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Author SHA1 Message Date
Brues 6b36bb10e6 fix(spell): report GetSpellPowerCost in displayed power units
The engine's cost helper (FUN_006E31B0) answers in stored units, and
1.12.1 stores rage in tenths, so Shield Slam's 20 rage came back as
cost = 200. Divide by the engine's own display divisor
(GetPowerDisplayDivisor, 0x006E7130: [0x0086F978 + 4*type], 1 for a
negative type; table {1, 10, 1, 1, 1000}) before pushing, the same way
the engine and our UnitPower / GetSpellInfo / combat-log paths do.

Every power amount surfaced to Lua now goes through one helper,
Unit::Power::DisplayDivisor, which calls that engine function. That
retires the duplicate FUN_GET_POWER_DISPLAY_DIVISOR offset, the two
local typedef copies, and UnitPower's direct read of the divisor table
(VAR_UNIT_POWER_DIVISOR_TABLE, now removed).

Fixes #129
2026-11-05 08:51:59 -06:00
Brues 6628dcca19 fix(loot): keep LootAllCorpses walking past refused and stale corpses
The walk ignored the server's refusal. A failed CMSG_LOOT ("too far
away", not ours, ...) arrives as SMSG_LOOT_RESPONSE with loot type 0;
CGPlayer_C::ReadLootResponse (0x005EB900) shows the error and clears the
held loot target (+0x1D28) without opening a window, and the release
response (0x005EC090) clears it the same way. The walk only advanced on
the loot controller hook or a 180-frame timeout, so each refusal stalled
it for seconds. It now advances as soon as the held target is no longer
the corpse it sent for.

A send the engine refused dropped the whole queue. LootUnit (0x005DF2A0)
sends nothing while the mover flags & 0x20FF are set (moving, turning,
falling), and the walk treated each refusal as "skip this corpse", so
moving during a walk skipped every corpse left. A refused send now stays
the current corpse and is retried each tick; after 3 s the walk ends.

The queue's range check went stale. Range was tested once when the walk
began, but each corpse costs a round trip and the player can move in
between. With CanAutoInteract set, CanLootNow (0x005EC110) skips its own
reach test, so the request went out and the server refused it. Each
corpse is now checked for existence, DYNFLAG_LOOTABLE and reach right
before its send, and skipped when it fails.

The reach test is CanLootNow's own: both units' +0x1F0 reach plus the
engine's leeway, at least its minimum, with both constants read live
(VAR_MELEE_REACH_LEEWAY / VAR_MELEE_REACH_MIN) instead of local copies.
It and the lootable test move to Loot::Request, shared by
GetNearbyLootableUnits and the walk. The step timeout uses Time::Clock
instead of a frame count.
2026-11-04 20:04:35 -06:00
Brues 55d94c80d6 feat(spell): apply autoStand/autoDismount/autoUnshift to interaction, loot, items, attacks and taxis
The three settings only covered casts. Each 1.12.1 gate that refuses an
action for the player's stand state, mount or form now passes when the
matching setting allows it, and the engine's own action (the stand setter
FUN_005ED430, or CMSG_CANCEL_AURA for the mount / form aura) runs just
before the action is sent. With the settings at 0 nothing changes.

- NPC right-click (0x005F0130): the IsShapeShifted call at 0x005F0150
  cancels a form without SpellShapeshiftForm flag 0x8 instead of showing
  ERR_CANT_INTERACT_SHAPESHIFTED. CanInteractNow (0x00606880), whose only
  caller is the hover cursor, passes the same form, so the NPC's service
  cursor shows.
- Game objects: the use check (vtable slot 6, 0x005F3130), also the hover
  cursor's query, passes the mount (0x005F31A8) and the form (0x005F31E1)
  for an object with no Lock row. The default use's no-spell branch
  (0x005F35DF, before CMSG_GAMEOBJ_USE) and the mailbox and text use slots
  dismount (except at a mailbox, FUN_0047CFF0) and cancel the form. A
  locked object opens by a spell, which the cast path already handles.
- Loot: the GetStandState calls of the unit (0x0060BFB7) and corpse
  (0x005D6C3B) right-clicks stand the player up instead of showing
  ERR_LOOT_NOTSTANDING. The unit loot step's mount read (0x0060BF98)
  passes, and LootUnit dismounts before CMSG_LOOT (0x005DF3B3).
- Item use (0x005D8D00): the ERR_NO_ITEMS_WHILE_SHAPESHIFTED refusal at
  0x005D914D cancels the form and continues. Turtle's exe already skips
  that test; the stock exe reaches it.
- Attack: the mount reads in the attack cursor (0x00482659), the
  right-click attack (0x0060C1B4), StartAttack (0x005ECC06) and both tests
  of the attack resolver (0x00613039, ERR_ATTACK_MOUNTED; 0x00613142)
  pass. StartAttack, after all its tests (0x005ECC56), dismounts when the
  target is in melee reach (Combat::Swing::InMeleeRange). Otherwise it
  returns without attacking and shows ERR_OUT_OF_RANGE, except while
  click-to-move (FUN_0060F900) walks the player there.
- Taxi: after the taxi map opener's TAXIMAP_OPENED tutorial call
  (0x004DBAA2), a map with more than one node stands the player up,
  dismounts and cancels the form, each when its setting is on.

Every site is patched only when it holds the expected stock bytes, which
both the Octo and stock 1.12.1 exes do.
2026-11-04 16:44:44 -06:00
Brues c0b403ba05 feat(model): add PlayerModel:ApplySpellVisualKit
PlayerModel:ApplySpellVisualKit(spellVisualKitID [, oneShot]) shows a
SpellVisualKit's effects on the pane's model.

In the world, 1.12.1 plays a kit on a unit (0x0060EDF0), through effect
objects, spell durations and the unit's own animation, and a pane has
none of these. The engine's own kit on a bare model is the
char-select ghost (0x004727F0), and this is that routine for any kit on
the pane's model:
- Each of the nine effect columns (+0x0C) is created as a model from its
  SpellVisualEffectName file, in the pane's scene. It is attached at
  the column's attachment (20, 34, 19, 21, 22, 17, 23, 24, 25) when the
  model has that attachment (0x00712CB0, 0x00712F70), as in 0x00472780.
  The effects get the frame's light through LightChildren.
- Procedure kind 1 sets the tint (an 0xRRGGBB colour stored as a float,
  scaled by 1/255) and kind 14 the alpha, clamped to 0..1. Both are
  plain stores (0x00710CF0, 0x00710CB0), as the ghost kit makes them.
The kit's animation and sound do not play, which matches retail.

An effect model's sequence plays one time. Without oneShot, each effect
gets the world's loop callback (KitEffectLoopCallback, 0x0060ED00): a
clean end (reason 0) plays the animation again. With oneShot, each
effect gets EffectDoneCallback's test (0x005FBF50) and CEffect::Stop's
model steps (0x006203E0): clear the callback and hide the model, so
its emitters stop and the particles already out finish. A FrameTick
drain, which runs after the strata walk, then mirrors
DrainDyingEffects (0x0061F680). It detaches a stopped effect (0x00713020)
once HasLiveParticles (0x007135C0) is false, or at once when its
model has already dropped it. A model's destructor detaches its
children first (0x0070E3F5), so the drain never reaches a freed parent.

The effects are children of the pane's model, so SetUnit, SetItem or
a hide and show clears them.
2026-11-04 15:32:23 -06:00
Brues f6b98bc3ec fix(dbc): reject negative IDs in DBC::Record
DBC::Record checked the ID against the store's count as a signed int.
A DBC column uses -1 for "none", and -1 passed that check, so the
helper returned records[0xFFFFFFFF]. On 32-bit that wraps to
records[-1], the heap word in front of the index array. A caller that
passed an unchecked column read a garbage "record": an empty
SpellVisualKit effect column gave the pointer 0xF and crashed.

The engine rejects these IDs before it compares with the count: the
char-select ghost kit's effect step tests the ID with a signed jl at
0x00472797, then a jg against the count. Record now compares
unsigned, so it rejects 0, every negative ID, an ID above the count,
and an unloaded store, whose count is -1.

PvP::Arena had its own copy of the lookup with the same signed
compare. It now calls DBC::Record.
2026-11-04 15:32:22 -06:00
Brues 8f4f574174 feat(model): add PlayerModel:SetItem
PlayerModel:SetItem(itemID [, appearanceModID, itemVisualID]) shows one
item's own model in the pane: a weapon, shield, helm, shoulder, quiver or
ammo, with its skin texture and its glow.

A 1.12.1 pane shows whatever its display record names (+0x3F0).
SetDisplay (0x00505CB0) stores the record and builds it when the pane is
visible, the show path (0x00505D49) builds it again, and the SetUnit
helper (0x00505B50) clears it. SetItem gives the pane a record of its
own and passes it to SetDisplay. The AttachDisplayModel (0x00505A70)
co-hook in Model::DisplayInfo then builds the item instead of a
creature. So hide, show, SetUnit, SetDisplayInfo and SetKeepModelOnHide
handle an item with no new hooks.

The model is built from 1.12.1's own steps:
- the item folder by inventory type, from the engine's own
  Item\ObjectComponents\ path strings (0x00838CD8 on);
- model name 0, else name 1, with the texture of the same index;
- for a head item, the helm builder's (0x004799A0) path, with the
  player's race prefix (ChrRaces +0x18) and sex letter (0x00838AB4);
- AttachItemModelFile's (0x004798C0) steps: create the model in the
  pane's scene, load the skin with the item-model status (0x00B424F0)
  and filter 3, bind it as texture type 2 (0x00710EC0), and attach the
  item visuals (0x00479700);
- AttachDisplayModel's install: SetModelInstance (vtable +0x90), the
  pane's done callback (0x005062A0 through 0x00711BB0), Stand, and the
  release of the creation reference.

The display's own ItemVisuals row wins over itemVisualID, the rule
GetItemDescVisual (0x0062EC70) applies to enchants. The visual's child
models get the frame's light and fog callback, now a shared
LightChildren helper, so they are not drawn black. An uncached item is
queued through Item::Data::WarmCache, and each visible pane that still
shows it is built again when the item loads.
2026-11-04 14:21:58 -06:00
Brues 43a989dd56 feat(model): add PlayerModel:FreezeAnimation
FreezeAnimation(animation, variation, frame) holds the model in one
pose of an animation until the pane loads a new model, as SetAnimation
does. frame is the time into the animation in milliseconds, the unit
of M2 sequence times.

The engine's sequence time is start + (ftol(elapsed * speed) + offset)
mod length. So the pane's arm plays the animation through
PlayAnimation (0x007121A0) at speed 0 and writes frame to bone 0's
slot offset (+0xB8, bone states 0x118 bytes each at [model+0x90]).
Speed 0 also puts the end stamp on the start stamp. Update
(0x00719370) would then queue the done callback on the next frame, and
the pane's done callback (0x005062A0) would arm Stand. The arm
therefore sets the slot's done latch (+0xC0), the flag Update itself
sets once it has reported done. A held animation never ends.

SetAnimation and FreezeAnimation now also mark the pane for one re-arm.
A call with the animation that already plays then still starts or ends
a freeze, where the per-paint compare alone would skip it.
2026-11-04 13:52:02 -06:00
Brues 0caddb8fe6 feat(model): add PlayerModel animation, keep-on-hide and unit methods
Adds SetAnimation, SetDoBlend/GetDoBlend, HasAnimation,
SetKeepModelOnHide/GetKeepModelOnHide, CanSetUnit and GetDisplayInfo
to PlayerModel (and so to DressUpModel and TabardModel). SetUnit now
returns whether the unit exists, and SetCreature takes an optional
display ID.

Animation. A 1.12.1 pane rests on Stand: its per-paint UpdateModel
(0x00505C50) arms Stand (PlayAnimation 0x007121A0 with id 0) whenever
key bone -1 plays anything else and no turn is pending. A deadline of 0
counts as passed, so any other animation lasted one frame. SetAnimation
gives the pane a resting animation and variation of its own. With one
set, UpdateModel is hooked to arm that animation in Stand's place, using
the pane's blend setting. Every other pane runs the stock function. The
pane's done callback (0x005062A0) arms Stand when the animation ends,
so the next paint starts it again and it loops. CSimpleModelFFX's
SetModelInstance (0x0076CD30), which every pane model build and hide
goes through, clears it, so a new model rests on Stand again.
SetRotation turns without the shuffle while a resting animation other
than Stand is set. HasAnimation is PlayAnimation's own test on the raw
id: the lookup at shared data +0x24 must give an index below the
sequence count at +0x1C. It is false until the model has loaded.

Keep on hide. The pane's Hide (0x00505CE0) drops its model through
slot 36, and its Show (0x00505D00) builds a new one from the unit or
display record. With keep on, Hide runs only the base hide (0x0076AD50)
and Show runs only the base show (0x0076AE10) while the pane still
holds its model. The model then comes back with its try-ons and
animation. The SetUnit helper (0x00505B50, behind SetUnit, RefreshUnit
and Dress) and SetDisplay (0x00505CB0) only store the new subject while
the pane is hidden, so they drop a kept model first. The next Show then
builds the new one. Off is the default and matches the stock client.

Units and displays. SetUnit runs the engine's method (0x00505D70,
which Turtle patches) unchanged. It then reports whether the GUID it
stored resolves to a unit (type mask 8), the same test the helper uses
before it builds. CanSetUnit is that resolve without the set.
GetDisplayInfo reads the display record's ID, or the unit's
UNIT_FIELD_DISPLAYID (+0x1F4, field 0x7D). SetCreature with a display
ID shows that display through the SetDisplayInfo record.
2026-11-04 13:11:45 -06:00
Brues 8e603a7a0b fix(player): make IsLoggedIn false until PLAYER_LOGIN fires
IsLoggedIn returned whether the player GUID was set. That GUID falls
back to the char-select GUID before the world loads, and on a /reload
the live GUID is already set while the addons load. So IsLoggedIn was
true while every addon's files ran, and EventUtil.ContinueOnPlayerLogin
ran its callback at once instead of waiting for PLAYER_LOGIN. An addon
that hooked another addon this way hooked it before that addon had set
itself up.

1.12.1 fires PLAYER_LOGIN from one place: the enter cascade
(0x004908C0) calls FUN_FIRE_EVENT_NO_ARGS with 0x10E at 0x00490959,
once per interface initializer run (login and reload). Its arm byte
0x00B4E260 cannot answer the question directly: the initializer sets
it after the addons load (0x0049011D) and the cascade clears it after
the fire (0x0049095E). That call is now redirected to set a flag just
before the event goes out, and the FrameScript_Initialize cleanup,
which runs before every /reload and /logout, clears it.

IsLoggedIn is now false on glue and during addon load, and true from
the PLAYER_LOGIN handlers on, through world transfers.
UnitGUID("player") keeps its char-select fallback.
2026-11-04 13:02:26 -06:00
Brues 4726fd7c85 feat(model): add DressUpModel try-on hand, enchant glow, sheathing and auto-dress
TryOn now takes retail's (item [, handSlotName, spellEnchantID]) and
returns an Enum.ItemTryOnReason. The pane gains IsGeoReady, SetSheathed /
GetSheathed and SetAutoDress / GetAutoDress.

Hand: TryOnItem (0x00504540) picks a lane at one site, 0x0050492D
(mov edx,[edi+0x2C]; cmp edx,0x0D). A 6-byte call there jumps a named hand
to the worker's own main-hand (0x0050495F) or off-hand (0x005049B1) path,
so its CanHoldBoth (0x00504BC0) eviction, lane store and attach all still
run; with no hand it replays the two instructions and the jnz reads their
flags. The name is matched like GetInventorySlotInfo matches it: SStrCmpI
over the PaperDollItemFrame rows, slot 16 or 17.

Enchant glow: the player's AttachEnchantVisual step (0x005EED50) on the
attachment AttachItemModel (0x0047A0C0) returns: FindChild (0x00712F00),
then AttachItemVisuals (0x00479700) with SpellItemEnchantment +0x58,
skipped when the display's own ItemVisuals row exists (GetItemDescVisual's
rule, 0x0062EC70). The enchant is the argument, else the link's enchant
field, which Item::Arg now parses.

Sheathing re-runs the unit's AttachHandItem step on the pane's lanes with
the sheathed flag. The lanes keep no display row, so the pane records one:
the unit's vtable +0x9C row when SetModelInstance (slot 0x00808438) clones
it, then whatever the worker's attach (0x00504AE6) installs; its two
evictions (0x00504A0C, 0x00504A55) drop theirs. Each lane keeps its glow
too, a player's read through GetVisibleItem + GetItemDescVisual, so a
re-hung weapon keeps it. Auto-dress off runs ClearModel (0x00504490) after
SetModelInstance unless Dress() is the one rebuilding.

TryOn's result reads the gates the worker passes: an uncached record is
DataPending, a held type installs, armor needs the component and the
ready byte (+0x40C).

DressUpItemLink now passes the whole link to DressUpItem, so a
Control-click shows the link's enchant, and skips a cached item that
IsDressableItem rejects. DressUpItem stays, since Blizzard_AuctionUI and
Turtle both replace it.
2026-11-04 10:16:07 -06:00
Brues 3e0c40184b feat(cursor): add expanded cursors for NPCs and the fishing bobber
Adds the expandedCursors cvar (default 0; AddOn Options > ClassicAPI >
Interface > Cursor). At 1 the hover cursor shows what an NPC offers: an
anvil for a repairer, a hearthstone for an innkeeper, a horseshoe for a
stable master, and a quest giver's ! or ? (a blue ? for a repeatable
reward). The player's fishing bobber shows a fish hook in place of the
Interact gear. Each has a gray form beyond reach or when not usable.

NPCs: ClassifyHoveredUnit (0x00482200) reaches its NPC flag chain at
0x00482336 for a unit the player can interact with, the unit in ESI and
the beyond-reach flag in EBX. The chain's `mov ecx, [esi+0x110]` becomes
a call to a thunk. At 0 it replays the instruction and the stock chain
runs. At 1 it picks from the quest giver status first (CGUnit_C +0xCB8,
read by the meaning of the client's status-to-marker table at
0x0080C454), then the NPC flags in service order: repair, innkeeper,
flight master, trainer, spirit healer, banker, registrar/tabard/
battlemaster, auctioneer, stable master, vendor, then gossip or a quest
giver IsQuestGiverToTalk (0x005DF490) accepts. It leaves through the
chain's own epilogue (0x00482356).

Bobber: the fishing node handler's cursor slot (vtable 0x0080BC80, slot
4; GetCursor 0x005F8760 is its one reader) points at a wrapper that runs
BaseHandlerGetCursor (0x005F3070) and maps Interact/UnableInteract to
the hook. The engine still decides whether the bobber is interactable
and usable.

Showing a mode past 41: SetCursorMode indexes a 42-slot image table, so
its existing hook now sends the new modes to Cursor::Extended::Show. It
calls SetCustomCursor (0x00523C40) with the mode's path, so a real file
wins, and otherwise does what that function does after its load: copy
the 32x32 image into slot 41 (0x00C0BD80), store mode 41, send it
(SendCursorImage 0x00523790) and keep the name. The hook also records
the new modes while Hover::Mode computes, so the soft-interact pick, its
icon and SetUnitCursorTexture follow; a quest cursor has no icon image.

Images: the 14 BLPs ship inside the DLL (src/embed/Textures, a new
TEXTURES_ROOT pack). Texture::Builtin decodes each once with the
engine's BLP reader from memory: BlpParse (0x005A83B0) is BlpOpen
without the file read, and BlpReset never frees the file buffer. The
reader moves to Texture::BlpReader, shared with the map overlays.
Texture loads of the same paths, such as the option label's inline
icons, get the same images.

The reader refuses a DXT5 file. BlpDecodeLevel (0x005A7F00) converts a
DXT level through the matrix InitConvertMatrix (0x005A4FC0) fills, and
that matrix has DXT1 and DXT3 converters to BGRA8888 but none for DXT5:
BlpDecodeLevel would return 1 with its SMemAlloc buffer unwritten. No
shipped cursor is DXT5; the check keeps a later embedded DXT5 file, or a
DXT5 map overlay, from being read as heap memory.

Game paths now compare through one rule, Common::SamePath (any case,
either slash), and the embedded manifests through Embed::FindFile. The
embedded addons, the bindings splice and sound muting each had their own
copy of the rule; they and Texture::Builtin now share it.

The option's header, label and tooltip are translated for every client
locale, in Blizzard's own terms for each (NSC, PNJ, 物体, 物件, ...).

Release Win32 build is clean. In game, only the soft-interact quest
icon was checked so far.
2026-11-04 02:36:18 -06:00
MrbcatandBrues b3e8d92b03 feat(localization): translate the addon options panel into zhCN (#126)
* feat(localization): translate the addon options panel into zhCN

A Chinese client kept the English strings for ClassicAPI's own options:
the AddOn Options window title and its game-menu button, every page
name, header, control label and tooltip, and the AoE Loot binding name,
which zhCN only had as a commented-out line. The generic strings enUS
gained with those pages were missing from zhCN too: FOCUS_TOKEN_NOT_FOUND,
LUA_ERROR, RELOADUI, PLAYER_LIST_DELIMITER, SYMBOLIC_NEGATIVE_NUMBER,
SYMBOLIC_POSITIVE_NUMBER and the money texture formats.

The locale files load enUS first and the file that matches GetLocale()
overrides it, so English clients are unchanged and only zhCN is filled
in. Terminology follows the client's own: 插件, 界面, 姓名板, 动作条 and
动作瞄准 for action targeting.

The Release Win32 build embeds the new zhCN.lua in the !!!ClassicAPI
pack (the packed strings were checked). Not tested in-game.

* fix(localization): use Blizzard's zhCN terms in the options panel

The backpack options said 背包, which zhCN uses for bags in general,
so "ignore backpack" read as "ignore bags" and its tooltip contradicted
itself. Use 行囊 for bag 0, as BACKPACK_TOOLTIP and
BINDING_NAME_TOGGLEBACKPACK do. Junk is 垃圾 (BAG_FILTER_JUNK), and
helpful spells are 有益法术, as in the self-cast option tooltips.

Drop the coin-texture and signed-number format strings: they were
byte-for-byte copies of enUS.lua, which always loads first.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-11-03 21:29:40 -06:00
Brues 0a3f8324ea fix(frame): stop a re-anchor during layout from freeing the point being read
Crash #132 at 0x00768323 (FUN_REGION_GET_RECT reading [5+0x3C]): Show lays
a frame out before its children leave their layout deferral, so its
OnSizeChanged ran; the ScrollBox handler read a region's size, and laying
that region out reached an anchor point on a still-deferred child. The
point getter (0x007A2F90 / 0x007A3070) ends the relative's deferral with
FUN_REGION_LAYOUT_REALIZE(0), which ran the child's OnSizeChanged; that
script re-anchored the region, freeing the point, and the getter then read
the point again (0x007A2FC5) from freed heap.

The getters now end the deferral themselves with the point marked busy.
The point's deleting destructor (0x00767D80, the only free path) flags a
busy point; a flagged getter returns the layout's undefined value without
touching the point, and the point walk (0x007671A0 / 0x007671F0) is run
again with the current anchors, up to ten times. Otherwise the engine's
own getter reads the value, with the deferred bit hidden so a script that
hid the relative again cannot start a second resolve.

No hooks: the three getters/destructor are patched in the relative-point
vtable (0x0081C44C, their only reference), and the six edge resolvers'
calls to the walks are redirected. Adds Common::RedirectSlot for the
vtable entries.
2026-11-03 20:47:46 -06:00
6f3a8ffc1d feat(texture): add static creature portraits by display ID (#123)
* feat(texture): add static creature portraits by display ID

* docs(api): document static creature portrait functions

* Update API.md

* refactor(model): bake display-ID portraits on the engine's own path

SetPortraitTextureFromCreatureDisplayID now replays 1.12.1's unit
portrait bake, BakePortrait (0x00524F60), call for call on a display
model of its own, instead of driving a hidden PlayerModel through Lua.

The display model is built the way AttachDisplayModel (0x00505A70)
builds one, without a frame: M2CreateScene (0x00706E10), then
CreateModelFromPath (0x00707350) on the CreatureModelData path, then
ApplyCreatureDisplay (0x004797B0). A character display is dressed
through the engine compositor with the same code that dresses
PlayerModel:SetDisplayInfo, now shared as Model::DisplayInfo::
CreateDresser / PumpDresser / DestroyDresser.

The bake's own gate, IsReady(model, 0, 1) (0x00710450), only passes for
a model that something has drawn: a BLP texture gets its device texture
only when GetTextureDeviceObject (0x0044ACF0) is asked with wait set.
The shared M2 still loads on its own, so the gate here is
IsLoaded(model, 0, 1) (0x007103D0) plus the dress, and the bake's
IsReady(copy, 1, 1) makes the device textures, as it does for the copy
of a unit's model.

The bake itself is the engine's sequence: copy into a fresh scene,
DetachAllItemModels, camera 0, PlayAnimation, save projection, view,
viewport and fog (GxMasterEnable 0x0058A210 / 0x0058A1E0), the 64x64
DDC box in the bake's own float order, CameraSetDeviceTransforms, clear
colour 0, ClearDevice(3), PortraitLighting, both scene passes, read back
through 0x00589CF0, clear, cut the alpha mask in (0x005258A0), restore.
It runs at the head of the UI render callback, the same point as an
OnUpdate script that calls SetPortraitTexture, behind the bake's device
gate (0x0058A260 window active, 0x0058A280 device alive).

Each display ID owns one callback texture (TextureCreateWithCallback,
which makes its device texture at creation). It is bound with SetImage
(0x00770300) at call time and filled in place with GxTexMarkRectDirty
(0x0058ACD0), the bake's own path for re-baking a cached portrait. A
region the caller re-points before the bake finishes keeps what it was
given, so no region is tracked: the request map, the region-destruction
subscription and ClassicAPI_CancelPortraitTextureRequest are gone. The
function returns nothing, as retail's does.

Portraits are kept until logout, the lifetime of the engine's display-ID
portrait cache (cleared in ShutdownGame). A display with no portrait
camera is done once and stays transparent.

Offsets.h: the portrait block is renamed to engine names with calling
conventions and sources; the duplicates of FUN_M2SCENE_ANIMATE,
FUN_M2MODEL_SET_ANIMATED and GetCameraById are removed, as are the
made-up draw-flag and scene-count fields and the raw device-vtable
slots. Model::Camera::CameraById is exposed instead of being copied.

---------

Co-authored-by: z1xel <ramirezthiago@71gmail.com>
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-11-03 20:00:22 -06:00
Brues 3862408e1a docs(readme): list the new base-library functions
The Lua row gains debuglocals, debugstack's coroutine argument,
difftime, gmatch, math.cosh/sinh/tanh, newproxy, scrub, string.byte and
strbyte ranges, string.format's two-digit %n$, %0 in string.gsub and
table.removemulti. The Lua errors section says the window shows each
error's local variables.
2026-11-03 15:36:32 -06:00
Brues 12a81f7f89 feat(baselib): debugstack takes a coroutine
debugstack([thread,] [start [, count1 [, count2]]]) returns the stack
of a coroutine when one is passed first, with start defaulting to 0
(the coroutine's innermost level), as 4.3.4's Script_debugstack does.

1.12.1's debugstack (0x703760) has no thread argument. A thread fails
its lua_isnumber and lua_isstring checks, so it returns the thread
itself, and msg .. debugstack(co) raises "attempt to concatenate a
thread value" in the coroutine error paths of WeakAuras, Questie's
ThreadLib, MRT and Zygor.

The engine function still builds the text, so its line format and its
12/10-level head and tail windows are unchanged, which keeps addons
that parse debugstack() for their folder working. It reads levels
through six calls on the state it runs on: lua_getstack (0x6FBAA0) at
0x70383F, 0x70386E, 0x703896, 0x7038AD and 0x703998, and
lua_getinfo (0x6FBC70) at 0x7038CD. Those calls are redirected to
read from the state the new global names for the call: the thread, or
the calling state. The engine function has no callers of its own, so
the global is its only way in and sets that state for every call; an
error part way cannot leave a thread behind for the next call.

The global removes the thread argument, inserts 0 as start when none
is given, and calls the engine function directly in its own frame, so
levels without a thread count exactly as before.
2026-11-03 15:33:30 -06:00
Brues 05fa5845b7 feat(baselib): debuglocals, and the error window shows locals
debuglocals([level [, skipFunctionsAndUserdata]]) returns the locals and
then the upvalues of a call level as text, one name=value line each.

It runs only while an error handler runs, as in 4.3.4. 1.12.1's error
function sets no flag for that, but while a handler runs that function
(FUN_FRAMESCRIPT_CALL_ERROR_HANDLER) is a C closure level on the stack;
ErrorCallstack's search for it moves into a header so both modules use
it. level counts as lua_getstack and debugstack do.

Each local comes from lua_getlocal (0x6FBB20, fastcall L/ar + n), then
each upvalue of the level's function (lua_getinfo "f") from
lua_getupvalue (0x6F4660, fastcall L/funcindex + n). Values are
formatted as 4.3.4's FrameScript_PackVariable does, with retail's
spacing (probed: n=7, s="hi", t=<table>{ / k=1 / }): a frame table shows
its name, read from t[0] as FrameScript_GetObject does; a table's fields
show one space in at the top level only; a function shows where it is
defined (lua_getinfo ">nS"). The text stops at 4095 bytes. The second
argument, which retail's error handler passes as true, leaves out
function and userdata values.

Where 4.3.4 would fail inside the handler, this does not: a number key
outside int range is formatted from a copy, not converted in place
(which breaks lua_next), and a key that is not a number or string prints
as its type.

Retail also lists (*temporary) lines, 5.1's names for a level's stack
slots past its locals, including a C level's arguments. 1.12.1's
lua_getlocal is 5.0's and names declared locals only; those slots are
compiler registers that 5.0 and 5.1 allocate differently, so they are
not imitated.

The error window takes the locals as retail's GetErrorData does,
debuglocals(level, true) at the stack's level, and shows them under
Locals ("<none>" when there are none).

LuaCAPI.md had lua_pushupvalues, lua_getupvalue and aux_upvalue one row
off; corrected.
2026-11-03 15:04:55 -06:00
Brues 6ed0edc947 feat(baselib): gmatch, table.removemulti, math hyperbolics, difftime, newproxy, scrub
The base-library names that 1.12.1's Lua 5.0 and its compat.lua do not
have:

- gmatch: the global alias of string.gmatch (5.0's str_gfind,
  0x7FCFA0), set by value like strmatch and strrev.
- table.removemulti(t [, pos [, count]]): removes count elements from
  pos, shifts the rest down with lua_rawgeti/lua_rawseti and returns the
  removed elements. 5.0 keeps the length apart from the keys, so like
  the engine's table.remove (0x7FB770) it records the new length with
  luaL_setn (0x6F4EA0).
- math.cosh, math.sinh, math.tanh: luaL_checknumber (0x6F4C80) and the
  C function.
- difftime(t2 [, t1]): C difftime over the two times, next to the
  engine's date and time globals.
- newproxy([false | true | proxy]): an empty userdata from
  lua_newuserdata. The closure's upvalue is a weak table (its own
  metatable, __mode "kv") that marks the metatables newproxy(true)
  makes, so only those can be shared.
- scrub(...): replaces each argument that is not a boolean, number or
  string with nil, in place with lua_replace (0x6F32B0).

All are registered on both Lua states.

Game::Lua gains RawSetI (lua_rawseti, 0x6F3F60), Replace, CheckLString
(luaL_checklstring, 0x6F4BE0), CheckNumber and OptNumber (luaL_optnumber,
0x6F4CD0); string.byte now uses them instead of local typedefs.

issecure, issecurevariable and forceinsecure are left out. 1.12.1 has
no taint, so they could only return constants, and a constant
"secure" from issecurevariable makes AceHook-3.0 refuse every plain
hook.
2026-11-03 14:23:25 -06:00
Brues 1645e6b43c feat(baselib): string.byte returns a range of byte codes
1.12.1's str_byte (0x7FC210) is Lua 5.0's: it reads only the start
position and pushes one code, so string.byte(s, 1, -1) silently returns
the first byte alone.

string.byte and the strbyte global now take (s [, i [, j]]) and push the
codes of bytes i..j, with j defaulting to i. Negative positions count
from the end and the range is clamped to the string. The arguments are
read with the engine's luaL_checklstring (0x6F4BE0) and luaL_optnumber
(0x6F4CD0), and positions truncate toward zero as the engine's str_byte
and str_sub do, so a call without j returns exactly what it did before.

Each code takes a stack slot, reserved with lua_checkstack (0x6F2F30).
The engine refuses more than 2048 slots, so a range longer than about
2000 bytes raises "stack overflow (string slice too long)".

compat.lua set strbyte from the old string.byte when the state opened,
so strbyte is re-aliased to the new table entry.
2026-11-03 14:00:10 -06:00
Brues efcdc54a50 feat(baselib): string.gsub takes 5.1 string and table replacements
1.12.1's str_gsub (0x7FD0E0) is Lua 5.0's. Its replacement argument
differs from 5.1 in four ways: a table is rejected ("string or function
expected"); in a replacement string, %0, and %1 when the pattern has no
captures, raise "invalid capture index" (add_s checks every %n with
check_capture, 0x7FCE20); a function that returns nil or false deletes
the match instead of keeping it; and one that returns a table deletes
it too instead of raising an error.

The first two only ever raised errors, so the 5.1 behavior cannot break
an existing addon. The function rules can: SuperAPI's
CombatText_AddMessage returns nil to delete the player's own " [0x...]"
GUID from heal text. So function replacements keep 1.12.1's behavior,
and only string and table replacements change. A scan of every gsub
call in the installed addons and the stock FrameXML found no other code
that depends on the old string or function results.

str_gsub's match loop, anchor, count and buffer stay the engine's. Two
parts are replaced:

- The 60-byte replacement-type gate at 0x7FD15E (lua_gettop / isstring /
  lua_type == function, then luaL_argerror) becomes a call to a
  __fastcall check with ECX = L that accepts a number, string, function
  or table and raises "string/function/table expected" otherwise.
- The one call to add_s (0x7FD203 -> 0x7FD2A0, __fastcall ms/b + s/e on
  the stack, ret 8) goes to a function with the same signature. A
  function replacement calls the engine's add_s unchanged. A string or
  number gets 5.1's add_s, and a table gets 5.1's lookup: the first
  capture or whole match as the key, a nil or false value keeps the
  match, and any other non-string value raises "invalid replacement
  value". Both use the engine's push_onecapture (0x7FCF40, plus 5.1's
  whole-match case for index 0 with no captures), luaL_addlstring
  (0x6F51F0) and luaL_addvalue (0x6F5270).

Both patches check the original bytes or call target and are skipped
when they differ.

The table-replacement shim in StringLib is removed. It wrapped the
pattern in an outer capture so a closure could return the whole match,
and deleted the match for a missing key when the pattern had a
back-reference. string.gsub and gsub are the engine's function again.
2026-11-03 14:00:04 -06:00
Brues 6a24271cd1 feat(baselib): two-digit %n$ argument numbers in string.format
1.12.1's str_format (0x7FD3D0) only reads a one-digit argument number:
isdigit(p[0]) && p[1] == '$'. In "%10$s" the "10" is read as a width and
the '$' as the conversion, which raises "invalid option in `format'".
Combat log strings such as ACTION_SPELL_PERIODIC_LEECH_RESULT,
"(%10$s %8$s Gained)", cannot be formatted.

Replace the engine's 18-byte one-digit branch at 0x7FD4AC with a call to
a naked thunk that sets the argument number ([ebp-8]) and the flags scan
start (EBX) for both "n$" and "nn$". EAX/ECX/EDX are dead at the site.
The engine still tests the first digit with its own isdigit, increments
the argument after the site, and does every conversion, so string.format,
format and the C callers of str_format all get the change. The patch
checks the original bytes and is skipped when they differ.
2026-11-03 13:07:32 -06:00
MrBCatandBrues a7ce7555f0 fix(softinteract): anyinteract yields when the target is out of reach (#121)
* fix(softinteract): anyinteract yields when the target is out of reach

GetAny treated Reach::Out — the cursor's Unable form — as a usable
target, so with a target too far away the Interact Key pressed the inert
target instead of the nearest object it could interact with.

Prefer the target only while the cursor says it can be used now
(Reach::Now), and fall back to softinteract otherwise. A target behind
the camera still wins while it is in reach: the cursor verdict does not
look at facing.

* docs(api): anyinteract needs the target to be in reach now

The token section said a target that is too far away still counts, which
the implementation no longer does.

* fix(softinteract): anyinteract keeps an out-of-reach target when nothing is picked

Retail 12.1.5, targeting an NPC that is out of reach: facing away from
everything (softinteract nil), anyinteract is the target; facing a nearer
NPC, it is that NPC. The previous change returned 0 in the first case,
so the Interact Key lost the engine's own out-of-reach handling on the
target (the "need to be closer" error, or the click-to-move walk).

GetAny now reads the target's cursor verdict once: in reach wins, then
softinteract, then the target while it is interactable but out of reach.

* feat(interact): honor looseTargeting in C_PlayerInteractionManager.InteractUnit

On retail the Interact Key on a nearer NPC opens its dialog while a
farther unit stays targeted; with no target it targets the NPC. The key
calls InteractUnit("anyinteract") with looseTargeting at its default,
true, which ClassicAPI ignored, so the right-click's select replaced the
target.

FUN_ON_SPRITE_RIGHT_CLICK (0x00492820) is the active-player gate, the
select (FUN_SET_SELECTION_BY_GUID, 0x00493540), then the object's
right-click virtual (vtable +0x60, call at 0x00492881) with
FUN_GAMEUI_IS_KEY_DOWN(0). The select stores only units, so only a unit
other than the current target would move it. With looseTargeting and a
target, that one case runs the gate and the virtual without the select;
every other case still calls the engine function, which nampower also
detours for its right-click guards. The global InteractUnit keeps
targeting.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-11-03 12:39:54 -06:00
Brues 04790cb6c1 feat(options): name the page scroll bars for skins
Each options page's MinimalScrollBar is now ClassicAPIOptionsScrollBarN,
numbered like the ClassicAPIOptionsControlN controls, so a skin can find
the scroll bars the same way it finds the controls.
2026-11-03 00:54:42 -06:00
Brues e7ecae56da feat(options): key binding rows for ClassicAPI's bindings
The Interact Key page gets rows for Interact With Target and Interact
With Mouseover, and Bags and Items gets AoE Loot under a Loot header.
A row is retail's settings-page binding row: the binding's name, then a
button for each of its two keys. Left click a button and press a key,
mouse button 3-5 or the wheel to bind it; Escape cancels; right click
unbinds that key. The tooltip on a bound key and the page's output line
use retail's strings, added to every locale with Blizzard's translations.

The binding is 1.12's Key Bindings window's (Blizzard_BindingUI): the
same ALT-CTRL-SHIFT chord order, the same skipped modifier keys, the same
KEY_UNBOUND_ERROR check for an action that loses its last key, and the
same put-back when SetBinding refuses a key. A change saves at once with
SaveBindings(GetCurrentBindingSet()), so it lands in the account or
character set in use, as every other control on these pages writes at
once.

While a button listens, a full-screen button on FULLSCREEN_DIALOG takes
keys, clicks and the wheel, as retail's KeybindListener and its input
blocker do. A left or right click on it cancels, and so does hiding the
page.
2026-11-03 00:54:35 -06:00
Brues 65c6b0b271 feat(action): spell search, slot item and #showtooltip action queries
C_ActionBar.FindSpellActionButtons, HasSpellActionButtons and
IsOnBarOrSpecialBar find a spell on the bars. A slot matches on the
spell ID stored in VAR_ACTION_TABLE under the spell tag, the same test
4.3.4's PutActionInSlot makes, so a macro or item that casts the spell
does not count and a rank matches only itself. A name resolves through
the engine's spellbook resolver. IsOnBarOrSpecialBar also reads the
shapeshift bar's spell array (pointer at 0x00B71108, count at
0x00B71104, as Script_GetShapeshiftFormInfo 0x004B45C0 reads them) and
the pet bar's spell entries (types 1-5, spell ID in the low 16 bits, as
Script_GetPetActionInfo 0x004BDC50 reads them, gated on the pet GUID).
Enum.ActionBarSet is registered; all 120 slots are its Mkb set.

