD_AMOUNT_TEXTURE = "%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:0:1:0:1|t";
GOLD_AMOUNT_TEXTURE_STRING = "%s|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:0:1:0:1|t";
GOLD_AMOUNT_TEXTURE = "%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:2:0:4:1:0:1:0:1|t";
GOLD_AMOUNT_TEXTURE_STRING = "%s|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:2:0:4:1:0:1:0:1|t";
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
ICON_FILTER_ALL = "All Icons";
ICON_FILTER_ITEM = "Items";
@@ -75,17 +76,78 @@ MINUTES_SECONDS = "%.2d:%.2d";
PAPERDOLL_EQUIPMENTMANAGER = "Equipment Manager";
PAPERDOLL_NEWEQUIPMENTSET = "New Set";
PERCENTAGE_STRING = "%d%%";
PLAYER_LIST_DELIMITER = ", ";
SET_FRIENDNOTE_LABEL = "Set Notes for %s:";
SET_NOTE = "Set Note";
SILVER_AMOUNT_SYMBOL = "s";
SILVER_AMOUNT_TEXTURE = "%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:1:2:0:1|t";
SILVER_AMOUNT_TEXTURE = "%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:2:0:4:1:1:2:0:1|t";
SLASH_CANCELAURA1 = "/cancelaura";
SLASH_CANCELAURA2 = "/cancelaura";
SLASH_CANCELFORM1 = "/cancelform";
SLASH_CANCELFORM2 = "/cancelform";
SLASH_CHANGEACTIONBAR1 = "/changeactionbar";
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
SLASH_CLEARFOCUS1 = "/clearfocus";
SLASH_CLEARFOCUS2 = "/clearfocus";
SLASH_CLEARTARGET1 = "/cleartarget";
SLASH_CLEARTARGET2 = "/cleartarget";
SLASH_CLICK1 = "/click";
SLASH_CLICK2 = "/click";
SLASH_DISMOUNT1 = "/dismount";
SLASH_DISMOUNT2 = "/dismount";
SLASH_EQUIP1 = "/equip";
SLASH_EQUIP2 = "/equip";
SLASH_EQUIP_SET1 = "/equipset";
SLASH_EQUIP_SET2 = "/equipset";
SLASH_EQUIP_TO_SLOT1 = "/equipslot";
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
SLASH_FOCUS1 = "/focus";
SLASH_FOCUS2 = "/focus";
SLASH_PET_AGGRESSIVE1 = "/petaggressive";
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
SLASH_PET_ATTACK1 = "/petattack";
SLASH_PET_ATTACK2 = "/petattack";
SLASH_PET_AUTOCASTOFF1 = "/petautocastoff";
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
SLASH_PET_AUTOCASTON1 = "/petautocaston";
SLASH_PET_AUTOCASTON2 = "/petautocaston";
SLASH_PET_AUTOCASTTOGGLE1 = "/petautocasttoggle";
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
SLASH_PET_DEFENSIVE1 = "/petdefensive";
SLASH_PET_DEFENSIVE2 = "/petdefensive";
SLASH_PET_FOLLOW1 = "/petfollow";
SLASH_PET_FOLLOW2 = "/petfollow";
SLASH_PET_PASSIVE1 = "/petpassive";
SLASH_PET_PASSIVE2 = "/petpassive";
SLASH_PET_STAY1 = "/petstay";
SLASH_PET_STAY2 = "/petstay";
SLASH_STARTATTACK1 = "/startattack";
SLASH_STARTATTACK2 = "/startattack";
SLASH_STOPATTACK1 = "/stopattack";
SLASH_STOPATTACK2 = "/stopattack";
SLASH_STOPCASTING1 = "/stopcasting";
SLASH_STOPCASTING2 = "/stopcasting";
SLASH_SWAPACTIONBAR1 = "/swapactionbar";
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
SLASH_TARGET_EXACT1 = "/targetexact";
SLASH_TARGET_EXACT2 = "/targetexact";
SLASH_TARGET_LAST_ENEMY1 = "/targetlastenemy";
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
SLASH_TARGET_LAST_TARGET1 = "/targetlasttarget";
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
SLASH_TARGET_NEAREST_ENEMY1 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_FRIEND1 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_PARTY1 = "/targetparty";
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
SLASH_TARGET_NEAREST_RAID1 = "/targetraid";
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
SLASH_USE1 = "/use";
SLASH_USE2 = "/use";
TARGETFOCUS = "Target Focus";
LINK_TRADESKILL_TOOLTIP = "Click here to create a link to your profession.";
+60
View File
@@ -78,12 +78,72 @@ PERCENTAGE_STRING = "%d%%";
SET_FRIENDNOTE_LABEL = "Establecer nota para %s:";
SET_NOTE = "Establecer nota";
SILVER_AMOUNT_SYMBOL = "p";
SLASH_CANCELAURA1 = "/cancelaraura";
SLASH_CANCELAURA2 = "/cancelaura";
SLASH_CANCELFORM1 = "/cancelforma";
SLASH_CANCELFORM2 = "/cancelform";
SLASH_CHANGEACTIONBAR1 = "/cambiarbarraccion";
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
SLASH_CLEARFOCUS1 = "/quitarenfoque";
SLASH_CLEARFOCUS2 = "/clearfocus";
SLASH_CLEARTARGET1 = "/quitarobjetivo";
SLASH_CLEARTARGET2 = "/cleartarget";
SLASH_CLICK1 = "/clic";
SLASH_CLICK2 = "/click";
SLASH_DISMOUNT1 = "/desmontar";
SLASH_DISMOUNT2 = "/dismount";
SLASH_EQUIP1 = "/equipar";
SLASH_EQUIP2 = "/equip";
SLASH_EQUIP_SET1 = "/conjequip";
SLASH_EQUIP_SET2 = "/equipset";
SLASH_EQUIP_TO_SLOT1 = "/equipranu";
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
SLASH_FOCUS1 = "/enfoque";
SLASH_FOCUS2 = "/focus";
SLASH_PET_AGGRESSIVE1 = "/mascagresiva";
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
SLASH_PET_ATTACK1 = "/mascataque";
SLASH_PET_ATTACK2 = "/petattack";
SLASH_PET_AUTOCASTOFF1 = "/nomascotaautohechizo";
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
SLASH_PET_AUTOCASTON1 = "/mascotautohechizo";
SLASH_PET_AUTOCASTON2 = "/petautocaston";
SLASH_PET_AUTOCASTTOGGLE1 = "/alternarmascotautohechizo";
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
SLASH_PET_DEFENSIVE1 = "/mascdefensiva";
SLASH_PET_DEFENSIVE2 = "/petdefensive";
SLASH_PET_FOLLOW1 = "/mascsigue";
SLASH_PET_FOLLOW2 = "/petfollow";
SLASH_PET_PASSIVE1 = "/mascpasiva";
SLASH_PET_PASSIVE2 = "/petpassive";
SLASH_PET_STAY1 = "/mascqueda";
SLASH_PET_STAY2 = "/petstay";
SLASH_STARTATTACK1 = "/startattack";
SLASH_STARTATTACK2 = "/empezarataque";
SLASH_STOPATTACK1 = "/stopattack";
SLASH_STOPATTACK2 = "/pararataque";
SLASH_STOPCASTING1 = "/pararlanzamiento";
SLASH_STOPCASTING2 = "/stopcasting";
SLASH_SWAPACTIONBAR1 = "/intercambiarbarraccion";
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
SLASH_TARGET_EXACT1 = "/objetivoexacto";
SLASH_TARGET_EXACT2 = "/targetexact";
SLASH_TARGET_LAST_ENEMY1 = "/ultimoobjetivoenemigo";
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
SLASH_TARGET_LAST_TARGET1 = "/ultimobjetivo";
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
SLASH_TARGET_NEAREST_ENEMY1 = "/objetivoenemigo";
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/objetivojugadorenemigo";
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_FRIEND1 = "/objetivoamistoso";
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/objetivojugadoraliado";
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_PARTY1 = "/objetivogrupo";
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
SLASH_TARGET_NEAREST_RAID1 = "/objetivobanda";
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
SLASH_USE1 = "/use";
SLASH_USE2 = "/usar";
LINK_TRADESKILL_TOOLTIP = "Haz clic aquí para crear un vínculo a tu profesión.";
+60
View File
@@ -78,12 +78,72 @@ PERCENTAGE_STRING = "%d%%";
SET_FRIENDNOTE_LABEL = "Écrire une note pour %s :";
SET_NOTE = "Écrire une note";
SILVER_AMOUNT_SYMBOL = "a";
SLASH_CANCELAURA1 = "/annuleaura";
SLASH_CANCELAURA2 = "/cancelaura";
SLASH_CANCELFORM1 = "/annuleform";
SLASH_CANCELFORM2 = "/cancelform";
SLASH_CHANGEACTIONBAR1 = "/changebarreaction";
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
SLASH_CLEARFOCUS1 = "/clearfocus";
SLASH_CLEARFOCUS2 = "/annulerfocal";
SLASH_CLEARTARGET1 = "/effacercible";
SLASH_CLEARTARGET2 = "/cleartarget";
SLASH_CLICK1 = "/click";
SLASH_CLICK2 = "/cliquer";
SLASH_DISMOUNT1 = "/descendre";
SLASH_DISMOUNT2 = "/dismount";
SLASH_EQUIP1 = "/équiper";
SLASH_EQUIP2 = "/equip";
SLASH_EQUIP_SET1 = "/equipset";
SLASH_EQUIP_SET2 = "/équipens";
SLASH_EQUIP_TO_SLOT1 = "/equipempl";
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
SLASH_FOCUS1 = "/focus";
SLASH_FOCUS2 = "/focal";
SLASH_PET_AGGRESSIVE1 = "/famagresse";
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
SLASH_PET_ATTACK1 = "/famattaque";
SLASH_PET_ATTACK2 = "/petattack";
SLASH_PET_AUTOCASTOFF1 = "/lancautofamoff";
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
SLASH_PET_AUTOCASTON1 = "/lancautofamon";
SLASH_PET_AUTOCASTON2 = "/petautocaston";
SLASH_PET_AUTOCASTTOGGLE1 = "/lancautofamchange";
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
SLASH_PET_DEFENSIVE1 = "/famdéfend";
SLASH_PET_DEFENSIVE2 = "/petdefensive";
SLASH_PET_FOLLOW1 = "/famsuit";
SLASH_PET_FOLLOW2 = "/petfollow";
SLASH_PET_PASSIVE1 = "/fampassif";
SLASH_PET_PASSIVE2 = "/petpassive";
SLASH_PET_STAY1 = "/famreste";
SLASH_PET_STAY2 = "/petstay";
SLASH_STARTATTACK1 = "/startattack";
SLASH_STARTATTACK2 = "/lanceattaque";
SLASH_STOPATTACK1 = "/stopattack";
SLASH_STOPATTACK2 = "/stopattaque";
SLASH_STOPCASTING1 = "/stopsort";
SLASH_STOPCASTING2 = "/stopcasting";
SLASH_SWAPACTIONBAR1 = "/échangerbarreaction";
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
SLASH_TARGET_EXACT1 = "/cibleexacte";
SLASH_TARGET_EXACT2 = "/targetexact";
SLASH_TARGET_LAST_ENEMY1 = "/dernierennemi";
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
SLASH_TARGET_LAST_TARGET1 = "/dernièrecible";
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
SLASH_TARGET_NEAREST_ENEMY1 = "/ciblerennemi";
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/ciblerjoueurennemi";
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_FRIEND1 = "/ciblerami";
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/ciblerjoueurami";
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_PARTY1 = "/ciblergroupe";
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
SLASH_TARGET_NEAREST_RAID1 = "/ciblerraid";
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
SLASH_USE1 = "/use";
SLASH_USE2 = "/utiliser";
LINK_TRADESKILL_TOOLTIP = "Cliquez ici pour créer un lien vers votre profession.";
+60
View File
@@ -78,12 +78,72 @@ PERCENTAGE_STRING = "%d%%";
SET_FRIENDNOTE_LABEL = "Заметка о |3-5(%s):";
SET_NOTE = "Добавить заметку";
SILVER_AMOUNT_SYMBOL = "с";
SLASH_CANCELAURA1 = "/снятьауру";
SLASH_CANCELAURA2 = "/cancelaura";
SLASH_CANCELFORM1 = "/нормоблик";
SLASH_CANCELFORM2 = "/cancelform";
SLASH_CHANGEACTIONBAR1 = "/сменитьпанель";
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
SLASH_CLEARFOCUS1 = "/clearfocus";
SLASH_CLEARFOCUS2 = "/сбросфокуса";
SLASH_CLEARTARGET1 = "/сбросцели";
SLASH_CLEARTARGET2 = "/cleartarget";
SLASH_CLICK1 = "/click";
SLASH_CLICK2 = "/щелчок";
SLASH_DISMOUNT1 = "/спешиться";
SLASH_DISMOUNT2 = "/dismount";
SLASH_EQUIP1 = "/экип";
SLASH_EQUIP2 = "/equip";
SLASH_EQUIP_SET1 = "/комплект";
SLASH_EQUIP_SET2 = "/equipset";
SLASH_EQUIP_TO_SLOT1 = "/надеть";
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
SLASH_FOCUS1 = "/focus";
SLASH_FOCUS2 = "/фокус";
SLASH_PET_AGGRESSIVE1 = "/питомецагрессивный";
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
SLASH_PET_ATTACK1 = "/питомецатака";
SLASH_PET_ATTACK2 = "/petattack";
SLASH_PET_AUTOCASTOFF1 = "/питомецзаклинаниеоткл";
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
SLASH_PET_AUTOCASTON1 = "/питомецзаклинаниевкл";
SLASH_PET_AUTOCASTON2 = "/petautocaston";
SLASH_PET_AUTOCASTTOGGLE1 = "/питомецавтозаклинание";
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
SLASH_PET_DEFENSIVE1 = "/питомецзащита";
SLASH_PET_DEFENSIVE2 = "/petdefensive";
SLASH_PET_FOLLOW1 = "/питомецзамной";
SLASH_PET_FOLLOW2 = "/petfollow";
SLASH_PET_PASSIVE1 = "/питомецпассивный";
SLASH_PET_PASSIVE2 = "/petpassive";
SLASH_PET_STAY1 = "/питомецстоять";
SLASH_PET_STAY2 = "/petstay";
SLASH_STARTATTACK1 = "/startattack";
SLASH_STARTATTACK2 = "/начатьатаку";
SLASH_STOPATTACK1 = "/stopattack";
SLASH_STOPATTACK2 = "/стопатака";
SLASH_STOPCASTING1 = "/стопзаклинание";
SLASH_STOPCASTING2 = "/stopcasting";
SLASH_SWAPACTIONBAR1 = "/сменитьпанелькоманд";
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
SLASH_TARGET_EXACT1 = "/цельточно";
SLASH_TARGET_EXACT2 = "/targetexact";
SLASH_TARGET_LAST_ENEMY1 = "/цельпослвраг";
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
SLASH_TARGET_LAST_TARGET1 = "/цельпослцель";
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
SLASH_TARGET_NEAREST_ENEMY1 = "/цельвраг";
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_FRIEND1 = "/цельдруг";
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_PARTY1 = "/цельгруппа";
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
SLASH_TARGET_NEAREST_RAID1 = "/цельрейд";
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
SLASH_USE1 = "/use";
SLASH_USE2 = "/использовать";
LINK_TRADESKILL_TOOLTIP = "Щелкните здесь, чтобы создать ссылку на вашу профессию.";
+60
View File
@@ -78,12 +78,72 @@ PERCENTAGE_STRING = "%d%%";
SET_FRIENDNOTE_LABEL = "为%s设置备注:";
SET_NOTE = "设置备注";
SILVER_AMOUNT_SYMBOL = "银";
SLASH_CANCELAURA1 = "/cancelaura";
SLASH_CANCELAURA2 = "/cancelaura";
SLASH_CANCELFORM1 = "/cancelform";
SLASH_CANCELFORM2 = "/cancelform";
SLASH_CHANGEACTIONBAR1 = "/changeactionbar";
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
SLASH_CLEARFOCUS1 = "/clearfocus";
SLASH_CLEARFOCUS2 = "/clearfocus";
SLASH_CLEARTARGET1 = "/cleartarget";
SLASH_CLEARTARGET2 = "/cleartarget";
SLASH_CLICK1 = "/click";
SLASH_CLICK2 = "/click";
SLASH_DISMOUNT1 = "/dismount";
SLASH_DISMOUNT2 = "/dismount";
SLASH_EQUIP1 = "/equip";
SLASH_EQUIP2 = "/equip";
SLASH_EQUIP_SET1 = "/equipset";
SLASH_EQUIP_SET2 = "/equipset";
SLASH_EQUIP_TO_SLOT1 = "/equipslot";
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
SLASH_FOCUS1 = "/focus";
SLASH_FOCUS2 = "/focus";
SLASH_PET_AGGRESSIVE1 = "/petaggressive";
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
SLASH_PET_ATTACK1 = "/petattack";
SLASH_PET_ATTACK2 = "/petattack";
SLASH_PET_AUTOCASTOFF1 = "/petautocastoff";
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
SLASH_PET_AUTOCASTON1 = "/petautocaston";
SLASH_PET_AUTOCASTON2 = "/petautocaston";
SLASH_PET_AUTOCASTTOGGLE1 = "/petautocasttoggle";
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
SLASH_PET_DEFENSIVE1 = "/petdefensive";
SLASH_PET_DEFENSIVE2 = "/petdefensive";
SLASH_PET_FOLLOW1 = "/petfollow";
SLASH_PET_FOLLOW2 = "/petfollow";
SLASH_PET_PASSIVE1 = "/petpassive";
SLASH_PET_PASSIVE2 = "/petpassive";
SLASH_PET_STAY1 = "/petstay";
SLASH_PET_STAY2 = "/petstay";
SLASH_STARTATTACK1 = "/startattack";
SLASH_STARTATTACK2 = "/startattack";
SLASH_STOPATTACK1 = "/stopattack";
SLASH_STOPATTACK2 = "/stopattack";
SLASH_STOPCASTING1 = "/stopcasting";
SLASH_STOPCASTING2 = "/stopcasting";
SLASH_SWAPACTIONBAR1 = "/swapactionbar";
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
SLASH_TARGET_EXACT1 = "/targetexact";
SLASH_TARGET_EXACT2 = "/targetexact";
SLASH_TARGET_LAST_ENEMY1 = "/targetlastenemy";
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
SLASH_TARGET_LAST_TARGET1 = "/targetlasttarget";
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
SLASH_TARGET_NEAREST_ENEMY1 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_FRIEND1 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_PARTY1 = "/targetparty";
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
SLASH_TARGET_NEAREST_RAID1 = "/targetraid";
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
SLASH_USE1 = "/use";
SLASH_USE2 = "/use";
LINK_TRADESKILL_TOOLTIP = "点击这里以创建一个链接到你的专业的快捷方式。";
+60
View File
@@ -78,12 +78,72 @@ PERCENTAGE_STRING = "%d%%";
SET_FRIENDNOTE_LABEL = "設定%s的註記:";
SET_NOTE = "設定註記";
SILVER_AMOUNT_SYMBOL = "銀";
SLASH_CANCELAURA1 = "/取消光環";
SLASH_CANCELAURA2 = "/cancelaura";
SLASH_CANCELFORM1 = "/取消形態";
SLASH_CANCELFORM2 = "/cancelform";
SLASH_CHANGEACTIONBAR1 = "/改變快捷列";
SLASH_CHANGEACTIONBAR2 = "/changeactionbar";
SLASH_CLEARFOCUS1 = "/clearfocus";
SLASH_CLEARFOCUS2 = "/清除專注目標";
SLASH_CLEARTARGET1 = "/清除目標";
SLASH_CLEARTARGET2 = "/cleartarget";
SLASH_CLICK1 = "/click";
SLASH_CLICK2 = "/點擊";
SLASH_DISMOUNT1 = "/下馬";
SLASH_DISMOUNT2 = "/dismount";
SLASH_EQUIP1 = "/裝備";
SLASH_EQUIP2 = "/equip";
SLASH_EQUIP_SET1 = "/equipset";
SLASH_EQUIP_SET2 = "/裝備套裝";
SLASH_EQUIP_TO_SLOT1 = "/裝備欄位";
SLASH_EQUIP_TO_SLOT2 = "/equipslot";
SLASH_FOCUS1 = "/focus";
SLASH_FOCUS2 = "/專注目標";
SLASH_PET_AGGRESSIVE1 = "/寵物攻擊型";
SLASH_PET_AGGRESSIVE2 = "/petaggressive";
SLASH_PET_ATTACK1 = "/寵物攻擊";
SLASH_PET_ATTACK2 = "/petattack";
SLASH_PET_AUTOCASTOFF1 = "/關閉寵物自動施法";
SLASH_PET_AUTOCASTOFF2 = "/petautocastoff";
SLASH_PET_AUTOCASTON1 = "/開啟寵物自動施法";
SLASH_PET_AUTOCASTON2 = "/petautocaston";
SLASH_PET_AUTOCASTTOGGLE1 = "/切換寵物自動施法";
SLASH_PET_AUTOCASTTOGGLE2 = "/petautocasttoggle";
SLASH_PET_DEFENSIVE1 = "/寵物防禦型";
SLASH_PET_DEFENSIVE2 = "/petdefensive";
SLASH_PET_FOLLOW1 = "/寵物跟隨";
SLASH_PET_FOLLOW2 = "/petfollow";
SLASH_PET_PASSIVE1 = "/寵物被動型";
SLASH_PET_PASSIVE2 = "/petpassive";
SLASH_PET_STAY1 = "/寵物停留";
SLASH_PET_STAY2 = "/petstay";
SLASH_STARTATTACK1 = "/開始攻擊";
SLASH_STARTATTACK2 = "/startattack";
SLASH_STOPATTACK1 = "/停止攻擊";
SLASH_STOPATTACK2 = "/stopattack";
SLASH_STOPCASTING1 = "/停止施法";
SLASH_STOPCASTING2 = "/stopcasting";
SLASH_SWAPACTIONBAR1 = "/切換快捷列";
SLASH_SWAPACTIONBAR2 = "/swapactionbar";
SLASH_TARGET_EXACT1 = "/選定指定目標";
SLASH_TARGET_EXACT2 = "/targetexact";
SLASH_TARGET_LAST_ENEMY1 = "/選定前一敵人";
SLASH_TARGET_LAST_ENEMY2 = "/targetlastenemy";
SLASH_TARGET_LAST_TARGET1 = "/選定前一目標";
SLASH_TARGET_LAST_TARGET2 = "/targetlasttarget";
SLASH_TARGET_NEAREST_ENEMY1 = "/目標敵人";
SLASH_TARGET_NEAREST_ENEMY2 = "/targetenemy";
SLASH_TARGET_NEAREST_ENEMY_PLAYER1 = "/選定敵方玩家";
SLASH_TARGET_NEAREST_ENEMY_PLAYER2 = "/targetenemyplayer";
SLASH_TARGET_NEAREST_FRIEND1 = "/目標友方";
SLASH_TARGET_NEAREST_FRIEND2 = "/targetfriend";
SLASH_TARGET_NEAREST_FRIEND_PLAYER1 = "/選定友方玩家";
SLASH_TARGET_NEAREST_FRIEND_PLAYER2 = "/targetfriendplayer";
SLASH_TARGET_NEAREST_PARTY1 = "/目標隊伍";
SLASH_TARGET_NEAREST_PARTY2 = "/targetparty";
SLASH_TARGET_NEAREST_RAID1 = "/目標團隊";
SLASH_TARGET_NEAREST_RAID2 = "/targetraid";
SLASH_USE1 = "/使用";
SLASH_USE2 = "/use";
LINK_TRADESKILL_TOOLTIP = "點擊這裡以製造一個你專業技能的連結。";
+5 -71
View File
@@ -6,10 +6,8 @@
-- explicit (this, event, arg1..arg9) parameters from XML inline scripts.
-- * RegisterAllEvents is used when available; the curated default list is
-- a fallback if the client doesn't expose it.
-- * No GameTooltip:SetFrameStack -- /framestack walks the engine's
-- frame list via EnumerateFrames(prev) and renders into our own
-- FrameStackTooltip instead. Catches anonymous frames the modern
-- engine method shows but a _G walk would miss.
-- * /fstack accepts "true" (as on 3.3.5) or "hidden" to list hidden
-- frames too.
-- * No UIPanelDialogTemplate, no parentKey, no clampedToScreen, no
-- OnSizeChanged in vanilla -- frames have fixed dimensions.
-- * No debuglocals
@@ -980,70 +978,6 @@ function DebugTooltip_OnLoad(self)
end
end
local _STRATA_RANK = {
BACKGROUND = 1, LOW = 2, MEDIUM = 3, HIGH = 4,
DIALOG = 5, FULLSCREEN = 6, FULLSCREEN_DIALOG = 7, TOOLTIP = 8,
};
-- Walks every frame the engine knows about via EnumerateFrames (the
-- engine-internal frame iterator). Beats a getfenv(0) walk on two
-- counts: faster (the engine list is much shorter than _G), and
-- includes anonymous frames that never appear in globals (parented
-- templates, runtime `CreateFrame` with no `name` arg, etc.). The
-- iteration order itself is engine-implementation detail; we re-
-- sort by strata + level below either way.
local function _CollectFramesUnderMouse(showHidden)
local matches = {};
local frame = EnumerateFrames(nil);
while (frame) do
local visOK, visible = pcall(frame.IsVisible, frame);
local overOK, mouseOver = pcall(frame.IsMouseOver, frame);
if (overOK and mouseOver and (showHidden or (visOK and visible))) then
local nameOK, name = pcall(frame.GetName, frame);
if (not nameOK or not name) then name = "<anonymous>"; end
table.insert(matches, { name = name, frame = frame });
end
frame = EnumerateFrames(frame);
end
table.sort(matches, function(a, b)
local sa = _STRATA_RANK[a.frame:GetFrameStrata()] or 0;
local sb = _STRATA_RANK[b.frame:GetFrameStrata()] or 0;
if (sa ~= sb) then return sa > sb; end
local la = a.frame:GetFrameLevel() or 0;
local lb = b.frame:GetFrameLevel() or 0;
return la > lb;
end);
return matches;
end
local function _UpdateFrameStackTooltip(tooltip, showHidden)
tooltip:ClearLines();
tooltip:AddLine(DEBUG_FRAMESTACK or "Frame Stack", 1, 1, 1);
local matches = _CollectFramesUnderMouse(showHidden);
local count = table.getn(matches);
if (count == 0) then
tooltip:AddLine("(no frames under cursor)", .7, .7, .7);
else
local shown = 0;
for i = 1, count do
local m = matches[i];
local strata = m.frame:GetFrameStrata() or "?";
local level = m.frame:GetFrameLevel() or 0;
local label = string.format("%s |cff888888[%s:%d]|r",
m.name, strata, level);
tooltip:AddLine(label, 1, .82, 0);
shown = shown + 1;
if (shown >= 30) then
tooltip:AddLine(string.format("|cffff8888...%d more|r",
count - shown),
1, 1, 1);
break;
end
end
end
tooltip:Show();
end
function FrameStackTooltip_Toggle(showHidden)
local tooltip = FrameStackTooltip;
if (tooltip:IsVisible()) then
@@ -1053,7 +987,7 @@ function FrameStackTooltip_Toggle(showHidden)
tooltip:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -32, 96);
tooltip.default = 1;
tooltip.showHidden = showHidden;
_UpdateFrameStackTooltip(tooltip, showHidden);
tooltip:SetFrameStack(showHidden);
end
end
@@ -1064,7 +998,7 @@ function FrameStackTooltip_OnUpdate(self, elapsed)
_frameStackAccum = _frameStackAccum + elapsed;
if (_frameStackAccum >= FRAMESTACK_UPDATE_TIME) then
_frameStackAccum = 0;
_UpdateFrameStackTooltip(self, self.showHidden);
self:SetFrameStack(self.showHidden);
end
end
@@ -1095,7 +1029,7 @@ FrameStackTooltip_OnEnter = FrameStackTooltip_OnShow;
function FrameStackTooltip_HandleSlashCmd(msg)
if (msg == nil) then msg = ""; end
local showHidden = (string.find(msg, "hidden") ~= nil);
local showHidden = (msg == "true" or string.find(msg, "hidden") ~= nil);
FrameStackTooltip_Toggle(showHidden);
end
+24 -5
View File
@@ -60,7 +60,11 @@
</EdgeSize>
</Backdrop>
<Layers>
<Layer level="BACKGROUND">
<!-- ARTWORK, not BACKGROUND: the Backdrop draws its own
background into BACKGROUND after the textures declared here,
which would bury this bar. The title text is in OVERLAY, so
it still reads over the top. -->
<Layer level="ARTWORK">
<Texture name="$parentTitleBG" file="Interface\QuestFrame\UI-QuestLogTitleHighlight">
<Size x="280" y="20"/>
<Anchors>
@@ -278,7 +282,12 @@
</EdgeSize>
</Backdrop>
<Layers>
<Layer level="BACKGROUND">
<!-- ARTWORK, not BACKGROUND: the Backdrop above draws its
background and border into BACKGROUND, and it is applied
after the textures declared here, so a header in that layer
ends up behind the window border. Every Blizzard frame that
uses UI-DialogBox-Header puts it in ARTWORK for this reason. -->
<Layer level="ARTWORK">
<Texture name="$parentTitleBG" file="Interface\DialogFrame\UI-DialogBox-Header">
<Size x="256" y="64"/>
<Anchors>
@@ -322,8 +331,16 @@
<OnDragStop>ScriptErrorsFrame_TitleButton_OnDragStop();</OnDragStop>
</Scripts>
</Frame>
<!-- Width leaves room for the scroll bar inside the border.
UIPanelScrollFrameTemplate hangs its bar off this frame's
right edge (+6, 16 wide, button art a little wider), so the
bar ends at about right + 23. The frame's interior margin is
368, where the Close button ends, which puts the widest this
can be at 328. Blizzard's own numbers do not carry over here:
its ScriptErrorsFrame inherits UIPanelDialogTemplate, a thin
GearManager border, not this 32px dialog backdrop. -->
<ScrollFrame name="$parentScrollFrame" inherits="UIPanelScrollFrameTemplate">
<Size x="343" y="170"/>
<Size x="328" y="170"/>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="16" y="-32"/>
@@ -331,7 +348,7 @@
</Anchors>
<ScrollChild>
<EditBox name="$parentText" multiLine="true" letters="4000" autoFocus="false">
<Size x="343" y="170"/>
<Size x="328" y="170"/>
<Scripts>
<OnEscapePressed>this:ClearFocus();</OnEscapePressed>
<OnEditFocusGained>this:HighlightText(0);</OnEditFocusGained>
@@ -437,7 +454,9 @@
</EdgeSize>
</Backdrop>
<Layers>
<Layer level="BACKGROUND">
<!-- ARTWORK, not BACKGROUND: see the same note on
EventTraceFrame above. -->
<Layer level="ARTWORK">
<Texture name="$parentTitleBG" file="Interface\QuestFrame\UI-QuestLogTitleHighlight">
<Size x="454" y="20"/>
<Anchors>
+22 -4
View File
@@ -2,6 +2,21 @@ cmake_minimum_required(VERSION 3.10)
project(ClassicAPI LANGUAGES CXX RC)
# WoW.exe is x86, so the injected DLL must be x86 too — there is no valid
# 64-bit configure of this project. Fail here rather than let one through:
# a 64-bit build's first visible symptom is a static_assert deep in a
# struct-layout check, which reads as an unrelated code fault. An IDE that
# configures on its own (VS Code's CMake Tools picks an architecture from a
# scanned kit) can flip an existing build directory this way, which is what
# CMakePresets.json's `win32` preset exists to prevent.
if(NOT CMAKE_SIZEOF_VOID_P EQUAL 4)
message(FATAL_ERROR
"ClassicAPI builds 32-bit only. This configure uses "
"${CMAKE_SIZEOF_VOID_P}-byte pointers. Delete the build directory, "
"because CMake cannot switch platform in place. Then configure with "
"`cmake --preset win32` or `cmake -B build -A Win32`.")
endif()
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded")
@@ -125,6 +140,12 @@ configure_file(
@ONLY)
target_sources(${PROJECT_NAME} PRIVATE "${CLASSICAPI_VERSION_RC}")
# The .def exports `Load` (VanillaFixes' post-injection entry point)
# undecorated so its GetProcAddress(module, "Load") resolves. See the
# loader-lock rationale in src/DllMain.cpp. Listed as a source so CMake emits
# a quoted /DEF: on every generator and relinks when the file changes.
target_sources(${PROJECT_NAME} PRIVATE src/ClassicAPI.def)
# ole32: COM (CoInitializeEx / CoCreateInstance / CoTaskMemFree) for the
# SAPI text-to-speech backend in src/voicechat/Tts.cpp. The SAPI GUIDs are
# instantiated in that TU via <initguid.h>, so no sapi.lib is needed.
@@ -163,8 +184,5 @@ set(CMAKE_SHARED_LINKER_FLAGS
# identical-COMDAT fold); they are listed explicitly below so they stay ON
# and the shipped DLL does not grow. (/OPT:ICF folds identical functions, so
# a few map symbols share an address — harmless.)
# /DEF exports `Load` (VanillaFixes' post-injection entry point) undecorated
# so its GetProcAddress(module, "Load") resolves. See src/ClassicAPI.def and
# the loader-lock rationale in src/DllMain.cpp.
"/OPT:REF /OPT:ICF /MERGE:.rdata=.text /MERGE:.pdata=.text /SECTION:.text,EWR /NODEFAULTLIB:MSVCRT /MAP /DEBUG /DEF:${CMAKE_CURRENT_SOURCE_DIR}/src/ClassicAPI.def"
"/OPT:REF /OPT:ICF /MERGE:.rdata=.text /MERGE:.pdata=.text /SECTION:.text,EWR /NODEFAULTLIB:MSVCRT /MAP /DEBUG"
)
+25
View File
@@ -0,0 +1,25 @@
{
"version": 3,
"cmakeMinimumRequired": {
"major": 3,
"minor": 21,
"patch": 0
},
"configurePresets": [
{
"name": "win32",
"displayName": "Win32 (x86)",
"description": "The only supported configuration: WoW.exe is 32-bit, so the DLL must be 32-bit too. No generator is named, so CMake picks the newest installed Visual Studio, matching the documented command line.",
"binaryDir": "${sourceDir}/build",
"architecture": "Win32"
}
],
"buildPresets": [
{
"name": "release",
"displayName": "Release",
"configurePreset": "win32",
"configuration": "Release"
}
]
}
+85 -30
View File
@@ -22,19 +22,30 @@ The flagship feature: run modern Lua 5.1 addon code on 1.12's Lua 5.0 VM.
| Feature | Effect |
|---------|--------|
| [Syntax](docs/API.md#lua-51-syntax) | Compiles the Lua 5.1 length (`#`), modulo (`%`), `...`-expression, `0x` hex-literal, and leveled long bracket (`[=[ ]=]`) syntax that vanilla's Lua 5.0 rejects, by rewriting addon source before it compiles. Each addon file also receives its `(name, table)` through `...` (`local name, tbl = ...`). |
| [Upvalue limit](docs/API.md#upvalue-limit) | A function can use up to 60 upvalues, the outer locals it refers to, matching Lua 5.1. Lua 5.0 stops at 32 and rejects the whole file, so a large handler that reads many file-level locals can be valid 5.1 and still fail to load here. Nothing changes for a function within 32. |
| [`for` loop variables](docs/API.md#for-loop-variables-per-pass) | Each pass of a `for` loop has its own loop variables, as in Lua 5.1, so a function made in the loop keeps that pass's values. On Lua 5.0 every such function sees the loop's last value, which is `nil` for a `for ... in` loop. |
| [String methods](docs/API.md#string-methods-supper-sformat) | Every string value accepts method calls — `("asd"):upper()`, `("%d gold"):format(n)`, `msg:match("^!(%w+)")` — resolving through the `string` table, the way Lua 5.1 works. Works on literals and variables, in-world and on the login screen, and inside coroutines. |
| [Script-handler arguments](docs/API.md#setmodernscriptargsenable--getmodernscriptargs) | Frame-script handlers receive their values as positional arguments — `OnMouseWheel(self, delta)`, `OnClick(self, button)`, `OnEvent(self, event, ...)`, etc. — so modern addon ports work unmodified. The `this` / `arg1` globals stay set. A handler that declares no parameters is unaffected. A handler that declared a parameter and expected nil now receives its real value. On by default. `SetModernScriptArgs(false)` restores exact vanilla dispatch. |
| [XML script bodies](docs/API.md#xml-script-bodies-see-self-and-their-arguments) | An XML script body written for later clients, such as `<OnLoad>self:Init()</OnLoad>`, sees `self` and its script's arguments by name (`elapsed`, `button`, ...). Bodies that read `this` / `arg1` compile as before. |
### Modern client behaviors
| Feature | Effect |
|---------|--------|
| Inline textures | Draws inline texture markup (`\|T…\|t`) as icons in FontStrings, chat, and tooltips. This covers item and spell icons, raid-target markers, and the coin icons in money strings. `GetStringWidth` and `GetStringHeight` count the icons, so measured width and text wrapping stay correct. Done in pure C++ by hooking the engine's text pipeline — no addon. |
| Inline textures | Draws inline texture markup (`\|T…\|t`) and atlas markup (`\|A…\|a`) as icons in FontStrings, chat, and tooltips. This covers item and spell icons, raid-target markers, and the coin icons in money strings. `GetStringWidth` and `GetStringHeight` count the icons, so measured width and text wrapping stay correct. Done in pure C++ by hooking the engine's text pipeline — no addon. |
| Tooltip line cap | Lifts `GameTooltip`'s hard 30-line limit to 60 for every `GameTooltipTemplate` frame (`GameTooltip`, `ShoppingTooltip1/2`, `ItemRefTooltip`, AtlasLoot, …). Stat-heavy tooltips and comparison blocks (e.g. pfUI's eqcompare) no longer have their extra lines silently dropped. Done in pure C++ by growing the engine's FontString pool at tooltip-creation time. |
| [XML attributes](docs/API.md#parentkey-in-xml) | More XML attributes work: `parentKey="Name"` makes `parent.Name` point to a frame, texture or font string, `<OnLoad function="Name"/>` uses a global function as a script handler, and a button's `<NormalFont style="..."/>` sets its font. |
| [Macro conditions](docs/API.md#more-commands-with-conditions) | `[conditions]` and `@unit` work on 38 slash commands, from `/cast` and `/use` to `/target`, `/follow`, `/cancelaura` and the `/pet` family. With `/cast [@mouseover,harm][] Fireball`, the spell goes to the mouseover unit. With no mouseover unit, it goes to your target. `@cursor` places a ground-target spell or item under the mouse and `@player` places it at your feet. A character name works where a unit token does (`[target=Feral]`). Addons read the same rules through `SecureCmdOptionParse`. |
| [`#showtooltip`](docs/API.md#showtooltip-and-show) | A macro button shows what the macro does. The icon, tooltip, cooldown, range, usable state and auto-repeat glow all follow the spell or item that the directive resolves to, conditions included. They update as the conditions change. The result goes into the engine field that action-bar addons already read, so they need no code of their own. An addon with its own macro parser can publish its result through `C_Macro.SetMacroDisplay`. It then does not need to replace the action globals. |
| [Event-driven nameplates](docs/API.md#nameplate) | The modern `C_NamePlate` API, driven by real events. `NAME_PLATE_UNIT_ADDED` / `NAME_PLATE_UNIT_REMOVED` fire as plates appear and vanish, `nameplate1`..`nameplateN` tokens resolve with every `UnitX` function (and fire `UNIT_HEALTH`, `UNIT_AURA`, … as `arg1 == "nameplateN"`), and `C_NamePlate.GetNamePlateForUnit` / `GetNamePlates` hand back the live frames. |
| [Focus target](docs/API.md#focus) | A sticky focus unit. `FocusUnit("target")` pins it and `ClearFocus()` drops it, with `PLAYER_FOCUS_CHANGED` on every change. The `focus` / `focustarget` tokens resolve with every `UnitX` function and fire unit events (`UNIT_HEALTH`, `UNIT_AURA`, … as `arg1 == "focus"`), and the predefined `FOCUSTARGET` / `TARGETFOCUS` keybinds are ready to set. |
| [Retail-like `/reload`](docs/API.md#reload-picks-up-new-addons-and-new-files) | `/reload` picks up addon changes made while the game runs. A new folder under `Interface\AddOns\` registers and loads as a normal addon, new files added to an existing addon's TOC load, a newly installed addon's first SavedVariables save survives `/reload`, `##` metadata edits (`## SavedVariables:`, `## Dependencies:`, `## Title:`, …) take effect, and a deleted addon folder drops from the addon list. |
| [Multi-flavor & conditional TOC](docs/API.md#conditional-and-multi-flavor-toc-loading) | Loads modern multi-flavor addons that ship one folder. Selects a version-specific TOC (`<Name>_ClassicAPI.toc` or `<Name>_Turtle.toc`) and the matching keybinding file (`Bindings_ClassicAPI.xml` / `Bindings_Turtle.xml`), accepts a comma-separated `## Interface:` version list (compatible when it includes the client version `11200`), and honors per-line `[AllowLoadGameType]` / `[AllowLoadTextLocale]` conditions and `[Family]` / `[Game]` / `[TextLocale]` path variables inside a TOC. |
| [Launch switches](docs/API.md#launch) | Options you add to the shortcut that starts the game. `-config <name>` reads and writes `WTF\<name>` in place of `WTF\Config.wtf`, so one install can hold several settings profiles. `-gluescript` and `-gluescriptFile` run Lua at the login and character-select screens, every time those screens appear. `-gamescript` and `-gamescriptFile` run it one time, after you enter the world. Each script runs after the interface has loaded, so it can call interface functions and use frames. |
| [Any texture size](docs/API.md#texture-size-and-shape) | Textures load at any size and any shape. Width and height do not need to be powers of two, and there is no fixed upper limit. The only limit is the maximum texture size of your graphics card. This applies to every texture path: `SetTexture`, sprite sheets, inline textures, tooltips, and masks. The client allocates memory for a large texture only when an addon loads one, so small textures cost nothing extra. |
Smaller behavior fixes, such as frame alpha and `SetParent` frame levels, are
in **[docs/API.md](docs/API.md)** with the API that they change.
## Full API reference
@@ -48,62 +59,68 @@ reference in **[docs/API.md](docs/API.md)**.
| Namespace | Calls |
|-----------|-------|
| [Action](docs/API.md#action) | `GetActionInfo` |
| [AddOns](docs/API.md#addons) | `C_AddOns.DoesAddOnExist`, `C_AddOns.GetAddOnLocalTable`, `C_AddOns.GetAddOnName`, `C_AddOns.GetAddOnNotes`, `C_AddOns.GetAddOnOptionalDependencies`, `C_AddOns.GetAddOnSecurity`, `C_AddOns.GetAddOnTitle`, `C_AddOns.IsAddOnLoadable`, `C_AddOns.IsAddOnLoaded` |
| [AddOns](docs/API.md#addons) | `C_AddOns.DoesAddOnExist`, `C_AddOns.GetAddOnLocalTable`, `C_AddOns.GetAddOnName`, `C_AddOns.GetAddOnNotes`, `C_AddOns.GetAddOnOptionalDependencies`, `C_AddOns.GetAddOnSecurity`, `C_AddOns.GetAddOnTitle`, `C_AddOns.IsAddOnLoadable`, `C_AddOns.IsAddOnLoaded`, `C_AddOns.LoadAddOn` |
| [APIDocumentation](docs/API.md#apidocumentation) | `/classicapi` in-game browser, `C_APIDocumentation.GetSystem`, `C_APIDocumentation.GetSystems` |
| [AuctionHouse](docs/API.md#auctionhouse) | `C_AuctionHouse.PostItem` |
| [Bindings](docs/API.md#bindings) | `SetBindingSpell`, `SetBindingItem`, `SetBindingMacro`, `SetBindingClick`, `SetOverrideBinding`, `SetOverrideBindingSpell`, `SetOverrideBindingItem`, `SetOverrideBindingMacro`, `SetOverrideBindingClick`, `ClearOverrideBindings` |
| [Bindings](docs/API.md#bindings) | `SetBindingSpell`, `SetBindingItem`, `SetBindingMacro`, `SetBindingClick`, `SetOverrideBinding`, `SetOverrideBindingSpell`, `SetOverrideBindingItem`, `SetOverrideBindingMacro`, `SetOverrideBindingClick`, `ClearOverrideBindings`, `GetBindingAction` (`checkOverride`), `IsModifiedClick`, `GetModifiedClick`, `SetModifiedClick`, `GetNumModifiedClickActions`, `GetModifiedClickAction`, `ActionButtonUseKeyDown` (cvar) |
| [Chat](docs/API.md#chat) | `GetCurrentChatGUID` |
| [ChatBubbles](docs/API.md#chatbubbles) | `C_ChatBubbles.GetAllChatBubbles` |
| [Class](docs/API.md#class) | `FillLocalizedClassList` |
| [ClassColor](docs/API.md#classcolor) | `C_ClassColor.GetClassColor` |
| [ColorUtil](docs/API.md#colorutil) | `C_ColorUtil.ConvertRGBToHSV`, `C_ColorUtil.ConvertHSVToRGB`, `C_ColorUtil.ConvertHSVToHSL`, `C_ColorUtil.ConvertHSLToHSV`, `C_ColorUtil.ConvertHSLToRGB`, `C_ColorUtil.GenerateTextColorCode`, `C_ColorUtil.WrapTextInColor`, `C_ColorUtil.WrapTextInColorCode` |
| [Combat](docs/API.md#combat) | `InCombatLockdown`, `StartAttack`, `StopAttack` |
| [CVar](docs/API.md#cvar) | `C_CVar.GetCVarBool` |
| [Console](docs/API.md#console) | `CalculateStringEditDistance`, `ConsoleEcho`, `ConsoleExec`, `ConsoleGetAllCommands`, `ConsoleGetColorFromType`, `ConsoleGetFontHeight`, `ConsoleIsActive`, `ConsolePrintAllMatchingCommands`, `SetConsoleKey` |
| [CVar](docs/API.md#cvar) | `C_CVar.AreCVarsLoaded`, `C_CVar.DoesCVarExist`, `C_CVar.GetCVarBitfield`, `C_CVar.GetCVarBool`, `C_CVar.GetCVarInfo`, `C_CVar.RemoveTempCVar`, `C_CVar.SetCVarBitfield`, `C_CVar.SetTempCVar`, `GetCVar`, `GetCVarDefault` |
| [Cursor](docs/API.md#cursor) | `GetCursorInfo` |
| [Container](docs/API.md#container) | `C_Container.CalculateTotalNumberOfFreeBagSlots`, `C_Container.GetContainerItemCharges`, `C_Container.GetContainerItemDurability`, `C_Container.GetContainerItemID`, `C_Container.GetContainerItemInfo`, `C_Container.GetContainerItemRepairCost`, `C_Container.GetContainerNumFreeSlots`, `C_Container.GetItemCooldown`, `C_Container.HasContainerItem`, `C_Container.IsContainerItemOpenable`, `C_Container.MoveItem`, `C_Container.PlayerHasHearthstone`, `C_Container.SwapItems`, `C_Container.UseHearthstone`, `GetItemCooldown` |
| [Container](docs/API.md#container) | `C_Container.AutoStoreItem`, `C_Container.CalculateTotalNumberOfFreeBagSlots`, `C_Container.GetContainerItemCharges`, `C_Container.GetContainerItemDurability`, `C_Container.GetContainerItemID`, `C_Container.GetContainerItemInfo`, `C_Container.GetContainerItemEquipmentSetInfo`, `C_Container.GetContainerItemQuestInfo`, `C_Container.GetContainerItemRepairCost`, `C_Container.GetContainerFreeSlots`, `C_Container.GetContainerNumFreeSlots`, `C_Container.GetBackpackAutosortDisabled`, `C_Container.GetBankAutosortDisabled`, `C_Container.GetItemCooldown`, `C_Container.GetSortBagsRightToLeft`, `C_Container.HasContainerItem`, `C_Container.IsContainerItemOpenable`, `C_Container.MoveItem`, `C_Container.PlayerHasHearthstone`, `C_Container.SetBackpackAutosortDisabled`, `C_Container.SetBankAutosortDisabled`, `C_Container.SetSortBagsRightToLeft`, `C_Container.SortBags`, `C_Container.SortBankBags`, `C_Container.SwapItems`, `C_Container.UseHearthstone`, `GetItemCooldown` |
| [Creature](docs/API.md#creature) | `C_CreatureInfo.GetCreatureID`, `C_CreatureInfo.GetCreatureInfoByID`, `C_CreatureInfo.RequestLoadCreatureByID`, `C_CreatureInfo.GetRaceInfo`, `C_CreatureInfo.GetClassInfo`, `C_CreatureInfo.GetCreatureFamilyInfo`, `C_CreatureInfo.GetCreatureFamilyIDs`, `C_CreatureInfo.GetFactionInfo`, `C_CreatureInfo.GetCreatureTypeInfo`, `C_CreatureInfo.GetCreatureTypeIDs` |
| [Currency](docs/API.md#currency) | `GetCoinTextureString`, `C_CurrencyInfo.GetCoinTextureString` |
| EncodingUtil | `C_EncodingUtil.CompressString`, `C_EncodingUtil.DecompressString`, `C_EncodingUtil.EncodeBase64`, `C_EncodingUtil.DecodeBase64`, `C_EncodingUtil.EncodeHex`, `C_EncodingUtil.DecodeHex`, `C_EncodingUtil.SerializeJSON`, `C_EncodingUtil.DeserializeJSON`, `C_EncodingUtil.SerializeCBOR`, `C_EncodingUtil.DeserializeCBOR` |
| [EquipmentSet](docs/API.md#equipmentset) | `C_EquipmentSet.CanUseEquipmentSets`, `C_EquipmentSet.ClearIgnoredSlotsForSave`, `C_EquipmentSet.CreateEquipmentSet`, `C_EquipmentSet.DeleteEquipmentSet`, `C_EquipmentSet.EquipmentSetContainsLockedItems`, `C_EquipmentSet.GetEquipmentSetID`, `C_EquipmentSet.GetEquipmentSetIDs`, `C_EquipmentSet.GetEquipmentSetInfo`, `C_EquipmentSet.GetIgnoredSlots`, `C_EquipmentSet.GetItemIDs`, `C_EquipmentSet.GetItemLocations`, `C_EquipmentSet.GetNumEquipmentSets`, `C_EquipmentSet.IgnoreSlotForSave`, `C_EquipmentSet.IsSlotIgnoredForSave`, `C_EquipmentSet.ModifyEquipmentSet`, `C_EquipmentSet.SaveEquipmentSet`, `C_EquipmentSet.UnignoreSlotForSave`, `C_EquipmentSet.UseEquipmentSet` |
| [EquipmentSet](docs/API.md#equipmentset) | `C_EquipmentSet.CanUseEquipmentSets`, `C_EquipmentSet.ClearIgnoredSlotsForSave`, `C_EquipmentSet.CreateEquipmentSet`, `C_EquipmentSet.DeleteEquipmentSet`, `C_EquipmentSet.EquipmentSetContainsLockedItems`, `C_EquipmentSet.GetEquipmentSetID`, `C_EquipmentSet.GetEquipmentSetIDs`, `C_EquipmentSet.GetEquipmentSetInfo`, `C_EquipmentSet.GetIgnoredSlots`, `C_EquipmentSet.GetItemIDs`, `C_EquipmentSet.GetItemLocations`, `C_EquipmentSet.GetNumEquipmentSets`, `C_EquipmentSet.IgnoreSlotForSave`, `C_EquipmentSet.IsSlotIgnoredForSave`, `C_EquipmentSet.ModifyEquipmentSet`, `C_EquipmentSet.PickupEquipmentSet`, `C_EquipmentSet.SaveEquipmentSet`, `C_EquipmentSet.UnignoreSlotForSave`, `C_EquipmentSet.UseEquipmentSet` |
| [Events](docs/API.md#events) | `C_EventUtils.IsEventValid`, `GetFramesRegisteredForEvent` |
| [Expansion](docs/API.md#expansion) | `ClassicExpansionAtLeast`, `ClassicExpansionAtMost`, `GetClassicExpansionLevel` |
| [Faction](docs/API.md#faction) | `C_Reputation.GetFactionDataByIndex`, `C_Reputation.GetFactionStandings`, `C_Reputation.GetLastStandingChange`, `C_Reputation.GetWatchedFactionData`, `C_Reputation.SetWatchedFactionByID`, `GetFactionIDByIndex`, `GetFactionInfoByID`, `GetFactionParentID` |
| [Faction](docs/API.md#faction) | `C_Reputation.GetFactionDataByID`, `C_Reputation.GetFactionDataByIndex`, `C_Reputation.GetFactionStandings`, `C_Reputation.GetLastStandingChange`, `C_Reputation.GetWatchedFactionData`, `C_Reputation.IsFactionActive`, `C_Reputation.IsFactionActiveByID`, `C_Reputation.IsFactionInactive`, `C_Reputation.SetFactionActive`, `C_Reputation.SetFactionActiveByID`, `C_Reputation.SetFactionInactive`, `C_Reputation.SetFactionInactiveByID`, `C_Reputation.SetSelectedFaction`, `C_Reputation.SetSelectedFactionByID`, `C_Reputation.SetWatchedFactionByID`, `C_Reputation.ToggleFactionAtWar`, `C_Reputation.ToggleFactionAtWarByID`, `GetFactionIDByIndex`, `GetFactionInfoByID`, `GetFactionParentID` |
| [Focus](docs/API.md#focus) | `ClearFocus`, `FocusUnit` |
| [Frame](docs/API.md#frame) | `region:SetPoint("point")` (one-arg form), `region:SetSize`, `region:GetSize`, `region:IsMouseOver`, `region:GetRect`, `region:IsDragging`, `GetMouseFoci`, `frame:SetShown`, `fontstring:GetStringHeight`, `fontstring:GetUnboundedStringWidth`, `fontstring:GetWrappedWidth`, `fontstring:GetNumLines`, `fontstring:GetLineHeight`, `fontstring:IsTruncated`, `fontstring:SetMaxLines`, `fontstring:GetMaxLines`, `fontstring:SetFormattedText`, `texture:SetRotation`, `texture:GetRotation`, `texture:SetVertexOffset`, `texture:GetVertexOffset`, `texture:SetColorTexture`, `texture:SetMask`, `frame:CreateMaskTexture`, `texture:AddMaskTexture`, `texture:RemoveMaskTexture`, `texture:GetNumMaskTextures`, `texture:GetMaskTexture`, `fontstring:SetRotation`, `fontstring:GetRotation`, `editBox:SetCursorPosition`, `editBox:GetCursorPosition`, `editBox:GetUTF8CursorPosition`, `editBox:ClearHighlightText`, `editBox:HasFocus`, `editBox:HasText`, `editBox:SetHighlightColor`, `editBox:GetHighlightColor`, `editBox:ClearHistory`, `frame:SetResizeBounds`, `frame:HookScript`, `frame:IsEventRegistered`, `frame:GetEffectiveAlpha`, `frame:SetAttribute`, `frame:SetAttributeNoHandler`, `frame:ClearAttribute`, `frame:GetAttribute`, `OnAttributeChanged` (script), `SetModernScriptArgs`, `GetModernScriptArgs`, `PreClick` (script), `PostClick` (script), `GetClickFrame` |
| [Frame](docs/API.md#frame) | `region:SetPoint("point")` (one-arg form), `region:SetSize`, `region:GetSize`, `region:IsMouseOver`, `region:GetRect`, `region:IsDragging`, `GetMouseFoci`, `CreateFrame("Cooldown")`, `cooldown:SetCooldown`, `cooldown:SetReverse`, `cooldown:GetReverse`, `cooldown:SetDrawEdge`, `cooldown:GetDrawEdge`, `frame:SetShown`, `frame:SetClampRectInsets`, `frame:GetClampRectInsets`, `smf:SetHyperlinksEnabled`, `smf:GetHyperlinksEnabled`, `editBox:SetCountInvisibleLetters`, `editBox:IsCountInvisibleLetters`, `fontstring:GetStringHeight`, `fontstring:GetUnboundedStringWidth`, `fontstring:GetWrappedWidth`, `fontstring:GetNumLines`, `fontstring:GetLineHeight`, `fontstring:IsTruncated`, `fontstring:SetMaxLines`, `fontstring:GetMaxLines`, `fontstring:SetFormattedText`, `texture:SetRotation`, `texture:GetRotation`, `texture:SetVertexOffset`, `texture:GetVertexOffset`, `texture:SetColorTexture`, `texture:SetAtlas`, `texture:GetAtlas`, `texture:ResetTexCoord`, `texture:SetSpriteSheetCell`, `texture:SetDesaturation`, `texture:GetDesaturation`, `texture:SetMask`, `frame:CreateMaskTexture`, `texture:AddMaskTexture`, `texture:RemoveMaskTexture`, `texture:GetNumMaskTextures`, `texture:GetMaskTexture`, `fontstring:SetRotation`, `fontstring:GetRotation`, `editBox:SetCursorPosition`, `editBox:GetCursorPosition`, `editBox:GetUTF8CursorPosition`, `editBox:ClearHighlightText`, `editBox:HasFocus`, `editBox:HasText`, `editBox:SetHighlightColor`, `editBox:GetHighlightColor`, `editBox:ClearHistory`, `frame:SetResizeBounds`, `frame:HookScript`, `frame:IsProtected`, `button:SetNormalFontObject`, `button:GetNormalFontObject`, `frame:IsEventRegistered`, `frame:RegisterUnitEvent`, `frame:GetEffectiveAlpha`, `frame:SetAttribute`, `frame:SetAttributeNoHandler`, `frame:ClearAttribute`, `frame:GetAttribute`, `OnAttributeChanged` (script), `SetModernScriptArgs`, `GetModernScriptArgs`, `PreClick` (script), `PostClick` (script), `button:RegisterForClicks("AnyUp"/"AnyDown")`, `GetClickFrame` |
| [FriendList](docs/API.md#friendlist) | `C_FriendList.GetFriendInfo`, `C_FriendList.GetFriendInfoByIndex`, `C_FriendList.GetNumFriends`, `C_FriendList.GetNumOnlineFriends`, `C_FriendList.GetNumWhoResults`, `C_FriendList.GetWhoInfo`, `C_FriendList.IsFriend`, `C_FriendList.IsIgnored`, `C_FriendList.IsIgnoredByGuid`, `C_FriendList.IsWhoQueryPending`, `C_FriendList.SendWhoQueryByName`, `C_FriendList.SetFriendNotes`, `C_FriendList.SetFriendNotesByIndex` |
| [GameObject](docs/API.md#gameobject) | `C_GameObjectInfo.GetGameObjectInfoByID`, `C_GameObjectInfo.RequestLoadGameObjectByID`, `ClosestGameObjectPosition` |
| [Glue](docs/API.md#glue) | `C_Glue.IsOnGlueScreen` |
| [Gossip](docs/API.md#gossip) | `C_GossipInfo.CloseGossip`, `C_GossipInfo.GetActiveQuests`, `C_GossipInfo.GetAvailableQuests`, `C_GossipInfo.GetNumActiveQuests`, `C_GossipInfo.GetNumAvailableQuests`, `C_GossipInfo.GetNumOptions`, `C_GossipInfo.GetOptions`, `C_GossipInfo.GetText`, `C_GossipInfo.SelectActiveQuest`, `C_GossipInfo.SelectAvailableQuest`, `C_GossipInfo.SelectOption`, `C_GossipInfo.SelectOptionByIndex` |
| [GameTooltip](docs/API.md#gametooltip) | `GameTooltip:AddSpellByID`, `GameTooltip:GetGameObject`, `GameTooltip:GetItem`, `GameTooltip:GetOwner`, `GameTooltip:GetSpell`, `GameTooltip:GetUnitGUID`, `GameTooltip:HasGameObject`, `GameTooltip:HasItem`, `GameTooltip:HasSpell`, `GameTooltip:HasUnit`, `GameTooltip:IsEquippedItem`, `GameTooltip:SetEquipmentSet`, `GameTooltip:SetHyperlinkCompareItem`, `GameTooltip:SetInventoryItemByID`, `GameTooltip:SetItemByGUID`, `GameTooltip:SetItemByID`, `GameTooltip:SetSpellByID`, `GameTooltip:SetTalentByID`, `GameTooltip:SetTotem`, `GameTooltip:SetUnitAura`, `OnTooltipSetItem`, `OnTooltipSetSpell`, `OnTooltipSetUnit`, `OnTooltipSetGameObject` (scripts) |
| [GameTooltip](docs/API.md#gametooltip) | `GameTooltip:AddSpellByID`, `GameTooltip:AddTexture`, `GameTooltip:GetGameObject`, `GameTooltip:GetItem`, `GameTooltip:GetOwner`, `GameTooltip:GetSpell`, `GameTooltip:GetUnit`, `GameTooltip:GetUnitGUID`, `GameTooltip:HasGameObject`, `GameTooltip:HasItem`, `GameTooltip:HasSpell`, `GameTooltip:HasUnit`, `GameTooltip:IsEquippedItem`, `GameTooltip:SetEquipmentSet`, `GameTooltip:SetFrameStack`, `GameTooltip:SetHyperlink` (full links, `spell:`, `quest:`), `GameTooltip:SetHyperlinkCompareItem`, `GameTooltip:SetInventoryItemByID`, `GameTooltip:SetItemByGUID`, `GameTooltip:SetItemByID`, `GameTooltip:SetSpellByID`, `GameTooltip:SetTalentByID`, `GameTooltip:SetTotem`, `GameTooltip:SetUnitAura`, `OnTooltipSetItem`, `OnTooltipSetSpell`, `OnTooltipSetUnit`, `OnTooltipSetGameObject`, `OnTooltipSetFrameStack` (scripts) |
| [Hooks](docs/API.md#hooks) | `hooksecurefunc` |
| [Input](docs/API.md#input) | `GetMouseButtonClicked`, `IsLeftAltKeyDown`, `IsLeftControlKeyDown`, `IsLeftShiftKeyDown`, `IsModifierKeyDown`, `IsMouseButtonDown`, `IsRightAltKeyDown`, `IsRightControlKeyDown`, `IsRightShiftKeyDown` |
| [Instance](docs/API.md#instance) | `GetInstanceInfo` |
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.GetEnchantInfo`, `C_Item.GetItemCount`, `C_Item.GetItemFamily`, `C_Item.GetItemGUID`, `C_Item.GetItemIcon`, `C_Item.GetItemIconByID`, `C_Item.GetItemID`, `C_Item.GetItemInfo`, `C_Item.GetItemInfoInstant`, `C_Item.GetItemInventorySlotInfo`, `C_Item.GetItemInventorySlotKey`, `C_Item.GetItemInventoryType`, `C_Item.GetItemInventoryTypeByID`, `C_Item.GetItemLink`, `C_Item.GetItemLocation`, `C_Item.GetItemMaxStackSize`, `C_Item.GetItemMaxStackSizeByID`, `C_Item.GetItemName`, `C_Item.GetItemNameByID`, `C_Item.GetItemQuality`, `C_Item.GetItemQualityByID`, `C_Item.GetItemSellPrice`, `C_Item.GetItemSellPriceByID`, `C_Item.GetItemSetID`, `C_Item.GetItemSetIDByID`, `C_Item.GetItemSetInfo`, `C_Item.GetItemSpell`, `C_Item.GetItemStatDelta`, `C_Item.GetItemStats`, `C_Item.GetItemClassInfo`, `C_Item.GetItemSubClassInfo`, `C_Item.GetItemUniqueness`, `C_Item.GetItemUniquenessByID`, `C_Item.GetStackCount`, `C_Item.GetWeaponEnchantInfo`, `C_Item.IsBound`, `C_Item.IsConsumableItem`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemGUIDInInventory`, `C_Item.IsItemInRange`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.PickupItem`, `C_Item.UnlockAllItems`, `C_Item.UnlockItem`, `C_Item.RequestLoadItemData`, `C_Item.RequestLoadItemDataByID`, `C_Item.UseAtCursor`, `C_Item.UseAtUnit`, `C_Item.UseItemByName`, `GetAuctionItemID`, `GetAuctionSellItemID`, `GetAverageItemLevel`, `GetCraftReagentItemID`, `GetInboxItemID`, `GetInventoryItemDurability`, `GetInventoryItemID`, `GetInventoryItemsForSlot`, `GetInventoryItemRepairCost`, `GetItemClassInfo`, `GetItemIcon`, `GetItemSubClassInfo`, `GetLootRollItemID`, `GetLootSlotItemID`, `GetMerchantItemID`, `GetQuestItemID`, `GetQuestLogItemID`, `GetTradePlayerItemID`, `GetTradeSkillItemID`, `GetTradeSkillReagentItemID`, `GetTradeTargetItemID`, `OffhandHasWeapon` |
| [Instance](docs/API.md#instance) | `GetInstanceInfo`, `IsActiveBattlefieldArena` |
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.GetEnchantInfo`, `C_Item.GetItemCount`, `C_Item.GetItemFamily`, `C_Item.GetItemGUID`, `C_Item.GetItemIcon`, `C_Item.GetItemIconByID`, `C_Item.GetItemID`, `C_Item.GetItemInfo`, `C_Item.GetItemInfoInstant`, `C_Item.GetItemInventorySlotInfo`, `C_Item.GetItemInventorySlotKey`, `C_Item.GetItemInventoryType`, `C_Item.GetItemInventoryTypeByID`, `C_Item.GetItemLink`, `C_Item.GetItemLocation`, `C_Item.GetItemMaxStackSize`, `C_Item.GetItemMaxStackSizeByID`, `C_Item.GetItemName`, `C_Item.GetItemNameByID`, `C_Item.GetItemQuality`, `C_Item.GetItemQualityByID`, `C_Item.GetItemSellPrice`, `C_Item.GetItemSellPriceByID`, `C_Item.GetItemSetID`, `C_Item.GetItemSetIDByID`, `C_Item.GetItemSetInfo`, `C_Item.GetItemSpell`, `C_Item.GetItemStatDelta`, `C_Item.GetItemStats`, `C_Item.GetItemClassInfo`, `C_Item.GetItemSubClassInfo`, `C_Item.GetItemTempEnchantInfo`, `C_Item.GetItemUniqueness`, `C_Item.GetItemUniquenessByID`, `C_Item.GetStackCount`, `C_Item.GetWeaponEnchantInfo`, `C_Item.IsBound`, `C_Item.IsConsumableItem`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemGUIDInInventory`, `C_Item.IsItemInRange`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.PickupItem`, `C_Item.UnlockAllItems`, `C_Item.UnlockItem`, `C_Item.RequestLoadItemData`, `C_Item.RequestLoadItemDataByID`, `C_Item.UseAtCursor`, `C_Item.UseAtUnit`, `C_Item.UseItemByName`, `GetAuctionItemID`, `GetAuctionSellItemID`, `GetAverageItemLevel`, `GetCraftReagentItemID`, `GetInboxItemID`, `GetInventoryItemDurability`, `GetInventoryItemID`, `GetInventoryItemsForSlot`, `GetInventoryItemRepairCost`, `GetItemClassInfo`, `GetItemIcon`, `GetItemSubClassInfo`, `GetLootRollItemID`, `GetLootSlotItemID`, `GetMerchantItemID`, `GetQuestItemID`, `GetQuestLogItemID`, `GetTradePlayerItemID`, `GetTradeSkillItemID`, `GetTradeSkillReagentItemID`, `GetTradeTargetItemID`, `OffhandHasWeapon` |
| [Loot](docs/API.md#loot) | `C_Loot.GetNearbyLootableUnits`, `C_Loot.GetLastScanResults`, `C_Loot.IsScanInProgress`, `C_Loot.LootAllCorpses`, `C_Loot.LootUnit`, `C_Loot.LootUnitItem`, `C_Loot.ScanNearbyLoot` |
| [LootHistory](docs/API.md#loothistory) | `C_LootHistory.GetNumItems`, `C_LootHistory.GetItem`, `C_LootHistory.GetPlayerInfo`, `C_LootHistory.Clear` |
| [LossOfControl](docs/API.md#lossofcontrol) | `C_LossOfControl.GetActiveLossOfControlData`, `C_LossOfControl.GetActiveLossOfControlDataCount` |
| [Lua](docs/API.md#lua) | `collectgarbage` (5.1 options), `coroutine.create`, `coroutine.resume`, `coroutine.running`, `coroutine.status`, `coroutine.wrap`, `coroutine.yield`, `CreateFromMixins`, `math.fmod`, `math.huge`, `math.modf`, `Mixin`, `select`, `string.gmatch`, `string.gsub` (table replacement), `string.match`, `string.reverse`, `strjoin`, `strreplace`, `strrev`, `strsplit`, `strtrim`, `table.count`, `table.maxn`, `table.wipe`, `unpack` (range args) |
| [Macros](docs/API.md#macros) | `C_Macro.CreateMacro`, `C_Macro.EditMacro`, `GetLooseMacroIcons`, `GetLooseMacroItemIcons`, `GetMacroIcons`, `GetMacroItemIcons`, `GetMacroSpell` |
| [LossOfControl](docs/API.md#lossofcontrol) | `C_LossOfControl.GetActiveLossOfControlData`, `C_LossOfControl.GetActiveLossOfControlDataCount`, `C_LossOfControl.GetSchoolLockout` |
| [Lua](docs/API.md#lua) | `collectgarbage` (5.1 options), `coroutine.create`, `coroutine.resume`, `coroutine.running`, `coroutine.status`, `coroutine.wrap`, `coroutine.yield`, `CreateFromMixins`, `math.fmod`, `math.huge`, `math.modf`, `Mixin`, `select`, `string.gmatch`, `string.gsub` (table replacement), `string.join`, `string.match`, `string.reverse`, `string.split`, `string.trim`, `strjoin`, `strreplace`, `strrev`, `strsplit`, `strtrim`, `table.count`, `table.maxn`, `table.wipe`, `unpack` (range args), `xpcall` (argument forwarding) |
| [Macros](docs/API.md#macros) | `C_Macro.CreateMacro`, `C_Macro.EditMacro`, `C_Macro.SetMacroDisplay`, `DeleteMacro` / `EditMacro` / `GetMacroInfo` / `PickupMacro` by name, `GetLooseMacroIcons`, `GetLooseMacroItemIcons`, `GetMacroIcons`, `GetMacroItem`, `GetMacroItemIcons`, `GetMacroSpell`, `StopMacro` |
| [Mail](docs/API.md#mail) | `GetInboxItemLink`, `GetSendMailItemLink` |
| [Map](docs/API.md#map) | `C_Map.GetAreaInfo`, `C_Map.GetAreas`, `C_Map.GetAreaTriggerInfo`, `C_Map.GetAreaTriggers`, `C_Map.GetBestMapForUnit`, `C_Map.GetMapAreaIDs`, `C_Map.GetMapOverlays`, `C_Map.GetMapWorldSize` |
| [Map](docs/API.md#map) | `C_Map.CanSetUserWaypointOnMap`, `C_Map.ClearUserWaypoint`, `C_Map.GetAreaInfo`, `C_Map.GetAreas`, `C_Map.GetAreaTriggerInfo`, `C_Map.GetAreaTriggers`, `C_Map.GetBestMapForUnit`, `C_Map.GetFallbackWorldMapID`, `C_Map.GetMapAreaIDs`, `C_Map.GetMapArtLayers`, `C_Map.GetMapArtLayerTextures`, `C_Map.GetMapChildrenInfo`, `C_Map.GetMapInfo`, `C_Map.GetMapInfoAtPosition`, `C_Map.GetMapOverlays`, `C_Map.GetMapPosFromWorldPos`, `C_Map.GetMapRectOnMap`, `C_Map.GetMapWorldSize`, `C_Map.GetPlayerMapPosition`, `C_Map.GetUserWaypoint`, `C_Map.GetUserWaypointFromHyperlink`, `C_Map.GetUserWaypointHyperlink`, `C_Map.GetUserWaypointPositionForMap`, `C_Map.GetWorldPosFromMapPos`, `C_Map.HasUserWaypoint`, `C_Map.MapHasArt`, `C_Map.SetUserWaypoint` |
| [MapExplorationInfo](docs/API.md#mapexplorationinfo) | `C_MapExplorationInfo.GetExploredMapTextures`, `C_MapExplorationInfo.GetUnexploredMapTextures` |
| [MerchantFrame](docs/API.md#merchantframe) | `C_MerchantFrame.GetBuybackItemID`, `C_MerchantFrame.GetItemInfo`, `C_MerchantFrame.GetNumJunkItems`, `C_MerchantFrame.IsMerchantItemRefundable`, `C_MerchantFrame.IsSellAllJunkEnabled`, `C_MerchantFrame.SellAllJunkItems` |
| [NamePlate](docs/API.md#nameplate) | `C_NamePlate.GetNamePlateForGUID`, `C_NamePlate.GetNamePlateForUnit`, `C_NamePlate.GetNamePlateGUIDs`, `C_NamePlate.GetNamePlates` |
| [NameCache](docs/API.md#namecache) | `C_PlayerCache.GetPlayerInfoByName`, `C_PlayerCache.IsEnabled`, `C_PlayerCache.IsScanEnabled`, `C_PlayerCache.RememberPlayer`, `C_PlayerCache.SetEnabled`, `C_PlayerCache.SetScanEnabled`, `GetPlayerInfoByGUID`, `UnitNameFromGUID` |
| [NewItems](docs/API.md#newitems) | `C_NewItems.ClearAll`, `C_NewItems.IsNewItem`, `C_NewItems.RemoveNewItem` |
| [PlayerInfo](docs/API.md#playerinfo) | `C_PlayerInfo.CanUseItem`, `C_PlayerInfo.GetClass`, `C_PlayerInfo.GetName`, `C_PlayerInfo.GetRace`, `C_PlayerInfo.GetSex`, `C_PlayerInfo.GUIDIsCreature`, `C_PlayerInfo.GUIDIsGameObject`, `C_PlayerInfo.GUIDIsPet`, `C_PlayerInfo.GUIDIsPlayer`, `C_PlayerInfo.IsConnected` |
| [Quest](docs/API.md#quest) | `C_QuestLog.GetNumQuestObjectives`, `C_QuestLog.GetQuestDetails`, `C_QuestLog.GetHeaderIndexForQuest`, `C_QuestLog.GetLogIndexForQuestID`, `C_QuestLog.GetQuestIDForLogIndex`, `C_QuestLog.GetTitleForQuestID`, `C_QuestLog.IsOnQuest`, `C_QuestLog.IsQuestDataCachedByID`, `C_QuestLog.IsUnitOnQuest`, `C_QuestLog.RequestLoadQuestByID`, `GetQuestLogLeaderBoardID` |
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.CastingInfo`, `C_Spell.ChannelInfo`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellDispelType`, `C_Spell.GetSpellEffectMechanics`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLevelInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellRequiredTargetLevel`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsNextMeleeSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellInRange`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.ResetsMeleeSwing`, `C_Spell.SpellHasRange`, `C_Spell.UnitCastingInfo`, `C_Spell.UnitChannelInfo`, `CanDualWield`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellBonusDamage`, `GetSpellBonusHealing`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellRequiredTargetLevel`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
| [SpellBook](docs/API.md#spellbook) | `C_SpellBook.GetCurrentLevelSpells`, `C_SpellBook.GetSkillLineName`, `C_SpellBook.GetSkillLineRank`, `C_SpellBook.GetSpellBookItemInfo`, `C_SpellBook.GetSpellLevelLearned`, `C_SpellBook.GetSpellSkillLine`, `C_SpellBook.IsAutoAttackSpellBookItem`, `C_SpellBook.IsRangedAutoAttackSpellBookItem`, `FindSpellBookSlotByID` |
| [Quest](docs/API.md#quest) | `C_QuestLog.GetInfo`, `C_QuestLog.GetNumQuestObjectives`, `C_QuestLog.GetQuestDetails`, `C_QuestLog.GetQuestLogTitle`, `C_QuestLog.GetHeaderIndexForQuest`, `C_QuestLog.GetLogIndexForQuestID`, `C_QuestLog.GetQuestIDForLogIndex`, `C_QuestLog.GetTitleForQuestID`, `C_QuestLog.IsOnQuest`, `C_QuestLog.IsQuestDataCachedByID`, `C_QuestLog.IsUnitOnQuest`, `C_QuestLog.RequestLoadQuestByID`, `GetQuestLogLeaderBoardID` |
| [Sound](docs/API.md#sound) | `C_Sound.GetRecentSoundFiles`, `C_Sound.GetSoundScaledVolume`, `C_Sound.IsPlaying`, `C_Sound.PlayItemSound`, `C_Sound.PlaySound`, `C_Sound.PlaySoundWithOptions`, `C_Sound.PlayVocalErrorSound`, `MuteSoundFile`, `PlaySound`, `UnmuteSoundFile` |
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.CastingInfo`, `C_Spell.ChannelInfo`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCastCount`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellDispelType`, `C_Spell.GetSpellEffectInfo`, `C_Spell.GetSpellEffectMechanics`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLevelInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellLossOfControlCooldown`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellRequiredTargetLevel`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsNextMeleeSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellInRange`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.ResetsMeleeSwing`, `C_Spell.SpellHasRange`, `C_Spell.UnitCastingInfo`, `C_Spell.UnitChannelInfo`, `CanDualWield`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellBonusDamage`, `GetSpellBonusHealing`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellRequiredTargetLevel`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
| [SpellBook](docs/API.md#spellbook) | `C_SpellBook.ContainsAnyDisenchantSpell`, `C_SpellBook.GetCurrentLevelSpells`, `C_SpellBook.GetNumSpellBookSkillLines`, `C_SpellBook.GetPlayerSpellsByAura`, `C_SpellBook.GetSkillLineIndexByID`, `C_SpellBook.GetSkillLineName`, `C_SpellBook.GetSkillLineRank`, `C_SpellBook.GetSpellBookItemCastCount`, `C_SpellBook.GetSpellBookItemInfo`, `C_SpellBook.GetSpellBookItemLossOfControlCooldownDuration`, `C_SpellBook.GetSpellBookItemLossOfControlCooldownInfo`, `C_SpellBook.GetSpellBookItemSkillLineIndex`, `C_SpellBook.GetSpellBookSkillLineInfo`, `C_SpellBook.GetSpellLevelLearned`, `C_SpellBook.GetSpellSkillLine`, `C_SpellBook.IsAutoAttackSpellBookItem`, `C_SpellBook.IsClassTalentSpellBookItem`, `C_SpellBook.IsRangedAutoAttackSpellBookItem`, `FindSpellBookSlotByID` |
| [State](docs/API.md#state) | `CancelShapeshiftForm`, `Dismount`, `GetMirrorTimerInfo`, `GetMirrorTimerProgress`, `GetShapeshiftFormID`, `GetSheathState`, `IsAssistingRitual`, `IsFalling`, `IsIndoors`, `IsInGroup`, `IsInRaid`, `IsLoggedIn`, `IsMounted`, `IsOutdoors`, `IsStealthed`, `IsSwimming` |
| [SwingTimer](docs/API.md#swingtimer) | `C_SwingTimer.EnableRangeCheck`, `C_SwingTimer.IsTargetWithinSwingRange` |
| [System](docs/API.md#system) | `CopyToClipboard`, `GetPhysicalScreenSize` |
| [Talent](docs/API.md#talent) | `GetTalentIDByIndex`, `GetTalentSpellID` |
| [Targeting](docs/API.md#targeting) | `GetPlayerFacing`, `TargetDirectionEnemy`, `TargetDirectionFriend`, `TargetNearest`, `TargetNearestEnemyPlayer`, `TargetNearestFriendPlayer` |
| [Targeting](docs/API.md#targeting) | `GetPlayerFacing`, `TargetDirectionEnemy`, `TargetDirectionFriend`, `TargetDirectionFinished`, `TargetNearest`, `TargetNearestEnemyPlayer`, `TargetNearestFriendPlayer` |
| [TaxiMap](docs/API.md#taximap) | `C_TaxiMap.GetTaxiNodesForMap`, `C_TaxiMap.GetAllTaxiNodes`, `C_TaxiMap.GetTaxiPaths`, `C_TaxiMap.GetTaxiPathWaypoints`, `C_TaxiMap.GetTaxiRoute` |
| [Texture](docs/API.md#texture) | `C_Texture.GetAtlasElementID`, `C_Texture.GetAtlasElements`, `C_Texture.GetAtlasExists`, `C_Texture.GetAtlasID`, `C_Texture.GetAtlasInfo`, `C_Texture.RegisterAtlas` |
| [Time](docs/API.md#time) | `C_DateAndTime.AdjustTimeByDays`, `C_DateAndTime.AdjustTimeByMinutes`, `C_DateAndTime.CompareCalendarTime`, `C_DateAndTime.GetCalendarTimeFromEpoch`, `C_DateAndTime.GetCurrentCalendarTime`, `C_DateAndTime.GetSecondsUntilDailyReset`, `C_DateAndTime.GetServerTimeLocal`, `C_Timer.After`, `C_Timer.NewTicker`, `C_Timer.NewTimer`, `GetServerTime`, `GetTimeCached` |
| [Totem](docs/API.md#totem) | `GetTotemInfo`, `GetTotemTimeLeft`, `GetTotemDuration`, `TargetTotem` |
| [Tracking](docs/API.md#tracking) | `GetNumTrackingTypes`, `GetTrackingInfo`, `SetTracking` |
| [TradeSkillUI](docs/API.md#tradeskillui) | `C_TradeSkillUI.GetTradeSkillListLink`, `C_TradeSkillUI.GetCraftListLink`, `C_TradeSkillUI.GetTradeSkillListRecipes` |
| [TradeSkillUI](docs/API.md#tradeskillui) | `C_TradeSkillUI.GetTradeSkillListLink`, `C_TradeSkillUI.GetCraftListLink`, `C_TradeSkillUI.GetTradeSkillListRecipes`, `GetTradeSkillRecipeLink`, `IsTradeSkillLinked` |
| [UIColor](docs/API.md#uicolor) | `C_UIColor.GetColors` |
| [Unit](docs/API.md#unit) | `ClosestUnitPosition`, `GetUnitSpeed`, `UnitClassBase`, `UnitCreatedBySpell`, `UnitCreatureFamilyID`, `UnitCreatureID`, `UnitCreatureTypeID`, `UnitDistanceSquared`, `UnitGUID`, `UnitHealthMissing`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `UnitIsPossessed`, `UnitOwnerGUID`, `UnitPosition`, `UnitPower`, `UnitPowerMax`, `UnitPowerMissing`, `UnitPowerType`, `UnitRaceBase`, `UnitSpellHaste`, `UnitSpellTargetName`, `UnitStandState`, `UnitSubName`, `UnitTokenFromGUID` |
| [Unit](docs/API.md#unit) | `ClosestUnitPosition`, `GetUnitSpeed`, `IsUnitToken`, `UnitClassBase`, `UnitCreatedBySpell`, `UnitCreatureFamilyID`, `UnitCreatureID`, `UnitCreatureTypeID`, `UnitDistanceSquared`, `UnitGUID`, `UnitHealthMissing`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `UnitIsPossessed`, `UnitOwnerGUID`, `UnitPosition`, `UnitPower`, `UnitPowerMax`, `UnitPowerMissing`, `UnitPowerType`, `UnitRaceBase`, `UnitSpellHaste`, `UnitSpellTargetName`, `UnitStandState`, `UnitSubName`, `UnitTokenFromGUID`, `UnitTokenFromName` |
| [UnitAuras](docs/API.md#unitauras) | `C_UnitAuras.GetAuraDataByIndex`, `C_UnitAuras.GetAuraDataBySlot`, `C_UnitAuras.GetAuraDataBySpellName`, `C_UnitAuras.GetAuraDispelTypeColor`, `C_UnitAuras.GetAuraSlots`, `C_UnitAuras.GetBuffDataByIndex`, `C_UnitAuras.GetDebuffDataByIndex`, `C_UnitAuras.GetPlayerAuraBySpellID`, `C_UnitAuras.GetUnitAuraBySpellID`, `C_UnitAuras.GetUnitAuras`, `C_UnitAuras.RegisterAuraDurationModifierByTrigger`, `C_UnitAuras.RegisterComboDuration`, `C_UnitAuras.UnitAura`, `C_UnitAuras.UnitAuraBySlot`, `C_UnitAuras.UnitBuff`, `C_UnitAuras.UnitDebuff` |
| [VoiceChat](docs/API.md#voicechat) | `C_VoiceChat.GetTtsVoices`, `C_VoiceChat.GetRemoteTtsVoices`, `C_VoiceChat.SpeakText`, `C_VoiceChat.StopSpeakingText`, `C_TTSSettings.GetSpeechRate`, `C_TTSSettings.GetSpeechVolume`, `C_TTSSettings.GetSpeechVoiceID`, `C_TTSSettings.GetVoiceOptionName`, `C_TTSSettings.SetSpeechRate`, `C_TTSSettings.SetSpeechVolume`, `C_TTSSettings.SetVoiceOption`, `C_TTSSettings.SetVoiceOptionByName`, `C_TTSSettings.SetDefaultSettings`, `C_TTSSettings.RefreshVoices` |
| [XMLUtil](docs/API.md#xmlutil) | `C_XMLUtil.DoesTemplateExist`, `C_XMLUtil.GetTemplateInfo`, `C_XMLUtil.GetTemplates` |
@@ -124,7 +141,7 @@ the glue state because GlueXML had no way to reach them otherwise.
|-------|-------|
| [Account](docs/API.md#account) | `SaveAccount`, `DeleteAccount`, `GetSavedAccounts`, `LoginWithSavedAccount` (passwords encrypted in Windows Credential Manager, scoped per realmlist; plaintext never returned to Lua) |
| [CharacterList](docs/API.md#characterlist) | `GetSavedCharacterOrder`, `SetSavedCharacterOrder` (persist to `WTF\Account\...\ClassicAPI.txt`) |
| CVar | `GetCVar`, `SetCVar`, `RegisterCVar`, `GetCVarDefault`, `C_CVar.GetCVarBool` (storage is process-global — writes from glue are visible in-world and vice versa) |
| CVar | `GetCVar`, `SetCVar`, `RegisterCVar`, `GetCVarDefault`, `C_CVar.GetCVarBool`, `C_CVar.SetTempCVar`, `C_CVar.RemoveTempCVar` (storage is process-global — writes from glue are visible in-world and vice versa) |
| [Glue](docs/API.md#glue) | `C_Glue.IsFirstLoadThisSession`, `C_Glue.IsOnGlueScreen` |
| Script | `RunScript` (compile and run a Lua chunk in the glue state's globals — useful for slash-command-style helpers in GlueXML) |
| State | `IsLoggedIn` |
@@ -132,17 +149,42 @@ the glue state because GlueXML had no way to reach them otherwise.
</details>
<details>
<summary><b>Macros</b> — engine-level parsing extensions</summary>
<summary><b>Macros</b> — forms a macro body accepts</summary>
Engine-level extensions to macro parsing and dispatch — no new Lua
functions. See the
[Macros section in the Lua reference](docs/API.md#macros) for details.
The DLL parses these forms, so an action-bar addon needs no code for them.
See the [Macros section in the Lua reference](docs/API.md#macros) for
details.
| Form | What it does |
|------|--------------|
| `/cast <spellID>` | `/cast 5019` casts Shoot if known; macro slot tags correctly for action-bar UI |
| `CastSpellByName("<spellID>")` | Same — numeric strings resolve through the engine's name resolver |
| `CastSpellNoToggle("<name>")` in a macro | Engine's macro parser now recognizes it as a primary-spell line, so the macro slot in an addon like pfUI highlights when its spell is auto-repeating or its self-aura is active |
| `#showtooltip [conditions] Value` | First line of a macro. Sets what the button shows. Bare `#showtooltip` follows the first `/cast` or `/use` line instead. `#show` is the same form. |
| `[conditions]` and `@unit` | Accepted by 42 commands. The slash-command list below names them. |
| `!Name` | Starts an ability but never turns it off. Use it for auto-repeat shots and for the self-buffs (stance, aspect, seal, form, tracking). |
| A line that starts with `#` | A comment. The line never reaches chat. |
| `/cast <spellID>` | For a spell you know, `/cast 5019` casts it by ID. The macro slot also tags correctly for an action-bar addon. |
| `CastSpellByName("<spellID>")` | A numeric string resolves through the engine name resolver, the same as `/cast`. |
| `CastSpellNoToggle("<name>")` in a macro | The engine macro parser reads this as a primary-spell line. The macro slot in an addon such as pfUI then highlights while the spell is on auto-repeat or its self-aura is active. |
</details>
<details>
<summary><b>Slash commands</b> — <code>[conditions]</code> on 42 commands</summary>
The bundled addon registers these commands. Each one takes the same
`[conditions]` and `@unit` syntax as `/cast`. Each client language has its
own command names next to the English ones. See
[More commands with `[conditions]`](docs/API.md#more-commands-with-conditions)
for what each command does, and
[`/castsequence`](docs/API.md#castsequence) and
[`/castrandom`](docs/API.md#castrandom-and-userandom) for the list forms.
| Group | Commands |
|-------|----------|
| Casting | `/cast`, `/use`, `/castsequence`, `/castrandom`, `/userandom`, `/stopcasting`, `/stopmacro`, `/cancelaura`, `/cancelform`, `/dismount` |
| Targeting | `/target`, `/targetexact`, `/cleartarget`, `/targetlasttarget`, `/targetlastenemy`, `/targetenemy`, `/targetfriend`, `/targetenemyplayer`, `/targetfriendplayer`, `/targetparty`, `/targetraid`, `/assist`, `/follow`, `/focus`, `/clearfocus`, `/startattack`, `/stopattack` |
| Equipment | `/equip`, `/equipslot`, `/equipset` |
| Action bars | `/changeactionbar`, `/swapactionbar`, `/click` |
| Pet | `/petattack`, `/petfollow`, `/petstay`, `/petpassive`, `/petdefensive`, `/petaggressive`, `/petautocaston`, `/petautocastoff`, `/petautocasttoggle` |
</details>
@@ -158,6 +200,7 @@ when launching with `-console`), not as Lua functions. See the
| `ExportInterfaceFiles code` | Extracts Blizzard's UI source (`.lua`/`.xml`/`.toc`/`.xsd`) from the MPQs to `BlizzardInterfaceCode\` |
| `ExportInterfaceFiles art` | Extracts Blizzard's UI art (`.blp`/`.tga`) from the MPQs to `BlizzardInterfaceArt\` |
| `ExportDBCFiles` | Extracts the client's `.dbc` tables from the MPQs to `DBFilesClient\` |
| `ExportSoundFiles [subpath]` | Extracts the client's sound files from the MPQs to `BlizzardSound\`; the optional subpath narrows it (the full tree is ~1 GB) |
</details>
@@ -168,6 +211,7 @@ when launching with `-console`), not as Lua functions. See the
|-------|---------|
| `BAG_NEW_ITEMS_UPDATED` | *(none)* |
| `BAG_UPDATE_DELAYED` | *(none)* |
| `CURSOR_CHANGED` | `isDefault, newCursorType, oldCursorType, oldCursorVirtualID` |
| `EQUIPMENT_SETS_CHANGED` | *(none)* |
| `EQUIPMENT_SWAP_PENDING` | `setID` |
| `EQUIPMENT_SWAP_FINISHED` | `success, setID` |
@@ -176,6 +220,7 @@ when launching with `-console`), not as Lua functions. See the
| `GLOBAL_MOUSE_UP` | `button` |
| `HEARTHSTONE_BOUND` | *(none)* |
| `ITEM_DATA_LOAD_RESULT` | `itemID, success` |
| `LEARNED_SPELL_IN_SKILL_LINE` | `spellID, skillLineIndex, isGuildPerkSpell` |
| `LOOT_HISTORY_ROLL_CHANGED` | `itemIndex, playerIndex` |
| `LOOT_HISTORY_ROLL_COMPLETE` | `itemIndex` |
| `LOOT_SCAN_COMPLETED` | *(none)* |
@@ -193,11 +238,14 @@ when launching with `-console`), not as Lua functions. See the
| `PLAYER_STOPPED_MOVING` | *(none)* |
| `PLAYER_STARTED_TURNING` | *(none)* |
| `PLAYER_STOPPED_TURNING` | *(none)* |
| `PLAYER_SWING` | `swingDuration, swingType` |
| `PLAYER_SWING_RANGE_UPDATE` | `swingType, isInRange, checksRange` |
| `PLAYER_TOTEM_UPDATE` | `totemSlot` |
| `QUEST_ACCEPTED` | `questLogIndex, questID` |
| `QUEST_DATA_LOAD_RESULT` | `questID, success` |
| `QUEST_REMOVED` | `questID` |
| `QUEST_TURNED_IN` | `questID, xpReward, moneyReward` |
| `SOUNDKIT_FINISHED` | `soundHandle` (only for sounds played with `runFinishCallback`) |
| `UNIT_SPELLCAST_SENT` | `"player", target, castGUID, spellID, spellName, rank` |
| `UNIT_SPELLCAST_START` | `unit, castGUID, spellID, spellName, rank` |
| `UNIT_SPELLCAST_STOP` | `unit, castGUID, spellID, spellName, rank` |
@@ -213,10 +261,13 @@ when launching with `-console`), not as Lua functions. See the
| `UNIT_SPELLCAST_RETICLE_CLEAR` | `"player", "", spellID, spellName, rank` |
| `UPDATE_INVENTORY_DURABILITY` | *(none)* |
| `UPDATE_SHAPESHIFT_FORM` | *(none)* |
| `USER_WAYPOINT_UPDATED` | *(none)* |
| `VOICE_CHAT_TTS_PLAYBACK_STARTED` | `numConsumers, utteranceID, durationMS, destination` |
| `VOICE_CHAT_TTS_PLAYBACK_FINISHED` | `numConsumers, utteranceID, destination` |
| `VOICE_CHAT_TTS_PLAYBACK_FAILED` | `status, utteranceID, destination` |
| `VOICE_CHAT_TTS_VOICES_UPDATE` | *(none)* |
| `WEAPON_SLOT_CHANGED` | *(none)* |
| `WEAR_EQUIPMENT_SET` | `setID` |
</details>
@@ -234,8 +285,10 @@ when launching with `-console`), not as Lua functions. See the
| Inventory type | `Enum.InventoryType.Index*Type` (0–34, e.g. `IndexHeadType`=1 … `IndexRelicType`=28) |
| Item class | `Enum.ItemClass.{Consumable,Container,Weapon,Gem,Armor,Reagent,Projectile,Tradegoods,ItemEnhancement,Recipe,Quiver,Questitem,Key,Miscellaneous,…}` (0–19) |
| Item quality | `Enum.ItemQuality.{Poor,Common,Uncommon,Rare,Epic,Legendary,Artifact}` (0–6) |
| Cursor type | `Enum.UICursorType.{Default,Item,Money,Spell,PetAction,Merchant,Macro,Pet,…}` (0–20; this client yields 0–5, 7 and 9) |
| Spellbook bank | `Enum.SpellBookSpellBank.{Player,Pet}` (0–1) |
| Spellbook item type | `Enum.SpellBookItemType.{None,Spell,FutureSpell,PetAction,Flyout}` (0–4; 1.12 only yields `Spell`/`PetAction`) |
| Player swing type | `Enum.PlayerSwingType.{MainHand,OffHand,Ranged}` (0–2) |
</details>
@@ -301,7 +354,9 @@ functions but that consumer code still expects to find as globals —
`CallbackRegistryMixin`, `EventRegistry`, `ColorMixin` + `CreateColor`,
`Item` / `ItemLocation`, `MathUtil`(`Lerp` / `Clamp` / `CreateCounter`),
`TableUtil` (`tCompare`, `MergeTable`, `SafePack`, etc.), and `EventUtil`
(`ContinueOnAddOnLoaded` etc.).
(`ContinueOnAddOnLoaded` and more). It also holds the conditional slash
commands and `SecureCmdOptionParse`, the parser that reads `[conditions]`
and `@unit` for them.
**You don't have to install the addon manually** — the DLL embeds
the contents of [`AddOns/!!!ClassicAPI/`](AddOns/!!!ClassicAPI/) and
+184 -125
View File
@@ -951,88 +951,15 @@ See [src/unit/Tooltip.cpp](src/unit/Tooltip.cpp) and the
`FUN_SCRIPT_GAMETOOLTIP_SET_UNIT_*` block in
[src/Offsets.h](src/Offsets.h).
## 46. `GameTooltip:SetFrameStack([showHidden])` — deferred (Lua-side fix in place)
## ~~46. `GameTooltip:SetFrameStack([showHidden])`~~ — DONE
Renders a tooltip listing the chain of frames at the mouse cursor,
sorted by strata + level. The 3.0+ debug-tooling primitive used by
Blizzard's `Blizzard_DebugTools` and every layout-debugging addon.
### Current state in this project
Our bundled `DebugTools/` backport ships its own `FrameStackTooltip`
in [DebugTools/DebugTools.lua](DebugTools/DebugTools.lua), driven
by `_CollectFramesUnderMouse`. As of the EnumerateFrames switch,
the iterator walks the engine's own frame list — fast (typically
~hundreds of entries) and includes anonymous frames the engine
sees but a `_G` walk would miss.
What's still missing relative to the real engine `SetFrameStack`:
- **Anonymous-frame display name.** We currently show
`<anonymous>` for frames where `frame:GetName()` returns nil.
The engine's method shows the frame's pointer + the Lua-side
registry-table address. To get there we'd need a Lua-callable
shim that exposes a numeric handle per frame (vftable + Lua-ref
lookup), which is non-trivial.
- **Single-tooltip semantics.** Modern addons can call
`GameTooltip:SetFrameStack(...)` directly on any tooltip;
ours requires the `FrameStackTooltip` we ship in `DebugTools/`.
Most consumers (`Blizzard_DebugTools` ports, layout addons via
`/framestack`) don't care, but a strict polyfill would.
### C++ port from 3.3.5 — kept as a research note
What `Script_GameTooltip_SetFrameStack`
actually does in 3.3.5 (Frostmourne client, registration entry at
VA 0x00AD2CF0 → function VA 0x00626560 → inner builder
`FUN_006230d0`):
- Pulls cursor (in frame space) via `FUN_0047BFF0` from a render-
state global at `[DAT_00B499A8 + 0x1224 / +0x1228]`.
- Walks an intrusive linked list at `[DAT_00B499A8 + 0xCD4]`. Each
frame node reads:
- `[+0x00]` — vftable; `vftable[+0x10]` = "is the frame visible
enough to hit-test" predicate.
- `[+0x0E0]` (`node[0x38]`) = strata; gates `(strata != 0 ||
showHidden)`.
- `[+0x0D0]..[+0x0DC]` (`node[0x34..0x37]`) = frame rect for
hit-test.
- `[+0x0D8]` (`node[0x36]`) flags, bit 2 → visible.
- `[+0x288]` (`node[0xA2]`) = next pointer.
- Per-frame name via `vftable[+0x04]` (a `GetDebugName()`-style
virtual). If the frame is Lua-side (`vftable[+0x10]` returns
type code 5), an extra `lua_rawgeti(L, REGISTRY, frame->luaRef)`
pulls the Lua-table reference for the `"%s: %p (%s)"` format;
otherwise it's `"%s: %p"`.
- Builds into a scratch sort array at `DAT_00C5D370` (entry stride
`0x410`), `qsort` against comparator `FUN_0061A5B0`.
- Header line via `FUN_00819D40("DEBUG_FRAMESTACK", ...)` (Lua
`GetGlobalString`) then per-entry `FUN_0061FEC0` (tooltip
`AddLine` equivalent, takes color codes from a 4-byte-stride
table at `0xAD2DC0` / `0xAD2DB8` / `0xAD2DB0` for
visible/hidden/special states).
For a 1.12 port we'd need to derive:
- The frame-manager global (3.3.5's `DAT_00B499A8` — different VA
in 1.12, different field offsets likely).
- Frame struct offsets for rect, strata, flags, next, name vftable
slot — the layout shifted between 1.12 and 3.3.5 (same way unit
field offsets did, per the `OFF_UNIT_FIELD_HEALTH` discovery in
CLAUDE.md).
- AddTooltipLine engine address (1.12 has it — every
`GameTooltip:SetX` method calls it internally).
- Lua-side reference lookup helper (whatever 1.12 uses to map
frame → Lua table; the `FrameScript_GetObject` chain at
`0x6F3740` is part of this).
### Recommendation
The Lua-side iterator switch is done. The C++ port stays deferred
unless we need the engine frame list for something else
(`GetMouseFocus` polyfill, anonymous-frame inspector with extra
fields beyond what Lua exposes, single-tooltip strict polyfill,
etc.) that would amortize the RE cost.
A mirror of 4.3.4's CGTooltip::SetFrameStack in
[src/tooltip/FrameStack.cpp](src/tooltip/FrameStack.cpp), plus the
`OnTooltipSetFrameStack` script in Tooltip::SetEvents. Every input exists in
1.12: the CSimpleTop frame list, the NDC cursor + NDCToDDC, CLayoutFrame
GetRect, the frame's visible / enabled-input / strata / level fields,
FrameStrataToString and the two default tooltip colors (all in Offsets.h).
The `/fstack` UI itself is addon Lua and can now call the method.
## ~~47. `IsPlayerSpell(spellID)`~~ — DONE
@@ -1120,51 +1047,50 @@ spell-API functions use. Returns `(1, nil)` / `(nil, 1)` /
`(nil, nil)` per legacy convention. `C_Spell.IsSpellUsable` is the
modern shape — same logic, returns proper booleans.
**Two engine-cache approaches investigated and discarded:**
**Reworked for issue #51 (2026-09-12) — it now IS the engine's
verdict.** `IsUsableAction` reads the per-slot cache
(`0x00BC6B60` usable / `0x00BC67A0` noMana, reader `FUN_004E5230`),
which the recompute `FUN_004E5050` fills per slot. For a player spell
slot that recompute is one call: `FUN_SPELL_IS_USABLE(record,
&noMana)` (`0x006E3D60`). For a pet spell slot it is `FUN_PET_ACTIONS_
USABLE()` then the pet's power vs `FUN_GET_SPELL_COST(spellID, 0)`.
`Spell::Usable` now runs exactly those two paths live (plus a
knowledge gate on `VAR_PLAYER_SPELL_BITMAP`, since the helper is also
fed item on-use spells and never checks knowledge). Verified check
list of the helper is on `FUN_SPELL_IS_USABLE` in `Offsets.h`.
**The first version hand-rolled five checks instead** (known, alive,
off cooldown, power, reagents) and diverged from `IsUsableAction`
exactly where the helper does more or less — the issue #51 repro
(Warrior, Whirlwind):
| State | `IsUsableAction` | old `IsUsableSpell` |
|---|---|---|
| Berserker, 0 rage, on CD | `nil, 1` | `nil, nil` (we tested cooldown first — the engine never does) |
| Battle Stance, 25 rage | `nil, nil` | `1, nil` (we never tested stance) |
Cooldown is deliberately NOT part of usability: FrameXML greys
(`IsUsableAction`) and swipes (`GetActionCooldown`) as two separate
states, and the engine helper has no cooldown branch. Rule #1 case:
`Item::Usable` had been calling the helper all along.
**Two engine-cache approaches investigated and discarded before the
first version** (still true, kept for the record):
1. **Per-spell cache at `0x004F0F40` returning fields at +0x564
/ +0x568** — initially looked promising (the action-bar
dispatcher at `0x004E5BA0` reads these), but the writers
(`0x004EFF17` cluster) showed they're parsed config integers,
not real-time usability bools. False trail.
not real-time usability bools. False trail. (Later identified as
the macro entry's cached primary spell — see the `#showtooltip`
notes.)
2. **Action-bar per-slot caches at `0x00BC67A0` (noMana) and
`0x00BC6B60` (usable)** — these ARE real-time, but only updated
for the 120 action-bar slots. Spells off the bar stay
uninitialized. Action-bar-only is the wrong abstraction since
modern `IsUsableSpell(spellID)` is action-bar-agnostic.
Settled on a **manual five-check approach**:
1. Player knows the spell (`VAR_PLAYER_SPELL_BITMAP` lookup —
covers profession recipes, talents, racials, etc.).
2. Player is alive (`HEALTH > 0`).
3. Spell is not on cooldown (`FUN_SPELL_QUERY_COOLDOWN` —
the engine helper `Script_GetSpellCooldown` calls internally
after slot resolution, queried with `bookType=0` for player).
4. Player has ≥ `ManaCost` of the spell's `PowerType` —
only this failure flips `noMana=true`.
5. Player has all required reagents in bags
(`Spell.dbc` Reagent[8] / ReagentCount[8] at `+0x110` /
`+0x130`, walked via `Item::Location::ResolveBag`).
**Not checked** (deliberate, different concerns): silence, GCD,
stance/form, range, target type, line-of-sight, casting state.
**Verified on Turtle WoW:**
- Mana check: Renew rank 3 (cost 105) reports usable at 144 mana
and unusable at 39 mana, transitioning exactly at the cost
boundary.
- Reagent check: SHIPPED BUT UNVERIFIED — the Reagent[8] /
ReagentCount[8] offsets at `+0x110` / `+0x130` are the
CMaNGOS-documented vanilla layout, and we know spell records
match CMaNGOS docs (PowerType=+0x7C and ManaCost=+0x80 both
match), so high confidence — but no in-game verification yet.
Should test with a reagent spell (e.g., Mage Teleport spell 3565
needs Rune of Teleportation 17031). Failure mode if offsets are
wrong: reagent check becomes a no-op (always passes).
- Cooldown check: SHIPPED BUT UNVERIFIED in this implementation —
the helper signature was traced via `Script_GetSpellCooldown` at
`0x004B40A0` but not exercised in-game. Should test with a
cooldown'd spell.
modern `IsUsableSpell(spellID)` is action-bar-agnostic. The fix
above sidesteps this by calling what FILLS the cache, not the
cache.
**Important offset correction along the way.** Initial implementation
read POWER1 at descriptor `+0x5C` based on the CMaNGOS-documented
@@ -1741,7 +1667,14 @@ is a thin wrapper. If they're inlined, we'd either need to skip
the clear ourselves (call after some no-op state setup) or
manually call the line-emission primitives.
## ~~61. `GameTooltip:GetItem()` / `GetSpell()` / `GetUnit()`~~ — `GetItem` + `GetSpell` DONE; `GetUnit` skipped
## ~~61. `GameTooltip:GetItem()` / `GetSpell()` / `GetUnit()`~~ — DONE
`GetUnit` shipped later in [src/unit/Tooltip.cpp](src/unit/Tooltip.cpp):
`SetUnit` is re-registered in front of the engine's (no MinHook) to
stage the token, and the token binds in the unit-builder co-hook that
`Tooltip::SetEvents` already owned. The builder has three callers:
SetUnit, the world-mouseover setter (→ `"mouseover"`), and an in-place
refresh (keeps the token). The notes below are the original skip.
Modern query methods that return what the tooltip is currently
showing:
@@ -1847,10 +1780,17 @@ are supported.
### Unhookable globals
Modern WoW rejects `hooksecurefunc("<core lua/secure fn>", ...)` outright
to keep callers from clobbering language primitives or breaking taint
propagation. We mirror that with a name blacklist in `Script_HookSecureFunc`
that fires `lua_error` with `"hooksecurefunc: function is unhookable"`
Patch 11.0.0 (The War Within, 2024-07-23) made `hooksecurefunc` refuse a
fixed set of names with a "Cannot hook function" error, to keep callers
from clobbering language primitives or breaking taint propagation. No
earlier client has the restriction (3.3.5, 4.3.4 and 5.4.8 carry no such
string), so 11.0's published list is the reference — and it is NOT the
engine's base-library table (`0x00811E28`, 36 entries, catalogued in
`BlizzardScriptAPI.md` §3): 11.0 leaves `tostring`/`error`/`loadstring`
hookable and includes secure-family names that are not base functions. We
mirror the 11.0 list verbatim with a name blacklist in
`Script_HookSecureFunc` that fires `lua_error` with
`"hooksecurefunc: function is unhookable"`
when the two-arg form targets one of: `getfenv`, `getmetatable`,
`hooksecurefunc`, `ipairs`, `issecurevalue`, `issecurevariable`, `next`,
`pairs`, `pcall`, `pcallwithenv`, `rawget`, `rawset`, `scrub`,
@@ -3827,9 +3767,10 @@ private namespace table **only** when BOTH hold, else `nil`:
boolean flag; approach (a) from the notes below — no parser hook).
The two paths stay separate, as required:
- **Internal** `__addonns` (the `local name, ns = ...` preamble) stays
**ungated** — an addon always gets its own namespace. Still in
`luasyntax/Transpile.cpp`.
- **Internal**: each addon file is called with `(name, ns)` as real
arguments, as 4.3.4 does (`Script_RunAddonFile` in
`luasyntax/Transpile.cpp`) — **ungated**, an addon always gets its own
namespace. (Replaced the `__addonns` global preamble.)
- **Public** `C_AddOns.GetAddOnLocalTable` carries the gate, in
`addons/LocalTable.cpp`.
@@ -3854,3 +3795,121 @@ Not shipped by default: no addon opts in yet. The embedded `!!!ClassicAPI`
addon could add `## AllowAddOnTableAccess: 1` to its `.toc` to expose its own
namespace as a worked example, but that's a product/security decision left to
the maintainer.
## 100. Self-documenting API + `/classicapi` browser — SHIPPED (first slice)
`docs/API.md` is 18.7k lines and its anchors are signature slugs, so a
signature edit breaks the 281 internal + 88 README links into it. Blizzard
solved the same problem by shipping the API as DATA
(`Blizzard_APIDocumentationGenerated`: one table per system with typed
`Functions` / `Events` / `Tables`) plus a browser addon
(`Blizzard_APIDocumentation`, the `/api` command). warcraft.wiki.gg's
Arguments/Returns blocks are those same tables rendered by a bot — so one set
of descriptors feeds the in-game browser, a page generator, and a drift check.
**Shipped in this round**
- `namespace Game::Doc` in [src/Game.h](src/Game.h) — `Field` +
`Req`/`Opt`/`Vararg`, `FieldList`, `Function`, `Method`, `Structure`,
`Event`. Constant-initialized `const` objects; no heap, no dynamic init.
- A trailing descriptor argument on all six `Game::Lua::Register*`, and on
`Event::Custom::AutoReserve`. Zero changes inside any `Script_*`.
- [src/api/Documentation.cpp](src/api/Documentation.cpp) — records every
registration on the first pass of each Lua state, derives systems, and
exports `C_APIDocumentation.GetSystems()` / `GetSystem(name)` lazily in
Blizzard's exact table shape, plus `_classicapi_UndocumentedAPI()`.
- `AddOns/!!!ClassicAPI/APIDocumentation/` — the 8-file port of
`Blizzard_APIDocumentation`, driven by `/classicapi` (short `/capi`).
Named for what it documents: the browser holds only ClassicAPI's own
surface, so `/api` would have over-promised.
- `Util/LinkUtil.lua` — the `SetItemRef` → `LinkUtil.ProcessLink` dispatch,
wiring up a `RegisterLinkHandler` registry that had been dead code. Any
future link type now registers a handler instead of stacking another
`SetItemRef` override. Also fixed `assertsafe` being undefined there.
- Documented: the whole `C_Spell` / `C_SpellBook` surface, the spell globals
(`SpellGlobals`), the two SpellBook enums, the 13 `UNIT_SPELLCAST_*`
events, `GameTooltipAPI` (frame-method example), and `C_Glue` (glue and
mixed-environment example).
**The remaining sweep.** `_classicapi_UndocumentedAPI()` is the worklist —
~700 registrations across ~46 namespaces. Do it a namespace at a time; the
descriptor goes beside the registration and must be written against the
`Script_*` BODY, not against `docs/API.md` (which is already stale in
places — `IsHarmfulSpell` / `IsHelpfulSpell` describe an `AttributesEx` bit
read that the code does not do; it walks the effects' implicit targets).
`tools/New-ApiDocSkeletons.ps1` emits paste-ready skeletons from the 207
single-line `Usage:` strings + the API.md headings, with `// TODO` on every
guess — a starting point to verify, never to paste blind.
When the sweep finishes, delete the `= nullptr` / `= 0` defaults from the six
registrar parameters: a registration without a descriptor then fails to
compile, which is the whole point of putting the descriptor at the call site.
**Then, not before:** an `ExportAPIDocumentation` console command (glue-
registered like `ExportInterfaceFiles`, writing one Blizzard-format `.lua`
per system plus `Undocumented.txt`), a CI diff of the committed copies to
catch descriptor drift, and a Markdown/wiki generator to replace the
hand-maintained `docs/API.md` — the reason the descriptors exist at all.
## 101. `Frame:SetOnUpdateMode(mode)` + `Enum.OnUpdateMode` — medium
```
Frame:SetOnUpdateMode(onUpdateMode) -- Enum.OnUpdateMode
0 Disabled no OnUpdate, visible or not
1 RunWhenVisible the vanilla behaviour (default)
2 RunWhenVisibleOnce run once while visible; resets to Disabled BEFORE running
3 RunOnce run once regardless of visibility; resets to Disabled BEFORE running
4 RunAlways run regardless of visibility
```
"Resets before running" is load-bearing: the handler re-arms by calling
`SetOnUpdateMode` again from inside itself.
**Engine (verified 2026-09-15).** The per-frame dispatcher is `FUN_0076B2C0`,
`__thiscall(frame, float elapsed)` at vtable `+0x38`, present in every frame
vtable with subclass overrides chaining into it (same shape as the click
vmethod `FUN_00779540`):
```c
if (frame[0x128] != 0) // the OnUpdate slot
FUN_007026F0(frame, frame + 0x128, "%f", elapsed); // fmt @0x00835160
```
The walk is `FUN_00765650`: nine strata buckets of an intrusive list
(`frame+0x310` = next, saved into the bucket before each call so a handler may
unlink itself), calling `vtable+0x38` per node — with **no visibility check in
the loop and none in the dispatcher**. Visibility is therefore *list
membership*, not a test, and that list is the per-strata render list, so a
hidden frame is simply absent. Contention: a literal scan of every DLL in
`dll\` + `dll_local\` finds no reference to `FUN_0076B2C0` or `FUN_00765650`.
**Design.** Modes 0/1/2 need only a co-hook on `FUN_0076B2C0` — mode 0 returns
without calling the original, mode 2 sets Disabled then calls it, mode 1 is the
engine unchanged. Guard the detour on an empty mode map so non-users pay a
compare.
Modes 3/4 cannot come from that hook: the frame is not in the walk's list while
hidden, and forcing membership would put it in the RENDER list (it would try to
draw). Drive them from `Tick::WorldTick` instead — an already-owned hook, so no
second MinHook — calling the engine's own `FUN_0076B2C0(frame, elapsed)` so the
handler sees exactly the fire it normally would, with a per-tick mark set by the
hook so a *visible* `RunAlways` frame is not dispatched twice.
**Open question before writing it:** the `elapsed` for the self-driven modes.
The walk receives it from its caller; cleanest is to capture it in the hook (one
value per pass, shared by every frame) and reuse it, falling back to a
`Time::Clock` delta when nothing visible ran that frame. Needs checking whether
`Tick::WorldTick` (`FUN_0066FD50`, the world subsystem) runs before or after the
UI pass, which decides whether the captured value is this frame's or last
frame's.
**Cost:** one new MinHook (uncontended, guarded to ~zero when unused), one
WorldTick subscriber, a frame-keyed mode map, `Enum.OnUpdateMode`, and
`SetOnUpdateMode` / `GetOnUpdateMode`.
**Value, honestly.** `RunAlways` is the only genuinely new capability — a hidden
frame currently cannot run OnUpdate at all, which is why addons keep a
permanently-shown dummy frame for their tickers. `Disabled` duplicates
`SetScript("OnUpdate", nil)` and `RunOnce` overlaps `C_Timer.After(0, …)`, so
the rest is API parity. Worth it for the one capability plus a clean enum, not
as a performance feature.
+5001 -818
View File
File diff suppressed because it is too large Load Diff
+58 -1
View File
@@ -9,7 +9,8 @@ ImageBase `0x00400000`. All VAs in this doc use that base.
## How Blizzard wires Lua
There are two registries.
There are two Blizzard registries, plus the Lua standard libraries, which are
bound a third way (§3) and are NOT in the batch counts below.
### 1. Global functions — `FrameScript_RegisterFunction` at `0x00704120`
@@ -57,6 +58,62 @@ C3 ret
23 tables found, **481 methods total**. The runtime dispatcher at `0x005368D0`
resolves `frame:method(...)` by looking the name up in the matching context.
### 3. Lua standard libraries — `luaL_openlib` tables
The Lua 5.0 standard libraries, and Blizzard's replacements inside them, are
bound by `luaL_openlib` walking one `luaL_reg { char *name; lua_CFunction
func; }[]` table per library when the Lua state is created (`FUN_00703B80`,
called immediately BEFORE `FUN_LOAD_SCRIPT_FUNCTIONS`). They never pass
through `FrameScript_RegisterFunction`, so none of them appear in the 54
batches above or in the loop scan behind `raw_globals.txt` — which is how
`debugprofilestart` / `debugprofilestop` (stock since 1.7.0) went
uncatalogued here until 2026-09. **Before declaring a global absent, check
these tables or `/dump` the name in game.**
**Base library** — table `[0x00811E28]`, 36 entries, `.rdata`. Blizzard's
own base library: the stock 5.0 set minus `dofile`/`loadfile`/`require`/
`print` (`print` is a ClassicAPI backport), plus the `debug*` /
`*errorhandler` / `date` / `time` additions.
```
0x00702770 setglobal 0x00702DF0 type
0x007027B0 getglobal 0x00702E30 tonumber
0x007027E0 debugload 0x00702F40 tostring
0x007027F0 debuginfo 0x007030A0 unpack
0x00702800 debugprint 0x007030F0 rawequal
0x00702810 debugdump 0x00703130 rawget
0x00702820 debugbreak 0x00703160 rawset
0x00702830 debugtimestamp 0x007031A0 assert
0x00702840 debugprofilestart 0x00703200 gcinfo
0x00702860 debugprofilestop 0x00703250 collectgarbage
0x00702900 seterrorhandler 0x00703280 loadstring
0x00702950 geterrorhandler 0x007032F0 pcall
0x00702970 error 0x00703340 xpcall
0x007029F0 getmetatable 0x007033A0 date
0x00702A40 setmetatable 0x007035A0 time
0x00702AC0 getfenv 0x00703760 debugstack
0x00702BE0 setfenv
0x00702C90 next
0x00702CD0 ipairs
0x00702DA0 pairs
```
`debugprofilestart` stores `rdtsc` in `0x00CEEB58` (u64);
`debugprofilestop` pushes `|rdtsc − start| / (ticksPerSecond / 1000)` as a
double, where `ticksPerSecond` is `FUN_0042C020` = `(int64)(1000.0 /
[0x008332C8])` — a TSC scale calibrated at boot (the image holds `1.0`). So:
milliseconds with a sub-microsecond fraction, from the CPU counter, unrelated
to the engine's millisecond tick and to `GetTime()`.
The `table`, `string` and `math` libraries have the same shape (the `table`
library's `luaL_reg` is at `0x00822D70` — see `Offsets.h`
`FUN_LUA_TABLE_INSERT`) and are not enumerated here. The short global
aliases (`tinsert`, `getn`, `strlen`, `format`, `floor`, …) are not registered
at all: an embedded Lua chunk at `.data 0x008722E8`, run by the same state
init, assigns them from the library tables (`tinsert = tab.insert`). A module
that registers over a library function must therefore re-bind its alias —
`Game::Lua::RegisterGlobalAlias`.
## Scope
The 54 global-function batches split into two phases:
+104 -29
View File
@@ -69,20 +69,19 @@ The DLL hooks the engine's own text pipeline — no companion addon:
earlier `0xFF` alpha force at emit was a misdiagnosis of a bubble that built
while faded out; it froze icon-line text fully opaque while everything
around it faded.
- **Outlined fonts** — outline ink extends past the glyph advances; the
engine itself grows line height by exactly 4.0 / 2.0 pen px for thick / thin
outline (`face+0x180` bits 3 / 0, `.rdata` constants). `OutlineInkPen` reads
the same flags and constants, and half the ink leads each icon, half trails
— threaded through the shared advance helper so the emitter advance, the
justify pre-shift, and the wrap-stepper probes all agree. Without it, coins
clipped into outlined digits the moment the exact K removed the old
miscalibration's accidental slack (`968335d`).
- **Size, spacing and alignment are 4.3.4's rules** (decompiled source in
`C:\Git\wowdecomp15595`; 3.3.5 has the same). See "Icon geometry" below.