IsStackableAction (global, 1/nil) and C_ActionBar.IsStackableAction
(bool) answer 4.3.4's IsStackableAucItem: the slot's item has a max stack
above 1. C_ActionBar.GetItemActionOnEquipSpellID returns the item's
first spell with trigger 1 (on equip). The item is the item-by-ID
action's, or the one a macro's #showtooltip / #show resolved to, as
4.3.4's CGActionBar::GetItem returns it. Both peek the item cache and
never query it.

C_ActionBar.IsMacroActionWithShowTooltip parses the macro's body with
the parse Macro::ShowTooltip hands the tooltip over on, so it answers
while that module yields or a publisher owns the macro.
2026-11-03 00:37:16 -06:00
Brues 5f94fb98bd feat(action): C_ActionBar.GetSpell
C_ActionBar.GetSpell(actionID) returns the spell an action-bar slot
casts, or 0. It is the engine's own slot resolver (0x004E5A50), which
the cooldown, usable and range readers already go through: a spell
action is its spell, a macro is its cached primary spell (+0x564, the
one #showtooltip sets), and an item-by-ID action is the first on-use
spell in its item cache record. An empty slot, a slot outside 1..120,
an equipment set or a macro whose macro is gone gives 0. The spellbook
flag the resolver also hands back is not part of the answer.
2026-11-03 00:16:02 -06:00
Brues 426f6b6ec9 fix(container): free slots count the bank and use the engine's counter
GetContainerNumFreeSlots and GetContainerFreeSlots now take the main bank
(-1) and the bank bags (5..10) while a banker is open. The main bank is
gated on the banker GUID (0x00BDD038); bank bags get the gate from the
engine's container-GUID getter (0x004F93E0), which answers 0 for them
while the bank is closed.

A bag's empty slots are counted by the engine's own CountFreeSlots
(0x00622910, __thiscall on the bag's inventory list), and its slot count
comes from that live list instead of the item record. The backpack and
main bank are ranges of the player's list, walked slot by slot. Nothing
walks PackBagSlot per slot any more, so the Lua stack is left alone.

A container that is not there (keyring, empty bag slot, closed bank) now
returns only 0, leaving bagFamily nil.

The bag view SortBags kept for itself moves to Container::Bag so both
modules share it, and Item::Location::EquippedBagInventory becomes
BagInventory (1..10) beside a new BagContainer.