Every hand-tuned constant this module once carried (a 0.18 × font lead/trail
pad, a 0.6 × font vertical centre, a −1px region nudge, a size multiplier)
is gone.
- **Measure** — three cold FontString-level co-hooks make measure match the
drawn result: width (`FUN_00772890`), height (`FUN_007729B0`), and wrap
(`FUN_005C7260`). `GetStringWidth`, `fontstring:GetStringHeight`, wrap
breaks, and line height all count the icon.
- **Tall icons** — an icon taller than the font grows its line height, so it
does not overlap its neighbors, and it centers in the grown line. A hyperlink
- **Tall icons** — a line holding an icon taller than the font moves itself
and the lines after it down by the overflow, as 4.3.4 does, so it does not
overlap its neighbors; the icon aligns by the line's vertical justification
(below). A hyperlink
that contains a tall icon is hoverable across the whole icon
(`49934b0`, `b9d0705`).
- **Chat fade** — icons fade in lockstep with their chat line (`3ca3b7e`).
@@ -258,15 +257,76 @@ per build — on the first wrapped line, detected by `text == [node+0x48]` (the
node's text start) — and icons ACCUMULATE across lines. Multiple icons per line
fall out of the segmentation loop naturally.
### Vertical centring — font-relative
### Icon geometry — 4.3.4's rules, ported
`penXYZ[1]` sits near the text TOP, so the icon centre = `penY + fontHeight *
g_centerFrac` (0.6, calibrated in-game across chat + pfUI's bubble). Font height
comes from the engine's own `FUN_005c6fa0(flag, [node+0x1c])` (the emitter's
glyph-sizing call), so centring holds across font sizes without a fixed pixel
nudge. A TALL icon (height > font) centres in its GROWN line (see the tall-icon
sections in Current design) — the string-height co-hook adds the overflow, so
the extra room sits half above and half below the text.
**Size** (`ParseEmbeddedTexture`, 0x00617BA0 in 4.3.4). A WRITTEN size is not
pixels: it multiplies by `fontPx / (14 × ddcWidthScale)`, the reduction of the
engine's `windowPx / (aspectComp × 1024) × fontHeight / NDCToDDCWidth(14 /
(aspectComp × 1024))` (the call list of the real apwow.exe function confirms
`CoordinateGetAspectCompensation` + `NDCToDDCWidth`). So sizes are relative to
a 14-unit font and follow the text's size, UI scale and resolution. 1.12 holds
ddcWidthScale in the same Coordinate static (`VAR_COORD_DDC_WIDTH_SCALE`,
0x00832A44 — the four statics sit at 0x00832A40 with 4.3.4's exact initial
values). On top of that, every size multiplies by the fontstring's layout
scale (`fs+0x7C`) — 3.3.5's `CGxString::m_scale`, applied again although the
font height already includes it. 4.3.4 dropped this factor; 3.3.5's was kept
after a side-by-side look in game. Every wrap gets the same scale, as 4.3.4
passes `m_layoutScale` to every `CalcWrapPoint`: the draw builder through the
node's owner, and the three fs-level callers (the height getter, the
display-text truncation inside the rebuild, the break array) through a
fontstring scope their co-hooks set (`WrapLayoutScale`). Size cases: height ≤ 0 → font height; width absent → the height;
width > 0 → width × scale, or a RATIO of the height when the height came from
the font (`:0:2` is twice as wide); width ≤ 0 → the font height. Offsets are
screen pixels and move only the drawn texture (+x right, +y UP), never the
layout. `ResolveIconSize` is the one implementation.
**Spacing** (`InitializeTextLine`, case CODE_TEXTURESTART). An icon starts at
the previous glyph's INK edge — bearing + cell width, clamped to ≥ 0 and
capped at the glyph's own advance (`FUN_TEXT_GLYPH_BASE_ADVANCE`) — plus
the face's outline ink (4 × scale thick / 2 × scale thin, `face+0x180` bits 3 /
0; the same constants the 1.12 emitter grows its line by); with no glyph
since the line start or the last icon it starts at the pen, no gap. The next
glyph starts at `floor(iconRight + 0.5)` with no kerning against the icon.
1.12's emitter doesn't report its last glyph's position (its pen is lazy), so
`drawRun` replays the run's placements with the emitter's own helpers — the
pair advance, the snap rounding (`FADD 0.5; __ftol`), `FUN_TEXT_GLYPH_DESC`
(`CGxFont::NewCodeDesc`) and `FUN_TEXT_GLYPH_BEARING` — and floors the cell
width in snap mode exactly as the emitter draws the quad. Measures count an
icon as its width plus the outline gap when a glyph precedes it
(`SumIconAdvances`); the engine measures width alone, but counting the gap
keeps measure and render in step for tooltips and right-justified text. The
advance cap is ClassicAPI's: every measure counts the preceding glyph by its
advance, so an ink edge past the advance (a glyph cell wider than its step —
seen on "[" in chat) pushed each following icon and the rest of the line past
the measured width, and wrapped chat lines overran the frame edge.
**Vertical** (same case + `CreateGeometry`). By the node's vertical justify
(`OFF_TEXT_NODE_JUSTIFY_V`, node+0x50: 0 top / 1 middle / 2 bottom — the
branch of the origin finalize `FUN_005cdf70`): top → the icon's top on the line
top; bottom → its bottom on the baseline; middle → centred on the font height
below the line top. The baseline is `penXYZ[1]` and the line top is the draw
builder's `linkState[1]` (baseline + font height + spacing), 4.3.4's
m_baseLineHeight / m_lineHeight.
**Tall lines** (`CGxString::InitializeText` + `InitializeViewTranslation` +
`GxuFontGetWrappedTextHeight`), mirrored step for step:
- A line whose tallest icon reaches past the font height moves down by that
overflow, and every later line with it: all of it before the line for
bottom justify, all after for top, `floor(overflow / 2)` before and after
for middle. The emitter co-hook moves the builder's pen y and link band
(`penXYZ[1]` = its `local_48`, `linkState[1]/[3]` = its `local_74[0]/[2]`),
which the builder lowers per line, so the move carries forward.
- The node's summed overflow (`m_extraLineHeight`) joins the text height the
origin finalize justifies by: the `FUN_TEXT_NODE_FINALIZE_ORIGIN` co-hook
raises the node position y (`+0x24`) by half / all of it for middle /
bottom justify for the call, so the engine's own math and rounding produce
4.3.4's origin. It also runs on every reposition (`FUN_005ccb10`).
- `GetStringHeight` adds the same per-line overflows, summed. The wrap
stepper reports each line's overflow during the engine's own height pass,
so the lines are the engine's breaks; the sum is kept per fontstring while
the engine serves its cached height.
A link's hit band grows toward where its icon reaches (below for top, above
for bottom, half each way for middle); 4.3.4 keeps the band at the text.
### Measure / wrap — co-hook the tokenizer
@@ -417,11 +477,11 @@ formula.)
**Still icon-blind (accepted residuals):**
- Sub-pixel only for a string-final icon: the width hooks report its INK edge
(advance minus the trail half-pad/ink — `TrailingIconTrimPen`), matching the
engine's own last-glyph convention (the gxu width loop ends on ink, not
advance — the source of the old −0.8px measurement, whose previous-glyph
advance treatment is semantically CORRECT once an icon renders after it).
- Sub-pixel only for an icon after a glyph: layout starts it at that glyph's
INK edge while measures count the glyph's advance, so the two differ by the
glyph's right bearing — the same discrepancy 4.3.4 has between its own
layout and measure loops. A string-final icon measures exactly (the gxu
width loop ends on the last glyph's ink, which is where the icon starts).
What remains is the icon region's ±0.5px placement rounding and the base
loop's ~0 contribution for the payload-0 icon token.
- An fs whose `fs+0xFC` cache was filled while the feature was toggled
@@ -544,9 +604,7 @@ backend note.)
- **Still icon-blind** (accepted): the hyperlink hit-test past a tall icon
OUTSIDE the link on the same line. The substring measure `FUN_00772AE0` was
hooked once its real consumer surfaced (the tooltip auto-size measures
wrapped SEGMENTS with it), and the trailing-icon width residual is trimmed
to sub-pixel (`TrailingIconTrimPen` — a string-final icon reports its ink
edge, not its advance, per the engine's own last-glyph convention).
wrapped SEGMENTS with it).
## Goal & spec
@@ -556,9 +614,26 @@ Render the modern inline-texture escape (warcraft.wiki.gg/wiki/UI_escape_sequenc
|Tpath:height[:width[:offsetX:offsetY[:texWidth:texHeight:left:right:top:bottom[:rV:gV:bV]]]]|t
```
Atlas markup (`|A:atlas:…|a`) is Legion+ (needs an atlas DB 1.12 lacks) — out
of scope. FileDataID paths are Legion+ — 1.12 resolves texture PATH strings
only.
Atlas markup is also supported:
```
|A:atlasName:height:width[:offsetX:offsetY]|a
```
It shares every scanner, measure, wrap and placement stage with `|T` — only the
payload parser differs. `ParseAtlasIcon` resolves the name through
`Texture::Atlas` and fills the SAME `IconDesc`, because an atlas is exactly the
"path + normalized sub-rect" that struct already carries for a `|T` span with
texcoords. A `height`/`width` of `0` resolves to the atlas's own pixel size at
PARSE time (not the line font height `|T` falls back to), which is what keeps the
rest of the pipeline marker-agnostic. Tiling atlases draw one quad, so
`tilesHorizontally` / `tilesVertically` are not honored here.
Adding any further marker means touching `IconStartLen`, `FindIconClose`,
`InlineSpanLen`, the ghost guard in `FlushLayout` — and, mandatory,
`chat/IconFilter.cpp`, or the marker becomes a chat-spoof vector.
FileDataID paths are Legion+ — 1.12 resolves texture PATH strings only.
## Confirmed: 1.12 has ZERO inline-texture support
+38
View File
@@ -1259,4 +1259,42 @@
2: 0x00706040 CreateFont
3: 0x007060B0 CreateFrame
=== luaL_openlib base library Table 0x00811E28 Count=36 (not a FrameScript_RegisterFunction batch; see BlizzardScriptAPI.md §3) ===
0: 0x00702770 setglobal
1: 0x007027B0 getglobal
2: 0x007027E0 debugload
3: 0x007027F0 debuginfo
4: 0x00702800 debugprint
5: 0x00702810 debugdump
6: 0x00702820 debugbreak
7: 0x00702830 debugtimestamp
8: 0x00702840 debugprofilestart
9: 0x00702860 debugprofilestop
10: 0x00702900 seterrorhandler
11: 0x00702950 geterrorhandler
12: 0x00702970 error
13: 0x007029F0 getmetatable
14: 0x00702A40 setmetatable
15: 0x00702AC0 getfenv
16: 0x00702BE0 setfenv
17: 0x00702C90 next
18: 0x00702CD0 ipairs
19: 0x00702DA0 pairs
20: 0x00702DF0 type
21: 0x00702E30 tonumber
22: 0x00702F40 tostring
23: 0x007030A0 unpack
24: 0x007030F0 rawequal
25: 0x00703130 rawget
26: 0x00703160 rawset
27: 0x007031A0 assert
28: 0x00703200 gcinfo
29: 0x00703250 collectgarbage
30: 0x00703280 loadstring
31: 0x007032F0 pcall
32: 0x00703340 xpcall
33: 0x007033A0 date
34: 0x007035A0 time
35: 0x00703760 debugstack
+9
View File
@@ -31,4 +31,13 @@ bool PatchBytes(void *dst, const void *src, size_t len) {
return true;
}
void BoundedCopy(char *dst, const char *src, size_t n) {
if (dst == nullptr || n == 0)
return;
size_t i = 0;
for (; src != nullptr && src[i] != '\0' && i + 1 < n; ++i)
dst[i] = src[i];
dst[i] = '\0';
}
} // namespace Common
+8
View File
@@ -11,8 +11,16 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include <cstddef>
namespace Common {
bool PatchBytes(void *dst, const void *src, size_t len);
// Bounded, always-terminated string copy: writes at most `n - 1`
// characters plus the terminator, and treats a null `src` as empty. `n`
// is the size of `dst`. Stands in for `strncpy`, which MSVC deprecates
// (C4996) and which does not terminate on truncation.
void BoundedCopy(char *dst, const char *src, size_t n);
} // namespace Common
+9
View File
@@ -15,6 +15,7 @@
#include "Game.h"
#include "MinHook.h"
#include "Offsets.h"
#include "config/FileSwitch.h"
#include "event/Custom.h"
#include "player/NameCache.h"
#include "text/InlineTexture.h"
@@ -207,6 +208,14 @@ BOOL APIENTRY DllMain(HMODULE hModule, DWORD reason, LPVOID lpReserved) {
if (reason == DLL_PROCESS_ATTACH) {
DisableThreadLibraryCalls(hModule);
// The ONE thing that has to happen this early, and the only module this
// file names directly. The engine reads its config file during boot,
// several calls before VanillaFixes invokes `Load`, so a `-config`
// switch cannot be applied from the normal install path — by then the
// file has been read. This is a single 4-byte store, not a hook, so it
// carries none of the loader-lock cost described above.
Config::FileSwitch::Apply();
// Install nothing here (loader lock — see the block comment above).
//
// Under VanillaFixes, `Load` is the ONLY install trigger. VfPatcher.dll
+251 -18
View File
@@ -14,6 +14,7 @@
#include "Game.h"
#include "MinHook.h"
#include "Offsets.h"
#include "api/Documentation.h"
namespace Game {
@@ -23,6 +24,22 @@ void *ResolveUnitToken(const char *token) {
return fn(token);
}
float PixelToInternal(float px) {
const float mul = Read<float>(Offsets::VAR_COORD_DDC_WIDTH_SCALE);
const float div = Read<float>(Offsets::VAR_COORD_ASPECT_COMPENSATION);
if (div == 0.0f)
return 0.0f;
return px * mul / (div * static_cast<float>(Offsets::UI_COORD_SCALE_UNIT));
}
double InternalToPixel(float internal) {
const float mul = Read<float>(Offsets::VAR_COORD_DDC_WIDTH_SCALE);
const float div = Read<float>(Offsets::VAR_COORD_ASPECT_COMPENSATION);
if (mul == 0.0f)
return 0.0;
return static_cast<double>(internal) * div * Offsets::UI_COORD_SCALE_UNIT / mul;
}
namespace Lua {
// Each entry binds a typed function pointer in `Game::Lua::` to the
// corresponding raw VA in `Offsets`. The X-macro keeps the column-aligned
@@ -44,8 +61,10 @@ namespace Lua {
F(NewTable, lua_newtable, LUA_NEW_TABLE) \
F(GetTable, lua_gettable, LUA_GET_TABLE) \
F(RawGet, lua_rawget, LUA_RAW_GET) \
F(RawGetI, lua_rawgeti, LUA_RAWGETI) \
F(SetTable, lua_settable, LUA_SET_TABLE) \
F(RawSet, lua_rawset, LUA_RAW_SET) \
F(GetMetatable,lua_getmetatable,LUA_GET_METATABLE)\
F(SetMetatable,lua_setmetatable,LUA_SET_METATABLE)\
F(Insert, lua_insert, LUA_INSERT) \
F(Remove, lua_remove, LUA_REMOVE) \
@@ -55,6 +74,7 @@ namespace Lua {
F(PCall, lua_pcall, LUA_PCALL) \
F(Next, lua_next, LUA_NEXT) \
F(Type, lua_type, LUA_TYPE) \
F(TypeName, lua_typename, LUA_TYPE_NAME) \
F(Error, lua_error, LUA_ERROR) \
F(ToPointer, lua_topointer, LUA_TO_POINTER) \
F(ToThread, lua_tothread, LUA_TO_THREAD) \
@@ -99,26 +119,104 @@ void *ResolveObject(void *L, int idx) {
return result;
}
void RegisterGlobalFunction(const char *name, CFunction func) {
auto fn = reinterpret_cast<FrameScript_RegisterFunction_t>(
Offsets::FUN_FRAMESCRIPT_REGISTER_FUNCTION);
fn(name, func);
int ObjectLuaRef(void *object) {
using ScriptRegister_t = void(__thiscall *)(void *object, void *nameOrNull);
if (Game::Read<int>(object, Offsets::OFF_COBJECT_LUA_REFCOUNT) == 0)
reinterpret_cast<ScriptRegister_t>(
Offsets::FUN_FRAMESCRIPT_OBJECT_SCRIPT_REGISTER)(object, nullptr);
return Game::Read<int>(object, Offsets::OFF_COBJECT_LUA_REF);
}
// Aliased to the same engine entry; the engine reads VAR_LUA_STATE
// internally to decide which state to write to, and the glue hook
// runs while that pointer is set to the glue state. Wrapped as a
// named function (rather than `using RegisterGlueFunction = ...`) so
// callers express intent at the call site.
void RegisterGlueFunction(const char *name, CFunction func) {
auto fn = reinterpret_cast<FrameScript_RegisterFunction_t>(
Offsets::FUN_FRAMESCRIPT_REGISTER_FUNCTION);
fn(name, func);
void PushObject(void *L, void *object) {
RawGetI(L, REGISTRY_INDEX, ObjectLuaRef(object));
}
void RegisterFrameMethods(void *context, const FrameMethodEntry *table, int count) {
auto fn = reinterpret_cast<RegisterFrameMethods_t>(Offsets::FUN_REGISTER_FRAME_METHODS);
fn(table, count, context);
const char *ObjectDisplayName(void *object) {
using GetName_t = const char *(__thiscall *)(void *);
const void *vtable = Game::Read<const void *>(object, 0);
const char *name = Game::Read<GetName_t>(
vtable, Offsets::VTBL_SCRIPTOBJECT_GET_NAME)(object);
return name != nullptr ? name
: reinterpret_cast<const char *>(Offsets::VAR_STR_UNNAMED);
}
namespace {
using FrameScriptIsA_t = char(__thiscall *)(void *self, int typeId);
const char *EngineString(uintptr_t address) {
return reinterpret_cast<const char *>(address);
}
// Shared body: the engine's prologue with N accepted type ids.
void *ResolveChecked(void *L, int idx, const uintptr_t *typeIdVars, int count,
bool raiseError) {
if (Type(L, idx) != TYPE_TABLE) {
if (raiseError)
Error(L, EngineString(Offsets::STR_FS_THIS_NON_TABLE));
return nullptr;
}
void *obj = ResolveObject(L, idx);
if (obj == nullptr) {
if (raiseError)
Error(L, EngineString(Offsets::STR_FS_THIS_NON_OBJECT));
return nullptr;
}
for (int i = 0; i < count; ++i) {
if (IsA(obj, typeIdVars[i]))
return obj;
}
if (raiseError)
Error(L, EngineString(Offsets::STR_FS_WRONG_OBJECT_TYPE));
return nullptr;
}
} // namespace
int FrameScriptTypeId(uintptr_t typeIdVar) {
auto &typeId = Game::Ref<int>(typeIdVar);
if (typeId == 0) {
auto &counter = Game::Ref<int>(Offsets::VAR_FRAMESCRIPT_TYPE_ID_COUNTER);
counter += 1;
typeId = counter;
}
return typeId;
}
bool IsA(void *object, uintptr_t typeIdVar) {
auto **vtable = *reinterpret_cast<void ***>(object);
auto isA = reinterpret_cast<FrameScriptIsA_t>(
vtable[Offsets::OFF_VMT_FRAMESCRIPT_ISA / sizeof(void *)]);
return isA(object, FrameScriptTypeId(typeIdVar)) != 0;
}
void *ResolveTypedObject(void *L, int idx, uintptr_t typeIdVar, bool raiseError) {
return ResolveChecked(L, idx, &typeIdVar, 1, raiseError);
}
void *ResolveTypedObjectAny(void *L, int idx, const uintptr_t *typeIdVars,
int count, bool raiseError) {
return ResolveChecked(L, idx, typeIdVars, count, raiseError);
}
void *ResolveTooltip(void *L, int idx, bool raiseError) {
return ResolveTypedObject(L, idx, Offsets::VAR_GAMETOOLTIP_LUA_TYPE_ID, raiseError);
}
void *ResolveFrame(void *L, int idx, bool raiseError) {
return ResolveTypedObject(L, idx, Offsets::VAR_FRAME_LUA_TYPE_ID, raiseError);
}
void *ResolveRegion(void *L, int idx, bool raiseError) {
return ResolveTypedObject(L, idx, Offsets::VAR_REGION_LUA_TYPE_ID, raiseError);
}
void *ResolveTexture(void *L, int idx, bool raiseError) {
return ResolveTypedObject(L, idx, Offsets::VAR_TEXTURE_LUA_TYPE_ID, raiseError);
}
void *ResolveFontString(void *L, int idx, bool raiseError) {
return ResolveTypedObject(L, idx, Offsets::VAR_FONTSTRING_LUA_TYPE_ID, raiseError);
}
void *ResolveEditBox(void *L, int idx, bool raiseError) {
return ResolveTypedObject(L, idx, Offsets::VAR_EDITBOX_LUA_TYPE_ID, raiseError);
}
void *ResolveModel(void *L, int idx, bool raiseError) {
return ResolveTypedObject(L, idx, Offsets::VAR_MODEL_LUA_TYPE_ID, raiseError);
}
// Looks up `_G[name]`. If absent, creates a fresh table and binds it.
@@ -136,11 +234,110 @@ void EnsureGlobalTable(void *L, const char *name) {
Insert(L, -2); // [tbl, name, tbl]
SetTable(L, GLOBALS_INDEX); // _G[name] = tbl; pops k+v. [tbl]
}
// Same, one level down: ensures `parent[name]` is a table, with `parent`
// on top of the stack. Leaves `[parent, sub]`. Raw access, so a namespace
// carrying a metatable can't divert the read or the write.
void EnsureSubTable(void *L, const char *name) {
PushString(L, name); // [parent, name]
RawGet(L, -2); // [parent, parent[name]]
if (Type(L, -1) == TYPE_TABLE)
return;
SetTop(L, -2); // pop the non-table. [parent]
NewTable(L); // [parent, sub]
PushString(L, name); // [parent, sub, name]
PushValue(L, -2); // [parent, sub, name, sub]
RawSet(L, -4); // parent[name] = sub. [parent, sub]
}
// The escape-hatch namespace. Registering a name is not the same as owning
// it: the engine's registrars write `_G`, FrameXML and every addon load
// after that, and whoever writes last wins with no error and no way for the
// loser to notice. `GetServerTime` is the case on record — a client whose
// GameTime.lua declares its own replaced ours on every login.
//
// So every name the registrars below bind is also bound under
// `_G.ClassicAPI`, which nothing else writes. Two properties earn their
// keep, and both depend on doing this HERE rather than from Lua:
//
// - It runs at registration, so the mirror captures OUR function. A
// Lua-side `ClassicAPI.X = X` in the embedded addon would run after
// FrameXML and faithfully copy the clobbered version.
// - It mirrors by VALUE, reading the name back instead of making a
// second closure over the same C function. So `ClassicAPI.X == X`
// holds until something replaces the global, and the pair doubles as
// a clobber check for addons and for us.
//
// Not covered: frame methods (`obj:Method()` lives in the per-frame-type
// registry, not `_G`) and `RegisterIntegerEnum` values (a mirrored number
// is a copy, not a reference).
constexpr const char *kMirrorTable = "ClassicAPI";
void MirrorRegistration(const char *tableName, const char *name) {
void *L = State();
if (L == nullptr)
return;
const int top = GetTop(L);
// Read back whatever the registration actually bound.
if (tableName != nullptr) {
EnsureGlobalTable(L, tableName); // [src]
PushString(L, name); // [src, name]
RawGet(L, -2); // [src, value]
} else {
PushString(L, name); // [name]
GetTable(L, GLOBALS_INDEX); // [value]
}
if (Type(L, -1) != TYPE_FUNCTION) {
SetTop(L, top); // registration didn't land; nothing to mirror
return;
}
const int valueIdx = GetTop(L); // absolute, so the pushes below can't skew it
EnsureGlobalTable(L, kMirrorTable); // [..., mirror]
if (tableName != nullptr)
EnsureSubTable(L, tableName); // [..., mirror, sub]
PushString(L, name);
PushValue(L, valueIdx);
RawSet(L, -3); // target[name] = value
SetTop(L, top);
}
} // namespace
void RegisterGlobalFunction(const char *name, CFunction func, const Doc::Function *doc) {
auto fn = reinterpret_cast<FrameScript_RegisterFunction_t>(
Offsets::FUN_FRAMESCRIPT_REGISTER_FUNCTION);
fn(name, func);
MirrorRegistration(nullptr, name);
Api::Documentation::RecordGlobal(name, doc);
}
// Aliased to the same engine entry; the engine reads VAR_LUA_STATE
// internally to decide which state to write to, and the glue hook
// runs while that pointer is set to the glue state. Wrapped as a
// named function (rather than `using RegisterGlueFunction = ...`) so
// callers express intent at the call site.
void RegisterGlueFunction(const char *name, CFunction func, const Doc::Function *doc) {
auto fn = reinterpret_cast<FrameScript_RegisterFunction_t>(
Offsets::FUN_FRAMESCRIPT_REGISTER_FUNCTION);
fn(name, func);
// `State()` is the glue state here for the same reason the engine
// registrar writes there, so the mirror lands on the glue `_G`.
MirrorRegistration(nullptr, name);
Api::Documentation::RecordGlobal(name, doc);
}
void RegisterFrameMethods(void *context, const FrameMethodEntry *table, int count,
const Doc::Method *docs, int docCount) {
auto fn = reinterpret_cast<RegisterFrameMethods_t>(Offsets::FUN_REGISTER_FRAME_METHODS);
fn(table, count, context);
Api::Documentation::RecordFrameMethods(context, table, count, docs, docCount);
}
// Registers `func` at `_G[tableName][methodName]`. If the namespace
// doesn't already exist, creates an empty table for it.
void RegisterTableFunction(const char *tableName, const char *methodName, CFunction func) {
void RegisterTableFunction(const char *tableName, const char *methodName, CFunction func,
const Doc::Function *doc) {
void *L = State();
if (L == nullptr)
return;
@@ -149,10 +346,41 @@ void RegisterTableFunction(const char *tableName, const char *methodName, CFunct
PushCClosure(L, func, 0); // [tbl, methodName, closure]
SetTable(L, -3); // tbl[m]=c; pops k+v. [tbl]
SetTop(L, -2); // pop tbl. []
MirrorRegistration(tableName, methodName);
Api::Documentation::RecordTable(tableName, methodName, doc);
}
// `_G[alias] = _G[tableName][methodName]`, by VALUE. The engine binds its
// short aliases this way (`tinsert = tab.insert` in the compat snippet it
// runs at Lua init), so a module that registers over a library function has
// to re-bind the alias to the same closure — that keeps `tinsert ==
// table.insert` true, as the engine left it, instead of minting a second
// closure. A plain raw write, exactly what the snippet's assignment did. No-op
// if the source is not a function (nothing was registered to alias).
void RegisterGlobalAlias(const char *alias, const char *tableName, const char *methodName,
const Doc::Function *doc) {
void *L = State();
if (L == nullptr)
return;
const int top = GetTop(L);
EnsureGlobalTable(L, tableName); // [tbl]
PushString(L, methodName); // [tbl, m]
RawGet(L, -2); // [tbl, value]
if (Type(L, -1) != TYPE_FUNCTION) {
SetTop(L, top);
return;
}
PushString(L, alias); // [tbl, value, alias]
PushValue(L, -2); // [tbl, value, alias, value]
RawSet(L, GLOBALS_INDEX); // _G[alias] = value. [tbl, value]
SetTop(L, top);
MirrorRegistration(nullptr, alias);
Api::Documentation::RecordGlobal(alias, doc);
}
void RegisterIntegerEnum(const char *parent, const char *sub,
const EnumIntegerEntry *entries, int count) {
const EnumIntegerEntry *entries, int count,
const char *docSystem) {
void *L = State();
if (L == nullptr)
return;
@@ -166,6 +394,7 @@ void RegisterIntegerEnum(const char *parent, const char *sub,
}
SetTable(L, -3); // parentTbl[sub] = subTbl
SetTop(L, -2); // pop parentTbl
Api::Documentation::RecordEnum(parent, sub, entries, count, docSystem);
}
void SetFieldNumber(void *L, const char *key, double value) {
@@ -303,8 +532,10 @@ ModuleAutoRegister::ModuleAutoRegister(Fn f) : fn(f), next(g_moduleHead) {
}
void RunModuleRegistrations() {
Api::Documentation::BeginPass(Api::Documentation::ENV_GAME);
for (auto *node = g_moduleHead; node != nullptr; node = node->next)
node->fn();
Api::Documentation::EndPass();
}
GlueModuleAutoRegister::GlueModuleAutoRegister(Fn f)
@@ -313,8 +544,10 @@ GlueModuleAutoRegister::GlueModuleAutoRegister(Fn f)
}
void RunGlueModuleRegistrations() {
Api::Documentation::BeginPass(Api::Documentation::ENV_GLUE);
for (auto *node = g_glueModuleHead; node != nullptr; node = node->next)
node->fn();
Api::Documentation::EndPass();
}
ReloadAutoRegister::ReloadAutoRegister(Fn f) : fn(f), next(g_reloadHead) {
+223 -6
View File
@@ -13,6 +13,7 @@
#pragma once
#include <cstddef>
#include <cstdint>
namespace Game {
@@ -70,6 +71,15 @@ inline T &Ref(uintptr_t address) {
// across a dozen modules.
void *ResolveUnitToken(const char *token);
// UI pixels <-> internal layout (anchor) units. Script_SetPoint converts its
// pixel offsets with `px * [VAR_COORD_DDC_WIDTH_SCALE] / ([VAR_COORD_ASPECT_COMPENSATION]
// * UI_COORD_SCALE_UNIT)`; Script_GetLeft and Script_GetStringWidth push the
// inverse. A region's LOCAL pixels must be multiplied by its effective scale
// (OFF_REGION_EFFECTIVE_SCALE) first. Both return 0 while the scale globals
// are unset, so an early caller gets a zero offset rather than a wild one.
float PixelToInternal(float px);
double InternalToPixel(float internal);
using FrameScript_Initialize_t = bool(__fastcall *)();
using LoadScriptFunctions_t = void(__fastcall *)();
@@ -78,6 +88,113 @@ using LoadScriptFunctions_t = void(__fastcall *)();
// registering its 109 glue functions. See FUN_LOAD_GLUE_SCRIPT_FUNCTIONS.
using LoadGlueScriptFunctions_t = void(__stdcall *)();
// --- API documentation descriptors -----------------------------------------
//
// Every Lua registration (see the `Register*` functions in `Game::Lua`) can
// carry a descriptor: the signature the function presents to Lua — typed
// arguments and returns, nilability, defaults — plus a one-sentence summary.
// The descriptors are the single source of truth for the API's SHAPE.
// `src/api/Documentation.cpp` records each registration on the first pass of
// each Lua state and exports the result on demand as Blizzard
// `APIDocumentation` tables (`C_APIDocumentation.GetSystems` / `GetSystem`),
// which the embedded addon's `/api` browser renders. Prose beyond one
// sentence stays in the docs; a descriptor is shape, not manual.
//
// Rules:
// - One descriptor per REGISTERED NAME, not per C function. The same
// `Script_*` bound twice with different return conventions
// (`IsUsableSpell` → 1/nil pairs, `C_Spell.IsSpellUsable` → booleans)
// gets two descriptors; a pair with the same shape may share one.
// - `type` uses Blizzard's spellings — "number", "string", "bool",
// "table", "luaIndex", "UnitToken", "SpellIdentifier", … — or the Name
// of a `Structure` / enumeration declared elsewhere, which the browser
// renders as a link.
// - `Function::system` names the System a GLOBAL belongs to; convention
// `<Area>Globals` ("SpellGlobals", "ItemGlobals"). Table functions
// derive theirs from the table ("C_Spell" → System "Spell", Namespace
// "C_Spell"); frame methods from the registry. A global's system must
// not reuse a namespaced System's Name — the browser would prefix it.
// - Descriptors are `const` objects with constant initializers (string
// literals + file-scope arrays): no heap, no dynamic init.
// - Summaries are user-facing text: one sentence, plain words, present
// tense, no patch versions.
namespace Doc {
struct Field {
const char *name;
const char *type;
bool nilable;
const char *defaultValue; // Lua literal ("false", "0", "\"player\""), or nullptr
const char *doc; // one sentence, or nullptr
};
// Required argument / always-present return.
constexpr Field Req(const char *name, const char *type, const char *doc = nullptr) {
return {name, type, false, nullptr, doc};
}
// Optional: nilable when no default is given, otherwise non-nil with that
// default (Blizzard marks defaulted arguments `Nilable = false` + `Default`).
constexpr Field Opt(const char *name, const char *type, const char *dflt = nullptr,
const char *doc = nullptr) {
return {name, type, dflt == nullptr, dflt, doc};
}
// Variable arguments / returns.
constexpr Field Vararg(const char *type, const char *doc = nullptr) {
return {"...", type, true, nullptr, doc};
}
// A view over a file-scope `const Field[]`; `{}` means none.
struct FieldList {
const Field *data = nullptr;
int count = 0;
constexpr FieldList() = default;
template <size_t N>
constexpr FieldList(const Field (&a)[N]) : data(a), count(static_cast<int>(N)) {}
};
// A registered function. Positional init: `{summary, args, rets}` for a
// table function, `{summary, args, rets, "XGlobals"}` for a global, and
// `{summary, args, rets, nullptr, true}` for a namespaced ClassicAPI
// extension.
struct Function {
const char *summary;
FieldList args;
FieldList rets;
const char *system; // globals / glue / aliases only; see the rules above
bool extension; // a ClassicAPI-original API, not a Blizzard one
};
// Pairs a frame method with its descriptor BY NAME (the engine's method
// tables are name-keyed; `SetShown` exists on four registries with four
// function pointers). Order is free; unmatched names are reported.
struct Method {
const char *name;
const Function *doc;
};
// A table shape a function returns or accepts → `Tables{Type="Structure"}`
// in `system`. Self-registering: nothing binds a structure to Lua, so it
// chains onto a static list at construction. Declare it next to the
// function that returns it.
struct Structure {
Structure(const char *name, const char *system, FieldList fields,
const char *summary = nullptr);
const char *name;
const char *system;
FieldList fields;
const char *summary;
const Structure *next;
};
// A custom event's payload, attached to its `Event::Custom::AutoReserve`.
struct Event {
const char *system;
const char *summary;
FieldList payload;
};
} // namespace Doc
namespace Lua {
using CFunction = int(__fastcall *)(void *L);
@@ -121,8 +238,14 @@ using lua_pushcclosure_t = void(__fastcall *)(void *L, CFunction fn, int upvals)
using lua_newtable_t = void(__fastcall *)(void *L);
using lua_gettable_t = void(__fastcall *)(void *L, int idx);
using lua_rawget_t = void(__fastcall *)(void *L, int idx);
// Pushes t[n] for the table at idx, raw (no metamethods). With idx =
// REGISTRY_INDEX it pushes a value stored under an integer ref.
using lua_rawgeti_t = void(__fastcall *)(void *L, int idx, int n);
using lua_settable_t = void(__fastcall *)(void *L, int idx);
using lua_rawset_t = void(__fastcall *)(void *L, int idx);
// Pushes the metatable of the value at idx and returns 1, or pushes
// nothing and returns 0 when it has none.
using lua_getmetatable_t = int(__fastcall *)(void *L, int idx);
// Pops the table at the top and installs it as the metatable of the value
// at idx; returns 1.
using lua_setmetatable_t = int(__fastcall *)(void *L, int idx);
@@ -134,6 +257,7 @@ using lua_call_t = void(__fastcall *)(void *L, int nargs, int nresults);
using lua_pcall_t = int(__fastcall *)(void *L, int nargs, int nresults, int errfunc);
using lua_next_t = int(__fastcall *)(void *L, int idx);
using lua_type_t = int(__fastcall *)(void *L, int index);
using lua_typename_t = const char *(__fastcall *)(void *L, int type);
// The 1.12 `lua_error` wrapper at `0x6F4940` is actually variadic —
// it does `lua_pushvfstring(L, fmt, args)` then prepends `luaL_where`
// and throws. Existing callers pass a single literal (no `%`), which
@@ -179,8 +303,10 @@ extern const lua_pushcclosure_t PushCClosure;
extern const lua_newtable_t NewTable;
extern const lua_gettable_t GetTable;
extern const lua_rawget_t RawGet;
extern const lua_rawgeti_t RawGetI;
extern const lua_settable_t SetTable;
extern const lua_rawset_t RawSet;
extern const lua_getmetatable_t GetMetatable;
extern const lua_setmetatable_t SetMetatable;
extern const lua_insert_t Insert;
extern const lua_remove_t Remove;
@@ -190,6 +316,7 @@ extern const lua_call_t Call;
extern const lua_pcall_t PCall;
extern const lua_next_t Next;
extern const lua_type_t Type;
extern const lua_typename_t TypeName;
extern const lua_error_t Error;
extern const lua_topointer_t ToPointer;
extern const lua_tothread_t ToThread;
@@ -216,9 +343,84 @@ void *State();
// the `self` slot of any `frame:method(...)` invocation.
void *ResolveObject(void *L, int idx);
// The inverse: the object's Lua-registry ref, created on first use exactly as
// the engine does it (GetMouseFocus and the script runners register an
// object with FUN_FRAMESCRIPT_OBJECT_SCRIPT_REGISTER when its refcount is 0).
int ObjectLuaRef(void *object);
// Pushes the object's Lua table (registry[ObjectLuaRef(object)]).
void PushObject(void *L, void *object);
// How the engine names an object in its frame-script usage errors:
// `GetName() ?: "<unnamed>"` (VTBL_SCRIPTOBJECT_GET_NAME).
const char *ObjectDisplayName(void *object);
// Same resolve, then the type gate every engine frame method applies to its
// `self` before touching it: `lua_type == table`, resolve to the object, then
// the `IsA(typeId)` vmethod at vtable+0x10. `ResolveObject` alone is not
// enough for a method that casts the result — it hands back a
// `CFrameScriptObject *` for ANY frame, so `GameTooltip.SetSpellByID(button)`
// would reach the tooltip builder with a Button. Frame methods are ordinary
// first-class Lua values (the per-type dispatcher is an `__index` handler
// that returns the method closure), so that call is reachable from plain Lua
// and the gate is not optional.
//
// `typeIdVar` is the class's `VAR_*_LUA_TYPE_ID`, which must match the
// registry the method was registered on. The id is assigned lazily by
// whichever method of the class runs first, so these mirror that assignment
// and work even before any stock method of the type has been called.
//
// Raises the engine's own three errors and returns null. Pass
// `raiseError = false` for an optional object ARGUMENT, where the caller
// wants a silent null rather than a "this" error naming the wrong slot.
// Returns null either way, so callers always check.
void *ResolveTypedObject(void *L, int idx, uintptr_t typeIdVar,
bool raiseError = true);
// For a method registered on SEVERAL registries, where any of those types is
// a legitimate `self`. Accepts the object if `IsA` passes for any of the
// listed ids — which is exactly what being in all of those registries means,
// and avoids having to pin down the shared base class.
void *ResolveTypedObjectAny(void *L, int idx, const uintptr_t *typeIdVars,
int count, bool raiseError = true);
// The class's live type id, assigning it if the engine has not yet. Needed
// directly only when calling a type-specific vtable slot.
int FrameScriptTypeId(uintptr_t typeIdVar);
// The object's `IsA(typeId)` vmethod for a class's `VAR_*_LUA_TYPE_ID`.
bool IsA(void *object, uintptr_t typeIdVar);
// Per-type sugar over `ResolveTypedObject`, so a call site cannot pair a
// method with the wrong class's id. `idx` defaults to the `self` slot.
void *ResolveTooltip(void *L, int idx = 1, bool raiseError = true);
void *ResolveFrame(void *L, int idx = 1, bool raiseError = true);
void *ResolveRegion(void *L, int idx = 1, bool raiseError = true);
void *ResolveTexture(void *L, int idx = 1, bool raiseError = true);
void *ResolveFontString(void *L, int idx = 1, bool raiseError = true);
void *ResolveEditBox(void *L, int idx = 1, bool raiseError = true);
void *ResolveModel(void *L, int idx = 1, bool raiseError = true);
// Every name these registrars bind is ALSO bound under `_G.ClassicAPI` —
// `ClassicAPI.GetSpellInfo`, `ClassicAPI.C_Item.IsBound` — as an escape
// hatch for names something else replaces later, and by value so
// `ClassicAPI.X == X` until that happens. Automatic; a new module needs no
// extra call. See `MirrorRegistration` in Game.cpp for why it lives here
// and what it does not cover.
//
// Every registrar also RECORDS the registration for the API documentation
// (`src/api/Documentation.cpp`): kind, table, name, registry, and which Lua
// state's pass it ran in (in-game / glue / both). Only the FIRST pass of
// each state records — later passes (every `/reload`) are no-ops — and a
// registration made outside a `Run*Registrations` pass is not recorded at
// all. The trailing `doc` argument is the descriptor (see `Game::Doc`
// above); pass `nullptr` for a not-yet-documented registration and
// `_classicapi_UndocumentedAPI()` lists it. The defaults exist only until
// the sweep finishes; then they go and a missing descriptor stops compiling.
// Registers a single global Lua function (e.g. `GetSpellInfo`). The function
// must use the WoW Lua C function ABI: `int __fastcall(void *L)`.
void RegisterGlobalFunction(const char *name, CFunction func);
void RegisterGlobalFunction(const char *name, CFunction func,
const Doc::Function *doc = nullptr);
// Glue-state equivalent of `RegisterGlobalFunction`. Identical wire
// (calls `FrameScript_RegisterFunction`); the engine routes the
@@ -228,7 +430,8 @@ void RegisterGlobalFunction(const char *name, CFunction func);
// its own 109 glue functions, and `VAR_LUA_STATE` still points at the
// glue state. Calling outside that window would silently target the
// wrong state.
void RegisterGlueFunction(const char *name, CFunction func);
void RegisterGlueFunction(const char *name, CFunction func,
const Doc::Function *doc = nullptr);
// Frame-method registration entry: { name, func } pairs walked by the engine's
// per-frame-type method-table iterator. Layout matches what the engine expects
@@ -240,15 +443,26 @@ struct FrameMethodEntry {
// Registers a batch of methods on a per-frame-type registry (e.g.
// GameTooltipMethodRegistry for `tooltip:Foo()` calls). `context` is the
// registry address — see Offsets::VAR_*_METHOD_REGISTRY.
void RegisterFrameMethods(void *context, const FrameMethodEntry *table, int count);
// registry address — see Offsets::VAR_*_METHOD_REGISTRY. `docs` pairs
// descriptors to the entries by NAME (any order, any subset).
void RegisterFrameMethods(void *context, const FrameMethodEntry *table, int count,
const Doc::Method *docs = nullptr, int docCount = 0);
// Registers `func` at `_G[tableName][methodName]`, creating the namespace
// table if it doesn't already exist. This is how modern WoW C_*-style APIs
// are bound — the engine has no built-in support for table-bound Lua
// functions, so we manipulate the globals table directly via the Lua C API.
void RegisterTableFunction(const char *tableName, const char *methodName,
CFunction func);
CFunction func, const Doc::Function *doc = nullptr);
// Binds `_G[alias]` to the SAME closure as `_G[tableName][methodName]`, by
// value — the way the engine's own Lua-init snippet binds its short aliases
// (`tinsert = table.insert`, `strlen = string.len`, …). Use it after
// registering over a library function whose alias the snippet has already
// captured, so the alias follows the replacement and `alias == table.method`
// stays true. Mirrored under `_G.ClassicAPI` like every other registration.
void RegisterGlobalAlias(const char *alias, const char *tableName, const char *methodName,
const Doc::Function *doc = nullptr);
// Key/value pair for `RegisterIntegerEnum`. `key` becomes a field name
// (PascalCase, matching Blizzard's `Enum.*` naming) and `value` is the
@@ -261,8 +475,11 @@ struct EnumIntegerEntry {
// Registers `_G[parent][sub] = { entries }` as an integer-valued enum
// table, creating `_G[parent]` if needed. Used for Blizzard-style
// `Enum.AddOnSecurityStatus = { Secure=0, Insecure=1, ... }` shapes.
// `docSystem` is the documentation System the enumeration belongs to
// ("SpellBook", "Item", …); the entries themselves are the documentation.
void RegisterIntegerEnum(const char *parent, const char *sub,
const EnumIntegerEntry *entries, int count);
const EnumIntegerEntry *entries, int count,
const char *docSystem = nullptr);
// Set `t[key] = value` on the table currently at stack[-1] (the most
// common shape used when populating a struct-style table mid-build).
+99 -110
View File
@@ -11,7 +11,10 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "HookSecureFunc.h"
#include "Game.h"
#include "Offsets.h"
#include <cstring>
@@ -19,14 +22,19 @@ namespace HookSecureFunc {
namespace {
// Names that must not be hooked when targeting `_G`. Hooking any of these
// would either break taint propagation (the "secure" functions) or replace
// core Lua language primitives whose behavior the engine depends on
// internally — e.g. `pairs` is called from C in the iterator path; if Lua
// `pairs` is replaced with a wrapper closure, the engine still gets the
// original via its own table-method dispatch, but Lua-side iteration goes
// through our wrapper, and the two diverging is a footgun. Modern WoW
// rejects the hook outright; we mirror that. Sorted alphabetically.
// Names that must not be hooked when targeting `_G`. This is the client's
// own list, VERBATIM: patch 11.0.0 (The War Within, 2024-07-23) made
// `hooksecurefunc` refuse exactly these 23 names with a "Cannot hook
// function" error — the taint-relevant primitives (the "secure" family plus
// the Lua primitives secure code paths run through). It is deliberately NOT
// "every base-library function": 11.0 leaves `tostring`, `error`,
// `loadstring`, `assert`, `collectgarbage`, … hookable, and includes names
// that are not base-library functions at all. So do not derive this from
// the engine's `luaopen_base` table (`0x00811E28`, 36 entries — see
// BlizzardScriptAPI.md §3); that is a different set with a different
// purpose. Names with no 1.12 counterpart (`wipe` is `table.wipe` here; the
// secure family does not exist) stay for parity of the error an addon
// sees. Sorted alphabetically.
const char *const kUnhookableNames[] = {
"getfenv", "getmetatable", "hooksecurefunc", "ipairs", "issecurevalue",
"issecurevariable", "next", "pairs", "pcall", "pcallwithenv", "rawget",
@@ -45,138 +53,113 @@ bool IsUnhookable(const char *name) {
return false;
}
} // namespace
// Wrapper closure body — called when the hooked function is invoked.
// Stack contains the wrapper's args (`[arg1..argN]`); the closure's
// upvalues hold `(orig, callback)`.
// upvalues hold `(orig, callback)`. 4.3.4's FrameScript_HookWrapper, less
// its taint bookkeeping (1.12 has no taint):
//
// Modern `hooksecurefunc` semantics: original runs first, callback
// runs after with the same args (returns ignored), original's
// results propagate to the caller. No cap on return count. A buggy
// callback must NOT prevent the original's results from reaching
// the caller — that's why step (3) uses pcall.
//
// Stack-shuffling mirrors 3.3.5's `FUN_00817050` so the args sit at
// the top for both calls without copying them twice; results sink
// to the bottom and end up as the wrapper's natural return frame.
int __fastcall HookWrapper(void *L) {
// 1. orig(...) with lua_call — an error in the original propagates to
// the caller, as it would unhooked.
// 2. Results sink below the args, so they end up as the wrapper's
// return frame without being copied again.
// 3. callback(...) through lua_pcall with the engine's frame-script
// message handler as errfunc: a broken hook is REPORTED the way any
// script error is (the error frame / geterrorhandler), and the
// original's results still reach the caller.
int __fastcall Wrapper(void *L) {
const int nargs = Game::Lua::GetTop(L);
// (1) orig(...) — pops orig + nargs args (copies), pushes results.
// Stack after: `[arg1..argN, res1..resM]`.
Game::Lua::PushValue(L, Game::Lua::UpvalueIndex(1));
// (1) Stack after: `[arg1..argN, res1..resM]`.
for (int i = 1; i <= nargs; ++i)
Game::Lua::PushValue(L, i);
Game::Lua::PushValue(L, Game::Lua::UpvalueIndex(1));
Game::Lua::Insert(L, nargs + 1);
Game::Lua::Call(L, nargs, Game::Lua::MULTRET);
const int nresults = Game::Lua::GetTop(L) - nargs;
// (2) Shuffle results below the saved args. Each `Insert(L, 1)`
// moves the current top down to position 1; running it
// nresults times rotates the results block beneath the args.
// (2) Each `Insert(L, 1)` moves the top value to the bottom; nresults
// of them rotate the results block beneath the args.
// Stack after: `[res1..resM, arg1..argN]`.
for (int i = 0; i < nresults; ++i)
Game::Lua::Insert(L, 1);
// (3) callback(...) via pcall — errors are caught and dropped so
// the original's return values always reach the caller. This
// is the load-bearing safety property of hooksecurefunc on
// 3.x; on 1.12 it just means a buggy hook can't break the
// hooked path. errfunc=0 → no traceback (3.3.5 uses
// `registry["_TRACEBACK"]`, not a 1.12 convention; we'd be
// discarding the formatted message anyway).
// (3) Stack: `[res1..resM, errfunc, callback, arg1..argN]`. The
// handler ref is the one every engine script pcall passes; 0 (not
// yet set) falls back to no handler rather than a bad index.
Game::Lua::PushValue(L, Game::Lua::UpvalueIndex(2));
Game::Lua::Insert(L, nresults + 1);
if (Game::Lua::PCall(L, nargs, 0, 0) != 0) {
// pcall failure leaves the error message on top; drop it.
Game::Lua::Remove(L, -1);
int errIdx = 0;
const int errRef = Game::Read<int>(
static_cast<uintptr_t>(Offsets::VAR_FRAMESCRIPT_ERROR_HANDLER_REF));
if (errRef > 0) {
Game::Lua::RawGetI(L, Game::Lua::REGISTRY_INDEX, errRef);
Game::Lua::Insert(L, nresults + 1);
errIdx = nresults + 1;
}
Game::Lua::PCall(L, nargs, 0, errIdx);
// Stack: `[res1..resM]` — return the original's results verbatim.
// Drop the handler and any error value — `[res1..resM]` remains.
Game::Lua::SetTop(L, nresults);
return nresults;
}
// `hooksecurefunc(name, callback)` — hooks a global by name, target
// table is `_G`.
// `hooksecurefunc(table, name, callback)` — hooks `table[name]`.
//
// In both cases the original function runs first and its results
// propagate; `callback` runs after with the same args (returns
// discarded). The "secure" label refers to taint propagation in
// 3.x+; on 1.12 it's just a post-hook with return preservation.
void PushWrapper(void *L) {
Game::Lua::PushCClosure(L, &Wrapper, 2);
}
namespace {
// `hooksecurefunc([table,] "function", hookfunc)` — replaces
// `table[name]` (default `_G`) with a wrapper that runs the original, then
// `hookfunc` with the same args, and returns the original's results.
// 4.3.4's Script_hooksecurefunc, less taint:
// * a non-table first argument means `_G` is inserted at index 1, so
// both forms share one index layout;
// * the name only has to pass lua_isstring, so a number works (and is
// looked up as its string, the same as lua_tostring makes it);
// * the original is read with lua_gettable (inherited methods resolve
// through __index) but the wrapper is written with lua_rawset, so a
// target's __newindex never runs;
// * the error texts are 4.3.4's.
// The one addition is the 11.0 unhookable-name check for the `_G` form.
int __fastcall Script_HookSecureFunc(void *L) {
int targetIdx, nameIdx, callbackIdx;
const int t1 = Game::Lua::Type(L, 1);
const bool implicitGlobals = Game::Lua::Type(L, 1) != Game::Lua::TYPE_TABLE;
if (implicitGlobals) {
Game::Lua::PushValue(L, Game::Lua::GLOBALS_INDEX);
Game::Lua::Insert(L, 1);
}
if (t1 == Game::Lua::TYPE_TABLE) {
// Three-arg form: (table, name, callback)
targetIdx = 1;
nameIdx = 2;
callbackIdx = 3;
} else if (t1 == Game::Lua::TYPE_STRING) {
// Two-arg form: (name, callback) — target = _G via pseudo-
// index. Don't push _G with `lua_pushvalue(GLOBALS_INDEX)`:
// it crashes (the pushvalue → setobj2s chain dereferences a
// bad TValue pointer for that pseudo-index). `lua_gettable` /
// `lua_settable` accept GLOBALS_INDEX as the table arg
// directly, so we use it that way without pushing.
targetIdx = Game::Lua::GLOBALS_INDEX;
nameIdx = 1;
callbackIdx = 2;
} else {
Game::Lua::Error(L,
"hooksecurefunc(table, name, callback) or hooksecurefunc(name, callback)");
if (!Game::Lua::IsString(L, 2) ||
Game::Lua::Type(L, 3) != Game::Lua::TYPE_FUNCTION) {
Game::Lua::Error(L, "Usage: hooksecurefunc([table,] \"function\", hookfunc)");
return 0;
}
Game::Lua::SetTop(L, 3); // [t, name, hookfunc]
// Converts a number name to its string in place; the string stays on
// the stack, so the pointer outlives every use below.
const char *name = Game::Lua::ToString(L, 2);
// Block the hook when targeting `_G` implicitly and the name is in the
// unhookable set. Not applied to the three-arg form (table targets):
// hooking `MyLib.pairs` is fine even if Lua's global `pairs` is not,
// and a caller who passes `_G` explicitly is opting in deliberately.
if (implicitGlobals && IsUnhookable(name)) {
Game::Lua::Error(L, "hooksecurefunc: function is unhookable");
return 0;
}
if (Game::Lua::Type(L, nameIdx) != Game::Lua::TYPE_STRING) {
Game::Lua::Error(L, "hooksecurefunc: name must be a string");
return 0;
}
if (Game::Lua::Type(L, callbackIdx) != Game::Lua::TYPE_FUNCTION) {
Game::Lua::Error(L, "hooksecurefunc: callback must be a function");
return 0;
}
// Block the hook when targeting `_G` and the name is in the unhookable
// set. We don't apply this to the three-arg form (table targets):
// hooking `MyLib.pairs` is fine even if Lua's global `pairs` is not —
// the blacklist is specifically about `_G[name]`. A user who passes
// `_G` explicitly as the table target is opting in deliberately and we
// don't second-guess it.
if (targetIdx == Game::Lua::GLOBALS_INDEX) {
const char *name = Game::Lua::ToString(L, nameIdx);
if (IsUnhookable(name)) {
Game::Lua::Error(L,
"hooksecurefunc: function is unhookable");
return 0;
}
}
// Fetch target[name] — the original function. `gettable` uses
// metamethods, so frame methods (resolved via the frame
// metatable's __index) come back as callable closures, exactly
// what we want to wrap.
Game::Lua::PushValue(L, nameIdx);
Game::Lua::GetTable(L, targetIdx);
Game::Lua::PushValue(L, 2);
Game::Lua::GetTable(L, 1); // [t, name, hookfunc, orig]
if (Game::Lua::Type(L, -1) != Game::Lua::TYPE_FUNCTION) {
Game::Lua::Error(L, "hooksecurefunc: target field is not a function");
Game::Lua::Error(L, "hooksecurefunc(): %s is not a function", name);
return 0;
}
// Push callback as the second upvalue; orig is already on top
// from the GetTable above.
Game::Lua::PushValue(L, callbackIdx);
// Build the wrapper as a C closure with (orig, callback) as the
// two upvalues. PushCClosure pops the upvalues from the stack
// and pushes the closure.
Game::Lua::PushCClosure(L, &HookWrapper, 2);
// Install: target[name] = wrapper. SetTable expects the value
// on top and the key just below; push them in that order.
Game::Lua::PushValue(L, nameIdx);
Game::Lua::PushValue(L, -2); // duplicate the closure
Game::Lua::SetTable(L, targetIdx);
Game::Lua::Insert(L, 3); // [t, name, orig, hookfunc]
PushWrapper(L); // [t, name, wrapper]
Game::Lua::RawSet(L, 1); // t[name] = wrapper
return 0;
}
@@ -185,7 +168,13 @@ int __fastcall Script_HookSecureFunc(void *L) {
static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("hooksecurefunc", &Script_HookSecureFunc);
}
// 4.3.4 registers it from FrameScript_Initialize, which runs for the glue
// state (Client.cpp) as well as the world (GameUI.cpp).
static void RegisterGlueFunctions() {
Game::Lua::RegisterGlueFunction("hooksecurefunc", &Script_HookSecureFunc);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
static const Game::GlueModuleAutoRegister _autoregGlue{&RegisterGlueFunctions};
} // namespace HookSecureFunc
+32
View File
@@ -0,0 +1,32 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
// The one hook wrapper `hooksecurefunc` and `Frame:HookScript` both install —
// 4.3.4 uses its FrameScript_HookWrapper for both, so a hooked function and a
// hooked script behave the same way.
namespace HookSecureFunc {
// The wrapper closure body. Upvalue 1 = the original, upvalue 2 = the hook.
// Runs the original with the wrapper's args (its errors propagate), then the
// hook with the same args under the engine's script error handler, and
// returns the original's results. Exposed so readers can recognize the
// closure by its C function.
int __fastcall Wrapper(void *L);
// Pops the hook (top) and the original (below it) and pushes the wrapper
// closure over them.
void PushWrapper(void *L);
} // namespace HookSecureFunc
+2987 -279
View File
File diff suppressed because it is too large Load Diff
+18 -14
View File
@@ -25,6 +25,7 @@
// macro: "macro", macroIndex (1-based)
// bag item: "item", nil (see note below)
// item-by-id: "item", itemID
// equipment set: "equipmentset", setName
//
// The subType is always "spell" for spell-type entries — the engine
// helper hardcodes pet=0 for entries on this table. Pet-bar actions
@@ -47,6 +48,8 @@
#include "Game.h"
#include "Offsets.h"
#include "action/Slot.h"
#include "equipmentset/Data.h"
#include <cstdint>
@@ -62,19 +65,6 @@ uint32_t ReadEntry(int slot0) {
return base[slot0];
}
// Returns 1-based macro slot index if `key` matches any entry in the
// macro-slot map, or 0 if no match. `key` is the action entry with the
// `0x40000000` type bit stripped (i.e. `entry & 0xBFFFFFFF`).
int FindMacroSlot(uint32_t key) {
auto *map = reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_MACRO_SLOT_MAP));
for (int i = 0; i < Offsets::MACRO_SLOT_MAP_COUNT; ++i) {
if (map[i] == key)
return i + 1;
}
return 0;
}
int __fastcall Script_GetActionInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: GetActionInfo(slot)");
@@ -117,7 +107,7 @@ int __fastcall Script_GetActionInfo(void *L) {
if (type == Offsets::ACTION_TYPE_BAG_OR_MACRO) {
const uint32_t key = entry & Offsets::ACTION_PAYLOAD_MASK_BAG_OR_MACRO;
const int macroSlot = FindMacroSlot(key);
const int macroSlot = Action::Slot::MacroSlotForID(key);
if (macroSlot > 0) {
Game::Lua::PushString(L, "macro");
Game::Lua::PushNumber(L, static_cast<double>(macroSlot));
@@ -138,6 +128,20 @@ int __fastcall Script_GetActionInfo(void *L) {
return 2;
}
if (type == Offsets::ACTION_TYPE_EQUIPMENT_SET) {
// 3.3.5 `Script_GetActionInfo` (`FUN_005a8f10`): the type and the
// set's name.
const EquipmentSet::Set *set = EquipmentSet::Data::FindByID(
entry & ~static_cast<uint32_t>(Offsets::ACTION_TYPE_EQUIPMENT_SET));
if (set == nullptr) {
Game::Lua::PushNil(L);
return 1;
}
Game::Lua::PushString(L, "equipmentset");
Game::Lua::PushString(L, set->name.c_str());
return 2;
}
// Unknown type tag — surface as nil so callers don't get garbage.
Game::Lua::PushNil(L);
return 1;
+117
View File
@@ -0,0 +1,117 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `GetActionCooldown` / `GetActionCount` / `IsConsumableAction` for macro
// slots whose `#showtooltip` / `#show` resolved to an ITEM. A spell
// resolution needs none of this — the engine reads a macro slot's spell from
// its primary-spell cache, which `Macro::ShowTooltip` writes — but the engine
// has no per-macro item field, so the item forms of these three are answered
// here, each with the engine's own helper for the item-by-ID slot case:
//
// - cooldown → `FUN_ITEM_QUERY_COOLDOWN` via `Item::Cooldown::PushCooldown`
// (the same triple `GetContainerItemCooldown` returns);
// - count → `FUN_ACTION_ITEM_COUNT`, the value `UseAction` caches per
// item-by-ID slot;
// - consumable → the rule of the inner `IsConsumableAction` (`0x004E5250`):
// ammo / thrown, or any on-use spell slot with negative
// charges.
//
// Registered in front of the engine globals (last registration wins) and a
// strict superset of them: every other slot tail-calls the engine function
// with the untouched stack.
#include "Game.h"
#include "Offsets.h"
#include "item/Cooldown.h"
#include "item/Record.h"
#include "macro/ShowTooltip.h"
#include <cstdint>
namespace Action::ItemState {
namespace {
using ScriptFn_t = int(__fastcall *)(void *L);
using ItemCount_t = uint32_t(__fastcall *)(uint32_t itemID);
int Engine(uintptr_t fn, void *L) {
return reinterpret_cast<ScriptFn_t>(fn)(L);
}
// True (and fills `info`) when stack[1] is a slot whose macro resolved to an item.
bool ItemTarget(void *L, Macro::ShowTooltip::Info *info) {
if (!Game::Lua::IsNumber(L, 1))
return false;
const int slot0 = static_cast<int>(Game::Lua::ToNumber(L, 1)) - 1;
return Macro::ShowTooltip::ForSlot(slot0, info) &&
info->target == Macro::ShowTooltip::Target::Item;
}
int __fastcall Script_GetActionCooldown(void *L) {
Macro::ShowTooltip::Info info;
if (!ItemTarget(L, &info))
return Engine(Offsets::FUN_SCRIPT_GET_ACTION_COOLDOWN, L);
Item::Cooldown::PushCooldown(L, info.itemID);
return 3;
}
int __fastcall Script_GetActionCount(void *L) {
Macro::ShowTooltip::Info info;
if (!ItemTarget(L, &info))
return Engine(Offsets::FUN_SCRIPT_GET_ACTION_COUNT, L);
const uint32_t count = reinterpret_cast<ItemCount_t>(Offsets::FUN_ACTION_ITEM_COUNT)(
static_cast<uint32_t>(info.itemID));
Game::Lua::PushNumber(L, static_cast<double>(count));
return 1;
}
bool IsConsumable(int itemID) {
const uint8_t *record = Item::PeekRecord(static_cast<uint32_t>(itemID));
if (record == nullptr)
return false;
const uint32_t invType = Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_INVENTORY_TYPE);
if (invType == Offsets::INVTYPE_AMMO || invType == Offsets::INVTYPE_THROWN)
return true;
for (int i = 0; i < Offsets::ITEMSTATS_SPELL_SLOT_COUNT; ++i) {
const uint32_t spellID = Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_SPELL_ID + i * 4);
const uint32_t trigger = Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_SPELL_TRIGGER + i * 4);
const int32_t charges = Game::Read<int32_t>(record, Offsets::OFF_ITEMSTATS_SPELL_CHARGES + i * 4);
if (spellID != 0 && trigger == Offsets::ITEM_SPELLTRIGGER_ON_USE && charges < 0)
return true;
}
return false;
}
int __fastcall Script_IsConsumableAction(void *L) {
Macro::ShowTooltip::Info info;
if (!ItemTarget(L, &info))
return Engine(Offsets::FUN_SCRIPT_IS_CONSUMABLE_ACTION, L);
if (IsConsumable(info.itemID))
Game::Lua::PushNumber(L, 1.0);
else
Game::Lua::PushNil(L);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetActionCooldown", &Script_GetActionCooldown);
Game::Lua::RegisterGlobalFunction("GetActionCount", &Script_GetActionCount);
Game::Lua::RegisterGlobalFunction("IsConsumableAction", &Script_IsConsumableAction);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Action::ItemState
+44
View File
@@ -0,0 +1,44 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "action/Slot.h"
#include "Offsets.h"
namespace Action::Slot {
int MacroSlotForID(uint32_t macroID) {
if (macroID == 0)
return 0;
auto *map = reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_MACRO_SLOT_MAP));
for (int i = 0; i < Offsets::MACRO_SLOT_MAP_COUNT; ++i) {
if (map[i] == macroID)
return i + 1;
}
return 0;
}
uint32_t MacroIDForSlot(int slot0) {
if (slot0 < 0 || slot0 >= Offsets::ACTION_TABLE_MAX_SLOTS)
return 0;
auto *table = reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_ACTION_TABLE));
const uint32_t entry = table[slot0];
if (entry == 0 || (entry & Offsets::ACTION_TYPE_MASK) != Offsets::ACTION_TYPE_BAG_OR_MACRO)
return 0;
const uint32_t key = entry & Offsets::ACTION_PAYLOAD_MASK_BAG_OR_MACRO;
return MacroSlotForID(key) != 0 ? key : 0;
}
} // namespace Action::Slot
+36
View File
@@ -0,0 +1,36 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstdint>
// Action-slot ↔ macro decoding shared by every module that has to answer
// "which macro sits in this action slot" (`GetActionInfo`, the
// `#showtooltip` display overrides). The action table stores macroIDs under
// the ambiguous `0x40000000` tag; the macro-slot map says which of those ids
// are macros (the rest are bag items). Pure C — no Lua stack.
namespace Action::Slot {
// 1-based macro slot holding `macroID` — the same linear scan of
// `VAR_MACRO_SLOT_MAP` the engine's `FUN_MACRO_ID_TO_SLOT` does — or 0 when
// no macro has that id (0 is never a macroID).
int MacroSlotForID(uint32_t macroID);
// The macroID in action slot `slot0` (0-based, `< ACTION_TABLE_MAX_SLOTS`),
// or 0 when the slot is empty, isn't `0x40000000`-tagged, or holds a bag
// item rather than a macro.
uint32_t MacroIDForSlot(int slot0);
} // namespace Action::Slot
+33
View File
@@ -0,0 +1,33 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// The `ActionButtonUseKeyDown` cvar — registered by 4.3.4's engine
// (GameUI_CVar.cpp, "Activate the action button on a keydown") and read only
// by FrameXML's action-button key handlers, which this project's addon ports
// (Util/ActionButton.lua). The engine half is the registration. The default
// is 0, keeping 1.12's action buttons firing on key release; 4.3.4 shipped 1.
#include "Game.h"
#include "cvar/Factory.h"
namespace Action::UseKeyDown {
namespace {
void Register() { CVar::Factory::Register("ActionButtonUseKeyDown", "0"); }
const Game::ModuleAutoRegister _autoreg{&Register};
} // namespace
} // namespace Action::UseKeyDown
+1 -1
View File
@@ -137,7 +137,7 @@ bool ExtractTocVersion(const char *content, size_t size,
size_t n = 0;
if (outSize == 0)
return false;
if (!AddOns::Toc::FindValue(content, size, "## Version:", &v, &n) || n == 0) {
if (!AddOns::Toc::FindValue(content, size, "Version", &v, &n) || n == 0) {
out[0] = '\0';
return false;
}
+24 -10
View File
@@ -26,6 +26,7 @@
#include "Game.h"
#include "Offsets.h"
#include "addons/LoadState.h"
#include <cstdint>
@@ -251,19 +252,23 @@ int __fastcall Script_GetAddOnSecurity(void *L) {
// `C_AddOns.IsAddOnLoaded(indexOrName)` → `(loadedOrLoading, loaded)`.
//
// Modern WoW distinguishes "load-in-progress" from "fully loaded" —
// matters for LoD addons whose load is split across multiple
// `LoadAddOn` callbacks. Vanilla 1.12's `FUN_0051F240` is fully
// synchronous: the loaded byte at `entry+0x18` flips from 0 → 1
// inside a single call, so the "loading" state is never observable
// from Lua. We return the same boolean twice — `loadedOrLoading`
// and `loaded` are identical here.
// Modern WoW distinguishes "load-in-progress" from "fully loaded", and
// the two really are distinguishable here: the engine's loaded byte
// (`entry+0x18`) is set at the START of a load, before the addon's files
// run, so the byte alone answers `loadedOrLoading`, not `loaded`. The
// window is reachable from Lua — an addon's own file-scope code, and any
// dependency pulled in during it, run while the byte already reads set.
//
// So `loadedOrLoading` is the engine's byte, and `loaded` additionally
// requires the addon not to be mid-load, which `AddOns::LoadState`
// tracks from the loader itself.
//
// Resolves both numeric indices (via `FUN_ADDON_GET_BY_INDEX`) and
// string names. `IS_LOADED` accepts an entry pointer as its name arg
// because the entry's first 12 bytes are the inline NUL-terminated
// directory name (same as the other per-field accessors), so we can
// feed it either an entry or a Lua-side string transparently.
// feed it either an entry or a Lua-side string transparently — and that
// same pointer is the name `LoadState` matches on.
int __fastcall Script_IsAddOnLoaded(void *L) {
const uint8_t *entry = ResolveAddOnName(L);
if (entry == nullptr) {
@@ -273,8 +278,11 @@ int __fastcall Script_IsAddOnLoaded(void *L) {
}
auto isLoaded = reinterpret_cast<EntryByteFn_t>(
Offsets::FUN_ADDON_IS_LOADED);
const bool loaded = isLoaded(entry) != 0;
Game::Lua::PushBool(L, loaded);
const bool loadedOrLoading = isLoaded(entry) != 0;
const bool loaded =
loadedOrLoading &&
!AddOns::LoadState::IsLoading(reinterpret_cast<const char *>(entry));
Game::Lua::PushBool(L, loadedOrLoading);
Game::Lua::PushBool(L, loaded);
return 2;
}
@@ -385,6 +393,12 @@ static void RegisterLuaFunctions() {
&Script_DoesAddOnExist);
Game::Lua::RegisterTableFunction("C_AddOns", "IsAddOnLoaded",
&Script_IsAddOnLoaded);
// The stock global, mirrored into the namespace — the engine's own
// handler already has the Lua C ABI and the modern return shape.
Game::Lua::RegisterTableFunction(
"C_AddOns", "LoadAddOn",
reinterpret_cast<Game::Lua::CFunction>(
static_cast<uintptr_t>(Offsets::FUN_SCRIPT_LOAD_ADDON)));
Game::Lua::RegisterTableFunction("C_AddOns", "GetAddOnOptionalDependencies",
&Script_GetAddOnOptionalDependencies);
Game::Lua::RegisterIntegerEnum(
+90
View File
@@ -0,0 +1,90 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Tracks in-progress addon loads so `C_AddOns.IsAddOnLoaded` can report
// `loadedOrLoading` and `loaded` separately. See `LoadState.h` for why the
// engine's own byte can't answer both.
//
// Loads nest — an addon's dependencies load inside its own call — so this
// keeps a stack rather than a single name. The name is copied rather than
// stored by pointer: `LoadAddOn` passes a Lua string, which does not
// outlive the call.
#include "addons/LoadState.h"
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
namespace AddOns::LoadState {
namespace {
// Dependency chains are shallow; anything deeper simply isn't tracked
// (the depth counter still balances, so the stack can't desync).
constexpr int kMaxDepth = 16;
constexpr int kMaxName = 64;
char g_stack[kMaxDepth][kMaxName];
int g_depth = 0;
bool EqualsIgnoreCase(const char *a, const char *b) {
for (; *a != '\0' && *b != '\0'; ++a, ++b) {
char ca = *a;
char cb = *b;
if (ca >= 'A' && ca <= 'Z')
ca = static_cast<char>(ca - 'A' + 'a');
if (cb >= 'A' && cb <= 'Z')
cb = static_cast<char>(cb - 'A' + 'a');
if (ca != cb)
return false;
}
return *a == *b;
}
using LoadOne_t = unsigned int(__fastcall *)(const char *name, char flag,
void *progressCtx);
LoadOne_t s_loadOne_o = nullptr;
unsigned int __fastcall LoadOne_h(const char *name, char flag, void *progressCtx) {
const int slot = g_depth;
if (slot >= 0 && slot < kMaxDepth)
Common::BoundedCopy(g_stack[slot], name, kMaxName);
++g_depth;
const unsigned int result = s_loadOne_o(name, flag, progressCtx);
--g_depth;
if (g_depth < 0)
g_depth = 0; // defensive: never let the stack run negative
return result;
}
const Game::HookAutoRegister _hookLoadOne{
Offsets::FUN_ADDON_LOAD_ONE,
reinterpret_cast<void *>(&LoadOne_h),
reinterpret_cast<void **>(&s_loadOne_o)};
} // namespace
bool IsLoading(const char *name) {
if (name == nullptr || *name == '\0')
return false;
const int depth = (g_depth < kMaxDepth) ? g_depth : kMaxDepth;
for (int i = 0; i < depth; ++i)
if (EqualsIgnoreCase(g_stack[i], name))
return true;
return false;
}
} // namespace AddOns::LoadState
+33
View File
@@ -0,0 +1,33 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
// `AddOns::LoadState` — tracks which addons are mid-load.
//
// The engine's own "loaded" byte (`entry+0x18`) is set at the START of a
// load, before the addon's files run, so on its own it can't tell
// "loading" from "loaded". That distinction is observable: an addon's
// file-scope code, and every dependency pulled in during it, execute
// while the byte already reads set.
//
// A co-hook on the per-addon loader keeps a stack of the names currently
// being loaded, which is the missing half of
// `C_AddOns.IsAddOnLoaded`'s `(loadedOrLoading, loaded)` pair.
namespace AddOns::LoadState {
// True while `name` is inside the engine's per-addon load call. Matching
// is case-insensitive, as addon-name matching is everywhere else.
bool IsLoading(const char *name);
} // namespace AddOns::LoadState
+6 -6
View File
@@ -12,17 +12,17 @@
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_AddOns.GetAddOnLocalTable(name)` — the public, gated view of an addon's
// private namespace table (the `local _, addonTable = ...` second vararg the
// transpiler injects; see luasyntax/AddonNamespace.h).
// private namespace table (the `local _, addonTable = ...` second vararg each
// addon file is called with; see luasyntax/AddonNamespace.h).
//
// Retail added this in 11.0 alongside the `## AllowAddOnTableAccess` TOC
// directive: one addon can read another's local table ONLY when the target
// opts in. We mirror that gate:
// 1. the named addon is currently LOADED, and
// 2. its `.toc` declares `## AllowAddOnTableAccess: 1`.
// Either check failing returns nil. The internal preamble path (an addon
// receiving its OWN table) is a different, ungated function (`__addonns`) —
// an addon never needs permission for its own namespace.
// Either check failing returns nil. An addon receiving its OWN table is a
// different, ungated path (its files are called with it at load) — an addon
// never needs permission for its own namespace.
//
// Directive spelling verified against the 1.15.8 Classic Era binary (both the
// `AllowAddOnTableAccess:` TOC key and the `GetAddOnLocalTable` name are
@@ -77,7 +77,7 @@ bool TocAllowsTableAccess(const char *name) {
size_t n = 0;
bool allowed = false;
if (AddOns::Toc::FindValue(static_cast<const char *>(buf), size,
"## AllowAddOnTableAccess:", &v, &n)) {
"AllowAddOnTableAccess", &v, &n)) {
int value = 0;
bool anyDigit = false;
for (size_t k = 0; k < n && v[k] >= '0' && v[k] <= '9'; ++k) {
+21 -63
View File
@@ -16,16 +16,15 @@
// a stock 1.12 client, each fixed here with the engine's own machinery:
//
// 1. FILE VISIBILITY. Every relative-path read resolves through a
// loose-file hash index built ONCE at boot (see Offsets.h,
// `FUN_VFS_INDEX_SUBTREE`); files created after boot — a new
// addon's TOC, a new .lua in an existing addon, a freshly written
// SavedVariables file — are invisible until restart. The boot
// indexer is dedup-safe and works on subtrees, so we re-run it per
// /reload on the only two subtrees whose contents can change what
// a /reload loads: `Interface\AddOns` and `WTF\Account`. New files
// in EXISTING addons need nothing more — the per-addon loader
// `FUN_0051F240` re-reads the TOC from disk on every load pass, so
// once the files are visible they load.
// loose-file hash index (see Offsets.h, `FUN_VFS_INDEX_CLEAR`);
// a file created after the index was built — a new addon's TOC, a
// new .lua in an existing addon — is invisible until it is rebuilt.
// We call the engine's own clear, the same one the engine calls
// after writing a new SavedVariables file: the next lookup rebuilds
// the index from disk as boot does, so new files appear and deleted
// ones drop out. New files in EXISTING addons need nothing more —
// the per-addon loader `FUN_0051F240` re-reads the TOC from disk on
// every load pass, so once the files are visible they load.
//
// 2. REGISTRY MEMBERSHIP. The addon registry is built once at login;
// new folders are never walked. We replay the login scan's disk
@@ -78,10 +77,9 @@
// registration gets. New entries come from the same parser call
// `Addons::Embedded` has exercised every login.
//
// Thread note: the loose-file index has no lock, but the engine itself
// builds it lazily on first access and we mutate it only during the
// reload loading screen on the main thread — the same context in which
// the engine does all its own file work.
// Thread note: the loose-file index has no lock in 1.12. We clear it on
// the main thread during the reload loading screen — the same context
// in which the engine's own unload pass clears it.
#include "Game.h"
#include "Offsets.h"
@@ -102,11 +100,7 @@ namespace {
// ── Engine entry points (all verified by disassembly; see Offsets.h) ──
using FindOpen_t = void *(__stdcall *)(const char *dirPath);
using FindClose_t = void(__stdcall *)(void *findBlock);
using IndexSubtree_t = void(__fastcall *)(const char *basePath,
const char *relSubdir,
void *findHandle);
using IndexClear_t = void(__cdecl *)();
using ScanDiskDirs_t = int(__fastcall *)(const char *basePath,
const char *pattern, void *callback,
void *userParam, int includeHidden);
@@ -163,45 +157,9 @@ uintptr_t ResolveEntryByName(const char *name) {
// ── Step 1: loose-file index refresh ──────────────────────────────────
// Register new on-disk files under `relSubdir` with the frozen index,
// exactly as the boot walk would have (the indexer skips every file
// already present). No-op when the directory doesn't exist —
// `FUN_VFS_FIND_OPEN` requires an existing directory and returns NULL.
void ReindexSubtree(const char *base, const char *relSubdir) {
char dir[260];
std::snprintf(dir, sizeof(dir), "%s\\%s", base, relSubdir);
auto findOpen = reinterpret_cast<FindOpen_t>(Offsets::FUN_VFS_FIND_OPEN);
auto findClose = reinterpret_cast<FindClose_t>(Offsets::FUN_VFS_FIND_CLOSE);
void *handle = findOpen(dir);
if (handle == nullptr)
return;
auto index =
reinterpret_cast<IndexSubtree_t>(Offsets::FUN_VFS_INDEX_SUBTREE);
index(base, relSubdir, handle);
findClose(handle);
}
// Drop the loose-file index; the next file lookup rebuilds it from disk.
void RefreshLooseFileIndex() {
// The boot walk's base choice (`FUN_00646EA0`): the recorded game
// dir if it opens as a directory, else ".". Index keys are relative
// to this, so it must match or the new keys would never be hit.
auto findOpen = reinterpret_cast<FindOpen_t>(Offsets::FUN_VFS_FIND_OPEN);
auto findClose = reinterpret_cast<FindClose_t>(Offsets::FUN_VFS_FIND_CLOSE);
const char *base =
reinterpret_cast<const char *>(Offsets::VAR_VFS_BASE_PATH);
void *probe = findOpen(base);
if (probe != nullptr)
findClose(probe);
else
base = ".";
// The only subtrees whose post-boot changes affect what a /reload
// loads: addon content, and the SavedVariables the unload pass
// wrote moments ago (a first-ever SV file is otherwise invisible —
// the stock client loses a freshly installed addon's settings on
// /reload for exactly this reason).
ReindexSubtree(base, "Interface\\AddOns");
ReindexSubtree(base, "WTF\\Account");
reinterpret_cast<IndexClear_t>(Offsets::FUN_VFS_INDEX_CLEAR)();
}
// ── Step 1.5: `##` metadata refresh (evict + re-register on change) ──
@@ -437,13 +395,13 @@ void RebuildDisplayArray() {
}
void Run() {
// Registry populated (login scan ran) and loose index built — both
// always true by the first in-world LoadScriptFunctions, but these
// are the states the steps below mutate, so gate explicitly.
// Registry populated (login scan ran) — always true by the first
// in-world LoadScriptFunctions, but it is the state the steps below
// mutate, so gate explicitly. No gate on the index being built: the
// unload pass clears it whenever it wrote a new SV file, and the
// clear below is safe either way.
if (*reinterpret_cast<const uint8_t *>(
static_cast<uintptr_t>(Offsets::VAR_ADDON_INITIALIZED)) == 0 ||
*reinterpret_cast<const uint8_t *>(
static_cast<uintptr_t>(Offsets::VAR_VFS_INDEX_READY)) == 0)
static_cast<uintptr_t>(Offsets::VAR_ADDON_INITIALIZED)) == 0)
return;
RefreshLooseFileIndex();
+26 -34
View File
@@ -35,18 +35,19 @@
// The engine STILL runs its own SavedVariables load at the normal step, right
// after the files. Left alone, that re-load would overwrite any value the
// addon wrote to its SavedVariable at file scope before ADDON_LOADED. So we
// also co-hook FUN_LUA_LOAD_FILE and suppress that one redundant re-load: each
// path we pre-load is remembered, and the engine's imminent load of that exact
// path is skipped once. This makes the behavior match true
// LoadSavedVariablesFirst — file-scope reads AND writes both survive. Our own
// early load calls the trampoline directly, so it is never self-suppressed.
// FUN_LUA_LOAD_FILE loads FILES only (not RunScript string execution), so the
// extra hook is a cold, addon-load-time path.
// also suppress that one redundant re-load, through Script::LoadFile's shared
// FUN_LUA_LOAD_FILE hook: each path we pre-load is remembered, and the
// engine's imminent load of that exact path is skipped once. This makes the
// behavior match true LoadSavedVariablesFirst — file-scope reads AND writes
// both survive. Our own early load calls Script::LoadFile::Original, so it is
// never self-suppressed. FUN_LUA_LOAD_FILE loads FILES only (not RunScript
// string execution), so this is a cold, addon-load-time path.
#include "Game.h"
#include "Offsets.h"
#include "addons/EngineIO.h"
#include "addons/Toc.h"
#include "script/LoadFile.h"
#include <cstddef>
#include <cstdint>
@@ -67,14 +68,12 @@ using AddOns::EngineIO::FileExistsFn;
using AddOns::EngineIO::FileReadFn;
using AddOns::EngineIO::SMemFreeFn;
using LoadTocFilesFn = uint32_t(__fastcall *)(char *tocPath, int *a2, int *a3);
using LuaLoadFileFn = uint32_t(__fastcall *)(const char *path, void *a2, void *a3);
using NameFn = const char *(*)(); // no-arg readers (return in EAX)
LoadTocFilesFn g_orig = nullptr;
LuaLoadFileFn g_origLuaLoad = nullptr;
// Full SV paths we pre-loaded whose imminent engine re-load must be skipped
// once. Populated in LoadSavedVarsEarly, drained by LuaLoad_h. Only ever holds
// once. Populated in LoadSavedVarsEarly, drained by SuppressReload. Only ever holds
// a handful of entries (one addon's SV files, briefly). Main-thread only.
std::vector<std::string> g_pendingSuppress;
@@ -148,18 +147,18 @@ SvFlags ReadSvFlags(const char *tocPath) {
const char *v = nullptr;
size_t n = 0;
if (AddOns::Toc::FindValue(b, size, "## LoadSavedVariablesFirst:", &v, &n))
if (AddOns::Toc::FindValue(b, size, "LoadSavedVariablesFirst", &v, &n))
f.first = NonzeroFlag(v, n);
// Gate each SV file on the DECLARATION, not mere file existence — mirroring
// the engine, which loads the account file iff `## SavedVariables` is
// declared and the per-char file iff `## SavedVariablesPerCharacter` is.
// (The trailing `:` keeps "## SavedVariables:" from matching the
// "## SavedVariablesPerCharacter:" line.) Otherwise a stale SV file from a
// (FindValue requires `:` right after the key, so "SavedVariables" never
// matches the "## SavedVariablesPerCharacter:" line.) Otherwise a stale SV file from a
// scope the addon no longer declares would be executed early — Lua the
// engine never runs — and queued for a suppression the engine never drains.
f.account = AddOns::Toc::FindValue(b, size, "## SavedVariables:", &v, &n) && n > 0;
f.account = AddOns::Toc::FindValue(b, size, "SavedVariables", &v, &n) && n > 0;
f.perChar =
AddOns::Toc::FindValue(b, size, "## SavedVariablesPerCharacter:", &v, &n) && n > 0;
AddOns::Toc::FindValue(b, size, "SavedVariablesPerCharacter", &v, &n) && n > 0;
reinterpret_cast<SMemFreeFn>(static_cast<uintptr_t>(Offsets::FUN_STORM_SMEM_FREE))(
buf, __FILE__, __LINE__, 0);
@@ -173,12 +172,10 @@ bool FileExists(const char *path) {
// Load a SavedVariables file we found, then mark its path so the engine's own
// re-load of it (right after the addon's files) is suppressed — preserving any
// file-scope write. Calls the trampoline directly so this load is never itself
// suppressed by our LuaLoad_h hook.
// file-scope write. Calls the engine loader directly so this load is never
// itself suppressed by SuppressReload.
void RunLuaFile(const char *path) {
if (g_origLuaLoad == nullptr)
return;
g_origLuaLoad(path, nullptr, nullptr);
Script::LoadFile::Original(path, nullptr, nullptr);
g_pendingSuppress.emplace_back(path);
}
@@ -241,18 +238,16 @@ uint32_t __fastcall LoadTocFiles_h(char *tocPath, int *a2, int *a3) {
// Skip the engine's one redundant SavedVariables re-load per pre-loaded path.
// Every other file load passes straight through. Match is by full path
// (case-insensitive); a path is suppressed exactly once, so nothing else is
// affected. Our own early load bypasses this via the trampoline.
uint32_t __fastcall LuaLoad_h(const char *path, void *a2, void *a3) {
if (path != nullptr) {
for (size_t i = 0; i < g_pendingSuppress.size(); ++i) {
if (SamePathCI(g_pendingSuppress[i].c_str(), path)) {
g_pendingSuppress.erase(g_pendingSuppress.begin() +
static_cast<std::ptrdiff_t>(i));
return 0; // suppress — the addon's file-scope SV writes survive
}
// affected. Our own early load bypasses this through Original.
bool SuppressReload(const char *path) {
for (size_t i = 0; i < g_pendingSuppress.size(); ++i) {
if (SamePathCI(g_pendingSuppress[i].c_str(), path)) {
g_pendingSuppress.erase(g_pendingSuppress.begin() +
static_cast<std::ptrdiff_t>(i));
return true; // suppress — the addon's file-scope SV writes survive
}
}
return g_origLuaLoad(path, a2, a3);
return false;
}
const Game::HookAutoRegister _hook{
@@ -260,10 +255,7 @@ const Game::HookAutoRegister _hook{
reinterpret_cast<void *>(&LoadTocFiles_h),
reinterpret_cast<void **>(&g_orig)};
const Game::HookAutoRegister _hookLua{
Offsets::FUN_LUA_LOAD_FILE,
reinterpret_cast<void *>(&LuaLoad_h),
reinterpret_cast<void **>(&g_origLuaLoad)};
const Script::LoadFile::AutoSuppress _suppress{&SuppressReload};
} // namespace
+50 -27
View File
@@ -33,35 +33,58 @@ inline bool EqCI(const char *s, size_t n, const char *lit) {
return lit[n] == '\0';
}
// Scans an in-memory TOC buffer for `directive` (the full line prefix, e.g.
// "## Version:") at a line start, case-insensitively, and returns the value
// that follows via out-params: [*valStart, *valStart + *valLen), trimmed of
// leading and trailing spaces/tabs and excluding the CR/LF/EOF terminator.
// Returns false (out-params untouched) when the directive is absent. Pure —
// reads no files; the caller owns the buffer (via FUN_FILE_READ, or an embedded
// copy). Shared by addons/LocalTable.cpp (AllowAddOnTableAccess) and
// addons/Embedded.cpp (Version) so the line-scan lives in one place.
inline bool FindValue(const char *buf, size_t size, const char *directive,
// Scans an in-memory TOC buffer for the `## <key>:` directive and returns the
// first one's value via out-params: [*valStart, *valStart + *valLen), trimmed
// of leading and trailing spaces/tabs and excluding the CR/LF/EOF terminator.
// `key` is the bare name ("Version", "SavedVariables"). Returns false
// (out-params untouched) when the directive is absent.
//
// Matches lines the way the engine's TOC parser `FUN_TOC_PARSER` (0x0051C9B0)
// does, so a directive the engine reads is never one we miss: a UTF-8 BOM at
// the start of the file is skipped; lines break at CR or LF; a line counts
// when it starts with "##", then any number of spaces, then `key`
// case-insensitively, IMMEDIATELY followed by ':' (the engine compares
// against literals like "SavedVariables:", which is also why
// "SavedVariables" never matches a "SavedVariablesPerCharacter:" line).
//
// Pure — reads no files; the caller owns the buffer (via FUN_FILE_READ, or an
// embedded copy). Shared by every addon module that reads a TOC directive so
// the line-scan lives in one place.
inline bool FindValue(const char *buf, size_t size, const char *key,
const char **valStart, size_t *valLen) {
const size_t dlen = std::strlen(directive);
if (dlen == 0)
const size_t klen = std::strlen(key);
if (klen == 0)
return false;
for (size_t i = 0; i + dlen <= size; ++i) {
const bool atLineStart = (i == 0) || buf[i - 1] == '\n';
if (!atLineStart || _strnicmp(buf + i, directive, dlen) != 0)
continue;
const char *p = buf + i + dlen;
const char *end = buf + size;
while (p < end && (*p == ' ' || *p == '\t'))
++p;
const char *v = p;
while (p < end && *p != '\r' && *p != '\n')
++p;
while (p > v && (p[-1] == ' ' || p[-1] == '\t'))
--p;
*valStart = v;
*valLen = static_cast<size_t>(p - v);
return true;
const char *end = buf + size;
const char *line = buf;
if (size >= 3 && static_cast<unsigned char>(buf[0]) == 0xEF &&
static_cast<unsigned char>(buf[1]) == 0xBB &&
static_cast<unsigned char>(buf[2]) == 0xBF)
line += 3;
while (line < end) {
const char *eol = line;
while (eol < end && *eol != '\r' && *eol != '\n')
++eol;
const char *p = line;
if (eol - p >= 2 && p[0] == '#' && p[1] == '#') {
p += 2;
while (p < eol && *p == ' ')
++p;
if (static_cast<size_t>(eol - p) > klen && EqCI(p, klen, key) &&
p[klen] == ':') {
p += klen + 1;
while (p < eol && (*p == ' ' || *p == '\t'))
++p;
const char *v = p;
p = eol;
while (p > v && (p[-1] == ' ' || p[-1] == '\t'))
--p;
*valStart = v;
*valLen = static_cast<size_t>(p - v);
return true;
}
}
line = eol + 1;
}
return false;
}
+690
View File
@@ -0,0 +1,690 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// API documentation: the record of every Lua registration plus its
// descriptor, exported on demand as Blizzard `APIDocumentation` tables.
//
// C_APIDocumentation.GetSystems() -> sorted array of system Names
// C_APIDocumentation.GetSystem(name) -> one System table (Blizzard shape), or nil
// _classicapi_UndocumentedAPI() -> array of registrations lacking a
// descriptor, and its count
//
// The registrars in Game.cpp call `Record*` (see Documentation.h). Recording
// runs once per Lua state — the first in-game pass and the first glue pass —
// because the set of registrations is static: every module registers the
// same names on every `/reload`. The recorded list is never materialized
// into Lua wholesale; `GetSystem` builds ONE system's table per call, which
// is how Blizzard's browser loads too (its generated data addon is
// LoadOnDemand). Eager export would create thousands of tables on every
// `/reload` for a feature used from a slash command.
//
// System grouping is derived, never authored, except for two strings:
// - `C_Spell.X` -> System "Spell", Namespace "C_Spell" (strip `C_`)
// - `table.insert` -> System "table", Namespace "table"
// - a global -> `doc->system` ("SpellGlobals"); a global whose
// descriptor names no system has no home and is
// listed by the coverage function
// - a frame method -> Blizzard's widget system for its registry
// ("SimpleTextureAPI", Type "ScriptObject")
// - an enum / structure /
// event -> the System named in its declaration
// A system's `Environment` is "All" when its functions were recorded in both
// Lua states, else "Game" or "Glue"; a function whose own environment is
// narrower than its system's gets a Documentation line saying so.
#include "api/Documentation.h"
#include "Game.h"
#include "Offsets.h"
#include "debug/Log.h"
#include "event/Custom.h"
#include <algorithm>
#include <cctype>
#include <cstdlib>
#include <cstring>
#include <string>
#include <vector>
namespace Api::Documentation {
using Game::Doc::Field;
using Game::Doc::FieldList;
using Game::Doc::Function;
using Game::Doc::Method;
using Game::Doc::Structure;
// NOT `using Game::Doc::Event` — that name would shadow the global `Event`
// namespace for the whole file, so `Event::Custom::…` would resolve to the
// type. Same trap as `Time::Tick` vs the `Tick` namespace (see CLAUDE.md).
using EventDoc = Game::Doc::Event;
// Head of the self-registering `Structure` list. Constant-initialized, so it
// is valid before any `Structure` constructor runs, whatever the cross-TU
// static-init order.
const Structure *g_structureHead = nullptr;
namespace {
enum Kind : uint8_t {
KIND_GLOBAL, // RegisterGlobalFunction / RegisterGlueFunction / RegisterGlobalAlias
KIND_TABLE, // RegisterTableFunction
KIND_FRAME_METHOD, // RegisterFrameMethods, one per entry
KIND_ENUM, // RegisterIntegerEnum
KIND_ORPHAN_METHOD_DOC // a Doc::Method naming no entry in its table
};
struct Entry {
Kind kind;
unsigned env; // Env bits the registration was recorded in
const char *table; // KIND_TABLE: the namespace; KIND_ENUM: the parent ("Enum")
const char *name; // registered name / method name / enum sub-name
const void *registry; // frame methods only
const Function *doc; // nullptr = undocumented
const char *enumSystem;
const Game::Lua::EnumIntegerEntry *enumEntries;
int enumCount;
};
std::vector<Entry> g_entries;
Env g_pass = ENV_NONE;
unsigned g_sealed = 0;
int g_recordedThisPass = 0;
constexpr const char *kDebugPrefix = "_classicapi_";
bool IsDebugName(const char *name) {
return std::strncmp(name, kDebugPrefix, std::strlen(kDebugPrefix)) == 0;
}
bool SameText(const char *a, const char *b) {
if (a == nullptr || b == nullptr)
return a == b;
return std::strcmp(a, b) == 0;
}
bool SameTextNoCase(const char *a, const char *b) {
if (a == nullptr || b == nullptr)
return a == b;
return _stricmp(a, b) == 0;
}
Entry *Find(Kind kind, const char *table, const char *name, const void *registry) {
for (Entry &e : g_entries) {
if (e.kind == kind && e.registry == registry && SameText(e.table, table) &&
SameText(e.name, name))
return &e;
}
return nullptr;
}
void Record(Kind kind, const char *table, const char *name, const void *registry,
const Function *doc) {
if (g_pass == ENV_NONE || name == nullptr)
return;
++g_recordedThisPass;
if (Entry *e = Find(kind, table, name, registry)) {
e->env |= g_pass;
if (e->doc == nullptr)
e->doc = doc;
return;
}
Entry e{};
e.kind = kind;
e.env = g_pass;
e.table = table;
e.name = name;
e.registry = registry;
e.doc = doc;
g_entries.push_back(e);
}
// ---- System resolution ------------------------------------------------------
// Blizzard's names for the widget-method systems, keyed by the engine
// registry each `FrameMethodEntry[]` is bound to.
struct WidgetSystem {
uintptr_t registry;
const char *system;
};
const WidgetSystem kWidgetSystems[] = {
{Offsets::VAR_GAMETOOLTIP_METHOD_REGISTRY, "GameTooltipAPI"},
{Offsets::VAR_REGION_METHOD_REGISTRY, "ScriptRegionAPI"},
{Offsets::VAR_FRAME_METHOD_REGISTRY, "SimpleFrameAPI"},
{Offsets::VAR_TEXTURE_METHOD_REGISTRY, "SimpleTextureAPI"},
{Offsets::VAR_FONTSTRING_METHOD_REGISTRY, "SimpleFontStringAPI"},
{Offsets::VAR_EDITBOX_METHOD_REGISTRY, "SimpleEditBoxAPI"},
{Offsets::VAR_MODEL_METHOD_REGISTRY, "SimpleModelAPI"},
};
const char *WidgetSystemFor(const void *registry) {
for (const WidgetSystem &w : kWidgetSystems)
if (reinterpret_cast<const void *>(w.registry) == registry)
return w.system;
return nullptr;
}
// "C_Spell" -> "Spell"; anything else is its own system name.
const char *SystemNameForTable(const char *table) {
if (table[0] == 'C' && table[1] == '_' && table[2] != '\0')
return table + 2;
return table;
}
// The System an entry contributes a function to, or nullptr when it has
// none (an undocumented global, a frame method on an unmapped registry).
const char *SystemOf(const Entry &e) {
switch (e.kind) {
case KIND_TABLE:
return SystemNameForTable(e.table);
case KIND_GLOBAL:
return e.doc != nullptr ? e.doc->system : nullptr;
case KIND_FRAME_METHOD:
return WidgetSystemFor(e.registry);
case KIND_ENUM:
return e.enumSystem;
default:
return nullptr;
}
}
struct SystemInfo {
const char *name;
const char *ns; // nullptr for global and widget systems
const char *type; // "System" or "ScriptObject"
unsigned env; // Env bits; 0 when nothing recorded (structures only)
};
// Merge one entry's contribution into the system list.
void AddSystem(std::vector<SystemInfo> &systems, const char *name, const char *ns,
const char *type, unsigned env) {
if (name == nullptr)
return;
for (SystemInfo &s : systems) {
if (SameTextNoCase(s.name, name)) {
if (s.ns == nullptr)
s.ns = ns;
if (type != nullptr)
s.type = type;
s.env |= env;
return;
}
}
systems.push_back(SystemInfo{name, ns, type != nullptr ? type : "System", env});
}
std::vector<SystemInfo> CollectSystems() {
std::vector<SystemInfo> systems;
for (const Entry &e : g_entries) {
switch (e.kind) {
case KIND_TABLE:
AddSystem(systems, SystemNameForTable(e.table), e.table, "System", e.env);
break;
case KIND_GLOBAL:
AddSystem(systems, SystemOf(e), nullptr, "System", e.env);
break;
case KIND_FRAME_METHOD:
AddSystem(systems, SystemOf(e), nullptr, "ScriptObject", e.env);
break;
case KIND_ENUM:
AddSystem(systems, e.enumSystem, nullptr, nullptr, 0);
break;
default:
break;
}
}
for (const Structure *s = g_structureHead; s != nullptr; s = s->next)
AddSystem(systems, s->system, nullptr, nullptr, 0);
const int events = Event::Custom::ReservedCount();
for (int i = 0; i < events; ++i) {
const EventDoc *doc = Event::Custom::ReservedDoc(i);
if (doc != nullptr)
AddSystem(systems, doc->system, nullptr, nullptr, 0);
}
return systems;
}
const SystemInfo *FindSystem(const std::vector<SystemInfo> &systems, const char *query) {
for (const SystemInfo &s : systems)
if (SameTextNoCase(s.name, query) || SameTextNoCase(s.ns, query))
return &s;
return nullptr;
}
const char *EnvironmentName(unsigned env) {
if (env == (ENV_GAME | ENV_GLUE) || env == 0)
return "All";
return env == ENV_GLUE ? "Glue" : "Game";
}
// ---- Export builders (each leaves exactly what its comment says) -------------
namespace Lua = Game::Lua;
// Sets `Documentation = { line1 [, line2 [, line3]] }` on the table at
// stack[-1]; no-op when every line is null.
void SetDocumentation(void *L, const char *l1, const char *l2 = nullptr,
const char *l3 = nullptr) {
if (l1 == nullptr && l2 == nullptr && l3 == nullptr)
return;
Lua::PushString(L, "Documentation");
Lua::NewTable(L);
int n = 0;
for (const char *line : {l1, l2, l3}) {
if (line == nullptr)
continue;
Lua::PushNumber(L, static_cast<double>(++n));
Lua::PushString(L, line);
Lua::SetTable(L, -3);
}
Lua::SetTable(L, -3);
}
// A Lua literal from a descriptor's `defaultValue`, pushed as the value it
// denotes: `true`/`false` -> boolean, a quoted string -> string, else number.
void PushDefault(void *L, const char *literal) {
if (std::strcmp(literal, "true") == 0) {
Lua::PushBool(L, true);
} else if (std::strcmp(literal, "false") == 0) {
Lua::PushBool(L, false);
} else if (literal[0] == '"') {
const size_t len = std::strlen(literal);
Lua::PushLString(L, literal + 1, static_cast<unsigned>(len >= 2 ? len - 2 : 0));
} else {
Lua::PushNumber(L, std::strtod(literal, nullptr));
}
}
// Pushes one field record: { Name, Type, Nilable [, Default] [, Documentation] }.
void PushField(void *L, const Field &f) {
Lua::NewTable(L);
Lua::SetFieldString(L, "Name", f.name);
Lua::SetFieldString(L, "Type", f.type);
Lua::SetFieldBool(L, "Nilable", f.nilable);
if (f.defaultValue != nullptr) {
Lua::PushString(L, "Default");
PushDefault(L, f.defaultValue);
Lua::SetTable(L, -3);
}
SetDocumentation(L, f.doc);
}
// Sets `stack[-1][key] = { field records }`; no-op for an empty list.
void SetFieldArray(void *L, const char *key, FieldList list) {
if (list.count <= 0)
return;
Lua::PushString(L, key);
Lua::NewTable(L);
for (int i = 0; i < list.count; ++i) {
Lua::PushNumber(L, static_cast<double>(i + 1));
PushField(L, list.data[i]);
Lua::SetTable(L, -3);
}
Lua::SetTable(L, -3);
}
constexpr const char *kExtensionNote = "ClassicAPI extension - not part of the Blizzard API.";
constexpr const char *kGlueOnlyNote = "Available only on the glue screen.";
constexpr const char *kGameOnlyNote = "Available only in-game.";
// An undocumented function lists with no arguments, which is indistinguishable
// from a function that genuinely takes none. Say which it is, so an empty
// signature is never read as a real one.
constexpr const char *kUndocumentedNote =
"Not documented yet. Its arguments and return values are not listed here.";
// Pushes one function record. An undocumented entry still lists by name so
// `/classicapi <System> list` shows the whole surface; its shape arrives with
// the descriptor.
void PushFunction(void *L, const Entry &e, unsigned systemEnv) {
Lua::NewTable(L);
Lua::SetFieldString(L, "Name", e.name);
Lua::SetFieldString(L, "Type", "Function");
const char *envNote = nullptr;
if (e.env != systemEnv && e.env != 0)
envNote = (e.env == ENV_GLUE) ? kGlueOnlyNote : kGameOnlyNote;
if (e.doc == nullptr) {
SetDocumentation(L, kUndocumentedNote, envNote);
return;
}
SetDocumentation(L, e.doc->summary, e.doc->extension ? kExtensionNote : nullptr, envNote);
SetFieldArray(L, "Arguments", e.doc->args);
SetFieldArray(L, "Returns", e.doc->rets);
}
// Pushes { Name, Type = "Enumeration", NumValues, MinValue, MaxValue,
// Fields = { { Name, Type = <enum>, EnumValue } } }.
void PushEnumeration(void *L, const Entry &e) {
int minValue = 0, maxValue = 0;
for (int i = 0; i < e.enumCount; ++i) {
const int v = e.enumEntries[i].value;
if (i == 0 || v < minValue)
minValue = v;
if (i == 0 || v > maxValue)
maxValue = v;
}
Lua::NewTable(L);
Lua::SetFieldString(L, "Name", e.name);
Lua::SetFieldString(L, "Type", "Enumeration");
Lua::SetFieldNumber(L, "NumValues", e.enumCount);
Lua::SetFieldNumber(L, "MinValue", minValue);
Lua::SetFieldNumber(L, "MaxValue", maxValue);
Lua::PushString(L, "Fields");
Lua::NewTable(L);
for (int i = 0; i < e.enumCount; ++i) {
Lua::PushNumber(L, static_cast<double>(i + 1));
Lua::NewTable(L);
Lua::SetFieldString(L, "Name", e.enumEntries[i].key);
Lua::SetFieldString(L, "Type", e.name);
Lua::SetFieldNumber(L, "EnumValue", e.enumEntries[i].value);
Lua::SetTable(L, -3);
}
Lua::SetTable(L, -3);
}
// Pushes { Name, Type = "Structure" [, Documentation], Fields = { … } }.
void PushStructure(void *L, const Structure &s) {
Lua::NewTable(L);
Lua::SetFieldString(L, "Name", s.name);
Lua::SetFieldString(L, "Type", "Structure");
SetDocumentation(L, s.summary);
SetFieldArray(L, "Fields", s.fields);
}
// "LOSS_OF_CONTROL_ADDED" -> "LossOfControlAdded" (Blizzard's event Name).
void PascalCase(const char *literal, char *out, size_t cap) {
size_t o = 0;
bool upper = true;
for (const char *p = literal; *p != '\0' && o + 1 < cap; ++p) {
if (*p == '_') {
upper = true;
continue;
}
const unsigned char c = static_cast<unsigned char>(*p);
out[o++] = static_cast<char>(upper ? std::toupper(c) : std::tolower(c));
upper = false;
}
out[o] = '\0';
}
// Pushes { Name, Type = "Event", LiteralName [, Documentation] [, Payload] }.
void PushEvent(void *L, const char *literal, const EventDoc &doc) {
char name[128];
PascalCase(literal, name, sizeof name);
Lua::NewTable(L);
Lua::SetFieldString(L, "Name", name);
Lua::SetFieldString(L, "Type", "Event");
Lua::SetFieldString(L, "LiteralName", literal);
SetDocumentation(L, doc.summary);
SetFieldArray(L, "Payload", doc.payload);
}
// Pushes the whole System table for `sys`.
void PushSystem(void *L, const SystemInfo &sys) {
Lua::NewTable(L);
Lua::SetFieldString(L, "Name", sys.name);
Lua::SetFieldString(L, "Type", sys.type);
if (sys.ns != nullptr)
Lua::SetFieldString(L, "Namespace", sys.ns);
Lua::SetFieldString(L, "Environment", EnvironmentName(sys.env));
Lua::PushString(L, "Functions");
Lua::NewTable(L);
int n = 0;
for (const Entry &e : g_entries) {
if (e.kind != KIND_GLOBAL && e.kind != KIND_TABLE && e.kind != KIND_FRAME_METHOD)
continue;
if (!SameTextNoCase(SystemOf(e), sys.name) || IsDebugName(e.name))
continue;
Lua::PushNumber(L, static_cast<double>(++n));
PushFunction(L, e, sys.env);
Lua::SetTable(L, -3);
}
Lua::SetTable(L, -3);
Lua::PushString(L, "Events");
Lua::NewTable(L);
n = 0;
const int events = Event::Custom::ReservedCount();
for (int i = 0; i < events; ++i) {
const EventDoc *doc = Event::Custom::ReservedDoc(i);
if (doc == nullptr || !SameTextNoCase(doc->system, sys.name))
continue;
Lua::PushNumber(L, static_cast<double>(++n));
PushEvent(L, Event::Custom::ReservedName(i), *doc);
Lua::SetTable(L, -3);
}
Lua::SetTable(L, -3);
Lua::PushString(L, "Tables");
Lua::NewTable(L);
n = 0;
for (const Structure *s = g_structureHead; s != nullptr; s = s->next) {
if (!SameTextNoCase(s->system, sys.name))
continue;
Lua::PushNumber(L, static_cast<double>(++n));
PushStructure(L, *s);
Lua::SetTable(L, -3);
}
for (const Entry &e : g_entries) {
if (e.kind != KIND_ENUM || !SameTextNoCase(e.enumSystem, sys.name))
continue;
Lua::PushNumber(L, static_cast<double>(++n));
PushEnumeration(L, e);
Lua::SetTable(L, -3);
}
Lua::SetTable(L, -3);
}
// ---- Coverage ---------------------------------------------------------------
std::vector<std::string> Undocumented() {
std::vector<std::string> out;
const std::vector<SystemInfo> systems = CollectSystems();
for (const Entry &e : g_entries) {
if (IsDebugName(e.name))
continue;
switch (e.kind) {
case KIND_GLOBAL:
if (e.doc == nullptr) {
out.push_back(e.name);
} else if (e.doc->system == nullptr) {
out.push_back(std::string(e.name) + " (doc has no system)");
} else if (const SystemInfo *s = FindSystem(systems, e.doc->system);
s != nullptr && s->ns != nullptr) {
out.push_back(std::string(e.name) + " (system '" + e.doc->system +
"' is namespaced)");
}
break;
case KIND_TABLE:
if (e.doc == nullptr)
out.push_back(std::string(e.table) + "." + e.name);
break;
case KIND_FRAME_METHOD: {
const char *sys = WidgetSystemFor(e.registry);
if (sys == nullptr)
out.push_back(std::string(e.name) + " (method registry not mapped)");
else if (e.doc == nullptr)
out.push_back(std::string(sys) + ":" + e.name);
break;
}
case KIND_ORPHAN_METHOD_DOC: {
const char *sys = WidgetSystemFor(e.registry);
out.push_back(std::string(sys != nullptr ? sys : "?") + ":" + e.name +
" (doc for unregistered method)");
break;
}
case KIND_ENUM:
if (e.enumSystem == nullptr)
out.push_back(std::string(e.table) + "." + e.name);
break;
}
}
const int events = Event::Custom::ReservedCount();
for (int i = 0; i < events; ++i)
if (Event::Custom::ReservedDoc(i) == nullptr)
out.push_back(std::string("event ") + Event::Custom::ReservedName(i));
return out;
}
// ---- Lua surface ------------------------------------------------------------
int __fastcall Script_GetSystems(void *L) {
std::vector<SystemInfo> systems = CollectSystems();
std::sort(systems.begin(), systems.end(), [](const SystemInfo &a, const SystemInfo &b) {
return _stricmp(a.name, b.name) < 0;
});
Lua::NewTable(L);
for (size_t i = 0; i < systems.size(); ++i) {
Lua::PushNumber(L, static_cast<double>(i + 1));
Lua::PushString(L, systems[i].name);
Lua::SetTable(L, -3);
}
return 1;
}
int __fastcall Script_GetSystem(void *L) {
if (!Lua::IsString(L, 1)) {
Lua::Error(L, "Usage: C_APIDocumentation.GetSystem(name)");
return 0;
}
const char *query = Lua::ToString(L, 1);
const std::vector<SystemInfo> systems = CollectSystems();
const SystemInfo *sys = FindSystem(systems, query);
if (sys == nullptr)
return 0; // nil
Lua::CheckStack(L, 32);
PushSystem(L, *sys);
return 1;
}
int __fastcall Script_UndocumentedAPI(void *L) {
const std::vector<std::string> names = Undocumented();
Lua::NewTable(L);
for (size_t i = 0; i < names.size(); ++i) {
Lua::PushNumber(L, static_cast<double>(i + 1));
Lua::PushString(L, names[i].c_str());
Lua::SetTable(L, -3);
}
Lua::PushNumber(L, static_cast<double>(names.size()));
return 2;
}
const Field kGetSystemsRets[] = {
Game::Doc::Req("systems", "table", "Array of system Names, sorted without regard to case."),
};
const Function kGetSystems{
"Returns the name of every documented system.",
{}, kGetSystemsRets, nullptr, true};
const Field kGetSystemArgs[] = {
Game::Doc::Req("system", "string", "A system Name or Namespace; case does not matter."),
};
const Field kGetSystemRets[] = {
Game::Doc::Opt("system", "table", nullptr,
"The system in Blizzard's APIDocumentation table shape, or nil when unknown."),
};
const Function kGetSystem{
"Returns one system's documentation table.",
kGetSystemArgs, kGetSystemRets, nullptr, true};
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_APIDocumentation", "GetSystems", &Script_GetSystems,
&kGetSystems);
Game::Lua::RegisterTableFunction("C_APIDocumentation", "GetSystem", &Script_GetSystem,
&kGetSystem);
Game::Lua::RegisterGlobalFunction("_classicapi_UndocumentedAPI", &Script_UndocumentedAPI);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
// ---- Recording (called from Game.cpp) ----------------------------------------
void BeginPass(Env env) {
g_pass = (g_sealed & env) != 0 ? ENV_NONE : env;
g_recordedThisPass = 0;
}
void EndPass() {
if (g_pass == ENV_NONE)
return;
g_sealed |= g_pass;
const Env done = g_pass;
g_pass = ENV_NONE;
const std::vector<std::string> missing = Undocumented();
Debug::Log::Printf("[doc] %s pass: %d registrations recorded, %d undocumented",
done == ENV_GLUE ? "glue" : "game", g_recordedThisPass,
static_cast<int>(missing.size()));
}
void RecordGlobal(const char *name, const Function *doc) {
Record(KIND_GLOBAL, nullptr, name, nullptr, doc);
}
void RecordTable(const char *table, const char *name, const Function *doc) {
Record(KIND_TABLE, table, name, nullptr, doc);
}
void RecordFrameMethods(const void *registry, const Game::Lua::FrameMethodEntry *table,
int count, const Method *docs, int docCount) {
if (g_pass == ENV_NONE)
return;
for (int i = 0; i < count; ++i) {
const Function *doc = nullptr;
for (int d = 0; d < docCount; ++d) {
if (std::strcmp(docs[d].name, table[i].name) == 0) {
doc = docs[d].doc;
break;
}
}
Record(KIND_FRAME_METHOD, nullptr, table[i].name, registry, doc);
}
for (int d = 0; d < docCount; ++d) {
bool matched = false;
for (int i = 0; i < count && !matched; ++i)
matched = std::strcmp(docs[d].name, table[i].name) == 0;
if (!matched)
Record(KIND_ORPHAN_METHOD_DOC, nullptr, docs[d].name, registry, docs[d].doc);
}
}
void RecordEnum(const char *parent, const char *sub, const Game::Lua::EnumIntegerEntry *entries,
int count, const char *system) {
if (g_pass == ENV_NONE || sub == nullptr)
return;
++g_recordedThisPass;
if (Entry *e = Find(KIND_ENUM, parent, sub, nullptr)) {
e->env |= g_pass;
if (e->enumSystem == nullptr)
e->enumSystem = system;
return;
}
Entry e{};
e.kind = KIND_ENUM;
e.env = g_pass;
e.table = parent;
e.name = sub;
e.enumSystem = system;
e.enumEntries = entries;
e.enumCount = count;
g_entries.push_back(e);
}
} // namespace Api::Documentation
// The Structure constructor lives here so the list head is private to this
// TU; declared in Game.h beside the other descriptor types.
Game::Doc::Structure::Structure(const char *n, const char *s, FieldList f, const char *sum)
: name(n), system(s), fields(f), summary(sum), next(Api::Documentation::g_structureHead) {
Api::Documentation::g_structureHead = this;
}
+40
View File
@@ -0,0 +1,40 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include "Game.h"
// Recording side of the API documentation. The registrars in Game.cpp call
// these; `Documentation.cpp` keeps the list, resolves systems, and exports
// Blizzard-shaped `APIDocumentation` tables through `C_APIDocumentation`.
// The descriptor model is the `Game::Doc` block in Game.h.
namespace Api::Documentation {
enum Env : unsigned { ENV_NONE = 0, ENV_GAME = 1, ENV_GLUE = 2 };
// Bracket one `Run*Registrations()` pass. Recording happens only inside a
// pass, and only the FIRST pass per environment records — every later pass
// (each `/reload`, each logout→login) is a no-op. `EndPass` seals the
// environment and logs one summary line to the debug log.
void BeginPass(Env env);
void EndPass();
void RecordGlobal(const char *name, const Game::Doc::Function *doc);
void RecordTable(const char *table, const char *name, const Game::Doc::Function *doc);
void RecordFrameMethods(const void *registry, const Game::Lua::FrameMethodEntry *table,
int count, const Game::Doc::Method *docs, int docCount);
void RecordEnum(const char *parent, const char *sub, const Game::Lua::EnumIntegerEntry *entries,
int count, const char *system);
} // namespace Api::Documentation
+4 -4
View File
@@ -21,10 +21,10 @@
// tokens separated by `|` and/or whitespace, each optionally negated with a
// leading `!`. Whole-token matching, so `RAID_PLAYER_DISPELLABLE` is not
// mistaken for `PLAYER` and `!PLAYER` is a negation rather than a match.
// Honored: `HELPFUL` / `HARMFUL` (the aura's flag-nibble polarity — see
// Data.h; NOT the slot range, which misreads debuffs spilled into buff
// slots), `PLAYER` /
// `!PLAYER` (caster == / != the local player, from the Aura::Source cache),
// Honored: `HELPFUL` / `HARMFUL` (the aura's real polarity, read however this
// server encodes it — see `Aura::Data::IsSlotHarmful`), `PLAYER` /
// `!PLAYER` (caster is / isn't the local player or their pet, from the
// Aura::Source cache),
// `DISPELLABLE` / `!DISPELLABLE` (dispel type is / isn't one a
// dispel/purge/steal can remove — Spell.dbc Dispel ∈ Magic/Curse/Disease/
// Poison, matching the server's DISPEL_ALL_MASK), and `CROWD_CONTROL` /
+72 -8
View File
@@ -22,6 +22,7 @@
#include "spell/CrowdControl.h"
#include "spell/IsSelfBuff.h"
#include "time/Clock.h"
#include "turtle/Detect.h"
#include "unit/Identity.h"
#include <cstdint>
@@ -272,14 +273,59 @@ bool IsSlotPopulated(const uint8_t *unit, int slot) {
return IsVisible(SpellRecord(spellID));
}
// Every nibble Turtle's SetAuraFlag can write for an occupied slot: HELPFUL,
// HELPFUL|CANCELABLE, or HARMFUL alone. Nothing else is reachable there — a
// negative aura gets exactly HARMFUL, and a positive one always carries HELPFUL.
bool IsTurtlePolarityNibble(uint8_t nibble) {
return nibble == Offsets::UNIT_AURA_FLAG_HELPFUL ||
nibble == (Offsets::UNIT_AURA_FLAG_HELPFUL | Offsets::UNIT_AURA_FLAG_CANCELABLE) ||
nibble == Offsets::UNIT_AURA_FLAG_HARMFUL;
}
// Latched for the process once a nibble proves the flags are not polarity here.