C_Item.GetItemData's bagFamily now goes through BitmaskForRecord, so a
bag whose family field is empty reports the same family there as it does
from GetItemFamily (a Soul Pouch was 0 there, 0x4 here).
2026-11-02 21:03:01 -06:00
115 changed files with 7182 additions and 1074 deletions
+1
View File
@@ -10,3 +10,4 @@
*.png binary
*.jpg binary
*.ico binary
*.blp binary
+9 -7
View File
@@ -76,13 +76,14 @@ endif()
add_library(${PROJECT_NAME} SHARED
${SOURCES} ${HEADERS} ${TINYCBOR_SOURCES})
# Embed the addons under `src/embed/AddOns/` and `src/bindings/Bindings.xml` as RCDATA
# resources. The file-read hook in `src/addons/Embedded.cpp` serves the
# addon files when the engine asks for paths under
# `Interface\AddOns\<addon>\`, so the addons load even when the user
# doesn't have them on disk. `src/bindings/Inject.cpp` splices the bindings
# XML (our TARGETING-group additions) into the engine's
# `Interface\FrameXML\Bindings.xml` at load time.
# Embed the addons under `src/embed/AddOns/`, `src/bindings/Bindings.xml` and
# the textures under `src/embed/Textures/` as RCDATA resources. The file-read
# hook in `src/addons/Embedded.cpp` serves the addon files when the engine
# asks for paths under `Interface\AddOns\<addon>\`, so the addons load even
# when the user doesn't have them on disk. `src/bindings/Inject.cpp` splices
# the bindings XML (our TARGETING-group additions) into the engine's
# `Interface\FrameXML\Bindings.xml` at load time. `src/texture/Builtin.cpp`
# serves each texture at its game path when no file has it.
include(cmake/embed_resources.cmake)
embed_resources(
TARGET ${PROJECT_NAME}
@@ -90,6 +91,7 @@ embed_resources(
ADDONS "!!!ClassicAPI" "ClassicAPI_DebugTools" "ClassicAPI_EventTrace"
ADDON_VERSION "${CLASSICAPI_TOC_VERSION}"
BINDINGS_XML "${CMAKE_CURRENT_SOURCE_DIR}/src/bindings/Bindings.xml"
TEXTURES_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/src/embed/Textures"
OUT_DIR "${CMAKE_BINARY_DIR}/generated")
target_compile_definitions(
+14 -13
View File
@@ -51,7 +51,7 @@ In the Frame rows, a name that starts with `:` is a method of the widget that th
| Namespace | Calls |
|-----------|-------|
| [Action](docs/API.md#action) | `GetActionInfo`, `IsItemAction`, `HasBonusActionBar`, `C_ActionBar.EnableActionRangeCheck` |
| [Action](docs/API.md#action) | `GetActionInfo`, `IsItemAction`, `IsStackableAction`, `HasBonusActionBar`, `C_ActionBar.EnableActionRangeCheck`, `C_ActionBar.GetSpell`, `C_ActionBar.GetItemActionOnEquipSpellID`, `C_ActionBar.IsStackableAction`, `C_ActionBar.IsMacroActionWithShowTooltip`, `C_ActionBar.FindSpellActionButtons`, `C_ActionBar.HasSpellActionButtons`, `C_ActionBar.IsOnBarOrSpecialBar` |
| [AddOns](docs/API.md#addons) | `C_AddOns.DoesAddOnExist`, `C_AddOns.GetAddOnInterfaceVersion`, `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` |
| [Animation](docs/API.md#animation) | `region:CreateAnimationGroup`, `region:GetAnimationGroups`, `region:StopAnimating`, `SetMaxAnimFramerate`, `GetMaxAnimFramerate`, `AnimationGroup` and `Animation` / `Alpha` / `Translation` / `Scale` / `Rotation` / `Path` / `ControlPoint` methods |
@@ -106,13 +106,13 @@ In the Frame rows, a name that starts with `:` is a method of the widget that th
| [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`, `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`, `GetCallstackHeight`, `GetErrorCallstackHeight`, `math.fmod`, `math.huge`, `math.modf`, `Mixin`, `select`, `SetErrorCallstackHeight`, `strcmputf8i`, `strconcat`, `string.concat`, `string.gmatch`, `string.gsub` (table replacement), `string.join`, `string.match`, `string.reverse`, `string.split`, `string.trim`, `strjoin`, `strlenutf8`, `strmatch`, `strreplace`, `strrev`, `strsplit`, `strsplittable`, `strtrim`, `table.count`, `table.maxn`, `table.wipe`, `unpack` (range args), `wipe`, `xpcall` (argument forwarding) |
| [Lua](docs/API.md#lua) | `collectgarbage` (5.1 options), `coroutine.create`, `coroutine.resume`, `coroutine.running`, `coroutine.status`, `coroutine.wrap`, `coroutine.yield`, `CreateFromMixins`, `debuglocals`, `debugstack` (coroutine argument), `difftime`, `GetCallstackHeight`, `GetErrorCallstackHeight`, `gmatch`, `math.cosh`, `math.fmod`, `math.huge`, `math.modf`, `math.sinh`, `math.tanh`, `Mixin`, `newproxy`, `scrub`, `select`, `SetErrorCallstackHeight`, `strbyte` (range args), `strcmputf8i`, `strconcat`, `string.byte` (range args), `string.concat`, `string.format` (two-digit `%n$`), `string.gmatch`, `string.gsub` (table replacement, `%0`), `string.join`, `string.match`, `string.reverse`, `string.split`, `string.trim`, `strjoin`, `strlenutf8`, `strmatch`, `strreplace`, `strrev`, `strsplit`, `strsplittable`, `strtrim`, `table.count`, `table.maxn`, `table.removemulti`, `table.wipe`, `unpack` (range args), `wipe`, `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`, `GetMacroBody`, `GetMacroIcons`, `GetMacroItem`, `GetMacroItemIcons`, `GetMacroSpell`, `GetRunningMacro`, `GetRunningMacroButton`, `RunMacroText`, `SetMacroItem`, `SetMacroSpell`, `StopMacro` |
| [Mail](docs/API.md#mail) | `GetInboxItemLink`, `GetSendMailItemLink` |
| [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.GetExploredAreaIDsAtPosition`, `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`, `GetBuybackItemLink` |
| [Model](docs/API.md#model) | `DressUpModel:TryOn` (links, recipes, names), `DressUpModel:UndressSlot`, `Model:SetGlow`, `PlayerModel:RefreshCamera`, `PlayerModel:SetCamDistanceScale`, `PlayerModel:SetCreature`, `PlayerModel:SetDisplayInfo`, `PlayerModel:SetPortraitZoom`, `PlayerModel:SetRotation` (`animate`) |
| [Model](docs/API.md#model) | `DressUpModel:TryOn` (links, recipes, names, hand, enchant glow, result), `DressUpModel:UndressSlot`, `DressUpModel:IsGeoReady`, `DressUpModel:SetSheathed` / `GetSheathed`, `DressUpModel:SetAutoDress` / `GetAutoDress`, `Model:SetGlow`, `PlayerModel:RefreshCamera`, `PlayerModel:SetCamDistanceScale`, `PlayerModel:SetCreature` (`displayID`), `PlayerModel:SetDisplayInfo`, `PlayerModel:SetItem`, `PlayerModel:SetPortraitZoom`, `PlayerModel:SetRotation` (`animate`), `PlayerModel:SetUnit` (result), `PlayerModel:CanSetUnit`, `PlayerModel:GetDisplayInfo`, `PlayerModel:SetAnimation`, `PlayerModel:FreezeAnimation`, `PlayerModel:HasAnimation`, `PlayerModel:SetDoBlend` / `GetDoBlend`, `PlayerModel:SetKeepModelOnHide` / `GetKeepModelOnHide`, `PlayerModel:ApplySpellVisualKit` |
| [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.RememberPlayer`, `C_PlayerCache.SetEnabled`, `GetPlayerInfoByGUID`, `UnitNameFromGUID` |
| [NewItems](docs/API.md#newitems) | `C_NewItems.ClearAll`, `C_NewItems.IsNewItem`, `C_NewItems.RemoveNewItem` |
@@ -131,7 +131,7 @@ In the Frame rows, a name that starts with `:` is a method of the widget that th
| [Talent](docs/API.md#talent) | `GetTalentIDByIndex`, `GetTalentSpellID` |
| [Targeting](docs/API.md#targeting) | `GetPlayerFacing`, `TargetDirectionEnemy`, `TargetDirectionFriend`, `TargetDirectionFinished`, `TargetNearest`, `TargetNearestEnemyPlayer`, `TargetNearestFriendPlayer`, `InteractUnit`, `C_PlayerInteractionManager.InteractUnit`, `IsTargetLoose` |
| [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` |
| [Texture](docs/API.md#texture) | `C_Texture.GetAtlasElementID`, `C_Texture.GetAtlasElements`, `C_Texture.GetAtlasExists`, `C_Texture.GetAtlasID`, `C_Texture.GetAtlasInfo`, `C_Texture.RegisterAtlas`, `SetPortraitTextureFromCreatureDisplayID` |
| [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`, `GetTickTime`, `GetTimeCached` |
| [Totem](docs/API.md#totem) | `GetTotemInfo`, `GetTotemTimeLeft`, `GetTotemDuration`, `TargetTotem` |
| [Tracking](docs/API.md#tracking) | `GetNumTrackingTypes`, `GetTrackingInfo`, `SetTracking` |
@@ -211,20 +211,21 @@ for what each command does, and
Each setting is saved in `WTF\Config.wtf`. Read and write them with `GetCVar`
/ `SetCVar` or `/console`. Click a group name for the full rules. To change
these settings and the player cache in the game, open the game menu and
click AddOn Options, then ClassicAPI.
these settings, the player cache and the ClassicAPI key bindings in the game,
open the game menu and click AddOn Options, then ClassicAPI.
| Group | CVar | Default | What it does |
|-------|------|---------|--------------|
| [Bindings](docs/API.md#actionbuttonusekeydown) | `ActionButtonUseKeyDown` | `0` | `1` uses an action-bar key binding when you press the key. `0` uses it when you release the key. |
| [Combat](docs/API.md#stopautoattackontargetchange) | `stopAutoAttackOnTargetChange` | `0` | `1` stops melee auto-attack, Auto Shot and wand shots when you change target. |
| [Combat log](docs/API.md#kept-entries) | `combatLogRetentionTime` | `300` | The number of seconds that the combat log keeps an entry. |
| [Cast settings](docs/API.md#cast-settings-autostand-autodismount-autounshift) | `autoStand` | `0` | `1` makes you stand up when you cast while you sit. |
| | `autoDismount` | `0` | `1` makes you dismount when you cast while you are mounted. |
| | `autoUnshift` | `0` | `1` makes you leave your form when a spell cannot be cast in it. |
| [Stand, dismount and form](docs/API.md#stand-dismount-and-form-settings-autostand-autodismount-autounshift) | `autoStand` | `0` | `1` makes you stand up when you cast, loot or open the flight map while you sit. |
| | `autoDismount` | `0` | `1` makes you dismount when you cast, use an object, loot, attack or open the flight map while you are mounted. |
| | `autoUnshift` | `0` | `1` makes you leave your form when you cast a spell that cannot be cast in it, talk to an NPC, use an object or an item, or open the flight map. |
| [Bag sorting](docs/API.md#c_containergetsortbagsrighttoleft--c_containersetsortbagsrighttoleftenable) | `sortBagsRightToLeft` | `0` | `1` makes a sort fill your bags from the last slot of the last bag. |
| | `backpackAutosortDisabled` | `0` | `1` keeps the items in your backpack in place when you sort your bags. |
| | `bankAutosortDisabled` | `0` | `1` keeps the items in the main bank slots in place when you sort your bank. |
| [Expanded cursors](docs/API.md#expanded-cursors-expandedcursors) | `expandedCursors` | `0` | `1` makes the cursor show what you can do with an NPC or an object: an anvil for repairs, a hearthstone for an inn, a horseshoe for a stable, `!` or `?` for quests, and a fish hook for your fishing bobber. |
| [Equipment sets](docs/API.md#equipment-sets-on-item-tooltips) | `dontShowEquipmentSetsOnItems` | `0` | `1` removes the Equipment Sets line from item tooltips. |
| [Name completion](docs/API.md#name-completion-settings) | `autoCompleteResortNamesOnRecency` | `1` | `1` puts the players that you whispered first in `C_AutoComplete` results, the most recent first. `0` uses alphabetical order. |
| | `autoCompleteWhenEditingFromCenter` | `1` | `1` also matches the text after the cursor when you type inside a name. |
@@ -504,10 +505,10 @@ the embedded addon.
## Lua errors
ClassicAPI replaces the game's Lua error box with a Lua error window. The
window opens when an error occurs. It shows the message, the time, the count
and the stack of each error. You can select and copy the text. The arrow
buttons show the previous and the next error. The **Reload UI** button
reloads the interface.
window opens when an error occurs. It shows the message, the time, the count,
the stack and the local variables of each error. You can select and copy the
text. The arrow buttons show the previous and the next error. The
**Reload UI** button reloads the interface.
If you use `!BugGrabber` (with BugSack), BugGrabber gets the errors and the
window does not open. If an addon sets its own error handler, the window also
+52 -12
View File
@@ -1,5 +1,5 @@
# embed_resources.cmake — embed the addons and the bindings XML as Win32
# RCDATA resources.
# embed_resources.cmake — embed the addons, the bindings XML and the
# built-in textures as Win32 RCDATA resources.
#
# Runs at configure time. It writes two files into OUT_DIR:
#
@@ -16,20 +16,27 @@
# constexpr File kFiles[] = { ... };
# constexpr size_t kFileCount = ...;
# }
# namespace Texture::Builtin::Manifest {
# struct File { const char *path; int resourceId; int index; };
# constexpr File kFiles[] = { ... };
# constexpr size_t kFileCount = ...;
# }
#
# Each resource is a pack: one gzip stream of several files, which
# pack_files.cmake joins at build time into `OUT_DIR/embed/<name>.pack.gz`.
# Resource 1 is the bindings XML, a pack of one; then each addon is one
# pack, in ADDONS order. A pack compresses each file against the files
# before it, so the addon text packs to about 22% of its size, against 27%
# for one gzip stream per file. The DLL inflates a whole pack with the
# engine's zlib on first use (src/embed/Resource.cpp), so the
# load-on-demand addon costs nothing until it loads.
# pack, in ADDONS order; then the textures, one pack. A pack compresses each
# file against the files before it, so the addon text packs to about 22% of
# its size, against 27% for one gzip stream per file. The DLL inflates a
# whole pack with the engine's zlib on first use (src/embed/Resource.cpp),
# so the load-on-demand addon costs nothing until it loads.
#
# File paths are relative to ADDONS_ROOT, in backslash form
# Addon file paths are relative to ADDONS_ROOT, in backslash form
# (`!!!ClassicAPI\Util\Print.lua`) — the suffix the engine builds after
# `Interface\AddOns\`. The DLL compares them ignoring case. A file's index
# is its place in its addon's pack, which is in path order.
# `Interface\AddOns\`. Texture paths are relative to TEXTURES_ROOT, where
# each file sits at its game path (`Interface\Cursor\Quest.blp`), for
# src/texture/Builtin.cpp. The DLL compares both ignoring case. A file's
# index is its place in its pack, which is in path order.
#
# Each addon's `.toc` is the one file that is not embedded verbatim: its
# `## Version:` line is stamped with ADDON_VERSION into a copy under
@@ -46,7 +53,8 @@
#
# Usage:
# embed_resources(TARGET <t> ADDONS_ROOT <dir> ADDONS <folder names...>
# ADDON_VERSION <v> BINDINGS_XML <file> OUT_DIR <dir>)
# ADDON_VERSION <v> BINDINGS_XML <file>
# TEXTURES_ROOT <dir> OUT_DIR <dir>)
set(_EMBED_PACK_SCRIPT "${CMAKE_CURRENT_LIST_DIR}/pack_files.cmake")
@@ -81,7 +89,8 @@ function(_embed_write_if_changed path content)
endfunction()
function(embed_resources)
cmake_parse_arguments(E "" "TARGET;ADDONS_ROOT;ADDON_VERSION;BINDINGS_XML;OUT_DIR"
cmake_parse_arguments(E ""
"TARGET;ADDONS_ROOT;ADDON_VERSION;BINDINGS_XML;TEXTURES_ROOT;OUT_DIR"
"ADDONS" ${ARGN})
set(rc "// Generated by cmake/embed_resources.cmake - do not edit.\n\n")
@@ -125,6 +134,22 @@ function(embed_resources)
math(EXPR id "${id} + 1")
endforeach()
file(GLOB_RECURSE textures CONFIGURE_DEPENDS RELATIVE
"${E_TEXTURES_ROOT}" "${E_TEXTURES_ROOT}/*")
list(SORT textures) # deterministic indexes
set(texture_paths "")
set(texture_manifest "")
set(index 0)
foreach(rel ${textures})
list(APPEND texture_paths "${E_TEXTURES_ROOT}/${rel}")
string(REPLACE "/" "\\\\" rel_bs "${rel}")
string(APPEND texture_manifest " { \"${rel_bs}\", ${id}, ${index} },\n")
math(EXPR index "${index} + 1")
endforeach()
_embed_pack("${E_OUT_DIR}" "Textures" ${texture_paths})
string(APPEND rc "${id} RCDATA \"${gz}\"\n")
list(APPEND inputs "${gz}")
_embed_write_if_changed("${E_OUT_DIR}/embedded.rc" "${rc}")
_embed_write_if_changed("${E_OUT_DIR}/embedded_resources.h"
"// Generated by cmake/embed_resources.cmake — do not edit.
@@ -159,6 +184,21 @@ ${manifest}};
constexpr size_t kFileCount = sizeof(kFiles) / sizeof(kFiles[0]);
} // namespace Addons::Embedded::Manifest
namespace Texture::Builtin::Manifest {
struct File {
const char *path; // the game path
int resourceId; // the textures' pack
int index; // its place in the pack
};
constexpr File kFiles[] = {
${texture_manifest}};
constexpr size_t kFileCount = sizeof(kFiles) / sizeof(kFiles[0]);
} // namespace Texture::Builtin::Manifest
")
add_custom_target(${E_TARGET}_embed DEPENDS ${inputs})
+733 -83
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File diff suppressed because it is too large Load Diff
+3 -3
View File
@@ -178,9 +178,9 @@ behaviour the comment describes (`push 0; mov edx, 1; mov ecx, L`) is
| `0x006F4450` | `lua_next` | fastcall | calls `luaH_next` at `0x006FA2A0` | ★ |
| `0x006F44E0` | `lua_concat` | fastcall | calls `luaV_concat` at `0x006F84D0` | ★ |
| `0x006F4560` | `lua_newuserdata` | fastcall | tag 7; calls `luaS_newudata` at `0x006F9E30` | ★ |
| `0x006F45B0` | `lua_getupvalue` | fastcall | reads upvalue from C closure | ◦ |
| `0x006F4660` | `lua_setupvalue` | fastcall | | ◦ |
| `0x006F46E0` | *internal upvalue helper*| | shared by get/set above | ◦ |
| `0x006F45B0` | `lua_pushupvalues` | fastcall | pushes the running C closure's upvalues, returns how many | ★ |
| `0x006F4660` | `lua_getupvalue` | fastcall | `(L, funcindex, n)`: pushes upvalue n, returns its name or null | ★ |
| `0x006F46E0` | `aux_upvalue` | | finds upvalue n of a function, returns its name | ★ |
## Auxiliary library (`luaL_*`)
+27
View File
@@ -64,6 +64,17 @@ bool RedirectJcc(uintptr_t site, uintptr_t expected, const void *target) {
return PatchBytes(reinterpret_cast<uint8_t *>(site) + 2, &rel, sizeof rel);
}
bool RedirectSlot(uintptr_t slot, uintptr_t expected, const void *target) {
uintptr_t current = 0;
std::memcpy(&current, reinterpret_cast<const void *>(slot), sizeof current);
const uintptr_t to = reinterpret_cast<uintptr_t>(target);
if (current == to)
return true;
if (current != expected)
return false;
return PatchBytes(reinterpret_cast<void *>(slot), &to, sizeof to);
}
bool ReplaceWithCall(uintptr_t site, const uint8_t *original, size_t len, const void *target) {
uint8_t code[64];
if (len < 5 || len > sizeof code)
@@ -102,4 +113,20 @@ void EnsureParentDirs(const char *relPath) {
}
}
char FoldPathChar(char c) {
if (c == '/')
return '\\';
if (c >= 'A' && c <= 'Z')
return static_cast<char>(c + ('a' - 'A'));
return c;
}
bool SamePath(const char *a, const char *b) {
for (; FoldPathChar(*a) == FoldPathChar(*b); ++a, ++b) {
if (*a == '\0')
return true;
}
return false;
}
} // namespace Common
+11
View File
@@ -28,6 +28,10 @@ bool RedirectCall(uintptr_t site, uintptr_t expected, const void *target);
// at `site` to `target` when it still reaches `expected`. Same contract.
bool RedirectJcc(uintptr_t site, uintptr_t expected, const void *target);
// RedirectCall for a function-pointer slot (a vtable entry): points the slot
// at `slot` to `target` when it still holds `expected`. Same contract.
bool RedirectSlot(uintptr_t slot, uintptr_t expected, const void *target);
// Writes `call target` plus NOP padding over the `len` bytes (5 to 64) of
// code at `site` when they still hold `original`; true when the site
// now calls `target`. A site holding anything else (another DLL's patch, a
@@ -45,4 +49,11 @@ void BoundedCopy(char *dst, const char *src, size_t n);
// directory. Directories that already exist are a no-op.
void EnsureParentDirs(const char *relPath);
// `c` as game paths compare it: '/' as '\', and A-Z as a-z.
char FoldPathChar(char c);
// Whether `a` and `b` are the same game path: equal after FoldPathChar, so
// any case and either slash.
bool SamePath(const char *a, const char *b);
} // namespace Common
+5
View File
@@ -73,12 +73,14 @@ namespace Lua {
F(GetTable, lua_gettable, LUA_GET_TABLE) \
F(RawGet, lua_rawget, LUA_RAW_GET) \
F(RawGetI, lua_rawgeti, LUA_RAWGETI) \
F(RawSetI, lua_rawseti, LUA_RAW_SET_I) \
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) \
F(Replace, lua_replace, LUA_REPLACE) \
F(GetTop, lua_gettop, LUA_GET_TOP) \
F(SetTop, lua_settop, LUA_SET_TOP) \
F(Call, lua_call, LUA_CALL) \
@@ -98,6 +100,9 @@ namespace Lua {
F(Resume, lua_resume, LUA_RESUME) \
F(Yield, lua_yield, LUA_YIELD) \
F(ArgError, luaL_argerror, LUAL_ARG_ERROR) \
F(CheckLString,luaL_checklstring,LUAL_CHECK_LSTRING)\
F(CheckNumber, luaL_checknumber,LUAL_CHECK_NUMBER)\
F(OptNumber, luaL_optnumber, LUAL_OPT_NUMBER) \
F(SetN, luaL_setn, LUAL_SETN) \
F(Ref, luaL_ref, LUA_REF_REF) \
F(Unref, luaL_unref, LUA_REF_UNREF) \
+14
View File
@@ -270,6 +270,8 @@ 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);
// Pops the top value into t[n] for the table at idx, raw.
using lua_rawseti_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
@@ -280,6 +282,8 @@ using lua_getmetatable_t = int(__fastcall *)(void *L, int idx);
using lua_setmetatable_t = int(__fastcall *)(void *L, int idx);
using lua_insert_t = void(__fastcall *)(void *L, int idx);
using lua_remove_t = void(__fastcall *)(void *L, int idx);
// Pops the top value into slot idx.
using lua_replace_t = void(__fastcall *)(void *L, int idx);
using lua_gettop_t = int(__fastcall *)(void *L);
using lua_settop_t = void(__fastcall *)(void *L, int idx);
using lua_call_t = void(__fastcall *)(void *L, int nargs, int nresults);
@@ -313,6 +317,11 @@ using lua_newthread_t = void *(__fastcall *)(void *L);
using lua_resume_t = int(__fastcall *)(void *L, int nargs);
using lua_yield_t = int(__fastcall *)(void *L, int nresults);
using luaL_argerror_t = void(__fastcall *)(void *L, int narg, const char *msg);
// The auxlib argument readers: each raises the engine's own "bad argument"
// error. CheckLString's `len` may be null.
using luaL_checklstring_t = const char *(__fastcall *)(void *L, int narg, unsigned int *len);
using luaL_checknumber_t = double(__fastcall *)(void *L, int narg);
using luaL_optnumber_t = double(__fastcall *)(void *L, int narg, double def);
using luaL_setn_t = void(__fastcall *)(void *L, int t, int n);
// Pops the top value into the table at `t` under a fresh integer key and
// returns the key (LUA_REFNIL, -1, for a nil). With REGISTRY_INDEX it anchors
@@ -358,12 +367,14 @@ 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_rawseti_t RawSetI;
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;
extern const lua_replace_t Replace;
extern const lua_gettop_t GetTop;
extern const lua_settop_t SetTop;
extern const lua_call_t Call;
@@ -383,6 +394,9 @@ extern const lua_newthread_t NewThread;
extern const lua_resume_t Resume;
extern const lua_yield_t Yield;
extern const luaL_argerror_t ArgError;
extern const luaL_checklstring_t CheckLString;
extern const luaL_checknumber_t CheckNumber;
extern const luaL_optnumber_t OptNumber;
extern const luaL_setn_t SetN;
extern const luaL_ref_t Ref;
extern const luaL_unref_t Unref;
+606 -31
View File
@@ -671,6 +671,39 @@ enum Offsets {
OFF_ANCHOR_NODE_Y = 0x08,
OFF_ANCHOR_NODE_RELATIVE_POINT = 0x10,
VTBL_ANCHOR_NODE_GET_RELATIVE = 0x0C,
// The relative node's other three slots (Ghidra: each function's only
// reference is its slot): +0x00 the deleting destructor 0x00767D80, `void
// *__thiscall(node, int flags)`, `ret 4` — every free of a point (SetPoint,
// ClearAllPoints, FUN_REGION_CLEAR_POINT_BY_RELATIVE, the layout destructor)
// is `push 1; call [vtbl]`; +0x04 / +0x08 the x / y getters 0x007A2F90 /
// 0x007A3070, `float __thiscall(node, float scale)`, `ret 4` (benilla-re
// ui/anchors "Relative point coordinates"). A getter ends a deferred
// relative's deferral with FUN_REGION_LAYOUT_REALIZE(0) (0x007A2FC0), then
// reads the node again (0x007A2FC5).
VTBL_ANCHOR_NODE_DELETE = 0x00,
VTBL_ANCHOR_NODE_X = 0x04,
VTBL_ANCHOR_NODE_Y = 0x08,
FUN_ANCHOR_NODE_DELETE = 0x00767D80,
FUN_ANCHOR_NODE_X = 0x007A2F90,
FUN_ANCHOR_NODE_Y = 0x007A3070,
// A layout's point walks, 4.3.4's GetFramePointX / Y: `float
// __thiscall(layout, const int *points, int count)`, `ret 8` — calls
// VTBL_ANCHOR_NODE_X (Y) of each set slot in `points` with the layout's
// scale (+0x58) and returns the first result that is not
// VAR_LAYOUT_UNDEFINED. The six edge resolvers are the only callers
// (Ghidra xrefs): left / centre x / right call the x walk, top / centre y /
// bottom the y walk.
FUN_LAYOUT_POINTS_X = 0x007671A0,
FUN_LAYOUT_POINTS_Y = 0x007671F0,
CALL_LAYOUT_LEFT_POINTS = 0x007673F1,
CALL_LAYOUT_CENTER_X_POINTS = 0x00767281,
CALL_LAYOUT_RIGHT_POINTS = 0x00767561,
CALL_LAYOUT_TOP_POINTS = 0x007674F1,
CALL_LAYOUT_CENTER_Y_POINTS = 0x00767381,
CALL_LAYOUT_BOTTOM_POINTS = 0x007675D1,
// float: the "no value" an edge, a point or a walk returns (benilla-re
// s_layoutUndefined); the walk compares with `fcomp [0x00CF550C]`.
VAR_LAYOUT_UNDEFINED = 0x00CF550C,
// The point names the XML loader and SetPoint share (benilla-re
// ui/anchors "Point slots and point names"), 4.3.4's StringToFramePoint /
@@ -1920,6 +1953,10 @@ enum Offsets {
// an aura-334 gate and skips the target for creatures with type flag
// 0x20000000; 1.12 has neither. nampower detours it (its offsets.hpp).
FUN_ON_SPRITE_RIGHT_CLICK = 0x00492820,
// The object right-click virtual FUN_ON_SPRITE_RIGHT_CLICK calls after the
// select: `void __thiscall(CGObject_C *, int modifier)`, the modifier
// being FUN_GAMEUI_IS_KEY_DOWN(0) (`call [edi+0x60]` at 0x00492881).
OFF_OBJECT_VTABLE_ON_RIGHT_CLICK = 0x60,
// Current target-selection GUID (lo/hi), written by
// `FUN_SET_SELECTION_BY_GUID` — 4.3.4's CGGameUI::m_lockedTarget. The tab
// cycle compares it with its cursor entry; TargetDirection starts from it.
@@ -1940,10 +1977,36 @@ enum Offsets {
VAR_CURSOR_BASE_MODE = 0x00BE2C4C,
CURSOR_MODE_POINT = 1,
CURSOR_MODE_CAST = 2,
CURSOR_MODE_BUY = 3,
CURSOR_MODE_ATTACK = 4,
CURSOR_MODE_INTERACT = 5,
CURSOR_MODE_SPEAK = 6,
CURSOR_MODE_PICKUP = 8,
CURSOR_MODE_TAXI = 9,
CURSOR_MODE_TRAINER = 10,
CURSOR_MODE_LAST_NAMED = 20,
CURSOR_MODE_UNABLE_OFFSET = 20,
CURSOR_MODE_CUSTOM = 0x29,
// The shown mode, the one SetCursorMode compares and stores.
VAR_CURSOR_MODE = 0x00BE2C2C,
// SendCursorImage — `void __cdecl(void)`: copies the image slot of
// VAR_CURSOR_MODE (slot n at 0x00BE2D80 + n * 0x1000, CURSOR_IMAGE_SIZE
// squared BGRA8888 texels) to the device cursor, or the dragged payload's
// picture while one is held (disassembled 0x523790-0x52380D).
FUN_SEND_CURSOR_IMAGE = 0x00523790,
// SetCustomCursor — `uint32_t __fastcall(const char *path)`, plain ret:
// shows a named BLP as mode 41. Returns 1 at once when mode 41 already
// shows `path` (SStrCmpI against VAR_CUSTOM_CURSOR_NAME). Otherwise it
// loads the file, and for a 32x32 image stores mode 41, copies the texels
// into slot 41 (VAR_CURSOR_IMAGE_CUSTOM), sends the image, copies `path`
// into VAR_CUSTOM_CURSOR_NAME (CURSOR_FILE_SIZE bytes) and returns 1; a
// file that does not load returns 0 and changes nothing (disassembled
// 0x523C40-0x523D0E). ClassifyHoveredGameObject uses it for a
// record-named cursor.
FUN_SET_CUSTOM_CURSOR = 0x00523C40,
VAR_CURSOR_IMAGE_CUSTOM = 0x00C0BD80,
VAR_CUSTOM_CURSOR_NAME = 0x00BE2C70,
CURSOR_IMAGE_SIZE = 32,
// s_cursorNames: `const char *[42]`, mode -> image name (0 and 41 null;
// 21..40 carry their own "Unable…" names). The loader formats
// `Interface\Cursor\%s.blp` from it (0x5236C0); dumped from the exe.
@@ -1963,6 +2026,16 @@ enum Offsets {
// 9 / 0x19 and 0x81 after the object's IsMouseoverable answers nonzero.
FUN_WORLD_FRAME_CLASSIFY_UNIT = 0x00482200,
FUN_WORLD_FRAME_CLASSIFY_CORPSE = 0x00482740,
// ClassifyHoveredUnit's NPC flag chain (0x482336-0x4826D6), reached for a
// unit the player can interact with now (0x606880) with the unit in ESI,
// the player in EDI, and EBX 1 when the unit is beyond the interact reach
// (squared distance above 0xB4B32C), else 0. Its head is `mov ecx,
// [esi + 0x110]` (8B 8E 10 01 00 00), and no jump in the function lands
// inside it. CLASSIFY_UNIT_RETURN is the epilogue after the chain's first
// SetCursorMode call (`pop edi; pop esi; pop ebx; mov esp, ebp; pop ebp;
// ret 4`), with ESP as it is at the head (disassembled 0x482200-0x4826D6).
SITE_CLASSIFY_UNIT_NPC_FLAGS = 0x00482336,
CLASSIFY_UNIT_RETURN = 0x00482356,
// CGGameObject_C::GetCursor — `uint32_t __thiscall(go)`: 0 when not
// interactable, CURSOR_MODE_CUSTOM for a record-named cursor, else the
// handler's mode (+20 when not usable). IsUsable — `bool __thiscall(go)`,
@@ -1971,6 +2044,17 @@ enum Offsets {
// a custom-cursor texture load for 41.
FUN_GAMEOBJECT_GET_CURSOR = 0x005F8760,
FUN_GAMEOBJECT_IS_USABLE = 0x005F8810,
// The handler's mode is its vtable slot 4 (+0x10), which GetCursor
// tail-jumps to with the handler in ECX (`jmp [eax+0x10]` at 0x5F878B);
// GetCursor is the slot's one reader. BaseHandlerGetCursor — `uint32_t
// __thiscall(handler)`, plain ret — is the slot in most types: 0 when slot
// 5 says not interactable; a lock's LockType cursor by name; else
// CURSOR_MODE_INTERACT when usable (slot 6), its Unable form when not
// (disassembled 0x5F3070-0x5F3123). The fishing node (type 17) handler's
// vtable is 0x80BC80, whose slot 4 holds it (benilla-re
// s_fishingNodeHandlerVtable; xref 0x80BC90).
FUN_GO_HANDLER_BASE_GET_CURSOR = 0x005F3070,
SLOT_FISHING_NODE_HANDLER_GET_CURSOR = 0x0080BC90,
// Object type words (descriptor OBJECT_FIELD_TYPE) the hover dispatch
// switches on, exactly (0x4828D0): unit, player, game object, corpse.
OBJECT_TYPE_WORD_UNIT = 0x09,
@@ -2810,23 +2894,14 @@ enum Offsets {
UNIT_POWER_MIN_TYPE = 0,
UNIT_POWER_MAX_TYPE = 4, // happiness; types 5/6 only valid post-WotLK
// Per-power-type display divisor. Raw descriptor values get
// divided by this before they're surfaced through Lua. Vanilla
// 1.12 stores rage as 0..1000 (internally) and divides by 10 to
// show 0..100; happiness is stored at 1000x scale and divides
// by 1000. Engine reads from `Script_UnitMana` at
// `0x006E7130 + type * 4` (= `0x0086F978`). Same trick the
// 3.3.5/4.x clients use; the table is per-client, the design is
// stable.
//
// [0] = 1 MANA
// [1] = 10 RAGE
// [2] = 1 FOCUS
// [3] = 1 ENERGY
// [4] = 1000 HAPPINESS
VAR_UNIT_POWER_DIVISOR_TABLE = 0x0086F978,
// GetPowerDisplayDivisor — `int __fastcall(int powerType)`, the reader of
// the table above (1 for a negative type). benilla-re spell symbols.
// GetPowerDisplayDivisor — `uint32_t __fastcall(int powerType)`: the
// divisor that turns a stored power amount (descriptor POWER/MAXPOWER,
// Spell.dbc ManaCost, the cost helper's answer) into displayed units.
// Returns `[0x0086F978 + 4·type]`, or 1 for a negative type (verified by
// disassembly). Table {1, 10, 1, 1, 1000}: rage is stored in tenths
// (Shield Slam's 20 rage is 200), happiness at 1000x. Same table as
// 3.3.5's `s_powerDisplayMod`. Read it only through
// `Unit::Power::DisplayDivisor`.
FUN_POWER_DISPLAY_DIVISOR = 0x006E7130,
OFF_UNIT_FIELD_LEVEL = 0x70,
// UNIT_FIELD_BYTES_0 dword at +0x78; byte 3 (= +0x7B) is the unit's
@@ -3175,13 +3250,6 @@ enum Offsets {
// 4.3.4 `GetSpellInfo` reports this instead of the cost (with
// isFunnel = true) when it is positive.
FUN_GET_SPELL_POWER_PER_SECOND = 0x006E3300,
// Divisor that turns a stored power amount into its displayed units:
// `__fastcall uint32_t(int powerType)` → `[0x0086F978 + 4·type]`, 1 for a
// negative type. Table {1, 10, 1, 1, 1000} — rage is stored in tenths
// (Heroic Strike's 15 rage is 150 in Spell.dbc). Verified by disassembly;
// same table as 3.3.5's `s_powerDisplayMod`.
FUN_GET_POWER_DISPLAY_DIVISOR = 0x006E7130,
// The engine's spell-castability verdict for the LOCAL player — the
// function behind `IsUsableAction` for a player spell slot (the spell
// branch of the per-slot recompute `FUN_004E5050`) and behind the
@@ -3306,6 +3374,115 @@ enum Offsets {
// state locally; a no-op while mounted, on a taxi, dead, channeling or
// moving (benilla-re objectlayer/standstate#the-sit-gate).
FUN_PLAYER_SEND_STAND_STATE = 0x005ED430,
// CGUnit_C::IsShapeShifted — `char __thiscall(const void *unit)`, no
// args: the form byte names a SpellShapeshiftForm row without flag bit
// 0 (a stance is not a shapeshift). Disassembled.
FUN_UNIT_IS_SHAPESHIFTED = 0x0060E9F0,
// The two interaction form gates, each `call FUN_UNIT_IS_SHAPESHIFTED`
// (ECX = the player) followed by a test for SHAPESHIFT_FORM_FLAG_CAN_-
// INTERACT; shifted without it refuses (disassembled):
// the NPC right-click (CGPlayer_C::HandleOnRightClick, 0x005F0130):
// ERR_CANT_INTERACT_SHAPESHIFTED, before the range check and walk;
// the game-object use check (the handler's vtable slot 6, 0x005F3130,
// 4.3.4's CGGameObject_C_TypeBase::CanUseNow; every type but door and
// chair): error 0x1A0, only for an object with no Lock row.
CALL_NPC_INTERACT_IS_SHAPESHIFTED = 0x005F0150,
CALL_GAMEOBJECT_CAN_USE_IS_SHAPESHIFTED = 0x005F31E1,
// CGUnit_C::CanInteractNow (0x00606880, `this` = the player, ECX = EDI)
// has the same form test at this call. Its only caller is the hover
// cursor (0x00482310, a .text call scan), which shows the NPC's service
// cursor only when it passes; 4.3.4's CursorTrackUnit asks the same.
CALL_UNIT_CAN_INTERACT_NOW_IS_SHAPESHIFTED = 0x006068B4,
// The use check's mount rung, the same no-Lock-row branch: `mov ecx,
// [eax+0x1FC]` (8B 88 FC 01 00 00, the player's mount display), then
// `test ecx,ecx; jle pass`, then the mailbox test; refuses 0x19F
// (ERR_NOT_WHILE_MOUNTED, no 1.12 text). EDI = the player; EAX is dead.
SITE_GAMEOBJECT_CAN_USE_MOUNT_READ = 0x005F31A8,
// 4.3.4's IsUsableMounted — `bool __thiscall(const void *const *fields)`,
// ECX = &object->descriptor: GAMEOBJECT_TYPE_ID is 19, the mailbox.
FUN_GAMEOBJECT_USABLE_MOUNTED = 0x0047CFF0,
OFF_GAMEOBJECT_DESCRIPTOR = 0x110,
// A type handler's object pointer (benilla-re objectlayer/gameobjects).
OFF_GAMEOBJECT_HANDLER_OBJECT = 0x4,
// The default use (slot 7, 0x005F33E0, 4.3.4's TypeBase::Use): its
// unlocked, no-spell branch sends CMSG_GAMEOBJ_USE, opening with `mov
// edi,0x7FF9E4` (BF E4 F9 7F 00, the CDataStore vtable). [EBP-4] = the
// handler; EAX, ECX and EDX are dead there.
SITE_GAMEOBJECT_USE_SEND = 0x005F35DF,
// The two types whose slot 7 replaces the default use (vtable dump):
// the mailbox (opens the mail frame) and text (opens the page). Both
// `char __thiscall(void *handler)`, no args, return 1.
SLOT_GAMEOBJECT_MAILBOX_USE = 0x0080BDBC,
FUN_GAMEOBJECT_MAILBOX_USE = 0x005F6820,
SLOT_GAMEOBJECT_TEXT_USE = 0x0080B954,
FUN_GAMEOBJECT_TEXT_USE = 0x005F58C0,
// The rest of 4.3.4's CanAutoStand / CanAutoDismount / CanAutoUnshift
// sites, each found as the matching 1.12 gate (disassembled):
//
// Stand-state reads before a loot, `call [reg+0xA4]` (GetStandState, 6
// bytes) with ECX = the player, then `test eax,eax; jnz` to
// ERR_LOOT_NOTSTANDING (4.3.4 CGUnit_C::OnRightClick / CGCorpse_C::
// OnRightClick): the unit right-click's loot step (FF 90 A4 00 00 00)
// and the corpse right-click (0x005D6BF0, FF 92 A4 00 00 00).
SITE_UNIT_LOOT_STAND_CALL = 0x0060BFB7,
SITE_CORPSE_LOOT_STAND_CALL = 0x005D6C3B,
// The unit right-click's loot step skips a mounted player: `mov eax,
// [ecx+0x1FC]` (8B 81 FC 01 00 00), `test eax,eax; jg skin`. ESI = the
// player; ECX and EDX are dead. 4.3.4 has no such test there and its
// LootUnit dismounts instead.
SITE_UNIT_LOOT_MOUNT_READ = 0x0060BF98,
// CGPlayer_C::LootUnit (0x005DF2A0) past its reach / walk-up, before the
// loot window close and CMSG_LOOT: `push 0; xor dl,dl; mov cl,1` (6A 00
// 32 D2 B1 01) for FUN_0048F200(1, 0, 0). ESI = the player; EAX is
// dead. 4.3.4's LootUnit dismounts at this point.
SITE_LOOT_UNIT_SEND = 0x005DF3B3,
// The item use's form refusal (0x005D8D00, 4.3.4 CGItem_C::Use):
// `push 0x15E` (68 5E 01 00 00, ERR_NO_ITEMS_WHILE_SHAPESHIFTED), then
// `jmp` to the error tail. ESI = the player; EAX, ECX, EDX are dead.
// ITEM_USE_FORM_PASSED is where the form test's pass jumps. Turtle's exe
// makes the refusal unreachable (`jmp` over the form test at
// 0x005D9139); the stock 1.12.1 exe reaches it.
SITE_ITEM_USE_FORM_REFUSAL = 0x005D914D,
ITEM_USE_FORM_PASSED = 0x005D9157,
// The mount reads in 4.3.4's CGUnit_C::CanAttackNow, inlined in 1.12
// (each followed by `test; jg refuse`):
// the unit right-click's attack step (8B 82 FC 01 00 00), player ESI,
// EAX out, ECX and EDX dead;
// the hover cursor's attack cursor (8B 82 FC 01 00 00), player EDI,
// EAX out, ECX and EDX dead;
// StartAttack (0x005ECB70, 8B 81 FC 01 00 00), player ESI, EAX out,
// ECX and EDX dead;
// the attack resolver (0x00612DF0, 4.3.4 VerifyAttackIconPressed's
// ERR_ATTACK_MOUNTED, 8B 81 FC 01 00 00), player EDI, EAX out;
// the resolver's can-attack step (8B 90 FC 01 00 00), player ECX
// (live after), EDX out, EAX dead.
SITE_RIGHT_CLICK_ATTACK_MOUNT_READ = 0x0060C1B4,
SITE_CURSOR_ATTACK_MOUNT_READ = 0x00482659,
SITE_START_ATTACK_MOUNT_READ = 0x005ECC06,
SITE_ATTACK_RESOLVER_MOUNT_READ = 0x00613039,
SITE_ATTACK_RESOLVER_CAN_ATTACK_MOUNT_READ = 0x00613142,
// StartAttack once every test passed, before the swing: `mov eax,[esi+
// 0xC8C]` (8B 86 8C 0C 00 00), ESI = the player, EDI = the target; ECX
// and EDX are dead. START_ATTACK_RETURN is its plain epilogue. 4.3.4's
// CombatModeEnter dismounts here.
SITE_START_ATTACK_PASSED = 0x005ECC56,
START_ATTACK_RETURN = 0x005ECD9A,
// ERR_OUT_OF_RANGE's message id (benilla-re tables/messages.tsv).
GAME_ERROR_OUT_OF_RANGE = 125,
// CGPlayer_C::CanAutoInteract — `bool __thiscall(const void *player)`,
// no args: a live active mover with the click-to-move cvar on
// (disassembled). 4.3.4's right-click passes it as CombatModeEnter's
// `silent`, so the out-of-reach error stays quiet while the player walks.
FUN_PLAYER_CAN_AUTO_INTERACT = 0x0060F900,
// The taxi map opener (0x004DB710) ends like 4.3.4's: TAXIMAP_OPENED,
// then tutorial 34 through FUN_TRIGGER_TUTORIAL (`void __fastcall(int
// id, int)`) at this call; 4.3.4 then stands, dismounts and leaves the
// form when the map has more than one node (VAR_TAXI_MAP_NODE_COUNT,
// the count the opener's TaxiNodeSetCurrent loop runs to).
CALL_TAXI_MAP_OPENED_TUTORIAL = 0x004DBAA2,
FUN_TRIGGER_TUTORIAL = 0x004B5390,
VAR_TAXI_MAP_NODE_COUNT = 0x00BB4AA8,
// Effective spell/channel duration (ms):
// `__fastcall int(const void *spellRecord, int pet /*0 = player,
@@ -3945,6 +4122,13 @@ enum Offsets {
VTBL_SIMPLEMODEL_UPDATE_MODEL = 0x98,
// `CM2Scene *__thiscall(frame)` — the frame's scene, made on first use.
FUN_SIMPLEMODEL_GET_SCENE = 0x0076CFC0,
// CSimpleModelFFX::SetModelInstance — `__thiscall(frame, model)`, ret 4:
// AddRefs the new model, releases the old one, stores it at +0x318.
// Slot 36 of the Model and pane vtables; DressUpModel's own slot 36
// (0x00504350) calls it first.
FUN_SIMPLEMODEL_SET_MODEL_INSTANCE = 0x0076CD30,
// The Model frame's per-paint update — `__thiscall(frame)`, slot 38.
FUN_SIMPLEMODEL_UPDATE_MODEL = 0x0076D1A0,
// ---- PlayerModel / DressUpModel / TabardModel (benilla ui/playermodel) --
// CGCharacterModelBase: a Model frame (0x3F8 bytes) that shows a copy of a
@@ -3963,6 +4147,8 @@ enum Offsets {
// write it; the show hook (0x00505D49) reads it to rebuild the model.
// Those four are the only accesses in 0x00500000..0x00507000.
OFF_PLAYERMODEL_DISPLAY_RECORD = 0x3F0,
// The pane's unit GUID (u64), stored by the SetUnit helper (0x00505B50).
OFF_PLAYERMODEL_UNIT_GUID = 0x3E0,
// SetDisplay — `__thiscall(pane, record)`: clears the unit GUID, stores
// the record and, if the frame is visible, builds the model.
FUN_PLAYERMODEL_SET_DISPLAY = 0x00505CB0,
@@ -3971,6 +4157,24 @@ enum Offsets {
// 0x004797B0), installs it (vtable +0x90), registers the done callback
// and arms Stand. No character compositor: 4.3.4's SetUpModel adds it.
FUN_PLAYERMODEL_ATTACH_DISPLAY_MODEL = 0x00505A70,
// The pane's animation-done callback, which AttachDisplayModel registers
// with the pane as user data (0x00505AFB) and which arms Stand when a
// whole-body track completes.
FUN_PLAYERMODEL_ON_ANIM_DONE = 0x005062A0,
// CM2Model::SetAnimDoneCallback — `__thiscall(model, callback, uint64
// userData)`, ret 0xC. AttachDisplayModel passes the pane sign-extended
// (`cdq` at 0x00505AF8).
FUN_M2MODEL_SET_ANIM_DONE_CALLBACK = 0x00711BB0,
// CM2Model::ReplaceTexture — `__thiscall(model, type, HTEXTURE)`, ret 8.
// Queues the bind when the model has not loaded yet (0x00710FFF). Item
// models take their skin as type 2 (0x00479933 in AttachItemModelFile,
// 0x0047A043 in the loose ammo model).
FUN_M2MODEL_REPLACE_TEXTURE = 0x00710EC0,
// The CStatus every item-model texture load reports to: AttachItemModelFile
// (0x00479912) and the loose ammo model (0x0047A01A) pass it to
// FUN_TEXTURE_LOAD_BY_PATH as `(path, status, flags, 1, 0)`, with flags
// from FUN_GX_TEXFLAGS_INIT(3, 0,0, 0,0,0, 1, 0).
VAR_ITEM_MODEL_TEXTURE_STATUS = 0x00B424F0,
// ConfigureCamera — `__thiscall(pane)`, run by the model-ready hook
// (0x00505B30): a frozen copy of the model's camera index 1, or a fixed
// camera at the bounding-box centre. 4.3.4's ConfigureCamera is this plus
@@ -3978,6 +4182,37 @@ enum Offsets {
FUN_PLAYERMODEL_CONFIGURE_CAMERA = 0x00505890,
// The engine's Lua PlayerModel:SetRotation(angle) — `int __fastcall(L)`.
FUN_SCRIPT_PLAYERMODEL_SET_ROTATION = 0x00505F00,
// The engine's Lua PlayerModel:SetUnit(unit) — `int __fastcall(L)`,
// returns nothing: FUN_TOKEN_TO_GUID, then the SetUnit helper below.
// Turtle's client patches its tail (0x00505E19) to also take a number.
FUN_SCRIPT_PLAYERMODEL_SET_UNIT = 0x00505D70,
// SetUnit helper — `__thiscall(pane, uint64 guid)`, ret 8: stores the
// GUID, clears the display record and, if the frame is visible
// (OFF_FRAME_VISIBLE), builds the model from the unit (type mask 8).
// Its callers: SetUnit, RefreshUnit (0x00505E40), DressUpModel:Dress.
FUN_PLAYERMODEL_SET_UNIT_GUID = 0x00505B50,
// Hide and Show — `__thiscall(pane)`, slots 33 and 34 of all three pane
// vtables. Hide drops the model (slot 36 with null), then jumps to the
// base hide. Show, while the frame is not yet visible, builds the model
// from the GUID or the display record, then jumps to the base show.
FUN_PLAYERMODEL_HIDE = 0x00505CE0,
FUN_PLAYERMODEL_SHOW = 0x00505D00,
FUN_SIMPLEFRAME_HIDE = 0x0076AD50,
FUN_SIMPLEFRAME_SHOW = 0x0076AE10,
// The turn latch (SetRotation sets it, the next paint clears it) and the
// turn deadline in OS ms (now + 100 on a turn, 0 once Stand is armed).
OFF_PLAYERMODEL_TURNING = 0x3E8,
OFF_PLAYERMODEL_TURN_DEADLINE = 0x3EC,
// UpdateModel — `__thiscall(pane)`, slot 38 (DressUpModel's 0x00504470
// calls it first): the base update, then, with no turn latched and the
// deadline passed (0 counts as passed), arms Stand (-1, 0, -1, 0, 1.0, 1,
// 1) when key bone -1 plays anything else, and zeroes the deadline.
// 4.3.4's UpdateModel is the same with the pane's m_sequence and
// m_sequenceVariation in place of 0 and -1, and a loaded-model gate.
FUN_PLAYERMODEL_UPDATE_MODEL = 0x00505C50,
// vtable slot 36: SetModelInstance `__thiscall(frame, model)`; the pane
// Hide passes null to drop the model (0x00505CE7).
VTBL_SIMPLEMODEL_SET_MODEL_INSTANCE = 0x90,
// DressUpModel fields (benilla ui/dressup): the character component, and
// the main- and off-hand lanes, 8 bytes each: byte 0 item class (0 =
@@ -3985,11 +4220,63 @@ enum Offsets {
OFF_DRESSUPMODEL_COMPONENT = 0x3F8,
OFF_DRESSUPMODEL_MAIN_HAND_LANE = 0x3FC,
OFF_DRESSUPMODEL_OFF_HAND_LANE = 0x404,
// Byte: the unit showed its native display when the pane was built (not
// shapeshifted). TryOnItem's armor arms need it and the component.
OFF_DRESSUPMODEL_READY = 0x40C,
// SetModelInstance — `__thiscall(pane, model)`, DressUpModel vtable slot
// 36 (0x008083A8 + 0x90; its only reference): sets the model, clones the
// unit's component and copies the unit's hand lanes. Null on hide.
FUN_DRESSUPMODEL_SET_MODEL_INSTANCE = 0x00504350,
SLOT_DRESSUPMODEL_SET_MODEL_INSTANCE = 0x00808438,
// ClearModel — `__thiscall(pane)`: Undress's worker.
FUN_DRESSUPMODEL_CLEAR_MODEL = 0x00504490,
// The engine's Lua DressUpModel:Dress() — `int __fastcall(L)`: re-runs
// the SetUnit helper (0x00505B50) with the pane's GUID.
FUN_SCRIPT_DRESSUPMODEL_DRESS = 0x00504CD0,
// AttachItemModel — `int __fastcall(model, displayRecord, bodySlot,
// sheatheType, bool sheathed, bool shield, bool ranged)`, ret 0x14: hangs
// a held item at the hand, or at its sheath point when `sheathed`. The
// unit's own AttachHandItem (0x0060B8C0) passes its sheath state there.
FUN_ATTACH_ITEM_MODEL = 0x0047A0C0,
// TryOnItem's held arm: the install (`push 0` as sheathed) and the two
// evictions of the other lane, each a `call` to the function above or
// FUN_DETACH_HELD_ITEM_SLOT. The third detach (0x00504A85) is the
// target lane's own occupant.
CALL_TRY_ON_ATTACH_ITEM = 0x00504AE6,
CALL_TRY_ON_EVICT_OFF_HAND = 0x00504A0C,
CALL_TRY_ON_EVICT_MAIN_HAND = 0x00504A55,
// TryOnItem's hand choice, reached only from the held arm (jump-table
// entry 0x0A: inventory types 13-15, 17, 21-23, 25, 26). The site is
// `mov edx, [edi+0x2C]; cmp edx, 0x0D` (8B 57 2C 83 FA 0D) before the
// `jnz`. Both paths start with ECX = the player (or null), ESI = the
// pane, EDI = the item record, and set [ebp-4] to body slot 0xF / 0x10
// before the CanHoldBoth (0x00504BC0) eviction of the other lane.
SITE_TRY_ON_HAND_CHOICE = 0x0050492D,
TRY_ON_MAIN_HAND_PATH = 0x0050495F,
TRY_ON_OFF_HAND_PATH = 0x005049B1,
// AttachItemVisuals — `__fastcall(model, itemVisualID)`: detaches the
// model's children, then hangs each ItemVisualEffects model of the
// ItemVisuals row (attachments 0-4). Ignores an id with no row.
FUN_ATTACH_ITEM_VISUALS = 0x00479700,
// CM2Model::FindChild — `__thiscall(model, attachId)`, ret 4: the child
// model hung at that attachment, or null.
FUN_M2MODEL_FIND_CHILD = 0x00712F00,
// GetItemDescVisual — `int __thiscall(visibleItem)`: -1 when the item's
// display has its own ItemVisuals row (AttachItemModel already hung it),
// else the visual of the first of its 7 enchants (+0x0C) that has one,
// else 0. CGPlayer_C::AttachEnchantVisual (0x005EED50) gives the result
// to FindChild + AttachItemVisuals on the attachment AttachItemModel
// used; AttachHandItem (0x0060B8C0) runs that for players only.
FUN_VISIBLE_ITEM_GET_DESC_VISUAL = 0x0062EC70,
// UnequipCharacterSlot — `__thiscall(component, slot 0..11)`.
FUN_CHARCOMP_UNEQUIP_SLOT = 0x00478960,
// DetachHeldItemSlot — `__fastcall(model, bodySlot 0xF/0x10,
// sheatheType, bool shield)`; Undress passes `invType == 14` as shield.
FUN_DETACH_HELD_ITEM_SLOT = 0x0047A310,
// Unit vtable slot 39 — `const void *__thiscall(unit, hand 0/1/2)`: the
// ItemDisplayInfo row of the hand's item (CGUnit_C 0x00605EE0, CGPlayer_C
// 0x005EC350); AttachHandItem's record source.
VTBL_UNIT_GET_HELD_ITEM_DISPLAY = 0x9C,
// TryOnItem — `__thiscall(pane, itemID)`: the worker behind TryOn.
FUN_DRESSUPMODEL_TRY_ON_ITEM = 0x00504540,
// The worker's item-cache callback (0x00504BA0) re-runs it once the
@@ -4035,6 +4322,11 @@ enum Offsets {
OFF_M2MODEL_SHARED = 0x30,
OFF_M2SHARED_DATA = 0x130,
OFF_M2DATA_CAMERA_ID_LOOKUP = 0x12C,
// The sequence count, and the {count, uint16 *} lookup from animation id
// to sequence. PlayAnimation (0x007121A0) maps a resolved id through the
// lookup and drops it when the index is not below the count.
OFF_M2DATA_SEQUENCE_COUNT = 0x1C,
OFF_M2DATA_ANIMATION_LOOKUP = 0x24,
// SetAnimated — `__thiscall(model, bool)`; M2SceneAnimateAndCollect —
// `__thiscall(scene, const float *cameraPos)`. ConfigureCamera runs both
// (with the frame's facing zeroed) before it copies a model camera.
@@ -5614,6 +5906,7 @@ enum Offsets {
OFF_ITEMSTATS_SPELL_CATEGORY_CD = 0x180, // u32[5] — category cooldown ms
ITEMSTATS_SPELL_SLOT_COUNT = 5,
ITEM_SPELLTRIGGER_ON_USE = 0,
ITEM_SPELLTRIGGER_ON_EQUIP = 1,
// `ItemStats_C.m_maxCount` — max number of this item the player can
// hold in inventory at once. `0` = unlimited, `1` = unique, higher
@@ -5776,6 +6069,37 @@ enum Offsets {
VAR_ITEMDISPLAYINFO_RECORDS = 0x00C0DC10,
VAR_ITEMDISPLAYINFO_COUNT = 0x00C0DC14,
OFF_ITEMDISPLAYINFO_ICON = 0x14,
// ItemVisuals ID (column 22). Read by AttachItemModel (0x0047A200) and
// GetItemDescVisual (0x0062EC93); 365 stock rows set it.
OFF_ITEMDISPLAYINFO_ITEM_VISUAL = 0x58,
// The two model names (+0x04, +0x08) and their two textures (+0x0C,
// +0x10), char* each. AttachItemModel (0x0047A0C0) builds a held item
// from name 0 and texture 0 (0x0047A192, 0x0047A1CF); the loose ammo
// model (0x00479F40) from name 1 and texture 1 (0x00479F58, 0x00479F64).
OFF_ITEMDISPLAYINFO_MODEL_NAME = 0x04,
OFF_ITEMDISPLAYINFO_MODEL_TEXTURE = 0x0C,
// ItemVisuals.dbc — an ID plus five ItemVisualEffects IDs (6 columns),
// the glow AttachItemVisuals hangs on a weapon. Instance 0x00C0DB68.
VAR_ITEMVISUALS_RECORDS = 0x00C0DB70,
VAR_ITEMVISUALS_COUNT = 0x00C0DB74,
// SpellVisualKit.dbc (35 columns, 0x8C-byte rows). The char-select ghost
// kit (0x004727F0) reads the store at 0x004727F6/0x0047280A: nine effect
// IDs from +0x0C (attachments 20, 34, 19, 21, 22, 17, 23, 24, 25, pushed
// at 0x00472821..0x0047287F), then four procedure kinds from +0x3C with
// their first values from +0x4C (the loop at 0x00472888). Kind 1 is a
// tint, the value an 0xRRGGBB colour stored as a float; kind 14 an alpha.
VAR_SPELLVISUALKIT_RECORDS = 0x00C0D74C,
VAR_SPELLVISUALKIT_COUNT = 0x00C0D750,
OFF_SPELLVISUALKIT_EFFECTS = 0x0C,
OFF_SPELLVISUALKIT_PROC_KIND = 0x3C,
OFF_SPELLVISUALKIT_PROC_VALUE = 0x4C,
// SpellVisualEffectName.dbc: the model file at +0x08, which the ghost
// kit's effect step (0x00472780) creates (0x004727AF).
VAR_SPELLVISUALEFFECTNAME_RECORDS = 0x00C0D760,
VAR_SPELLVISUALEFFECTNAME_COUNT = 0x00C0D764,
OFF_SPELLVISUALEFFECTNAME_FILE = 0x08,
// ItemSet.dbc — armor/equipment set definitions referenced by
// `ItemStats_C::m_itemSet`. Standard 5-DWORD class shape at
@@ -5901,6 +6225,13 @@ enum Offsets {
VAR_CHRRACES_COUNT = 0x00C0DEE4,
OFF_CHRRACES_FILENAME = 0x3C,
OFF_CHRRACES_NAMES = 0x44,
// The client prefix ("Hu", "Or", ...) the head-item path takes: the helm
// builder (0x004799A0) reads it at 0x00479A21 for
// `Item\ObjectComponents\Head\<name>_<prefix><sex letter>.mdx`.
OFF_CHRRACES_CLIENT_PREFIX = 0x18,
// The helm builder's sex letters, `const char *[3]` = "M", "F", "U",
// indexed by the sex byte (0x00479A1A).
VAR_SEX_LETTERS = 0x00838AB4,
// CreatureFamily.dbc — pet/beast family metadata. Standard 5-DWORD
// class shape (instance 0x00C0DE74; records 0x00C0DE7C, count
@@ -6270,6 +6601,17 @@ enum Offsets {
OFF_UNIT_DESCRIPTOR_RACE_BYTE = 0x78,
OFF_UNIT_DESCRIPTOR_CLASS_BYTE = 0x79,
OFF_UNIT_DESCRIPTOR_SEX_BYTE = 0x7A,
// UNIT_NPC_FLAGS, read at descriptor +0x234 by ClassifyHoveredUnit's flag
// chain (0x48233C) and IsQuestGiverToTalk (0x5DF49C).
OFF_UNIT_DESCRIPTOR_NPC_FLAGS = 0x234,
// CGUnit_C::m_questStatus: the quest giver status the server last sent
// (SMSG_QUESTGIVER_STATUS), stored by SetQuestGiverStatus (0x607440) for
// a unit with NPC flag 0x2 (benilla-re objectlayer/unitnames).
OFF_CGUNIT_QUEST_STATUS = 0xCB8,
// IsQuestGiverToTalk — `uint32_t __stdcall(CGUnit_C *unit)`, ret 4: 1 for
// NPC flag 0x2 with a quest status other than 0 and 1. ClassifyHoveredUnit
// shows Speak for it (disassembled 0x5DF490-0x5DF4C4).
FUN_IS_QUEST_GIVER_TO_TALK = 0x005DF490,
// The local player's UNIT_FIELD_BYTES_0 race/class/sex bytes, mirrored
// into a login-time global that is populated at character-enter —
@@ -7135,6 +7477,13 @@ enum Offsets {
// first slot test (`0x0062244F`: slot <= 0x12 and flags & 1). 4.3.4's
// `Script_IsEquippedItemType` searches with exactly this flag.
INVMGR_SEARCH_EQUIPMENT = 0x01,
// Free-slot count — `uint32 __thiscall(invMgr)`, plain `ret`. On a
// container's own inventory (`+0x10` byte clear) it counts every slot
// 0..count-1 whose GUID is zero: 3.3.5's `CGContainer_C::GetFreeSlots`.
// On the player's list it counts the backpack (23..38) plus, recursing,
// each item-class-1 bag in 19..22, and skips equipment, bank and keyring
// (disassembled 0x00622910-0x006229CA).
FUN_INVMGR_COUNT_FREE_SLOTS = 0x00622910,
// The registered action-bar Lua C functions that `Action::ItemState`
// re-registers in front of. Tail-call these with the untouched stack for
// every slot we don't own (they raise their own usage errors).
@@ -7470,6 +7819,10 @@ enum Offsets {
// `and eax,0xFFFF`.
VAR_PET_ACTION_SLOTS = 0x00B71438,
PET_ACTION_SLOT_COUNT = 10,
// Types 1-5 are spells, the spell ID in the low 16 bits — the `case 1..5`
// arm of Script_GetPetActionInfo (0x004BDC50), gated on VAR_PET_GUID.
PET_ACTION_TYPE_SPELL_FIRST = 1,
PET_ACTION_TYPE_SPELL_LAST = 5,
PET_ACTION_TYPE_COMMAND = 7,
PET_ACTION_COMMAND_ATTACK = 2,
// The open stable master's GUID as a u64, 0 while no stable window is
@@ -7840,6 +8193,10 @@ enum Offsets {
// Number of spells on the shapeshift bar — the dword
// `Script_GetNumShapeshiftForms` (0x004B4590) pushes.
VAR_SHAPESHIFT_BAR_SPELL_COUNT = 0x00B71104,
// Pointer to the shapeshift bar's u32 spell IDs, VAR_SHAPESHIFT_BAR_SPELL_
// COUNT of them: `mov eax,[0xB71108]; mov esi,[eax+esi*4]` in
// Script_GetShapeshiftFormInfo (0x004B4641) after its count bound.
VAR_SHAPESHIFT_BAR_SPELLS = 0x00B71108,
// Inner spell-cast dispatcher — `__fastcall(slot, bookType, targetGuidLo,
// targetGuidHi)`. `Script_CastSpellByName` calls this after resolving
@@ -7964,6 +8321,9 @@ enum Offsets {
OFF_SPELLITEMENCHANT_AMOUNT = 0x10, // int Amount[3] (EffectPointsMin)
OFF_SPELLITEMENCHANT_ARG = 0x28, // int EffectArg[3]
OFF_SPELLITEMENCHANT_NAME = 0x34, // char *name[8], locale-indexed
// ItemVisuals ID (column 22), the weapon glow; read by GetItemDescVisual
// (0x0062ECD7). Crusader 1900 = 103, Fiery 803 = 25, Icy 1894 = 126.
OFF_SPELLITEMENCHANT_ITEM_VISUAL = 0x58,
// ItemRandomProperties.dbc — the table a random-suffix ID (the third
// field of an `item:id:enchant:suffix:unique` link) indexes to get
@@ -8340,6 +8700,9 @@ enum Offsets {
// CObjects — which is exactly why the engine pushes handler/frame
// through it rather than a plain rawget.
LUA_RAWGETI = 0x6F3BC0,
// `lua_rawseti(L, idx, n)` — __fastcall (n on the stack): t[n] = top,
// pops it. Calls luaH_setnum (0x006FAD80); stamps the GC context tag.
LUA_RAW_SET_I = 0x6F3F60,
// `luaA_indexAcceptable(L, idx)` — the API's index walk: stack, pseudo
// (registry / globals) or upvalue index → TObject*, or NULL for a
// positive index at or past the top. __fastcall(L /*ecx*/, idx /*edx*/),
@@ -8448,6 +8811,20 @@ enum Offsets {
// `rawset(nil)` clear leaves it stale and subsequent `table.insert`
// appends past the wiped slots.
LUAL_SETN = 0x6F4EA0,
// `luaL_addlstring(B, s, len)` — __fastcall (len on the stack, ret 4) —
// and `luaL_addvalue(B)` — __fastcall, pops the string on top into B.
// Both as called by str_gsub (0x007FD26A) and add_s (0x007FD35E).
LUAL_ADD_LSTRING = 0x6F51F0,
LUAL_ADD_VALUE = 0x6F5270,
// `luaL_checklstring(L, narg, size_t *len)` — __fastcall (len on the
// stack, ret 4; null is allowed). As str_gsub calls it (0x007FD0F7).
LUAL_CHECK_LSTRING = 0x6F4BE0,
// `luaL_optnumber(L, narg, double def)` — __fastcall (def on the stack,
// ret 8), returns the double in ST0. As str_gsub calls it (0x007FD12F).
LUAL_OPT_NUMBER = 0x6F4CD0,
// `luaL_checknumber(L, narg)` — __fastcall, returns the double in ST0.
// As str_format calls it (0x007FD570).
LUAL_CHECK_NUMBER = 0x6F4C80,
// `luaL_getn(L, tableIndex)` — Lua 5.0 auxlib table-length getter,
// `int __fastcall(L /*ecx*/, idx /*edx*/)`, plain RET (no stack
// args), length in eax. Verified by disassembly: a negative idx is
@@ -8758,8 +9135,32 @@ enum Offsets {
LUA_GET_STACK = 0x006FBAA0,
LUA_GET_INFO = 0x006FBC70,
SIZEOF_LUA_DEBUG = 0x60,
OFF_LUA_DEBUG_NAME = 0x04,
OFF_LUA_DEBUG_SOURCE = 0x10,
OFF_LUA_DEBUG_CURRENTLINE = 0x14,
OFF_LUA_DEBUG_LINEDEFINED = 0x1C,
// `lua_getlocal(L, ar, n)` — `const char *__fastcall` (n on the stack):
// pushes local n of the call level ar names (ar+0x5C, i_ci) and returns
// its name, or returns null and pushes nothing (no such local, or a C
// level). No engine callers.
LUA_GET_LOCAL = 0x006FBB20,
// `lua_getupvalue(L, funcindex, n)` — `const char *__fastcall` (n on the
// stack): pushes upvalue n of the function at funcindex and returns its
// name ("" for a C closure), or null for no such upvalue or a value that
// is not a function. (0x006F45B0 is lua_pushupvalues.)
LUA_GET_UPVALUE = 0x006F4660,
// `debugstack([start [, count1 [, count2]]])` — the engine's C function
// (base-function table 0x811E28); no engine callers. It reads the stack
// of the state it is called on through five lua_getstack calls and one
// lua_getinfo("Snl"), and pushes its text onto that same state.
// BaseLib::DebugStack points those six calls at a thread's state.
FUN_SCRIPT_DEBUGSTACK = 0x00703760,
CALL_DEBUGSTACK_GETSTACK_FIRST = 0x0070383F,
CALL_DEBUGSTACK_GETSTACK_TAIL_PROBE = 0x0070386E,
CALL_DEBUGSTACK_GETSTACK_TAIL_START = 0x00703896,
CALL_DEBUGSTACK_GETSTACK_TAIL_SKIP = 0x007038AD,
CALL_DEBUGSTACK_GETSTACK_NEXT = 0x00703998,
CALL_DEBUGSTACK_GETINFO = 0x007038CD,
// `luaO_chunkid(out, source, bufflen)` — `void __fastcall(char *out /*ecx*/,
// const char *source /*edx*/, int bufflen /*stack*/)`, RET 4: the name a
// chunk has in error messages. `=name` is copied as is, `@file` is the
@@ -8878,14 +9279,28 @@ enum Offsets {
// entry before the registration table's NULL terminator, matching
// stock 5.0 order). Verified by decode: args (s, pat, repl, maxN),
// `^` anchor pre-strip, and the luaL_argerror(3) "string or
// function expected" gate. Its add_value helper (`FUN_007fd2a0`)
// matches stock 5.0: a FUNCTION replacement's non-string result is
// popped and NOTHING is appended (match → empty) — 5.1 instead
// keeps the original match for nil/false. That difference is why
// `BaseLib::StringLib`'s 5.1 table-replacement shim wraps the
// pattern in an outer capture (arg 1 = whole match) so its adapter
// closure can hand the match back for missing keys.
// function expected" gate. BaseLib::StringGsub replaces the gate and
// the add_s call below.
FUN_LUA_STR_GSUB = 0x007FD0E0,
// str_gsub's replacement-type gate, ECX = EDI = L on entry: `call
// lua_gettop; cmp eax,3; jl` → argerror, `lua_isstring(L,3)` → pass,
// `lua_type(L,3) == 6` → pass, else `luaL_argerror(L, 3, "string or
// function expected")`. 60 bytes, ending at 0x007FD19A `lea edx,[b]`
// (luaL_buffinit). Nothing outside the range jumps into it.
SITE_LUA_STR_GSUB_REPL_CHECK = 0x007FD15E,
// `add_s(ms, b, s, e)` — __fastcall (ECX = MatchState, EDX = luaL_Buffer,
// s/e on the stack, ret 8): Lua 5.0's add_s, which also does the
// function replacement (a non-string result is popped and nothing is
// added). Each `%n` goes through check_capture (0x007FCE20), so `%0`,
// and `%1` in a pattern with no captures, raise "invalid capture index".
// Its one caller is the call below; BaseLib::StringGsub still calls it
// for a function replacement.
FUN_LUA_STR_ADD_S = 0x007FD2A0,
CALL_LUA_STR_GSUB_ADD_S = 0x007FD203,
// `push_onecapture(ms, i)` — __fastcall, pushes capture `i`: "unfinished
// capture" for length -1, the position for -2, else the substring. 5.0's
// has no `i >= level` test (5.1's pushes the whole match for i == 0).
FUN_LUA_STR_PUSH_ONECAPTURE = 0x007FCF40,
// `str_format` — the Lua 5.0 `string.format` C function (`int
// __fastcall(void *L)`), strlib entry at `0x00822dc0`. Verified by decode:
// reads the format at arg 1, handles `%%`, `%d/i/c`, `%e/E/f/g/G`,
@@ -8895,6 +9310,16 @@ enum Offsets {
// — so an addon replacing `string.format` cannot hijack or break it (matches
// retail, whose SetFormattedText formats in C).
FUN_LUA_STR_FORMAT = 0x007FD3D0,
// str_format's `%n$` argument number (Lua 4.0's one-digit form): after
// the engine's isdigit(*ESI) passes, `cmp byte [esi+1],'$'; jnz +0C;
// movsx eax,byte [esi]; sub eax,'0'; mov [ebp-8],eax; lea ebx,[esi+2]`
// (80 7E 01 24 75 0C 0F BE 06 83 E8 30 89 45 F8 8D 5E 02), ending at
// 0x007FD4BE `inc dword [ebp-8]`. ESI = the spec after '%', EBX = where
// the flags scan starts, [ebp-8] = the argument number. EAX/ECX/EDX are
// dead (0x007FD4C1 `or ecx,-1`, 0x007FD4CA `xor eax,eax`, 0x007FD4E2
// `mov edx,ebx`). BaseLib::StringFormat replaces the 18 bytes.
SITE_LUA_STR_FORMAT_ARG_NUMBER = 0x007FD4AC,
LUA_STR_FORMAT_FRAME_ARG = 0x8,
// `math_fmod` — the Lua 5.0 `math.mod` C function (mathlib entry at
// `0x00822cb0`): `luaL_checknumber(1/2)` → `fmod(x, y)` → `lua_pushnumber`.
// 5.1 renamed the Lua-facing name to `math.fmod` with the identical C
@@ -9203,9 +9628,21 @@ enum Offsets {
FUN_BLP_DECODE_LEVEL = 0x005A7F00,
FUN_BLP_FREE_SCRATCH = 0x005A8100,
FUN_BLP_RESET = 0x005A7AA0,
// Parse(this, const void *file) → nonzero for a 'BLP2' type-1 header
// (ret 4): Open's second half. It copies BLP_HEADER_SIZE bytes of `file`
// into the record and keeps `file` as the pixel source (+0x498), which
// Reset only drops (it frees the decoded chain at +0x00), so a buffer the
// caller owns decodes like the one Open reads (disassembled
// 0x5A83B0-0x5A842A).
FUN_BLP_PARSE = 0x005A83B0,
BLP_HEADER_SIZE = 0x494,
BLP_RECORD_SIZE = 0x4B4,
OFF_BLP_MAGIC = 0x04,
OFF_BLP_VERSION = 0x08,
// byte: 1 palette, 2 DXT, 3 raw BGRA (DecodeLevel's switch, 0x5A7F6B)
OFF_BLP_COMPRESSION = 0x0C,
// byte: for DXT, 0 DXT1, 1 DXT3, 7 DXT5 (DecodeLevel takes its class
// at 0x5A7FC3)
OFF_BLP_ALPHA_TYPE = 0x0E,
OFF_BLP_WIDTH = 0x10,
OFF_BLP_HEIGHT = 0x14,
@@ -9215,6 +9652,15 @@ enum Offsets {
// benilla image/convert#palette-to-bgra). GetPortraitAlphaMask decodes
// to this format.
GX_TEX_FORMAT_BGRA8888 = 2,
// DecodeLevel converts a DXT level to another format through the matrix
// InitConvertMatrix (0x005A4FC0) fills, by the class of the alpha type.
// It fills DXT1 and DXT3 to BGRA8888 (cells 0x00C0F840, 0x00C0F8D0) and
// leaves DXT5's (0x00C0F960) empty, so a DXT5 level gets an unwritten
// SMemAlloc buffer and DecodeLevel still returns 1 (disassembled
// 0x5A4FC0-0x5A5062 and 0x5A7FC3-0x5A8045; benilla
// image/convert#conversion-matrix).
BLP_COMPRESSION_DXT = 2,
BLP_ALPHA_TYPE_DXT5 = 7,
// MPQ file enumerator — walks every mounted archive's `(listfile)`
// and invokes a callback for each entry whose path begins with a
@@ -10368,6 +10814,10 @@ enum Offsets {
// descriptor — though we only expose `IsMounted()` for the
// player to match modern API semantics.
OFF_UNIT_FIELD_MOUNTDISPLAYID = 0x1FC,
// UNIT_FIELD_DISPLAYID: the display the unit shows now (a shapeshift
// form's while shapeshifted). Field 0x7D in the update-field name table
// (0x0083A73C).
OFF_UNIT_FIELD_DISPLAYID = 0x1F4,
// Local player movement-flags u32. Lives directly on the
// CGPlayer object (not the broadcast descriptor) — this is
@@ -10928,6 +11378,13 @@ enum Offsets {
// event-driven (state changes only), not per-frame, so per-call
// overhead from a hooked predicate is negligible.
FUN_FIRE_EVENT_NO_ARGS = 0x00703E50,
// The enter cascade's (0x004908C0) `mov ecx, 0x10E; call
// FUN_FIRE_EVENT_NO_ARGS`: PLAYER_LOGIN, the only place it fires. It runs
// only while the arm byte 0x00B4E260 is set, which the interface
// initializer (0x0048FBF0) sets after the addons load and this path
// clears, so it fires once per UI instance: at login and after a reload
// (benilla ui/worldenter). E8 call, disassembled.
CALL_ENTER_WORLD_FIRE_PLAYER_LOGIN = 0x00490959,
// `__fastcall(int sendRelease, char earlyReturnOnGameObject,
// char showError)` — engine's "close the current loot window"
@@ -11568,6 +12025,10 @@ enum Offsets {
VAR_SPELL_SHAPESHIFT_FORM_COUNT = 0x00C0D778,
OFF_SPELL_SHAPESHIFT_FORM_FLAGS = 0x2C,
SHAPESHIFT_FORM_FLAG_NO_AUTO_UNSHIFT = 0x100,
// Flag 0x8: the form may talk to NPCs and use objects (Shadowform's 0x9).
// Tested by both interaction gates (`test byte [eax+0x2C],0x8` at
// 0x005F017F / 0x005F3210) and 4.3.4's HandleOnRightClick / CanUseNow.
SHAPESHIFT_FORM_FLAG_CAN_INTERACT = 0x8,
// Control-loss aura effect types (EffectApplyAuraName values), used by
// C_LossOfControl to classify a debuff. Values are authoritative from the
@@ -12550,6 +13011,120 @@ enum Offsets {
// the per-stage applies clamp against (FUN_005a29d0/FUN_005a2b40).
VAR_GX_DEVICE = 0x00C0ED38,
OFF_GXDEV_STAGE_CAP = 0x23C,
// ---- Unit portrait bake (BakePortrait 0x00524F60, benilla ui/portraits)
// Every entry below is a call the bake makes, read off its disassembly;
// calling convention from the call site. `Model::Portrait` replays the
// bake on a display model of its own.
// M2CreateScene — `void *()`: a fresh scene on the model cache.
FUN_M2_CREATE_SCENE = 0x00706E10,
// `__thiscall(scene)`: drops one scene reference; at zero the destructor
// releases every instance on the scene's model list.
FUN_M2SCENE_RELEASE = 0x00707320,
// CreateModelFromPath — `void *__thiscall(scene, const char *path,
// uint32 flags)`, `ret 8`: a new instance of the file's shared model
// (Spells\ErrorCube.mdx when the file is missing). AttachDisplayModel
// passes the CreatureModelData path and 0. The caller owns one reference.
FUN_M2SCENE_CREATE_MODEL = 0x00707350,
// CreateModelFromModel — `void *__thiscall(scene, source, uint32 flags)`:
// a new instance of the source's shared model, with its attachments.
FUN_M2SCENE_COPY_MODEL = 0x00707400,
// M2SceneDraw — `__thiscall(scene, pass)`; the bake draws 0 then 1.
FUN_M2SCENE_DRAW = 0x00708900,
// `__fastcall(model)`: drops one instance reference (HandleClose2).
FUN_MODEL_INSTANCE_RELEASE = 0x007103A0,
// CM2Model::IsReady — `__thiscall(model, wait, recurseChildren)`:
// loaded AND every texture has its device texture. `wait` blocks on the
// reads and creates the device textures (GetTextureDeviceObject(.., 1));
// the bake's gate passes (0, 1), the bake itself (1, 1).
FUN_MODEL_INSTANCE_READY = 0x00710450,
// CM2Model::SetVisible — `__thiscall(model, bool)`.
FUN_M2MODEL_SET_VISIBLE = 0x00710C50,
// CM2Model::SetAlpha — `__thiscall(model, float)`; SetDiffuseColor —
// `__thiscall(model, const float rgb[3])`. Plain stores, which the
// ghost kit applies (0x004728C1, 0x00472939). Attached children take
// them through the per-frame combine.
FUN_M2MODEL_SET_ALPHA = 0x00710CB0,
FUN_M2MODEL_SET_DIFFUSE_COLOR = 0x00710CF0,
// CM2Model::HasAttachment — `__thiscall(model, id)`, ret 4. Waits for
// the model file (0x00710520) when it has not loaded.
FUN_M2MODEL_HAS_ATTACHMENT = 0x00712CB0,
// CM2Model::Attach — `__thiscall(child, parent, id)`, ret 8. The
// parent takes a reference; the attach index resolves once the parent
// loads.
FUN_M2MODEL_ATTACH = 0x00712F70,
// CM2Model::Detach — `__thiscall(child)`: unlinks the child from its
// parent, clears its parent (OFF_M2MODEL_PARENT) and drops the parent's
// reference. The destructor (0x0070E3F5) detaches every child this way.
FUN_M2MODEL_DETACH = 0x00713020,
OFF_M2MODEL_PARENT = 0x1CC,
// CM2Model::HasLiveParticles — `__thiscall(model)`: +0x3D8, which
// Animate sets while an emitter emits or holds a live particle. The
// dying-effect drain (0x0061F6CC) releases a stopped effect once false.
FUN_M2MODEL_HAS_LIVE_PARTICLES = 0x007135C0,
// CM2Model::PlayAnimation — `__thiscall(model, 7 args)`, `ret 0x1C`. The
// bake passes (-1, 0, 0, 0, 1.0f, 0, 1).
FUN_M2MODEL_PLAY_ANIMATION = 0x007121A0,
// CM2Model::GetKeyBoneAnimId — `__thiscall(model, keyBone)`, ret 4: the id
// last requested on the key bone (bone state +0xF8, the id as given, not
// its fallback). Blocks on the shared data when the model is not loaded.
FUN_M2MODEL_GET_KEY_BONE_ANIM = 0x00712090,
// The bone states, 0x118 bytes each, at [model+0x90]; key bone -1 is bone
// 0 (GetKeyBoneAnimId above). PlayAnimation fills a bone's primary slot
// (+0x98): the offset at +0xB8, where the sequence time is start +
// (ftol((now - startStamp) * speed) + offset) mod length, and the done
// latch at +0xC0, which it clears. Update (0x00719370) queues the done
// callback once when the bone's window reaches its end stamp (+0xAC) and
// the latch is 0, and sets the latch. A speed of 0 makes the end stamp
// the start stamp, so done would fire on the next update.
OFF_M2MODEL_BONE_STATES = 0x90,
OFF_M2BONE_SEQUENCE_OFFSET = 0xB8,
OFF_M2BONE_DONE_REPORTED = 0xC0,
// ApplyCreatureDisplay — `__fastcall(model, displayRec, modelDataRec)`,
// `ret 4`: the CreatureDisplayInfo row's three skins as the model's
// replaceable textures 11..13 (AttachDisplayModel 0x00505AE6).
FUN_APPLY_CREATURE_DISPLAY = 0x004797B0,
// DetachAllItemModels — `__fastcall(model)`: the bake strips the copy's
// attachments (helm, shoulders, held items) before it draws.
FUN_DETACH_ALL_ITEM_MODELS = 0x0047A230,
// CameraSetDeviceTransforms — `__fastcall(camera, const float rect[4],
// int)`: sets the device projection and view from the camera over the
// rect; the bake passes {0, 0, 1, aspect} and 0.
FUN_CAMERA_SET_DEVICE_TRANSFORMS = 0x007ADA40,
// PortraitLighting — the bake's lighting callback (ambient 0.45 grey and a
// white light along (-1, 0, -1)), set with FUN_MODEL_INSTANCE_SET_RENDER_CB
// and a null argument.
FUN_PORTRAIT_LIGHTING = 0x00525B10,
// GetPortraitAlphaMask — `void *__fastcall(uint32 size)`: an array whose
// byte data (pointer at +8) is the round mask's alpha, one per texel.
FUN_PORTRAIT_ALPHA_MASK = 0x005258A0,
// GxCapsScreenSize — `__fastcall(float rect[4])`, {top, left, bottom,
// right}; see FUN_GX_CAPS_WINDOW_SIZE.
FUN_GX_CAPS_SCREEN_SIZE = 0x0058A250,
// The bake's device gate: `int ()` each. WINDOW_ACTIVE reads the device's
// active flag (+0xF30, cleared while minimised), DEVICE_ALIVE reads
// OFF_GXDEVD3D_ALIVE (+0xF2C).
FUN_GX_WINDOW_ACTIVE = 0x0058A260,
FUN_GX_DEVICE_ALIVE = 0x0058A280,
// GxMasterEnable get / set — `bool __fastcall(cap)` / `__fastcall(cap,
// value)`. The bake saves cap 1 (fog), turns it off, and restores it.
FUN_GX_MASTER_ENABLE_GET = 0x0058A210,
FUN_GX_MASTER_ENABLE_SET = 0x0058A1E0,
GX_MASTER_FOG = 1,
// SetClearColorDevice — `__stdcall(uint32 argb)`; the bake sets 0.
FUN_GX_SET_CLEAR_COLOR = 0x0058A920,
// ClearDevice — `__fastcall(uint32 mask)`; the bake clears 3 before the
// draw and again after the readback.
FUN_GX_CLEAR = 0x0058A970,
// `__fastcall(const int rect[4], GrowableArray<uint32> *out)`: reads a
// back-buffer rectangle (device slot +0x48); the bake reads {0,0,64,64}.
FUN_GX_READ_PIXELS = 0x00589CF0,
// GxTexMarkRectDirty — `__fastcall(CGxTex *, const int rect[4], uint32
// immediate)`, `ret 4`: re-latches a callback texture's texels; the bake's
// re-draw of a cached portrait uploads its new pixels with immediate 1.
FUN_GX_TEX_MARK_RECT_DIRTY = 0x0058ACD0,
// CSimpleTexture::SetImage — `__thiscall(texture, HTEXTURE)`, `ret 4`:
// binds a texture handle (taking a reference) and notifies the layer.
FUN_SIMPLETEXTURE_SET_IMAGE = 0x00770300,
// The vertex-stream primitive every textured region draws through
// (FUN_0076fb00 calls it per region). Decompiler signature (13 params):
// (count, positions, posStride, s3, s3Stride, colors, colorStride, drop8,
+180
View File
@@ -0,0 +1,180 @@
// 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/>.
// Where a spell sits on the bars.
//
// FindSpellActionButtons(spell [, set]) the 1-based slots holding the
// spell as a spell action, or nothing when none does.
// HasSpellActionButtons(spell [, set]) whether any slot does.
// IsOnBarOrSpecialBar(spell [, set]) the same, or the spell is on the
// shapeshift bar or the pet bar.
//
// A slot matches on the spell ID it stores, as 4.3.4's PutActionInSlot
// compares (IsSpell && GetSpell == spellId): a macro or an item that casts
// the spell is not the spell, and a rank matches only itself. The special
// bars are the engine's own lists — the shapeshift bar's spell array that
// GetShapeshiftFormInfo reads, and the pet bar's spell entries
// (GetPetActionInfo's types 1-5) while a pet bar is up.
//
// `set` is Enum.ActionBarSet, a mask whose Mkb bit is the one set of slots
// this client has; Gamepad alone finds no slot.
#include "Game.h"
#include "Offsets.h"
#include "spell/Arg.h"
#include <cstdint>
namespace Action::Find {
namespace {
constexpr int ACTION_BAR_SET_MKB = 1;
constexpr int ACTION_BAR_SET_GAMEPAD = 2;
constexpr int ACTION_BAR_SET_ALL = ACTION_BAR_SET_MKB | ACTION_BAR_SET_GAMEPAD;
// The spell at stack[1] and whether the set at stack[2] (default All)
// covers this client's slots. 0 when the spell does not resolve.
int Args(void *L, bool *searchSlots) {
const int set = Game::Lua::IsNumber(L, 2) ? static_cast<int>(Game::Lua::ToNumber(L, 2))
: ACTION_BAR_SET_ALL;
*searchSlots = (set & ACTION_BAR_SET_MKB) != 0;
return Spell::Arg::ResolveSpellID(L, 1);
}
bool SlotHolds(int slot0, int spellID) {
const uint32_t entry = reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_ACTION_TABLE))[slot0];
return (entry & Offsets::ACTION_TYPE_MASK) == Offsets::ACTION_TYPE_SPELL &&
entry == static_cast<uint32_t>(spellID);
}
bool AnySlotHolds(int spellID) {
for (int slot0 = 0; slot0 < Offsets::ACTION_TABLE_MAX_SLOTS; ++slot0) {
if (SlotHolds(slot0, spellID))
return true;
}
return false;
}
bool OnShapeshiftBar(int spellID) {
const int count = Game::Read<int>(Offsets::VAR_SHAPESHIFT_BAR_SPELL_COUNT);
const auto *spells = Game::Read<const uint32_t *>(Offsets::VAR_SHAPESHIFT_BAR_SPELLS);
if (spells == nullptr)
return false;
for (int i = 0; i < count; ++i) {
if (spells[i] == static_cast<uint32_t>(spellID))
return true;
}
return false;
}
bool OnPetBar(int spellID) {
if (Game::Read<uint64_t>(Offsets::VAR_PET_GUID) == 0)
return false;
const auto *slots = reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_PET_ACTION_SLOTS));
for (int i = 0; i < Offsets::PET_ACTION_SLOT_COUNT; ++i) {
const uint32_t type = (slots[i] >> 24) & 0x3F;
if (type >= Offsets::PET_ACTION_TYPE_SPELL_FIRST &&
type <= Offsets::PET_ACTION_TYPE_SPELL_LAST &&
(slots[i] & 0xFFFF) == static_cast<uint32_t>(spellID))
return true;
}
return false;
}
int __fastcall Script_FindSpellActionButtons(void *L) {
bool searchSlots;
const int spellID = Args(L, &searchSlots);
if (spellID <= 0 || !searchSlots || !AnySlotHolds(spellID))
return 0;
Game::Lua::NewTable(L);
int index = 0;
for (int slot0 = 0; slot0 < Offsets::ACTION_TABLE_MAX_SLOTS; ++slot0) {
if (!SlotHolds(slot0, spellID))
continue;
Game::Lua::PushNumber(L, static_cast<double>(++index));
Game::Lua::PushNumber(L, static_cast<double>(slot0 + 1));
Game::Lua::RawSet(L, -3);
}
return 1;
}
int __fastcall Script_HasSpellActionButtons(void *L) {
bool searchSlots;
const int spellID = Args(L, &searchSlots);
Game::Lua::PushBool(L, spellID > 0 && searchSlots && AnySlotHolds(spellID));
return 1;
}
int __fastcall Script_IsOnBarOrSpecialBar(void *L) {
bool searchSlots;
const int spellID = Args(L, &searchSlots);
Game::Lua::PushBool(L, spellID > 0 && ((searchSlots && AnySlotHolds(spellID)) ||
OnShapeshiftBar(spellID) || OnPetBar(spellID)));
return 1;
}
// --- Documentation ----------------------------------------------------------
const Game::Doc::Field kArgs[] = {
Game::Doc::Req("spellID", "SpellIdentifier", "A spell ID, spell link, or spell name."),
Game::Doc::Opt("setToSearch", "ActionBarSet", "All"),
};
const Game::Doc::Field kFindRets[] = {
Game::Doc::Req("slots", "table", "The 1-based action slots; nothing when no slot "
"holds the spell."),
};
const Game::Doc::Function kFindSpellActionButtons{
"The action slots that hold the spell as a spell action.",
kArgs, kFindRets};
const Game::Doc::Field kHasRets[] = {
Game::Doc::Req("hasSpellActionButtons", "bool"),
};
const Game::Doc::Function kHasSpellActionButtons{
"Whether any action slot holds the spell as a spell action.",
kArgs, kHasRets};
const Game::Doc::Field kOnBarRets[] = {
Game::Doc::Req("isOnBarOrSpecialBar", "bool"),
};
const Game::Doc::Function kIsOnBarOrSpecialBar{
"Whether the spell is in an action slot, on the shapeshift bar, or on the pet bar.",
kArgs, kOnBarRets};
const Game::Lua::EnumIntegerEntry kActionBarSet[] = {
{"None", 0},
{"Mkb", ACTION_BAR_SET_MKB},
{"Gamepad", ACTION_BAR_SET_GAMEPAD},
{"All", ACTION_BAR_SET_ALL},
};
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_ActionBar", "FindSpellActionButtons",
&Script_FindSpellActionButtons, &kFindSpellActionButtons);
Game::Lua::RegisterTableFunction("C_ActionBar", "HasSpellActionButtons",
&Script_HasSpellActionButtons, &kHasSpellActionButtons);
Game::Lua::RegisterTableFunction("C_ActionBar", "IsOnBarOrSpecialBar",
&Script_IsOnBarOrSpecialBar, &kIsOnBarOrSpecialBar);
Game::Lua::RegisterIntegerEnum("Enum", "ActionBarSet", kActionBarSet,
static_cast<int>(sizeof(kActionBarSet) / sizeof(kActionBarSet[0])),
"ActionBar");
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Action::Find
+61
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@@ -38,11 +38,24 @@
// through to an empty return. There is no bag-item tag: items are always
// by-itemID (0x80), and an earlier reading of the 0x40 "miss" as a bag item
// was wrong.
//
// `C_ActionBar.GetSpell(slot)` — the spell the slot stands for, 0 for none.
// It is the engine's own resolver (FUN_ACTION_SLOT_TO_SPELL), which every
// action reader (cooldown, usable, range, current) goes through: a spell
// action is its spell, a macro is its cached primary spell, and an item is
// its first on-use spell — retail's ActionButton.lua calls GetSpell for
// exactly that item case. The spellbook flag it also hands back is not part
// of the answer.
//
// `C_ActionBar.IsMacroActionWithShowTooltip(slot)` — the slot holds a macro
// whose body carries `#showtooltip`, by the parse `Macro::ShowTooltip` hands
// the tooltip over on. `#show` is not it.
#include "Game.h"
#include "Offsets.h"
#include "action/Slot.h"
#include "equipmentset/Data.h"