// A server does not change its encoding mid-session, so this never resets.
bool g_nibbleContradicted = false;
bool IsSlotHarmful(const uint8_t *unit, int slot) {
if (slot < 0 || slot >= Offsets::UNIT_AURA_TOTAL)
return false;
// Normally the slot range IS the polarity: an aura is written to 0..31 when
// helpful and 32..47 when harmful, and nothing ever crosses over. The flag
// nibble cannot be used here, because in a stock descriptor those bits mean
// something else entirely — one bit per spell effect index that carries an
// aura, plus a cancelable bit. Reading bit 0x08 as "harmful" would then be
// reading "effect index 0 has an aura", which is true of nearly every aura,
// and would report almost every BUFF as a debuff.
if (!Turtle::Detected())
return slot >= Offsets::UNIT_AURA_BUFF_COUNT;
// Turtle lets a debuff spill into a buff slot once the harmful range is
// full, so the range stops being reliable — and it repurposes those same
// nibble bits to carry the real polarity (0x04 helpful, 0x08 harmful) so
// the information survives the spill. There, the nibble is the answer.
if (g_nibbleContradicted)
return slot >= Offsets::UNIT_AURA_BUFF_COUNT;
auto *desc = Descriptor(unit);
if (desc == nullptr)
return false;
const uint8_t byte = *(desc + Offsets::OFF_UNIT_FIELD_AURAFLAGS + slot / 2);
const uint8_t nibble = (byte >> ((slot & 1) * 4)) & 0xF;
// Fail safe. Detection says this server SHOULD be writing polarity here, so
// a nibble it could not have produced means that assumption is stale — the
// server changed how it writes the flags. Fall back to the slot range for
// good rather than keep reading bits whose meaning we no longer know: the
// range is merely incomplete for spilled debuffs, whereas a misread nibble
// reports nearly every buff as a debuff. Revocation only, never promotion —
// nothing here can turn nibble reading ON, because the agreeing case is not
// provable (an all-0x08 run is equally consistent with single-effect auras
// under the other encoding).
if (nibble != 0 && !IsTurtlePolarityNibble(nibble)) {
g_nibbleContradicted = true;
return slot >= Offsets::UNIT_AURA_BUFF_COUNT;
}
return (nibble & Offsets::UNIT_AURA_FLAG_HARMFUL) != 0;
}
@@ -315,16 +361,36 @@ int SlotInFilterOrder(Filter filter, int i) {
return i;
}
// The caster set the `PLAYER` filter selects: the player AND the player's
// pet. Modern defines the token as "auras that were cast by the player, or
// by the player's pet or vehicle" (`AuraUtil.AuraFilters.Player`) — there
// are no vehicles here, so the pair is player + pet. A pet's cast carries
// the PET's guid in the Aura::Source cache (that is who SMSG_SPELL_GO
// names), so a plain player compare drops e.g. a Hunter's own Serpent
// Sting off a `HARMFUL|PLAYER` query. The pet guid is a live engine global,
// so this stays two compares with no object resolve — it runs per slot.
// A caster of 0 is a cache miss, never a match (see CasterMode).
bool IsPlayerOrPetCaster(uint64_t casterGuid) {
if (casterGuid == 0)
return false;
if (casterGuid == Unit::Identity::PlayerGuid())
return true;
const uint64_t pet =
Game::Read<uint64_t>(static_cast<uintptr_t>(Offsets::VAR_PET_GUID));
return pet != 0 && casterGuid == pet;
}
bool IsPlayerCast(const uint8_t *unit, int slot) {
const uint32_t spellID = ReadSpellID(unit, slot);
if (spellID == 0)
return false;
const uint64_t player = Unit::Identity::PlayerGuid();
return player != 0 && Attribute(UnitGuid(unit), spellID, slot).caster == player;
return IsPlayerOrPetCaster(
Attribute(UnitGuid(unit), spellID, slot).caster);
}
// Applies the PLAYER / !PLAYER caster restriction. `isPlayerCast` is the
// per-aura "was this cast by the local player" answer (false on a cache miss).
// per-aura "was this cast by the player or their pet" answer (false on a
// cache miss).
bool CasterMatches(CasterMode caster, bool isPlayerCast) {
switch (caster) {
case CasterMode::PlayerOnly: return isPlayerCast;
@@ -398,9 +464,8 @@ bool SlotMatchesFilter(const uint8_t *unit, int slot, Filter filter,
// no slot to attribute by and the cache is consulted by (guid, spellID) alone.
// A miss counts as "not the player" (same as IsPlayerCast).
bool GroupIsPlayerCast(uint64_t guid, uint32_t spellID) {
const uint64_t player = Unit::Identity::PlayerGuid();
return player != 0 &&
Attribute(guid, spellID, Aura::Source::SLOT_UNBOUND).caster == player;
return IsPlayerOrPetCaster(
Attribute(guid, spellID, Aura::Source::SLOT_UNBOUND).caster);
}
int FindNthSlot(const uint8_t *unit, int oneBasedIndex, Filter filter,
@@ -801,8 +866,7 @@ bool FallbackEligible(const uint8_t *unit, const Aura::Source::CachedAura &c,
// Applies `match` to a cache entry. The entry carries its caster, so the caster
// test is a plain GUID compare — no scan, nothing to defer.
bool CachedMatches(const Aura::Source::CachedAura &c, const Match &match) {
return MatchesAura(match, c.casterGuid == Unit::Identity::PlayerGuid(),
c.spellId);
return MatchesAura(match, IsPlayerOrPetCaster(c.casterGuid), c.spellId);
}
// The eligible cache-fallback entries for `unit` under `filter`, in `Enumerate`
+40 -24
View File
@@ -20,17 +20,28 @@
// `unit + OFF_CGUNIT_OBJECT_FIELDS`; the layout is documented in
// `Offsets.h` under `OFF_UNIT_FIELD_AURA*`.
//
// Slots are absolute 0..47. The server SEATS positive auras in 0..31 and
// negative ones in 32..47, but that is a preference, not a rule: once the 16
// debuff slots are full it parks further debuffs in 0..31 (and sets
// UNIT_FLAG_AURAS_VISIBLE so the client renders them). An aura's real polarity
// is the per-slot flag nibble (UNIT_AURA_FLAG_HELPFUL / _HARMFUL), which the
// server writes for every visible aura — that is what `Filter` selects on
// here. The engine's own UnitBuff/UnitDebuff split by slot range and so report
// a spilled debuff as a buff; that is a 1.12 UI limitation we deliberately do
// not mirror (retail's contract is the aura's actual polarity). A polarity
// walk visits its home range first, then the other range, so indices stay
// exactly what they were in the common no-spill case.
// Slots are absolute 0..47, and how polarity is read out of them DEPENDS ON THE
// SERVER. `IsSlotHarmful` owns that decision; nothing else should look at either
// signal directly.
//
// Normally the slot range IS the polarity: positive auras are written to 0..31
// and negative ones to 32..47 by a strict either/or, so nothing crosses over.
// The flag nibble is no help — in a stock descriptor those bits record which
// spell effect indices carry an aura, not whether the aura is good or bad.
//
// Turtle changes both halves. Once the 16 harmful slots are full it spills
// further debuffs into 0..31 (setting UNIT_FLAG_AURAS_VISIBLE so the client
// still renders them), which makes the range unreliable — and it repurposes the
// nibble to carry the true polarity so the information survives the spill.
// There, the nibble is authoritative. See `Offsets::UNIT_AURA_FLAG_HARMFUL`.
//
// Either way `Filter` selects on the aura's REAL polarity, so a spilled debuff
// is reported as a debuff. The engine's own UnitBuff/UnitDebuff split purely by
// slot range and would call it a buff; that is a 1.12 UI limitation we
// deliberately do not mirror, since retail's contract is actual polarity. A
// polarity walk visits its home range first and then the other range, so
// indices are unchanged wherever no spill has happened — which is everywhere,
// on a server that does not spill.
//
// Callers that take a 1-based Lua index into "buffs" or "debuffs" translate
// to the absolute 0..47 slot before calling in.
@@ -52,11 +63,13 @@ enum class Filter { Helpful, Harmful };
enum class Emit { Table, Positional };
// Caster restriction from the `PLAYER` / `!PLAYER` aura filter tokens.
// `Any` = no restriction; `PlayerOnly` = only auras the local player cast
// (`PLAYER`); `NotPlayer` = only auras NOT cast by the local player
// (`!PLAYER`). Caster attribution comes from the `Aura::Source` cache; a
// cache miss counts as "not the player" (so `PlayerOnly` excludes it and
// `NotPlayer` includes it — matching `IsPlayerCast`'s miss semantics).
// `Any` = no restriction; `PlayerOnly` = only auras the local player OR the
// player's pet cast (`PLAYER`); `NotPlayer` = the complement (`!PLAYER`).
// The pet is part of the set by definition — modern documents the token as
// "cast by the player, or by the player's pet or vehicle". Caster
// attribution comes from the `Aura::Source` cache; a cache miss counts as
// "not the player" (so `PlayerOnly` excludes it and `NotPlayer` includes
// it — matching `IsPlayerCast`'s miss semantics).
enum class CasterMode { Any, PlayerOnly, NotPlayer };
// Restriction from the `DISPELLABLE` / `!DISPELLABLE` aura filter tokens.
@@ -93,9 +106,10 @@ uint32_t ReadSpellID(const uint8_t *unit, int slot);
// to decide whether to surface an aura through Lua.
bool IsSlotPopulated(const uint8_t *unit, int slot);
// The aura's polarity from its flag nibble: true iff the slot carries
// UNIT_AURA_FLAG_HARMFUL. False for an empty slot or a null unit. This, not
// the slot range, is what `Filter` selects on (see the file header).
// The aura's real polarity, read the way this server encodes it: the slot range
// normally, the flag nibble on Turtle (see the file header). False for an empty
// slot or a null unit. This is what `Filter` selects on, and the ONE place the
// two encodings are chosen between.
bool IsSlotHarmful(const uint8_t *unit, int slot);
// The engine's TOOLTIP visibility gate for a slot: occupied, visible nibble,
@@ -136,13 +150,15 @@ int FindSlotBySpellID(const uint8_t *unit, uint32_t spellID,
int FindSlotBySpellName(const uint8_t *unit, const char *spellName,
const Filter *filter, Match match = {});
// True iff the aura at `slot` was cast by the local player, per the
// `Aura::Source` cache. False on a cache miss (caster unknown) — so a
// PLAYER-filtered query excludes auras whose cast we didn't observe.
// True iff the aura at `slot` was cast by the local player or by the
// player's pet, per the `Aura::Source` cache. False on a cache miss (caster
// unknown) — so a PLAYER-filtered query excludes auras whose cast we didn't
// observe.
bool IsPlayerCast(const uint8_t *unit, int slot);
// Applies a `CasterMode` to a per-aura "was cast by the local player" answer.
// `Any` → always true; `PlayerOnly` → the answer; `NotPlayer` → its negation.
// Applies a `CasterMode` to a per-aura "was cast by the player or their pet"
// answer. `Any` → always true; `PlayerOnly` → the answer; `NotPlayer` → its
// negation.
bool CasterMatches(CasterMode caster, bool isPlayerCast);
// True iff the spell's dispel type is one a dispel/purge/steal can remove —
+140 -24
View File
@@ -28,6 +28,7 @@
#include "tick/WorldTick.h"
#include "time/Clock.h"
#include "totem/Tracker.h"
#include "unit/TokenEvents.h"
#include "unit/Identity.h"
#include <cstdint>
@@ -638,11 +639,9 @@ void SignalAuraChanged(uint64_t guid) {
}
void FlushAuraSignals() {
using Broadcast_t = void(__fastcall *)(uint64_t *guid, uint32_t eventCode);
auto broadcast = reinterpret_cast<Broadcast_t>(
static_cast<uintptr_t>(Offsets::FUN_UNIT_EVENT_BROADCAST));
// The engine broadcast plus ClassicAPI's tokens (see Unit::TokenEvents).
for (int i = 0; i < g_pendingSignalCount; ++i)
broadcast(&g_pendingSignals[i], Offsets::UNIT_EVENT_UNIT_AURA);
Unit::TokenEvents::Broadcast(&g_pendingSignals[i], Offsets::UNIT_EVENT_UNIT_AURA);
g_pendingSignalCount = 0;
}
@@ -1406,6 +1405,114 @@ int32_t ConsumeTriggeredApplication(uint64_t victim, const uint8_t *rec,
// keeps the parse short and robust.
constexpr int kMaxTargets = 16;
// ---- Triggered auras (SPELL_EFFECT_TRIGGER_SPELL) -------------------------
//
// An effect of type TRIGGER_SPELL makes the server cast EffectTriggerSpell[i]
// as a side effect of the cast — Pounce 9005 → Pounce Bleed 9007 (Spell.dbc:
// Effect = {6, 64, 80}, EffectTriggerSpell = {0, 9007, 0}). When the
// triggered spell's own SMSG_SPELL_GO never reaches the client, its aura is
// seated caster-less by OnAuraAdded. The trigger's SPELL_GO names the caster,
// so attribution goes through it, read off the DBC link rather than a table.
//
// A hit by the TRIGGER doesn't prove the triggered aura landed: a target
// immune to bleed takes Pounce's stun but not its bleed. So a fresh
// application is ARMED, and only the application hook — the descriptor proof
// that it landed — consumes the arm (same shape as the judgement arm above).
// An instance this caster already holds on the target is refreshed in place
// as well: the server's re-apply reuses the descriptor slot, so no
// OnAuraAdded fires (the remove+add RefreshTriggeredExisting mirrors).
//
// Any caster: nothing here needs the caster's talents, and a remote caster
// gets the base duration exactly as their directly cast auras do.
struct TrigAuraArm {
uint64_t victim; // 0 = empty
uint64_t caster;
uint32_t spellId; // the triggered aura
uint32_t untilMs;
};
constexpr int kTrigAuraArmMax = 8;
constexpr uint32_t kTrigAuraArmTtlMs = 2000;
TrigAuraArm g_trigAuraArms[kTrigAuraArmMax];
void ArmTriggeredAura(uint64_t victim, uint32_t spellId, uint64_t caster,
uint32_t now) {
TrigAuraArm *slot = nullptr;
for (auto &a : g_trigAuraArms) {
if (a.victim == victim && a.spellId == spellId && a.caster == caster) {
slot = &a; // re-trigger inside the TTL — refresh in place
break;
}
if (slot == nullptr &&
(a.victim == 0 || Time::Clock::Reached(now, a.untilMs)))
slot = &a;
}
if (slot == nullptr)
slot = &g_trigAuraArms[0]; // all live — steal the first
*slot = {victim, caster, spellId, now + kTrigAuraArmTtlMs};
}
// The caster armed for `spellId` landing on `victim`, or 0. One-shot.
uint64_t ConsumeTriggeredAura(uint64_t victim, uint32_t spellId, uint32_t now) {
if (victim == 0)
return 0;
for (auto &a : g_trigAuraArms) {
if (a.victim != victim || a.spellId != spellId ||
Time::Clock::Reached(now, a.untilMs))
continue;
const uint64_t caster = a.caster;
a = {};
return caster;
}
return 0;
}
// Duration of an aura cast by `caster`. Combo-point finishers (Rupture,
// Kidney Shot, …) have their real duration computed at cast time from the
// combo points spent — the base-duration helper can't know it.
// ComboDuration mirrors the server's computation from the CP snapshot its
// send hook captured; 0 means "not combo-scaled", fall through to the base
// path. 0 overall = unknown.
uint32_t CastDurationMs(const uint8_t *rec, uint32_t spellId,
bool casterIsPlayer) {
const uint32_t comboMs =
casterIsPlayer ? ComboDuration::TryComboScaledMs(rec, spellId) : 0;
return comboMs != 0 ? comboMs : SpellDurationMs(rec, casterIsPlayer);
}
void ApplyTriggeredAuras(uint64_t caster, uint32_t spellId, const uint8_t *rec,
const uint64_t *targets, int numTargets) {
if (rec == nullptr)
return;
const auto *effects = reinterpret_cast<const int32_t *>(
rec + Offsets::OFF_SPELL_RECORD_EFFECT);
const auto *triggered = reinterpret_cast<const int32_t *>(
rec + Offsets::OFF_SPELL_RECORD_EFFECT_TRIGGER_SPELL);
const bool casterIsPlayer = (caster == Unit::Identity::PlayerGuid());
const uint32_t now = NowMs();
for (int i = 0; i < Offsets::SPELL_RECORD_EFFECT_COUNT; ++i) {
if (effects[i] != Offsets::SPELL_EFFECT_TRIGGER_SPELL ||
triggered[i] <= 0)
continue;
const auto auraId = static_cast<uint32_t>(triggered[i]);
if (auraId == spellId)
continue;
const uint8_t *auraRec = Spell::Lookup::RecordForID(triggered[i]);
if (!SpellAppliesAura(auraRec))
continue;
const uint32_t durationMs =
CastDurationMs(auraRec, auraId, casterIsPlayer);
const uint32_t expirationMs = durationMs > 0 ? now + durationMs : 0;
for (int t = 0; t < numTargets; ++t) {
ArmTriggeredAura(targets[t], auraId, caster, now);
if (FindByCaster(targets[t], auraId, caster) != nullptr &&
DescriptorListsAura(targets[t], auraId))
StoreFromCast(targets[t], auraId, caster, expirationMs,
durationMs);
}
}
}
// The self-contained SPELL_GO processing (succeeded events, server-side
// duration edits, aura-source caching). None of it reads engine descriptor
// state, so it's order-independent of the engine's own SPELL_GO handler —
@@ -1455,19 +1562,23 @@ void HandleSpellGo(uint64_t caster, uint32_t spellId, const uint64_t *targets,
for (int i = 0; i < numTargets; ++i)
ArmTriggeredApplications(targets[i], spellId, rec);
// The units this cast's auras land on: the hit list, or the caster itself
// when the packet carries none (self-cast with a caster-implicit target).
// Shared by the triggered auras and the cast's own aura below.
const uint64_t *auraTargets = targets;
int numAuraTargets = numTargets;
if (numTargets == 0) {
auraTargets = &caster;
numAuraTargets = 1;
}
ApplyTriggeredAuras(caster, spellId, rec, auraTargets, numAuraTargets);
if (!SpellAppliesAura(rec))
return;
const bool casterIsPlayer = (caster == Unit::Identity::PlayerGuid());
// Combo-point finishers (Rupture, Kidney Shot, …) have their real
// duration computed at cast time from the combo points spent — the
// base-duration helper can't know it. ComboDuration mirrors the
// server's computation from the CP snapshot its send hook captured;
// 0 means "not combo-scaled", fall through to the base path.
uint32_t durationMs =
casterIsPlayer ? ComboDuration::TryComboScaledMs(rec, spellId) : 0;
if (durationMs == 0)
durationMs = SpellDurationMs(rec, casterIsPlayer);
const uint32_t durationMs = CastDurationMs(rec, spellId, casterIsPlayer);
const uint32_t expirationMs = durationMs > 0 ? NowMs() + durationMs : 0;
// Let the application hooks recover the player-talented duration for this
@@ -1476,13 +1587,8 @@ void HandleSpellGo(uint64_t caster, uint32_t spellId, const uint64_t *targets,
if (casterIsPlayer)
RememberPlayerCast(spellId);
if (numTargets == 0) {
// No explicit hit list (self-cast with caster-implicit target).
StoreFromCast(caster, spellId, caster, expirationMs, durationMs);
return;
}
for (int i = 0; i < numTargets; ++i)
StoreFromCast(targets[i], spellId, caster, expirationMs, durationMs);
for (int i = 0; i < numAuraTargets; ++i)
StoreFromCast(auraTargets[i], spellId, caster, expirationMs, durationMs);
}
// SMSG_SPELL_GO parse (funnel subscriber). At the leaf handler the engine has
@@ -1515,10 +1621,10 @@ const Net::PacketDispatch::AutoSubscribe _spellGoSub{&SpellGoSub};
// ---- Aura-application co-hooks (timing for proc / triggered auras) -------
// Classify by the slot's flag nibble (UNIT_AURA_FLAG_HARMFUL), not its range:
// the server parks debuffs in buff slots once the 16 are full, and the nibble
// is what records their real polarity. The descriptor write pass has already
// landed the flags when the application hooks fire (see Aura::Data).
// Defer to `Aura::Data::IsSlotHarmful` rather than testing the range here — how
// polarity is encoded differs between servers, and that function is the one
// place that decides. The descriptor write pass has already landed both the
// slot and its flags by the time the application hooks fire.
int8_t KindForSlot(const void *unit, int slot) {
return Aura::Data::IsSlotHarmful(static_cast<const uint8_t *>(unit), slot)
? KIND_HARMFUL
@@ -1565,6 +1671,16 @@ void StampApplication(void *unit, uint32_t spellId, int slot) {
durationMs = 1;
}
}
// A triggered-aura arm (Pounce → Pounce Bleed): the server cast this aura
// off a trigger whose SPELL_GO named the caster, and this application is
// the proof it landed. Target-scoped, so it goes before the spell-scoped
// recent-cast window below, for the same reason as the nettle arm.
if (caster == 0) {
caster = ConsumeTriggeredAura(unitGuid, spellId, NowMs());
if (caster != 0)
durationMs =
SpellDurationMs(rec, caster == Unit::Identity::PlayerGuid());
}
if (caster == 0) {
const bool byPlayer = WasRecentPlayerCast(spellId);
durationMs = SpellDurationMs(rec, byPlayer);
+16 -8
View File
@@ -389,15 +389,23 @@ void RegisterFns() {
Game::Lua::RegisterTableFunction("string", "gsub", &Script_string_gsub);
Game::Lua::RegisterTableFunction("string", "reverse", &Script_string_reverse);
Game::Lua::RegisterTableFunction("string", "split", &Script_strsplit);
// The bare `gsub` global (1.12 exposes the string functions as globals
// too) must match `string.gsub`, so addons calling either form get the
// table-replacement upgrade.
Game::Lua::RegisterGlobalFunction("gsub", &Script_string_gsub);
Game::Lua::RegisterGlobalFunction("strsplit", &Script_strsplit);
Game::Lua::RegisterGlobalFunction("strjoin", &Script_strjoin);
Game::Lua::RegisterGlobalFunction("strtrim", &Script_strtrim);
Game::Lua::RegisterTableFunction("string", "trim", &Script_strtrim);
Game::Lua::RegisterTableFunction("string", "join", &Script_strjoin);
// 4.3.4's compat.lua binds each short global and its string-table twin
// to ONE function by assignment (`gsub = str.gsub`, `strrev =
// str.reverse`, `str.trim = strtrim`, `str.split = strsplit`, `str.join =
// strjoin`), so `strtrim == string.trim`. A second Register* call would
// mint a second closure over the same C function, so the globals alias
// the table entries by value instead. The string-table half is what lets
// `(" x "):trim()` work and libraries capture it at file scope
// (AceConfigCmd-3.0: `strtrim = string.trim`); the bare `gsub` gets the
// table-replacement upgrade by being the same function.
Game::Lua::RegisterGlobalAlias("gsub", "string", "gsub");
Game::Lua::RegisterGlobalAlias("strsplit", "string", "split");
Game::Lua::RegisterGlobalAlias("strjoin", "string", "join");
Game::Lua::RegisterGlobalAlias("strtrim", "string", "trim");
Game::Lua::RegisterGlobalAlias("strrev", "string", "reverse");
Game::Lua::RegisterGlobalFunction("strreplace", &Script_strreplace);
Game::Lua::RegisterGlobalFunction("strrev", &Script_string_reverse);
}
// Both states are Lua 5.0 and equally missing these; RegisterTableFunction
+94
View File
@@ -0,0 +1,94 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `success, ... = xpcall(f, msgh [, arg1, ...])` — call `f` under `msgh`,
// forwarding the trailing arguments to it.
//
// 1.12's Lua takes only `xpcall(f, msgh)`. Its implementation is explicit
// about it: `lua_settop(L, 2)` throws any further arguments away, then
// `lua_pcall(L, 0, ...)` calls `f` with none. So the argument-forwarding form
// doesn't merely fail — it silently calls `f` with nothing, and a function
// that reads its parameters sees nil. (Note this is NOT a 5.0-vs-5.1
// difference: both take `(f, msgh)`. Forwarding arrived later.)
//
// Callers work around it with a capturing closure —
// `xpcall(function() return f(a, b) end, msgh)` — which is what
// `ExecuteFrameScript` in the embedded addon does. That stays correct; this
// just removes the need for it.
//
// Why a C function and not a Lua wrapper over the original: a Lua wrapper
// would allocate a closure AND an `arg` table on every call (see the vararg
// note in FunctionUtil.lua), putting an allocation on any error-guarded path,
// including per-frame ones. `HookSecureFunc`'s `kUnhookableNames` also lists
// `xpcall` precisely because shadowing a core primitive with a Lua closure
// diverges from what C-side callers get. Replacing it with a real C function
// has neither problem, and matches how `select` and `unpack` are backported
// in this directory.
//
// A two-argument call is bit-for-bit the old behavior (zero forwarded args),
// so this is purely additive for existing code.
#include "Game.h"
namespace BaseLib::XPCall {
namespace {
int __fastcall Script_xpcall(void *L) {
const int top = Game::Lua::GetTop(L);
if (top < 2) {
Game::Lua::Error(L, "bad argument #2 to 'xpcall' (value expected)");
return 0; // unreachable
}
// `lua_pcall` wants the callee and its arguments contiguous on top, and
// the handler at a fixed index. Incoming order is
// `f(1), msgh(2), a1(3)..aN(top)`, so the handler sits between the two —
// shuffle it below `f`:
//
// PushValue(2) → f, msgh, a1..aN, msgh
// Insert(1) → msgh, f, msgh, a1..aN (top moved down to index 1)
// Remove(3) → msgh, f, a1..aN
//
// 5.2 does the same reshuffle with a single `lua_rotate`, which this Lua
// has no equivalent of.
Game::Lua::PushValue(L, 2);
Game::Lua::Insert(L, 1);
Game::Lua::Remove(L, 3);
const int status =
Game::Lua::PCall(L, /*nargs*/ top - 2, Game::Lua::MULTRET, /*errfunc*/ 1);
// The stack now holds the handler plus either f's results or the handler's
// return. Both cases want the status boolean in front of them, and the
// handler itself dropped from the return set — which returning
// `GetTop - 1` does, since results are taken from the top.
Game::Lua::PushBool(L, status == 0);
Game::Lua::Insert(L, 2);
return Game::Lua::GetTop(L) - 1;
}
void RegisterInGame() {
Game::Lua::RegisterGlobalFunction("xpcall", &Script_xpcall);
}
void RegisterGlue() {
Game::Lua::RegisterGlueFunction("xpcall", &Script_xpcall);
}
const Game::ModuleAutoRegister _autoreg{&RegisterInGame};
const Game::GlueModuleAutoRegister _autoregGlue{&RegisterGlue};
} // namespace
} // namespace BaseLib::XPCall
+217 -499
View File
@@ -12,391 +12,189 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Backports the direct-action and override binding APIs introduced in 2.0.
// Normal bindings are stored by vanilla's SetBinding implementation using the
// later-client SPELL/ITEM/MACRO/CLICK command strings. The resolved-command
// hook executes those four command families; every native binding command is
// passed through unchanged.
// The binding API 4.3.4 has and 1.12 lacks (decomp Ui/UIBindings.cpp,
// UIBindings_Scripts.cpp):
//
// Override bindings live in a separate owner-scoped layer in front of the
// native key lookup. They are deliberately never written to the saved binding
// table, so clearing an owner immediately reveals the next override or the
// unchanged native binding underneath it.
// SetBindingSpell / Item / Macro / Click — "SPELL x" etc. into the
// current set through the engine's own SetBinding.
// SetOverrideBinding[Spell / Item / Macro / Click], ClearOverrideBindings
// — owner-scoped bindings in front of the saved ones, never saved.
// GetBindingAction(key [, checkOverride]) — sees overrides when asked.
//
// Overrides — 4.3.4's OVERRIDEKEYBINDING: per key (case-insensitive), two
// lists (normal, priority) of {owner, command}; setting an owner's binding
// unlinks its old one from both and links the new one at the head of its
// priority's list, so the newest priority binding wins, then the newest
// normal one. 4.3.4 consults them inside its key lookup, before the saved
// binding, for every key it tries. 1.12's key dispatch (FUN_BINDING_KEY_DISPATCH)
// tries two keys — the pressed one, then the pressed one minus its first
// modifier — so the co-hook tries an override, then the saved binding
// (FUN_BINDINGS_GET_COMMAND_ACTION), for each in turn, and lets the engine
// run a saved binding it finds.
//
// Around whatever runs, the key-state override (Input::Modifier) hides the
// matched key's own modifiers, as 4.3.4's ExecKey does. Direct actions
// (Bindings::Command) run only for a key: the command co-hook acts while the
// manager's executing flag — set by the key dispatch, not by RunBinding — is
// up, which is 4.3.4's ExecKey / ExecCommand split.
#include "Game.h"
#include "Offsets.h"
#include "macro/Execute.h"
#include "bindings/Command.h"
#include "input/Modifier.h"
#include <algorithm>
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <list>
#include <string>
#include <unordered_map>
#include <vector>
namespace Bindings::Api {
namespace {
constexpr const char kSpellPrefix[] = "SPELL ";
constexpr const char kItemPrefix[] = "ITEM ";
constexpr const char kMacroPrefix[] = "MACRO ";
constexpr const char kClickPrefix[] = "CLICK ";
constexpr const char kDefaultMouseButton[] = "LeftButton";
using KeyDispatch_t = int(__fastcall *)(void *mgr, void *edx, const char *key, int isDown);
using CommandExecute_t = int(__fastcall *)(void *mgr, void *edx, const char *cmd, int isDown);
using GetCommandAction_t = const char *(__thiscall *)(void *mgr, const char *key);
using ScriptFn_t = int(__fastcall *)(void *L);
using ToBool_t = int(__fastcall *)(void *L, int idx, int dflt);
using ScriptSetBinding_t = int(__fastcall *)(void *L);
using KeyDispatch_t = int(__thiscall *)(void *mgr, const char *key, int isDown);
using CommandExecute_t = int(__thiscall *)(void *mgr, const char *cmd, int isDown);
KeyDispatch_t g_keyDispatchOriginal = nullptr;
CommandExecute_t g_commandExecuteOriginal = nullptr;
KeyDispatch_t KeyDispatch_o = nullptr;
CommandExecute_t CommandExecute_o = nullptr;
// --- override table (OVERRIDEKEYBINDING) ------------------------------------
enum class CommandType {
None,
Spell,
Item,
Macro,
Click,
};
struct ParsedCommand {
CommandType type = CommandType::None;
const char *argument = nullptr;
};
struct OverrideEntry {
const void *owner = nullptr;
std::string key;
struct Entry {
const void *owner;
std::string command;
bool priority = false;
uint64_t sequence = 0;
};
std::vector<OverrideEntry> g_overrides;
std::unordered_map<std::string, std::string> g_activeOverrides;
uint64_t g_nextSequence = 0;
struct OverrideKey {
std::string key;
std::list<Entry> lists[2]; // [0] normal, [1] priority; head = newest
};
// Normalizes a binding key to the engine's own canonical form so a stored
// override matches the string FUN_BINDING_KEY_DISPATCH builds at keypress. The
// engine's key-string builder (FUN_004b6630) always emits modifiers in the
// fixed order ALT-CTRL-SHIFT- ahead of the base key, regardless of the order
// the caller passed them; vanilla SetBinding never reorders, so the override
// layer does it here. Both the store and the lookup run through this, so they
// stay consistent while also matching the engine's keypress form.
std::string CanonicalKey(const char *key) {
std::string result = key ? key : "";
for (char &character : result) {
if (character >= 'a' && character <= 'z')
character = static_cast<char>(character - 'a' + 'A');
std::vector<OverrideKey> g_overrides;
OverrideKey *FindKey(const char *key) {
for (OverrideKey &entry : g_overrides)
if (_stricmp(entry.key.c_str(), key) == 0)
return &entry;
return nullptr;
}
// OVERRIDEKEYBINDING::SetOverrideBinding.
void SetOverride(OverrideKey &binding, const void *owner, bool priority, const char *command) {
for (auto &list : binding.lists)
list.remove_if([owner](const Entry &entry) { return entry.owner == owner; });
if (command != nullptr && *command != '\0')
binding.lists[priority ? 1 : 0].push_front(Entry{owner, command});
}
// OVERRIDEKEYBINDING::GetActiveBinding.
const char *ActiveOverride(const char *key) {
const OverrideKey *binding = FindKey(key);
if (binding == nullptr)
return nullptr;
for (int i = 1; i >= 0; --i)
if (!binding->lists[i].empty())
return binding->lists[i].front().command.c_str();
return nullptr;
}
// CGUIBindings::SetOverrideBinding.
void SetOverrideBinding(const void *owner, bool priority, const char *key, const char *command) {
OverrideKey *binding = FindKey(key);
if (binding == nullptr) {
g_overrides.push_back(OverrideKey{key, {}});
binding = &g_overrides.back();
}
// Strip the three modifier prefixes in whatever order/repetition they
// appear, then re-emit them in the engine's fixed order. Prefix-stripping
// (rather than splitting on '-') keeps the minus base key correct, e.g.
// "SHIFT--" -> modifier SHIFT + base "-".
bool alt = false, ctrl = false, shift = false;
size_t base = 0;
for (bool matched = true; matched;) {
matched = false;
if (result.compare(base, 4, "ALT-") == 0) {
alt = true;
base += 4;
matched = true;
} else if (result.compare(base, 5, "CTRL-") == 0) {
ctrl = true;
base += 5;
matched = true;
} else if (result.compare(base, 6, "SHIFT-") == 0) {
shift = true;
base += 6;
matched = true;
}
}
if (!alt && !ctrl && !shift)
return result;
std::string canonical;
if (alt)
canonical += "ALT-";
if (ctrl)
canonical += "CTRL-";
if (shift)
canonical += "SHIFT-";
canonical += result.substr(base);
return canonical;
SetOverride(*binding, owner, priority, command);
}
std::string MakeCommand(const char *prefix, const char *arg) {
std::string cmd = prefix;
cmd += arg;
return cmd;
// --- key dispatch -------------------------------------------------------------
void *Manager() { return Game::Read<void *>(Offsets::VAR_BINDINGS_MANAGER); }
const char *SavedCommand(void *mgr, const char *key) {
return reinterpret_cast<GetCommandAction_t>(Offsets::FUN_BINDINGS_GET_COMMAND_ACTION)(mgr,
key);
}
std::string MakeClickCommand(const char *btnName, const char *mouseBtn) {
std::string cmd = MakeCommand(kClickPrefix, btnName);
if (mouseBtn != nullptr) {
cmd += ':';
cmd += mouseBtn;
}
return cmd;
int ExecuteCommand(void *mgr, const char *command, int isDown) {
if (Command::IsDirectAction(command))
return Command::RunKey(command, isDown);
return g_commandExecuteOriginal(mgr, nullptr, command, isDown);
}
ParsedCommand ParseCommand(const char *cmd) {
if (cmd == nullptr)
return {};
struct PrefixEntry {
const char *prefix;
size_t length;
CommandType type;
};
static constexpr PrefixEntry prefixes[] = {
{kSpellPrefix, sizeof(kSpellPrefix) - 1, CommandType::Spell},
{kItemPrefix, sizeof(kItemPrefix) - 1, CommandType::Item},
{kMacroPrefix, sizeof(kMacroPrefix) - 1, CommandType::Macro},
{kClickPrefix, sizeof(kClickPrefix) - 1, CommandType::Click},
};
for (const PrefixEntry &entry : prefixes) {
if (std::strncmp(cmd, entry.prefix, entry.length) == 0)
return {entry.type, cmd + entry.length};
}
return {};
}
bool CallGlobalString(void *L, const char *func, const char *arg) {
const int top = Game::Lua::GetTop(L);
if (!Game::Lua::PushGlobalFunction(L, func)) {
Game::Lua::SetTop(L, top);
return false;
}
Game::Lua::PushString(L, arg);
const bool ok = Game::Lua::PCall(L, 1, 0, 0) == 0;
Game::Lua::SetTop(L, top);
return ok;
}
bool CallTableString(void *L, const char *table, const char *func, const char *arg) {
const int top = Game::Lua::GetTop(L);
Game::Lua::PushString(L, table);
Game::Lua::GetTable(L, Game::Lua::GLOBALS_INDEX);
if (Game::Lua::Type(L, -1) != Game::Lua::TYPE_TABLE) {
Game::Lua::SetTop(L, top);
return false;
}
const int tableIndex = Game::Lua::GetTop(L);
Game::Lua::PushString(L, func);
Game::Lua::GetTable(L, tableIndex);
if (Game::Lua::Type(L, -1) != Game::Lua::TYPE_FUNCTION) {
Game::Lua::SetTop(L, top);
return false;
}
Game::Lua::PushString(L, arg);
const bool ok = Game::Lua::PCall(L, 1, 0, 0) == 0;
Game::Lua::SetTop(L, top);
return ok;
}
void InvokeButtonClick(void *L, const char *btnName, size_t btnNameLength, const char *mouseBtn) {
const int top = Game::Lua::GetTop(L);
Game::Lua::PushLString(L, btnName, static_cast<unsigned int>(btnNameLength));
Game::Lua::GetTable(L, Game::Lua::GLOBALS_INDEX);
if (Game::Lua::Type(L, -1) != Game::Lua::TYPE_TABLE) {
Game::Lua::SetTop(L, top);
return;
}
const int frameIndex = Game::Lua::GetTop(L);
Game::Lua::PushString(L, "Click");
Game::Lua::GetTable(L, frameIndex);
if (Game::Lua::Type(L, -1) == Game::Lua::TYPE_FUNCTION) {
Game::Lua::PushValue(L, frameIndex);
Game::Lua::PushString(L, mouseBtn);
Game::Lua::PCall(L, 2, 0, 0);
}
Game::Lua::SetTop(L, top);
}
void ExecuteClick(void *L, const char *arg) {
const char *separator = std::strrchr(arg, ':');
if (separator == arg || (separator != nullptr && separator[1] == '\0'))
return;
const char *mouseBtn = kDefaultMouseButton;
size_t btnNameLength = std::strlen(arg);
if (separator != nullptr) {
btnNameLength = static_cast<size_t>(separator - arg);
mouseBtn = separator + 1;
}
if (btnNameLength == 0)
return;
InvokeButtonClick(L, arg, btnNameLength, mouseBtn);
}
// Returns true for every recognized direct-action command, including malformed
// or stale commands. Vanilla cannot execute these namespaces, so a bad command
// is consumed as a no-op instead of falling through to an unrelated handler.
bool ExecuteSpecialCommand(const char *cmd, int isDown) {
const ParsedCommand parsed = ParseCommand(cmd);
if (parsed.type == CommandType::None)
return false;
if (!isDown || parsed.argument == nullptr || *parsed.argument == '\0')
return true;
void *L = Game::Lua::State();
if (L == nullptr)
return true;
switch (parsed.type) {
case CommandType::Spell:
CallGlobalString(L, "CastSpellByName", parsed.argument);
break;
case CommandType::Item:
CallTableString(L, "C_Item", "UseItemByName", parsed.argument);
break;
case CommandType::Macro:
Macro::Execute::Saved(L, parsed.argument);
break;
case CommandType::Click:
ExecuteClick(L, parsed.argument);
break;
default:
break;
}
return true;
}
const OverrideEntry *FindEffectiveOverride(const std::string &key) {
const OverrideEntry *best = nullptr;
for (const OverrideEntry &entry : g_overrides) {
if (entry.key != key)
continue;
if (best == nullptr || entry.priority > best->priority ||
(entry.priority == best->priority && entry.sequence > best->sequence))
best = &entry;
}
return best;
}
void SetOverride(const void *owner, bool priority, const std::string &key, const std::string &cmd) {
auto existing =
std::find_if(g_overrides.begin(), g_overrides.end(),
[&](const OverrideEntry &entry) {
return entry.owner == owner && entry.key == key;
});
if (existing == g_overrides.end()) {
g_overrides.push_back(
{owner, key, cmd, priority, ++g_nextSequence});
return;
}
existing->command = cmd;
existing->priority = priority;
existing->sequence = ++g_nextSequence;
}
void RemoveOverride(const void *owner, const std::string &key) {
g_overrides.erase(std::remove_if(g_overrides.begin(), g_overrides.end(),
[&](const OverrideEntry &entry) {
return entry.owner == owner &&
entry.key == key;
}),
g_overrides.end());
}
int ExecuteCommand(void *mgr, const char *cmd, int isDown) {
if (ExecuteSpecialCommand(cmd, isDown))
return 1;
return CommandExecute_o(mgr, cmd, isDown);
}
int __fastcall CommandExecute_h(void *mgr, void *, const char *cmd, int isDown) {
return ExecuteCommand(mgr, cmd, isDown);
}
// Runs an override-resolved command with the same execution context the engine
// wraps around a native keypress. FUN_BINDING_KEY_DISPATCH saves the frame-
// script exec-context, zeroes it for the nested command, marks the manager as
// mid-command (`+0xD8`), then restores the context and floors the nesting
// depth. Native-table bindings already run inside this (the engine sets it up
// before calling FUN_BINDING_COMMAND_EXECUTE, which we co-hook); overrides
// bypass that path, so we mirror it here. Without it, a native Bindings.xml
// command dispatched through an override would run without the context its
// handler expects. Special SPELL/ITEM/MACRO/CLICK commands run harmlessly
// inside the same wrapper.
int DispatchOverrideCommand(void *mgr, const char *cmd, int isDown) {
volatile uint32_t *context =
reinterpret_cast<volatile uint32_t *>(Offsets::VAR_FRAMESCRIPT_EXEC_CONTEXT);
volatile uint32_t *depth = reinterpret_cast<volatile uint32_t *>(
Offsets::VAR_FRAMESCRIPT_EXEC_CONTEXT_DEPTH);
volatile uint32_t *executing =
Game::Ptr<volatile uint32_t>(mgr, Offsets::OFF_BINDING_MANAGER_EXECUTING);
const uint32_t savedContext = *context;
*depth = *depth + 1;
if (*depth != 0)
*context = 0;
*executing = 1;
const int result = ExecuteCommand(mgr, cmd, isDown);
*executing = 0;
if (*depth != 0)
*context = savedContext;
if (static_cast<int32_t>(*depth) - 1 > 0)
*depth = *depth - 1;
else
*depth = 0;
// An override's command, run in the frame the engine dispatch gives a saved
// one: exec context saved and cleared, depth bumped, the manager's executing
// flag up (FUN_BINDING_KEY_DISPATCH, see Offsets.h).
int RunOverride(void *mgr, const char *command, int isDown) {
const std::string copy = command; // the command may clear its own override
auto &context = Game::Ref<uint32_t>(Offsets::VAR_FRAMESCRIPT_EXEC_CONTEXT);
auto &depth = Game::Ref<int32_t>(Offsets::VAR_FRAMESCRIPT_EXEC_CONTEXT_DEPTH);
auto &executing = Game::Ref<uint32_t>(mgr, Offsets::OFF_BINDING_MANAGER_EXECUTING);
const uint32_t saved = context;
if (++depth != 0)
context = 0;
executing = 1;
const int result = ExecuteCommand(mgr, copy.c_str(), isDown);
executing = 0;
if (depth != 0)
context = saved;
depth = depth - 1 > 0 ? depth - 1 : 0;
return result;
}
int __fastcall KeyDispatch_h(void *mgr, void *, const char *key, int isDown) {
const std::string canonicalKey = CanonicalKey(key);
int __fastcall KeyDispatch_h(void *mgr, void *edx, const char *key, int isDown) {
if (key == nullptr || *key == '\0')
return g_keyDispatchOriginal(mgr, edx, key, isDown);
// Keep a key-down paired with its override command even if that override is
// cleared while the command executes. The newly revealed native binding
// must not receive only the key-up half of the same physical press.
if (!isDown) {
auto active = g_activeOverrides.find(canonicalKey);
if (active != g_activeOverrides.end()) {
DispatchOverrideCommand(mgr, active->second.c_str(), 0);
g_activeOverrides.erase(active);
return 1;
// The engine's two keys: as pressed, then without its first modifier.
const char *dash = std::strchr(key, '-');
const char *candidates[2] = {key, (dash != nullptr && dash[1] != '\0') ? dash + 1 : nullptr};
for (const char *candidate : candidates) {
if (candidate == nullptr)
break;
if (const char *command = ActiveOverride(candidate)) {
const Input::Modifier::KeyStateOverride keyState(candidate);
return RunOverride(mgr, command, isDown);
}
if (SavedCommand(mgr, candidate) != nullptr) {
const Input::Modifier::KeyStateOverride keyState(candidate);
return g_keyDispatchOriginal(mgr, edx, key, isDown);
}
}
return g_keyDispatchOriginal(mgr, edx, key, isDown);
}
const OverrideEntry *entry = FindEffectiveOverride(canonicalKey);
if (entry == nullptr)
return KeyDispatch_o(mgr, key, isDown);
// Direct actions only for a key (executing flag up); RunBinding reaches the
// engine's command table, which has none of them — as in 4.3.4.
int __fastcall CommandExecute_h(void *mgr, void *edx, const char *command, int isDown) {
if (Game::Read<uint32_t>(mgr, Offsets::OFF_BINDING_MANAGER_EXECUTING) != 0 &&
Command::IsDirectAction(command))
return Command::RunKey(command, isDown);
return g_commandExecuteOriginal(mgr, edx, command, isDown);
}
if (isDown)
g_activeOverrides[canonicalKey] = entry->command;
// --- Lua ----------------------------------------------------------------------
return DispatchOverrideCommand(mgr, entry->command.c_str(), isDown);
bool LooseBool(void *L, int idx) {
return reinterpret_cast<ToBool_t>(Offsets::FUN_LUA_TO_BOOLEAN_LOOSE)(L, idx, 0) != 0;
}
const char *OptString(void *L, int idx) {
return Game::Lua::IsString(L, idx) ? Game::Lua::ToString(L, idx) : nullptr;
}
// SetBinding(key, command) through the engine's own Script_SetBinding: its
// key normalization, current-set write, UPDATE_BINDINGS and 1/nil result.
int SetBinding(void *L, const std::string &key, const std::string &command) {
Game::Lua::SetTop(L, 0);
Game::Lua::PushString(L, key.c_str());
Game::Lua::PushString(L, command.c_str());
return reinterpret_cast<ScriptFn_t>(Offsets::FUN_SCRIPT_SET_BINDING)(L);
}
int SetBindingCommand(void *L, const char *prefix, const char *usage) {
@@ -404,216 +202,136 @@ int SetBindingCommand(void *L, const char *prefix, const char *usage) {
Game::Lua::Error(L, usage);
return 0;
}
const std::string key = Game::Lua::ToString(L, 1);
const std::string command = MakeCommand(prefix, Game::Lua::ToString(L, 2));
// Preserve the stock SetBinding return value, binding-set selection,
// key normalization, UPDATE_BINDINGS event, and SaveBindings behavior.
Game::Lua::SetTop(L, 0);
Game::Lua::PushString(L, key.c_str());
Game::Lua::PushString(L, command.c_str());
auto setBinding =
reinterpret_cast<ScriptSetBinding_t>(Offsets::FUN_SCRIPT_SET_BINDING);
return setBinding(L);
}
const char *OptionalMouseButton(void *L, int index, const char *usage) {
if (Game::Lua::GetTop(L) < index || Game::Lua::Type(L, index) == Game::Lua::TYPE_NIL)
return nullptr;
if (!Game::Lua::IsString(L, index)) {
Game::Lua::Error(L, usage);
return nullptr;
}
return Game::Lua::ToString(L, index);
return SetBinding(L, Game::Lua::ToString(L, 1),
std::string(prefix) + Game::Lua::ToString(L, 2));
}
int __fastcall Script_SetBindingSpell(void *L) {
return SetBindingCommand(L, kSpellPrefix, "Usage: SetBindingSpell(key, spell)");
return SetBindingCommand(L, "SPELL ", "Usage: SetBindingSpell(\"KEY\", \"spellname\")");
}
int __fastcall Script_SetBindingItem(void *L) {
return SetBindingCommand(L, kItemPrefix, "Usage: SetBindingItem(key, item)");
return SetBindingCommand(L, "ITEM ", "Usage: SetBindingItem(\"KEY\", \"itemname\")");
}
int __fastcall Script_SetBindingMacro(void *L) {
return SetBindingCommand(L, "MACRO ",
"Usage: SetBindingMacro(\"KEY\", \"macroname\"|macroid)");
}
int __fastcall Script_SetBindingMacro(void *L) {
return SetBindingCommand(L, kMacroPrefix, "Usage: SetBindingMacro(key, macro)");
std::string ClickCommand(const char *button, const char *mouseButton) {
return std::string("CLICK ") + button + ":" +
(mouseButton != nullptr ? mouseButton : "LeftButton");
}
int __fastcall Script_SetBindingClick(void *L) {
constexpr const char *usage = "Usage: SetBindingClick(key, buttonName [, mouseButton])";
if (!Game::Lua::IsString(L, 1) || !Game::Lua::IsString(L, 2)) {
Game::Lua::Error(L, usage);
Game::Lua::Error(
L, "Usage: SetBindingClick(\"KEY\", \"buttonName\"[, \"mouseButton\"])");
return 0;
}
const std::string key = Game::Lua::ToString(L, 1);
const char *buttonName = Game::Lua::ToString(L, 2);
const char *mouseButton = OptionalMouseButton(L, 3, usage);
const std::string command = MakeClickCommand(buttonName, mouseButton);
Game::Lua::SetTop(L, 0);
Game::Lua::PushString(L, key.c_str());
Game::Lua::PushString(L, command.c_str());
auto setBinding =
reinterpret_cast<ScriptSetBinding_t>(Offsets::FUN_SCRIPT_SET_BINDING);
return setBinding(L);
return SetBinding(L, Game::Lua::ToString(L, 1),
ClickCommand(Game::Lua::ToString(L, 2), OptString(L, 3)));
}
bool ReadOverrideHeader(void *L, const char *usage, const void **owner,
bool *priority, std::string *key) {
*owner = Game::Lua::ResolveObject(L, 1);
if (*owner == nullptr || Game::Lua::Type(L, 2) != Game::Lua::TYPE_BOOLEAN ||
!Game::Lua::IsString(L, 3)) {
Game::Lua::Error(L, usage);
return false;
}
// The owner argument: a frame, as 4.3.4 requires.
const void *Owner(void *L) { return Game::Lua::ResolveFrame(L, 1, /*raiseError*/ false); }
*priority = Game::Lua::ToBoolean(L, 2) != 0;
*key = CanonicalKey(Game::Lua::ToString(L, 3));
return true;
}
int SetOverrideBindingCommand(void *L, const char *prefix, const char *usage) {
const void *owner = nullptr;
bool priority = false;
std::string key;
if (!ReadOverrideHeader(L, usage, &owner, &priority, &key))
return 0;
if (!Game::Lua::IsString(L, 4)) {
Game::Lua::Error(L, usage);
int __fastcall Script_SetOverrideBinding(void *L) {
const void *owner = Owner(L);
if (owner == nullptr || !Game::Lua::IsString(L, 3)) {
Game::Lua::Error(L, "Usage: SetOverrideBinding(owner, isPriority, \"KEY\"[, \"COMMAND\"])");
return 0;
}
SetOverride(owner, priority, key,
MakeCommand(prefix, Game::Lua::ToString(L, 4)));
SetOverrideBinding(owner, LooseBool(L, 2), Game::Lua::ToString(L, 3), OptString(L, 4));
return 0;
}
int __fastcall Script_SetOverrideBinding(void *L) {
constexpr const char *usage = "Usage: SetOverrideBinding(owner, isPriority, key [, command])";
const void *owner = nullptr;
bool priority = false;
std::string key;
if (!ReadOverrideHeader(L, usage, &owner, &priority, &key))
return 0;
if (Game::Lua::GetTop(L) < 4 ||
Game::Lua::Type(L, 4) == Game::Lua::TYPE_NIL) {
RemoveOverride(owner, key);
return 0;
}
if (!Game::Lua::IsString(L, 4)) {
int SetOverrideCommand(void *L, const char *prefix, const char *usage) {
const void *owner = Owner(L);
if (owner == nullptr || !Game::Lua::IsString(L, 3) || !Game::Lua::IsString(L, 4)) {
Game::Lua::Error(L, usage);
return 0;
}
SetOverride(owner, priority, key, Game::Lua::ToString(L, 4));
const std::string command = std::string(prefix) + Game::Lua::ToString(L, 4);
SetOverrideBinding(owner, LooseBool(L, 2), Game::Lua::ToString(L, 3), command.c_str());
return 0;
}
int __fastcall Script_SetOverrideBindingSpell(void *L) {
return SetOverrideBindingCommand(
L, kSpellPrefix,
"Usage: SetOverrideBindingSpell(owner, isPriority, key, spell)");
return SetOverrideCommand(
L, "SPELL ", "Usage: SetOverrideBindingSpell(owner, isPriority, \"KEY\", \"spellname\")");
}
int __fastcall Script_SetOverrideBindingItem(void *L) {
return SetOverrideBindingCommand(
L, kItemPrefix,
"Usage: SetOverrideBindingItem(owner, isPriority, key, item)");
return SetOverrideCommand(
L, "ITEM ", "Usage: SetOverrideBindingItem(owner, isPriority, \"KEY\", \"itemname\")");
}
int __fastcall Script_SetOverrideBindingMacro(void *L) {
return SetOverrideBindingCommand(
L, kMacroPrefix,
"Usage: SetOverrideBindingMacro(owner, isPriority, key, macro)");
return SetOverrideCommand(
L, "MACRO ",
"Usage: SetOverrideBindingMacro(owner, isPriority, \"KEY\", \"macroname\"|macroid)");
}
int __fastcall Script_SetOverrideBindingClick(void *L) {
constexpr const char *usage =
"Usage: SetOverrideBindingClick(owner, "
"isPriority, key, buttonName [, mouseButton])";
const void *owner = nullptr;
bool priority = false;
std::string key;
if (!ReadOverrideHeader(L, usage, &owner, &priority, &key))
return 0;
if (!Game::Lua::IsString(L, 4)) {
Game::Lua::Error(L, usage);
const void *owner = Owner(L);
if (owner == nullptr || !Game::Lua::IsString(L, 3) || !Game::Lua::IsString(L, 4)) {
Game::Lua::Error(L, "Usage: SetOverrideBindingClick(owner, isPriority, \"KEY\", "
"\"buttonName\"[, \"mouseButton\"])");
return 0;
}
const char *buttonName = Game::Lua::ToString(L, 4);
const char *mouseButton = OptionalMouseButton(L, 5, usage);
SetOverride(owner, priority, key,
MakeClickCommand(buttonName, mouseButton));
const std::string command = ClickCommand(Game::Lua::ToString(L, 4), OptString(L, 5));
SetOverrideBinding(owner, LooseBool(L, 2), Game::Lua::ToString(L, 3), command.c_str());
return 0;
}
int __fastcall Script_ClearOverrideBindings(void *L) {
const void *owner = Game::Lua::ResolveObject(L, 1);
const void *owner = Owner(L);
if (owner == nullptr) {
Game::Lua::Error(L, "Usage: ClearOverrideBindings(owner)");
return 0;
}
g_overrides.erase(std::remove_if(g_overrides.begin(), g_overrides.end(),
[&](const OverrideEntry &entry) {
return entry.owner == owner;
}),
g_overrides.end());
for (OverrideKey &binding : g_overrides)
SetOverride(binding, owner, false, nullptr);
return 0;
}
void RegisterLuaFunctions() {
// A fresh FrameScript state makes every owner pointer from the previous
// state stale. Permanent bindings remain in vanilla's binding table.
g_overrides.clear();
g_activeOverrides.clear();
g_nextSequence = 0;
// GetBindingAction(key [, checkOverride]): 4.3.4's GetCommandAction checks the
// override first when asked; the saved binding is the engine's own answer.
int __fastcall Script_GetBindingAction(void *L) {
if (Game::Lua::IsString(L, 1) && LooseBool(L, 2)) {
if (const char *command = ActiveOverride(Game::Lua::ToString(L, 1))) {
Game::Lua::PushString(L, command);
return 1;
}
}
return reinterpret_cast<ScriptFn_t>(Offsets::FUN_SCRIPT_GET_BINDING_ACTION)(L);
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("SetBindingSpell", &Script_SetBindingSpell);
Game::Lua::RegisterGlobalFunction("SetBindingItem", &Script_SetBindingItem);
Game::Lua::RegisterGlobalFunction("SetBindingMacro", &Script_SetBindingMacro);
Game::Lua::RegisterGlobalFunction("SetBindingClick", &Script_SetBindingClick);
Game::Lua::RegisterGlobalFunction("SetOverrideBinding",
&Script_SetOverrideBinding);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingSpell",
&Script_SetOverrideBindingSpell);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingItem",
&Script_SetOverrideBindingItem);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingMacro",
&Script_SetOverrideBindingMacro);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingClick",
&Script_SetOverrideBindingClick);
Game::Lua::RegisterGlobalFunction("ClearOverrideBindings",
&Script_ClearOverrideBindings);
Game::Lua::RegisterGlobalFunction("SetOverrideBinding", &Script_SetOverrideBinding);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingSpell", &Script_SetOverrideBindingSpell);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingItem", &Script_SetOverrideBindingItem);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingMacro", &Script_SetOverrideBindingMacro);
Game::Lua::RegisterGlobalFunction("SetOverrideBindingClick", &Script_SetOverrideBindingClick);
Game::Lua::RegisterGlobalFunction("ClearOverrideBindings", &Script_ClearOverrideBindings);
Game::Lua::RegisterGlobalFunction("GetBindingAction", &Script_GetBindingAction);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
const Game::HookAutoRegister _hookKeyDispatch{
Offsets::FUN_BINDING_KEY_DISPATCH, reinterpret_cast<void *>(&KeyDispatch_h),
reinterpret_cast<void **>(&KeyDispatch_o)};
// Owners are frames of the Lua state being torn down; their overrides go with it.
void PrepareForReload() { g_overrides.clear(); }
const Game::ReloadAutoRegister _reload{&PrepareForReload};
const Game::HookAutoRegister _hookKeyDispatch{Offsets::FUN_BINDING_KEY_DISPATCH,
reinterpret_cast<void *>(&KeyDispatch_h),
reinterpret_cast<void **>(&g_keyDispatchOriginal)};
const Game::HookAutoRegister _hookCommandExecute{
Offsets::FUN_BINDING_COMMAND_EXECUTE,
reinterpret_cast<void *>(&CommandExecute_h),
reinterpret_cast<void **>(&CommandExecute_o)};
Offsets::FUN_BINDING_COMMAND_EXECUTE, reinterpret_cast<void *>(&CommandExecute_h),
reinterpret_cast<void **>(&g_commandExecuteOriginal)};
} // namespace
+20
View File
@@ -15,4 +15,24 @@
<Binding name="AOELOOT">
C_Loot.LootAllCorpses()
</Binding>
<!-- 4.3.4's modified-click actions and defaults (FrameXML\Bindings.xml).
Read by src/bindings/ModifiedClick.cpp. -->
<ModifiedClick action="SELFCAST" default="ALT"/>
<ModifiedClick action="FOCUSCAST" default="NONE"/>
<ModifiedClick action="AUTOLOOTTOGGLE" default="SHIFT"/>
<ModifiedClick action="MAILAUTOLOOTTOGGLE" default="SHIFT"/>
<ModifiedClick action="STICKYCAMERA" default="CTRL"/>
<ModifiedClick action="CHATLINK" default="SHIFT-BUTTON1"/>
<ModifiedClick action="DRESSUP" default="CTRL-BUTTON1"/>
<ModifiedClick action="SOCKETITEM" default="SHIFT-BUTTON2"/>
<ModifiedClick action="SPLITSTACK" default="SHIFT"/>
<ModifiedClick action="PICKUPACTION" default="SHIFT"/>
<ModifiedClick action="PICKUPITEM" default="SHIFT"/>
<ModifiedClick action="COMPAREITEMS" default="SHIFT"/>
<ModifiedClick action="OPENALLBAGS" default="SHIFT"/>
<ModifiedClick action="QUESTWATCHTOGGLE" default="SHIFT"/>
<ModifiedClick action="TOKENWATCHTOGGLE" default="SHIFT"/>
<ModifiedClick action="SHOWITEMFLYOUT" default="ALT"/>
<ModifiedClick action="SHOWMULTICASTFLYOUT" default="ALT"/>
<ModifiedClick action="TRADESEARCHADD" default="SHIFT"/>
</Bindings>
+252
View File
@@ -0,0 +1,252 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// The SPELL / ITEM / MACRO / CLICK binding commands — 4.3.4's
// CGUIBindings::ExecKey branches (decomp UIBindings.cpp), on 1.12's own
// primitives:
//
// SPELL x on release: the spellbook slot named x (FUN_RESOLVE_SPELL_NAME_TO_SLOT)
// cast through FUN_SPELL_CAST_DISPATCH at you when SELFCAST is held,
// at your focus when FOCUSCAST is, else with no explicit target.
// ITEM x on release: the item named x you carry (equipment, then bags)
// used through FUN_ITEM_USE with the same target.
// MACRO x on release: macro index x when x is all digits, else the macro
// named x, run through FUN_MACRO_RUN_BODY.
// CLICK f:b press and release: the frame named f gets a mouse down and a
// mouse up for button b.
//
// The release timing is 4.3.4's (and vanilla action buttons'): the command
// runs when the key comes back up.