#include "macro/ShowTooltip.h"
#include <cstdint>
@@ -126,10 +139,58 @@ int __fastcall Script_GetActionInfo(void *L) {
return 0;
}
int __fastcall Script_GetSpell(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: C_ActionBar.GetSpell(actionID)");
return 0;
}
// The resolver bounds-checks the slot itself and answers 0 outside it.
const int slot0 = static_cast<int>(Game::Lua::ToNumber(L, 1)) - 1;
uint32_t petFlag = 0;
const uint32_t spellID = reinterpret_cast<SlotToSpell_t>(
static_cast<uintptr_t>(Offsets::FUN_ACTION_SLOT_TO_SPELL))(
static_cast<uint32_t>(slot0), &petFlag);
Game::Lua::PushNumber(L, static_cast<double>(spellID));
return 1;
}
int __fastcall Script_IsMacroActionWithShowTooltip(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: C_ActionBar.IsMacroActionWithShowTooltip(actionID)");
return 0;
}
const int slot0 = static_cast<int>(Game::Lua::ToNumber(L, 1)) - 1;
const uint32_t macroID = Action::Slot::MacroIDForSlot(slot0);
Game::Lua::PushBool(L, macroID != 0 && Macro::ShowTooltip::HasShowTooltipDirective(macroID));
return 1;
}
const Game::Doc::Field kGetSpellArgs[] = {
Game::Doc::Req("actionID", "luaIndex"),
};
const Game::Doc::Field kGetSpellRets[] = {
Game::Doc::Req("spellID", "number"),
};
const Game::Doc::Function kGetSpellDoc{
"The spell an action stands for: a spell's own ID, a macro's spell, or an item's "
"on-use spell; 0 when there is none.",
kGetSpellArgs, kGetSpellRets};
const Game::Doc::Field kIsMacroActionWithShowTooltipRets[] = {
Game::Doc::Req("isMacroActionWithShowTooltip", "bool"),
};
const Game::Doc::Function kIsMacroActionWithShowTooltipDoc{
"Whether the action is a macro with an explicit #showtooltip line.",
kGetSpellArgs, kIsMacroActionWithShowTooltipRets};
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetActionInfo", &Script_GetActionInfo);
Game::Lua::RegisterTableFunction("C_ActionBar", "GetSpell", &Script_GetSpell, &kGetSpellDoc);
Game::Lua::RegisterTableFunction("C_ActionBar", "IsMacroActionWithShowTooltip",
&Script_IsMacroActionWithShowTooltip,
&kIsMacroActionWithShowTooltipDoc);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
+148
View File
@@ -0,0 +1,148 @@
// 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 item behind an action slot, 4.3.4's CGActionBar::GetItem: an item-by-ID
// action's item, or the item a macro's `#showtooltip` / `#show` resolved to
// (1.12 keeps no item per macro, so `Macro::ShowTooltip` holds it). Both
// readers below peek the item cache and never query it, as 4.3.4 does.
//
// IsStackableAction the item's max stack is more than 1 —
// 4.3.4's IsStackableAucItem. The global
// answers 1/nil, the C_ActionBar form a bool.
// GetItemActionOnEquipSpellID the item's first on-equip spell (trigger 1),
// nil when it has none.
#include "Game.h"
#include "Offsets.h"
#include "item/Record.h"
#include "macro/ShowTooltip.h"
#include <cstdint>
namespace Action::SlotItem {
namespace {
uint32_t ItemForSlot(int slot0) {
if (slot0 < 0 || slot0 >= Offsets::ACTION_TABLE_MAX_SLOTS)
return 0;
const uint32_t entry = reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_ACTION_TABLE))[slot0];
if ((entry & Offsets::ACTION_TYPE_MASK) == Offsets::ACTION_TYPE_ITEM_BY_ID)
return entry & Offsets::ACTION_PAYLOAD_MASK_ITEM_BY_ID;
Macro::ShowTooltip::Info info;
if (Macro::ShowTooltip::ForSlot(slot0, &info) &&
info.target == Macro::ShowTooltip::Target::Item)
return static_cast<uint32_t>(info.itemID);
return 0;
}
// Reads the 1-based slot at stack[1]; false (after the usage error) when it
// is not a number.
bool SlotArg(void *L, const char *usage, int *slot0) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, usage);
return false;
}
*slot0 = static_cast<int>(Game::Lua::ToNumber(L, 1)) - 1;
return true;
}
bool IsStackable(int slot0) {
const uint8_t *record = ::Item::PeekRecord(ItemForSlot(slot0));
return record != nullptr && Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_STACKABLE) > 1;
}
int __fastcall Script_IsStackableAction(void *L) {
int slot0;
if (!SlotArg(L, "Usage: IsStackableAction(slot)", &slot0))
return 0;
if (IsStackable(slot0))
Game::Lua::PushNumber(L, 1.0);
else
Game::Lua::PushNil(L);
return 1;
}
int __fastcall Script_C_IsStackableAction(void *L) {
int slot0;
if (!SlotArg(L, "Usage: C_ActionBar.IsStackableAction(actionID)", &slot0))
return 0;
Game::Lua::PushBool(L, IsStackable(slot0));
return 1;
}
int __fastcall Script_GetItemActionOnEquipSpellID(void *L) {
int slot0;
if (!SlotArg(L, "Usage: C_ActionBar.GetItemActionOnEquipSpellID(actionID)", &slot0))
return 0;
const uint8_t *record = ::Item::PeekRecord(ItemForSlot(slot0));
if (record == nullptr)
return 0;
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);
if (spellID != 0 && trigger == Offsets::ITEM_SPELLTRIGGER_ON_EQUIP) {
Game::Lua::PushNumber(L, static_cast<double>(spellID));
return 1;
}
}
return 0;
}
// --- Documentation ----------------------------------------------------------
const Game::Doc::Field kSlotArgs[] = {
Game::Doc::Req("slot", "number", "The action slot, 1 to 120."),
};
const Game::Doc::Field kIsStackableRets[] = {
Game::Doc::Opt("isStackable", "number", nullptr,
"1 if the slot's item stacks, else nil."),
};
const Game::Doc::Function kIsStackableAction{
"Returns 1 if an action slot holds an item that stacks.",
kSlotArgs, kIsStackableRets, "ActionBar"};
const Game::Doc::Field kActionIDArgs[] = {
Game::Doc::Req("actionID", "luaIndex"),
};
const Game::Doc::Field kCIsStackableRets[] = {
Game::Doc::Req("isStackableAction", "bool"),
};
const Game::Doc::Function kCIsStackableAction{
"Whether the action's item stacks.",
kActionIDArgs, kCIsStackableRets};
const Game::Doc::Field kOnEquipRets[] = {
Game::Doc::Opt("onEquipSpellID", "number", nullptr,
"Nil when the action has no item or its item has no on-equip spell."),
};
const Game::Doc::Function kGetItemActionOnEquipSpellID{
"The spell the action's item grants while equipped.",
kActionIDArgs, kOnEquipRets};
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("IsStackableAction", &Script_IsStackableAction,
&kIsStackableAction);
Game::Lua::RegisterTableFunction("C_ActionBar", "IsStackableAction",
&Script_C_IsStackableAction, &kCIsStackableAction);
Game::Lua::RegisterTableFunction("C_ActionBar", "GetItemActionOnEquipSpellID",
&Script_GetItemActionOnEquipSpellID,
&kGetItemActionOnEquipSpellID);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Action::SlotItem
+8 -23
View File
@@ -65,6 +65,7 @@
#include "embedded_resources.h"
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include "addons/Embedded.h"
@@ -103,26 +104,12 @@ constexpr const char *kDevMarkerFile = ".classicapi-dev";
// paths are case-insensitive.
constexpr const char *kAddOnsPrefix = "Interface\\AddOns\\";
char NormalizeChar(char c) {
if (c == '/') return '\\';
if (c >= 'A' && c <= 'Z') return static_cast<char>(c + 32);
return c;
}
bool PathEqualsCI(const char *a, const char *b) {
while (*a && *b) {
if (NormalizeChar(*a) != NormalizeChar(*b)) return false;
++a; ++b;
}
return *a == *b;
}
// `path` with the case-insensitive `prefix` stripped, NULL when it does
// not start with it.
const char *StripPrefixCI(const char *path, const char *prefix) {
while (*prefix) {
if (*path == '\0') return nullptr;
if (NormalizeChar(*path) != NormalizeChar(*prefix)) return nullptr;
if (Common::FoldPathChar(*path) != Common::FoldPathChar(*prefix)) return nullptr;
++path; ++prefix;
}
return path;
@@ -130,7 +117,7 @@ const char *StripPrefixCI(const char *path, const char *prefix) {
int IndexOfAddon(const char *name) {
for (size_t i = 0; i < kAddonCount; ++i) {
if (PathEqualsCI(name, kAddons[i]))
if (Common::SamePath(name, kAddons[i]))
return static_cast<int>(i);
}
return -1;
@@ -144,7 +131,7 @@ int MatchAddonPath(const char *path, const char **relPath) {
if (rel == nullptr) return -1;
for (size_t i = 0; i < kAddonCount; ++i) {
const char *rest = StripPrefixCI(rel, kAddons[i]);
if (rest != nullptr && NormalizeChar(*rest) == '\\') {
if (rest != nullptr && Common::FoldPathChar(*rest) == '\\') {
*relPath = rel;
return static_cast<int>(i);
}
@@ -155,12 +142,10 @@ int MatchAddonPath(const char *path, const char **relPath) {
// The embedded bytes for manifest path `relPath`; `data` is NULL when it
// is not embedded.
Embed::Bytes LookupEmbedded(const char *relPath) {
for (size_t i = 0; i < Manifest::kFileCount; ++i) {
if (PathEqualsCI(relPath, Manifest::kFiles[i].path))
return Embed::File(Manifest::kFiles[i].resourceId,
Manifest::kFiles[i].index);
}
return {nullptr, 0};
const Manifest::File *file = Embed::FindFile(Manifest::kFiles, relPath);
if (file == nullptr)
return {nullptr, 0};
return Embed::File(file->resourceId, file->index);
}
// Engine file I/O + Storm allocator — see addons/EngineIO.h for the shapes and
+221
View File
@@ -0,0 +1,221 @@
// 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/>.
// `debuglocals([level [, skipFunctionsAndUserdata]])` — the locals and then
// the upvalues of a call level as text, one `name=value` line each, for an
// error report. 4.3.4's Script_debuglocals and the FrameScript_PackVariable
// it formats with, in retail's spacing (probed: `n=7`, `s="hi"`,
// `t=<table>{`, ` k=1`, `}`; 4.3.4 writes `n = 7` and `t = <table> {`):
// - Only while an error handler runs; otherwise it returns nothing. 4.3.4
// tests a flag its error function sets around the handler call. 1.12's
// error function sets none, but while a handler runs that function's
// level is on the stack (ErrorCallstack::ErrorFunctionLevel).
// - `level` counts as lua_getstack and debugstack do: 1 is the caller.
// Less than 1 is 1.
// - A table prints as `name=<table>{`, or with the frame's name for a
// frame (t[0], as FrameScript_GetObject reads it), then its fields one
// space in at the top level only, then `}`. A function prints where it
// is defined. The text stops at 4095 bytes, each line at 1023.
// Retail's second argument, which its Blizzard_ScriptErrors passes as true,
// leaves out the function and userdata values, at the top level and in
// tables.
//
// A number key in int range prints truncated with %d, as 4.3.4's
// IsIntegerNumber tests only the range: 2.5 prints as 2. Two departures from
// 4.3.4, both where it would fail inside the handler: a number key outside
// that range is formatted from a copy, not converted in place (that breaks
// lua_next), and a key that is not a number or string prints as its type in
// angle brackets (4.3.4 formats a null string).
//
// Retail also lists `(*temporary)` lines: 5.1's lua_getlocal names each stack
// slot past a level's locals so, a C level's arguments included (an
// `error("x")` report shows `(*temporary)="x"`). 1.12's lua_getlocal
// (0x6FBB20) is 5.0's, which names declared locals only. Those slots are
// the compiler's registers, which 5.0 and 5.1 allocate differently, so they
// are left out rather than imitated.
//
// Registered on both Lua states, like the base-library helpers.
#include "Game.h"
#include "Offsets.h"
#include "baselib/ErrorCallstack.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstdio>
#include <cstring>
#include <string>
namespace BaseLib::DebugLocals {
namespace {
namespace Lua = Game::Lua;
using lua_getlocal_t = const char *(__fastcall *)(void *L, const void *ar, int n);
using lua_getupvalue_t = const char *(__fastcall *)(void *L, int funcindex, int n);
const auto GetLocal = reinterpret_cast<lua_getlocal_t>(Offsets::LUA_GET_LOCAL);
const auto GetUpvalue = reinterpret_cast<lua_getupvalue_t>(Offsets::LUA_GET_UPVALUE);
constexpr size_t kTextMax = 4095; // 4.3.4's 4096-byte buffer, less its NUL
constexpr size_t kLineSize = 1024;
struct Packer {
void *L;
bool skipFunctionsAndUserdata;
std::string text;
void Line(const char *fmt, const char *indent, const char *name, const char *value = "",
int number = 0) {
char line[kLineSize];
std::snprintf(line, sizeof line, fmt, indent, name, value, number);
const size_t room = kTextMax - text.size();
text.append(line, std::min(room, std::strlen(line)));
}
// The value on the stack top, as 4.3.4's FrameScript_PackVariable.
void Pack(const char *name, int depth) {
const char *indent = depth > 0 ? " " : "";
switch (Lua::Type(L, -1)) {
case Lua::TYPE_NIL:
Line("%s%s=nil\n", indent, name);
break;
case Lua::TYPE_BOOLEAN:
Line("%s%s=%s\n", indent, name, Lua::ToBoolean(L, -1) ? "true" : "false");
break;
case Lua::TYPE_LIGHTUSERDATA:
case Lua::TYPE_USERDATA:
if (!skipFunctionsAndUserdata)
Line("%s%s=<userdata>\n", indent, name);
break;
case Lua::TYPE_NUMBER:
Line("%s%s=%s\n", indent, name, Lua::ToString(L, -1)); // a copy: safe to convert
break;
case Lua::TYPE_STRING:
Line("%s%s=\"%s\"\n", indent, name, Lua::ToString(L, -1));
break;
case Lua::TYPE_TABLE:
PackTable(name, depth, indent);
break;
case Lua::TYPE_FUNCTION:
if (!skipFunctionsAndUserdata)
PackFunction(name, indent);
break;
default:
Line("%s%s=<%s>\n", indent, name, Lua::TypeName(L, Lua::Type(L, -1)));
break;
}
}
void PackTable(const char *name, int depth, const char *indent) {
void *object = Lua::ResolveObject(L, -1);
Line("%s%s=%s{\n", indent, name, object ? Lua::ObjectDisplayName(object) : "<table>");
if (depth == 0) {
Lua::PushNil(L);
while (Lua::Next(L, -2) != 0) {
char key[32];
const char *keyName = key;
const int keyType = Lua::Type(L, -2);
const double number = keyType == Lua::TYPE_NUMBER ? Lua::ToNumber(L, -2) : 0;
if (keyType == Lua::TYPE_NUMBER && std::isfinite(number) && number >= -2147483648.0 &&
number <= 2147483647.0) {
std::snprintf(key, sizeof key, "%d", static_cast<int>(number));
} else if (keyType == Lua::TYPE_STRING) {
keyName = Lua::ToString(L, -2);
} else if (keyType == Lua::TYPE_NUMBER) {
Lua::PushValue(L, -2);
std::snprintf(key, sizeof key, "%s", Lua::ToString(L, -1));
Lua::SetTop(L, -2);
} else {
std::snprintf(key, sizeof key, "<%s>", Lua::TypeName(L, keyType));
}
Pack(keyName, 1);
Lua::SetTop(L, -2); // the value; the key stays for lua_next
}
}
Line("%s}\n", indent, "");
}
void PackFunction(const char *name, const char *indent) {
alignas(4) uint8_t ar[Offsets::SIZEOF_LUA_DEBUG];
Lua::PushValue(L, -1);
Lua::GetInfo(L, ">nS", ar); // pops the copy
const auto field = [&ar](uintptr_t offset) { return Game::Read<const char *>(ar, offset); };
const char *source = field(Offsets::OFF_LUA_DEBUG_SOURCE);
const int line = Game::Read<int>(ar, Offsets::OFF_LUA_DEBUG_LINEDEFINED);
if (const char *fn = field(Offsets::OFF_LUA_DEBUG_NAME)) {
char named[kLineSize];
std::snprintf(named, sizeof named, "%s() defined %s", fn, source ? source : "?");
Line("%s%s=%s:%d\n", indent, name, named, line);
} else {
Line("%s%s=<function> defined %s:%d\n", indent, name, source ? source : "?", line);
}
}
};
int __fastcall Script_debuglocals(void *L) {
if (ErrorCallstack::ErrorFunctionLevel(L) == 0)
return 0;
int level = static_cast<int>(Lua::ToNumber(L, 1));
if (level <= 0)
level = 1;
Packer packer{L, Lua::ToBoolean(L, 2) != 0, {}};
alignas(4) uint8_t ar[Offsets::SIZEOF_LUA_DEBUG];
if (Lua::GetStack(L, level, ar)) {
const char *name;
for (int i = 1; (name = GetLocal(L, ar, i)) != nullptr; i++) {
packer.Pack(name, 0);
Lua::SetTop(L, -2);
}
Lua::GetInfo(L, "f", ar); // the level's function
for (int i = 1; (name = GetUpvalue(L, -1, i)) != nullptr; i++) {
packer.Pack(name, 0);
Lua::SetTop(L, -2);
}
Lua::SetTop(L, -2);
}
Lua::PushLString(L, packer.text.data(), static_cast<unsigned int>(packer.text.size()));
return 1;
}
const Game::Doc::Field kDebuglocalsArgs[] = {
Game::Doc::Opt("level", "number", "1", "The call level, as debugstack counts it."),
Game::Doc::Opt("skipFunctionsAndUserdata", "boolean", "false",
"Leaves out function and userdata values."),
};
const Game::Doc::Field kDebuglocalsRets[] = {
Game::Doc::Opt("locals", "string", nullptr,
"One `name=value` line for each local and upvalue. Nothing outside an "
"error handler."),
};
const Game::Doc::Function kDebuglocals{
"The local variables and upvalues of a call level as text, for an error report.",
kDebuglocalsArgs, kDebuglocalsRets, "LuaGlobals"};
void RegisterInGame() {
Game::Lua::RegisterGlobalFunction("debuglocals", &Script_debuglocals, &kDebuglocals);
}
void RegisterGlue() {
Game::Lua::RegisterGlueFunction("debuglocals", &Script_debuglocals, &kDebuglocals);
}
const Game::ModuleAutoRegister _autoreg{&RegisterInGame};
const Game::GlueModuleAutoRegister _autoregGlue{&RegisterGlue};
} // namespace
} // namespace BaseLib::DebugLocals
+102
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@@ -0,0 +1,102 @@
// 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/>.
// `debugstack([thread,] [start [, count1 [, count2]]])` — the stack of a
// coroutine, as 4.3.4's Script_debugstack takes it: with a thread first,
// the levels are that thread's and `start` defaults to 0 (the thread's
// innermost level) instead of 1.
//
// 1.12's debugstack (FUN_SCRIPT_DEBUGSTACK) has no thread argument, and a
// thread falls through its argument checks so that it returns the thread
// itself: `msg .. debugstack(co)` raises "attempt to concatenate a thread
// value" in the coroutine error paths of WeakAuras, Questie's ThreadLib,
// MRT and Zygor.
//
// The engine's function still does the work, so its text and its head and
// tail windows stay exactly as they are. It reads levels through six calls
// (five lua_getstack, one lua_getinfo), and those calls are redirected to
// read from the state Script_debugstack names for the call: the thread, or
// the calling state when there is none. Script_debugstack replaces the
// global and is the engine function's only way in, so the state is set for
// every call; an error part way cannot leave a thread behind for the next.
//
// Registered on both Lua states, like the base-library helpers.
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
#include <initializer_list>
namespace BaseLib::DebugStack {
namespace {
namespace Lua = Game::Lua;
// The state whose levels the engine's debugstack reads, or null for its own.
void *g_levelsOf = nullptr;
int __fastcall GetStack(void *L, int level, void *ar) {
return Lua::GetStack(g_levelsOf ? g_levelsOf : L, level, ar);
}
int __fastcall GetInfo(void *L, const char *what, void *ar) {
return Lua::GetInfo(g_levelsOf ? g_levelsOf : L, what, ar);
}
int __fastcall Script_debugstack(void *L) {
const auto engineDebugStack =
reinterpret_cast<Lua::CFunction>(Offsets::FUN_SCRIPT_DEBUGSTACK);
g_levelsOf = nullptr;
if (Lua::Type(L, 1) == Lua::TYPE_THREAD) {
g_levelsOf = Lua::ToThread(L, 1);
Lua::Remove(L, 1);
if (!Lua::IsNumber(L, 1)) { // start defaults to 0 for a thread
Lua::PushNumber(L, 0);
Lua::Insert(L, 1);
}
}
const int results = engineDebugStack(L);
g_levelsOf = nullptr;
return results;
}
void Apply() {
const auto getStack = reinterpret_cast<const void *>(&GetStack);
for (const uintptr_t site :
{Offsets::CALL_DEBUGSTACK_GETSTACK_FIRST, Offsets::CALL_DEBUGSTACK_GETSTACK_TAIL_PROBE,
Offsets::CALL_DEBUGSTACK_GETSTACK_TAIL_START, Offsets::CALL_DEBUGSTACK_GETSTACK_TAIL_SKIP,
Offsets::CALL_DEBUGSTACK_GETSTACK_NEXT})
Common::RedirectCall(site, Offsets::LUA_GET_STACK, getStack);
Common::RedirectCall(Offsets::CALL_DEBUGSTACK_GETINFO, Offsets::LUA_GET_INFO,
reinterpret_cast<const void *>(&GetInfo));
}
void RegisterInGame() {
Apply();
Lua::RegisterGlobalFunction("debugstack", &Script_debugstack);
}
void RegisterGlue() {
Apply();
Lua::RegisterGlueFunction("debugstack", &Script_debugstack);
}
const Game::ModuleAutoRegister _autoreg{&RegisterInGame};
const Game::GlueModuleAutoRegister _autoregGlue{&RegisterGlue};
} // namespace
} // namespace BaseLib::DebugStack
+58
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@@ -0,0 +1,58 @@
// 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/>.
// `difftime(t2 [, t1])` — the seconds from `t1` (0 by default) to `t2`, the
// companion of the engine's `date` and `time` globals. 4.3.4's
// Script_difftime: C `difftime` over the two arguments as time_t.
//
// Registered on BOTH states, as the engine registers `date` and `time`.
#include "Game.h"
#include <ctime>
namespace BaseLib::DiffTime {
namespace {
int __fastcall Script_difftime(void *L) {
const auto t2 = static_cast<time_t>(Game::Lua::CheckNumber(L, 1));
const auto t1 = static_cast<time_t>(Game::Lua::OptNumber(L, 2, 0));
Game::Lua::PushNumber(L, std::difftime(t2, t1));
return 1;
}
const Game::Doc::Field kDifftimeArgs[] = {
Game::Doc::Req("time2", "number", "A time in seconds, as `time()` returns."),
Game::Doc::Opt("time1", "number", "0"),
};
const Game::Doc::Field kDifftimeRets[] = {
Game::Doc::Req("seconds", "number", "time2 minus time1."),
};
const Game::Doc::Function kDifftime{"The number of seconds from time1 to time2.",
kDifftimeArgs, kDifftimeRets, "LuaGlobals"};
void RegisterInGame() {
Game::Lua::RegisterGlobalFunction("difftime", &Script_difftime, &kDifftime);
}
void RegisterGlue() {
Game::Lua::RegisterGlueFunction("difftime", &Script_difftime, &kDifftime);
}
const Game::ModuleAutoRegister _autoreg{&RegisterInGame};
const Game::GlueModuleAutoRegister _autoregGlue{&RegisterGlue};
} // namespace
} // namespace BaseLib::DiffTime
+14 -15
View File
@@ -40,12 +40,26 @@
#include "Game.h"
#include "Offsets.h"
#include "baselib/ErrorCallstack.h"
#include <cstdint>
#include <optional>
namespace BaseLib::ErrorCallstack {
int ErrorFunctionLevel(void *L) {
const auto errorFunction = reinterpret_cast<Game::Lua::CFunction>(Offsets::FUN_FRAMESCRIPT_CALL_ERROR_HANDLER);
alignas(4) uint8_t ar[Offsets::SIZEOF_LUA_DEBUG];
for (int level = 1; Game::Lua::GetStack(L, level, ar); ++level) {
Game::Lua::GetInfo(L, "f", ar); // the level's function; nil for a lost tail call
const bool found = Game::Lua::ToCFunction(L, -1) == errorFunction;
Game::Lua::SetTop(L, -2);
if (found)
return level;
}
return 0;
}
namespace {
std::optional<int> g_setHeight;
@@ -59,21 +73,6 @@ int Height(void *L) {
return height;
}
// The innermost level whose function is the engine's error function, or 0
// when no error is being reported.
int ErrorFunctionLevel(void *L) {
const auto errorFunction = reinterpret_cast<Game::Lua::CFunction>(Offsets::FUN_FRAMESCRIPT_CALL_ERROR_HANDLER);
alignas(4) uint8_t ar[Offsets::SIZEOF_LUA_DEBUG];
for (int level = 1; Game::Lua::GetStack(L, level, ar); ++level) {
Game::Lua::GetInfo(L, "f", ar); // the level's function; nil for a lost tail call
const bool found = Game::Lua::ToCFunction(L, -1) == errorFunction;
Game::Lua::SetTop(L, -2);
if (found)
return level;
}
return 0;
}
int __fastcall Script_GetCallstackHeight(void *L) {
Game::Lua::PushNumber(L, Height(L));
return 1;
+23
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@@ -0,0 +1,23 @@
// 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 BaseLib::ErrorCallstack {
// The innermost call level whose function is the engine's error function
// (FUN_FRAMESCRIPT_CALL_ERROR_HANDLER), or 0 when no error is being
// reported. Nonzero exactly while an error handler runs.
int ErrorFunctionLevel(void *L);
} // namespace BaseLib::ErrorCallstack
+22 -1
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@@ -16,13 +16,16 @@
// - `math.fmod(x, y)` — floating-point remainder of `x / y`.
// - `math.modf(x)` — split into integral + fractional parts.
// - `math.huge` — positive infinity constant.
// - `math.cosh(x)`, `math.sinh(x)`, `math.tanh(x)` — hyperbolic functions.
//
// `math.fmod` is a pure rename: Lua 5.0 ships the exact same C function under
// the name `math.mod`; 5.1 renamed the Lua-facing entry to `math.fmod`. We
// register it as a direct alias of the engine's `math.mod` C function
// (`FUN_LUA_MATH_FMOD`) — no wrapper. `math.mod` stays available too, so code
// written for either name works. `modf` and `huge` are genuinely new in 5.1
// (not in 1.12's mathlib table), so we implement/define them here.
// (not in 1.12's mathlib table), so we implement/define them here, as are the
// hyperbolic functions (5.1's math_cosh/sinh/tanh: luaL_checknumber, the C
// function, one number).
#include "Game.h"
#include "Offsets.h"
@@ -53,9 +56,27 @@ int __fastcall Script_math_modf(void *L) {
return 2;
}
int __fastcall Script_math_cosh(void *L) {
Game::Lua::PushNumber(L, std::cosh(Game::Lua::CheckNumber(L, 1)));
return 1;
}
int __fastcall Script_math_sinh(void *L) {
Game::Lua::PushNumber(L, std::sinh(Game::Lua::CheckNumber(L, 1)));
return 1;
}
int __fastcall Script_math_tanh(void *L) {
Game::Lua::PushNumber(L, std::tanh(Game::Lua::CheckNumber(L, 1)));
return 1;
}
void RegisterFns() {
Game::Lua::RegisterTableFunction("math", "fmod", Script_math_fmod);
Game::Lua::RegisterTableFunction("math", "modf", &Script_math_modf);
Game::Lua::RegisterTableFunction("math", "cosh", &Script_math_cosh);
Game::Lua::RegisterTableFunction("math", "sinh", &Script_math_sinh);
Game::Lua::RegisterTableFunction("math", "tanh", &Script_math_tanh);
// `math.huge` — a numeric constant, not a function. Fetch the (now
// guaranteed-present) `math` table and set the field directly.
+78
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@@ -0,0 +1,78 @@
// 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/>.
// `newproxy([false | true | proxy])` — Lua 5.1's empty userdata (luaB_newproxy,
// lbaselib.c). `false` or nothing: no metatable. `true`: a new metatable of
// its own. Another proxy: share that proxy's metatable. Only metatables made
// by `newproxy(true)` count; any other argument raises "boolean or proxy
// expected". 5.0 has userdata and their `__gc`, only not this function.
//
// As in 5.1, the closure's upvalue is a weak table that marks the valid
// metatables (weak[m] = true), and is its own metatable with __mode "kv".
//
// Registered on BOTH states (language-level helper, both are 5.0).
#include "Game.h"
namespace BaseLib::NewProxy {
namespace {
namespace Lua = Game::Lua;
int __fastcall Script_newproxy(void *L) {
Lua::SetTop(L, 1);
Lua::NewUserdata(L, 0); // the proxy, at 2
if (Lua::ToBoolean(L, 1) == 0)
return 1; // no metatable
if (Lua::Type(L, 1) == Lua::TYPE_BOOLEAN) {
Lua::NewTable(L); // a new metatable m ...
Lua::PushValue(L, -1);
Lua::PushBoolean(L, 1);
Lua::RawSet(L, Lua::UpvalueIndex(1)); // ... marked valid: weak[m] = true
} else {
bool valid = false;
if (Lua::GetMetatable(L, 1)) {
Lua::RawGet(L, Lua::UpvalueIndex(1));
valid = Lua::ToBoolean(L, -1) != 0;
Lua::SetTop(L, -2);
}
if (!valid)
Lua::ArgError(L, 1, "boolean or proxy expected");
Lua::GetMetatable(L, 1);
}
Lua::SetMetatable(L, 2);
return 1;
}
void Register() {
void *L = Lua::State();
if (L == nullptr)
return;
Lua::PushString(L, "newproxy");
Lua::NewTable(L); // the weak table w
Lua::PushString(L, "__mode");
Lua::PushString(L, "kv");
Lua::RawSet(L, -3);
Lua::PushValue(L, -1);
Lua::SetMetatable(L, -2); // w is its own metatable
Lua::PushCClosure(L, &Script_newproxy, 1);
Lua::SetTable(L, Lua::GLOBALS_INDEX);
}
const Game::ModuleAutoRegister _autoreg{&Register};
const Game::GlueModuleAutoRegister _autoregGlue{&Register};
} // namespace
} // namespace BaseLib::NewProxy
+63
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@@ -0,0 +1,63 @@
// 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/>.
// `scrub(...)` — returns its arguments, each one that is not a boolean,
// number or string replaced by nil. 4.3.4's Script_scrub.
//
// Registered on both Lua states, like the base-library helpers.
#include "Game.h"
namespace BaseLib::Scrub {
namespace {
namespace Lua = Game::Lua;
int __fastcall Script_scrub(void *L) {
const int top = Lua::GetTop(L);
Lua::CheckStack(L, 1);
for (int i = 1; i <= top; i++) {
const int type = Lua::Type(L, i);
if (type != Lua::TYPE_BOOLEAN && type != Lua::TYPE_NUMBER && type != Lua::TYPE_STRING) {
Lua::PushNil(L);
Lua::Replace(L, i);
}
}
return top;
}
const Game::Doc::Field kScrubArgs[] = {
Game::Doc::Vararg("any"),
};
const Game::Doc::Field kScrubRets[] = {
Game::Doc::Vararg("any", "Each argument, or nil when it is not a boolean, number or string."),
};
const Game::Doc::Function kScrub{
"Returns its arguments, with each one that is not a boolean, number or string replaced by nil.",
kScrubArgs, kScrubRets, "LuaGlobals"};
void RegisterInGame() {
Game::Lua::RegisterGlobalFunction("scrub", &Script_scrub, &kScrub);
}
void RegisterGlue() {
Game::Lua::RegisterGlueFunction("scrub", &Script_scrub, &kScrub);
}
const Game::ModuleAutoRegister _autoreg{&RegisterInGame};
const Game::GlueModuleAutoRegister _autoregGlue{&RegisterGlue};
} // namespace
} // namespace BaseLib::Scrub
+86
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@@ -0,0 +1,86 @@
// 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/>.
// `string.format` takes two-digit argument numbers (`%10$s`).
//
// 1.12's str_format (0x7FD3D0) is Lua 4.0's: a spec may start with `n$`, but
// only one digit, `isdigit(p[0]) && p[1] == '$'`. In "%10$s" the "10" is then
// read as a width and the '$' as the conversion, which raises "invalid
// option in `format'". 4.3.4's str_format adds a second branch for two
// digits, `isdigit(p[1]) && p[2] == '$'`, and its combat log strings need it
// (ACTION_SPELL_PERIODIC_LEECH_RESULT is "(%10$s %8$s Gained)").
//
// The thunk below stands in for the engine's one-digit branch and adds the
// two-digit one. Everything else stays the engine's: its locale isdigit on
// the first digit (already tested before the site), `arg++` after the site,
// the flag/width/precision scan from EBX, and every conversion. Every caller
// goes through it: `string.format`, `format`, and the C callers of
// FUN_LUA_STR_FORMAT (Frame::FormattedText, Text::NumericFormatter).
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace BaseLib::StringFormat {
namespace {
static_assert(Offsets::LUA_STR_FORMAT_FRAME_ARG == 8, "ArgNumberThunk writes [ebp - 8]");
// ESI = the spec after '%', whose first byte is a digit. Sets the argument
// number in [ebp - 8] and moves EBX past the `n$`; leaves both alone when
// the spec has no `n$`.
__declspec(naked) void ArgNumberThunk() {
__asm {
cmp byte ptr [esi + 1], '$'
jne twoDigits
movsx eax, byte ptr [esi]
sub eax, '0'
mov dword ptr [ebp - 8], eax
lea ebx, [esi + 2]
ret
twoDigits:
movzx eax, byte ptr [esi + 1]
sub eax, '0'
cmp eax, 9
ja done
cmp byte ptr [esi + 2], '$'
jne done
movsx ecx, byte ptr [esi]
sub ecx, '0'
lea ecx, [ecx + ecx * 4]
lea eax, [eax + ecx * 2]
mov dword ptr [ebp - 8], eax
lea ebx, [esi + 3]
done:
ret
}
}
// Runs on every registration pass; a site already patched no longer matches
// and is skipped.
void Apply() {
static const uint8_t kOneDigit[18] = {0x80, 0x7E, 0x01, 0x24, 0x75, 0x0C, 0x0F, 0xBE, 0x06,
0x83, 0xE8, 0x30, 0x89, 0x45, 0xF8, 0x8D, 0x5E, 0x02};
Common::ReplaceWithCall(Offsets::SITE_LUA_STR_FORMAT_ARG_NUMBER, kOneDigit, sizeof kOneDigit,
reinterpret_cast<const void *>(&ArgNumberThunk));
}
const Game::ModuleAutoRegister _autoreg{&Apply};
const Game::GlueModuleAutoRegister _glueAutoreg{&Apply};
} // namespace
} // namespace BaseLib::StringFormat
+163
View File
@@ -0,0 +1,163 @@
// 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/>.
// `string.gsub` takes 5.1's string and table replacements.
//
// 1.12's str_gsub (0x7FD0E0) is Lua 5.0's, and differs from 5.1 in its
// replacement argument:
// - it takes a string or a function, not a table;
// - `%0` in a replacement string, and `%1` when the pattern has no
// captures, raise "invalid capture index" (5.1: the whole match);
// - a function that returns nil or false deletes the match (5.1 keeps it),
// and one that returns a table deletes it too (5.1 raises an error).
//
// The first two only ever raised errors, so 5.1's behavior cannot break a
// 1.12 addon. The third does: SuperAPI's CombatText_AddMessage returns nil
// to delete the player's own " [0x...]" GUID from heal text. A function
// replacement therefore stays the engine's own add_s.
//
// str_gsub itself stays: its match loop, anchor, count and buffer are the
// same in both. Two parts are replaced:
// - the argument gate (SITE_LUA_STR_GSUB_REPL_CHECK) becomes CheckReplacement;
// - the one add_s call (CALL_LUA_STR_GSUB_ADD_S) goes to AddValue: 5.1's
// add_s for a string or number, 5.1's table lookup for a table, and the
// engine's add_s for a function. They use the engine's capture helpers.
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace BaseLib::StringGsub {
namespace {
namespace Lua = Game::Lua;
// Lua 5.0's MatchState, as str_gsub builds it on its stack (str_format's
// spec scan reads the same layout: level at +0x0C, capture[0].len at +0x14).
struct MatchState {
const char *srcInit;
const char *srcEnd;
void *L;
int level;
struct {
const char *init;
int len;
} capture[32];
};
using add_s_t = void(__fastcall *)(MatchState *ms, void *b, const char *s, const char *e);
using push_onecapture_t = void(__fastcall *)(MatchState *ms, int i);
using luaL_addlstring_t = void(__fastcall *)(void *b, const char *s, unsigned int len);
using luaL_addvalue_t = void(__fastcall *)(void *b);
const auto EngineAddS = reinterpret_cast<add_s_t>(Offsets::FUN_LUA_STR_ADD_S);
const auto EnginePushOneCapture =
reinterpret_cast<push_onecapture_t>(Offsets::FUN_LUA_STR_PUSH_ONECAPTURE);
const auto AddLString = reinterpret_cast<luaL_addlstring_t>(Offsets::LUAL_ADD_LSTRING);
const auto AddBufferValue = reinterpret_cast<luaL_addvalue_t>(Offsets::LUAL_ADD_VALUE);
// 5.1's push_onecapture: capture `i`, or the whole match for `i == 0` when
// the pattern has no captures.
void PushOneCapture(MatchState *ms, int i, const char *s, const char *e) {
if (i < ms->level)
EnginePushOneCapture(ms, i);
else if (i == 0)
Lua::PushLString(ms->L, s, static_cast<unsigned int>(e - s));
else
Lua::Error(ms->L, "invalid capture index");
}
// 5.1's add_s: a replacement string, where `%0` is the whole match and `%1`
// to `%9` are captures.
void AddString(MatchState *ms, void *b, const char *s, const char *e) {
void *L = ms->L;
const char *news = Lua::ToString(L, 3);
const unsigned int l = Lua::StrLen(L, 3);
for (unsigned int i = 0; i < l; i++) {
if (news[i] != '%') {
AddLString(b, news + i, 1);
continue;
}
i++; // skip the escape
const char c = news[i];
if (c < '0' || c > '9') {
AddLString(b, news + i, 1);
} else if (c == '0') {
AddLString(b, s, static_cast<unsigned int>(e - s));
} else {
PushOneCapture(ms, c - '1', s, e);
AddBufferValue(b);
}
}
}
// 5.1's add_value for a string or table, the engine's add_s for a function.
// Called as add_s: __fastcall, ret 8.
void __fastcall AddValue(MatchState *ms, void *b, const char *s, const char *e) {
void *L = ms->L;
switch (Lua::Type(L, 3)) {
case Lua::TYPE_FUNCTION:
// A result that is not a string or number deletes the match.
EngineAddS(ms, b, s, e);
return;
case Lua::TYPE_TABLE:
break;
default: // number or string
AddString(ms, b, s, e);
return;
}
PushOneCapture(ms, 0, s, e);
Lua::GetTable(L, 3);
if (!Lua::ToBoolean(L, -1)) {
Lua::SetTop(L, -2);
Lua::PushLString(L, s, static_cast<unsigned int>(e - s)); // keep the match
} else if (!Lua::IsString(L, -1)) {
Lua::Error(L, "invalid replacement value (a %s)", Lua::TypeName(L, Lua::Type(L, -1)));
}
AddBufferValue(b);
}
// 5.1's gate on the replacement argument. Called in place of the engine's,
// with ECX = L.
void __fastcall CheckReplacement(void *L) {
const int t = Lua::Type(L, 3);
if (t != Lua::TYPE_NUMBER && t != Lua::TYPE_STRING && t != Lua::TYPE_FUNCTION &&
t != Lua::TYPE_TABLE)
Lua::ArgError(L, 3, "string/function/table expected");
}
// Runs on every registration pass; a site already patched no longer matches
// and is skipped.
void Apply() {
static const uint8_t kGate[60] = {
0xE8, 0x0D, 0x5F, 0xEF, 0xFF, 0x83, 0xF8, 0x03, 0x7C, 0x21, 0xBA, 0x03,
0x00, 0x00, 0x00, 0x8B, 0xCF, 0xE8, 0x9C, 0x63, 0xEF, 0xFF, 0x85, 0xC0,
0x75, 0x22, 0xBA, 0x03, 0x00, 0x00, 0x00, 0x8B, 0xCF, 0xE8, 0x7C, 0x62,
0xEF, 0xFF, 0x83, 0xF8, 0x06, 0x74, 0x11, 0x68, 0x84, 0x23, 0x88, 0x00,
0xBA, 0x03, 0x00, 0x00, 0x00, 0x8B, 0xCF, 0xE8, 0x76, 0x76, 0xEF, 0xFF,
};
Common::ReplaceWithCall(Offsets::SITE_LUA_STR_GSUB_REPL_CHECK, kGate, sizeof kGate,
reinterpret_cast<const void *>(&CheckReplacement));
Common::RedirectCall(Offsets::CALL_LUA_STR_GSUB_ADD_S, Offsets::FUN_LUA_STR_ADD_S,
reinterpret_cast<const void *>(&AddValue));
}
const Game::ModuleAutoRegister _autoreg{&Apply};
const Game::GlueModuleAutoRegister _glueAutoreg{&Apply};
} // namespace
} // namespace BaseLib::StringGsub
+38 -124
View File
@@ -15,13 +15,13 @@
//
// - `string.match(s, pattern [, init])` — first-match extraction (5.1),
// also the global `strmatch`, as `string.find` is `strfind`.
// - `string.gmatch(s, pattern)` — match iterator (5.1).
// - `string.gsub` TABLE replacement — 5.1 form (see the shim below).
// - `string.gmatch(s, pattern)` — match iterator (5.1), also `gmatch`.
// - `strsplit(sep, str [, pieces])` — WoW global; split on any char.
// - `strjoin(delimiter, ...)` — WoW global; join varargs.
// - `strtrim(str [, chars])` — WoW global; trim a char set.
// - `strreplace(str, find, replace)` — plain-text replace (see below).
// - `string.reverse(s)` / `strrev(s)` — 5.1 string function, missing in 5.0.
// - `string.byte(s, i, j)` / `strbyte` — 5.1's range form (5.0 reads only i).
// - `strlenutf8(s)` — WoW global; characters, not bytes.
// - `strcmputf8i(a, b)` — WoW global; case-insensitive UTF-8 order.
// - `strsplittable(sep, str [, pieces])`— WoW global; `strsplit` into a table.
@@ -341,126 +341,39 @@ int __fastcall Script_string_reverse(void *L) {
return 1;
}
// --- string.gsub table-replacement upgrade (Lua 5.1) ------------------------
//
// 5.1 allows a TABLE as gsub's replacement: each match looks up the first
// capture (the whole match when the pattern declares no captures) in the
// table; a nil/false value keeps the original match; string/number values
// substitute. This engine's gsub (FUN_LUA_STR_GSUB) is stock 5.0 —
// string/function only ("string or function expected" otherwise), and its
// add_value appends NOTHING when a replacement function returns a
// non-string (match → empty; verified by decode, see Offsets.h). So a
// plain table→closure adapter would EAT unmatched tokens where 5.1 keeps
// them, and the closure can't reconstruct the whole match from capture
// args alone.
//
// The shim therefore rewrites the pattern with one OUTER capture —
// `pat` → `(pat)`, keeping a leading `^` and an unescaped trailing `$`
// outside (both are anchors only at their positional ends; inside the
// parens they'd turn literal) — so the adapter closure always receives
// the whole match as arg 1, the pattern's own first capture as arg 2, and
// can hand arg 1 back to reproduce 5.1's keep-match for missing keys.
// Patterns containing a `%1`..`%9` back-reference can't be wrapped (the
// outer capture would renumber what `%N` refers to); those fall back to