//
// CLICK: 4.3.4's frames take a `btn` argument on OnLayerMouseDown / Up that
// marks a virtual click — no hit test, and a button clicks for ANY press
// (down) or release (up) bit it is registered for. 1.12's take only the mouse
// event and hit-test it, so the virtual branch is built from the button's own
// pieces, in 4.3.4's order: the frame's OnMouseDown / OnMouseUp script with
// the button name, then the Button state machine (click / double-click
// vmethods, SetButtonState). Only frames that are Buttons get the second part,
// as only CSimpleButton overrides the handlers 4.3.4 runs.
#include "bindings/Command.h"
#include "Game.h"
#include "Offsets.h"
#include "bindings/ModifiedClick.h"
#include "frame/ClickFrame.h"
#include "item/Arg.h"
#include "item/Location.h"
#include "time/Clock.h"
#include "unit/Focus.h"
#include "unit/Identity.h"
#include <cstdint>
#include <cstdlib>
#include <cstring>
namespace Bindings::Command {
namespace {
constexpr const char kSpell[] = "SPELL ";
constexpr const char kItem[] = "ITEM ";
constexpr const char kMacro[] = "MACRO ";
constexpr const char kClick[] = "CLICK ";
bool HasPrefix(const char *command, const char *prefix) {
return _strnicmp(command, prefix, std::strlen(prefix)) == 0;
}
// The target 4.3.4 picks for SPELL / ITEM: you for SELFCAST, your focus for
// FOCUSCAST, else none (the engine then uses your target).
uint64_t ModifiedTarget() {
if (ModifiedClick::IsModifiedClick("SELFCAST"))
return Unit::Identity::PlayerGuid();
if (ModifiedClick::IsModifiedClick("FOCUSCAST"))
return Unit::Focus::Get();
return 0;
}
void CastSpell(const char *name) {
using NameToSlot_t = int(__fastcall *)(const char *name, int *outBookType);
using CastDispatch_t = void(__fastcall *)(unsigned slot, int bookType, unsigned guidLo,
unsigned guidHi);
int book = 0;
const int slot =
reinterpret_cast<NameToSlot_t>(Offsets::FUN_RESOLVE_SPELL_NAME_TO_SLOT)(name, &book);
if (slot < 0)
return;
const uint64_t target = ModifiedTarget();
reinterpret_cast<CastDispatch_t>(Offsets::FUN_SPELL_CAST_DISPATCH)(
static_cast<unsigned>(slot), book, static_cast<unsigned>(target),
static_cast<unsigned>(target >> 32));
}
void UseItem(const char *name) {
using UseItem_t = unsigned(__thiscall *)(const void *item, const uint64_t *targetGuid,
int flag);
const Item::Arg::Resolved byName{0, 0, name};
Item::Location::ByGUIDResult found{};
if (!Item::Location::FindByArgNoLua(byName, &found) || found.item == nullptr)
return;
const uint64_t target = ModifiedTarget();
reinterpret_cast<UseItem_t>(Offsets::FUN_ITEM_USE)(found.item, &target, 0);
}
void RunMacro(const char *name) {
using SlotToEntry_t = const uint8_t *(__fastcall *)(unsigned slot);
using NameToSlot_t = uint32_t(__fastcall *)(const char *name);
using RunBody_t = void(__fastcall *)(const uint8_t *entry);
const char *digit = name;
while (*digit >= '0' && *digit <= '9')
++digit;
const uint32_t slot =
(*name != '\0' && *digit == '\0')
? static_cast<uint32_t>(std::atoi(name) - 1)
: reinterpret_cast<NameToSlot_t>(Offsets::FUN_MACRO_NAME_TO_SLOT)(name);
const uint8_t *entry =
reinterpret_cast<SlotToEntry_t>(Offsets::FUN_MACRO_SLOT_TO_ENTRY)(slot);
if (entry != nullptr)
reinterpret_cast<RunBody_t>(Offsets::FUN_MACRO_RUN_BODY)(entry);
}
// StringToMouseButton: the click mask for a button name, 0 for any other
// (the click vmethod then names it "UNKNOWN").
uint32_t MaskForButton(const char *button) {
static const struct {
uintptr_t name;
uint32_t mask;
} kButtons[] = {
{Offsets::VAR_BUTTON_NAME_LEFT, 0x01}, {Offsets::VAR_BUTTON_NAME_RIGHT, 0x04},
{Offsets::VAR_BUTTON_NAME_MIDDLE, 0x02}, {Offsets::VAR_BUTTON_NAME_4, 0x08},
{Offsets::VAR_BUTTON_NAME_5, 0x10},
};
for (const auto &entry : kButtons)
if (_stricmp(reinterpret_cast<const char *>(entry.name), button) == 0)
return entry.mask;
return 0;
}
// The frame's OnMouseDown / OnMouseUp, fired as the engine fires them.
void FireMouseScript(void *frame, uintptr_t slotOffset, const char *button) {
using FireVariadic_t = void(__cdecl *)(void *frame, uint32_t *slotPtr, const char *fmt, ...);
uint32_t *slot = Game::Ptr<uint32_t>(frame, slotOffset);
if (slot[0] == 0)
return;
void *L = Game::Lua::State();
const int top = L != nullptr ? Game::Lua::GetTop(L) : 0;
reinterpret_cast<FireVariadic_t>(Offsets::FUN_FRAME_RUN_SCRIPT_VARIADIC)(
frame, slot, reinterpret_cast<const char *>(Offsets::VAR_SCRIPT_FMT_S), button);
if (L != nullptr)
Game::Lua::SetTop(L, top);
}
using ButtonMethod_t = void(__thiscall *)(void *button, uint32_t arg, int flag);
void CallButton(void *button, uintptr_t slot, uint32_t arg) {
auto *vtable = Game::Read<uintptr_t *>(button, 0);
reinterpret_cast<ButtonMethod_t>(vtable[slot / sizeof(uintptr_t)])(button, arg, 0);
}
int &ButtonState(void *button) { return Game::Ref<int>(button, Offsets::OFF_BUTTON_STATE); }
bool StateLocked(void *button) {
return Game::Read<int>(button, Offsets::OFF_BUTTON_STATE_LOCKED) != 0;
}
// The button's click under the engine's "in click" flag.
template <typename Fn> void InClick(Fn fn) {
auto &flag = Game::Ref<int>(Offsets::VAR_BUTTON_IN_CLICK);
flag = 1;
fn();
flag = 0;
}
// CSimpleButton::OnLayerMouseDown with a `btn`.
void VirtualMouseDown(void *frame, const char *button) {
FireMouseScript(frame, Offsets::OFF_FRAME_ONMOUSEDOWN_SLOT, button);
if (!Game::Lua::IsA(frame, Offsets::VAR_BUTTON_LUA_TYPE_ID) ||
ButtonState(frame) == Offsets::BUTTON_STATE_DISABLED)
return;
if (Game::Read<uint32_t>(frame, Offsets::OFF_BUTTON_CLICK_MASK) & 0xFF)
InClick([&] { CallButton(frame, Offsets::VTBL_BUTTON_CLICK, MaskForButton(button)); });
if (!StateLocked(frame) && ButtonState(frame) != Offsets::BUTTON_STATE_DISABLED)
CallButton(frame, Offsets::VTBL_BUTTON_SET_STATE, Offsets::BUTTON_STATE_PUSHED);
}
// CSimpleButton::OnLayerMouseUp with a `btn`.
void VirtualMouseUp(void *frame, const char *button) {
FireMouseScript(frame, Offsets::OFF_FRAME_ONMOUSEUP_SLOT, button);
if (!Game::Lua::IsA(frame, Offsets::VAR_BUTTON_LUA_TYPE_ID) ||
ButtonState(frame) != Offsets::BUTTON_STATE_PUSHED)
return;
if (Game::Read<uint32_t>(frame, Offsets::OFF_BUTTON_CLICK_MASK) & 0xFF00) {
InClick([&] {
const uint32_t now = Time::Clock::NowMs();
auto &last = Game::Ref<uint32_t>(frame, Offsets::OFF_BUTTON_LAST_CLICK_MS);
const uint32_t mask = MaskForButton(button);
if (Game::Read<uint32_t>(frame, Offsets::OFF_BUTTON_ONDOUBLECLICK_HANDLER) != 0 &&
last != 0 && Time::Clock::Elapsed(last, now) <= Offsets::BUTTON_DOUBLE_CLICK_MS) {
CallButton(frame, Offsets::VTBL_BUTTON_DOUBLE_CLICK, mask);
last = 0;
} else {
CallButton(frame, Offsets::VTBL_BUTTON_CLICK, mask);
last = now;
}
});
}
if (!StateLocked(frame) && ButtonState(frame) != Offsets::BUTTON_STATE_DISABLED)
CallButton(frame, Offsets::VTBL_BUTTON_SET_STATE, Offsets::BUTTON_STATE_NORMAL);
}
int Click(const char *target, int isDown) {
const char *separator = std::strchr(target, ':');
if (separator == nullptr)
return 0;
void *frame = Frame::ClickFrame::Find(Game::Lua::State(), target,
static_cast<size_t>(separator - target));
if (frame == nullptr || frame == Game::Read<void *>(Offsets::VAR_GAME_STATE_PTR))
return 0; // no such frame, or the world frame
const char *button = separator + 1;
if (isDown)
VirtualMouseDown(frame, button);
else
VirtualMouseUp(frame, button);
return 1;
}
} // namespace
bool IsDirectAction(const char *command) {
return command != nullptr && (HasPrefix(command, kSpell) || HasPrefix(command, kItem) ||
HasPrefix(command, kMacro) || HasPrefix(command, kClick));
}
int RunKey(const char *command, int isDown) {
if (HasPrefix(command, kSpell)) {
if (!isDown)
CastSpell(command + sizeof kSpell - 1);
return 1;
}
if (HasPrefix(command, kItem)) {
if (!isDown)
UseItem(command + sizeof kItem - 1);
return 1;
}
if (HasPrefix(command, kMacro)) {
if (!isDown)
RunMacro(command + sizeof kMacro - 1);
return 1;
}
return Click(command + sizeof kClick - 1, isDown);
}
} // namespace Bindings::Command
+29
View File
@@ -0,0 +1,29 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
namespace Bindings::Command {
// True for the direct-action command families a key binding can hold:
// "SPELL x", "ITEM x", "MACRO x", "CLICK frame:button" (case-insensitive
// prefix, as 4.3.4 tests them).
bool IsDirectAction(const char *command);
// Runs a direct-action command for a key press or release, as 4.3.4's
// CGUIBindings::ExecKey does. Returns the engine's handled flag: 1 for SPELL,
// ITEM and MACRO, 1 for CLICK when the frame exists, else 0. Only call it for
// IsDirectAction commands.
int RunKey(const char *command, int isDown);
} // namespace Bindings::Command
+456
View File
@@ -0,0 +1,456 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Modified clicks — 4.3.4's MODIFIEDCLICK system (decomp Ui/MODIFIEDCLICK.cpp,
// UIBindings.cpp, UIBindings_Scripts.cpp), which 1.12's binding manager lacks.
//
// An action ("SELFCAST", "CHATLINK", …) is bound to a modifier set and/or a
// mouse button ("ALT", "SHIFT-BUTTON1", "NONE"), once per binding set (0
// default, 1 account, 2 character, 3 current), exactly like key bindings. 1.12
// has 4.3.4's binding sets, file format and load / save / copy steps, so each
// gains the modified-click half 4.3.4 has, through a co-hook on the step:
//
// - Load (Bindings.xml): `<ModifiedClick action="X" default="Y"/>` defines
// an action and its default. The engine loader warns on the node it does
// not know; we register the actions from the same file first.
// - LoadBindings (a binding file into a set): the set starts from the
// defaults, then `modifiedclick BINDING ACTION` lines apply.
// - SaveBindings: `modifiedclick` lines for every action not left at its
// default.
// - CopyBindings: the set's bindings are copied with the key bindings.
//
// The actions live as long as the binding manager: the engine builds it on
// every world load and /reload, so the table is cleared with the Lua state.
// Key state comes from Input::Modifier (the left/right bits 4.3.4's
// CGGameUI::IsKeyDown reads) and the clicked button from Frame::ClickEvents
// (4.3.4's CSimpleTop::m_mouseButtonName).
#include "bindings/ModifiedClick.h"
#include "Game.h"
#include "Offsets.h"
#include "addons/EngineIO.h"
#include "frame/ClickEvents.h"
#include "input/Modifier.h"
#include "xml/FrameLoad.h"
#include <cstdint>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <string>
#include <vector>
namespace Bindings::ModifiedClick {
namespace {
// 4.3.4's modifier bits, = Input::Modifier's left/right key bits (and what
// Input::Modifier::ParseModifiers returns).
constexpr uint32_t kLShift = 0x01, kRShift = 0x02, kLCtrl = 0x04, kRCtrl = 0x08,
kLAlt = 0x10, kRAlt = 0x20;
constexpr int kKeyCount = 6;
// MODIFIEDCLICK_DATA. Flag 1 = the set holds the default (never saved).
constexpr uint32_t kFlagDefault = 0x1;
struct Data {
uint32_t flags = 0;
uint32_t modifiers = 0;
const char *button = nullptr;
};
struct Click {
std::string action;
Data data[Offsets::BINDING_SET_COUNT];
};
std::vector<Click> g_clicks;
Click *Find(const char *action) {
if (action == nullptr)
return nullptr;
for (Click &click : g_clicks)
if (_stricmp(click.action.c_str(), action) == 0)
return &click;
return nullptr;
}
bool KeyDown(int key) { return (Input::Modifier::CurrentMask() & (1u << key)) != 0; }
bool PrefixIs(const char *s, const char *prefix) {
return _strnicmp(s, prefix, std::strlen(prefix)) == 0;
}
// CGUIBindings::AddMetaPrefix, appended to `out`.
void AddMetaPrefix(uint32_t modifiers, std::string &out) {
const auto side = [&](uint32_t left, uint32_t right, const char *both, const char *l,
const char *r) {
if ((modifiers & (left | right)) == (left | right))
out += both;
else if (modifiers & left)
out += l;
else if (modifiers & right)
out += r;
};
side(kLAlt, kRAlt, "ALT-", "LALT-", "RALT-");
side(kLCtrl, kRCtrl, "CTRL-", "LCTRL-", "RCTRL-");
side(kLShift, kRShift, "SHIFT-", "LSHIFT-", "RSHIFT-");
}
// BUTTONn <-> mouse-button name (IndexToMouseButton / MouseButtonToIndex).
// 1..5 are the engine's own name literals, the strings GetMouseButtonClicked
// and the click scope hold.
const char *const kExtraButtons[] = {"Button6", "Button7", "Button8", "Button9"};
const char *ButtonForIndex(int index) {
switch (index) {
case 1: return reinterpret_cast<const char *>(Offsets::VAR_BUTTON_NAME_LEFT);
case 2: return reinterpret_cast<const char *>(Offsets::VAR_BUTTON_NAME_RIGHT);
case 3: return reinterpret_cast<const char *>(Offsets::VAR_BUTTON_NAME_MIDDLE);
case 4: return reinterpret_cast<const char *>(Offsets::VAR_BUTTON_NAME_4);
case 5: return reinterpret_cast<const char *>(Offsets::VAR_BUTTON_NAME_5);
case 6: case 7: case 8: case 9: return kExtraButtons[index - 6];
default: return nullptr;
}
}
int IndexForButton(const char *button) {
for (int index = 1; index <= 9; ++index)
if (_stricmp(ButtonForIndex(index), button) == 0)
return index;
return 0;
}
// MODIFIEDCLICK::SetBinding.
bool SetBinding(Click &click, int set, const char *binding) {
const char *button = nullptr;
uint32_t modifiers = 0;
if (binding != nullptr && *binding != '\0' && _stricmp(binding, "NONE") != 0) {
modifiers = Input::Modifier::ParseModifiers(binding);
if (PrefixIs(binding, "BUTTON")) {
binding += 6;
button = ButtonForIndex(std::atoi(binding));
++binding;
}
if (*binding != '\0')
return false;
}
Data &data = click.data[set];
if (set != Offsets::BINDING_SET_DEFAULT)
data.flags &= ~kFlagDefault;
else
data.flags |= kFlagDefault;
data.button = button;
data.modifiers = modifiers;
return true;
}
// MODIFIEDCLICK::GetBinding.
std::string GetBinding(const Click &click, int set) {
const Data &data = click.data[set];
if (data.modifiers == 0 && data.button == nullptr)
return "NONE";
std::string out;
AddMetaPrefix(data.modifiers, out);
if (data.button != nullptr)
out += "BUTTON" + std::to_string(IndexForButton(data.button));
else
out.pop_back(); // the prefix's trailing '-'
return out;
}
// MODIFIEDCLICK::IsActive.
bool IsActive(const Click &click, int set) {
const Data &data = click.data[set];
if (data.modifiers != 0) {
int key = 0;
while (!((1u << key) & data.modifiers) || !KeyDown(key)) {
if (++key >= kKeyCount)
return false;
}
if (data.button == nullptr)
return true;
} else if (data.button == nullptr) {
return false;
}
const char *current = Frame::ClickEvents::CurrentButton();
return current == nullptr || std::strcmp(current, data.button) == 0;
}
// One side of a modifier test: left only, right only, or either.
bool SideHeld(uint32_t modifiers, uint32_t left, uint32_t right, int leftKey, int rightKey) {
const uint32_t bits = modifiers & (left | right);
if (bits == left)
return KeyDown(leftKey);
if (bits == right || (bits == (left | right) && !KeyDown(leftKey)))
return KeyDown(rightKey);
return true;
}
// --- Bindings.xml: <ModifiedClick action default> ---------------------------
using LoadFile_t = int(__fastcall *)(void *mgr, void *edx, const char *path, void *md5,
void *status);
LoadFile_t g_loadFileOriginal = nullptr;
using TreeLoad_t = void *(__fastcall *)(const char *data, uint32_t size);
using TreeFree_t = void(__fastcall *)(void *tree);
// CGUIBindings::LoadModifiedClick for every root node of the file.
void LoadModifiedClicks(const char *path, void *status) {
void *data = nullptr;
size_t size = 0;
if (!reinterpret_cast<AddOns::EngineIO::FileReadFn>(Offsets::FUN_FILE_READ)(0, path, &data,
&size, 0, 1, 0))
return;
void *tree = reinterpret_cast<TreeLoad_t>(Offsets::FUN_XML_TREE_LOAD)(
static_cast<const char *>(data), static_cast<uint32_t>(size));
reinterpret_cast<AddOns::EngineIO::SMemFreeFn>(Offsets::FUN_STORM_SMEM_FREE)(data, __FILE__,
__LINE__, 0);
if (tree == nullptr)
return; // the engine loader reports the parse error
const void *root = Game::Read<const void *>(tree, 0);
for (const void *node = root ? Xml::FirstChild(root) : nullptr; node != nullptr;
node = Xml::NextSibling(node)) {
if (!Xml::TagIs(node, "ModifiedClick"))
continue;
const char *action = Xml::Attr(node, "action");
if (action == nullptr || *action == '\0') {
Xml::Warn(status, "Found modified click with no action in %s", path);
continue;
}
if (Find(action) != nullptr) {
Xml::Warn(status, "Modified click %s is defined more than once in %s", action, path);
continue;
}
g_clicks.push_back(Click{action, {}});
const char *binding = Xml::Attr(node, "default");
if (binding != nullptr && *binding != '\0')
SetBinding(g_clicks.back(), Offsets::BINDING_SET_DEFAULT, binding);
}
reinterpret_cast<TreeFree_t>(Offsets::FUN_XML_TREE_FREE)(tree);
}
int __fastcall LoadFile_h(void *mgr, void *edx, const char *path, void *md5, void *status) {
if (path != nullptr)
LoadModifiedClicks(path, status != nullptr
? status
: reinterpret_cast<void *>(Offsets::VAR_BINDINGS_LOAD_STATUS));
return g_loadFileOriginal(mgr, edx, path, md5, status);
}
// --- binding files: modifiedclick lines -----------------------------------
using LoadSet_t = void(__fastcall *)(int set, const char *text);
LoadSet_t g_loadSetOriginal = nullptr;
using Tokenize_t = void(__stdcall *)(const char **cursor, char *out, unsigned outSize,
const char *delims, int *outQuoted);
// The modified-click half of 4.3.4's LoadBindings: start from the defaults,
// then apply `modifiedclick BINDING ACTION` lines.
void __fastcall LoadSet_h(int set, const char *text) {
g_loadSetOriginal(set, text);
if (set < 0 || set >= Offsets::BINDING_SET_COUNT)
return;
if (set != Offsets::BINDING_SET_DEFAULT)
for (Click &click : g_clicks)
click.data[set] = click.data[Offsets::BINDING_SET_DEFAULT];
auto tokenize = reinterpret_cast<Tokenize_t>(Offsets::FUN_STORM_STR_TOKENIZE);
const char *lineDelims = reinterpret_cast<const char *>(Offsets::VAR_MACRO_LINE_DELIMS);
const char *spaceDelims = reinterpret_cast<const char *>(Offsets::VAR_STR_SPACE_DELIM);
char line[1024];
char key[32];
const char *cursor = text;
while (cursor != nullptr && *cursor != '\0') {
tokenize(&cursor, line, sizeof line, lineDelims, nullptr);
const char *p = line;
while (*p == ' ' || *p == '\t')
++p;
if (!PrefixIs(p, "modifiedclick "))
continue;
const char *action = p + 14;
tokenize(&action, key, sizeof key, spaceDelims, nullptr);
if (action != nullptr)
if (Click *click = Find(action))
SetBinding(*click, set, key);
}
}
using SaveSet_t = void(__fastcall *)(void *mgr, void *edx, int set, void *file);
SaveSet_t g_saveSetOriginal = nullptr;
using WriteFile_t = int(__fastcall *)(void *file, const void *buffer, uint32_t size,
uint32_t *written);
void __fastcall SaveSet_h(void *mgr, void *edx, int set, void *file) {
g_saveSetOriginal(mgr, edx, set, file);
if (set < 0 || set >= Offsets::BINDING_SET_COUNT)
return;
auto write = reinterpret_cast<WriteFile_t>(Offsets::FUN_OS_WRITE_FILE);
for (const Click &click : g_clicks) {
if (click.data[set].flags & kFlagDefault)
continue;
const std::string line =
"modifiedclick " + GetBinding(click, set) + " " + click.action + "\r\n";
uint32_t written = 0;
write(file, line.data(), static_cast<uint32_t>(line.size()), &written);
}
}
using CopySet_t = void(__fastcall *)(void *mgr, void *edx, int source, int dest);
CopySet_t g_copySetOriginal = nullptr;
void __fastcall CopySet_h(void *mgr, void *edx, int source, int dest) {
g_copySetOriginal(mgr, edx, source, dest);
if (source < 0 || source >= Offsets::BINDING_SET_COUNT || dest < 0 ||
dest >= Offsets::BINDING_SET_COUNT)
return;
for (Click &click : g_clicks)
click.data[dest] = click.data[source];
}
const Game::HookAutoRegister _loadFileHook{Offsets::FUN_BINDINGS_LOAD_FILE,
reinterpret_cast<void *>(&LoadFile_h),
reinterpret_cast<void **>(&g_loadFileOriginal)};
const Game::HookAutoRegister _loadSetHook{Offsets::FUN_BINDINGS_LOAD_SET,
reinterpret_cast<void *>(&LoadSet_h),
reinterpret_cast<void **>(&g_loadSetOriginal)};
const Game::HookAutoRegister _saveSetHook{Offsets::FUN_BINDINGS_SAVE_SET,
reinterpret_cast<void *>(&SaveSet_h),
reinterpret_cast<void **>(&g_saveSetOriginal)};
const Game::HookAutoRegister _copySetHook{Offsets::FUN_BINDINGS_COPY_SET,
reinterpret_cast<void *>(&CopySet_h),
reinterpret_cast<void **>(&g_copySetOriginal)};
// The binding manager is rebuilt with every Lua state; so are its actions.
void PrepareForReload() { g_clicks.clear(); }
const Game::ReloadAutoRegister _reload{&PrepareForReload};
// --- Lua --------------------------------------------------------------------
int __fastcall Script_GetNumModifiedClickActions(void *L) {
Game::Lua::PushNumber(L, static_cast<double>(g_clicks.size()));
return 1;
}
int __fastcall Script_GetModifiedClickAction(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: GetModifiedClickAction(index)");
return 0;
}
const int index = static_cast<int>(Game::Lua::ToNumber(L, 1)) - 1;
Game::Lua::PushString(L, index >= 0 && index < static_cast<int>(g_clicks.size())
? g_clicks[index].action.c_str()
: nullptr);
return 1;
}
int __fastcall Script_SetModifiedClick(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: SetModifiedClick(\"action\", \"binding\")");
return 0;
}
const char *action = Game::Lua::ToString(L, 1);
const char *binding = Game::Lua::IsString(L, 2) ? Game::Lua::ToString(L, 2) : nullptr;
Click *click = Find(action);
if (click == nullptr || !SetBinding(*click, Offsets::BINDING_SET_CURRENT, binding)) {
char message[256];
std::snprintf(message, sizeof message,
"SetModifiedClick(): Unknown action (%s) or binding (%s)", action,
binding != nullptr ? binding : "(null)");
Game::Lua::Error(L, "%s", message);
}
return 0;
}
int __fastcall Script_GetModifiedClick(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: GetModifiedClick(\"action\")");
return 0;
}
const Click *click = Find(Game::Lua::ToString(L, 1));
if (click == nullptr) {
Game::Lua::PushNil(L);
return 1;
}
Game::Lua::PushString(L, GetBinding(*click, Offsets::BINDING_SET_CURRENT).c_str());
return 1;
}
int __fastcall Script_IsModifiedClick(void *L) {
const char *action = Game::Lua::IsString(L, 1) ? Game::Lua::ToString(L, 1) : nullptr;
if (IsModifiedClick(action))
Game::Lua::PushNumber(L, 1.0);
else
Game::Lua::PushNil(L);
return 1;
}
const Game::Doc::Field kIndexArgs[] = {Game::Doc::Req("index", "luaIndex")};
const Game::Doc::Field kActionArgs[] = {Game::Doc::Req("action", "string")};
const Game::Doc::Field kSetArgs[] = {Game::Doc::Req("action", "string"),
Game::Doc::Opt("binding", "string")};
const Game::Doc::Field kIsArgs[] = {Game::Doc::Opt("action", "string")};
const Game::Doc::Field kCountRets[] = {Game::Doc::Req("count", "number")};
const Game::Doc::Field kActionRets[] = {Game::Doc::Opt("action", "string")};
const Game::Doc::Field kBindingRets[] = {Game::Doc::Opt("binding", "string")};
const Game::Doc::Field kIsRets[] = {Game::Doc::Opt("isModified", "number")};
const Game::Doc::Function kGetNum{"Returns the number of modified-click actions.", {},
kCountRets, "BindingsGlobals"};
const Game::Doc::Function kGetAction{"Returns the name of the modified-click action at an index.",
kIndexArgs, kActionRets, "BindingsGlobals"};
const Game::Doc::Function kSet{"Sets the modifier keys and mouse button for an action.",
kSetArgs, {}, "BindingsGlobals"};
const Game::Doc::Function kGet{"Returns the modifier keys and mouse button set for an action.",
kActionArgs, kBindingRets, "BindingsGlobals"};
const Game::Doc::Function kIs{"Returns 1 when the keys and mouse button for an action are held.",
kIsArgs, kIsRets, "BindingsGlobals"};
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetNumModifiedClickActions",
&Script_GetNumModifiedClickActions, &kGetNum);
Game::Lua::RegisterGlobalFunction("GetModifiedClickAction", &Script_GetModifiedClickAction,
&kGetAction);
Game::Lua::RegisterGlobalFunction("SetModifiedClick", &Script_SetModifiedClick, &kSet);
Game::Lua::RegisterGlobalFunction("GetModifiedClick", &Script_GetModifiedClick, &kGet);
Game::Lua::RegisterGlobalFunction("IsModifiedClick", &Script_IsModifiedClick, &kIs);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
bool IsModifiedClick(const char *action) {
if (action != nullptr) {
const char *rest = action;
const uint32_t modifiers = Input::Modifier::ParseModifiers(rest);
if (modifiers == 0) {
const Click *click = Find(action);
return click != nullptr && IsActive(*click, Offsets::BINDING_SET_CURRENT);
}
return SideHeld(modifiers, kLShift, kRShift, 0, 1) &&
SideHeld(modifiers, kLCtrl, kRCtrl, 2, 3) &&
SideHeld(modifiers, kLAlt, kRAlt, 4, 5);
}
if ((Input::Modifier::CurrentMask() & 0x3F) != 0)
return true;
for (const Click &click : g_clicks)
if (IsActive(click, Offsets::BINDING_SET_CURRENT))
return true;
return false;
}
} // namespace Bindings::ModifiedClick
+24
View File
@@ -0,0 +1,24 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
namespace Bindings::ModifiedClick {
// 4.3.4's CGUIBindings::IsModifiedClick. `action` null: any modifier key is
// held or any modified-click action is active. A modifier string ("SHIFT",
// "LCTRL-ALT"): those keys are held. Otherwise: the named action's binding in
// the current set is active.
bool IsModifiedClick(const char *action);
} // namespace Bindings::ModifiedClick
+153
View File
@@ -0,0 +1,153 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// The `%` codes in sent chat, brought to 4.3.4's set.
//
// SendChatMessage runs its text through FUN_CHAT_PARSE_TEXT (4.3.4's
// ChatParserParseText) before the drunk filter. 1.12's knows `%t` / `%n`
// only: the target's name — the unit object's name, else its name-cache
// name, else TARGET_TOKEN_NOT_FOUND. 4.3.4's (QuestTextParser.cpp) has two
// cases, both resolved the same way and both prefixed `{rtN}` when the unit
// carries a raid marker and a name was found:
//
// - `%t` / `%T` / `%n` / `%N` — the target (1.12 lacks only the prefix);
// - `%f` / `%F` — the focus, or FOCUS_TOKEN_NOT_FOUND (1.12 lacks the code).
//
// The co-hook rewrites a copy of the text and hands it to the original: `%f`
// becomes the focus text, and a `%t` / `%n` pair gets the target's `{rtN}` in
// front of it, so the engine still produces the target's name. The copy walks
// `%` codes the way the original does — a code pair stays together, any other
// `%` consumes only itself — so text after a `%` is never read differently.
// The `{rtN}` prefix renders through Chat::RaidMarkers.
#include "Game.h"
#include "Offsets.h"
#include "object/Resolve.h"
#include "unit/Focus.h"
#include "unit/Identity.h"
#include "unit/RaidTarget.h"
#include <cstdint>
#include <cstdio>
#include <cstring>
#include <string>
namespace Chat::ChatTokens {
namespace {
using Parse_t = bool(__fastcall *)(const char *text, char *out, int size);
Parse_t g_parseOriginal = nullptr;
const char *GlobalText(const char *name) {
using GetText_t = const char *(__fastcall *)(const char *name, int edx, int gender);
return reinterpret_cast<GetText_t>(
static_cast<uintptr_t>(Offsets::FUN_FRAMESCRIPT_GET_TEXT))(name, -1, 0);
}
// A unit's name the way the `%t` case finds the target's: the unit object's
// name, else the name cache. Null when neither has one.
const char *UnitName(uint64_t guid) {
if (guid == 0)
return nullptr;
if (void *unit = Object::ByGuid(Offsets::TYPEMASK_UNIT, guid, nullptr, 0)) {
using GetName_t = const char *(__thiscall *)(void *obj, int *outFlags);
const char *name =
reinterpret_cast<GetName_t>(static_cast<uintptr_t>(Offsets::FUN_OBJECT_GET_NAME))(
unit, nullptr);
if (name != nullptr && *name != '\0')
return name;
}
return Unit::Identity::NameForGuid(guid);
}
// `{rtN}` for a unit that carries raid marker N, else nothing.
void AppendMarker(std::string &out, uint64_t guid) {
for (int mark = 1; mark <= Unit::RaidTarget::kMarkCount; ++mark) {
if (Unit::RaidTarget::GetGUIDByMark(mark) == guid) {
char prefix[8];
std::snprintf(prefix, sizeof prefix, "{rt%d}", mark);
out += prefix;
return;
}
}
}
bool IsMarked(uint64_t guid) {
if (guid == 0)
return false;
for (int mark = 1; mark <= Unit::RaidTarget::kMarkCount; ++mark)
if (Unit::RaidTarget::GetGUIDByMark(mark) == guid)
return true;
return false;
}
bool IsFocusCode(char c) { return c == 'f' || c == 'F'; }
bool IsTargetCode(char c) { return c == 't' || c == 'T' || c == 'n' || c == 'N'; }
uint64_t TargetGuid() {
return Game::Read<uint64_t>(Offsets::VAR_CURRENT_SELECTION_GUID_LO);
}
bool __fastcall Parse_h(const char *text, char *out, int size) {
if (text == nullptr)
return g_parseOriginal(text, out, size);
// Leave the original's input untouched unless a code needs us: any `%f`,
// or a `%t` / `%n` while the target is marked and named.
const uint64_t target = TargetGuid();
const bool targetPrefix = IsMarked(target) && UnitName(target) != nullptr;
bool any = false;
for (const char *p = std::strchr(text, '%'); p != nullptr; p = std::strchr(p + 1, '%'))
if (IsFocusCode(p[1]) || (targetPrefix && IsTargetCode(p[1]))) {
any = true;
break;
}
if (!any)
return g_parseOriginal(text, out, size);
std::string s;
for (const char *p = text; *p != '\0';) {
if (*p != '%') {
s += *p++;
continue;
}
const char c = p[1];
if (IsFocusCode(c)) {
const uint64_t focus = Unit::Focus::Get();
if (const char *name = UnitName(focus)) {
AppendMarker(s, focus);
s += name;
} else {
s += GlobalText("FOCUS_TOKEN_NOT_FOUND");
}
p += 2;
} else if (IsTargetCode(c)) {
if (targetPrefix)
AppendMarker(s, target);
s.append(p, 2); // the original's own code — keep the pair together
p += 2;
} else {
s += *p++; // the original consumes only the '%' here
}
}
return g_parseOriginal(s.c_str(), out, size);
}
const Game::HookAutoRegister _parseHook{Offsets::FUN_CHAT_PARSE_TEXT,
reinterpret_cast<void *>(&Parse_h),
reinterpret_cast<void **>(&g_parseOriginal)};
} // namespace
} // namespace Chat::ChatTokens
+30 -20
View File
@@ -11,28 +11,32 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Inline-texture (`|T`) chat anti-spoof.
// Inline-texture (`|T`, `|A`) chat anti-spoof.
//
// Vanilla neutralizes player-*typed* escapes in chat (a typed `|cff…|r`,
// `|Hitem…|h` or `|T…|t` shows as raw text) — only *trusted* text renders them
// (addon `AddMessage`, shift-clicked links). Our Text::InlineTexture backport
// breaks that parity for `|T` alone: it detects the neutralized `||T` form and
// draws the icon anyway, so a player could `/say` `|Tpath|t` and have a real
// icon appear in everyone's chat AND in the speech bubble over their head.
// breaks that parity for the two texture markers: it detects the neutralized
// `||T` / `||A` form and draws the art anyway, so a player could `/say`
// `|Tpath|t` and have a real icon appear in everyone's chat AND in the speech
// bubble over their head.
//
// This restores vanilla's behavior for `|T` by defanging it in the chat path,
// while leaving `|c`/`|r`/`|H`/`|h` exactly as vanilla (already raw for typed
// input). It CANNOT be done in the text emitter: addon `|T` and player `|T`
// reach the emitter as byte-identical `||T` (vanilla doubles the unrecognized
// `|T` for both), so the only place they're distinguishable is the source —
// server-delivered chat flows through the chat dispatcher, addon `print` does
// not. Chat::Dispatch owns that hook and calls this on the message.
// This restores vanilla's behavior for both markers by defanging them in the
// chat path, while leaving `|c`/`|r`/`|H`/`|h` exactly as vanilla (already raw
// for typed input). It CANNOT be done in the text emitter: addon `|T` and player
// `|T` reach the emitter as byte-identical `||T` (vanilla doubles the
// unrecognized escape for both), so the only place they're distinguishable is
// the source — server-delivered chat flows through the chat dispatcher, addon
// `print` does not. Chat::Dispatch owns that hook and calls this on the message.
//
// Defang = replace the `|` of each `|T` with a space, breaking the pipe→T
// Defang = replace the `|` of each opener with a space, breaking the pipe→letter
// adjacency the inline-texture detector keys on (`|T` and `||T` both contain the
// `|T` substring, so this catches the doubled form too). The path text stays
// readable, the closer `|t` is inert without an opener, and every other escape
// is untouched.
// `|T` substring, so this catches the doubled form too). The payload text stays
// readable, the closer is inert without an opener, and every other escape is
// untouched.
//
// ANY new marker the emitter learns MUST be added here in the same change, or it
// becomes a chat-spoof vector.
#include "IconFilter.h"
@@ -40,10 +44,16 @@ namespace Chat::IconFilter {
namespace {
// True if `s` contains an inline-texture opener (`|T`) anywhere.
// True if `s` contains an inline-texture opener anywhere. Both markers count:
// `|T` names a texture path and `|A` names an atlas, and either one would render
// art from player-typed text if it survived to the fontstring.
bool IsIconOpener(const char *s) {
return s[0] == '|' && (s[1] == 'T' || s[1] == 'A');
}
bool HasIconEscape(const char *s) {
for (; *s != '\0'; ++s)
if (s[0] == '|' && s[1] == 'T')
if (IsIconOpener(s))
return true;
return false;
}
@@ -68,12 +78,12 @@ const char *Sanitize(const char *msg, char *buf, size_t bufSize) {
// opener survives for the inline-texture detector to fire on.
size_t j = 0;
for (size_t i = 0; msg[i] != '\0' && j + 1 < bufSize;) {
if (msg[i] == '|' && msg[i + 1] == 'T') {
if (IsIconOpener(msg + i)) {
const bool doubledPipe = (i > 0 && msg[i - 1] == '|');
buf[j++] = doubledPipe ? '|' : ' '; // keep pipe only if it completes `||`
if (j + 1 < bufSize)
buf[j++] = ' '; // blank the `T`
i += 2; // consumed `|T`
buf[j++] = ' '; // blank the `T` / `A`
i += 2; // consumed the opener
} else {
buf[j++] = msg[i++];
}
+7 -16
View File
@@ -29,10 +29,9 @@
// unchanged. This is the pre-7.2.5 "walk WorldFrame children" pattern the
// wiki describes, but handed the exact set instead of the whole world.
//
// The engine keeps active bubbles on an intrusive Storm `TSList` whose
// head is `VAR_CHAT_BUBBLE_LIST_HEAD` (`0x00B6F038`); each node's forward
// link sits at `+0x318` and the list terminator carries the low-bit
// sentinel. We mirror the engine's own walk in the per-frame update
// The engine keeps active bubbles on an intrusive Storm `TSList`
// (`VAR_CHAT_BUBBLE_LIST_HEAD` / `OFF_CHAT_BUBBLE_LINK_NEXT` in Offsets.h);
// the list terminator carries the low-bit sentinel. We mirror the engine's own walk in the per-frame update
// `FUN_004b1060` / teardown `FUN_004b0f80` verbatim. Bubbles whose owner
// unit has despawned are pruned on the engine's next update tick, so a
// just-orphaned bubble can linger one frame — harmless, and addons that
@@ -42,32 +41,24 @@
// frames, so every bubble is returned regardless.
#include "Game.h"
#include "Offsets.h"
#include "ui/FrameObject.h"
#include <cstdint>
namespace ChatBubble::Info {
namespace {
// Storm TSList of live CGChatBubbleFrames. Head pointer, per-node
// forward link, and the end-of-list low-bit sentinel — see the engine
// walks at 0x004b1060 / 0x004b0f80.
constexpr uintptr_t kListHead = 0x00B6F038;
constexpr int kOffNextLink = 0x318;
} // namespace
static int __fastcall Script_GetAllChatBubbles(void *L) {
Game::Lua::NewTable(L);
uintptr_t node = *reinterpret_cast<const uintptr_t *>(kListHead);
uintptr_t node = *reinterpret_cast<const uintptr_t *>(
static_cast<uintptr_t>(Offsets::VAR_CHAT_BUBBLE_LIST_HEAD));
int nextIndex = 1;
while (node != 0 && (node & 1) == 0) {
Game::Lua::PushNumber(L, static_cast<double>(nextIndex++));
UI::FrameObject::Push(L, reinterpret_cast<void *>(node));
Game::Lua::SetTable(L, -3);
node = *reinterpret_cast<const uintptr_t *>(node + kOffNextLink);
node = *reinterpret_cast<const uintptr_t *>(node + Offsets::OFF_CHAT_BUBBLE_LINK_NEXT);
}
return 1;
}
+84
View File
@@ -0,0 +1,84 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_ClassColor.GetClassColor(className)` — a class's color as a ColorMixin.
//
// Modern clients keep the class colors in the engine and let FrameXML read
// them out through this function. Neither half of that exists here: 1.12's
// `ChrClasses.dbc` has no color column (17 columns, all accounted for), and
// the binary carries no class-color table — searched it for the class float
// triples and for the hex strings, no hits.
//
// What this client does have is `RAID_CLASS_COLORS`, defined by FrameXML in
// `Fonts.xml` and given the mixin by `!!!ClassicAPI/Util/Color*.lua`. Every
// UI on the client already colors classes from it, so this reads that table
// instead of carrying a second copy of the nine colors — the same choice
// `C_UnitAuras.GetAuraDispelTypeColor` makes with the `DEBUFF_TYPE_*_COLOR`
// globals. One source of truth, one shared object per class, and a class
// another addon recolors stays recolored here (this client's stand-in for
// CUSTOM_CLASS_COLORS).
//
// The lookup goes through metamethods, so a `RAID_CLASS_COLORS` that answers
// for unknown keys answers here too — the pfUI shim in `Util/AddOnCompat.lua`
// hands back grey. A name that is not a string, and a missing table, both
// return nil.
#include "Game.h"
namespace Classes::Color {
namespace {
int __fastcall Script_GetClassColor(void *L) {
if (Game::Lua::Type(L, 1) != Game::Lua::TYPE_STRING) {
Game::Lua::PushNil(L);
return 1;
}
Game::Lua::PushString(L, "RAID_CLASS_COLORS");
Game::Lua::GetTable(L, Game::Lua::GLOBALS_INDEX);
if (Game::Lua::Type(L, -1) != Game::Lua::TYPE_TABLE) {
Game::Lua::PushNil(L);
return 1;
}
// Index with the argument itself rather than with a `const char *` read
// off the stack: the string stays anchored at index 1, so nothing it
// points at can be collected while we look it up.
Game::Lua::PushValue(L, 1);
Game::Lua::GetTable(L, -2);
return 1;
}
// --- Documentation ----------------------------------------------------------
const Game::Doc::Field kArgs[] = {
Game::Doc::Req("className", "string", "A class file name, such as \"WARRIOR\"."),
};
const Game::Doc::Field kRets[] = {
Game::Doc::Opt("classColor", "colorRGB", nullptr,
"The color for that class, or nil when the name is not a class."),
};
const Game::Doc::Function kGetClassColor{
"The color a class is drawn in.", kArgs, kRets};
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_ClassColor", "GetClassColor",
&Script_GetClassColor, &kGetClassColor);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Classes::Color
+7 -2
View File
@@ -86,13 +86,18 @@ std::string StripMarkup(const char *s, unsigned len) {
++i;
break; // the |h is dropped by the 'h' case on the next iteration
case 't': // stray texture closer — drop
case 'a': // stray atlas closer — drop
i += 2;
break;
case 'T': // texture opener — skip through to the next |t
case 'A': // atlas opener — skip through to the next |a
{
const char closer = (s[i + 1] == 'A') ? 'a' : 't';
i += 2;
while (i < len && !(s[i] == '|' && i + 1 < len && s[i + 1] == 't'))
while (i < len && !(s[i] == '|' && i + 1 < len && s[i + 1] == closer))
++i;
break; // the |t is dropped by the 't' case on the next iteration
break; // the closer is dropped by the 't'/'a' case next iteration
}
default: // unknown sequence — keep the pipe literally
out.push_back('|');
++i;
+522
View File
@@ -0,0 +1,522 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `PLAYER_SWING(swingDuration, swingType)` and `Enum.PlayerSwingType` — the
// Classic-beta swing-timer events, backported from packet data 1.12 already
// receives. See CLAUDE.md's "Backport the Classic swing-timer API" entry for
// the full derivation; short version here.
//
// This module keeps its own swing-timer STATE rather than relaying packets
// 1:1, because the server mutates the swing timer from several places that
// don't map to one packet each:
//
// - a white hit lands -> SMSG_ATTACKERSTATEUPDATE, attacker == us
// - an on-next-swing ability replaces it -> SMSG_SPELL_GO, Attributes & ON_NEXT_SWING
// - a cast-time spell is cast -> SMSG_SPELL_GO, InterruptFlags & AUTOATTACK
// - autorepeat (Auto Shot / Shoot) fires -> SMSG_SPELL_GO, AttributesEx2 & AUTOREPEAT
// - starting a fresh melee attack -> SMSG_ATTACKSTART (off-hand only)
// - a weapon is swapped mid-combat -> no packet; polled off the invMgr GUIDs
// - the LOCAL PLAYER parries an attack -> SMSG_ATTACKERSTATEUPDATE, victim == us,
// targetState == PARRY (no separate packet —
// the server just clips OUR remaining time)
//
// Extra attacks (Windfury, Sword Specialization) send N packets for one
// logical reset; firing straight off the packet would emit N `PLAYER_SWING`s
// for the same instant. Instead every mutation above just marks a swing type
// "dirty" and a WorldTick subscriber fires at most one event per type per
// frame, with the CURRENT remaining time — so N packets in one frame still
// produce exactly one event, and a parry-haste correction that lands in the
// same frame as the original reset collapses into it for free.
#include "combat/Swing.h"
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "event/Custom.h"
#include "item/CGItem.h"
#include "item/Location.h"
#include "item/Record.h"
#include "net/PacketDispatch.h"
#include "net/PacketReader.h"
#include "net/SendObserver.h"
#include "object/Resolve.h"
#include "tick/WorldTick.h"
#include "time/Clock.h"
#include "unit/Identity.h"
#include "unit/Position.h"
#include <cstdint>
namespace Combat::Swing {
namespace {
using Net::CDataStore;
using Time::Clock::NowMs;
// ---- Per-swing-type state -----------------------------------------------
struct State {
uint32_t endMs = 0;
bool active = false; // at least one reset has happened this session
bool dirty = false; // needs a PLAYER_SWING fire on the next WorldTick
};
State g_swing[3];
void MarkReset(SwingType type, uint32_t durationMs) {
if (durationMs == 0)
return; // no weapon for this hand right now -- nothing to report
State &s = g_swing[type];
s.endMs = NowMs() + durationMs;
s.active = true;
s.dirty = true;
}
bool PlayerInCombat() {
const uint8_t *desc = Unit::Identity::PlayerDescriptor();
if (desc == nullptr)
return false;
const uint32_t flags =
*reinterpret_cast<const uint32_t *>(desc + Offsets::OFF_UNIT_FIELD_FLAGS);
return (flags & Offsets::UNIT_FLAG_IN_COMBAT) != 0;
}
} // namespace
uint32_t AttackTimeMs(SwingType type) {
const uint8_t *desc = Unit::Identity::PlayerDescriptor();
if (desc == nullptr)
return 0;
const int off = type == MAIN_HAND
? Offsets::OFF_UNIT_FIELD_BASEATTACKTIME
: type == OFF_HAND
? Offsets::OFF_UNIT_FIELD_OFFHANDATTACKTIME
: Offsets::OFF_UNIT_FIELD_RANGEDATTACKTIME;
return *reinterpret_cast<const uint32_t *>(desc + off);
}
namespace {
// Reads a unit's bounding radius (the same field `Unit::Range`'s
// `UnitInRange`/`UnitDistanceSquared` and `Combat::SwingRange` read) off its
// descriptor. 0 for a null object or an unpopulated descriptor.
float BoundingRadius(void *obj) {
if (obj == nullptr)
return 0.0f;
auto *fields = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(obj) + Offsets::OFF_UNIT_DESCRIPTOR);
if (fields == nullptr)
return 0.0f;
return *reinterpret_cast<const float *>(
fields + Offsets::OFF_UNIT_FIELD_BOUNDING_RADIUS);
}
} // namespace
bool InMeleeRange(void *player, void *target) {
float playerPos[3];
float targetPos[3];
if (!Unit::Position::Read(player, playerPos) || !Unit::Position::Read(target, targetPos))
return false;
const float leeway =
Game::Read<float>(static_cast<uintptr_t>(Offsets::VAR_MELEE_REACH_LEEWAY));
const float floorRange =
Game::Read<float>(static_cast<uintptr_t>(Offsets::VAR_MELEE_REACH_MIN));
float maxRange = BoundingRadius(player) + BoundingRadius(target) + leeway;
if (maxRange < floorRange)
maxRange = floorRange;
const float dx = playerPos[0] - targetPos[0];
const float dy = playerPos[1] - targetPos[1];
return (dx * dx + dy * dy) < (maxRange * maxRange);
}
namespace {
AutoSwingResetOverride *g_overrides = nullptr;
} // namespace
AutoSwingResetOverride::AutoSwingResetOverride(SwingResetOverride fn)
: fn(fn), next(g_overrides) {
g_overrides = this;
}
namespace {
// ---- Non-triggered-cast gate ---------------------------------------------
//
// The server's swing-reset rule is `!triggered && InterruptFlags & AUTOATTACK`.
// SMSG_SPELL_GO carries no triggered bit, so we approximate "not triggered"
// by "we ourselves sent CMSG_CAST_SPELL for this id recently" — a proc/aura
// trigger never originates from a client packet. Mirrors the capture-ring
// pattern in `Aura::ComboDuration` (co-hooking the same NetClient send
// funnel via `Net::SendObserver`), simplified: presence within a TTL is
// all that's needed here, no payload to carry.
struct SentCast {
uint32_t spellId;
uint32_t tMs;
};
constexpr int kSentCastCount = 8;
SentCast g_sentCasts[kSentCastCount];
int g_sentCastCursor = 0;
constexpr uint32_t kSentCastTtlMs = 3000; // worst-case send -> SPELL_GO roundtrip
void RememberSentCast(uint32_t spellId) {
g_sentCasts[g_sentCastCursor] = {spellId, NowMs()};
g_sentCastCursor = (g_sentCastCursor + 1) % kSentCastCount;
}
bool WasNonTriggeredCast(uint32_t spellId) {
const uint32_t now = NowMs();
for (auto &c : g_sentCasts) {
if (c.spellId == spellId && now - c.tMs < kSentCastTtlMs) {
c.spellId = 0; // consume -- a queued re-cast needs its own capture
return true;
}
}
return false;
}
void OnSend(uint32_t opcode, CDataStore *packet) {
if (opcode != Offsets::OP_CMSG_CAST_SPELL)
return;
const uint32_t spellId = Net::Read<uint32_t>(packet);
if (spellId != 0)
RememberSentCast(spellId);
}
const Net::SendObserver::AutoSubscribe _sendSub{&OnSend};
// ---- Parry haste ----------------------------------------------------------
constexpr uint32_t kDefaultUnarmedDelayMs = 2000;
constexpr int kInvSlotMainHand1Based = 16;
constexpr int kInvSlotOffHand1Based = 17;
// The UNHASTED weapon swing time for a hand. The server's own
// `Unit::GetAttackTime()` unwinds the live percent-mod to recover this, but
// the percent-mod factor never crosses the wire — the descriptor field only
// ever carries the CURRENT (already-hasted) value. Read it from the weapon's
// own item data instead: a static property of the item, independent of any
// haste tracking. `slot1Based` is 16 (main hand) or 17 (off hand); on an
// item-cache miss (rare — see the item-cache-race notes in CLAUDE.md) we
// fall back to the live descriptor value rather than guessing.
uint32_t UnhastedWeaponDelayMs(int slot1Based, SwingType fallbackType) {
const uint8_t *cgItem = Item::Location::ResolveEquipmentSlot(slot1Based);
if (cgItem != nullptr) {
const uint8_t *instance = Item::InstanceBlock(cgItem);
if (instance != nullptr) {
const uint32_t itemID = *reinterpret_cast<const uint32_t *>(
instance + Offsets::OFF_INSTANCE_BLOCK_ITEM_ID);
const uint8_t *stats = Item::PeekRecord(itemID);
if (stats != nullptr) {
const uint32_t delay = *reinterpret_cast<const uint32_t *>(
stats + Offsets::OFF_ITEMSTATS_DELAY);
if (delay > 0)
return delay;
}
}
const uint32_t live = AttackTimeMs(fallbackType);
if (live > 0)
return live;
}
return kDefaultUnarmedDelayMs;
}
// Mirrors the server's parry-haste correction (tortoise-wow's
// `VICTIMSTATE_PARRY` block, reached from the ATTACKER's damage path when
// WE are the victim and parried): whichever of our hands has less time
// remaining is cut to 20% of its unhasted weapon delay if it was between
// 20% and 60% remaining, or has 40% of the delay subtracted if it was past
// 60% remaining. Under 20% remaining, the hand is left alone (already about
// to swing) — matches the server's `if/else if`, no `else` branch.
void ApplyParryHaste() {
State &main = g_swing[MAIN_HAND];
State &off = g_swing[OFF_HAND];
const uint32_t now = NowMs();
const uint32_t mainRemaining = Time::Clock::Remaining(now, main.endMs);
const uint32_t offRemaining = Time::Clock::Remaining(now, off.endMs);
const bool useOff = off.active && offRemaining < mainRemaining;
State &target = useOff ? off : main;
if (!target.active)
return;
const uint32_t remaining = useOff ? offRemaining : mainRemaining;
const uint32_t unhastedDelay = UnhastedWeaponDelayMs(
useOff ? kInvSlotOffHand1Based : kInvSlotMainHand1Based,
useOff ? OFF_HAND : MAIN_HAND);
const float p20 = static_cast<float>(unhastedDelay) * 0.20f;
const float p60 = 3.0f * p20;
const auto r = static_cast<float>(remaining);
uint32_t newRemaining = remaining;
if (r > p20 && r <= p60)
newRemaining = static_cast<uint32_t>(p20);
else if (r > p60)
newRemaining = static_cast<uint32_t>(r - 2.0f * p20);
if (newRemaining != remaining) {
target.endMs = now + newRemaining;
target.dirty = true;
}
}
// ---- Ranged wind-up compensation ------------------------------------------
using GetCastTime_t = int(__fastcall *)(int spellID, int unit, int flag);
// Auto Shot / Shoot are re-cast by the server as TRIGGERED spells, so the
// per-shot SMSG_SPELL_START is skipped and SMSG_SPELL_GO is the only packet
// — arriving at the END of the ~0.5s wind-up, well after the server actually
// reset the timer. Subtract the engine's own cast-time helper (the same one
// `Spell::Cast` uses for the cast bar) so the ranged bar still ends on time
// instead of running ~0.5s long.
void HandleAutorepeatReset(uint32_t spellId) {
const uint32_t rangedTime = AttackTimeMs(RANGED);
if (rangedTime == 0)
return;
auto getCastTime = reinterpret_cast<GetCastTime_t>(Offsets::FUN_GET_CAST_TIME);
int castTime = getCastTime(static_cast<int>(spellId), 0, 0);
if (castTime < 0)
castTime = 0;
const auto windUp = static_cast<uint32_t>(castTime);
MarkReset(RANGED, windUp >= rangedTime ? 0 : rangedTime - windUp);
}
// ---- SMSG_SPELL_GO dispatch -----------------------------------------------
bool ForcedSwingReset(uint32_t spellId) {
for (auto *r = g_overrides; r != nullptr; r = r->next)
if (r->fn(spellId))
return true;
return false;
}
void OnSpellGo(uint32_t spellId) {
if (spellId == 0)
return;
const uint8_t *rec = DBC::Record(Offsets::VAR_SPELL_RECORDS,
Offsets::VAR_SPELL_RECORD_COUNT, spellId);
if (rec == nullptr)
return;
const uint32_t attr =
*reinterpret_cast<const uint32_t *>(rec + Offsets::OFF_SPELL_RECORD_ATTRIBUTES);
if (attr & Offsets::SPELL_ATTR_ON_NEXT_SWING) {
// Replaces the next white hit -- not also evaluated as a cast-reset
// spell below (an on-next-swing ability's InterruptFlags is unrelated).
MarkReset(MAIN_HAND, AttackTimeMs(MAIN_HAND));
return;
}
const uint32_t attrEx2 = *reinterpret_cast<const uint32_t *>(
rec + Offsets::OFF_SPELL_RECORD_ATTRIBUTES_EX2);
if (attrEx2 & Offsets::SPELL_ATTR_EX2_AUTOREPEAT_FLAG) {
HandleAutorepeatReset(spellId);
return;
}
const uint32_t interrupt = *reinterpret_cast<const uint32_t *>(
rec + Offsets::OFF_SPELL_RECORD_INTERRUPT_FLAGS);
if ((interrupt & Offsets::SPELL_INTERRUPT_FLAG_AUTOATTACK) &&
(ForcedSwingReset(spellId) ||
!(attrEx2 & Offsets::SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS)) &&
WasNonTriggeredCast(spellId)) {
MarkReset(MAIN_HAND, AttackTimeMs(MAIN_HAND));
MarkReset(OFF_HAND, AttackTimeMs(OFF_HAND));
}
}
// ---- Incoming packets -------------------------------------------------
void OnPacket(uint32_t opcode, CDataStore *packet) {
if (packet == nullptr)
return;
const uint64_t player = Unit::Identity::PlayerGuid();
if (player == 0)
return;
if (opcode == Offsets::SMSG_ATTACKERSTATEUPDATE) {
const uint32_t hitInfo = Net::Read<uint32_t>(packet);
const uint64_t attacker = Net::ReadPackedGuid(packet);
const uint64_t victim = Net::ReadPackedGuid(packet);
Net::Read<uint32_t>(packet); // totalDamage -- unused here
const uint8_t subCount = Net::Read<uint8_t>(packet);
for (uint8_t i = 0; i < subCount; ++i) {
Net::Read<uint32_t>(packet); // school
Net::Read<float>(packet); // coefficient
Net::Read<uint32_t>(packet); // damage
Net::Read<uint32_t>(packet); // absorb
Net::Read<int32_t>(packet); // resist
}
const uint32_t targetState = Net::Read<uint32_t>(packet);
if (attacker == player) {
const SwingType hand =
(hitInfo & Offsets::HITINFO_LEFTSWING) ? OFF_HAND : MAIN_HAND;
MarkReset(hand, AttackTimeMs(hand));
} else if (victim == player && targetState == Offsets::VICTIMSTATE_PARRY) {
ApplyParryHaste();
}
return;
}
if (opcode == Offsets::SMSG_ATTACKSTART) {
const uint64_t attacker = Net::Read<uint64_t>(packet);
const uint64_t victim = Net::Read<uint64_t>(packet);
if (attacker == player) {
// Unit::Attack() resets the off-hand timer the INSTANT an
// attack is declared, even out of range -- the server just
// silently re-arms it every 100ms (DelayAutoAttacks(), no
// packet) until the target is actually reachable. Firing here
// unconditionally would promise "swing lands in Xs" while
// stuck out of range, which never comes true until the real
// first swing's SMSG_ATTACKERSTATEUPDATE resets it for real.
// Gate on actually being in melee range so this only fires
// when the promised time is meaningful.
auto *victimObj = Object::ByGuid(
Offsets::TYPEMASK_UNIT | Offsets::TYPEMASK_PLAYER, victim);
auto *playerObj = const_cast<uint8_t *>(Unit::Identity::PlayerObject());
if (InMeleeRange(playerObj, victimObj))
MarkReset(OFF_HAND, AttackTimeMs(OFF_HAND));
}
return;
}
if (opcode == Offsets::SMSG_SPELL_GO) {
Net::ReadPackedGuid(packet); // itemGuid -- unused here
const uint64_t caster = Net::ReadPackedGuid(packet);
const uint32_t spellId = Net::Read<uint32_t>(packet);
if (caster == player)
OnSpellGo(spellId);
return;
}
}
const Net::PacketDispatch::AutoSubscribe _sub{&OnPacket};
// ---- Weapon swap mid-combat (polled -- no packet, no observer needed) ---
//
// A weapon equipped while `IsInCombat()` resets that hand's timer
// server-side (`Player::_ApplyWeaponDependentAuraMods` -> `SetAttackTime`
// with `resetTimer = IsInCombat()`). There's no dedicated packet for this;
// `Player::Equipment` already tracks the same invMgr GUIDs via a real
// descriptor observer for `PLAYER_EQUIPMENT_CHANGED`, but that's a one-way
// Lua event fire with nothing to subscribe to in C++. Only 3 slots matter
// here, so a plain 3-GUID compare on the existing WorldTick pass is simpler
// than standing up a second observer registration for the same fields.
uint64_t g_lastMainGuid = 0;
uint64_t g_lastOffGuid = 0;
uint64_t g_lastRangedGuid = 0;
bool g_weaponSnapValid = false;
void PollWeaponSwap() {
const uint8_t *player = Unit::Identity::PlayerObject();
if (player == nullptr) {
g_weaponSnapValid = false;
return;
}
const uint8_t *invMgr = player + Offsets::OFF_PLAYER_INVENTORY_MANAGER;
const uint32_t count =
*reinterpret_cast<const uint32_t *>(invMgr + Offsets::OFF_INVMGR_SLOT_COUNT);
if (count < 18) {
g_weaponSnapValid = false;
return;
}
const uint64_t *guids = *reinterpret_cast<const uint64_t *const *>(
invMgr + Offsets::OFF_INVMGR_GUID_ARRAY);
if (guids == nullptr) {
g_weaponSnapValid = false;
return;
}
// 0-based invMgr slots: 15 = main hand (Lua 16), 16 = off hand (17),
// 17 = ranged (18) -- same `slot0 = luaSlot - 1` convention documented
// in Player::Equipment.
const uint64_t mainGuid = guids[15];
const uint64_t offGuid = guids[16];
const uint64_t rangedGuid = guids[17];
if (g_weaponSnapValid && PlayerInCombat()) {
if (mainGuid != g_lastMainGuid)
MarkReset(MAIN_HAND, AttackTimeMs(MAIN_HAND));
if (offGuid != g_lastOffGuid)
MarkReset(OFF_HAND, AttackTimeMs(OFF_HAND));
if (rangedGuid != g_lastRangedGuid)
MarkReset(RANGED, AttackTimeMs(RANGED));
}
g_lastMainGuid = mainGuid;
g_lastOffGuid = offGuid;
g_lastRangedGuid = rangedGuid;
g_weaponSnapValid = true;
}
// ---- PLAYER_SWING fire (WorldTick, at most once per type per frame) -----
const Game::Doc::Field kPayload[] = {
Game::Doc::Req("swingDuration", "number",
"Seconds from now until this swing type's next attack."),
Game::Doc::Req("swingType", "PlayerSwingType", "Which attack this reset applies to."),
};
const Game::Doc::Event kPlayerSwingDoc{
"SwingTimer",
"Fires whenever the player's melee or ranged auto-attack timer resets, "
"with the seconds remaining until the next swing.",
kPayload};
const Event::Custom::AutoReserve _evt{"PLAYER_SWING", &kPlayerSwingDoc};
void OnWorldTick() {
PollWeaponSwap();
const int slot = _evt.Slot();
const uint32_t now = NowMs();
for (int t = 0; t < 3; ++t) {
State &s = g_swing[t];
if (!s.dirty)
continue;
s.dirty = false;
if (slot < 0)
continue;
const uint32_t remaining = Time::Clock::Remaining(now, s.endMs);
if (remaining == 0)
continue; // elapsed before we got to fire it -- nothing to show
Event::Custom::Fire(slot, "%f%d", static_cast<double>(remaining) * 0.001, t);
}
}
const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
// ---- Enum.PlayerSwingType --------------------------------------------------
const Game::Lua::EnumIntegerEntry kSwingTypeEntries[] = {
{"MainHand", MAIN_HAND},
{"OffHand", OFF_HAND},
{"Ranged", RANGED},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterIntegerEnum(
"Enum", "PlayerSwingType", kSwingTypeEntries,
sizeof(kSwingTypeEntries) / sizeof(kSwingTypeEntries[0]), "SwingTimer");
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Combat::Swing
+71
View File
@@ -0,0 +1,71 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstdint>
// `Enum.PlayerSwingType` values, matching the `_classic_beta_`
// `SwingTimerDocumentation.lua` contract exactly (MainHand=0, OffHand=1,
// Ranged=2). Shared between `Combat::Swing` (PLAYER_SWING) and
// `Combat::SwingRange` (C_SwingTimer / PLAYER_SWING_RANGE_UPDATE).
namespace Combat::Swing {
enum SwingType : int { MAIN_HAND = 0, OFF_HAND = 1, RANGED = 2 };
// Live read of the player's current (already-hasted) swing time for `type`,
// in ms — `UNIT_FIELD_BASEATTACKTIME` / `_OFFHAND` / `UNIT_FIELD_RANGEDATTACKTIME`
// off the player's own descriptor, the same fields `UnitAttackSpeed` /
// `UnitRangedDamage` read. 0 when the player object isn't resolvable or no
// weapon is equipped for that hand (no off-hand weapon, no ranged weapon) —
// callers treat 0 as "this swing type doesn't apply right now".
uint32_t AttackTimeMs(SwingType type);
// True if `player` and `target` (raw CGUnit* object pointers, e.g. from
// `Unit::Position::ResolveToken` or `Object::ByGuid`) are within pure 2D
// (X/Y) melee reach of each other -- the server's own auto-attack distance
// test (`Unit::CanReachWithMeleeAutoAttackAtPosition` /
// `WorldObject::CanReachWithMeleeSpellAttack`, both explicitly 2D; see
// `Offsets::VAR_MELEE_REACH_LEEWAY`'s comment for why the generic 3D spell-
// range core can't be reused here). False if either pointer is null or
// either position can't be read. Shared by `Combat::Swing` (to decide
// whether an attack-start reset is close enough to promise a real swing
// time) and `Combat::SwingRange` (the melee `C_SwingTimer` check).
bool InMeleeRange(void *player, void *target);
// Extension point for server-specific exceptions to the "does casting this
// spell reset the caster's melee swing timer" rule. The stock rule is
// data-driven off the client's own `Spell.dbc` (`InterruptFlags &
// SPELL_INTERRUPT_FLAG_AUTOATTACK`, suppressed by `AttributesEx2 &
// SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS`) — see `src/turtle/SwingReset.cpp`
// for the motivating case: every rank of Slam in Turtle's OWN client DBC
// carries the suppression flag, but Turtle's server doesn't honor it for
// Slam (verified in-game by packet timestamps: both melee timers delayed
// after a Slam cast), contradicting both the client data and the public
// tortoise-wow reference source. A registered predicate returning true
// forces the reset regardless of the `AttributesEx2` suppression bit — it
// does NOT bypass the `InterruptFlags` gate itself, since every known case
// so far already has that bit set.
//
// Declare a file-scope `static const Combat::Swing::AutoSwingResetOverride
// _r{&Predicate};` — same static-init chaining as every other
// `AutoSubscribe`-style registrar in this codebase.
using SwingResetOverride = bool (*)(uint32_t spellId);
struct AutoSwingResetOverride {
explicit AutoSwingResetOverride(SwingResetOverride fn);
SwingResetOverride fn;
AutoSwingResetOverride *next;
};
} // namespace Combat::Swing
+260
View File
@@ -0,0 +1,260 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_SwingTimer.EnableRangeCheck` / `IsTargetWithinSwingRange` and
// `PLAYER_SWING_RANGE_UPDATE(swingType, isInRange, checksRange)`.
//
// RANGED reuses the engine's generic range core: `Spell::Range::PlayerVsUnit`
// wraps `FUN_SPELL_RANGE_CHECK` -> `FUN_006e3480`, feeding it Auto Shot/Shoot
// as a pure geometry probe (it doesn't check spell knowledge). That core
// computes full 3D (X/Y/Z) distance, which matches the SERVER's generic
// spell-range gate (`Spell::CheckRange`'s non-combat-range path ->
// `WorldObject::GetCombatDistance`, also 3D) closely enough for ranged.
//
// MELEE does NOT reuse it — verified wrong in-game (rejected a swing at
// 5.08yd 3D distance from a stationary target's center while hits were
// landing). The server's actual melee-attack gate
// (`Unit::CanReachWithMeleeAutoAttackAtPosition`,
// `WorldObject::CanReachWithMeleeSpellAttack`) is explicitly 2D — its own
// source comment says "melee spells ignore Z-axis checks" — so any Z offset
// between the two units (sloped ground, stairs, model-origin differences)
// eats into a distance budget the server never charges for. The GENERIC
// engine range core was never asked to gate a real auto-attack decision
// before this feature existed, so there's no existing client mechanism for
// that exact semantic to mirror; `Combat::Swing::InMeleeRange` reproduces the
// SERVER's formula instead (using the engine's own live reach constants
// rather than hardcoding them) — shared with `Combat::Swing`, which also
// needs it to decide whether an attack-start off-hand reset is close enough
// to promise a real swing time.
//
// What this module adds on top of the geometry: the "no weapon for this
// swing type" and "target can't be attacked" gates Blizzard's contract also
// requires (both report as `isInRange == nil`, i.e. `checksRange == false`),
// and turning the per-frame poll into a change-driven
// `PLAYER_SWING_RANGE_UPDATE`.
#include "combat/Swing.h"
#include "Game.h"
#include "Offsets.h"
#include "event/Custom.h"
#include "item/CGItem.h"
#include "item/Location.h"
#include "item/Record.h"
#include "spell/Range.h"
#include "tick/WorldTick.h"
#include "unit/Position.h"
#include <cstdint>
namespace Combat::SwingRange {
namespace {
using Combat::Swing::SwingType;
using Combat::Swing::RANGED;
enum class RangeState { NoCheck, InRange, OutOfRange };
bool g_enabled[3] = {false, false, false};
RangeState g_lastState[3] = {RangeState::NoCheck, RangeState::NoCheck, RangeState::NoCheck};
using UnitCanAttack_t = bool(__thiscall *)(void *attacker, void *target);
// Pure geometry probe for Ranged -- the two ranged-weapon families.
constexpr int kAutoShotSpellId = 75; // bow/gun/crossbow, RangeIndex 114 (8-35yd)
constexpr int kShootSpellId = 5019; // wand, RangeIndex 4 (0-30yd)
// While actively auto-shooting, the exact spell in flight is the truest
// probe; otherwise pick by the equipped ranged weapon's ammo type (bows/
// guns/crossbows consume ammo, wands don't -- the same distinction the
// server itself uses to route SPELL_ATTR_EX2_AUTOREPEAT_FLAG casts).
int RangedProbeSpellId() {
const auto active = Game::Read<uint32_t>(
static_cast<uintptr_t>(Offsets::VAR_ACTIVE_AUTO_REPEAT_SPELL));
if (active != 0)
return static_cast<int>(active);
const uint8_t *cgItem = Item::Location::ResolveEquipmentSlot(18); // ranged slot
if (cgItem != nullptr) {
const uint8_t *instance = Item::InstanceBlock(cgItem);
if (instance != nullptr) {
const uint32_t itemID = *reinterpret_cast<const uint32_t *>(
instance + Offsets::OFF_INSTANCE_BLOCK_ITEM_ID);
const uint8_t *stats = Item::PeekRecord(itemID);
if (stats != nullptr) {
const uint32_t ammoType = *reinterpret_cast<const uint32_t *>(
stats + Offsets::OFF_ITEMSTATS_AMMO_TYPE);
return ammoType != 0 ? kAutoShotSpellId : kShootSpellId;
}
}
}
return kAutoShotSpellId;
}
RangeState Evaluate(SwingType type) {
if (Combat::Swing::AttackTimeMs(type) == 0)
return RangeState::NoCheck; // no weapon equipped for this swing type
void *player = Unit::Position::ResolveToken("player");
void *target = Unit::Position::ResolveToken("target");
if (player == nullptr || target == nullptr)
return RangeState::NoCheck; // no current target
auto canAttack = reinterpret_cast<UnitCanAttack_t>(Offsets::FUN_UNIT_CAN_ATTACK);
if (!canAttack(player, target))
return RangeState::NoCheck; // target can't be attacked
if (type != RANGED)
return Combat::Swing::InMeleeRange(player, target) ? RangeState::InRange
: RangeState::OutOfRange;
const int result = Spell::Range::PlayerVsUnit(RangedProbeSpellId(), "target");
if (result < 0)
return RangeState::NoCheck;
return result != 0 ? RangeState::InRange : RangeState::OutOfRange;
}
// --- C_SwingTimer.EnableRangeCheck(swingType, enable) ----------------------
int __fastcall Script_EnableRangeCheck(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: C_SwingTimer.EnableRangeCheck(swingType, enable)");
return 0;
}
const int type = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (type < 0 || type > 2)
return 0;
const bool enable = Game::Lua::ToBoolean(L, 2) != 0;
g_enabled[type] = enable;
// Seed the change-detector without firing -- callers are expected to
// read the current state via IsTargetWithinSwingRange right after
// enabling (exactly what SwingTimerMixin:UpdateRangeState does), not
// wait for a synthetic first event.
g_lastState[type] = enable ? Evaluate(static_cast<SwingType>(type)) : RangeState::NoCheck;
return 0;
}
// --- C_SwingTimer.IsTargetWithinSwingRange(swingType) -> isInRange ---------
int __fastcall Script_IsTargetWithinSwingRange(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: C_SwingTimer.IsTargetWithinSwingRange(swingType)");
return 0;
}
const int type = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (type < 0 || type > 2) {
Game::Lua::PushNil(L);
return 1;
}
const RangeState s = Evaluate(static_cast<SwingType>(type));
if (s == RangeState::NoCheck)
Game::Lua::PushNil(L);
else
Game::Lua::PushBool(L, s == RangeState::InRange);
return 1;
}
// --- PLAYER_SWING_RANGE_UPDATE(swingType, isInRange, checksRange) ----------
const Game::Doc::Field kPayload[] = {
Game::Doc::Req("swingType", "PlayerSwingType", "Which attack's range changed."),
Game::Doc::Req("isInRange", "bool",
"Whether the current target is within auto attack range. "
"Should not be used if checksRange is false."),
Game::Doc::Req("checksRange", "bool",
"False when no range check could be made, for example there "
"is no current target."),
};
const Game::Doc::Event kRangeUpdateDoc{
"SwingTimer",
"Fires when the current target moves in or out of range for a swing type "
"that has EnableRangeCheck on.",
kPayload};
const Event::Custom::AutoReserve _evt{"PLAYER_SWING_RANGE_UPDATE", &kRangeUpdateDoc};
// The engine's printf-style event dispatcher has no `%b` and a plain `%d`
// with `0` pushes the NUMBER 0 (truthy in Lua) -- so each bool picks
// between `%d`+`1` and `%s`+NULL (tail-jumps to `lua_pushnil`), the same
// 1/nil idiom `Event::Custom::FireIdSuccess` uses. `isInRange` is only ever
// true when `checksRange` is also true (see `Evaluate`), so three shapes
// cover every reachable state.
void FireRangeUpdate(int slot, int type, bool isInRange, bool checksRange) {
if (isInRange)
Event::Custom::Fire(slot, "%d%d%d", type, 1, 1);
else if (checksRange)
Event::Custom::Fire(slot, "%d%s%d", type, static_cast<const char *>(nullptr), 1);
else
Event::Custom::Fire(slot, "%d%s%s", type, static_cast<const char *>(nullptr),
static_cast<const char *>(nullptr));
}
void OnWorldTick() {
const int slot = _evt.Slot();
for (int t = 0; t < 3; ++t) {
if (!g_enabled[t])
continue;
const RangeState cur = Evaluate(static_cast<SwingType>(t));
if (cur == g_lastState[t])
continue;
g_lastState[t] = cur;
if (slot < 0)
continue;
FireRangeUpdate(slot, t, cur == RangeState::InRange, cur != RangeState::NoCheck);
}
}
const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
// --- Registration -----------------------------------------------------------
const Game::Doc::Field kEnableArgs[] = {
Game::Doc::Req("swingType", "PlayerSwingType"),
Game::Doc::Req("enable", "bool",
"True if changes in range for the swing type should dispatch "
"PLAYER_SWING_RANGE_UPDATE. False if the swing type no longer "
"needs the event."),
};
const Game::Doc::Function kEnableDoc{
"Used with PLAYER_SWING_RANGE_UPDATE to be informed when the current target "
"enters or leaves range for a swing type.",
kEnableArgs};
const Game::Doc::Field kIsInRangeArgs[] = {
Game::Doc::Req("swingType", "PlayerSwingType"),
};
const Game::Doc::Field kIsInRangeRets[] = {
Game::Doc::Opt("isInRange", "bool", nullptr,
"Nil when no range check could be made, for example there is "
"no target, the target cannot be attacked, or no weapon is "
"equipped for the swing type. Nil must not be treated as out "
"of range."),
};
const Game::Doc::Function kIsInRangeDoc{
"Whether the current target is within range of the player's auto attack for "
"the given swing type. Auto attacks only ever apply to the current target, "
"so no other unit can be queried.",
kIsInRangeArgs, kIsInRangeRets};
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_SwingTimer", "EnableRangeCheck",
&Script_EnableRangeCheck, &kEnableDoc);
Game::Lua::RegisterTableFunction("C_SwingTimer", "IsTargetWithinSwingRange",
&Script_IsTargetWithinSwingRange, &kIsInRangeDoc);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Combat::SwingRange
+123
View File
@@ -0,0 +1,123 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "CommandLine.h"
#include <windows.h>
namespace Config::CommandLine {
namespace {
bool IsSpace(char c) { return c == ' ' || c == '\t'; }
char Lower(char c) { return (c >= 'A' && c <= 'Z') ? static_cast<char>(c - 'A' + 'a') : c; }
// Stops at `a`'s terminator rather than reading `len` bytes unconditionally, so
// a switch name at the very end of the command line cannot read past it.
bool EqualsIgnoreCase(const char *a, const char *b, size_t len) {
for (size_t i = 0; i < len; ++i) {
if (a[i] == '\0' || Lower(a[i]) != Lower(b[i]))
return false;
}
return true;
}
size_t Length(const char *s) {
size_t n = 0;
while (s[n] != '\0')
++n;
return n;
}
// Start of the value token for `-name`, or null when the switch is absent.
const char *FindValue(const char *name) {
const char *cmdLine = ::GetCommandLineA();
if (cmdLine == nullptr || name == nullptr)
return nullptr;
const size_t nameLen = Length(name);
if (nameLen == 0)
return nullptr;
for (const char *p = cmdLine; *p != '\0'; ++p) {
if (*p != '-' && *p != '/')
continue;
// Only at a token boundary, so a path containing the name cannot match.
if (p != cmdLine && !IsSpace(p[-1]) && p[-1] != '"')
continue;
if (!EqualsIgnoreCase(p + 1, name, nameLen))
continue;
const char *after = p + 1 + nameLen;
if (*after == '=') {
++after;
} else if (IsSpace(*after)) {
while (IsSpace(*after))
++after;
} else {
continue; // a longer switch that merely starts with `name`
}
return after;
}
return nullptr;
}
// Walks the token at `p`, honoring double quotes so a value containing spaces
// arrives whole. `emit` takes each character and returns whether it was kept;
// the walk stops as a failure the moment one is not.
template <typename Emit> bool ReadToken(const char *p, Emit emit) {
const bool quoted = (*p == '"');
if (quoted)
++p;
size_t n = 0;
while (*p != '\0' && (quoted ? (*p != '"') : !IsSpace(*p))) {
if (!emit(*p++))
return false;
++n;
}
return n > 0;
}
} // namespace
bool Value(const char *name, char *out, size_t outSize) {
if (out == nullptr || outSize == 0)
return false;
out[0] = '\0';
const char *p = FindValue(name);
if (p == nullptr)
return false;
size_t n = 0;
const bool ok = ReadToken(p, [&](char c) {
if (n + 1 >= outSize)
return false;
out[n++] = c;
return true;
});
out[n] = '\0';
return ok;
}
bool Value(const char *name, std::string &out) {
out.clear();
const char *p = FindValue(name);
if (p == nullptr)
return false;
return ReadToken(p, [&](char c) {
out.push_back(c);
return true;
});
}
} // namespace Config::CommandLine
+42
View File
@@ -0,0 +1,42 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstddef>
#include <string>
// Launch-switch parsing, shared by every module that reads one.
//
// A switch is written `-name value` or `-name=value`, and the `/name` form
// Windows tools also accept is honored. The value may be double-quoted so it can
// contain spaces, which a Lua snippet passed on the command line always will.
// The name is matched case-insensitively and only at a token boundary, so a path
// that happens to contain it cannot be mistaken for the switch itself.
//
// One parser for all of them on purpose: a second copy would drift, and the
// quoting and boundary rules are exactly where that drift would go unnoticed.
namespace Config::CommandLine {
// Copies the value of `-name` into `out`. False when the switch is absent, its
// value is empty, or the value does not fit -- a value too long to hold is a
// failure rather than a silent truncation, since a half-copied filename or
// snippet would be acted on as though it were complete.
bool Value(const char *name, char *out, size_t outSize);
// Same, bounded only by the command line itself. For values with no natural
// length, such as a script body.
bool Value(const char *name, std::string &out);
} // namespace Config::CommandLine
+68
View File
@@ -0,0 +1,68 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
// `-config <name>` — a launch switch that swaps which settings file the client
// uses, so one install can hold several profiles.
//
// The engine already names the config file through a single pointer: boot passes
// `"Config.wtf"` to the config initializer, which keeps it and uses it to both
// read the file at startup and write it at exit. Supplying a different string is
// therefore the whole feature — no second code path, and no way for reading and
// writing to disagree. See `Offsets::PATCH_CONFIG_FILENAME_PTR`.
#include "FileSwitch.h"
#include "CommandLine.h"
#include "Offsets.h"
#include <windows.h>
#include <cstddef>
namespace Config::FileSwitch {
namespace {
// The engine holds this pointer for the life of the process and reads through it
// again at exit to save, so the storage has to outlive everything — hence a
// file-static buffer rather than anything owned by a scope.
char g_configName[64];
// A filename is required to be a plain name. The engine builds the save path as
// `WTF\` + this, and a subdirectory that does not exist makes the save fail
// silently, which would throw away a session's settings with nothing to show for
// it. Refusing the switch is the loud failure that a lost config file is not.
bool IsPlainFilename(const char *name) {
if (*name == '\0')
return false;
for (const char *p = name; *p != '\0'; ++p) {
if (*p == '\\' || *p == '/' || *p == ':')
return false;
}
return true;
}
} // namespace
void Apply() {
if (!Config::CommandLine::Value("config", g_configName, sizeof g_configName))
return;
if (!IsPlainFilename(g_configName))
return;
void *target = reinterpret_cast<void *>(Offsets::PATCH_CONFIG_FILENAME_PTR);
DWORD previous = 0;
if (!::VirtualProtect(target, sizeof(const char *), PAGE_EXECUTE_READWRITE, &previous))
return;
*reinterpret_cast<const char **>(target) = g_configName;
::VirtualProtect(target, sizeof(const char *), previous, &previous);
}
} // namespace Config::FileSwitch
+37
View File
@@ -0,0 +1,37 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
// `-config <name>` — makes the client read and write `WTF\<name>` in place of
// `WTF\Config.wtf`, so several settings profiles can live side by side.
namespace Config::FileSwitch {
// Reads the switch from the process command line and, when present, points the
// engine's config filename at it.
//
// MUST be called from DllMain, and is the one thing in this project that is.
// The engine loads the config during boot, several calls before the point where
// VanillaFixes invokes our `Load` export, so by the time the normal
// initialization path runs the file has already been read — see
// `Offsets::PATCH_CONFIG_FILENAME_PTR` for the full call ordering. DllMain is
// early enough because VanillaFixes injects every DLL while the game process is
// still suspended and resumes it only afterwards.
//
// This does not install a hook. It is a single 4-byte store into an immediate
// operand, so it costs none of what makes hooking from DllMain a problem: no
// trampoline, no thread suspension, no loader-lock work, and nothing for another
// DLL's hook to collide with.
void Apply();
} // namespace Config::FileSwitch
+170
View File
@@ -0,0 +1,170 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Lua from the launch command line:
//
// -gluescript <code> run at the glue screens
// -gluescriptFile <path> the file's contents, run at the glue screens
// -gamescript <code> run once in-game
// -gamescriptFile <path> the file's contents, run once in-game
//
// None of these exist in 1.12: the strings do not appear anywhere in the
// binary, so there is nothing to parse them and nothing to un-gate. The whole
// feature is therefore ours -- read the command line, and hand the source to
// the engine's own compile-and-run funnel at the right moment.
//
// WHEN. Registration time is too early for either state. The in-game module
// callback runs from FUN_LOAD_SCRIPT_FUNCTIONS, before FrameXML is loaded, and
// the glue callback runs from FUN_LOAD_GLUE_SCRIPT_FUNCTIONS, before GlueXML
// is. A script that ran there could not touch a frame, call a FrameXML
// function, or see an addon, which is most of what anyone would write one for.
// So each script is armed at registration and run from a tick, where the UI is
// demonstrably up:
//
// glue -> Tick::FrameTick, whose hook is the UI render root and so fires at
// the login and character-select screens. Armed by the glue module
// callback, which runs once per glue boot -- initial launch and every
// return from the world on logout -- so the glue script runs each
// time the glue screens come up, matching what "run at the glue
// screens" says. A script that logs in automatically therefore keeps
// working after a logout, which is the point of it.
// game -> Tick::WorldTick, which fires only in the world, so its first tick
// is past FrameXML, past the addon load pass, and past enter-world
// init. Latched for the life of the process, never re-armed on
// /reload or on a second login, because "run once in-game" says once.
//
// HOW. FUN_LUA_RUN_STRING resolves the Lua state itself, so one call reaches
// whichever state is current and the two paths differ only in when they fire.
// It also installs the FrameScript error handler as the pcall's errfunc, so a
// faulty script reports itself the way any script error does instead of failing
// silently. Because every chunk goes through the shared compile chokepoint,
// these scripts get the same 5.1 syntax support the rest of the client's Lua
// has.
//
// A `*File` is read with Win32 rather than through the engine's file layer, on
// purpose. The engine resolves relative paths against a loose-file index built
// once at boot, so it cannot see a file created afterwards and cannot open an
// absolute path at all -- and an absolute path is exactly what someone puts in
// a shortcut. Reading it ourselves also means both switches share one execution
// path, so inline code and file contents cannot diverge in behaviour.
#include "CommandLine.h"
#include "Offsets.h"
#include "debug/Log.h"
#include "Game.h"
#include "tick/FrameTick.h"
#include "tick/WorldTick.h"
#include <windows.h>
#include <cstdint>
#include <string>
namespace Config::LaunchScript {
namespace {
using RunString_t = int(__fastcall *)(const char *source, uint32_t size, const char *chunkName,
void *errCtx);
// A chunk name carries a leading `=` or `@` to tell Lua how to present it in an
// error. That marker is for Lua, not for a reader, so the log drops it.
const char *Displayed(const std::string &chunkName) {
const char *s = chunkName.c_str();
return (*s == '=' || *s == '@') ? s + 1 : s;
}
void Run(const std::string &source, const std::string &chunkName) {
if (source.empty())
return;
const int ok = reinterpret_cast<RunString_t>(Offsets::FUN_LUA_RUN_STRING)(
source.c_str(), static_cast<uint32_t>(source.size()), chunkName.c_str(), nullptr);
// The engine's error handler has already reported the detail to the user by
// now; this only records that the switch was the source of it.
if (ok == 0)
Debug::Log::Printf("[launchscript] %s did not run to completion", Displayed(chunkName));
}
// Whole-file read. Refuses a file larger than the compiler's own size parameter
// can describe, which is the engine's bound rather than one of ours.
bool ReadWholeFile(const char *path, std::string &out) {
out.clear();
const HANDLE file = ::CreateFileA(path, GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE)
return false;
bool ok = false;
LARGE_INTEGER size{};
if (::GetFileSizeEx(file, &size) != 0 && size.QuadPart >= 0 &&
size.QuadPart <= static_cast<long long>(0xFFFFFFFFu)) {
if (size.QuadPart == 0) {
ok = true; // an empty file is not a failure, just nothing to run
} else {
out.assign(static_cast<size_t>(size.QuadPart), '\0');
DWORD read = 0;
ok = ::ReadFile(file, &out[0], static_cast<DWORD>(out.size()), &read, nullptr) != 0 &&
read == out.size();
}
}
::CloseHandle(file);
if (!ok)
out.clear();
return ok;
}
// Runs the inline switch and then the file switch, so a launch that passes both
// gets both, in the order they are written above.
void RunPair(const char *codeSwitch, const char *fileSwitch) {
std::string code;
if (Config::CommandLine::Value(codeSwitch, code))
Run(code, std::string("=-") + codeSwitch); // `=` shows the switch, not the source
std::string path;
if (!Config::CommandLine::Value(fileSwitch, path))
return;
std::string contents;
if (!ReadWholeFile(path.c_str(), contents)) {
Debug::Log::Printf("[launchscript] -%s could not read '%s'", fileSwitch, path.c_str());
return;
}
Run(contents, "@" + path); // `@` shows the path, so errors carry line numbers
}
bool g_glueArmed = false;
bool g_gameRan = false;
void OnFrameTick() {
if (!g_glueArmed)
return;
g_glueArmed = false;
RunPair("gluescript", "gluescriptFile");
}
void OnWorldTick() {
if (g_gameRan)
return;
g_gameRan = true;
RunPair("gamescript", "gamescriptFile");
}
void ArmGlue() { g_glueArmed = true; }
const Game::GlueModuleAutoRegister _glueAutoreg{&ArmGlue};
const Tick::FrameTick::AutoSubscribe _frameTick{&OnFrameTick};
const Tick::WorldTick::AutoSubscribe _worldTick{&OnWorldTick};
} // namespace
} // namespace Config::LaunchScript
+197
View File
@@ -0,0 +1,197 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `ConsoleGetAllCommands()` — every console command and console variable the
// client currently has, as `ConsoleCommandInfo` tables.
//
// A plain global, not a `C_Console` member: the wiki files this under
// `C_Console.GetAllCommands`, but on a live client that namespace does not
// exist and `ConsoleGetAllCommands` is the real name.
//
// The engine keeps them in one registry, filled by
// FUN_CONSOLE_COMMAND_REGISTER: a Storm intrusive list for iteration plus a
// by-name hash for dispatch. This walks the list the same way the `help`
// command does, which is the only other thing that enumerates it.
//
// ONE LIST, NOT TWO. Commands and CVars do not live separately. The CVar
// registrar's last act is to register the CVar as a console command as well —
// `FUN_CONSOLE_COMMAND_REGISTER(cvar->name, <shared handler>, categoryId,
// help)` — which is what makes `/console <cvarName> <value>` work. So the
// command list already holds every CVar, and walking the CVar list too (the one
// `cvarlist` and the config saver use) would report each one twice.
//
// That also gives an exact `commandType`: every CVar shares one handler
// address, so a node pointing at it is a CVar and anything else is a command.
// It is a pointer comparison against a value the registrar itself writes, not a
// name or category heuristic.
//
// FIELDS WE CANNOT FILL. `scriptContents` and `scriptParameters` describe
// console macros and scripts, which this client has no notion of — there is no
// registration path that could produce one. They are always the empty string,
// so a caller reading them gets a string rather than a nil surprise. `category`
// is the engine's own number, and the engine's table (debug, graphics, console,
// combat, game, default, net, sound, gm) is Enum.ConsoleCategory's 0..8 exactly,
// so it needs no translation.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Console::Commands {
namespace {
// Enum.ConsoleCommandType. Macro (2) and Script (3) exist in the contract but
// cannot occur here.
constexpr int kCommandTypeCvar = 0;
constexpr int kCommandTypeCommand = 1;
using ConsoleWrite_t = void(__fastcall *)(const char *line, int colorType);
// A list node, or 0 once the walk reaches the end. The low bit tags the
// sentinel, the same convention the addon registry and the parser lists use.
bool IsNode(uintptr_t node) { return node != 0 && (node & 1) == 0; }
char Lower(char c) { return (c >= 'A' && c <= 'Z') ? static_cast<char>(c - 'A' + 'a') : c; }
bool StartsWithIgnoreCase(const char *name, const char *prefix) {
for (size_t i = 0; prefix[i] != '\0'; ++i) {
if (name[i] == '\0' || Lower(name[i]) != Lower(prefix[i]))
return false;
}
return true;
}
void SetStringField(void *L, const char *key, const char *value) {
Game::Lua::PushString(L, key);
Game::Lua::PushString(L, value != nullptr ? value : "");
Game::Lua::SetTable(L, -3);
}
void SetIntField(void *L, const char *key, int value) {
Game::Lua::PushString(L, key);
Game::Lua::PushNumber(L, static_cast<double>(value));
Game::Lua::SetTable(L, -3);
}
// `ConsoleGetAllCommands() -> ConsoleCommandInfo[]`
int __fastcall Script_GetAllCommands(void *L) {
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
const uintptr_t linkOffset =
Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LINK_OFFSET);
uintptr_t node = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LIST_HEAD);
int count = 0;
while (IsNode(node)) {
const auto *name =
Game::Read<const char *>(node + Offsets::OFF_CONSOLE_COMMAND_NAME);
const auto *help =
Game::Read<const char *>(node + Offsets::OFF_CONSOLE_COMMAND_HELP);
const uintptr_t handler =
Game::Read<uint32_t>(node + Offsets::OFF_CONSOLE_COMMAND_HANDLER);
const int category =
Game::Read<int32_t>(node + Offsets::OFF_CONSOLE_COMMAND_CATEGORY);
// Step before building the entry: the walk stays correct even if a
// field read below is skipped.
node = Game::Read<uint32_t>(node + linkOffset + 4);
if (name == nullptr)
continue; // a node the registrar never finished; nothing to report
Game::Lua::PushNumber(L, ++count);
Game::Lua::NewTable(L);
SetStringField(L, "command", name);
SetStringField(L, "help", help);
SetIntField(L, "category", category);
SetIntField(L, "commandType",
handler == Offsets::FUN_CONSOLE_CVAR_COMMAND_HANDLER
? kCommandTypeCvar
: kCommandTypeCommand);
SetStringField(L, "scriptContents", "");
SetStringField(L, "scriptParameters", "");
Game::Lua::SetTable(L, -3);
}
return 1;
}
// Both enums are Blizzard's, stated in full rather than derived from the
// engine's own category table. They are an API contract, not a description of
// what this client happens to have: an addon asking for a value we can never
// return still deserves the number instead of a nil. `Macro` and `Script` have
// no registration path here, and `Reveal` / `None` are not among the engine's
// nine categories -- everything else lines up, which is the point.
// `ConsolePrintAllMatchingCommands(prefix)` — write every command whose name
// starts with `prefix` to the console, the way its own tab completion lists
// candidates. Case-insensitive, matching how the engine resolves a command
// name.
//
// Prints nothing for an empty prefix rather than dumping all 500-odd entries;
// ConsoleGetAllCommands is the way to ask for everything.
int __fastcall Script_ConsolePrintAllMatchingCommands(void *L) {
if (!Game::Lua::IsString(L, 1))
return 0;
const char *prefix = Game::Lua::ToString(L, 1);
if (prefix == nullptr || prefix[0] == '\0')
return 0;
auto write = reinterpret_cast<ConsoleWrite_t>(Offsets::FUN_CONSOLE_WRITE);
const uintptr_t linkOffset =
Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LINK_OFFSET);
uintptr_t node = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_COMMAND_LIST_HEAD);
while (IsNode(node)) {
const auto *name =
Game::Read<const char *>(node + Offsets::OFF_CONSOLE_COMMAND_NAME);
node = Game::Read<uint32_t>(node + linkOffset + 4);
if (name != nullptr && StartsWithIgnoreCase(name, prefix))
write(name, 0);
}
return 0;
}
const Game::Lua::EnumIntegerEntry kCommandTypeEntries[] = {
{"Cvar", kCommandTypeCvar},
{"Command", kCommandTypeCommand},
{"Macro", 2},
{"Script", 3},
};
// The engine's table at VAR_CONSOLE_CATEGORY_TABLE holds ids 0..8 named debug,
// graphics, console, combat, game, default, net, sound, gm, in that order --
// so a `category` read off a command node is already one of these.
const Game::Lua::EnumIntegerEntry kCategoryEntries[] = {
{"Debug", 0}, {"Graphics", 1}, {"Console", 2}, {"Combat", 3},
{"Game", 4}, {"Default", 5}, {"Net", 6}, {"Sound", 7},
{"Gm", 8}, {"Reveal", 9}, {"None", 10},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("ConsoleGetAllCommands", &Script_GetAllCommands);
Game::Lua::RegisterGlobalFunction("ConsolePrintAllMatchingCommands",
&Script_ConsolePrintAllMatchingCommands);
Game::Lua::RegisterIntegerEnum("Enum", "ConsoleCommandType", kCommandTypeEntries,
sizeof(kCommandTypeEntries) /
sizeof(kCommandTypeEntries[0]));
Game::Lua::RegisterIntegerEnum("Enum", "ConsoleCategory", kCategoryEntries,
sizeof(kCategoryEntries) /
sizeof(kCategoryEntries[0]));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Console::Commands
+240
View File
@@ -0,0 +1,240 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// The developer console, as Lua functions: running commands, writing lines,
// and reading the console's own state and appearance.
//
// `ConsoleExec` is the one with real reach. Nothing in this client's Lua could
// run a console command before, so every entry ConsoleGetAllCommands returns
// was visible and unreachable at once. It is the engine's own executor, the
// same one that replays each `SET` line of Config.wtf at boot.
//
// THAT INCLUDES `set`, AND `set` IS NOT SetCVar. The console's set handler
// looks a cvar up with the unfiltered lookup and performs no read-only check,
// while Script_SetCVar tests flag bit 0x4 first and refuses. So
// `ConsoleExec("set <name> <value>")` can write a cvar that
// `SetCVar` rejects, and can reach cvars no Lua getter can see (Offsets.h at
// CVAR_FLAG_READ_ONLY has the mechanism). That is inherent to exposing the
// console rather than something added here -- an addon already runs arbitrary
// Lua -- but it does mean the read-only guarantee C_CVar.GetCVarInfo reports
// stops being absolute once this exists. Deliberate: a console you cannot run
// commands through is not a console.
//
// Everything else is state the console module already keeps. The colours are
// its own nine-entry table, the font height its own global, and the toggle key
// its own byte, so each is read or written where the engine reads or writes it
// rather than being modelled again here.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Console::Shell {
namespace {
using ConsoleExec_t = void(__fastcall *)(const char *line, int addToHistory);
using ConsoleWrite_t = void(__fastcall *)(const char *line, int colorType);
using ConsoleSetKey_t = void(__fastcall *)(int keyCode);
// `ConsoleExec(command)` — run a console command line.
//
// Passes addToHistory = 1 so a command run from Lua appears in the console's
// own history, which is what someone stepping through the console afterwards
// expects to find.
int __fastcall Script_ConsoleExec(void *L) {
if (!Game::Lua::IsString(L, 1))
return 0;
reinterpret_cast<ConsoleExec_t>(Offsets::FUN_CONSOLE_EXEC)(Game::Lua::ToString(L, 1), 1);
return 0;
}
// `ConsoleEcho(message [, colorType])` — write one line to the console.
//
// The engine no-ops cleanly when the graphics device is not up, so this is safe
// to call at any time, and the line is kept whether or not the console is
// currently open.
int __fastcall Script_ConsoleEcho(void *L) {
if (!Game::Lua::IsString(L, 1))
return 0;
int colorType = 0;
if (Game::Lua::IsNumber(L, 2)) {
colorType = static_cast<int>(Game::Lua::ToNumber(L, 2));
if (colorType < 0 || colorType >= Offsets::CONSOLE_COLOR_COUNT)
colorType = 0;
}
reinterpret_cast<ConsoleWrite_t>(Offsets::FUN_CONSOLE_WRITE)(Game::Lua::ToString(L, 1),
colorType);
return 0;
}
// `ConsoleIsActive()` — whether the console is open right now.
//
// False when the client was started without `-console`, since the toggle key
// is gated on that and the console can then never open.
int __fastcall Script_ConsoleIsActive(void *L) {
const uint32_t enabled = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_ENABLED);
const uint32_t visible = Game::Read<uint32_t>(Offsets::VAR_CONSOLE_VISIBLE);
Game::Lua::PushBool(L, enabled != 0 && visible != 0);
return 1;
}
// `ConsoleGetColorFromType(colorType)` -> r, g, b, a
//
// The colour the console draws that type of line in, as four 0..1 components to
// match every other colour in this API. Nil for a type outside the table.
int __fastcall Script_ConsoleGetColorFromType(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::PushNil(L);
return 1;
}
const int type = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (type < 0 || type >= Offsets::CONSOLE_COLOR_COUNT) {
Game::Lua::PushNil(L);
return 1;
}
const uint32_t argb = *reinterpret_cast<const uint32_t *>(
Offsets::VAR_CONSOLE_COLORS + static_cast<uintptr_t>(type) * sizeof(uint32_t));
Game::Lua::PushNumber(L, ((argb >> 16) & 0xFF) / 255.0);
Game::Lua::PushNumber(L, ((argb >> 8) & 0xFF) / 255.0);
Game::Lua::PushNumber(L, (argb & 0xFF) / 255.0);
Game::Lua::PushNumber(L, ((argb >> 24) & 0xFF) / 255.0);
return 4;
}
// `ConsoleGetFontHeight()` — the console's text height, as a fraction of the
// screen height.
int __fastcall Script_ConsoleGetFontHeight(void *L) {
Game::Lua::PushNumber(L, *reinterpret_cast<const float *>(Offsets::VAR_CONSOLE_FONT_HEIGHT));
return 1;
}
// There is deliberately no ConsoleSetFontHeight. Writing the height global
// alone changes nothing, since the font was already built at the old size, and
// the only thing that rebuilds it is the console's font init — which has no
// code callers at all, just one entry in a table at 0x0080E170. It runs once,
// during startup, before a single console line exists.
//
// Re-running it crashes, on a later frame rather than in the call: it frees the
// old font handle out from under the cached, font-dependent draw object every
// existing line holds at +0x20, and the next console render walks those. The
// console's own shutdown frees both together, which is what that pairing is
// for. Making a setter safe would mean replaying that teardown across every
// line, to change a text size nothing asks to change.
// `SetConsoleKey(keyCode)` — the key that opens and closes the console.
//
// Takes the engine's own key code, the value its key events carry, rather than
// a key name: the console module stores and compares exactly that, and nothing
// in it translates names.
int __fastcall Script_SetConsoleKey(void *L) {
if (!Game::Lua::IsNumber(L, 1))
return 0;
reinterpret_cast<ConsoleSetKey_t>(Offsets::FUN_CONSOLE_SET_KEY)(
static_cast<int>(Game::Lua::ToNumber(L, 1)));
return 0;
}
// `CalculateStringEditDistance(a, b)` — Levenshtein distance, the number of
// single-character insertions, deletions or substitutions between two strings.
// The console uses it to suggest a command when one is mistyped.
//
// Two rolling rows rather than a full matrix, so the cost is bounded by the
// shorter string; the longer one only ever drives the loop.
int __fastcall Script_CalculateStringEditDistance(void *L) {
if (!Game::Lua::IsString(L, 1) || !Game::Lua::IsString(L, 2)) {
Game::Lua::PushNil(L);
return 1;
}
const char *a = Game::Lua::ToString(L, 1);
const char *b = Game::Lua::ToString(L, 2);
size_t lenA = 0, lenB = 0;
while (a[lenA] != '\0')
++lenA;
while (b[lenB] != '\0')
++lenB;
if (lenA == 0 || lenB == 0) {
Game::Lua::PushNumber(L, static_cast<double>(lenA + lenB));
return 1;
}
// Index the rows by the shorter string so the buffers stay small whichever
// way round the arguments came in.
if (lenB > lenA) {
const char *t = a;
a = b;
b = t;
const size_t n = lenA;
lenA = lenB;
lenB = n;
}
constexpr size_t kMaxRow = 256; // beyond this the answer is of no practical use
if (lenB >= kMaxRow) {
Game::Lua::PushNil(L);
return 1;
}
size_t prev[kMaxRow], curr[kMaxRow];
for (size_t j = 0; j <= lenB; ++j)
prev[j] = j;
for (size_t i = 1; i <= lenA; ++i) {
curr[0] = i;
for (size_t j = 1; j <= lenB; ++j) {
const size_t cost = (a[i - 1] == b[j - 1]) ? 0u : 1u;
size_t best = prev[j] + 1; // deletion
if (curr[j - 1] + 1 < best)
best = curr[j - 1] + 1; // insertion
if (prev[j - 1] + cost < best)
best = prev[j - 1] + cost; // substitution
curr[j] = best;
}
for (size_t j = 0; j <= lenB; ++j)
prev[j] = curr[j];
}
Game::Lua::PushNumber(L, static_cast<double>(prev[lenB]));
return 1;
}
void Register() {
Game::Lua::RegisterGlobalFunction("ConsoleExec", &Script_ConsoleExec);
Game::Lua::RegisterGlobalFunction("ConsoleEcho", &Script_ConsoleEcho);
Game::Lua::RegisterGlobalFunction("ConsoleIsActive", &Script_ConsoleIsActive);
Game::Lua::RegisterGlobalFunction("ConsoleGetColorFromType",
&Script_ConsoleGetColorFromType);
Game::Lua::RegisterGlobalFunction("ConsoleGetFontHeight", &Script_ConsoleGetFontHeight);
Game::Lua::RegisterGlobalFunction("SetConsoleKey", &Script_SetConsoleKey);
Game::Lua::RegisterGlobalFunction("CalculateStringEditDistance",
&Script_CalculateStringEditDistance);
}
// The console exists before login, so the same surface is registered on the
// glue state.
void RegisterGlue() {
Game::Lua::RegisterGlueFunction("ConsoleExec", &Script_ConsoleExec);
Game::Lua::RegisterGlueFunction("ConsoleEcho", &Script_ConsoleEcho);
Game::Lua::RegisterGlueFunction("ConsoleIsActive", &Script_ConsoleIsActive);
Game::Lua::RegisterGlueFunction("ConsoleGetColorFromType",
&Script_ConsoleGetColorFromType);
Game::Lua::RegisterGlueFunction("ConsoleGetFontHeight", &Script_ConsoleGetFontHeight);
Game::Lua::RegisterGlueFunction("SetConsoleKey", &Script_SetConsoleKey);
Game::Lua::RegisterGlueFunction("CalculateStringEditDistance",
&Script_CalculateStringEditDistance);
}
const Game::ModuleAutoRegister _autoreg{&Register};
const Game::GlueModuleAutoRegister _glueAutoreg{&RegisterGlue};
} // namespace
} // namespace Console::Shell
+74
View File
@@ -0,0 +1,74 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Container.AutoStoreItem(srcBag, srcSlot [, dstBag])` — move an item
// and let the SERVER choose the destination slot. A ClassicAPI-only
// extension, like its siblings `SwapItems` and `MoveItem`; the modern
// API has no equivalent, because it has no need for one.
//
// The reason to want it: the server does not just find an empty slot.
// It first merges the stack into existing non-full stacks of the same
// item, splitting it across several of them when that is what fits, and
// only places a remainder if any is left over. So this is a one-call
// stack consolidator that needs no stack-size lookup — the caller never
// has to know what fits. A merge computed on this side has to size
// every stack first, and `C_Item.GetItemMaxStackSizeByID` is nil until
// that item's data has arrived, so a cold item cache silently skips
// exactly the stacks it could not size.
//
// `dstBag` defaults to 0, which means "anywhere in the main inventory
// that it fits" rather than "the backpack" — on the wire the backpack
// IS the player container, so the two cannot be distinguished. Pass
// 1..4 to confine the item to one equipped bag. Bank destinations are
// rejected (see [[item/Swap.h]] `AutoStore`).
//
// Returns true once the packet is away — like the other two, the send
// is fire-and-forget and the server confirms through the normal
// BAG_UPDATE / SMSG_INVENTORY_CHANGE_FAILURE flow.
#include "Game.h"
#include "item/Swap.h"
namespace Container::AutoStoreItem {
namespace {
int __fastcall Script_C_Container_AutoStoreItem(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L,
"Usage: C_Container.AutoStoreItem(srcBag, srcSlot [, dstBag])");
return 0;
}
// Read every arg before calling AutoStore — its source lookup goes
// through ResolveBag, which stomps the Lua stack via PackBagSlot.
const int srcBag = static_cast<int>(Game::Lua::ToNumber(L, 1));
const int srcSlot = static_cast<int>(Game::Lua::ToNumber(L, 2));
const int dstBag = Game::Lua::IsNumber(L, 3)
? static_cast<int>(Game::Lua::ToNumber(L, 3))
: 0;
const bool ok = Item::Swap::AutoStore(L, srcBag, srcSlot, dstBag);
Game::Lua::PushBool(L, ok);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Container", "AutoStoreItem",
&Script_C_Container_AutoStoreItem);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Container::AutoStoreItem
+93
View File
@@ -0,0 +1,93 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Container.GetContainerItemEquipmentSetInfo(containerIndex, slotIndex)`
// — whether the item in a bag slot belongs to an equipment set, and the
// names of the sets it belongs to:
//
// inSet, setList = C_Container.GetContainerItemEquipmentSetInfo(bag, slot)
//
// The lookup is by the item's per-instance GUID against the GUIDs
// `EquipmentSet::Data` saved into each set, so it names the one physical
// item that was saved rather than every copy of that itemID — a spare
// of the same item sitting in the next slot reports `false`. The set's
// reserved empty / ignored slot markers can never match a real GUID,
// and `Data::SetsContainingItem` rejects them outright.
//
// `setList` is 4.3.4's `GetSetList`: the set names in set order, joined by
// PLAYER_LIST_DELIMITER — the shape a caller formats straight into a
// tooltip line. It is `nil`
// rather than an empty string when the item is in no set, so the usual
// `if inSet then … setList … end` guard is all a caller needs.
#include "Game.h"
#include "Offsets.h"
#include "equipmentset/Text.h"
#include "item/CGItem.h"
#include "item/Location.h"
#include <cstdint>
#include <string>
namespace Container::EquipmentSetInfo {
namespace {
uint64_t ItemGuid(const uint8_t *cgItem) {
auto *instance = Item::InstanceBlock(cgItem);
if (instance == nullptr)
return 0;
return *reinterpret_cast<const uint64_t *>(
instance + Offsets::OFF_INSTANCE_BLOCK_GUID);
}
int __fastcall Script_C_Container_GetContainerItemEquipmentSetInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L,
"Usage: C_Container.GetContainerItemEquipmentSetInfo(containerIndex, slotIndex)");
return 0;
}
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
const int slotIndex = static_cast<int>(Game::Lua::ToNumber(L, 2));
// `ResolveBag` stomps stack slots 1 and 2 through the engine's
// `PackBagSlot`, so both arguments are already in locals above and
// nothing we need survives on the stack across it.
const uint64_t guid =
ItemGuid(Item::Location::ResolveBag(L, bagID, slotIndex));
const std::string setList = EquipmentSet::Text::SetList(guid);
Game::Lua::SetTop(L, 0);
if (setList.empty()) {
Game::Lua::PushBool(L, false);
Game::Lua::PushNil(L);
return 2;
}
Game::Lua::PushBool(L, true);
Game::Lua::PushString(L, setList.c_str());
return 2;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction(
"C_Container", "GetContainerItemEquipmentSetInfo",
&Script_C_Container_GetContainerItemEquipmentSetInfo);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Container::EquipmentSetInfo
+43
View File
@@ -19,6 +19,7 @@
#include "item/Record.h"
#include <cstdint>
#include <vector>
namespace Container::FreeSlots {
@@ -115,6 +116,46 @@ int __fastcall Script_C_Container_GetContainerNumFreeSlots(void *L) {
return 2;
}
// `C_Container.GetContainerFreeSlots(bagID)` — which slots are empty,
// as an array of slot numbers in ascending order, rather than
// `GetContainerNumFreeSlots`'s count of them. A full bag returns an
// empty table; a bag that isn't there returns nothing, which is how
// callers tell "no free slots" from "no such bag".
//
// `bagID` is 0..4 like the rest of this file (0 = backpack, 1..4 =
// equipped bag slots); bank and keyring indices are the "no such bag"
// case.
int __fastcall Script_C_Container_GetContainerFreeSlots(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L,
"Usage: C_Container.GetContainerFreeSlots(bagID)");
return 0;
}
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
const BagInfo info = ResolveBagInfo(bagID);
if (info.slotCount <= 0)
return 0; // nothing — no such bag
// Collect before building the table. Each `ResolveBag` stomps stack
// slots 1 and 2, so the table cannot be on the stack during the walk.
std::vector<int> freeSlots;
freeSlots.reserve(static_cast<size_t>(info.slotCount));
for (int slot = 1; slot <= info.slotCount; ++slot) {
if (Item::Location::ResolveBag(L, bagID, slot) == nullptr)
freeSlots.push_back(slot);
}
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
for (size_t i = 0; i < freeSlots.size(); ++i) {
Game::Lua::PushNumber(L, static_cast<double>(i + 1));
Game::Lua::PushNumber(L, static_cast<double>(freeSlots[i]));
Game::Lua::RawSet(L, -3);
}
return 1;
}
// `C_Container.CalculateTotalNumberOfFreeBagSlots()` — the total number of
// free slots across the player's *general-purpose* bags (backpack + equipped
// bags 0..4 whose BagFamily is 0). Specialty bags (quivers, soul bags, herb
@@ -146,6 +187,8 @@ int __fastcall Script_C_Container_CalculateTotalNumberOfFreeBagSlots(void *L) {
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Container", "GetContainerNumFreeSlots",
&Script_C_Container_GetContainerNumFreeSlots);
Game::Lua::RegisterTableFunction("C_Container", "GetContainerFreeSlots",
&Script_C_Container_GetContainerFreeSlots);
Game::Lua::RegisterTableFunction("C_Container", "CalculateTotalNumberOfFreeBagSlots",
&Script_C_Container_CalculateTotalNumberOfFreeBagSlots);
}
+2 -14
View File
@@ -49,32 +49,20 @@
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "item/CGItem.h"
#include "item/ID.h"
#include "item/Icon.h"
#include "item/Link.h"
#include "item/Location.h"
#include "item/Record.h"
#include "item/StatAccum.h"
#include <cstdint>
#include <cstdio>
namespace Container::ItemInfo {
namespace {
bool BuildIconPath(uint32_t displayInfoID, char *out, size_t outSize) {
out[0] = '\0';
const char *iconName = DBC::StringField(
Offsets::VAR_ITEMDISPLAYINFO_RECORDS, Offsets::VAR_ITEMDISPLAYINFO_COUNT,
displayInfoID, Offsets::OFF_ITEMDISPLAYINFO_ICON);
if (iconName == nullptr || iconName[0] == '\0')
return false;
std::snprintf(out, outSize, "Interface\\Icons\\%s", iconName);
return true;
}
// Mirrors the engine's `readable` decision (0x004F97BD..0x004F97CF): a slot
// is readable when its static page text is set OR the per-instance
// readable-text id is non-zero (letters / server-authored notes).
@@ -137,7 +125,7 @@ int __fastcall Script_C_Container_GetContainerItemInfo(void *L) {
if (record != nullptr) {
const uint32_t displayInfoID = Game::Read<uint32_t>(
record, Offsets::OFF_ITEMSTATS_DISPLAY_INFO_ID);
haveIcon = BuildIconPath(displayInfoID, iconPath, sizeof(iconPath));
haveIcon = Item::Icon::PathForDisplayInfoID(displayInfoID, iconPath, sizeof(iconPath));
quality = Game::Read<uint32_t>(
record, Offsets::OFF_ITEMSTATS_QUALITY);
haveQuality = true;
+113
View File
@@ -0,0 +1,113 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Container.GetContainerItemQuestInfo(containerIndex, slotIndex)` —
// the quest state of a bag slot, as one table:
//
// { isQuestItem = bool, questID = number|nil, isActive = bool }
//
// This is what draws the two overlays on a bag button: a `questID` the
// player has not accepted yet gets the exclamation mark, and either an
// accepted `questID` or a plain quest item gets the question-mark
// border.
//
// The three fields come from three places:
//
// isQuestItem the item's class is Quest — an item that exists to be
// a quest objective.
// questID the quest the item BEGINS (`m_startQuest` in the
// cached item record). Absent, not zero, when the item
// starts nothing — callers test `if questInfo.questID`.
// isActive that started quest is already in the quest log.
//
// The table is always returned, even for an empty slot or an item whose
// data has not arrived yet, so callers can index it without a nil test.
// An uncached item warms the cache, so the next bag update draws the
// overlay the first hover could not.
#include "Game.h"
#include "Offsets.h"
#include "item/Data.h"
#include "item/ID.h"
#include "item/Location.h"
#include "item/Record.h"
#include "quest/Log.h"
#include <cstdint>
namespace Container::QuestInfo {
namespace {
// ItemClass.dbc row 12. Only this file cares which class means "quest",
// so the code stays local per the single-use rule in the offsets policy.
constexpr uint32_t kItemClassQuest = 12;
int __fastcall Script_C_Container_GetContainerItemQuestInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L,
"Usage: C_Container.GetContainerItemQuestInfo(containerIndex, slotIndex)");
return 0;
}
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
const int slotIndex = static_cast<int>(Game::Lua::ToNumber(L, 2));
// Resolve before building the table: `ResolveBag` stomps stack
// slots 1 and 2 through the engine's `PackBagSlot`, so nothing we
// want to keep may be on the stack across this call.
const int itemID =
Item::ID::FromCGItem(Item::Location::ResolveBag(L, bagID, slotIndex));
bool isQuestItem = false;
uint32_t startQuest = 0;
if (itemID != 0) {
auto *record = Item::PeekRecord(static_cast<uint32_t>(itemID));
if (record == nullptr) {
// Cold cache. Report the empty answer now and fetch, so the
// overlay is right on the next bag update.
Item::Data::WarmCache(static_cast<uint32_t>(itemID));
} else {
isQuestItem = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_CLASS) ==
kItemClassQuest;
startQuest = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_START_QUEST);
}
}
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
Game::Lua::SetFieldBool(L, "isQuestItem", isQuestItem);
if (startQuest > 0) {
Game::Lua::SetFieldNumber(L, "questID",
static_cast<double>(startQuest));
Game::Lua::SetFieldBool(
L, "isActive", Quest::Log::IsOnQuest(static_cast<int>(startQuest)));
} else {
// `questID` stays absent rather than 0 — the field is nilable and
// every caller tests it for truth.
Game::Lua::SetFieldBool(L, "isActive", false);
}
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Container", "GetContainerItemQuestInfo",
&Script_C_Container_GetContainerItemQuestInfo);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Container::QuestInfo
+954
View File
@@ -0,0 +1,954 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Container.SortBags()` — arrange the player's bags.
//
// Two phases, because every item move is a server round trip and the
// second phase has to read slot contents the first phase changed.
//
// PHASE ONE consolidates partial stacks, and hands that entirely to the
// server: one `CMSG_AUTOSTORE_BAG_ITEM` per redundant stack, which
// merges into existing stacks of the same item and splits across several
// of them when that is what fits. Nothing here computes what fits, so
// nothing here needs an item's max stack size — which matters, because
// that number is unavailable until the item's data has arrived from the
// server, and a merge that sizes stacks first silently skips the ones it
// could not size.
//
// PHASE TWO places items. It runs on the next `Bag::UpdateDelayed` — the
// engine's own "a bag changed this frame" signal — so the merges are
// settled before anything is read. It plans the whole layout up front
// and then tracks each item's live position as swaps fire, rather than
// re-reading a layout it is in the middle of mutating. Our swap is
// fire-and-forget and sets no client-side item lock, so the whole batch
// goes out in one frame.
//
// Neither phase may touch the Lua stack: phase two runs from a bag-update
// callback, outside any Lua call, where the engine may have its own
// values on the stack. Hence the `*From` senders and the direct invMgr
// walk rather than `ResolveBag`.
//
// THE ORDERING IS OURS. Retail computes it in code we cannot read, and
// its categories (per-bag assignment flags, expansion filters) have no
// counterpart here, so this is a defensible order rather than a
// reproduction of Blizzard's: hearthstone, gear, consumables, reagents,
// trade goods, quest items, everything else by quality, junk last. Within
// a category, by item class, subclass, name, then fuller stacks first.
// Gear adds two keys so like pieces sit together: the equip slot right
// after the class (kSlotOrder), and quality, best first, before the name.