// an unwrapped adapter whose missing-key behavior is the engine's own
// (match → empty) — the one documented divergence, and the combination
// (table replacement + pattern back-references) is essentially absent
// from real code. String/function replacements tail-call the engine gsub
// untouched.
// `string.byte(s [, i [, j]])` / `strbyte` — the codes of bytes i..j, as
// 4.3.4's str_byte (j defaults to i). 1.12's (0x7FC210) is 5.0's: it reads
// only `i` and pushes one code. With `j` absent the two give the same
// result for every `i`. Positions truncate toward zero as the engine's
// str_byte and str_sub do. The engine's lua_checkstack (0x6F2F30) refuses
// more than 2048 stack slots, so the longest range is about 2000 bytes.
// True when the pattern contains a `%1`..`%9` back-reference. Escape-aware:
// the char after any `%` is consumed, so `%%1` (literal percent, then '1')
// doesn't count.
bool PatternHasBackref(const char *p, unsigned len) {
for (unsigned i = 0; i + 1 < len; ++i) {
if (p[i] != '%')
continue;
const char c = p[i + 1];
if (c >= '1' && c <= '9')
return true;
++i; // skip the escaped char
}
return false;
// 5.1's posrelat: a negative position counts from the end; before the start is 0.
long PosRelat(long pos, long len) {
if (pos < 0)
pos += len + 1;
return pos >= 0 ? pos : 0;
}
// Adapter for the wrapped-pattern path: arg 1 = whole match, arg 2 = the
// pattern's own first capture (when it declared any). Upvalue 1 = the
// replacement table. Missing/false value → return the whole match (5.1's
// keep-match).
int __fastcall GsubTableLookupWrapped(void *L) {
const int nargs = Game::Lua::GetTop(L);
Game::Lua::PushValue(L, nargs >= 2 ? 2 : 1); // the 5.1 lookup key
Game::Lua::GetTable(L, Game::Lua::UpvalueIndex(1)); // tbl[key]
const int t = Game::Lua::Type(L, -1);
if (t == Game::Lua::TYPE_NIL ||
(t == Game::Lua::TYPE_BOOLEAN && Game::Lua::ToBoolean(L, -1) == 0))
Game::Lua::PushValue(L, 1); // keep the original match
return 1; // top value is the result
}
// Adapter for back-reference patterns (unwrapped): arg 1 is already the
// 5.1 key. A missing key returns nil → the engine appends nothing.
int __fastcall GsubTableLookupPlain(void *L) {
Game::Lua::PushValue(L, 1);
Game::Lua::GetTable(L, Game::Lua::UpvalueIndex(1));
return 1;
}
int __fastcall Script_string_gsub(void *L) {
const auto engineGsub =
reinterpret_cast<Game::Lua::CFunction>(Offsets::FUN_LUA_STR_GSUB);
if (Game::Lua::Type(L, 3) != Game::Lua::TYPE_TABLE)
return engineGsub(L); // string/function/error paths untouched
const char *pat = Game::Lua::ToString(L, 2);
if (pat == nullptr)
return engineGsub(L); // let the engine raise its own arg error
const unsigned patLen = Game::Lua::StrLen(L, 2);
Game::Lua::SetTop(L, 4); // normalize to (s, pat, tbl, n) — gsub reads ≤4
if (!PatternHasBackref(pat, patLen)) {
// Build `(body)` with the anchors outside the capture.
unsigned b = 0, e = patLen;
std::string wrapped;
wrapped.reserve(patLen + 3);
if (e > b && pat[0] == '^') {
wrapped += '^';
b = 1;
}
bool anchoredBack = false;
if (e > b && pat[e - 1] == '$') {
// `$` is an anchor only when not %-escaped: an even number of
// `%` immediately before it means the `$` itself is unescaped.
unsigned pc = 0;
for (int idx = static_cast<int>(e) - 2;
idx >= static_cast<int>(b) && pat[idx] == '%'; --idx)
++pc;
anchoredBack = (pc % 2) == 0;
if (anchoredBack)
--e;
}
wrapped += '(';
wrapped.append(pat + b, e - b);
wrapped += ')';
if (anchoredBack)
wrapped += '$';
Game::Lua::PushLString(L, wrapped.data(),
static_cast<unsigned int>(wrapped.size())); // 5
Game::Lua::PushValue(L, 3); // 6: tbl
Game::Lua::PushCClosure(L, &GsubTableLookupWrapped, 1); // 6: closure
Game::Lua::Insert(L, 2); // closure→2: s, closure, pat, tbl, n, wrapped
Game::Lua::Insert(L, 2); // wrapped→2: s, wrapped, closure, pat, tbl, n
Game::Lua::Remove(L, 4); // drop the original pattern
Game::Lua::Remove(L, 4); // drop the table → (s, wrapped, closure, n)
} else {
Game::Lua::PushValue(L, 3); // 5: tbl
Game::Lua::PushCClosure(L, &GsubTableLookupPlain, 1); // 5: closure
Game::Lua::Insert(L, 3); // → s, pat, closure, tbl, n
Game::Lua::Remove(L, 4); // → s, pat, closure, n
}
return engineGsub(L);
int __fastcall Script_string_byte(void *L) {
unsigned int l = 0;
const char *s = Game::Lua::CheckLString(L, 1, &l);
const long len = static_cast<long>(l);
long posi = PosRelat(static_cast<long>(Game::Lua::OptNumber(L, 2, 1)), len);
long pose =
PosRelat(static_cast<long>(Game::Lua::OptNumber(L, 3, static_cast<double>(posi))), len);
if (posi <= 0)
posi = 1;
if (pose > len)
pose = len;
if (posi > pose)
return 0;
const int n = static_cast<int>(pose - posi + 1);
if (!Game::Lua::CheckStack(L, n))
Game::Lua::Error(L, "stack overflow (%s)", "string slice too long");
for (int i = 0; i < n; i++)
Game::Lua::PushNumber(L, static_cast<unsigned char>(s[posi + i - 1]));
return n;
}
// --- Documentation ----------------------------------------------------------
@@ -515,27 +428,28 @@ const Game::Doc::Function kStrconcat{
void RegisterFns() {
Game::Lua::RegisterTableFunction("string", "match", &Script_string_match);
Game::Lua::RegisterTableFunction("string", "gmatch", Script_string_gmatch);
Game::Lua::RegisterTableFunction("string", "gsub", &Script_string_gsub);
Game::Lua::RegisterTableFunction("string", "reverse", &Script_string_reverse);
Game::Lua::RegisterTableFunction("string", "byte", &Script_string_byte);
Game::Lua::RegisterTableFunction("string", "split", &Script_strsplit);
Game::Lua::RegisterTableFunction("string", "trim", &Script_strtrim);
Game::Lua::RegisterTableFunction("string", "join", &Script_strjoin);
Game::Lua::RegisterTableFunction("string", "concat", &Script_strconcat, &kStrconcat);
// 4.3.4's compat.lua binds each short global and its string-table twin
// to ONE function by assignment (`gsub = str.gsub`, `strmatch =
// to ONE function by assignment (`gmatch = str.gmatch`, `strmatch =
// str.match`, `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");
// file scope (AceConfigCmd-3.0: `strtrim = string.trim`). 1.12's own
// compat.lua set `strbyte` from the old string.byte, so it is re-aliased.
Game::Lua::RegisterGlobalAlias("gmatch", "string", "gmatch");
Game::Lua::RegisterGlobalAlias("strmatch", "string", "match");
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::RegisterGlobalAlias("strbyte", "string", "byte");
Game::Lua::RegisterGlobalAlias("strconcat", "string", "concat", &kStrconcat);
Game::Lua::RegisterGlobalFunction("strreplace", &Script_strreplace);
Game::Lua::RegisterGlobalFunction("strlenutf8", &Script_strlenutf8, &kStrlenutf8);
+2 -15
View File
@@ -47,6 +47,7 @@
// section's header follows.
#include "Inject.h"
#include "Common.h"
#include "Offsets.h"
#include "embed/Resource.h"
@@ -212,20 +213,6 @@ const char *FindSplicePosition(const char *content, size_t size,
return FindOutsideComment(content, end, "</Bindings>");
}
char NormalizeChar(char c) {
if (c == '/') return '\\';
if (c >= 'A' && c <= 'Z') return static_cast<char>(c + 32);
return c;
}
bool PathEqualsCI(const char *a, const char *b) {
while (*a != '\0' && *b != '\0') {
if (NormalizeChar(*a) != NormalizeChar(*b)) return false;
++a; ++b;
}
return *a == *b;
}
using SMemAlloc_t = void *(__stdcall *)(size_t size, const char *file, int line, int flags);
using SMemFree_t = void(__stdcall *)(void *buf, const char *file, int line, int flags);
@@ -233,7 +220,7 @@ using SMemFree_t = void(__stdcall *)(void *buf, const char *file, int line, int
bool TryHandle(int unused, const char *path, void **outBuf, size_t *outSize,
size_t extraBytes, int flag1, int flag2, FileReadFn original) {
if (path == nullptr || !PathEqualsCI(path, kFrameXMLBindingsPath))
if (path == nullptr || !Common::SamePath(path, kFrameXMLBindingsPath))
return false;
// Pull the real file through the original reader with the caller's
+2 -3
View File
@@ -45,6 +45,7 @@
#include "time/Clock.h"
#include "unit/Focus.h"
#include "unit/Identity.h"
#include "unit/Power.h"
#include <ctime>
@@ -684,9 +685,7 @@ void SetItem(Entry &e, int itemId) {
}
int DisplayAmount(int amount, int powerType) {
using Divisor_t = int(__fastcall *)(int powerType);
const int divisor = reinterpret_cast<Divisor_t>(
static_cast<uintptr_t>(Offsets::FUN_POWER_DISPLAY_DIVISOR))(powerType);
const int divisor = static_cast<int>(Unit::Power::DisplayDivisor(powerType));
return divisor != 0 ? amount / divisor : amount;
}
+2 -2
View File
@@ -49,6 +49,7 @@
#include "Game.h"
#include "Offsets.h"
#include "console/Registry.h"
#include "input/Modifier.h"
#include <algorithm>
#include <cstdint>
@@ -63,7 +64,6 @@ namespace {
using Handler_t = int(__fastcall *)(const void *data, void *param);
using RegisterEx_t = void(__fastcall *)(int eventId, Handler_t handler, void *param,
float priority);
using IsKeyDown_t = int(__fastcall *)(int key);
using GetInputLine_t = uintptr_t(__fastcall *)();
using MakeCommandCurrent_t = void(__fastcall *)(uintptr_t line, const char *text);
using SetInputString_t = void(__fastcall *)(const char *text);
@@ -205,7 +205,7 @@ int __fastcall OnKeyDown(const void *data, void * /*param*/) {
return 1;
if (Game::Read<uint32_t>(Offsets::VAR_CONSOLE_VISIBLE) == 0)
return 1;
if (reinterpret_cast<IsKeyDown_t>(Offsets::FUN_GAMEUI_IS_KEY_DOWN)(toggleKey) != 0)
if (Input::Modifier::IsKeyDown(toggleKey))
return 1;
const uintptr_t line =
+104
View File
@@ -0,0 +1,104 @@
// 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 "container/Bag.h"
#include "Game.h"
#include "Offsets.h"
#include "equipmentset/Locations.h"
#include "item/BagFamily.h"
#include "item/ID.h"
#include "item/Location.h"
#include "item/Record.h"
#include "unit/Identity.h"
namespace Container::Bag {
namespace {
bool PlayerRange(int first, int count, View *out) {
auto *inv = Unit::Identity::PlayerInventoryManager();
if (inv == nullptr)
return false;
*out = {inv, first, count, 0};
return true;
}
} // namespace
// The main bank resolves only while a banker is open — 3.3.5 gates it on
// `CGBankInfo::m_banker` the same way. Its GUIDs sit in the player's list
// from login, but the server refuses every bank move without a banker and
// the engine's own slot reader (`0x6228a0`) hides slots 39..68 on the same
// banker-GUID test. Bank bags get that gate from `BagContainer`, whose
// engine GUID getter answers 0 for them while the bank is closed.
bool ViewFor(int bagID, View *out) {
if (bagID == Offsets::BAG_INDEX_BACKPACK)
return PlayerRange(Offsets::INVMGR_BACKPACK_FIRST_SLOT,
Offsets::BACKPACK_NUM_SLOTS, out);
if (bagID == Offsets::BAG_INDEX_BANK) {
if (!EquipmentSet::Locations::BankerOpen())
return false;
return PlayerRange(Offsets::INVMGR_BANK_MAIN_FIRST_SLOT,
Offsets::INVMGR_BANK_MAIN_LAST_SLOT -
Offsets::INVMGR_BANK_MAIN_FIRST_SLOT + 1,
out);
}
const uint8_t *bag = Item::Location::BagContainer(bagID);
auto *inv = static_cast<const uint8_t *>(Item::Location::ContainerInventory(bag));
if (inv == nullptr)
return false;
const int slots = static_cast<int>(
Game::Read<uint32_t>(inv, Offsets::OFF_INVMGR_SLOT_COUNT));
if (slots <= 0)
return false;
// The bag's own family, as 3.3.5's `CGItem_C::GetBagFamily` reads it (0
// while its record isn't cached). `BitmaskForRecord` supplies the family
// a vanilla bag's empty field leaves out, so a quiver reports one rather
// than reading as general-purpose, and agrees with `C_Item.GetItemFamily`.
uint32_t family = 0;
const int bagItemID = Item::ID::FromCGItem(bag);
if (bagItemID > 0) {
if (auto *rec = Item::PeekRecord(static_cast<uint32_t>(bagItemID)))
family = Item::BagFamily::BitmaskForRecord(rec);
}
*out = {inv, 0, slots, family};
return true;
}
uint64_t SlotGuid(const View &view, int slotIndex0) {
const uint32_t linear = static_cast<uint32_t>(view.firstLinear + slotIndex0);
if (linear >= Game::Read<uint32_t>(view.invMgr, Offsets::OFF_INVMGR_SLOT_COUNT))
return 0;
auto *guids = Game::Read<const uint64_t *>(view.invMgr, Offsets::OFF_INVMGR_GUID_ARRAY);
return guids != nullptr ? guids[linear] : 0;
}
int CountFree(const View &view) {
if (view.invMgr != Unit::Identity::PlayerInventoryManager()) {
using CountFreeSlots_t = uint32_t(__thiscall *)(const uint8_t *invMgr);
auto countFreeSlots =
reinterpret_cast<CountFreeSlots_t>(Offsets::FUN_INVMGR_COUNT_FREE_SLOTS);
return static_cast<int>(countFreeSlots(view.invMgr));
}
int free = 0;
for (int i = 0; i < view.slotCount; ++i) {
if (SlotGuid(view, i) == 0)
free++;
}
return free;
}
} // namespace Container::Bag
+47
View File
@@ -0,0 +1,47 @@
// 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>
namespace Container::Bag {
// A container's storage, addressed without Lua: the inventory list holding
// its slot GUIDs, the linear index its first slot sits at, its slot count,
// and the BagFamily bitmask it accepts (0 = anything). The backpack and the
// main bank live inside the player's own inventory list at different linear
// bases; equipped bags and bank bags each have a list of their own.
struct View {
const uint8_t *invMgr;
int firstLinear;
int slotCount;
uint32_t family;
};
// Resolves Lua container `bagID` — backpack 0, bags 1..4, main bank -1, bank
// bags 5..10 — to its `View`. False for the keyring, an out-of-range ID, an
// empty bag slot, and any bank container while no banker is open. Pure C — no
// Lua stack.
bool ViewFor(int bagID, View *out);
// GUID of the item in 0-based slot `slotIndex0` of `view`, 0 when empty.
uint64_t SlotGuid(const View &view, int slotIndex0);
// Empty slots in `view`. A bag's own list is counted by the engine
// (`FUN_INVMGR_COUNT_FREE_SLOTS`, 3.3.5's `CGContainer_C::GetFreeSlots`); a
// range of the player's list (backpack, main bank) is walked slot by slot,
// the way 3.3.5's `Script_GetContainerNumFreeSlots` walks it.
int CountFree(const View &view);
} // namespace Container::Bag
+29 -115
View File
@@ -12,94 +12,21 @@
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "Game.h"
#include "Offsets.h"
#include "item/BagFamily.h"
#include "item/ID.h"
#include "item/Location.h"
#include "item/Record.h"
#include <cstdint>
#include <vector>
#include "container/Bag.h"
namespace Container::FreeSlots {
namespace {
// Resolves the bag's metadata: total slot count + BagFamily bitfield.
// `C_Container.GetContainerNumFreeSlots(bagID)` — `(numFreeSlots,
// bagFamily)`. 3.3.5's `Script_GetContainerNumFreeSlots` (`0x005D7590`):
// the backpack and, at a banker, the main bank report family 0; bags 1..4
// and bank bags 5..10 report the bag's own family. A container that isn't
// there — keyring, an empty bag slot, the bank while it's closed — returns
// only `0`, as 3.3.5 does and as retail's nilable `bagFamily` documents.
//
// - bagID 0 (backpack) → (16, 0). Vanilla 1.12 backpack is fixed at 16
// slots and unfamilied (0). 3.3.5's `Script_GetContainerNumFreeSlots`
// hardcodes both values for the backpack path too.
// - bagID 1..4 → looks up the equipped bag at INVSLOT_BAGn, reads
// `m_containerSlots` and `m_bagFamily` from the cached `ItemStats_C`
// record. If no bag equipped or item not cached: (0, 0).
// - other bagIDs (bank, keyring) → (0, 0). Not supported in this
// implementation.
struct BagInfo {
int slotCount;
int bagType;
};
BagInfo ResolveBagInfo(int bagID) {
if (bagID == 0)
return {Offsets::BACKPACK_NUM_SLOTS, 0};
if (bagID < 1 || bagID > 4)
return {0, 0};
const int equipSlot = Offsets::INVSLOT_BAG1 + bagID - 1;
auto *bagItem = Item::Location::ResolveEquipmentSlot(equipSlot);
if (bagItem == nullptr)
return {0, 0};
const int itemID = Item::ID::FromCGItem(bagItem);
if (itemID == 0)
return {0, 0};
auto *record = Item::PeekRecord(static_cast<uint32_t>(itemID));
if (record == nullptr)
return {0, 0};
const int slots = static_cast<int>(*reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_CONTAINER_SLOTS));
// BagFamily bitmask: the item's field if populated, else derived from
// the container subclass — Turtle leaves bags' m_bagFamily at 0, so a
// Soul Bag would otherwise report family 0 and get miscounted as a
// general-purpose bag by CalculateTotalNumberOfFreeBagSlots. Shared
// with C_Item.GetItemFamily so a bag and its contents agree. See
// `Item::BagFamily`.
const int family =
static_cast<int>(Item::BagFamily::BitmaskForRecord(record));
return {slots, family};
}
// Walks the bag and counts empty slots. Each `Item::Location::ResolveBag`
// call stomps Lua stack[1]/[2] (a requirement of the engine's
// `PackBagSlot` helper), but we own the stack here — Lua just called us
// — and the caller's bagID arg has already been read into a local. So
// it's safe to repeatedly clobber the stack across iterations.
int CountFreeSlotsInBag(void *L, int bagID, int slotCount) {
int free = 0;
for (int slot = 1; slot <= slotCount; slot++) {
if (Item::Location::ResolveBag(L, bagID, slot) == nullptr)
free++;
}
return free;
}
// `C_Container.GetContainerNumFreeSlots(bagID)` — returns
// `(numberOfFreeSlots, bagType)`. `bagID` is 0..4 (0 = backpack,
// 1..4 = equipped bag slots). For invalid or unsupported bag IDs
// (negative bank/keyring indices, out-of-range values), returns
// `(0, 0)` — matching 3.3.5's behavior of always pushing two values
// rather than nil/nothing.
//
// `bagType` is the `BagFamily` bitmask in modern encoding. Bags leave the
// raw family field empty in Turtle's data (Soul/Herb/quiver/ammo pouch/…
// all read 0), so it's derived from the bag's class + subclass via
// `Item::BagFamily`: a Soul Bag reports `0x4`, a quiver `0x1`, an ammo
// pouch `0x2` — matching what `C_Item.GetItemFamily` reports for both the
// bag and the items it holds. See that helper for the Turtle custom-family
// caveat (Meat/Fish/Leather/Mining, IDs 10–13).
// `bagFamily` is the modern bitmask; see `Container::Bag::ViewFor` for how
// a vanilla bag with an empty family field gets one.
int __fastcall Script_C_Container_GetContainerNumFreeSlots(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L,
@@ -108,11 +35,13 @@ int __fastcall Script_C_Container_GetContainerNumFreeSlots(void *L) {
}
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
const BagInfo info = ResolveBagInfo(bagID);
const int free = (info.slotCount > 0) ? CountFreeSlotsInBag(L, bagID, info.slotCount) : 0;
Game::Lua::PushNumber(L, static_cast<double>(free));
Game::Lua::PushNumber(L, static_cast<double>(info.bagType));
Container::Bag::View view;
if (!Container::Bag::ViewFor(bagID, &view)) {
Game::Lua::PushNumber(L, 0.0);
return 1;
}
Game::Lua::PushNumber(L, static_cast<double>(Container::Bag::CountFree(view)));
Game::Lua::PushNumber(L, static_cast<double>(view.family));
return 2;
}
@@ -120,11 +49,8 @@ int __fastcall Script_C_Container_GetContainerNumFreeSlots(void *L) {
// 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.
// callers tell "no free slots" from "no such bag". Takes the same
// containers as `GetContainerNumFreeSlots`.
int __fastcall Script_C_Container_GetContainerFreeSlots(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L,
@@ -133,24 +59,17 @@ int __fastcall Script_C_Container_GetContainerFreeSlots(void *L) {
}
const int bagID = static_cast<int>(Game::Lua::ToNumber(L, 1));
const BagInfo info = ResolveBagInfo(bagID);
if (info.slotCount <= 0)
Container::Bag::View view;
if (!Container::Bag::ViewFor(bagID, &view))
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) {
int n = 0;
for (int i = 0; i < view.slotCount; ++i) {
if (Container::Bag::SlotGuid(view, i) != 0)
continue;
Game::Lua::PushNumber(L, static_cast<double>(++n));
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;
@@ -165,18 +84,13 @@ int __fastcall Script_C_Container_GetContainerFreeSlots(void *L) {
// free, family = C_Container.GetContainerNumFreeSlots(bag)
// if family == 0 then total = total + free end
//
// Takes no arguments. Specialty bags are correctly excluded: their family
// comes from `Item::BagFamily` (container-subclass fallback), so a Soul
// Bag / Herb Bag / Meat Bag reports a non-zero family and its slots are
// left out of the general-purpose total — matching retail's FrameXML
// behavior. (An earlier version miscounted them because Turtle leaves the
// raw family field at 0 for bags.)
// Takes no arguments.
int __fastcall Script_C_Container_CalculateTotalNumberOfFreeBagSlots(void *L) {
int total = 0;
for (int bagID = 0; bagID <= 4; bagID++) {
const BagInfo info = ResolveBagInfo(bagID);
if (info.slotCount > 0 && info.bagType == 0)
total += CountFreeSlotsInBag(L, bagID, info.slotCount);
Container::Bag::View view;
if (Container::Bag::ViewFor(bagID, &view) && view.family == 0)
total += Container::Bag::CountFree(view);
}
Game::Lua::PushNumber(L, static_cast<double>(total));
return 1;
+7 -90
View File
@@ -60,18 +60,16 @@
#include "Game.h"
#include "Offsets.h"
#include "container/Bag.h"
#include "cvar/Factory.h"
#include "equipmentset/Locations.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 "tick/WorldTick.h"
#include "time/Clock.h"
#include "unit/Identity.h"
#include <algorithm>
#include <cstdint>
@@ -82,6 +80,8 @@ namespace Container::SortBags {
namespace {
using BagView = Container::Bag::View;
// The two sets this can arrange. Both go through the same merge,
// snapshot, comparator and placement.
constexpr int kInventoryBags[] = {0, 1, 2, 3, 4};
@@ -258,96 +258,13 @@ bool Precedes(const Entry &a, const Entry &b) {
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.
//
// The bank resolves only while a banker is open: the server refuses every
// bank move without one, and the engine's own slot reader (`0x6228a0`)
// hides slots 39..68 on the same banker-GUID test. The main bank's GUIDs
// sit in the player's invMgr from login, so without this gate a closed-
// bank sort would plan and send moves the server rejects one by one.
bool ViewForBag(int bagID, BagView *out) {
if ((bagID == -1 || bagID >= 5) && !EquipmentSet::Locations::BankerOpen())
return false;
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.
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 *ItemByGuid(uint64_t guid) {
return static_cast<const uint8_t *>(
Object::ByGuid(Offsets::TYPEMASK_ITEM, guid, "SortBags", 0));
}
const uint8_t *ItemAt(const BagView &v, int slotIndex0, uint64_t *guidOut) {
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];
const uint64_t guid = Container::Bag::SlotGuid(v, slotIndex0);
if (guid == 0)
return nullptr;
*guidOut = guid;
@@ -417,7 +334,7 @@ std::vector<Group> GatherGroups(const int *bags, int bagCount) {
for (int b = 0; b < bagCount; ++b) {
const int bag = bags[b];
BagView view;
if (!ViewForBag(bag, &view))
if (!Container::Bag::ViewFor(bag, &view))
continue;
for (int i = 0; i < view.slotCount; ++i) {
uint64_t guid = 0;
@@ -590,7 +507,7 @@ bool Place(const int *bags, int bagCount, int mergesPending) {
for (int b = 0; b < bagCount; ++b) {
const int bag = bags[b];
BagView view;
if (!ViewForBag(bag, &view))
if (!Container::Bag::ViewFor(bag, &view))
continue;
for (int i = 0; i < view.slotCount; ++i) {
const int slot = i + 1;
@@ -958,7 +875,7 @@ int __fastcall Script_SortBagsBags(void *L) {
int pushed = 0;
for (int b = 0; b < count; ++b) {
BagView view;
if (!ViewForBag(bags[b], &view))
if (!Container::Bag::ViewFor(bags[b], &view))
continue;
Game::Lua::PushNumber(L, bags[b]);
Game::Lua::PushNumber(L, view.slotCount);
+118
View File
@@ -0,0 +1,118 @@
// 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 cursor modes later clients added, shown on 1.12's cursor, and the
// `expandedCursors` cvar that turns them on (0 by default: they change what
// 1.12 shows).
//
// The engine's cursor is a table of 42 images of 32x32, one per mode;
// SendCursorImage copies slot VAR_CURSOR_MODE to the device. SetCursorMode
// stores the mode it is given and sends, so a mode past 41 must never reach
// it. Slot 41 is how the engine shows an image outside the table:
// SetCustomCursor loads a named BLP into it, stores mode 41, sends it and
// keeps the name, and returns at once while that name is already showing. The
// game object classifier uses it for a record-named cursor.
//
// Show() calls SetCustomCursor with the mode's path, so a file of that name (a
// patch MPQ, a loose file) wins, and a repeat each frame costs one name
// compare. 1.12 has none of these files, so on a miss Show() does what
// SetCustomCursor does after its load, with the image embedded in the DLL
// (Texture::Builtin), which a texture load of the same path also gets.
//
// The files are 4.3.4's Interface\Cursor images, under 4.3.4's names. 4.3.4
// already ships StableMaster.blp and Fishing.blp, but only as art a record
// could name. StableMaster is a mode in retail's table (Enum.Cursormode
// StablemasterCursor, listed after Ping and Enchant), not in 4.3.4's; no
// client's table has Fishing.
#include "cursor/Extended.h"
#include "Common.h"
#include "Game.h"
#include "cvar/Factory.h"
#include "texture/Builtin.h"
#include <cstring>
namespace Cursor::Extended {
namespace {
using SetCustomCursor_t = uint32_t(__fastcall *)(const char *path);
using SendCursorImage_t = void(__cdecl *)();
// In mode order, the Unable forms after the others.
const char *const kPaths[] = {
"Interface\\Cursor\\RepairNPC.blp",
"Interface\\Cursor\\Innkeeper.blp",
"Interface\\Cursor\\Quest.blp",
"Interface\\Cursor\\QuestRepeatable.blp",
"Interface\\Cursor\\QuestTurnIn.blp",
"Interface\\Cursor\\StableMaster.blp",
"Interface\\Cursor\\Fishing.blp",
"Interface\\Cursor\\UnableRepairNPC.blp",
"Interface\\Cursor\\UnableInnkeeper.blp",
"Interface\\Cursor\\UnableQuest.blp",
"Interface\\Cursor\\UnableQuestRepeatable.blp",
"Interface\\Cursor\\UnableQuestTurnIn.blp",
"Interface\\Cursor\\UnableStableMaster.blp",
"Interface\\Cursor\\UnableFishing.blp",
};
static_assert(sizeof kPaths / sizeof kPaths[0] == 2 * kUnableOffset, "one path per mode");
CVar::Factory::Handle g_enabled = nullptr;
void Register() {
g_enabled = CVar::Factory::Register(
"expandedCursors",
"Show what an NPC or object offers on the cursor: anvil for repairs, ! and ? for quests, "
"hook for your bobber",
Offsets::CVAR_CATEGORY_GAME, "0");
}
const Game::ModuleAutoRegister _autoreg{&Register};
} // namespace
bool Enabled() { return CVar::Factory::GetInt(g_enabled) != 0; }
bool Is(uint32_t mode) { return mode >= kRepairNpc && mode < kRepairNpc + 2 * kUnableOffset; }
bool IsUnable(uint32_t mode) { return Is(mode) && mode >= kRepairNpc + kUnableOffset; }
bool IsQuest(uint32_t mode) {
if (!Is(mode))
return false;
const uint32_t kind = IsUnable(mode) ? mode - kUnableOffset : mode;
return kind >= kQuest && kind <= kQuestTurnIn;
}
const char *Path(uint32_t mode) { return kPaths[mode - kRepairNpc]; }
void Show(uint32_t mode) {
const char *path = Path(mode);
if (reinterpret_cast<SetCustomCursor_t>(Offsets::FUN_SET_CUSTOM_CURSOR)(path) != 0)
return;
const Texture::Builtin::Image *image = Texture::Builtin::Find(path);
if (image == nullptr || image->width != Offsets::CURSOR_IMAGE_SIZE ||
image->height != Offsets::CURSOR_IMAGE_SIZE)
return;
Game::Ref<uint32_t>(Offsets::VAR_CURSOR_MODE) = Offsets::CURSOR_MODE_CUSTOM;
std::memcpy(reinterpret_cast<void *>(Offsets::VAR_CURSOR_IMAGE_CUSTOM), image->texels,
Offsets::CURSOR_IMAGE_SIZE * Offsets::CURSOR_IMAGE_SIZE * sizeof(uint32_t));
reinterpret_cast<SendCursorImage_t>(Offsets::FUN_SEND_CURSOR_IMAGE)();
Common::BoundedCopy(reinterpret_cast<char *>(Offsets::VAR_CUSTOM_CURSOR_NAME), path,
Offsets::CURSOR_FILE_SIZE);
}
} // namespace Cursor::Extended
+57
View File
@@ -0,0 +1,57 @@
// 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 "Offsets.h"
#include <cstdint>
namespace Cursor::Extended {
// The cursor modes later clients added that 1.12 has no image for, numbered
// on from the engine's last mode (CURSOR_MODE_CUSTOM): 4.3.4's RepairNPC,
// Innkeeper and quest cursors, retail's StableMaster, and the fish hook for
// the fishing bobber. As with the engine's modes, each has an Unable form,
// kUnableOffset further on.
constexpr uint32_t kRepairNpc = Offsets::CURSOR_MODE_CUSTOM + 1;
constexpr uint32_t kInnkeeper = kRepairNpc + 1;
constexpr uint32_t kQuest = kRepairNpc + 2;
constexpr uint32_t kQuestRepeatable = kRepairNpc + 3;
constexpr uint32_t kQuestTurnIn = kRepairNpc + 4;
constexpr uint32_t kStableMaster = kRepairNpc + 5;
constexpr uint32_t kFishing = kRepairNpc + 6;
constexpr uint32_t kUnableOffset = 7;
// Whether the `expandedCursors` cvar asks for these modes. The pickers that
// give them (cursor/Npc, cursor/Fishing) keep 1.12's cursor while it is 0.
bool Enabled();
// Whether `mode` is one of these, in either form.
bool Is(uint32_t mode);
// Whether `mode` is one of these in its Unable form.
bool IsUnable(uint32_t mode);
// Whether `mode` is a quest giver's cursor (Quest, QuestRepeatable,
// QuestTurnIn), in either form.
bool IsQuest(uint32_t mode);
// The image file of one of these modes, `Interface\Cursor\<its name>.blp`.
const char *Path(uint32_t mode);
// Shows one of these modes as the cursor. The engine's SetCursorMode cannot,
// so its hook (cursor/Hover) sends them here.
void Show(uint32_t mode);
} // namespace Cursor::Extended
+67
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@@ -0,0 +1,67 @@
// 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/>.
// With `expandedCursors` at 1 (Cursor::Extended::Enabled), the cursor over
// the player's fishing bobber is a fish hook in place of the Interact gear.
//
// A game object's cursor is data. GetCursor (FUN_GAMEOBJECT_GET_CURSOR) gives
// the cursor its record names, else its type handler's: BaseHandlerGetCursor
// for most types, which gives a lock's LockType cursor, else Interact. The
// record's name comes from the server, and tortoise-wow sends it empty; even
// 3.3.5's data names none for the bobber (AzerothCore's template 35591), and
// a bobber has no lock, so every client shows the gear. Later clients ship
// the hook (Interface\Cursor\Fishing.blp) only for data to name.
//
// The fishing node handler (type 17) gets its own cursor slot, the way
// 4.3.4's guild bank type overrides its cursor. The slot still runs
// BaseHandlerGetCursor, which decides everything (0 for a bobber the player
// is not channelling, Unable when not usable), and swaps only the image. The
// classifier passes the mode to SetCursorMode, whose hook (cursor/Hover)
// shows it.
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include "cursor/Extended.h"
#include <cstdint>
namespace Cursor::Fishing {
namespace {
using HandlerGetCursor_t = uint32_t(__thiscall *)(void *handler);
uint32_t __fastcall FishingNodeCursor(void *handler, void * /*edx*/) {
const uint32_t mode =
reinterpret_cast<HandlerGetCursor_t>(Offsets::FUN_GO_HANDLER_BASE_GET_CURSOR)(handler);
if (!Cursor::Extended::Enabled())
return mode;
if (mode == Offsets::CURSOR_MODE_INTERACT)
return Cursor::Extended::kFishing;
if (mode == Offsets::CURSOR_MODE_INTERACT + Offsets::CURSOR_MODE_UNABLE_OFFSET)
return Cursor::Extended::kFishing + Cursor::Extended::kUnableOffset;
return mode;
}
void Patch() {
Common::RedirectSlot(Offsets::SLOT_FISHING_NODE_HANDLER_GET_CURSOR,
Offsets::FUN_GO_HANDLER_BASE_GET_CURSOR,
reinterpret_cast<const void *>(&FishingNodeCursor));
}
const Game::ModuleAutoRegister _autoreg{&Patch};
} // namespace
} // namespace Cursor::Fishing
+23 -1
View File
@@ -27,14 +27,21 @@
// The spell-targeting and mouselook legs of 0x4828D0 are left out: they
// answer for the mouse, not for the object.
//
// The unit classifier and the fishing node's handler can also pick a mode of
// Cursor::Extended (cursor/Npc, cursor/Fishing). The engine's SetCursorMode
// cannot show one, so the same hook hands those to Cursor::Extended::Show,
// and while capturing records them like any other.
//
// The images are the engine's own: `Interface\Cursor\<name>.blp` from its
// cursor name table, and a game object's named cursor from its record
// (FormatGameObjectCursorFile, `Unable` when not usable).
// (FormatGameObjectCursorFile, `Unable` when not usable). An extended mode's
// image is its embedded file (Cursor::Extended::Path).
#include "cursor/Hover.h"
#include "Game.h"
#include "Offsets.h"
#include "cursor/Extended.h"
#include <cstdio>
@@ -58,6 +65,10 @@ void __fastcall SetCursorMode_h(uint32_t mode) {
g_captured = mode;
return;
}
if (Cursor::Extended::Is(mode)) {
Cursor::Extended::Show(mode);
return;
}
SetCursorMode_o(mode);
}
@@ -122,6 +133,17 @@ bool ImagePath(void *object, uint32_t mode, bool lowPriority, char *buf, std::si
std::snprintf(buf, size, "%s", file);
return true;
}
if (Cursor::Extended::Is(mode)) {
// Retail shows no icon for a quest giver's cursor, not even the
// low-priority pointer (checked in game, 2026-11-03, with the soft
// interact icon and SoftTargetLowPriorityIcons 1). Blizzard_NamePlates
// shows that icon exactly when SetUnitCursorTexture returns true, so
// the refusal is the function's own.
if (Cursor::Extended::IsQuest(mode))
return false;
std::snprintf(buf, size, "%s", Cursor::Extended::Path(mode));
return true;
}
if (mode >= Offsets::CURSOR_MODE_CUSTOM)
return false;
const char *name = Game::Read<const char *>(Offsets::VAR_CURSOR_NAMES + 4 * mode);
+7 -6
View File
@@ -18,9 +18,9 @@
namespace Cursor::Hover {
// The cursor mode (Offsets::CURSOR_MODE_*) the world cursor would show with
// the mouse over `object` — a unit, player, game object or corpse — or 0
// when it shows none. Computes it without showing it.
// The cursor mode (Offsets::CURSOR_MODE_* or Cursor::Extended) the world
// cursor would show with the mouse over `object` — a unit, player, game
// object or corpse — or 0 when it shows none. Computes it without showing it.
uint32_t Mode(void *object);
// For a game object's named cursor (CURSOR_MODE_CUSTOM): whether the player
@@ -28,9 +28,10 @@ uint32_t Mode(void *object);
bool IsUsable(void *object);
// Writes the image file of `mode` over `object` into `buf`. False, with
// `buf` untouched, for no mode, and for the base (resting) mode unless
// `lowPriority` — retail's low-priority image, the plain pointer over a unit
// with nothing to do (SetUnitCursorTexture's includeLowPriority).
// `buf` untouched, for no mode, for a quest giver's cursor (retail shows no
// icon for one), and for the base (resting) mode unless `lowPriority` —
// retail's low-priority image, the plain pointer over a unit with nothing to
// do (SetUnitCursorTexture's includeLowPriority).
bool ImagePath(void *object, uint32_t mode, bool lowPriority, char *buf, std::size_t size);
} // namespace Cursor::Hover
+187
View File
@@ -0,0 +1,187 @@
// 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/>.
// With `expandedCursors` at 1 (Cursor::Extended::Enabled), the cursor over an
// NPC shows what it offers, as in later clients: an anvil for a repairer, a
// hearthstone for an innkeeper, a horseshoe for a stable master, and a quest
// giver's ! or ? (Cursor::Extended). At 0, the default, it stays 1.12's.
//
// 1.12 picks the cursor for a hovered unit in ClassifyHoveredUnit
// (FUN_WORLD_FRAME_CLASSIFY_UNIT). For a unit the player can interact with,
// its NPC flag chain takes the lowest flag bit first: gossip, quest giver,
// vendor, flight master and so on. It never tests the repair flag, and shows
// Interact for an innkeeper. 4.3.4's CursorTrackUnit first asks the quest
// giver's status (GetQuestGiverCursor), then tests the services from repair
// down, with vendor and gossip near the end.
//
// The thunk stands in for the head of 1.12's chain
// (SITE_CLASSIFY_UNIT_NPC_FLAGS). Everything the engine decides before it
// stays the engine's: mouselook, spell targeting, charm, whether the unit can
// be interacted with now, and whether it is beyond the interact reach (EBX,
// the Unable form). With the cvar at 0 the thunk does the instruction it
// replaced and the stock chain runs. The pick goes to the engine's
// SetCursorMode, whose hook (cursor/Hover) shows an extended mode and records
// every mode while the soft-interact code asks for the hover verdict.
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include "cursor/Extended.h"
#include <cstdint>
namespace Cursor::Npc {
namespace {
// UNIT_NPC_FLAGS bits, as 1.12's chain tests them (tortoise-wow
// UnitDefines.h names them).
constexpr uint32_t kGossip = 0x1;
constexpr uint32_t kVendor = 0x4;
constexpr uint32_t kFlightMaster = 0x8;
constexpr uint32_t kTrainer = 0x10;
constexpr uint32_t kSpiritHealer = 0x20;
constexpr uint32_t kSpiritGuide = 0x40;
constexpr uint32_t kInnkeeper = 0x80;
constexpr uint32_t kBanker = 0x100;
constexpr uint32_t kPetitioner = 0x200;
constexpr uint32_t kTabardDesigner = 0x400;
constexpr uint32_t kBattleMaster = 0x800;
constexpr uint32_t kAuctioneer = 0x1000;
constexpr uint32_t kStableMaster = 0x2000;
constexpr uint32_t kRepair = 0x4000;
// Quest giver statuses (OFF_CGUNIT_QUEST_STATUS). 1.12 numbers them its own
// way (tortoise-wow QuestDef.h); its status-to-marker table (0x80C454) shows
// each one's meaning: 3 a grey ?, 4 a blue ?, 5 a yellow !, 6 and 7 a yellow
// ?. 0 none, 1 unavailable (grey !) and 2 chat (no marker) have no cursor,
// as 4.3.4's none and unavailable have none.
constexpr uint32_t kStatusIncomplete = 3;
constexpr uint32_t kStatusRewardRepeatable = 4;
constexpr uint32_t kStatusAvailable = 5;
constexpr uint32_t kStatusRewardOld = 6;
constexpr uint32_t kStatusReward = 7;
using IsQuestGiverToTalk_t = uint32_t(__stdcall *)(void *unit);
using SetCursorMode_t = void(__fastcall *)(uint32_t mode);
uintptr_t g_classifyReturn = Offsets::CLASSIFY_UNIT_RETURN;
// 4.3.4's quest cursor for a status (GetQuestGiverCursor), matched by the
// status's meaning: 4.3.4 gives Quest to an available and to an incomplete
// quest, QuestRepeatable to a repeatable reward (its blue ?), and
// QuestTurnIn to a reward (its yellow ?).
uint32_t QuestMode(uint32_t status) {
switch (status) {
case kStatusIncomplete:
case kStatusAvailable:
return Cursor::Extended::kQuest;
case kStatusRewardRepeatable:
return Cursor::Extended::kQuestRepeatable;
case kStatusRewardOld:
case kStatusReward:
return Cursor::Extended::kQuestTurnIn;
default:
return 0;
}
}
// 4.3.4's order (CursorTrackUnit) in 1.12's flag bits, or 0 for none.
// 4.3.4's guild master, guild banker and spell click tests have no 1.12
// flag, and its flight master test also reads an icon type; for that flag
// 1.12 shows Taxi, as here. 4.3.4 also takes a cursor that the creature's
// cache record names (IconName), which 1.12's creature query does not carry.
// A stable master gets retail's StableMaster in 4.3.4's place for it, where
// 4.3.4 shows Speak. Where 4.3.4 tests gossip, this also takes the quest
// giver 1.12 would speak to (IsQuestGiverToTalk), so a status without a
// quest cursor keeps 1.12's Speak.
uint32_t ServiceMode(void *unit) {
if (const uint32_t quest = QuestMode(Game::Read<uint32_t>(unit, Offsets::OFF_CGUNIT_QUEST_STATUS)))
return quest;
const uint32_t flags =
Game::Read<uint32_t>(Game::Read<const void *>(unit, Offsets::OFF_UNIT_DESCRIPTOR),
Offsets::OFF_UNIT_DESCRIPTOR_NPC_FLAGS);
if (flags & kRepair)
return Cursor::Extended::kRepairNpc;
if (flags & kInnkeeper)
return Cursor::Extended::kInnkeeper;
if (flags & kFlightMaster)
return Offsets::CURSOR_MODE_TAXI;
if (flags & kTrainer)
return Offsets::CURSOR_MODE_TRAINER;
if (flags & (kSpiritHealer | kSpiritGuide))
return Offsets::CURSOR_MODE_SPEAK;
if (flags & kBanker)
return Offsets::CURSOR_MODE_BUY;
if (flags & (kPetitioner | kTabardDesigner | kBattleMaster))
return Offsets::CURSOR_MODE_SPEAK;
if (flags & kAuctioneer)
return Offsets::CURSOR_MODE_BUY;
if (flags & kStableMaster)
return Cursor::Extended::kStableMaster;
if (flags & kVendor)
return Offsets::CURSOR_MODE_PICKUP;
if ((flags & kGossip) ||
reinterpret_cast<IsQuestGiverToTalk_t>(Offsets::FUN_IS_QUEST_GIVER_TO_TALK)(unit) != 0)
return Offsets::CURSOR_MODE_SPEAK;
return 0;
}
// True when it set the mode. `unable` is the engine's EBX: 1 beyond the
// interact reach, else 0. A unit with no service gets the base mode, where
// the stock chain ends too (ShowBaseCursor).
bool __stdcall Pick(void *unit, uint32_t unable) {
if (!Cursor::Extended::Enabled())
return false;
uint32_t mode = ServiceMode(unit);
if (mode == 0)
mode = Game::Read<uint32_t>(Offsets::VAR_CURSOR_BASE_MODE);
else if (unable != 0)
mode += Cursor::Extended::Is(mode) ? Cursor::Extended::kUnableOffset
: Offsets::CURSOR_MODE_UNABLE_OFFSET;
reinterpret_cast<SetCursorMode_t>(Offsets::FUN_SET_CURSOR_MODE)(mode);
return true;
}
static_assert(Offsets::OFF_UNIT_DESCRIPTOR == 0x110, "NpcFlagsThunk replays [esi + 0x110]");
// Stands in for `mov ecx, [esi + 0x110]`, the head of the chain: the unit in
// ESI, the Unable flag in EBX. When Pick set the mode, it leaves the
// classifier through the chain's epilogue; otherwise it does the instruction
// it replaced and the chain runs.
__declspec(naked) void NpcFlagsThunk() {
__asm {
push ebx
push esi
call Pick
test al, al
jnz picked
mov ecx, dword ptr [esi + 110h]
ret
picked:
add esp, 4
jmp dword ptr [g_classifyReturn]
}
}
void Patch() {
static const uint8_t kFlagsRead[6] = {0x8B, 0x8E, 0x10, 0x01, 0x00, 0x00};
Common::ReplaceWithCall(Offsets::SITE_CLASSIFY_UNIT_NPC_FLAGS, kFlagsRead, sizeof kFlagsRead,
reinterpret_cast<const void *>(&NpcFlagsThunk));
}
const Game::ModuleAutoRegister _autoreg{&Patch};
} // namespace
} // namespace Cursor::Npc
+5 -3
View File
@@ -25,11 +25,13 @@ const char *NormalizeEmpty(const char *s) {
} // namespace
// The id is compared unsigned: a DBC column's "none" is -1, which a signed
// compare passes as less than the count and then indexes records[-1]. The
// engine rejects it with a signed `jl` before its `jg` against the count
// (0x00472797). An unloaded store's count is -1, so it takes no id.
const uint8_t *Record(uintptr_t recordsVar, uintptr_t countVar, uint32_t id) {
if (id == 0)
return nullptr;
const int count = *reinterpret_cast<const int *>(countVar);
if (static_cast<int>(id) > count)
if (id == 0 || count <= 0 || id > static_cast<uint32_t>(count))
return nullptr;
const uint8_t *const *records =
*reinterpret_cast<const uint8_t *const *const *>(recordsVar);
+2 -1
View File
@@ -39,7 +39,8 @@ namespace DBC {
// Resolves `id` to its record pointer in the table whose records-base
// global is at `recordsVar` and count global at `countVar`. Returns
// `nullptr` for `id == 0`, OOR ids (> count), and unpopulated slots.
// `nullptr` for `id == 0`, OOR ids (> count, which includes -1 and every
// other negative id), and unpopulated slots.
// Caller reads whatever fields it needs off the returned record.
//
// Use this when `LocalizedField` / `StringField` don't fit — e.g. for
@@ -143,6 +143,7 @@ FrameXML\ColorSwatch.lua
FrameXML\ColorSwatch.xml
FrameXML\ScriptErrorsFrame.lua
FrameXML\ScriptErrorsFrame.xml
FrameXML\DressUpFrame.lua
Menu\MenuConstants.lua
Menu\Classic\MenuConstants.lua
@@ -0,0 +1,19 @@
-- 4.3.4's DressUpItemLink (FrameXML/ModelFrames.lua): the whole link goes to
-- the model, so DressUpModel:TryOn shows the link's enchant glow, and an item
-- the model cannot wear does not open the window. 1.12.1's version passes
-- only the item ID.
--
-- Differences from the 4.3.4 source:
-- - The link goes through DressUpItem, which 4.3.4 folded in. Here
-- Blizzard_AuctionUI replaces DressUpItem to show its own model, and
-- some clients add steps to it (Turtle dresses the tabard).
-- - An uncached item skips the IsDressableItem test, which reads only the
-- cache. 1.12.1 opens no tooltip before a chat link's Control-click, so
-- the test would drop most chat links; TryOn loads the item instead.
function DressUpItemLink(link)
if ( not link or (C_Item.IsItemDataCachedByID(link) and not IsDressableItem(link)) ) then
return;
end
DressUpItem(link);
end
@@ -23,15 +23,15 @@
-- - The text is a ScrollingEditBoxTemplate with a MinimalScrollBar, the
-- ScrollBox pair retail uses for scrolling edit boxes, not retail's
-- ScrollFrameTemplate, which ClassicAPI does not port.
-- - The stack is retail's GetErrorData without the locals, taken in the
-- SetText slot: GetErrorCallstackHeight finds the code that failed
-- however many handlers sit between it and the slot. 1.12 has no
-- debuglocals.
-- - The stack and locals are retail's GetErrorData, taken in the SetText
-- slot: GetErrorCallstackHeight finds the code that failed however many
-- handlers sit between it and the slot. No |K strings to remove, and no
-- C_StringUtil.EscapeDecimalNonPrintables.
-- - No scriptErrors cvar (1.12 always shows errors), no LUA_WARNING, no
-- gamepad legend.
-- - Lua 5.0: no `...` expression, no # operator.
local function GetErrorStack()
local function GetErrorData()
-- Example of how debug stack level is calculated
-- Current stack: [1, 2, 3, 4, 5] (current function is at 1, total current height is 5)
-- Stack at time of error: [1, 2] (these are currently now index 4 and 5, but at the time of error the stack height is 2)
@@ -40,13 +40,20 @@ local function GetErrorStack()
local errorCallStackHeight = GetErrorCallstackHeight();
local errorStackOffset = errorCallStackHeight and (errorCallStackHeight - 1);
local debugStackLevel = currentStackHeight - (errorStackOffset or 0);
return debugstack(debugStackLevel);
local skipFunctionsAndUserdata = true;
local stack = debugstack(debugStackLevel);
local locals = debuglocals(debugStackLevel, skipFunctionsAndUserdata);
return stack, locals;
end
local ERROR_FORMAT = "|cffffd200Message:|r|cffffffff %s|r\n"
.. "|cffffd200Time:|r|cffffffff %s|r\n"
.. "|cffffd200Count:|r|cffffffff %s|r\n"
.. "|cffffd200Stack:|r\n"
.. "|cffffffff%s|r\n"
.. "|cffffd200Locals:|r\n"
.. "|cffffffff%s|r";
local INDEX_ORDER_FORMAT = "%d / %d";
@@ -68,15 +75,16 @@ function ScriptErrorsFrame_OnLoad(self)
ScrollUtil.RegisterScrollBoxWithScrollBar(scrollBox, self.ScrollBar);
ScriptErrors_Message.SetText = function(_, message)
ScriptErrorsFrame_OnError(message, GetErrorStack());
ScriptErrorsFrame_OnError(message, GetErrorData());
end
ScriptErrors.Show = function() end
end
function ScriptErrorsFrame_OnError(message, stack)
function ScriptErrorsFrame_OnError(message, stack, locals)
local self = ScriptErrorsFrame;
message = tostring(message);
stack = stack or "";
locals = locals or "<none>";
local messageKey = message .. "\n" .. stack;
local index = self.seen[messageKey];
@@ -84,7 +92,7 @@ function ScriptErrorsFrame_OnError(message, stack)
local errorData = self.errorData[index];
errorData.count = errorData.count + 1;
else
table.insert(self.errorData, { count = 1, message = message, time = date(), stack = stack });
table.insert(self.errorData, { count = 1, message = message, time = date(), stack = stack, locals = locals });
index = table.getn(self.errorData);
self.seen[messageKey] = index;
end
@@ -106,7 +114,7 @@ function ScriptErrorsFrame_Update()
-- SetText puts the cursor and the scroll back at the top.
local errorData = self.errorData[self.index];
if ( errorData ) then
self.ScrollingEditBox:SetText(string.format(ERROR_FORMAT, errorData.message, errorData.time, errorData.count, errorData.stack));
self.ScrollingEditBox:SetText(string.format(ERROR_FORMAT, errorData.message, errorData.time, errorData.count, errorData.stack, errorData.locals));
self.ScrollingEditBox:GetEditBox():HighlightText(0);
else
self.ScrollingEditBox:ClearText();
@@ -1,20 +1,22 @@
-- ClassicAPI's own entry in the AddOn Options window
-- (FrameXML\InterfaceOptions.lua): a ClassicAPI page with one page under it
-- for each feature. Every cvar that ClassicAPI registers has a control here,
-- and so does the player cache.
-- and so do the player cache and ClassicAPI's key bindings.
--
-- Each control reads and writes exactly one setting, and writes it only when
-- the player uses that control. So the pages have no okay, cancel or default:
-- Okay, Cancel and Escape only close the window, and Defaults does nothing
-- here. A page reads its settings again each time it is shown.
-- here. A page reads its settings again each time it is shown. A key binding
-- saves at once into the binding set in use (account or character).
--
-- A page's controls scroll under its heading in a ScrollBox, so a page holds
-- as many as its feature has. Dropdowns and number boxes sit on the same row
-- as their label.
--
-- Every string is a global from locales\enUS.lua: retail's GlobalStrings key
-- where retail has the string (ENABLE_INTERACT_TEXT and the like), a
-- CLASSICAPI_ one where it does not.
-- Every string is a global: the client's own (KEY_BOUND, NOT_BOUND), or one
-- from locales\enUS.lua - retail's GlobalStrings key where retail has the
-- string (ENABLE_INTERACT_TEXT and the like), a CLASSICAPI_ one where it
-- does not.
--
-- Lua 5.0: no `...` expression or select().
@@ -72,13 +74,20 @@ local rememberSetting = {
local LABEL_X = 48
local CONTROL_X = 200
-- pfUI's Interface Options skin finds the controls by these names.
-- pfUI's Interface Options skin finds the controls and the page scroll bars
-- by these names.
local numControls = 0
local function NextName()
numControls = numControls + 1
return "ClassicAPIOptionsControl" .. numControls
end
local numScrollBars = 0
local function NextScrollBarName()
numScrollBars = numScrollBars + 1
return "ClassicAPIOptionsScrollBar" .. numScrollBars
end
local function RefreshControls(page)
page.updating = true
for _, control in ipairs(page.controls) do
@@ -114,7 +123,7 @@ local function NewPage(name, parent, title, subtitle)
scrollBox:SetPoint("TOPLEFT", page, "TOPLEFT", 0, top)
scrollBox:SetPoint("BOTTOMRIGHT", page, "BOTTOMRIGHT", -20, 8)
scrollBox:EnableMouseWheel(true)
local scrollBar = CreateFrame("EventFrame", nil, page, "MinimalScrollBar")
local scrollBar = CreateFrame("EventFrame", NextScrollBarName(), page, "MinimalScrollBar")
scrollBar:SetPoint("TOPLEFT", scrollBox, "TOPRIGHT", 4, 0)
scrollBar:SetPoint("BOTTOMLEFT", scrollBox, "BOTTOMRIGHT", 4, 0)
@@ -302,6 +311,215 @@ local function AddSlider(page, label, tooltip, setting, minValue, maxValue, step
AddControl(page, slider, setting, 56)
end
-- ---------------------------------------------------------------------------
-- Key bindings
-- ---------------------------------------------------------------------------
-- A key binding row, as on retail's settings pages: the binding's name, then
-- a button for each of its two keys. Left click a button and press a key, a
-- mouse button or the wheel to bind it there; Escape cancels. Right click a
-- button to unbind its key.
--
-- While a button listens, `listener` covers the screen above the window and
-- takes every key, click and wheel turn, as retail's KeybindListener and its
-- input blocker do. A left or right click on it cancels. The binding itself
-- is 1.12's Key Bindings window's: the same chord order, the same check for
-- an action that loses its last key, the same put-back when SetBinding
-- refuses a key.
--
-- Messages go on the page's output line, under its controls.
local LISTEN_BUTTONS = {
MiddleButton = "BUTTON3",
Button4 = "BUTTON4",
Button5 = "BUTTON5",
}
-- Keys that only modify another key, as the Key Bindings window skips them.
local IGNORED_KEYS = { UNKNOWN = true, SHIFT = true, CTRL = true, ALT = true }
local listener = CreateFrame("Button", nil, UIParent)
listener:SetAllPoints(UIParent)
listener:SetFrameStrata("FULLSCREEN_DIALOG")
listener:EnableMouse(true)
listener:EnableMouseWheel(true)
listener:EnableKeyboard(true)
listener:RegisterForClicks("LeftButtonUp", "RightButtonUp", "MiddleButtonUp", "Button4Up", "Button5Up")
listener:Hide()
local function BindingName(action)
return GetBindingText(action, "BINDING_NAME_")
end
-- GetBindingKey's keys as a list: a row's button `i` shows keys[i].
local function BindingKeys(action)
return { GetBindingKey(action) }
end
local function StopListening()
local row = listener.row
if not row then return end
listener.row = nil
listener:Hide()
row.page.output:SetText("")
RefreshControls(row.page)
end
local function StartListening(row, index)
-- A number box that keeps the focus would take the key instead.
for _, control in ipairs(row.page.controls) do
if control.ClearFocus then control:ClearFocus() end
end
listener.row = row
listener.index = index
listener:Show()
row.page.output:SetText(format(SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL, BindingName(row.action), GetBindingText("ESCAPE", "KEY_")))
RefreshControls(row.page)
end
-- 1.12's chord order: ALT-CTRL-SHIFT-key.
local function Chord(key)
if IsShiftKeyDown() then key = "SHIFT-" .. key end
if IsControlKeyDown() then key = "CTRL-" .. key end
if IsAltKeyDown() then key = "ALT-" .. key end
return key
end
local function Bind(key)
if IGNORED_KEYS[key] then return end
local chord = Chord(key)
local current = GetBindingAction(chord)
if current == "SCREENSHOT" then
Screenshot()
return
end
local row, index = listener.row, listener.index
StopListening()
if key == "ESCAPE" and current == "TOGGLEGAMEMENU" then return end
local action = row.action
local message = KEY_BOUND
if current ~= "" and current ~= action then
local old1, old2 = GetBindingKey(current)
if (not old1 or old1 == chord) and (not old2 or old2 == chord) then
message = format(KEY_UNBOUND_ERROR, BindingName(current))
end
end
-- Unbind both keys, then bind them back in order with the new key in
-- the slot that was clicked.
local keys = BindingKeys(action)
for i = 1, 2 do
if keys[i] then SetBinding(keys[i]) end
end
for i = 1, 2 do
local bind = (i == index) and chord or keys[i]
if bind and not SetBinding(bind, action) then
if keys[i] then SetBinding(keys[i], action) end
message = KEYBINDINGFRAME_MOUSEWHEEL_ERROR
end
end
SaveBindings(GetCurrentBindingSet())
RefreshControls(row.page)
row.page.output:SetText(message)
end
listener:SetScript("OnKeyDown", function() Bind(arg1) end)
listener:SetScript("OnMouseWheel", function()
Bind(arg1 > 0 and "MOUSEWHEELUP" or "MOUSEWHEELDOWN")
end)
listener:SetScript("OnClick", function()
local button = LISTEN_BUTTONS[arg1]
if button then Bind(button) else StopListening() end
end)
local function Unbind(row, index)
local key = BindingKeys(row.action)[index]
if key then
SetBinding(key)
SaveBindings(GetCurrentBindingSet())
end
GameTooltip:Hide()
row.page.output:SetText("")
RefreshControls(row.page)
end
-- The page's output line, made with its first key binding row. It takes the
-- bottom of the page from the ScrollBox.
local function EnsureOutput(page)
if page.output then return end
local output = page:CreateFontString(nil, "ARTWORK", "GameFontNormalSmall")
output:SetPoint("BOTTOMLEFT", page, "BOTTOMLEFT", 16, 12)
output:SetPoint("RIGHT", page, "RIGHT", -16, 0)
output:SetJustifyH("LEFT")
page.scrollBox:SetPoint("BOTTOMRIGHT", page, "BOTTOMRIGHT", -20, 30)
page.output = output
page:SetScript("OnHide", function()
if listener.row and listener.row.page == this then StopListening() end
this.output:SetText("")
end)
end
local function AddKeybinding(page, action)
EnsureOutput(page)
AddRowLabel(page, BindingName(action))
local row = { page = page, action = action, buttons = {} }
for i = 1, 2 do
local button = CreateFrame("Button", NextName(), page.content, "UIPanelButtonTemplate2")
button:SetWidth(86)
button:SetHeight(22)
if i == 1 then
button:SetPoint("TOPLEFT", page.content, "TOPLEFT", CONTROL_X, page.y - 5)
else
button:SetPoint("LEFT", row.buttons[1], "RIGHT", 0, 0)
end
button:SetTextFontObject(GameFontHighlightSmall)
button:SetHighlightFontObject(GameFontHighlightSmall)
button:RegisterForClicks("LeftButtonUp", "RightButtonUp")
button.index = i
button:SetScript("OnClick", function()
if arg1 == "RightButton" then
Unbind(row, this.index)
else
StartListening(row, this.index)
end
end)
button:SetScript("OnEnter", function()
local key = BindingKeys(action)[this.index]
if not key then return end
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(format(KEY_BINDING_NAME_AND_KEY, BindingName(action), GetBindingText(key, "KEY_")),
HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b)
GameTooltip:AddLine(KEY_BINDING_TOOLTIP, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, 1)
GameTooltip:Show()
end)
button:SetScript("OnLeave", function() GameTooltip:Hide() end)
row.buttons[i] = button
end
row.Update = function(self)
local keys = BindingKeys(action)
for i, button in ipairs(self.buttons) do
if keys[i] then
button:SetText(GetBindingText(keys[i], "KEY_"))
button:SetAlpha(1)
else
button:SetText(NORMAL_FONT_COLOR_CODE .. NOT_BOUND .. FONT_COLOR_CODE_CLOSE)
button:SetAlpha(0.8)
end
if listener.row == self and listener.index == i then
button:LockHighlight()
else
button:UnlockHighlight()
end
end
end
AddControl(page, row, nil, 32)
end
-- ---------------------------------------------------------------------------
-- ClassicAPI
-- ---------------------------------------------------------------------------
@@ -316,6 +534,8 @@ local main = NewPage("ClassicAPI", nil, "ClassicAPI " .. version, CLASSICAPI_OPT
local interact = NewPage(CLASSICAPI_INTERACT_KEY, main.name)
AddCheckbox(interact, ENABLE_INTERACT_TEXT, OPTION_TOOLTIP_ENABLE_INTERACT, SoftTargetSetting("SoftTargetInteract"))
AddKeybinding(interact, "INTERACTTARGET")
AddKeybinding(interact, "INTERACTMOUSEOVER")
AddDropDown(interact, CLASSICAPI_INTERACT_DIRECTION, CLASSICAPI_INTERACT_DIRECTION_TOOLTIP, NumberCVarSetting("SoftTargetInteractArc"), ARC_CHOICES)
AddNumberBox(interact, CLASSICAPI_INTERACT_RANGE, CLASSICAPI_RANGE_TOOLTIP, NumberCVarSetting("SoftTargetInteractRange"))
AddCheckbox(interact, CLASSICAPI_STRICT_INTERACT_RANGE, CLASSICAPI_STRICT_INTERACT_RANGE_TOOLTIP, CVarSetting("SoftTargetInteractRangeIsHard"))
@@ -378,12 +598,26 @@ AddCheckbox(bags, CLASSICAPI_IGNORE_BACKPACK, CLASSICAPI_IGNORE_BACKPACK_TOOLTIP
AddCheckbox(bags, CLASSICAPI_IGNORE_BANK, CLASSICAPI_IGNORE_BANK_TOOLTIP, CVarSetting("bankAutosortDisabled"))
AddCheckbox(bags, CLASSICAPI_HIDE_EQUIPMENT_SETS, CLASSICAPI_HIDE_EQUIPMENT_SETS_TOOLTIP, CVarSetting("dontShowEquipmentSetsOnItems"))
AddHeader(bags, LOOT)
AddKeybinding(bags, "AOELOOT")
-- ---------------------------------------------------------------------------
-- Interface
-- ---------------------------------------------------------------------------
local interface = NewPage(CLASSICAPI_INTERFACE, main.name)
-- The label ends with some of the cursors the setting shows. The DLL serves
-- each image at its Interface\Cursor path, and the markup stays out of the
-- translated string.
local expandedCursorIcons = ""
for _, name in ipairs({ "RepairNPC", "Innkeeper", "StableMaster", "Quest", "QuestTurnIn", "Fishing" }) do
expandedCursorIcons = expandedCursorIcons .. " |TInterface\\Cursor\\" .. name .. ":16|t"
end
AddHeader(interface, CLASSICAPI_CURSOR)
AddCheckbox(interface, CLASSICAPI_EXPANDED_CURSORS .. expandedCursorIcons, CLASSICAPI_EXPANDED_CURSORS_TOOLTIP, CVarSetting("expandedCursors"))
AddHeader(interface, CLASSICAPI_NAMEPLATES)
AddSlider(interface, CLASSICAPI_TARGET_NAMEPLATE_ALPHA, CLASSICAPI_TARGET_NAMEPLATE_ALPHA_TOOLTIP, NumberCVarSetting("nameplateSelectedAlpha"), 0, 1, 0.05)
AddSlider(interface, CLASSICAPI_OTHER_NAMEPLATE_ALPHA, CLASSICAPI_OTHER_NAMEPLATE_ALPHA_TOOLTIP, NumberCVarSetting("nameplateNotSelectedAlpha"), 0, 1, 0.05)
@@ -8,6 +8,9 @@ BINDING_NAME_FOCUSTARGET = "Fokus setzen";
BINDING_NAME_INTERACTMOUSEOVER = "Mit Mouseover interagieren";
BINDING_NAME_INTERACTTARGET = "Mit Ziel interagieren";
BINDING_NAME_TARGETFOCUS = "Fokus anvisieren";
CLASSICAPI_CURSOR = "Mauszeiger";
CLASSICAPI_EXPANDED_CURSORS = "Erweiterte Mauszeiger anzeigen";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "Wenn Ihr mit der Maus auf einen NSC oder ein Objekt zeigt, stellt der Mauszeiger dar, was Ihr damit tun könnt. Zum Beispiel einen Amboss für Reparaturen, ! oder ? für Quests und einen Haken für Euren Angelschwimmer.";
COMBAT_LABEL = "Kampf";
COUNTDOWN_FOR_COOLDOWNS_TEXT = "Zahlen für Abklingzeiten anzeigen";
CONFIRM_DELETE_EQUIPMENT_SET = "Seid Ihr sicher, dass Ihr das Ausrüstungsset \"%s\" löschen wollt?";
@@ -69,6 +72,9 @@ OPTION_TOOLTIP_COUNTDOWN_FOR_COOLDOWNS = "Markieren, um für Abklingzeiten einen
OPTION_TOOLTIP_ENABLE_INTERACT = "Erlaubt Interaktion mit NSCs und Objekten per Tastendruck";
OPTION_TOOLTIP_INTERACT_ICONS = "Legt fest, welche Symbole über NSCs und Gegenständen angezeigt werden, wenn die Interaktionstastenfunktion aktiviert ist.";
OPTION_TOOLTIP_STOP_AUTO_ATTACK = "Automatischen Angriff stoppen, sobald das Ziel gewechselt wird.";
KEY_BINDING_NAME_AND_KEY = "%s (%s)";
KEY_BINDING_TOOLTIP = "<Zum Löschen der Belegung rechtsklicken>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "Tastaturbelegung für \"%s\" zuweisen oder mit %s abbrechen";
SET_FOCUS = "Fokus setzen";
FOCUSTARGET = "Ziel als Fokus festlegen";
GEARSETS_POPUP_TEXT = "Setnamen eingeben (Max. 16 Zeichen):";
@@ -13,15 +13,16 @@ CLASSICAPI_ACTION_TARGETING = "Action Targeting";
CLASSICAPI_ADVANCED = "Advanced";
CLASSICAPI_ALL_SOFT_TARGET_ICONS = "Icons for All Soft Targets";
CLASSICAPI_AUTO_DISMOUNT = "Auto Dismount";
CLASSICAPI_AUTO_DISMOUNT_TOOLTIP = "Dismount when you cast a spell while you are mounted.";
CLASSICAPI_AUTO_DISMOUNT_TOOLTIP = "Dismount when you cast a spell, use an object, loot, attack, or open the flight map while you are mounted.";
CLASSICAPI_AUTO_STAND = "Auto Stand";
CLASSICAPI_AUTO_STAND_TOOLTIP = "Stand up when you cast a spell while you sit.";
CLASSICAPI_AUTO_STAND_TOOLTIP = "Stand up when you cast a spell, loot, or open the flight map while you sit.";
CLASSICAPI_AUTO_UNSHIFT = "Auto Cancel Form";
CLASSICAPI_AUTO_UNSHIFT_TOOLTIP = "Leave your form when you cast a spell that you cannot cast in it.";
CLASSICAPI_AUTO_UNSHIFT_TOOLTIP = "Leave your form when you cast a spell that you cannot cast in it, talk to an NPC, use an object or an item, or open the flight map.";
CLASSICAPI_BAGS_AND_ITEMS = "Bags and Items";
CLASSICAPI_CASTING_AND_ATTACKING = "Casting and Attacking";
CLASSICAPI_COMBAT_LOG_RETENTION = "Combat Log Retention";
CLASSICAPI_COMBAT_LOG_RETENTION_TOOLTIP = "How many seconds the combat log keeps entries for addons.";
CLASSICAPI_CURSOR = "Cursor";
CLASSICAPI_DIRECTION_ANY = "Any direction";
CLASSICAPI_DIRECTION_CONE = "Within 30 degrees";
CLASSICAPI_DIRECTION_FRONT = "Directly in front";
@@ -30,6 +31,8 @@ CLASSICAPI_ENEMY_DIRECTION = "Enemy Direction";
CLASSICAPI_ENEMY_ICON = "Show Enemy Icon";
CLASSICAPI_ENEMY_ICON_TOOLTIP = "Shows an icon over the enemy that action targeting picks.";
CLASSICAPI_ENEMY_RANGE = "Enemy Range";
CLASSICAPI_EXPANDED_CURSORS = "Show Expanded Cursors";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "When you point at an NPC or an object, the cursor shows what you can do with it. For example, an anvil for repairs, ! or ? for quests, and a hook for your fishing bobber.";
CLASSICAPI_FRIEND_DIRECTION = "Friend Direction";
CLASSICAPI_FRIEND_ICON = "Show Friend Icon";
CLASSICAPI_FRIEND_ICON_TOOLTIP = "Shows an icon over the friendly unit that friendly action targeting picks.";
@@ -159,6 +162,9 @@ OPTION_TOOLTIP_COUNTDOWN_FOR_COOLDOWNS = "Check this to show a number countdown
OPTION_TOOLTIP_ENABLE_INTERACT = "Allows you to interact with NPCs and objects using a keypress";
OPTION_TOOLTIP_INTERACT_ICONS = "Controls which icons appear above NPCs and objects when the Interact Key feature is enabled";
OPTION_TOOLTIP_STOP_AUTO_ATTACK = "Stop auto attacking when you switch targets.";
KEY_BINDING_NAME_AND_KEY = "%s (%s)";
KEY_BINDING_TOOLTIP = "<Right click to unbind>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "Assign Binding for \"%s\" or Press %s to Cancel";
SET_FOCUS = "Set Focus";
FOCUS_TOKEN_NOT_FOUND = "<no focus>";
FOCUSTARGET = "Focus Target";
@@ -8,6 +8,9 @@ BINDING_NAME_FOCUSTARGET = "Establecer objetivo";
BINDING_NAME_INTERACTMOUSEOVER = "Interactuar al pasar el ratón";
BINDING_NAME_INTERACTTARGET = "Interactuar con objetivo";
BINDING_NAME_TARGETFOCUS = "Seleccionar enfocado";
CLASSICAPI_CURSOR = "Cursor";
CLASSICAPI_EXPANDED_CURSORS = "Mostrar cursores ampliados";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "Al pasar el ratón sobre un PNJ o un objeto, el cursor muestra lo que puedes hacer con él. Por ejemplo, un yunque para las reparaciones, ! o ? para las misiones y un anzuelo para tu corcho de pesca.";
COMBAT_LABEL = "Combate";
COUNTDOWN_FOR_COOLDOWNS_TEXT = "Mostrar tiempos de reutilización en cifras";
CONFIRM_DELETE_EQUIPMENT_SET = "¿Seguro que quieres eliminar el equipamiento %s?";
@@ -69,6 +72,9 @@ OPTION_TOOLTIP_COUNTDOWN_FOR_COOLDOWNS = "Activa esta opción para mostrar una c
OPTION_TOOLTIP_ENABLE_INTERACT = "Te permite interactuar con PNJ y objetos pulsando una tecla.";
OPTION_TOOLTIP_INTERACT_ICONS = "Controla los iconos que aparecen sobre los PNJ y objetos cuando se habilita la opción de tecla Interactuar";
OPTION_TOOLTIP_STOP_AUTO_ATTACK = "Detiene el ataque automático al cambiar de objetivo.";
KEY_BINDING_NAME_AND_KEY = "%s (%s)";
KEY_BINDING_TOOLTIP = "<Haz clic derecho para quitar la asignación>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "Asignar atajo para \"%s\" o pulsar %s para cancelar";
SET_FOCUS = "Establecer foco";
FOCUSTARGET = "Establecer objetivo";
GEARSETS_POPUP_TEXT = "Nombra este equipamiento (Máx. 16 carac.):";
@@ -8,6 +8,9 @@ BINDING_NAME_FOCUSTARGET = "Définir cible";
BINDING_NAME_INTERACTMOUSEOVER = "Interagir par survol de la souris";
BINDING_NAME_INTERACTTARGET = "Interagir avec la cible";
BINDING_NAME_TARGETFOCUS = "Reprendre cible";
CLASSICAPI_CURSOR = "Curseur";
CLASSICAPI_EXPANDED_CURSORS = "Afficher les curseurs étendus";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "Quand vous survolez un PNJ ou un objet, le curseur indique ce que vous pouvez en faire. Par exemple, une enclume pour les réparations, ! ou ? pour les quêtes et un hameçon pour votre flotteur de pêche.";
COMBAT_LABEL = "Combat";
COUNTDOWN_FOR_COOLDOWNS_TEXT = "Temps de recharge en chiffres";
CONFIRM_DELETE_EQUIPMENT_SET = "Voulez-vous vraiment supprimer l'ensemble d'équipement %s ?";
@@ -69,6 +72,9 @@ OPTION_TOOLTIP_COUNTDOWN_FOR_COOLDOWNS = "Cochez pour afficher les temps de rech
OPTION_TOOLTIP_ENABLE_INTERACT = "Vous permet d’interagir avec les PNJ et les objets en appuyant sur une touche";
OPTION_TOOLTIP_INTERACT_ICONS = "Contrôle les icônes qui s’affichent au-dessus des PNJ et des objets quand la fonction Commande d’interaction est activée";
OPTION_TOOLTIP_STOP_AUTO_ATTACK = "Interrompt l'attaque automatique lorsque vous changez de cible.";
KEY_BINDING_NAME_AND_KEY = "%s (%s)";
KEY_BINDING_TOOLTIP = "<Clic droit pour retirer>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "Assigner un raccourci pour « %s » ou appuyer sur %s pour annuler";
SET_FOCUS = "Définir la focalisation";
FOCUSTARGET = "Définir la cible de focalisation";
ITEMS_VARIABLE_QUANTITY = "%d |4objet:objets;";
@@ -10,3 +10,9 @@ SECOND_NUMBER_CAP = "억";
SECOND_NUMBER_CAP_NO_SPACE = "억";
THIRD_NUMBER = "억";
FOURTH_NUMBER = "조";
KEY_BINDING_NAME_AND_KEY = "%s (%s)";
KEY_BINDING_TOOLTIP = "<지정을 해제하려면 오른쪽 클릭>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "\"%s\" 단축키 지정 또는 %s 눌러 취소";
CLASSICAPI_CURSOR = "커서";
CLASSICAPI_EXPANDED_CURSORS = "확장 커서 표시";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "NPC나 물체를 가리키면 커서가 할 수 있는 행동을 보여줍니다. 예를 들어 수리는 모루, 퀘스트는 ! 또는 ?, 낚시찌는 낚싯바늘로 표시됩니다.";
@@ -8,6 +8,9 @@ BINDING_NAME_FOCUSTARGET = "Запомненная цель";
BINDING_NAME_INTERACTMOUSEOVER = "Взаимодействовать указателем мыши";
BINDING_NAME_INTERACTTARGET = "Взаимодействовать с целью";
BINDING_NAME_TARGETFOCUS = "Восстановить цель";
CLASSICAPI_CURSOR = "Курсор";
CLASSICAPI_EXPANDED_CURSORS = "Показывать расширенные курсоры";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "При наведении на NPC или объект курсор показывает, что с ним можно сделать. Например, наковальню для ремонта, ! или ? для заданий и крючок для вашего поплавка.";
COMBAT_LABEL = "Бой";
COUNTDOWN_FOR_COOLDOWNS_TEXT = "Отсчет времени восстановления";
CONFIRM_DELETE_EQUIPMENT_SET = "Вы действительно хотите удалить комплект экипировки \"%s\"?";
@@ -69,6 +72,9 @@ OPTION_TOOLTIP_COUNTDOWN_FOR_COOLDOWNS = "Отображение обратно
OPTION_TOOLTIP_ENABLE_INTERACT = "Позволяет взаимодействовать с NPC и объектами по нажатию клавиши.";
OPTION_TOOLTIP_INTERACT_ICONS = "Определяет, какие значки появляются над NPC и объектами, если включен параметр клавиши взаимодействия.";
OPTION_TOOLTIP_STOP_AUTO_ATTACK = "Прекращение автоматической атаки при смене цели.";
KEY_BINDING_NAME_AND_KEY = "%s (%s)";
KEY_BINDING_TOOLTIP = "<ПКМ, чтобы отвязать>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "Назначьте клавишу \"%s\"или нажмите %s для отмены";
SET_FOCUS = "Запомнить цель";
FOCUSTARGET = "Запомнить цель";
ITEMS_VARIABLE_QUANTITY = "%d |4предмет:предмета:предметов;";
@@ -4,10 +4,102 @@ ACTION_BUTTON_USE_KEY_DOWN = "按下快捷键时施法";
ACTION_TARGETING_OPTION = "开启动作瞄准";
ADDON_MEM_KB_ABBR = "(%.0f KB) %s";
ADDON_MEM_MB_ABBR = "(%.2f MB) %s";
ADDON_OPTIONS = "插件设置";
BINDING_NAME_AOELOOT = "范围拾取";
BINDING_NAME_FOCUSTARGET = "焦点目标";
BINDING_NAME_INTERACTMOUSEOVER = "与鼠标悬停处互动";
BINDING_NAME_INTERACTTARGET = "与目标互动";
BINDING_NAME_TARGETFOCUS = "目标焦点";
CLASSICAPI_ACTION_BARS = "动作条";
CLASSICAPI_ACTION_TARGETING = "动作瞄准";
CLASSICAPI_ADVANCED = "高级";
CLASSICAPI_ALL_SOFT_TARGET_ICONS = "所有软目标图标";
CLASSICAPI_AUTO_DISMOUNT = "自动下马";
CLASSICAPI_AUTO_DISMOUNT_TOOLTIP = "骑乘状态下施放法术、使用物体、拾取、攻击或打开飞行地图时自动下马。";
CLASSICAPI_AUTO_STAND = "自动站起";
CLASSICAPI_AUTO_STAND_TOOLTIP = "坐下状态下施放法术、拾取或打开飞行地图时自动站起。";
CLASSICAPI_AUTO_UNSHIFT = "自动取消形态";
CLASSICAPI_AUTO_UNSHIFT_TOOLTIP = "施放当前形态无法施放的法术、与NPC对话、使用物体或物品、或打开飞行地图时自动取消该形态。";
CLASSICAPI_BAGS_AND_ITEMS = "背包与物品";
CLASSICAPI_CASTING_AND_ATTACKING = "施法与攻击";
CLASSICAPI_COMBAT_LOG_RETENTION = "战斗记录保留时间";
CLASSICAPI_COMBAT_LOG_RETENTION_TOOLTIP = "战斗记录为插件保留条目的秒数。";
CLASSICAPI_CURSOR = "鼠标指针";
CLASSICAPI_DIRECTION_ANY = "任意方向";
CLASSICAPI_DIRECTION_CONE = "30度范围内";
CLASSICAPI_DIRECTION_FRONT = "正前方";
CLASSICAPI_ENEMIES = "敌人";
CLASSICAPI_ENEMY_DIRECTION = "敌人方向";
CLASSICAPI_ENEMY_ICON = "显示敌人图标";
CLASSICAPI_ENEMY_ICON_TOOLTIP = "在动作瞄准选中的敌人上方显示图标。";
CLASSICAPI_ENEMY_RANGE = "敌人范围";
CLASSICAPI_EXPANDED_CURSORS = "显示扩展鼠标指针";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "指向NPC或物体时,鼠标指针会显示你可以对其进行的操作。例如,铁砧表示修理,! 或 ? 表示任务,鱼钩表示你的鱼漂。";
CLASSICAPI_FRIEND_DIRECTION = "友方方向";
CLASSICAPI_FRIEND_ICON = "显示友方图标";
CLASSICAPI_FRIEND_ICON_TOOLTIP = "在友方动作瞄准选中的友方单位上方显示图标。";
CLASSICAPI_FRIEND_RANGE = "友方范围";
CLASSICAPI_FRIEND_TARGETING = "开启友方动作瞄准";
CLASSICAPI_FRIEND_TARGETING_TOOLTIP = "选中你视野方向最近的友方单位。当你没有目标时,你的有益法术会施放给它。";
CLASSICAPI_FRIENDS = "友方";
CLASSICAPI_GAME_OBJECT_ICON = "在物体上显示交互图标";
CLASSICAPI_GAME_OBJECT_ICON_TOOLTIP = "同时在你无法选中的物体上方显示交互图标,例如邮箱和箱子。";
CLASSICAPI_HIDE_EQUIPMENT_SETS = "在物品上隐藏装备方案";
CLASSICAPI_HIDE_EQUIPMENT_SETS_TOOLTIP = "从物品提示信息中移除装备方案一行。";
CLASSICAPI_ICON_SIZE = "图标大小";
CLASSICAPI_ICON_SIZE_TOOLTIP = "交互、敌人和友方图标的大小。";
CLASSICAPI_IGNORE_BACKPACK = "整理时忽略行囊";
CLASSICAPI_IGNORE_BACKPACK_TOOLTIP = "整理背包时,行囊中的物品保持原位。";
CLASSICAPI_IGNORE_BANK = "整理时忽略主银行";
CLASSICAPI_IGNORE_BANK_TOOLTIP = "整理银行时,主银行栏位中的物品保持原位。";
CLASSICAPI_INTERACT_DIRECTION = "交互方向";
CLASSICAPI_INTERACT_DIRECTION_TOOLTIP = "NPC或物体需要处于什么方向,交互按键才会选中它。方向以镜头为准,而不是以角色为准。";
CLASSICAPI_INTERACT_ICON = "显示交互图标";
CLASSICAPI_INTERACT_ICON_TOOLTIP = "在交互按键选中的NPC或物体上方显示图标。";
CLASSICAPI_INTERACT_KEY = "交互按键";
CLASSICAPI_INTERACT_RANGE = "交互范围";
CLASSICAPI_INTERFACE = "界面";
CLASSICAPI_KEEP_ACTION_TARGETING = "保持动作瞄准";
CLASSICAPI_KEEP_ACTION_TARGETING_TOOLTIP = "当你选定了自己选择的目标时,动作瞄准仍会选中敌人和友方。";
CLASSICAPI_LOOSE_TARGET_FOLLOWS = "自由目标跟随";
CLASSICAPI_LOOSE_TARGET_FOLLOWS_ENEMY = "软目标敌人";
CLASSICAPI_LOOSE_TARGET_FOLLOWS_FRIEND = "软目标友方";
CLASSICAPI_LOOSE_TARGET_FOLLOWS_NONE = "不跟随";
CLASSICAPI_LOOSE_TARGET_FOLLOWS_TOOLTIP = "动作瞄准设置的目标会跟随软目标敌人或软目标友方变化。你自己选择的目标则保持不变。";
CLASSICAPI_LOW_PRIORITY_ICONS = "显示低优先级图标";
CLASSICAPI_LOW_PRIORITY_ICONS_TOOLTIP = "同时在你无法对其做任何操作的单位上方显示图标,例如队伍成员。该图标为普通指针。";
CLASSICAPI_MATCH_INSIDE_NAMES = "匹配名称中间的编辑";
CLASSICAPI_MATCH_INSIDE_NAMES_TOOLTIP = "当你在名称中间输入时,建议的名称也会匹配光标之后的字母。";
CLASSICAPI_MATCH_THE_COMMAND = "匹配命令";
CLASSICAPI_MATCH_THE_COMMAND_TOOLTIP = "只建议符合命令的名称,例如 /gpromote 时只建议公会成员。关闭时,会建议你认识的所有名称。";
CLASSICAPI_MOTION = "动态效果";
CLASSICAPI_NAME_SUGGESTIONS = "名称建议";
CLASSICAPI_NAMEPLATES = "姓名板";
CLASSICAPI_NUMBERS = "数字";
CLASSICAPI_OPTIONS_ABOUT = "ClassicAPI为游戏添加的功能设置。每个选项对应一项设置,修改后立即生效。";
CLASSICAPI_OTHER_NAMEPLATE_ALPHA = "其他姓名板不透明度";
CLASSICAPI_OTHER_NAMEPLATE_ALPHA_TOOLTIP = "非目标单位姓名板的不透明度。";
CLASSICAPI_PREFER_YOUR_TARGET = "优先你的目标";
CLASSICAPI_PREFER_YOUR_TARGET_TOOLTIP = "当你选择的目标可以被选中时,动作瞄准会优先选中它。关闭时,总是选中最近的单位。";
CLASSICAPI_RANGE_TOOLTIP = "最大距离(码)。不能大于targetNearestDistance设置。";
CLASSICAPI_RECENT_WHISPERS_FIRST = "优先最近的密语";
CLASSICAPI_RECENT_WHISPERS_FIRST_TOOLTIP = "名称建议从你最近密语过的玩家开始。";
CLASSICAPI_REMEMBER_PLAYERS = "记住玩家";
CLASSICAPI_REMEMBER_PLAYERS_TOOLTIP = "保存你遇到的玩家的名字、职业、种族和性别,以便插件在以后的游戏中显示。你在该服务器的所有角色共享这些数据。";
CLASSICAPI_SCRIPT_PROFILE = "脚本性能分析";
CLASSICAPI_SCRIPT_PROFILE_TOOLTIP = "统计插件占用的CPU时间。更改将在你重载界面后生效。";
CLASSICAPI_SEPARATE_LARGE_NUMBERS = "分隔大数字";
CLASSICAPI_SEPARATE_LARGE_NUMBERS_TOOLTIP = "当插件使用BreakUpLargeNumbers格式化数字时,每三位数字之间添加分隔符,例如1,234,567。";
CLASSICAPI_SORT_BAGS_RIGHT_TO_LEFT = "从右到左整理背包";
CLASSICAPI_SORT_BAGS_RIGHT_TO_LEFT_TOOLTIP = "整理时,将你的物品放到最后一个背包的末尾,将垃圾放到行囊的开头。";
CLASSICAPI_STRICT_INTERACT_RANGE = "严格交互范围";
CLASSICAPI_STRICT_INTERACT_RANGE_TOOLTIP = "绝不选中超出交互范围的NPC或物体。关闭时,即使超出范围,也会选中当前可以交互的目标。";
CLASSICAPI_TARGET_NAMEPLATE_ALPHA = "目标姓名板不透明度";
CLASSICAPI_TARGET_NAMEPLATE_ALPHA_TOOLTIP = "你目标姓名板的不透明度。";
CLASSICAPI_UI_SHAKE_STRENGTH = "界面震动强度";
CLASSICAPI_UI_SHAKE_STRENGTH_TOOLTIP = "缩放震动效果移动框架的距离。0表示关闭震动。";
CLASSICAPI_UNIT_DIRECTION_TOOLTIP = "单位需要处于什么方向,动作瞄准才会选中它。方向以镜头为准,而不是以角色为准。";
CLASSICAPI_WHEN_YOU_HAVE_A_TARGET = "当你拥有目标时";
COMBAT_LABEL = "战斗";
COUNTDOWN_FOR_COOLDOWNS_TEXT = "显示冷却时间";
CONFIRM_DELETE_EQUIPMENT_SET = "你确认要删除装备方案%s吗?";
@@ -69,8 +161,12 @@ OPTION_TOOLTIP_COUNTDOWN_FOR_COOLDOWNS = "勾选此项后,动作条上的按
OPTION_TOOLTIP_ENABLE_INTERACT = "使你可以通过按键与NPC和物体进行交互";
OPTION_TOOLTIP_INTERACT_ICONS = "控制交互按键启用后NPC和物体上方出现的图标";
OPTION_TOOLTIP_STOP_AUTO_ATTACK = "当你切换目标时停止自动攻击。";
KEY_BINDING_NAME_AND_KEY = "%s(%s)";
KEY_BINDING_TOOLTIP = "<右键解除键位>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "设置 \"%s\"的快捷键,或者按 %s 取消";
SET_FOCUS = "设置焦点";
FOCUSTARGET = "设定焦点目标";
FOCUS_TOKEN_NOT_FOUND = "<无焦点>";
ITEMS_VARIABLE_QUANTITY = "%d件物品";
ITEMS_EQUIPPED = "已装备%d件物品";
ITEMS_IN_INVENTORY = "背包中有%d件物品";
@@ -79,7 +175,6 @@ ITEM_MISSING = "%s缺失";
ITEMS_NOT_IN_INVENTORY = "缺少%d件物品";
STOP_AUTO_ATTACK = "停止自动攻击";
TARGETFOCUS = "选中焦点目标";
-- BINDING_NAME_AOELOOT = "AoE Loot";
COPPER_AMOUNT = "%d铜币";
COPPER_AMOUNT_SYMBOL = "铜";
GEARSETS_POPUP_TEXT = "输入方案名称(最多16个字符):";
@@ -138,6 +233,8 @@ FOURTH_NUMBER = "兆";
MINUTES_SECONDS = "%.2d:%.2d";
PAPERDOLL_EQUIPMENTMANAGER = "装备管理";
PAPERDOLL_NEWEQUIPMENTSET = "新的方案";
PLAYER_LIST_DELIMITER = "、";
RELOADUI = "重载界面";
PERCENTAGE_STRING = "%d%%";
SET_FRIENDNOTE_LABEL = "为%s设置备注:";
SET_NOTE = "设置备注";
@@ -217,6 +314,7 @@ SLASH_USE1 = "/use";
SLASH_USE2 = "/use";
SOCIAL_LABEL = "社交";
LINK_TRADESKILL_TOOLTIP = "点击这里以创建一个链接到你的专业的快捷方式。";
LUA_ERROR = "Lua错误";
TEXT_TO_SPEECH = "文本转语音";
TEXT_TO_SPEECH_ADJUST_RATE = "调节讲话速度";
TEXT_TO_SPEECH_ADJUST_VOLUME = "音量";
@@ -8,6 +8,9 @@ BINDING_NAME_FOCUSTARGET = "鎖定目標";
BINDING_NAME_INTERACTMOUSEOVER = "與滑鼠指定的目標互動";
BINDING_NAME_INTERACTTARGET = "與目標互動";
BINDING_NAME_TARGETFOCUS = "選定鎖定目標";
CLASSICAPI_CURSOR = "游標";
CLASSICAPI_EXPANDED_CURSORS = "顯示擴充游標";
CLASSICAPI_EXPANDED_CURSORS_TOOLTIP = "指向NPC或物件時,游標會顯示你可以對其進行的操作。例如,鐵砧表示修理,! 或 ? 表示任務,魚鉤表示你的魚漂。";
COMBAT_LABEL = "戰鬥";
COUNTDOWN_FOR_COOLDOWNS_TEXT = "顯示冷卻時間";
CONFIRM_DELETE_EQUIPMENT_SET = "你確定要刪除裝備設定:%s嗎?";
@@ -69,6 +72,9 @@ OPTION_TOOLTIP_COUNTDOWN_FOR_COOLDOWNS = "勾選此選項可在快捷鍵上面
OPTION_TOOLTIP_ENABLE_INTERACT = "可透過按鍵與NPC和物件互動";
OPTION_TOOLTIP_INTERACT_ICONS = "在啟用互動鍵功能後,控制出現在NPC和物件上方的圖示";
OPTION_TOOLTIP_STOP_AUTO_ATTACK = "當你切換目標時停止自動攻擊。";
KEY_BINDING_NAME_AND_KEY = "%s(%s)";
KEY_BINDING_TOOLTIP = "<右鍵點擊以解除綁定>";
SETTINGS_BIND_KEY_TO_COMMAND_OR_CANCEL = "為\"%s\"指配綁定或是按下%s以取消";
SET_FOCUS = "設定專注目標";
FOCUSTARGET = "設定鎖定目標";
ITEMS_VARIABLE_QUANTITY = "%d件物品";
+13
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@@ -13,6 +13,8 @@
#pragma once
#include "Common.h"
#include <cstddef>
namespace Embed {
@@ -30,4 +32,15 @@ struct Bytes {
// resource is missing, does not inflate or split, or has no file `index`.
Bytes File(int id, size_t index);
// The entry of `files`, a manifest in the generated `embedded_resources.h`,
// whose path is the game path `path` (Common::SamePath); null when none is.
template <class Entry, size_t N>
const Entry *FindFile(const Entry (&files)[N], const char *path) {
for (const Entry &file : files) {
if (Common::SamePath(path, file.path))
return &file;
}
return nullptr;
}
} // namespace Embed
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@@ -0,0 +1,173 @@
// 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/>.
// A script that re-anchors a region while that region is being laid out no
// longer frees the anchor point the layout is reading.
//
// An edge resolver walks the region's points (FUN_LAYOUT_POINTS_X / Y) and asks
// each for its coordinate (VTBL_ANCHOR_NODE_X / Y). When the point's relative
// frame is deferred, the getter first ends the deferral with
// FUN_REGION_LAYOUT_REALIZE(0), which lays the relative out at once: its