//
// An item whose data has NOT arrived is pinned: left where it is, with
// its slot withheld from the destination pool so nothing else is planned
// into it. It cannot be ranked without a class, quality and name, and
// guessing scatters it. A later call places it once the data lands. Phase
// one is unaffected, since it needs only the item ID.
#include "Game.h"
#include "Offsets.h"
#include "bag/UpdateDelayed.h"
#include "cvar/Factory.h"
#include "item/BagFamily.h"
#include "item/CGItem.h"
#include "item/ID.h"
#include "item/Location.h"
#include "item/Record.h"
#include "item/Swap.h"
#include "object/Resolve.h"
#include "unit/Identity.h"
#include <algorithm>
#include <cstdint>
#include <vector>
namespace Container::SortBags {
namespace {
// The two sets this can arrange. Both go through the same snapshot,
// comparator and placement; they differ only in how phase one merges
// (see ConsolidateViaServer / ConsolidateLocally).
constexpr int kInventoryBags[] = {0, 1, 2, 3, 4};
constexpr int kBankBags[] = {-1, 5, 6, 7, 8, 9, 10};
// Fill direction, persisted like every other engine setting: the cvar
// carries it to Config.wtf and `GetCVar("sortBagsRightToLeft")` reads it,
// so it survives a session the way the retail setting does.
CVar::Factory::Handle g_rightToLeftCVar = nullptr;
bool RightToLeft() {
return CVar::Factory::GetInt(g_rightToLeftCVar, 0) != 0;
}
// The two containers a sort can be told to leave alone. An equipped bag
// is excluded per-bag through its own `DisableAutoSort` slot flag; the
// backpack and the main bank container have no such slot, so each gets
// its own setting. Persisted as cvars for the same reason the fill
// direction is.
CVar::Factory::Handle g_backpackAutosortCVar = nullptr;
CVar::Factory::Handle g_bankAutosortCVar = nullptr;
bool BackpackAutosortDisabled() {
return CVar::Factory::GetInt(g_backpackAutosortCVar, 0) != 0;
}
bool BankAutosortDisabled() {
return CVar::Factory::GetInt(g_bankAutosortCVar, 0) != 0;
}
// Merge packets sent by the most recent phase one, reset per sort.
int g_mergePackets = 0;
// The source slots phase one asked the server to empty. Phase two counts
// how many are still occupied when it runs: any at all means it is
// planning against a half-merged snapshot, because the server's replies
// did not all arrive in the bag update that woke it.
struct SourceSlot {
int bag, slot;
};
std::vector<SourceSlot> g_mergeSources;
// Item.dbc `m_class` values we rank on. Per-module codes, the way
// `Item::BagFamily` keeps its own.
constexpr uint32_t kClassConsumable = 0;
constexpr uint32_t kClassWeapon = 2;
constexpr uint32_t kClassArmor = 4;
constexpr uint32_t kClassReagent = 5;
constexpr uint32_t kClassTradeGoods = 7;
constexpr uint32_t kClassQuest = 12;
constexpr uint32_t kQualityPoor = 0;
constexpr uint32_t kQualityUncommon = 2;
constexpr uint32_t kQualityRare = 3;
constexpr uint32_t kQualityEpic = 4;
// Primary key. Lower sorts nearer the first slot.
enum Category : uint8_t {
kCatHearthstone = 0,
kCatGear,
kCatConsumable,
kCatReagent,
kCatTradeGoods,
kCatQuest,
kCatOtherEpic,
kCatOtherRare,
kCatOtherUncommon,
kCatOtherPlain,
kCatJunk,
};
uint8_t CategoryFor(uint32_t itemID, uint32_t itemClass, uint32_t quality) {
if (itemID == Offsets::HEARTHSTONE_ITEM_ID)
return kCatHearthstone;
if (quality == kQualityPoor)
return kCatJunk;
if (itemClass == kClassWeapon || itemClass == kClassArmor)
return kCatGear;
if (itemClass == kClassConsumable)
return kCatConsumable;
if (itemClass == kClassReagent)
return kCatReagent;
if (itemClass == kClassTradeGoods)
return kCatTradeGoods;
if (itemClass == kClassQuest)
return kCatQuest;
if (quality >= kQualityEpic)
return kCatOtherEpic;
if (quality == kQualityRare)
return kCatOtherRare;
if (quality == kQualityUncommon)
return kCatOtherUncommon;
return kCatOtherPlain;
}
// Gear's slot key: Item.dbc `m_inventoryType` (INVTYPE_*) in the order its
// pieces sort. Not the raw number, which does not follow the character
// pane: robe (20) belongs beside chest (5), and cloak (16) beside
// shoulder. Not the equipment slot either, which lumps shields, off-hand
// weapons and held items into one. The order is Baganator's (its
// Sorting/ItemFields.lua): weapons by hand, then ranged and ammo, then
// armor head to foot, then jewelry, shirt and tabard.
constexpr uint8_t kSlotOrder[] = {
17, 13, 21, 14, 23, 26, 22, 15, 25, 24, 27, 28, // weapons, ranged, relic
1, 3, 16, 5, 20, 9, 10, 6, 7, 8, // head .. feet
2, 11, 12, 4, 19, 18, 0, // jewelry, shirt, tabard, bag, none
};
uint8_t SlotRank(uint32_t inventoryType) {
for (uint8_t i = 0; i < sizeof kSlotOrder; ++i)
if (kSlotOrder[i] == inventoryType)
return i;
return static_cast<uint8_t>(sizeof kSlotOrder); // unknown: after all known
}
struct Entry {
const void *item; // CGItem — stable across the swap batch
int curBag, curSlot; // live position, updated as swaps fire
// Destination, or unassigned. The unassigned sentinel is destSLOT,
// never destBag: slots are 1-based so a negative one is impossible,
// whereas bagID -1 is the main bank. Testing destBag < 0 here treats
// every item bound for the main bank as unplaced and silently drops
// its move.
int destBag, destSlot;
uint32_t itemID;
uint32_t family; // the item's own bag family (0 = fits anywhere)
uint32_t itemClass, subClass, quality, count;
const char *name;
uint8_t category;
uint8_t slotRank; // SlotRank(m_inventoryType)
};
struct Cell {
int bag, slot;
};
char Lower(char c) {
return (c >= 'A' && c <= 'Z') ? static_cast<char>(c - 'A' + 'a') : c;
}
// A missing name sorts after every present one. Substituting a
// placeholder string instead (libbagsort uses "zzz") wedges the unnamed
// item in among items actually named with those letters; this keeps it
// deterministic and at the end. In practice a nameless item is pinned
// before it reaches here, so this is the belt to that braces.
int CompareNames(const char *a, const char *b) {
if (a == b)
return 0;
if (a == nullptr)
return 1;
if (b == nullptr)
return -1;
for (size_t i = 0;; ++i) {
const char ca = Lower(a[i]), cb = Lower(b[i]);
if (ca != cb)
return ca < cb ? -1 : 1;
if (ca == '\0')
return 0;
}
}
bool Precedes(const Entry &a, const Entry &b) {
if (a.category != b.category)
return a.category < b.category;
if (a.itemClass != b.itemClass)
return a.itemClass < b.itemClass;
const bool gear = a.category == kCatGear;
if (gear && a.slotRank != b.slotRank)
return a.slotRank < b.slotRank;
if (a.subClass != b.subClass)
return a.subClass < b.subClass;
if (gear && a.quality != b.quality)
return a.quality > b.quality; // best first
const int byName = CompareNames(a.name, b.name);
if (byName != 0)
return byName < 0;
if (a.count != b.count)
return a.count > b.count; // fuller stacks first
return a.itemID < b.itemID; // total order, so the result is stable
}
// A bag's storage, addressed without Lua: the invMgr holding its GUID
// array, the linear index its first slot sits at, and the family it
// accepts. The backpack lives inside the player's own invMgr; bags 1..4
// each have one of their own.
struct BagView {
const uint8_t *invMgr;
int firstLinear;
int slotCount;
uint32_t family;
};
// The backpack and the main bank both live inside the player's own
// invMgr, at different linear bases. Equipped bags and bank bags each
// have an invMgr of their own, reached through the bag item.
bool ViewForBag(int bagID, BagView *out) {
if (bagID == 0) {
auto *inv = Unit::Identity::PlayerInventoryManager();
if (inv == nullptr)
return false;
*out = {inv, Offsets::INVMGR_BACKPACK_FIRST_SLOT,
Offsets::BACKPACK_NUM_SLOTS, 0};
return true;
}
if (bagID == -1) {
auto *inv = Unit::Identity::PlayerInventoryManager();
if (inv == nullptr)
return false;
*out = {inv, Offsets::INVMGR_BANK_MAIN_FIRST_SLOT,
Offsets::INVMGR_BANK_MAIN_LAST_SLOT -
Offsets::INVMGR_BANK_MAIN_FIRST_SLOT + 1,
0};
return true;
}
// Resolve the bag item that owns the container. Bank bags resolve
// only once the bank window has been opened this session, which is
// the right gate: the server refuses bank moves without it anyway,
// so a bank sort attempted with the bank closed finds no cells and
// does nothing rather than firing moves that would all be rejected.
int equipSlot = 0;
if (bagID >= 1 && bagID <= 4)
equipSlot = Offsets::INVSLOT_BAG1 + bagID - 1;
else if (bagID >= 5 && bagID <= 10)
equipSlot = Offsets::INVMGR_BANK_BAG_FIRST_SLOT + 1 + (bagID - 5);
else
return false;
auto *bagItem = Item::Location::ResolveEquipmentSlot(equipSlot);
if (bagItem == nullptr)
return false;
auto *bagInv = static_cast<const uint8_t *>(
Item::Location::ContainerInventory(bagItem));
if (bagInv == nullptr)
return false;
const int slots = static_cast<int>(
Game::Read<uint32_t>(bagInv, Offsets::OFF_INVMGR_SLOT_COUNT));
if (slots <= 0)
return false;
// A specialty bag only accepts its own family, and Turtle leaves the
// raw field empty on bags — `BitmaskForRecord` derives it from the
// container subclass, so a quiver reports a family here rather than
// reading as general-purpose. Shared with `C_Item.GetItemFamily`, so
// a bag and the items it holds agree.
uint32_t family = 0;
const int bagItemID = Item::ID::FromCGItem(bagItem);
if (bagItemID > 0) {
auto *rec = Item::PeekRecord(static_cast<uint32_t>(bagItemID));
if (rec != nullptr)
family = Item::BagFamily::BitmaskForRecord(rec);
}
*out = {bagInv, 0, slots, family};
return true;
}
const uint8_t *ItemAt(const BagView &v, int slotIndex0) {
auto *guids = *reinterpret_cast<const uint64_t *const *>(
v.invMgr + Offsets::OFF_INVMGR_GUID_ARRAY);
if (guids == nullptr)
return nullptr;
const uint64_t guid = guids[v.firstLinear + slotIndex0];
if (guid == 0)
return nullptr;
return static_cast<const uint8_t *>(
Object::ByGuid(Offsets::TYPEMASK_ITEM, guid, "SortBags", 0));
}
uint32_t StackCount(const uint8_t *item) {
auto *fields = Item::ObjectFields(item);
if (fields == nullptr)
return 1;
const uint32_t n =
Game::Read<uint32_t>(fields, Offsets::OFF_DESCRIPTOR_STACK_COUNT);
return n == 0 ? 1 : n;
}
// --- phase one: ask the server to consolidate -------------------------------
// Returns true if any packet went out. Every stack after the first of
// its item ID is offered to the server, which merges what fits and
// rehomes the rest.
//
// When the item's record is cached we skip the ones that provably cannot
// stack, purely to save a packet. When it is NOT cached we send anyway:
// the alternative is silently skipping a merge we could not size, which
// is the failure this whole design avoids.
// One stack per group of the same item, as gathered for either merge.
struct Stack {
const uint8_t *item;
int bag, slot;
uint32_t count;
};
struct Group {
uint32_t itemID;
uint32_t maxStack; // 0 when the item's data has not arrived
std::vector<Stack> stacks;
};
// Collects every stackable item across `bags`, grouped by item ID.
// `maxStack` is 0 for an item whose data has not arrived; the callers
// differ in what they do about that.
std::vector<Group> GatherGroups(const int *bags, int bagCount) {
std::vector<Group> groups;
for (int b = 0; b < bagCount; ++b) {
const int bag = bags[b];
BagView view;
if (!ViewForBag(bag, &view))
continue;
for (int i = 0; i < view.slotCount; ++i) {
const uint8_t *item = ItemAt(view, i);
if (item == nullptr)
continue;
const int itemID = Item::ID::FromCGItem(item);
if (itemID <= 0)
continue;
const uint32_t id = static_cast<uint32_t>(itemID);
uint32_t maxStack = 0;
auto *rec = Item::PeekRecord(id);
if (rec != nullptr) {
maxStack =
Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_STACKABLE);
if (maxStack <= 1)
continue; // cannot stack at all, so never a merge candidate
}
Group *group = nullptr;
for (auto &candidate : groups) {
if (candidate.itemID == id) {
group = &candidate;
break;
}
}
if (group == nullptr) {
groups.push_back({id, maxStack, {}});
group = &groups.back();
}
group->stacks.push_back({item, bag, i + 1, StackCount(item)});
}
}
return groups;
}
// Why this is computed here rather than delegated to the server's own
// autostore, which can merge a stack into several destinations for one
// packet and would otherwise be cheaper:
//
// `CMSG_AUTOSTORE_BAG_ITEM` names its destination with a container byte,
// and the only value the engine's builder will emit for "the player" is
// `INVENTORY_SLOT_BAG_0` (255). Server-side that is NOT the search-every-
// bag path — that one is `NULL_BAG` (0), which the builder cannot
// express. 255 takes the specific-container branch, which searches the
// keyring and the backpack and nothing else. So autostore can never
// merge a stack in one equipped bag with a stack in another, which is
// most of the real cases.
//
// Addressing both endpoints explicitly costs a packet per transfer
// instead of per emptied source — occasionally one more, when a stack
// has to be split across several destinations — and works everywhere.
// Bank consolidation has to be computed here. `CMSG_AUTOSTORE_BANK_ITEM`
// always CROSSES the inventory/bank boundary — a bank-sourced item
// travels out to the bags — so there is no "find this a fuller stack
// inside the bank" packet to delegate to. This is the one place the
// protocol forces a client-side merge, and it carries the cost that
// comes with that: it needs each item's max stack size, which is
// unavailable until that item's data has arrived, so a stack we cannot
// size is left alone.
//
// Two rolling pointers per item: stacks fullest-first, then poured from
// the back into the front until they meet.
bool Consolidate(const int *bags, int bagCount) {
std::vector<Group> groups = GatherGroups(bags, bagCount);
bool fired = false;
for (auto &group : groups) {
if (group.stacks.size() < 2)
continue;
// Pack fully, not just enough to free a slot: 9 and 2 with a cap
// of 10 become 10 and 1, even though that still occupies two
// slots. Topping stacks up is the point of consolidating.
//
// This settles after one pass and does not re-fire on the next
// call, because a maximally packed group has every stack full
// except the last — so `space == 0` walks `lo` straight up to
// `hi` and nothing is sent.
std::sort(group.stacks.begin(), group.stacks.end(),
[](const Stack &a, const Stack &b) { return a.count > b.count; });
size_t lo = 0, hi = group.stacks.size() - 1;
while (lo < hi) {
const uint32_t space = group.maxStack - group.stacks[lo].count;
if (space == 0) {
++lo;
continue;
}
const bool wholeStack = space >= group.stacks[hi].count;
const uint32_t moved =
wholeStack ? group.stacks[hi].count : space;
// Choose the packet from OUR model, never from the item's
// live stack count. The whole batch goes out in one frame,
// so no reply has arrived and every descriptor still holds
// its original count while the model has moved on. Asking
// the descriptor would send a split for what is really the
// last of a stack, and the server rejects a split that would
// empty its source ("Couldn't split those items").
const bool sent =
wholeStack
? Item::Swap::ContainersFrom(
group.stacks[hi].item, group.stacks[hi].bag,
group.stacks[hi].slot, group.stacks[lo].bag,
group.stacks[lo].slot)
: Item::Swap::MoveCountFrom(
group.stacks[hi].item, group.stacks[hi].bag,
group.stacks[hi].slot, group.stacks[lo].bag,
group.stacks[lo].slot, static_cast<int>(moved));
if (sent) {
fired = true;
++g_mergePackets;
// Only a whole-stack transfer empties its source, and
// `mergesPending` means "sources that should be empty by
// now but are not".
if (wholeStack)
g_mergeSources.push_back(
{group.stacks[hi].bag, group.stacks[hi].slot});
}
group.stacks[lo].count += moved;
group.stacks[hi].count -= moved;
if (group.stacks[hi].count == 0)
--hi; // that stack is gone
else
++lo; // this one is full
}
}
return fired;
}
// --- phase two: plan a layout and fire the swaps ----------------------------
// Counters from the most recent Place(), read back by
// `_classicapi_SortBagsStats()`. They exist to tell apart the three ways
// a pass can fail to converge: swaps the engine refused to send, items
// the planner found no cell for, and a plan that was complete and fully
// sent yet still left the bags unsorted (which would mean a swap did
// something other than swap).
struct Stats {
int entries;
int cells;
int pinned;
int planned;
int unplanned;
int swapsSent;
int swapsFailed;
int sameItemAvoided;
int generalCells; // destination cells in general-purpose containers
int specialtyCells; // cells confined to one bag family
int familyItems; // items that want a specialty bag
int mergesPending; // phase-one sources still occupied at plan time
};
Stats g_lastRun{};
void Place(const int *bags, int bagCount) {
Stats stats{};
std::vector<Entry> items;
std::vector<Cell> general;
// Vanilla items carry at most one family bit, so a flat list keyed by
// family is enough — no bitmask intersection needed.
struct FamilyPool {
uint32_t family;
std::vector<Cell> cells;
size_t next;
};
std::vector<FamilyPool> specialty;
for (int b = 0; b < bagCount; ++b) {
const int bag = bags[b];
BagView view;
if (!ViewForBag(bag, &view))
continue;
for (int i = 0; i < view.slotCount; ++i) {
const int slot = i + 1;
const uint8_t *item = ItemAt(view, i);
const uint8_t *rec = nullptr;
int itemID = 0;
if (item != nullptr) {
itemID = Item::ID::FromCGItem(item);
if (itemID > 0)
rec = Item::PeekRecord(static_cast<uint32_t>(itemID));
if (rec == nullptr) {
++stats.pinned;
continue; // pinned: unrankable, and its slot is withheld
}
}
if (view.family == 0) {
general.push_back({bag, slot});
} else {
FamilyPool *pool = nullptr;
for (auto &p : specialty) {
if (p.family == view.family) {
pool = &p;
break;
}
}
if (pool == nullptr) {
specialty.push_back({view.family, {}, 0});
pool = &specialty.back();
}
pool->cells.push_back({bag, slot});
}
if (item == nullptr)
continue; // an empty slot contributes a cell and nothing else
Entry e{};
e.item = item;
e.curBag = bag;
e.curSlot = slot;
e.destBag = -1;
e.destSlot = -1;
e.itemID = static_cast<uint32_t>(itemID);
e.family = Item::BagFamily::BitmaskForRecord(rec);
e.itemClass = Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_CLASS);
e.subClass = Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_SUBCLASS);
e.quality = Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_QUALITY);
e.slotRank = SlotRank(
Game::Read<uint32_t>(rec, Offsets::OFF_ITEMSTATS_INVENTORY_TYPE));
e.count = StackCount(item);
e.name = *reinterpret_cast<const char *const *>(
rec + Offsets::OFF_ITEMSTATS_NAME);
e.category = CategoryFor(e.itemID, e.itemClass, e.quality);
items.push_back(e);
}
}
stats.entries = static_cast<int>(items.size());
stats.generalCells = static_cast<int>(general.size());
for (const auto &p : specialty)
stats.specialtyCells += static_cast<int>(p.cells.size());
stats.cells = stats.generalCells + stats.specialtyCells;
for (const auto &e : items)
if (e.family != 0)
++stats.familyItems;
// Any source phase one asked the server to empty that is still
// occupied means this snapshot predates some of the merges.
for (const auto &src : g_mergeSources) {
for (const auto &e : items) {
if (e.curBag == src.bag && e.curSlot == src.slot) {
++stats.mergesPending;
break;
}
}
}
if (items.empty()) {
g_lastRun = stats;
return;
}
std::sort(items.begin(), items.end(), Precedes);
// Right-to-left is expressed entirely as reversed cell lists: the
// passes below still fill from the "front" and the "far end", those
// ends have just swapped which physical slot they mean. So the
// sorted run starts at the last slot of the last bag and junk
// collects at the first slot of the first, both flipping together.
if (RightToLeft()) {
std::reverse(general.begin(), general.end());
for (auto &p : specialty)
std::reverse(p.cells.begin(), p.cells.end());
}
// Forward pass for everything but junk: a matching specialty bag
// first, overflowing into the general cells. Junk then fills the
// general cells from the far end, so it collects away from the rest
// and the two passes cannot claim the same cell.
size_t genFront = 0;
size_t genBack = general.size();
for (auto &e : items) {
if (e.category == kCatJunk)
continue;
Cell *cell = nullptr;
if (e.family != 0) {
for (auto &p : specialty) {
if (p.family == e.family && p.next < p.cells.size()) {
cell = &p.cells[p.next++];
break;
}
}
}
if (cell == nullptr && genFront < genBack)
cell = &general[genFront++];
if (cell == nullptr)
continue; // nowhere left to put it; leave it where it is
e.destBag = cell->bag;
e.destSlot = cell->slot;
}
for (auto it = items.rbegin(); it != items.rend(); ++it) {
if (it->category != kCatJunk)
continue;
if (genBack <= genFront)
break;
const Cell &cell = general[--genBack];
it->destBag = cell.bag;
it->destSlot = cell.slot;
}
// NEVER plan a swap between two stacks of the same item. The server's
// swap handler tries a MERGE first and only falls through to a real
// swap if the merge is impossible: if the two counts fit one stack it
// collapses them into a single slot, and if they do not it
// redistributes the counts and leaves both items where they are.
// Neither is a swap, so the bookkeeping below would be wrong from
// that point on and every later move in the batch would compound it.
//
// Two stacks of one item are interchangeable, though, so this costs
// nothing: within each same-item run, hand each destination cell to
// whichever member already occupies it. The run is contiguous because
// identical items agree on every key ahead of count.
for (size_t i = 0; i < items.size();) {
size_t j = i;
while (j < items.size() && items[j].itemID == items[i].itemID)
++j;
for (size_t m = i; m < j; ++m) {
for (size_t n = i; n < j; ++n) {
if (n == m)
continue; // its own destination matching is just "home"
if (items[n].destSlot < 0)
continue; // unassigned; nothing to trade
if (items[n].destBag == items[m].curBag &&
items[n].destSlot == items[m].curSlot) {
std::swap(items[m].destBag, items[n].destBag);
std::swap(items[m].destSlot, items[n].destSlot);
++stats.sameItemAvoided;
break; // m now targets the slot it is already in
}
}
}
i = j;
}
// Fire the batch. Each entry carries its live position, so the plan
// stays valid as slots shuffle and nothing re-reads the bags. The
// occupant of a destination takes the mover's old slot, which is what
// the engine's swap does anyway.
for (auto &e : items) {
if (e.destSlot < 0) { // see the sentinel note on Entry
++stats.unplanned;
continue;
}
++stats.planned;
if (e.destBag == e.curBag && e.destSlot == e.curSlot)
continue;
Entry *occupant = nullptr;
for (auto &o : items) {
if (&o != &e && o.curBag == e.destBag && o.curSlot == e.destSlot) {
occupant = &o;
break;
}
}
const int fromBag = e.curBag, fromSlot = e.curSlot;
if (!Item::Swap::ContainersFrom(e.item, fromBag, fromSlot, e.destBag,
e.destSlot)) {
++stats.swapsFailed;
continue;
}
++stats.swapsSent;
e.curBag = e.destBag;
e.curSlot = e.destSlot;
if (occupant != nullptr) {
occupant->curBag = fromBag;
occupant->curSlot = fromSlot;
}
}
g_lastRun = stats;
}
// --- sequencing -------------------------------------------------------------
enum Phase { kIdle, kAwaitingMerge };
Phase g_phase = kIdle;
// Which set the in-flight sort is arranging, so the deferred placement
// pass knows what to walk. Points at one of the two static lists, so
// there is nothing to own or free.
const int *g_activeBags = nullptr;
int g_activeBagCount = 0;
void OnBagUpdate() {
if (g_phase != kAwaitingMerge)
return;
// Clear the phase BEFORE placing: the swaps we are about to fire will
// signal this callback again next frame, and we must be idle by then
// or the sort would restart forever.
g_phase = kIdle;
Place(g_activeBags, g_activeBagCount);
}
const Bag::UpdateDelayed::AutoSubscribe _bagSub{&OnBagUpdate};
// Shared entry point. Bags and bank differ only in the list.
void StartSort(const int *bags, int bagCount) {
if (g_phase != kIdle)
return; // a sort is already in flight
g_activeBags = bags;
g_activeBagCount = bagCount;
g_mergePackets = 0;
g_mergeSources.clear();
if (Consolidate(bags, bagCount))
g_phase = kAwaitingMerge; // let the merges land, then place
else
Place(bags, bagCount); // nothing to merge; the layout reads clean
}
// `C_Container.SortBags()` / `C_Container.SortBankBags()` — no
// arguments, no return, matching the modern signatures. Fire-and-forget:
// the work spans at least two frames. A call while a sort is already in
// flight is ignored rather than queued, so a held-down keybind cannot
// stack them up — and neither can sorting bags and bank at once.
// Runs a sort over `bags`, dropping `excluded` when its autosort setting
// says to leave that container alone. Dropping a bag from the set is all
// it takes: the snapshot, the comparator and the placement only ever see
// the bags they are handed, so an excluded bag is neither read from nor
// written to.
void StartSortExcluding(const int *bags, int count, int excluded,
bool excludeIt) {
if (!excludeIt) {
StartSort(bags, count);
return;
}
std::vector<int> kept;
kept.reserve(static_cast<size_t>(count));
for (int i = 0; i < count; ++i) {
if (bags[i] != excluded)
kept.push_back(bags[i]);
}
if (!kept.empty())
StartSort(kept.data(), static_cast<int>(kept.size()));
}
int __fastcall Script_C_Container_SortBags(void * /*L*/) {
StartSortExcluding(kInventoryBags,
sizeof(kInventoryBags) / sizeof(kInventoryBags[0]),
/*excluded*/ 0, BackpackAutosortDisabled());
return 0;
}
int __fastcall Script_C_Container_SortBankBags(void * /*L*/) {
StartSortExcluding(kBankBags, sizeof(kBankBags) / sizeof(kBankBags[0]),
/*excluded*/ -1, BankAutosortDisabled());
return 0;
}
// `_classicapi_SortBagsStats()` -> entries, cells, pinned, planned,
// unplanned, swapsSent, swapsFailed, sameItemAvoided — from the last
// placement pass. Diagnostic only; not part of the API surface.
int __fastcall Script_SortBagsStats(void *L) {
Game::Lua::PushNumber(L, g_lastRun.entries);
Game::Lua::PushNumber(L, g_lastRun.cells);
Game::Lua::PushNumber(L, g_lastRun.pinned);
Game::Lua::PushNumber(L, g_lastRun.planned);
Game::Lua::PushNumber(L, g_lastRun.unplanned);
Game::Lua::PushNumber(L, g_lastRun.swapsSent);
Game::Lua::PushNumber(L, g_lastRun.swapsFailed);
Game::Lua::PushNumber(L, g_lastRun.sameItemAvoided);
Game::Lua::PushNumber(L, g_lastRun.generalCells);
Game::Lua::PushNumber(L, g_lastRun.specialtyCells);
Game::Lua::PushNumber(L, g_lastRun.familyItems);
Game::Lua::PushNumber(L, g_mergePackets);
Game::Lua::PushNumber(L, g_lastRun.mergesPending);
return 13;
}
// `_classicapi_SortBagsBags(which)` -> bagID, slotCount, family for each
// bag that resolves in that set (0 = the inventory set, 1 = the bank
// set). A bag that does not resolve is skipped entirely, so a missing ID
// in the output is itself the answer. Diagnostic only.
int __fastcall Script_SortBagsBags(void *L) {
const bool bank = Game::Lua::IsNumber(L, 1) &&
static_cast<int>(Game::Lua::ToNumber(L, 1)) == 1;
const int *bags = bank ? kBankBags : kInventoryBags;
const int count = bank
? sizeof(kBankBags) / sizeof(kBankBags[0])
: sizeof(kInventoryBags) / sizeof(kInventoryBags[0]);
int pushed = 0;
for (int b = 0; b < count; ++b) {
BagView view;
if (!ViewForBag(bags[b], &view))
continue;
Game::Lua::PushNumber(L, bags[b]);
Game::Lua::PushNumber(L, view.slotCount);
Game::Lua::PushNumber(L, static_cast<double>(view.family));
pushed += 3;
}
return pushed;
}
// `C_Container.SetSortBagsRightToLeft(enable)` — no return, matching the
// modern signature. Takes effect on the next sort; it does not re-sort.
int __fastcall Script_SetSortBagsRightToLeft(void *L) {
CVar::Factory::SetInt(g_rightToLeftCVar,
Game::Lua::ToBoolean(L, 1) != 0 ? 1 : 0);
return 0;
}
// `C_Container.GetSortBagsRightToLeft()` -> isEnabled
int __fastcall Script_GetSortBagsRightToLeft(void *L) {
Game::Lua::PushBool(L, RightToLeft());
return 1;
}
// `C_Container.SetBackpackAutosortDisabled(disable)` /
// `C_Container.SetBankAutosortDisabled(disable)` — keep that container
// out of `SortBags` / `SortBankBags`. No return, matching the modern
// signatures; the paired getters report the stored setting.
int __fastcall Script_SetBackpackAutosortDisabled(void *L) {
CVar::Factory::SetInt(g_backpackAutosortCVar,
Game::Lua::ToBoolean(L, 1) != 0 ? 1 : 0);
return 0;
}
int __fastcall Script_GetBackpackAutosortDisabled(void *L) {
Game::Lua::PushBool(L, BackpackAutosortDisabled());
return 1;
}
int __fastcall Script_SetBankAutosortDisabled(void *L) {
CVar::Factory::SetInt(g_bankAutosortCVar,
Game::Lua::ToBoolean(L, 1) != 0 ? 1 : 0);
return 0;
}
int __fastcall Script_GetBankAutosortDisabled(void *L) {
Game::Lua::PushBool(L, BankAutosortDisabled());
return 1;
}
void RegisterLuaFunctions() {
// Dedups by name, so re-registering each reload is harmless.
g_rightToLeftCVar = CVar::Factory::Register("sortBagsRightToLeft", "0");
g_backpackAutosortCVar =
CVar::Factory::Register("backpackAutosortDisabled", "0");
g_bankAutosortCVar = CVar::Factory::Register("bankAutosortDisabled", "0");
Game::Lua::RegisterTableFunction("C_Container", "SortBags",
&Script_C_Container_SortBags);
Game::Lua::RegisterTableFunction("C_Container", "SetSortBagsRightToLeft",
&Script_SetSortBagsRightToLeft);
Game::Lua::RegisterTableFunction("C_Container", "GetSortBagsRightToLeft",
&Script_GetSortBagsRightToLeft);
Game::Lua::RegisterTableFunction("C_Container", "SortBankBags",
&Script_C_Container_SortBankBags);
Game::Lua::RegisterTableFunction("C_Container", "SetBackpackAutosortDisabled",
&Script_SetBackpackAutosortDisabled);
Game::Lua::RegisterTableFunction("C_Container", "GetBackpackAutosortDisabled",
&Script_GetBackpackAutosortDisabled);
Game::Lua::RegisterTableFunction("C_Container", "SetBankAutosortDisabled",
&Script_SetBankAutosortDisabled);
Game::Lua::RegisterTableFunction("C_Container", "GetBankAutosortDisabled",
&Script_GetBankAutosortDisabled);
Game::Lua::RegisterGlobalFunction("_classicapi_SortBagsStats",
&Script_SortBagsStats);
Game::Lua::RegisterGlobalFunction("_classicapi_SortBagsBags",
&Script_SortBagsBags);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Container::SortBags
+110 -152
View File
@@ -11,120 +11,99 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
//
// Restores Lua 5.0's stripped `coroutine.*` library to the in-game Lua
// state. WoW 1.12.1 ships with the C-level coroutine machinery linked
// in (`lua_resume`, `lua_yield`, `lua_newthread`, threads as a real
// type tag 8) but the `coroutine` global table was never registered.
// The five trampolines below mirror Lua 5.0's `lbaselib.c` shapes,
// cross-checked against 5.4.8's wired-up library via Ghidra (see the
// "Cross-binary reference" technique in CLAUDE.md).
// The `coroutine` library, as 4.3.4 ships it (stock Lua 5.1's lbaselib.c
// co_funcs, opened by luaopen_base in FrameScript_Initialize for the glue AND
// the world state). WoW 1.12.1 links the C-level machinery (`lua_resume`,
// `lua_yield`, `lua_newthread`, threads as type tag 8) but never registers
// the table, so the six functions below are 5.1's, built on the engine's own
// 5.0 primitives. Where this build's 5.0 differs from 5.1, the engine's own
// predicate is mirrored (see CoStatus / AuxResume).
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Coroutine {
// Lua 5.0 result codes returned by `lua_resume`.
static constexpr int LUA_OK = 0;
static constexpr int LUA_YIELD = 1;
// Field offsets in `lua_State`, confirmed from `lua_resume`'s error
// cleanup path (`L->ci = L->base_ci; L->base = base_ci->base`):
// *(L+0x14) = *(L+0x28)
// *(L+0x0C) = **(L+0x28)
// lua_State / CallInfo / global_State fields — all single-consumer, local:
// L->top @ +0x08, L->l_G @ +0x10, L->ci @ +0x14, L->base_ci @ +0x28;
// CallInfo->state @ +0x08, CI_YIELD = 0x10 — the bit lua_yield
// (0x006F6860) ORs in and the resume body (0x006F67B0) tests;
// G->mainthread @ +0x50 — f_luaopen (0x006F6D70) stores the opening L.
static constexpr uintptr_t OFF_L_TOP = 0x08;
static constexpr uintptr_t OFF_L_G = 0x10;
static constexpr uintptr_t OFF_L_CI = 0x14;
static constexpr uintptr_t OFF_L_BASE_CI = 0x28;
static constexpr uintptr_t OFF_CI_STATE = 0x08;
static constexpr uint32_t CI_YIELD = 0x10;
static constexpr uintptr_t OFF_G_MAINTHREAD = 0x50;
// Reads `L->ci` (the current CallInfo). When greater than `L->base_ci`
// the coroutine's body function is mid-execution (paused at a yield);
// when equal, no Lua function is on this thread's call stack.
static void *LuaCI(void *L) {
return *reinterpret_cast<void **>(reinterpret_cast<uintptr_t>(L) + OFF_L_CI);
}
static void *LuaBaseCI(void *L) {
return *reinterpret_cast<void **>(reinterpret_cast<uintptr_t>(L) + OFF_L_BASE_CI);
}
// This build's TValue: {tt @ +0, ctx @ +4, value @ +8}, 16 bytes.
static constexpr uintptr_t kTValueSize = 0x10;
// Coroutine status codes returned by `CoStatus` below — fed into the
// `kStatusNames` table for the `status` API. The dense 0..3 encoding
// also lets us label "unsuspended" states for resume's error path.
static constexpr int CO_RUNNING = 0;
static constexpr int CO_SUSPENDED = 1;
static constexpr int CO_NORMAL = 2;
static constexpr int CO_RUN = 0;
static constexpr int CO_SUS = 1;
static constexpr int CO_NOR = 2; // resumed another coroutine
static constexpr int CO_DEAD = 3;
static const char *const kStatusNames[] = {
"running",
"suspended",
"normal",
"dead",
};
static const char *const kStatusNames[] = {"running", "suspended", "normal", "dead"};
// 5.1's `"cannot resume %s coroutine"` with each status name, indexed the
// same way (never used for CO_SUS).
static const char *const kCannotResume[] = {
"cannot resume running coroutine", nullptr,
"cannot resume normal coroutine", "cannot resume dead coroutine"};
// Inner status classifier. Equivalent to Lua 5.0's `auxstatus` from
// lbaselib.c, but we can't rely on `L->status` here: this build's
// `lua_yield` doesn't write status (it sets a CI state flag bit
// `0x10` instead), so the canonical "ttype(status) == LUA_YIELD"
// check fails. We use the `ci > base_ci` signal instead — true iff
// a Lua function is currently paused on this thread's call stack.
//
// State map:
// co->ci > co->base_ci → SUSPENDED (yielded; body paused)
// co->ci == co->base_ci, top==0 → DEAD (returned, all consumed)
// co->ci == co->base_ci, top>0 → SUSPENDED (initial: fn pushed,
// never resumed)
// After AuxResume's XMove cycle, both "returned" and "yielded" leave
// co's stack empty; the ci comparison is what distinguishes them.
// "Normal" (coroutine that resumed a deeper coroutine — appears as
// the parent in the call chain) is rare and would require walking
// the global thread list; we collapse it into "suspended".
// 5.1's costatus, on this build's 5.0 state. 5.1 asks `lua_status(co) ==
// LUA_YIELD`; this build's lua_yield never writes L->status, it sets CI_YIELD
// on the current CallInfo, so ask exactly what the engine's resume body asks:
// ci == base_ci, empty stack -> dead (returned, or errored and unwound)
// ci == base_ci, function set -> suspended (created, never resumed)
// ci > base_ci, CI_YIELD -> suspended (paused in yield)
// ci > base_ci, no CI_YIELD -> normal (mid-resume of another coroutine)
static bool HasFrames(void *co) {
return Game::Read<const void *>(co, OFF_L_CI) !=
Game::Read<const void *>(co, OFF_L_BASE_CI);
}
static bool IsYielded(void *co) {
return HasFrames(co) &&
(Game::Read<uint32_t>(Game::Read<const void *>(co, OFF_L_CI), OFF_CI_STATE) &
CI_YIELD) != 0;
}
static int CoStatus(void *L, void *co) {
if (co == L)
return CO_RUNNING;
if (LuaCI(co) > LuaBaseCI(co))
return CO_SUSPENDED;
return Game::Lua::GetTop(co) == 0 ? CO_DEAD : CO_SUSPENDED;
return CO_RUN;
if (!HasFrames(co))
return Game::Lua::GetTop(co) == 0 ? CO_DEAD : CO_SUS;
return IsYielded(co) ? CO_SUS : CO_NOR;
}
// Common back-end for resume / wrap. Returns nres ≥ 0 on success
// (with values already xmove'd onto L), or -1 on error (with the
// error message left on L's stack).
// 5.1's auxresume. Returns the result count (moved onto L) or -1 with the
// error message on top of L.
//
// WoW's modified Lua doesn't follow the standard `lua_resume` status
// contract: it returns `0` for normal completion and `1` for both
// "yielded" AND "errored mid-execution". We disambiguate the two
// `s==1` cases by checking the call-stack depth — a yielded
// coroutine still has its body paused (`ci > base_ci`), while an
// errored coroutine has been unwound back to `base_ci`. Errors hit
// from the "dead/already-resumed" early-out (e.g. the inner
// `cannot resume dead coroutine` path) also land in `s != 0` with
// `ci == base_ci`, so the same branch covers them.
static int AuxResume(void *L, void *co, int nargs) {
const int st = CoStatus(L, co);
if (st != CO_SUSPENDED) {
Game::Lua::PushString(L, st == CO_DEAD
? "cannot resume dead coroutine"
: "cannot resume non-suspended coroutine");
// This build's lua_resume returns 1 for BOTH a yield and a caught error (5.1
// separates them), so the yield is recognized by IsYielded: a yielded body
// is still on co's call stack with CI_YIELD set, an errored one has been
// unwound to base_ci (leaving the message on the stack, which CoStatus
// alone would mistake for a never-resumed coroutine).
static int AuxResume(void *L, void *co, int narg) {
const int status = CoStatus(L, co);
if (Game::Lua::CheckStack(co, narg) == 0)
Game::Lua::Error(L, "too many arguments to resume");
if (status != CO_SUS) {
Game::Lua::PushString(L, kCannotResume[status]);
return -1;
}
if (Game::Lua::CheckStack(co, nargs) == 0) {
Game::Lua::PushString(L, "too many arguments to resume coroutine");
return -1;
}
Game::Lua::XMove(L, co, nargs);
const int s = Game::Lua::Resume(co, nargs);
const bool yielded = LuaCI(co) > LuaBaseCI(co);
if (s == LUA_OK || yielded) {
Game::Lua::XMove(L, co, narg);
const int s = Game::Lua::Resume(co, narg);
if (s == 0 || IsYielded(co)) {
const int nres = Game::Lua::GetTop(co);
if (Game::Lua::CheckStack(L, nres) == 0) {
Game::Lua::PushString(L, "too many results to resume coroutine");
return -1;
}
if (Game::Lua::CheckStack(L, nres + 1) == 0)
Game::Lua::Error(L, "too many results to resume");
Game::Lua::XMove(co, L, nres);
return nres;
}
// Error path: engine left a single error message on co's stack.
Game::Lua::XMove(co, L, 1);
Game::Lua::XMove(co, L, 1); // the error message
return -1;
}
@@ -133,14 +112,10 @@ static int __fastcall Script_Coroutine_Create(void *L) {
Game::Lua::ArgError(L, 1, "Lua function expected");
return 0; // unreachable
}
Game::Lua::NewThread(L); // [arg1, NL]
Game::Lua::NewThread(L); // [arg1, NL]
void *NL = Game::Lua::ToThread(L, -1);
if (NL == nullptr) {
Game::Lua::Error(L, "coroutine.create: failed to allocate thread");
return 0; // unreachable
}
Game::Lua::PushValue(L, 1); // [arg1, NL, fn]
Game::Lua::XMove(L, NL, 1); // [arg1, NL]; NL has fn
Game::Lua::PushValue(L, 1); // [arg1, NL, fn]
Game::Lua::XMove(L, NL, 1); // [arg1, NL]; NL has fn
return 1;
}
@@ -149,106 +124,89 @@ static int __fastcall Script_Coroutine_Yield(void *L) {
}
static int __fastcall Script_Coroutine_Resume(void *L) {
if (Game::Lua::Type(L, 1) != Game::Lua::TYPE_THREAD) {
void *co = Game::Lua::Type(L, 1) == Game::Lua::TYPE_THREAD
? Game::Lua::ToThread(L, 1)
: nullptr;
if (co == nullptr) {
Game::Lua::ArgError(L, 1, "coroutine expected");
return 0; // unreachable
}
void *co = Game::Lua::ToThread(L, 1);
const int nargs = Game::Lua::GetTop(L) - 1;
const int r = AuxResume(L, co, nargs);
const int r = AuxResume(L, co, Game::Lua::GetTop(L) - 1);
if (r < 0) {
// Error message is on top of L's stack. Push `false` and
// shuffle it below the message: [..., msg] -> [..., false, msg].
Game::Lua::PushBool(L, false);
Game::Lua::Insert(L, -2);
return 2;
return 2; // false + error message
}
// Success: `r` values on top of L's stack. Push `true` and slide
// it into position so returns are [..., true, v1, v2, ..., vr].
Game::Lua::PushBool(L, true);
Game::Lua::Insert(L, -(r + 1));
return r + 1;
return r + 1; // true + resume's returns
}
static int __fastcall Script_Coroutine_Status(void *L) {
if (Game::Lua::Type(L, 1) != Game::Lua::TYPE_THREAD) {
void *co = Game::Lua::Type(L, 1) == Game::Lua::TYPE_THREAD
? Game::Lua::ToThread(L, 1)
: nullptr;
if (co == nullptr) {
Game::Lua::ArgError(L, 1, "coroutine expected");
return 0; // unreachable
}
void *co = Game::Lua::ToThread(L, 1);
Game::Lua::PushString(L, kStatusNames[CoStatus(L, co)]);
return 1;
}
// `coroutine.wrap`'s returned closure. The captured coroutine lives
// in upvalue 1; each invocation forwards args via resume and either
// returns the yielded/returned values directly (no { ok, ... }
// wrapping like resume does) or re-raises on error.
// 5.1's auxwrap: a string error gets the caller's position prefixed
// (luaL_where(L, 1)) — which is what LUA_ERROR, really luaL_error, does —
// and any other error object is re-raised untouched with the raw lua_error.
static int __fastcall WrapAux(void *L) {
void *co = Game::Lua::ToThread(L, Game::Lua::UpvalueIndex(1));
if (co == nullptr) {
Game::Lua::Error(L, "coroutine.wrap: missing thread upvalue");
return 0; // unreachable
}
const int nargs = Game::Lua::GetTop(L);
const int r = AuxResume(L, co, nargs);
const int r = AuxResume(L, co, Game::Lua::GetTop(L));
if (r < 0) {
// The error message is at -1. `lua_error`'s 1.12 wrapper takes
// a printf-format string + va args; we pass `%s` so any `%`
// characters in the message are treated as literal.
const char *msg = Game::Lua::ToString(L, -1);
Game::Lua::Error(L, "%s", msg != nullptr ? msg : "coroutine error");
if (Game::Lua::IsString(L, -1))
Game::Lua::Error(L, "%s", Game::Lua::ToString(L, -1));
using RawError_t = int(__fastcall *)(void *L);
reinterpret_cast<RawError_t>(Offsets::LUA_RAW_ERROR)(L);
return 0; // unreachable
}
return r;
}
static int __fastcall Script_Coroutine_Wrap(void *L) {
// Reuse cocreate to build the thread (validates arg, allocates,
// moves fn into the new state). Leaves the thread on top of L.
Script_Coroutine_Create(L);
Game::Lua::PushCClosure(L, &WrapAux, 1); // captures thread as upvalue 1
Script_Coroutine_Create(L); // leaves the thread on top
Game::Lua::PushCClosure(L, &WrapAux, 1); // captures it as upvalue 1
return 1;
}
// `coroutine.running()` — Lua 5.1 addition: the running coroutine, or
// nil when called from the main thread. The 5.0 C API has no
// `lua_pushthread` (also a 5.1 addition), so the thread TValue is
// written to the stack raw: this build's TValue is 16 bytes with
// {tt @ +0, value @ +8} (see LuaSyntax::StringMethods for the layout
// derivation), tag 8 = thread, and the value is the running `lua_State`
// itself — exactly what `lua_newthread` stores and what LUA_TO_POINTER
// reads back at tvalue[2]. No stack-overflow check needed: every C
// function is guaranteed LUA_MINSTACK free slots and this pushes one.
// The running thread is trivially GC-alive, so no anchoring either.
// Main-thread detection: module callbacks run on the state's main
// thread, so the L captured at registration IS the main thread;
// coroutine bodies run on their own lua_State.
static void *g_mainL = nullptr;
static constexpr uintptr_t OFF_L_TOP = 0x8; // L->top (push helpers' [ecx+8])
// 5.1's corunning: the running coroutine, or nil on the main thread. 5.0's
// C API has no lua_pushthread, so the thread is pushed the way the engine's
// own pushes write a TValue: {tt = thread, ctx = the current exec context,
// value = L}, then top += one slot. Every C function has LUA_MINSTACK free
// slots, and the running thread is trivially alive.
static int __fastcall Script_Coroutine_Running(void *L) {
if (L == g_mainL) {
const void *G = Game::Read<const void *>(L, OFF_L_G);
if (L == Game::Read<const void *>(G, OFF_G_MAINTHREAD)) {
Game::Lua::PushNil(L);
return 1;
}
uint8_t *top = Game::Read<uint8_t *>(L, OFF_L_TOP);
*reinterpret_cast<int *>(top) = Game::Lua::TYPE_THREAD;
*reinterpret_cast<void **>(top + 8) = L;
Game::Ref<uint8_t *>(L, OFF_L_TOP) = top + 16;
Game::Ref<int>(top, 0) = Game::Lua::TYPE_THREAD;
Game::Ref<int>(top, 4) = Game::Read<int>(Offsets::VAR_FRAMESCRIPT_EXEC_CONTEXT);
Game::Ref<void *>(top, 8) = L;
Game::Ref<uint8_t *>(L, OFF_L_TOP) = top + kTValueSize;
return 1;
}
static void RegisterLuaFunctions() {
g_mainL = Game::Lua::State(); // the state's main thread (see Running)
// Both states: 4.3.4 opens the library from FrameScript_Initialize, which
// runs for the glue state (Client.cpp) and the world (GameUI.cpp).
static void RegisterFunctions() {
Game::Lua::RegisterTableFunction("coroutine", "create", &Script_Coroutine_Create);
Game::Lua::RegisterTableFunction("coroutine", "resume", &Script_Coroutine_Resume);
Game::Lua::RegisterTableFunction("coroutine", "yield", &Script_Coroutine_Yield);
Game::Lua::RegisterTableFunction("coroutine", "running", &Script_Coroutine_Running);
Game::Lua::RegisterTableFunction("coroutine", "status", &Script_Coroutine_Status);
Game::Lua::RegisterTableFunction("coroutine", "wrap", &Script_Coroutine_Wrap);
Game::Lua::RegisterTableFunction("coroutine", "running", &Script_Coroutine_Running);
Game::Lua::RegisterTableFunction("coroutine", "yield", &Script_Coroutine_Yield);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
static const Game::ModuleAutoRegister _autoreg{&RegisterFunctions};
static const Game::GlueModuleAutoRegister _autoregGlue{&RegisterFunctions};
} // namespace Coroutine
+58 -49
View File
@@ -242,56 +242,15 @@ int __fastcall Script_GetFactionInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1))
return 0; // nil
const int raceID = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (raceID <= 0)
return 0;
const char *english = nullptr;
const char *localized = nullptr;
if (!FactionGroupForRace(raceID, &english, &localized))
return 0; // unknown race or no named group -> nil
const uint8_t *crRec = DBC::Record(Offsets::VAR_CHRRACES_RECORDS,
Offsets::VAR_CHRRACES_COUNT,
static_cast<uint32_t>(raceID));
if (crRec == nullptr)
return 0; // unknown race
const int ftId = Game::Read<int>(
crRec, Offsets::OFF_CHRRACES_FACTION_TEMPLATE);
if (ftId <= 0)
return 0;
const uint8_t *ftRec = DBC::Record(Offsets::VAR_FACTIONTEMPLATE_RECORDS,
Offsets::VAR_FACTIONTEMPLATE_COUNT,
static_cast<uint32_t>(ftId));
if (ftRec == nullptr)
return 0;
const uint32_t mask = Game::Read<uint32_t>(
ftRec, Offsets::OFF_FACTIONTEMPLATE_GROUP_MASK);
// FactionGroup is stored contiguously (records-base + i*stride), not as a
// pointer array — iterate by hand rather than via DBC::Record.
auto *fgBase = Game::Read<const uint8_t *>(
Offsets::VAR_FACTIONGROUP_RECORDS);
const int fgCount =
Game::Read<int>(Offsets::VAR_FACTIONGROUP_COUNT);
const int locale = Game::Read<int>(Offsets::VAR_LOCALE_INDEX);
if (fgBase == nullptr)
return 0;
for (int i = 0; i < fgCount; ++i) {
const uint8_t *row = fgBase + i * Offsets::FACTIONGROUP_STRIDE;
const int bit = Game::Read<int>(
row, Offsets::OFF_FACTIONGROUP_BIT);
if ((mask & (1u << (bit & 0x1F))) == 0)
continue;
const char *loc = Game::Read<const char *>(
row, Offsets::OFF_FACTIONGROUP_NAMES + locale * 4);
if (loc == nullptr || *loc == '\0')
continue; // "Player" / "Monster" have empty localized names
const char *eng = Game::Read<const char *>(
row, Offsets::OFF_FACTIONGROUP_ENGLISH);
Game::Lua::NewTable(L);
Game::Lua::SetFieldString(L, "name", loc);
Game::Lua::SetFieldString(L, "groupTag", eng);
return 1;
}
return 0; // no named group -> nil
Game::Lua::NewTable(L);
Game::Lua::SetFieldString(L, "name", localized);
Game::Lua::SetFieldString(L, "groupTag", english);
return 1;
}
// `C_CreatureInfo.GetCreatureTypeInfo(creatureTypeID)` — CreatureTypeInfo
@@ -368,6 +327,56 @@ const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
bool FactionGroupForRace(int raceID, const char **english, const char **localized) {
if (raceID <= 0)
return false;
const uint8_t *crRec = DBC::Record(Offsets::VAR_CHRRACES_RECORDS,
Offsets::VAR_CHRRACES_COUNT,
static_cast<uint32_t>(raceID));
if (crRec == nullptr)
return false; // unknown race
const int ftId = Game::Read<int>(
crRec, Offsets::OFF_CHRRACES_FACTION_TEMPLATE);
if (ftId <= 0)
return false;
const uint8_t *ftRec = DBC::Record(Offsets::VAR_FACTIONTEMPLATE_RECORDS,
Offsets::VAR_FACTIONTEMPLATE_COUNT,
static_cast<uint32_t>(ftId));
if (ftRec == nullptr)
return false;
const uint32_t mask = Game::Read<uint32_t>(
ftRec, Offsets::OFF_FACTIONTEMPLATE_GROUP_MASK);
// FactionGroup is stored contiguously (records-base + i*stride), not as a
// pointer array — iterate by hand rather than via DBC::Record.
auto *fgBase = Game::Read<const uint8_t *>(
Offsets::VAR_FACTIONGROUP_RECORDS);
const int fgCount =
Game::Read<int>(Offsets::VAR_FACTIONGROUP_COUNT);
const int locale = Game::Read<int>(Offsets::VAR_LOCALE_INDEX);
if (fgBase == nullptr)
return false;
for (int i = 0; i < fgCount; ++i) {
const uint8_t *row = fgBase + i * Offsets::FACTIONGROUP_STRIDE;
const int bit = Game::Read<int>(
row, Offsets::OFF_FACTIONGROUP_BIT);
if ((mask & (1u << (bit & 0x1F))) == 0)
continue;
const char *loc = Game::Read<const char *>(
row, Offsets::OFF_FACTIONGROUP_NAMES + locale * 4);
if (loc == nullptr || *loc == '\0')
continue; // "Player" / "Monster" have empty localized names
*english = Game::Read<const char *>(
row, Offsets::OFF_FACTIONGROUP_ENGLISH);
*localized = loc;
return true;
}
return false; // no named group
}
// Public accessor for Model::DisplayInfo's SetCreature — the same peek
// GetCreatureInfoByID uses, reduced to the display-ID field. 0 = uncached.
uint32_t DisplayID(uint32_t creatureID) {
+12
View File
@@ -24,4 +24,16 @@ namespace Creature::Info {
// entry-ID → model mapping vanilla has no DBC for.
uint32_t DisplayID(uint32_t creatureID);
// The faction group a player race belongs to, resolved the way
// `Script_UnitFactionGroup` does it for a player whose object isn't in the
// world (its name-cache branch, which reads the race): ChrRaces -> FactionTemplate
// group mask -> the first FactionGroup row whose bit is set and whose
// localized name is non-empty (skipping "Player" / "Monster"). On success
// `english` is the locale-independent tag ("Alliance") and `localized` the
// display name; both point into DBC string storage. False for an unknown or
// non-positive race, or a race with no named group. Backs
// `C_CreatureInfo.GetFactionInfo` and `UnitFactionGroup("player")` before the
// player object spawns.
bool FactionGroupForRace(int raceID, const char **english, const char **localized);
} // namespace Creature::Info
+21 -25
View File
@@ -15,10 +15,11 @@
// money string (e.g. "12<gold> 34<silver> 56<copper>"), a C++ backport of the
// retail C function.
//
// Behaviour derived from 3.3.5's `Script_GetCoinTextureString` (FUN_00510d00 →
// formatter FUN_007e7e10): split the copper amount into gold / silver / copper,
// emit only the non-zero denominations in that order, space-separated; a zero
// amount shows "0" copper. Each denomination is built from a localized
// Behaviour mirrors 3.3.5's `Script_GetCoinTextureString` (FUN_00510d00 →
// formatter FUN_007e7e10, `GetCurrencyTextureString` in the decomp): the icon
// height defaults to 14 and is taken as given otherwise; split the copper
// amount into gold / silver / copper, emit only the non-zero denominations in
// that order, separated by one space; a zero amount shows "0" copper. Each denomination is built from a localized
// GlobalString — `GOLD_AMOUNT_TEXTURE` / `SILVER_AMOUNT_TEXTURE` /
// `COPPER_AMOUNT_TEXTURE` — exactly as the engine does (its formatter
// `FUN_0076f070` is a C-format over the same GlobalString). Those strings don't
@@ -43,38 +44,36 @@ namespace Currency::CoinText {
namespace {
// Icon size. Retail defaults fontHeight to 0 = "use the display font's height",
// and the inline-texture renderer now honours 0 (it resolves the coin to the
// line's font height at draw time), so coins match the surrounding text instead
// of a fixed size. Callers may still pass an explicit height.
constexpr int kDefaultHeight = 0;
// Icon size when the caller passes none — 3.3.5's `int32_t height = 14`. The
// inline-texture renderer scales a written size by the line's font against a
// 14-unit reference (4.3.4's ParseEmbeddedTexture), so this follows the text.
constexpr int kDefaultHeight = 14;
// Fallbacks byte-identical to the backported GlobalStrings, used only if the
// locale layer somehow isn't loaded when this is first called.
// Format: count |T sheet : height=0 : width=0 : offsetX=0 : offsetY=0 : texW=4 :
// Format: count |T sheet : height : width : offsetX=2 : offsetY=0 : texW=4 :
// texH=1 : left : right : top=0 : bottom=1 |t (left:right selects the coin cell).
// height/width 0 = size to the font. offsetX stays 0: the inline-texture
// renderer's font-relative pad spaces the coin from its digits (the historical
// "coin sits on the digit" bug was the emitter's lazy pen read-back, fixed in
// the DLL). Never grow a per-coin offset here.
// offsetX 2 is retail's (3.3.5 / 4.3.4 GlobalStrings: `UI-GoldIcon:%d:%d:2:0`):
// it shifts only the drawn coin, leaving room against the digits before it.
constexpr const char *kGoldFallback =
"%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:0:1:0:1|t";
"%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:2:0:4:1:0:1:0:1|t";
constexpr const char *kSilverFallback =
"%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:1:2:0:1|t";
"%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:2:0:4:1:1:2:0:1|t";
// The three coin arts occupy IDENTICAL pixels within their sheet cells (x 0-14,
// y 1-14 of 16 — confirmed by decoding the DXT3 alpha of the exported
// UI-MoneyIcons.blp); only the left:right cell select differs (gold 0:1,
// silver 1:2, copper 2:3).
constexpr const char *kCopperFallback =
"%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:0:0:4:1:2:3:0:1|t";
"%d|TInterface\\MoneyFrame\\UI-MoneyIcons:%d:%d:2:0:4:1:2:3:0:1|t";
// Formats one denomination from its localized GlobalString and appends it to
// `out`. Reads `_G[globalName]` the way retail reads the coin GlobalStrings; the
// format consumes (count, iconHeight, iconWidth). No separator between
// denominations — the renderer's symmetric per-icon pad already spaces each coin
// from the surrounding digits, so a space here would double the gap.
// format consumes (count, iconHeight, iconWidth). Denominations are separated
// by one space, as the engine's formatter packs them.
void AppendDenom(void *L, std::string &out, const char *globalName, const char *fallback,
int count, int height) {
if (!out.empty())
out += ' ';
const int top = Game::Lua::GetTop(L);
Game::Lua::PushLocalizedString(L, globalName, fallback); // [.., fmt]
const char *fmt = Game::Lua::ToString(L, -1);
@@ -105,11 +104,8 @@ int __fastcall Script_GetCoinTextureString(void *L) {
amount = kMaxCopper;
int height = kDefaultHeight;
if (Game::Lua::IsNumber(L, 2)) {
const int h = static_cast<int>(Game::Lua::ToNumber(L, 2));
if (h > 0)
height = h;
}
if (Game::Lua::IsNumber(L, 2))
height = static_cast<int>(Game::Lua::ToNumber(L, 2));
const int gold = static_cast<int>(amount / 10000);
const int silver = static_cast<int>((amount % 10000) / 100);

Some files were not shown because too many files have changed in this diff Show More