// OnSizeChanged runs right there. The getter then reads the point again. If
// that script moved the region with SetPoint or ClearAllPoints, the point is
// freed, and the read gets heap memory: an access violation in
// FUN_REGION_GET_RECT on the "relative frame" the freed point holds (crash
// log 2026-11-03: `[ecx+0x3c]`, ecx = 5). The path is easy to reach: Show runs
// a frame's OnSizeChanged before its children leave their deferral, and the
// ported ScrollBox reads sizes from that handler.
//
// 3.3.5 fixed it in CFramePoint::GetRelativeRect (0x0049C830): the point is
// marked busy around its relative's resolve, a point changed while busy is
// flagged, and the getter stops on the flag without reading the point again.
// GetFramePointX / Y then return a failure, and GetHorizontalFramePoint /
// GetVerticalFramePoint (0x00488ED0 / 0x00488F10) walk the points again, up to
// ten times, with the anchors as they are now. 1.12 has no flag word in its
// point, and SetPoint never changes a point in place (it frees the old one and
// allocates a new one), so "changed" here means "freed": the point's deleting
// destructor (VTBL_ANCHOR_NODE_DELETE, every free goes through it) flags a busy
// point.
//
// The getters end the deferral themselves, as 3.3.5 does, and stop when the
// point is flagged. Otherwise they call the engine's own getter for the value.
// If the resolve deferred the relative again (a Hide in its script), the
// getter would end the deferral a second time. 3.3.5 ends it once and then
// reads the rect, so the bit is hidden from the engine's getter during the
// read. The walks are the engine's own, retried as 3.3.5 retries them.
//
// Nothing is hooked: the point vtable (VAR_ANCHOR_VTABLE_WITH_RELATIVE) is the
// only way to reach the getters and the destructor, and the six edge
// resolvers are the only callers of the walks.
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Frame::AnchorResolve {
namespace {
using Coordinate_t = float(__thiscall *)(void *point, float scale);
using Walk_t = float(__thiscall *)(void *layout, const int *points, int count);
using Delete_t = void *(__thiscall *)(void *point, int flags);
using Realize_t = void(__thiscall *)(void *layout, int defer);
// 3.3.5 GetHorizontalFramePoint / GetVerticalFramePoint: `for (i = 0; i < 10; i++)`.
constexpr int kWalkAttempts = 10;
// A point whose relative is being laid out. Its destructor sets `freed`.
struct BusyPoint {
void *point;
bool freed;
BusyPoint *outer;
};
// A point walk in progress. A getter sets `changed` when its point was freed.
struct PointWalk {
bool changed;
PointWalk *outer;
};
BusyPoint *g_busy = nullptr;
PointWalk *g_walk = nullptr;
float Undefined() { return Game::Read<float>(Offsets::VAR_LAYOUT_UNDEFINED); }
float Coordinate(uintptr_t engine, void *point, float scale) {
if (g_walk != nullptr && g_walk->changed)
return Undefined(); // 3.3.5 stops the walk at the changed point
auto *relative = Game::Read<void *>(point, Offsets::OFF_ANCHOR_NODE_RELATIVE_TO);
if ((Game::Read<uint32_t>(relative, Offsets::OFF_LAYOUT_FLAGS) & Offsets::LAYOUT_FLAG_DEFERRED) != 0) {
BusyPoint busy{point, false, g_busy};
g_busy = &busy;
reinterpret_cast<Realize_t>(Offsets::FUN_REGION_LAYOUT_REALIZE)(relative, 0);
g_busy = busy.outer;
if (busy.freed) {
if (g_walk != nullptr)
g_walk->changed = true;
return Undefined();
}
}
uint32_t &flags = Game::Ref<uint32_t>(relative, Offsets::OFF_LAYOUT_FLAGS);
const uint32_t deferred = flags & Offsets::LAYOUT_FLAG_DEFERRED;
flags &= ~deferred;
const float value = reinterpret_cast<Coordinate_t>(engine)(point, scale);
flags |= deferred;
return value;
}
float __fastcall PointX(void *point, void * /*edx*/, float scale) {
return Coordinate(Offsets::FUN_ANCHOR_NODE_X, point, scale);
}
float __fastcall PointY(void *point, void * /*edx*/, float scale) {
return Coordinate(Offsets::FUN_ANCHOR_NODE_Y, point, scale);
}
void *__fastcall DeletePoint(void *point, void * /*edx*/, int flags) {
for (BusyPoint *busy = g_busy; busy != nullptr; busy = busy->outer) {
if (busy->point == point)
busy->freed = true;
}
return reinterpret_cast<Delete_t>(Offsets::FUN_ANCHOR_NODE_DELETE)(point, flags);
}
float Walk(uintptr_t engine, void *layout, const int *points, int count) {
for (int attempt = 0; attempt < kWalkAttempts; ++attempt) {
PointWalk walk{false, g_walk};
g_walk = &walk;
const float value = reinterpret_cast<Walk_t>(engine)(layout, points, count);
g_walk = walk.outer;
if (!walk.changed)
return value;
}
return Undefined();
}
float __fastcall WalkX(void *layout, void * /*edx*/, const int *points, int count) {
return Walk(Offsets::FUN_LAYOUT_POINTS_X, layout, points, count);
}
float __fastcall WalkY(void *layout, void * /*edx*/, const int *points, int count) {
return Walk(Offsets::FUN_LAYOUT_POINTS_Y, layout, points, count);
}
void PatchCode() {
constexpr uintptr_t vtable = Offsets::VAR_ANCHOR_VTABLE_WITH_RELATIVE;
Common::RedirectSlot(vtable + Offsets::VTBL_ANCHOR_NODE_DELETE, Offsets::FUN_ANCHOR_NODE_DELETE,
reinterpret_cast<const void *>(&DeletePoint));
Common::RedirectSlot(vtable + Offsets::VTBL_ANCHOR_NODE_X, Offsets::FUN_ANCHOR_NODE_X,
reinterpret_cast<const void *>(&PointX));
Common::RedirectSlot(vtable + Offsets::VTBL_ANCHOR_NODE_Y, Offsets::FUN_ANCHOR_NODE_Y,
reinterpret_cast<const void *>(&PointY));
const auto walkX = reinterpret_cast<const void *>(&WalkX);
Common::RedirectCall(Offsets::CALL_LAYOUT_LEFT_POINTS, Offsets::FUN_LAYOUT_POINTS_X, walkX);
Common::RedirectCall(Offsets::CALL_LAYOUT_CENTER_X_POINTS, Offsets::FUN_LAYOUT_POINTS_X, walkX);
Common::RedirectCall(Offsets::CALL_LAYOUT_RIGHT_POINTS, Offsets::FUN_LAYOUT_POINTS_X, walkX);
const auto walkY = reinterpret_cast<const void *>(&WalkY);
Common::RedirectCall(Offsets::CALL_LAYOUT_TOP_POINTS, Offsets::FUN_LAYOUT_POINTS_Y, walkY);
Common::RedirectCall(Offsets::CALL_LAYOUT_CENTER_Y_POINTS, Offsets::FUN_LAYOUT_POINTS_Y, walkY);
Common::RedirectCall(Offsets::CALL_LAYOUT_BOTTOM_POINTS, Offsets::FUN_LAYOUT_POINTS_Y, walkY);
}
// Each pass runs before its GlueXML or FrameXML loads; the patch is idempotent.
const Game::GlueModuleAutoRegister _gluePatch{&PatchCode};
const Game::ModuleAutoRegister _autoreg{&PatchCode};
} // namespace
} // namespace Frame::AnchorResolve
+4
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@@ -287,6 +287,10 @@ uint32_t CurrentMask() {
return g_overrideActive ? g_overrideMask : HeldMask();
}
bool IsKeyDown(int key) {
return reinterpret_cast<IsKeyDown_t>(Offsets::FUN_GAMEUI_IS_KEY_DOWN)(key) != 0;
}
uint32_t ParseModifiers(const char *&text) {
static const struct {
const char *name;
+5
View File
@@ -30,6 +30,11 @@ namespace Input::Modifier {
// CGUIBindings::m_keyStateOverride.
uint32_t CurrentMask();
// The engine's EventIsKeyDown (FUN_GAMEUI_IS_KEY_DOWN), called the way its
// own callers do — through the hook above, so a KeyStateOverride applies.
// `key` is 0 shift, 1 ctrl, 2 alt, or any other KEY code.
bool IsKeyDown(int key);
// CGUIBindings::AddModifiers: consumes leading modifier names from `text`
// ("SHIFT", "LCTRL", "RALT", … each optionally followed by '-') and returns
// their bits. `text` is left at the first character that is not one.
+8 -4
View File
@@ -40,12 +40,16 @@ Resolved ResolveString(const char *s) {
if (const char *m = std::strstr(s, "item:")) {
m += 5;
out.itemID = std::atoi(m);
// Random suffix is the 3rd colon-separated field: itemID:enchant:suffix.
// Walk to the 2nd ':' (stopping at the link boundary), read the number
// after it. Bare "item:N" (no colons) leaves suffix 0.
// The enchant and random suffix are the 2nd and 3rd colon-separated
// fields: itemID:enchant:suffix. Walk the colons (stopping at the link
// boundary) and read the number after each. Bare "item:N" leaves both 0.
int colons = 0;
for (const char *p = m; *p != '\0' && *p != '|'; ++p) {
if (*p == ':' && ++colons == 2) {
if (*p != ':')
continue;
if (++colons == 1) {
out.enchant = std::atoi(p + 1);
} else {
out.suffix = std::atoi(p + 1);
break;
}
+1
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@@ -24,6 +24,7 @@ struct Resolved {
int itemID;
int suffix; // random-property / suffix ID (3rd `item:` field), 0 if none
const char *name;
int enchant; // permanent enchant ID (2nd `item:` field), 0 if none
};
// Resolves a Lua arg at 1-based stack `idx` to an item reference.
+1 -1
View File
@@ -438,7 +438,7 @@ static void RebuildOwned() {
// Contents of each equipped bag (its own invMgr, slot count at +0).
for (int bagID = 1; bagID <= 4; ++bagID) {
auto *bagInv =
static_cast<const uint8_t *>(Item::Location::EquippedBagInventory(bagID));
static_cast<const uint8_t *>(Item::Location::BagInventory(bagID));
if (bagInv == nullptr)
continue;
const int count = static_cast<int>(
+2 -10
View File
@@ -25,6 +25,7 @@
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "item/Arg.h"
#include "item/BagFamily.h"
#include "item/ID.h"
#include "item/Icon.h"
#include "item/Location.h"
@@ -85,13 +86,6 @@ const char *LookupInvType(uint32_t invType) {
return (s != nullptr && s[0] != '\0') ? s : "";
}
// Wrath flipped the bagFamily encoding from raw 1-based IDs to a
// bitmask. We surface the modern shape so backported addons compile
// cleanly. See `Item::Info::BagFamilyIdToBitmask` for the full story.
uint32_t BagFamilyIdToBitmask(uint32_t rawId) {
return (rawId == 0) ? 0 : (1u << (rawId - 1));
}
// Shorthand: read a u32 field from the record at `offset`, push it on
// the stack as a Lua number, and set `t[key] = value` on the table at
// stack[-3]. `SetFieldNumber` already handles the push/set; this is
@@ -276,10 +270,8 @@ void PushItemDataTable(void *L, uint32_t itemID, const uint8_t *record) {
SetI32(L, record, "maxStackSize", Offsets::OFF_ITEMSTATS_STACKABLE);
SetI32(L, record, "maxCount", Offsets::OFF_ITEMSTATS_MAX_COUNT);
SetU32(L, record, "containerSlots", Offsets::OFF_ITEMSTATS_CONTAINER_SLOTS);
const uint32_t rawBagFamily = Game::Read<uint32_t>(
record, Offsets::OFF_ITEMSTATS_BAG_FAMILY);
Game::Lua::SetFieldNumber(L, "bagFamily",
static_cast<double>(BagFamilyIdToBitmask(rawBagFamily)));
static_cast<double>(Item::BagFamily::BitmaskForRecord(record)));
// Economy
SetU32(L, record, "buyPrice", Offsets::OFF_ITEMSTATS_BUY_PRICE);
+11 -9
View File
@@ -107,23 +107,25 @@ void *ContainerInventory(const uint8_t *container) {
return getInventory(const_cast<uint8_t *>(container));
}
void *EquippedBagInventory(int bagID) {
if (bagID < 1 || bagID > 4)
const uint8_t *BagContainer(int bagID) {
if (bagID < Offsets::BAG_INDEX_BAG_FIRST || bagID > Offsets::BAG_INDEX_BANK_BAG_LAST)
return nullptr;
using GetBagGuid_t = uint64_t(__fastcall *)(uint32_t bagIndex0);
auto getBagGuid =
reinterpret_cast<GetBagGuid_t>(Offsets::FUN_GET_EQUIPPED_BAG_GUID);
const uint64_t bagGuid = getBagGuid(static_cast<uint32_t>(bagID - 1));
if (bagGuid == 0)
return nullptr; // no bag equipped in that slot
auto *container = static_cast<const uint8_t *>(
return nullptr; // no bag there, or a bank bag with the bank closed
return static_cast<const uint8_t *>(
Object::ByGuid(Offsets::TYPEMASK_CONTAINER, bagGuid, "ItemMgr", 0x172));
return ContainerInventory(container);
}
// Mirrors `Item::Bag::ResolveBagInfo`'s slot-count derivation: backpack
// is fixed at 16, equipped bags read `m_containerSlots` off the cache
// record. Returns 0 for empty bag slots or out-of-range bagIDs.
void *BagInventory(int bagID) {
return ContainerInventory(BagContainer(bagID));
}
// Backpack is fixed at 16, equipped bags read `m_containerSlots` off the
// cache record. Returns 0 for empty bag slots or out-of-range bagIDs.
int GetBagSlotCount(int bagID) {
if (bagID == 0)
return Offsets::BACKPACK_NUM_SLOTS;
@@ -289,7 +291,7 @@ const uint8_t *ResolveBagSlotNoLua(int bagID, int slotIndex) {
return static_cast<const uint8_t *>(
GetItemBySlot(invMgr, Offsets::BACKPACK_LINEAR_BASE + slotIndex - 1));
}
void *bagInv = EquippedBagInventory(bagID);
void *bagInv = BagInventory(bagID);
if (bagInv == nullptr)
return nullptr;
const int slotCount = static_cast<int>(*reinterpret_cast<const uint32_t *>(bagInv));
+18 -12
View File
@@ -87,16 +87,22 @@ int GetBagSlotCount(int bagID);
// `equipmentset/Locations`, and `item/NewItems`.
void *ContainerInventory(const uint8_t *container);
// Returns the inventory object of the equipped bag in player bag slot `bagID`
// (1..4): its container GUID via `FUN_GET_EQUIPPED_BAG_GUID`, resolved to the
// CGContainer, then its inventory via `ContainerInventory`. The result has the
// player-invMgr shape (slot count at `+0x00`, GUID array at
// `+OFF_INVMGR_GUID_ARRAY`) and is what `GetItemBySlot` indexes with a 0-based
// slot. Returns null for `bagID` outside 1..4 or when no bag is equipped
// there. Pure C — no Lua stack. (The backpack, `bagID` 0, has no container
// object; index it directly off the player inventory manager at
// `BACKPACK_LINEAR_BASE + slot - 1`.)
void *EquippedBagInventory(int bagID);
// Returns the bag in container `bagID` — an equipped bag (1..4) or a bank
// bag (5..10) — as its CGContainer, which is also its CGItem. The GUID comes
// from `FUN_GET_EQUIPPED_BAG_GUID`, which itself answers 0 for a bank bag
// while no bank window is open, so bank bags resolve only at a banker, the
// way `PackBagSlot` resolves them. Null for any other `bagID` or an empty
// bag slot. Pure C — no Lua stack.
const uint8_t *BagContainer(int bagID);
// `ContainerInventory(BagContainer(bagID))`: the inventory object of the bag
// in container `bagID` (1..10, bank bags only at a banker). The result has
// the player-invMgr shape (slot count at `+0x00`, GUID array at
// `+OFF_INVMGR_GUID_ARRAY`) and is what `GetItemBySlot` indexes with a
// 0-based slot. Null when `BagContainer` is. Pure C — no Lua stack. (The
// backpack, `bagID` 0, has no container object; index it directly off the
// player inventory manager at `BACKPACK_LINEAR_BASE + slot - 1`.)
void *BagInventory(int bagID);
// GUID-walk result. `equipmentSlotIndex != 0` means the item was
// found in a character-pane equipment slot; otherwise it's in
@@ -224,8 +230,8 @@ bool FindItemArgOrLocation(void *L, int idx, ByGUIDResult *out);
// Resolves `(bagID, slotIndex)` to its `CGItem *` WITHOUT the Lua stack:
// the backpack (bag 0) is indexed straight off the player inventory manager
// at `BACKPACK_LINEAR_BASE + slot - 1`, bags 1..4 through
// `EquippedBagInventory` — both via the engine's `GetItemBySlot`. Returns
// at `BACKPACK_LINEAR_BASE + slot - 1`, bags 1..10 through `BagInventory`
// (bank bags only at a banker) — both via the engine's `GetItemBySlot`. Returns
// nullptr for a bad bag, an out-of-range slot, or an empty slot. Safe from
// any context (world tick, packet hooks) — the `PackBagSlot`-based
// `ResolveBag` is not, because it reads its inputs off the Lua stack.
+1 -1
View File
@@ -242,7 +242,7 @@ int ScanBags(const uint8_t *player, uint64_t *out) {
const int slots = Item::Location::GetBagSlotCount(bagID);
if (slots <= 0)
continue;
void *bagInv = Item::Location::EquippedBagInventory(bagID);
void *bagInv = Item::Location::BagInventory(bagID);
if (bagInv == nullptr)
continue;
for (int slot = 1; slot <= slots; ++slot) {
+5 -98
View File
@@ -15,6 +15,7 @@
#include "../Offsets.h"
#include "../guid/Guid.h"
#include "../object/Resolve.h"
#include "Request.h"
#include <cstdint>
@@ -22,22 +23,6 @@ namespace Loot::Nearby {
namespace {
// Engine interact-range constants, read out of `.rdata` once and
// pinned here as `constexpr`. Both are referenced by `FUN_005EC110`
// (the master interact-state checker) and propagated through
// `FUN_005DF130` / `FUN_005DF2A0` (CMSG_LOOT senders). Yards units;
// values verified at runtime addresses `DAT_0080B058` and
// `DAT_0080A1E8`.
//
// INTERACT_REACH (1.333…) is added to `target_radius + player_radius`
// for the unclamped range; modeled as the "reach beyond your touch"
// constant.
// MIN_INTERACT_RANGE (5.0) clamps the result so even tiny
// targets with near-zero bounding radius still get the standard
// 5-yard right-click reach.
constexpr float INTERACT_REACH = 1.3333333f;
constexpr float MIN_INTERACT_RANGE = 5.0f;
// `ClntObjMgrEnumVisibleObjects(callback, context)` — walks the engine's
// visible-object table. The callback shape's `void *unusedEdx` slot
// absorbs the second `__fastcall` register so MSVC lays out the trailing
@@ -49,84 +34,6 @@ using ClntObjMgrEnumVisibleObjectsCallback_t = int(__fastcall *)(void *ctx,
using ClntObjMgrEnumVisibleObjects_t =
int(__fastcall *)(ClntObjMgrEnumVisibleObjectsCallback_t cb, void *ctx);
// `__thiscall(self, outBuf) → const C3Vector *` at vtable slot 5
// (byte offset `0x14`). Both CGUnit_C and CGPlayer_C populate the
// caller-provided 12-byte buffer with the unit's world position and
// return it. Same call shape `FUN_005EC110` uses to read the
// player / target positions when deciding interact range.
struct C3Vector {
float x, y, z;
};
using GetPosition_t = const C3Vector *(__thiscall *)(const void *self,
C3Vector *outBuf);
constexpr int VTBL_GET_POSITION_OFFSET = 0x14;
// Reads `(unit.m_objectFields[+0x224] & UNIT_DYNFLAG_LOOTABLE) != 0`
// — the server-driven bit it sets when the local player has loot
// rights on this unit. Works uniformly for live and dead CGUnit
// subclasses; the bit is simply 0 for non-lootable targets.
//
// Don't call `FUN_CGCORPSE_IS_LOOTABLE` here even though the engine
// itself uses it in `FUN_005D6BF0`: that helper reads `+0x78` of
// m_objectFields, which is the CORPSE dynamic-flags slot for
// CGCorpse_C but the BYTES_0 (race / class / gender / power type)
// slot for CGUnit_C. Routing live units through it returns the low
// bit of *race* — yields false positives for any Human / Dwarf /
// Undead / Gnome player and false negatives for dead mobs.
bool IsLootable(const void *unit) {
auto *fields = Game::Read<const uint8_t *>(unit, Offsets::OFF_UNIT_DESCRIPTOR);
const uint32_t flags =
Game::Read<uint32_t>(fields, Offsets::OFF_UNIT_FIELD_DYNAMIC_FLAGS);
return (flags & Offsets::UNIT_DYNFLAG_LOOTABLE) != 0;
}
// Reads the bounding-radius float from a unit's m_objectFields. The
// engine uses this as the contribution from both sides (player + target)
// in its interact-range computation.
float BoundingRadius(const void *unit) {
auto *fields = Game::Read<const uint8_t *>(unit, Offsets::OFF_UNIT_DESCRIPTOR);
return Game::Read<float>(fields, Offsets::OFF_UNIT_FIELD_BOUNDING_RADIUS);
}
// Invokes the unit's virtual `GetPosition` (vtable slot at offset
// `0x14`). The engine's signature is `__thiscall(this, outBuf) →
// outBuf`; we pass our own 12-byte stack buffer and read x/y/z out
// of the returned pointer.
const C3Vector *GetPosition(const void *unit, C3Vector *outBuf) {
auto vtable = *reinterpret_cast<void *const *const *>(unit);
auto fn = reinterpret_cast<GetPosition_t>(
*reinterpret_cast<const void *const *>(
reinterpret_cast<const uint8_t *>(vtable) +
VTBL_GET_POSITION_OFFSET));
return fn(unit, outBuf);
}
// Mirrors the range portion of `FUN_005EC110`. We skip the engine's
// player-state checks (mounted / casting / prior-interaction GUID
// gate) because they fire intermittently during normal play and would
// make the enumerator return an empty list whenever the player has
// already clicked something — surprising for a "what's lootable
// nearby" reader. The pure distance test is what controls cursor
// highlight, which is the contract the user asked for.
bool InInteractRange(const void *player, const void *target) {
C3Vector pBuf{};
C3Vector tBuf{};
const C3Vector *pPos = GetPosition(player, &pBuf);
const C3Vector *tPos = GetPosition(target, &tBuf);
if (pPos == nullptr || tPos == nullptr)
return false;
const float dx = pPos->x - tPos->x;
const float dy = pPos->y - tPos->y;
const float dz = pPos->z - tPos->z;
const float distSq = dx * dx + dy * dy + dz * dz;
float range = BoundingRadius(player) + BoundingRadius(target) + INTERACT_REACH;
if (range < MIN_INTERACT_RANGE)
range = MIN_INTERACT_RANGE;
return distSq <= range * range;
}
// Only `TYPEMASK_UNIT` carries lootable-mob state in 1.12 — dead
// creatures stay as CGCreature_C objects with the lootable bit flipped
// on, rather than transitioning to a separate corpse object. Dead
@@ -135,7 +42,7 @@ bool InInteractRange(const void *player, const void *target) {
struct ScanCtx {
void *L;
const void *player; // resolved once outside the iterator
void *player; // resolved once outside the iterator
int idx; // 1-based slot of the next entry to append
};
@@ -144,10 +51,10 @@ int __fastcall ScanCallback(ScanCtx *ctx, void * /*unusedEdx*/, uint64_t guid) {
if (obj == nullptr)
return 1; // GUID isn't a unit; continue
if (!IsLootable(obj))
if (!Request::IsLootable(obj))
return 1; // unit isn't lootable to us; continue
if (!InInteractRange(ctx->player, obj))
if (!Request::InReach(ctx->player, obj))
return 1; // out of click-loot range; continue
char guidBuf[Guid::STRING_SIZE];
@@ -180,7 +87,7 @@ int __fastcall Script_GetNearbyLootableUnits(void *L) {
// Resolve the local player once — the canonical CGPlayer_C the
// engine's own interact-range checks use, distinct from the
// `VAR_LOCAL_PLAYER_PTR` global. Bail if unavailable.
const void *player = Game::ResolveUnitToken("player");
void *player = Game::ResolveUnitToken("player");
if (player == nullptr)
return 1;
+35 -2
View File
@@ -15,6 +15,7 @@
#include "../Game.h"
#include "../Offsets.h"
#include "../unit/Position.h"
namespace Loot::Request {
@@ -31,8 +32,11 @@ using CloseLootInner_t = void(__fastcall *)(int sendRelease,
char earlyReturnOnGameObject,
char showError);
uint64_t HeldTarget(const void *player) {
return Game::Read<uint64_t>(player, Offsets::OFF_PLAYER_LOOT_TARGET_GUID);
// The per-unit reach `CanLootNow` adds for each side (`[m_objectFields +
// 0x1F0]`).
float Reach(const void *unit) {
auto *fields = Game::Read<const uint8_t *>(unit, Offsets::OFF_UNIT_DESCRIPTOR);
return Game::Read<float>(fields, Offsets::OFF_UNIT_FIELD_BOUNDING_RADIUS);
}
} // namespace
@@ -42,6 +46,35 @@ bool IsMounted(const void *player) {
return Game::Read<uint32_t>(fields, Offsets::OFF_UNIT_FIELD_MOUNTDISPLAYID) != 0;
}
bool IsLootable(const void *unit) {
auto *fields = Game::Read<const uint8_t *>(unit, Offsets::OFF_UNIT_DESCRIPTOR);
return (Game::Read<uint32_t>(fields, Offsets::OFF_UNIT_FIELD_DYNAMIC_FLAGS) &
Offsets::UNIT_DYNFLAG_LOOTABLE) != 0;
}
bool InReach(void *player, void *target) {
float p[3];
float t[3];
if (!Unit::Position::Read(player, p) || !Unit::Position::Read(target, t))
return false;
// `CanLootNow`'s reach for a unit (`0x005EC142`..`0x005EC17E`), with the
// engine's own constants read live.
float reach = Reach(target) + Reach(player) +
Game::Read<float>(static_cast<uintptr_t>(Offsets::VAR_MELEE_REACH_LEEWAY));
const float minReach =
Game::Read<float>(static_cast<uintptr_t>(Offsets::VAR_MELEE_REACH_MIN));
if (reach < minReach)
reach = minReach;
const float dx = p[0] - t[0];
const float dy = p[1] - t[1];
const float dz = p[2] - t[2];
return dx * dx + dy * dy + dz * dz <= reach * reach;
}
uint64_t HeldTarget(const void *player) {
return Game::Read<uint64_t>(player, Offsets::OFF_PLAYER_LOOT_TARGET_GUID);
}
bool Send(void *player, void *target, uint64_t guid) {
if (IsMounted(player))
return false;
+17 -2
View File
@@ -28,11 +28,26 @@ namespace Loot::Request {
// (`CGUnit_C::Interact`, `0x0060BEA0`) applies before its loot leg.
bool IsMounted(const void *player);
// Whether the server grants us loot on `unit` (`UNIT_DYNFLAG_LOOTABLE`).
bool IsLootable(const void *unit);
// Whether `target` is within the reach `CanLootNow` (`0x005EC110`) demands
// when the player is not walked up: both units' `+0x1F0` reach plus the
// engine's live leeway, at least its live minimum, against the 3D distance.
// `Send` never walks, so a target outside this reach is one the server
// refuses with "too far away".
bool InReach(void *player, void *target);
// The player's held loot target. The engine writes it when the request goes
// out and clears it when the server answers with a failure or a release, so
// a caller waiting on `guid` sees the refusal as this no longer being `guid`.
uint64_t HeldTarget(const void *player);
// Sends the loot request the way a right-click would: refused while mounted
// (the click's gate, which `FUN_CMSG_LOOT_UNIT` itself lacks), never
// auto-walks. Returns whether the request went out — false when mounted or
// when the engine's own pre-checks refused (another loot held, falling, not
// in control, ...), in which case no response is coming.
// when the engine's own pre-checks refused (another loot held, moving,
// falling, not in control, ...), in which case no response is coming.
bool Send(void *player, void *target, uint64_t guid);
// For a caller that gave up waiting: if the player still holds `guid` as
+63 -74
View File
@@ -42,6 +42,7 @@
#include "../guid/Guid.h"
#include "../object/Resolve.h"
#include "../tick/WorldTick.h"
#include "../time/Clock.h"
#include "Request.h"
#include <cstdint>
@@ -55,12 +56,11 @@ namespace {
constexpr const char *kEventCompleted = "LOOT_SCAN_COMPLETED";
const Event::Custom::AutoReserve _reserve{kEventCompleted};
// Per-step timeout for the controller hook to fire on a queued
// CMSG_LOOT. WorldTick fires at the client frame rate (~30-60 Hz),
// so 180 ticks ≈ 3-6s wall clock. Long enough for high-latency
// servers, short enough that a single dropped response doesn't hang
// the whole scan.
constexpr int kStepTimeoutTicks = 180;
// How long one step may wait: for the server to answer a CMSG_LOOT it
// never answers, or for the engine to accept a send it keeps refusing
// (the player is moving). Long enough for high-latency servers, short
// enough that a dropped response doesn't hang the walk.
constexpr uint32_t kStepTimeoutMs = 3000;
// Event IDs the engine fires through `FUN_FIRE_EVENT_NO_ARGS` for
// loot-window transitions. The hook swallows these only when the
@@ -71,6 +71,7 @@ constexpr int EVENT_LOOT_CLOSED = 0x10D;
enum class State {
Idle,
WaitingToSend, // the engine refused the send for now; retried each tick
WaitingForResponse, // CMSG_LOOT sent; awaiting our controller hook
};
@@ -90,7 +91,7 @@ struct ScanCtx {
State state = State::Idle;
void *player = nullptr;
uint64_t currentGuid = 0;
int ticksSinceTransition = 0;
uint32_t stepStartMs = 0;
bool suppressEvents = false; // read by the FireEvent hook
bool lootMode = false; // LootAllCorpses (true) vs ScanNearbyLoot (false)
std::vector<uint64_t> queue;
@@ -128,55 +129,6 @@ using LootMoney_t = void(__fastcall *)(void *player);
using LootController_t = void(__fastcall *)(int lootStructPtr,
int coin,
int unk);
struct C3Vector {
float x, y, z;
};
using GetPosition_t = const C3Vector *(__thiscall *)(const void *self,
C3Vector *outBuf);
constexpr int VTBL_GET_POSITION_OFFSET = 0x14;
constexpr float INTERACT_REACH = 1.3333333f;
constexpr float MIN_INTERACT_RANGE = 5.0f;
// === Range / lootability helpers (identical to Loot::Nearby) ===
bool IsLootableUnit(const void *unit) {
auto *fields = Game::Read<const uint8_t *>(unit, Offsets::OFF_UNIT_DESCRIPTOR);
const uint32_t flags =
Game::Read<uint32_t>(fields, Offsets::OFF_UNIT_FIELD_DYNAMIC_FLAGS);
return (flags & Offsets::UNIT_DYNFLAG_LOOTABLE) != 0;
}
float BoundingRadius(const void *unit) {
auto *fields = Game::Read<const uint8_t *>(unit, Offsets::OFF_UNIT_DESCRIPTOR);
return Game::Read<float>(fields, Offsets::OFF_UNIT_FIELD_BOUNDING_RADIUS);
}
const C3Vector *GetPosition(const void *unit, C3Vector *outBuf) {
auto vtable = *reinterpret_cast<void *const *const *>(unit);
auto fn = reinterpret_cast<GetPosition_t>(
*reinterpret_cast<const void *const *>(
reinterpret_cast<const uint8_t *>(vtable) +
VTBL_GET_POSITION_OFFSET));
return fn(unit, outBuf);
}
bool InInteractRange(const void *player, const void *target) {
C3Vector pBuf{};
C3Vector tBuf{};
const C3Vector *pPos = GetPosition(player, &pBuf);
const C3Vector *tPos = GetPosition(target, &tBuf);
if (pPos == nullptr || tPos == nullptr)
return false;
const float dx = pPos->x - tPos->x;
const float dy = pPos->y - tPos->y;
const float dz = pPos->z - tPos->z;
const float distSq = dx * dx + dy * dy + dz * dz;
float range = BoundingRadius(player) + BoundingRadius(target) + INTERACT_REACH;
if (range < MIN_INTERACT_RANGE)
range = MIN_INTERACT_RANGE;
return distSq <= range * range;
}
// === Scrape ===
@@ -278,17 +230,37 @@ void TryStartNext() {
StartLoot(guid);
}
void StartLoot(uint64_t guid) {
void *target = Object::ByGuid(Offsets::TYPEMASK_UNIT, guid, nullptr, 0);
// Not sent (mounted mid-walk, or the engine's pre-checks refused): no
// response is coming, so skip without waiting out the timeout.
if (target == nullptr || !Request::Send(s_scan.player, target, guid)) {
void BeginStep(State state) {
s_scan.state = state;
s_scan.stepStartMs = Time::Clock::NowMs();
}
// Sends the current corpse's loot request. The corpse is checked again
// here, not only when the queue was built: the walk takes a round trip per
// corpse, and by now the corpse may be gone, looted, or out of reach
// because the player moved. The server refuses an out-of-reach corpse
// with an error, so skip it instead.
//
// When the engine refuses the send itself (the player is moving or
// falling, ...), the corpse stays current and `OnTick` retries it: the
// refusal is about the player, not the corpse, so skipping would drop
// every corpse left in the queue.
void SendCurrent() {
void *target =
Object::ByGuid(Offsets::TYPEMASK_UNIT, s_scan.currentGuid, nullptr, 0);
if (target == nullptr || !Request::IsLootable(target) ||
!Request::InReach(s_scan.player, target)) {
TryStartNext();
return;
}
if (Request::Send(s_scan.player, target, s_scan.currentGuid))
BeginStep(State::WaitingForResponse);
}
void StartLoot(uint64_t guid) {
s_scan.currentGuid = guid;
s_scan.state = State::WaitingForResponse;
s_scan.ticksSinceTransition = 0;
BeginStep(State::WaitingToSend);
SendCurrent();
}
// === Hooks ===
@@ -383,18 +355,35 @@ const Game::HookAutoRegister _hookController{
const Event::SignalHook::AutoSubscribe _lootIntercept{&SuppressLootEvents};
// === Tick (timeout only) ===
// === Tick (refusals and timeouts) ===
void OnTick() {
if (s_scan.state == State::Idle)
return;
++s_scan.ticksSinceTransition;
if (s_scan.ticksSinceTransition >= kStepTimeoutTicks) {
// Controller hook never fired — the server answered with a
// failure, or never answered. A failure already cleared the
// held target; an unanswered request still holds it, which
// would block all looting, so release it. Skip this corpse.
s_scan.suppressEvents = false;
const bool timedOut = Time::Clock::Elapsed(s_scan.stepStartMs) >= kStepTimeoutMs;
if (s_scan.state == State::WaitingToSend) {
// Still refused: the player has not stopped moving, or mounted,
// or lost control. Every corpse left would be refused the same
// way, so end the walk.
if (timedOut) {
Complete();
return;
}
SendCurrent();
return;
}
// The server refused the corpse ("too far away", not ours, ...): its
// failure response and its release response both clear the held
// target, and no window opens. Go on to the next corpse now.
if (Request::HeldTarget(s_scan.player) != s_scan.currentGuid) {
TryStartNext();
return;
}
if (timedOut) {
// No answer at all. The held target would block all looting, so
// release it, and skip this corpse.
Request::ReleaseIfUnanswered(s_scan.player, s_scan.currentGuid);
TryStartNext();
}
@@ -405,7 +394,7 @@ const Tick::WorldTick::AutoSubscribe _tick{&OnTick};
// === Enumeration ===
struct EnumCtx {
const void *player;
void *player;
std::vector<uint64_t> *out;
};
@@ -413,9 +402,9 @@ int __fastcall EnumCallback(EnumCtx *ctx, void * /*unusedEdx*/, uint64_t guid) {
void *obj = Object::ByGuid(Offsets::TYPEMASK_UNIT, guid, nullptr, 0);
if (obj == nullptr)
return 1;
if (!IsLootableUnit(obj))
if (!Request::IsLootable(obj))
return 1;
if (!InInteractRange(ctx->player, obj))
if (!Request::InReach(ctx->player, obj))
return 1;
ctx->out->push_back(guid);
return 1;
+9
View File
@@ -1407,6 +1407,15 @@ bool HasQuestionMarkIcon(uint32_t macroID) {
kQuestionMarkIcon) == 0;
}
bool HasShowTooltipDirective(uint32_t macroID) {
const uint8_t *entry = EntryForID(macroID);
if (entry == nullptr)
return false;
Parsed parsed;
ParseBody(reinterpret_cast<const char *>(entry + Offsets::OFF_MACRO_BODY), &parsed);
return parsed.kind == Kind::ShowTooltip;
}
bool ResolvedIconPath(const Info &info, bool activeIcon, char *out, size_t outSize) {
if (out == nullptr || outSize == 0)
return false;
+5
View File
@@ -149,6 +149,11 @@ const char *MacroNameForSlot(int slot0);
// action bar and in the Macro UI; any other chosen icon stays.
bool HasQuestionMarkIcon(uint32_t macroID);
// True when the macro's body carries `#showtooltip` by the same parse that
// decides the tooltip handover. Reads the body itself, so it answers while
// the module yields or a publisher owns the macro.
bool HasShowTooltipDirective(uint32_t macroID);
// Texture path of the resolved target: the spell's icon (its active icon
// when `activeIcon`, exactly the engine's toggle-up choice) or the item's
// icon. False (out empty) when nothing resolved or no icon record exists.
+2 -53
View File
@@ -111,6 +111,7 @@
#include "dbc/Lookup.h"
#include "map/Area.h"
#include "map/Overlays.h"
#include "texture/BlpReader.h"
#include "unit/Identity.h"
#include <algorithm>
@@ -136,59 +137,7 @@ int NextPot(int v) {
return p;
}
// The engine's BLP reader, driven exactly as GetPortraitAlphaMask drives it
// (see the FUN_BLP_OPEN block in Offsets.h). Open in the constructor, decode
// on demand, free and reset in the destructor. Only one reader may be live
// at a time: the engine keeps the file in one module-static buffer.
class BlpReader {
public:
explicit BlpReader(const char *path) {
std::memset(rec_, 0, sizeof(rec_));
Put(Offsets::OFF_BLP_MAGIC, 0x32504C42); // 'BLP2'
Put(Offsets::OFF_BLP_VERSION, 1);
rec_[Offsets::OFF_BLP_ALPHA_TYPE] = 2;
Put(Offsets::OFF_BLP_INIT_4A4, 100);
open_ = reinterpret_cast<Open_t>(Offsets::FUN_BLP_OPEN)(rec_, path, 1) != 0;
}
~BlpReader() {
if (decoded_)
reinterpret_cast<FreeScratch_t>(Offsets::FUN_BLP_FREE_SCRATCH)(rec_, 0);
reinterpret_cast<Reset_t>(Offsets::FUN_BLP_RESET)(rec_);
}
BlpReader(const BlpReader &) = delete;
BlpReader &operator=(const BlpReader &) = delete;
bool IsOpen() const { return open_; }
uint32_t Width() const { return Game::Read<uint32_t>(rec_, Offsets::OFF_BLP_WIDTH); }
uint32_t Height() const { return Game::Read<uint32_t>(rec_, Offsets::OFF_BLP_HEIGHT); }
// Level 0 as BGRA8888 (alpha in byte 3), valid until destruction; null
// on failure.
const uint8_t *DecodeBgra() {
if (!open_)
return nullptr;
void *out = nullptr;
uint32_t size = 0;
decoded_ = true;
if (reinterpret_cast<DecodeLevel_t>(Offsets::FUN_BLP_DECODE_LEVEL)(
rec_, Offsets::GX_TEX_FORMAT_BGRA8888, 0, &out, &size) == 0)
return nullptr;
return static_cast<const uint8_t *>(out);
}
private:
using Open_t = int(__thiscall *)(void *rec, const char *path, int flag);
using DecodeLevel_t = int(__thiscall *)(void *rec, uint32_t fmt, uint32_t level,
void **out, uint32_t *size);
using FreeScratch_t = void(__thiscall *)(void *rec, uint32_t level);
using Reset_t = void(__thiscall *)(void *rec);
void Put(uintptr_t off, uint32_t v) { std::memcpy(rec_ + off, &v, sizeof(v)); }
uint8_t rec_[Offsets::BLP_RECORD_SIZE];
bool open_ = false;
bool decoded_ = false;
};
using Texture::BlpReader;
// Where one overlay's art lives and where it sits on the zone canvas.
struct OverlaySource {
+288
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@@ -0,0 +1,288 @@
// 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/>.
// `PlayerModel:SetAnimation(anim [, variation])`, `FreezeAnimation(anim,
// variation, frame)`, `SetDoBlend` / `GetDoBlend` and `HasAnimation(anim)` —
// retail's CharacterModelBase animation methods.
//
// A pane rests on Stand: its per-paint UpdateModel (FUN_PLAYERMODEL_UPDATE_MODEL)
// arms Stand whenever key bone -1 plays anything else and no turn is pending,
// so any other animation lasts one frame. 4.3.4's CGCharacterModelBase has
// the same UpdateModel with the pane's m_sequence / m_sequenceVariation in
// place of Stand, reset to Stand each time the pane sets up a new model
// (SetUpModel, the display setup, SetCustomRace), and a RotateModel that
// skips the shuffle while m_sequence is not Stand. Retail's SetAnimation sets
// that pair. 1.12.1 has no such fields, so:
// - SetAnimation stores the pair per pane; UpdateModel is hooked to run
// 4.3.4's version for a pane that has one, and stock otherwise.
// - SetModelInstance (FUN_SIMPLEMODEL_SET_MODEL_INSTANCE, which every pane
// model build and drop goes through) clears it.
// - Model::Rotation asks HasRestingAnimation before it shuffles.
// The re-arm also restarts the animation after the pane's done callback
// (0x005062A0) arms Stand at its end, so it loops as in 4.3.4. A pane is
// also re-armed once after each SetAnimation / FreezeAnimation, so a call
// with the animation that already plays still starts or ends a freeze.
//
// FreezeAnimation rests the pane on the animation held at one time. The
// engine's sequence time is start + (ftol(elapsed * speed) + offset) mod
// length, so the arm plays at speed 0 and writes `frame` (milliseconds, the
// unit of M2 sequence times) to the slot's offset. Speed 0 also puts the end
// stamp on the start stamp, which would queue the done callback at once and
// so arm Stand. The arm sets the slot's done latch, the flag Update sets
// after it reports done: a held animation never ends.
//
// HasAnimation is PlayAnimation's own test on the raw id: the lookup index
// must be below the sequence count.
#include "model/Animation.h"
#include "Game.h"
#include "Offsets.h"
#include "time/Clock.h"
#include <cstdint>
#include <unordered_map>
namespace Model::Animation {
namespace {
using PaneFn_t = void(__thiscall *)(void *pane);
using SetModelInstance_t = void(__thiscall *)(void *frame, void *model);
using PlayAnimation_t = void(__thiscall *)(void *model, int keyBone, uint32_t id, int variation,
int offset, float speed, int blend, int primary);
using GetKeyBoneAnim_t = uint32_t(__thiscall *)(void *model, int keyBone);
using LookupIndex_t = uint16_t(__fastcall *)(uint32_t id, const void *table);
using ModelLoaded_t = int(__thiscall *)(void *model, int tryLoad, int recurseChildren);
struct PaneState {
bool doBlend = false;
bool resting = false; // SetAnimation gave the pane a resting animation
bool pending = false; // set since the last arm
bool frozen = false; // FreezeAnimation: held at `frame`
uint32_t animation = 0;
int variation = 0;
uint32_t frame = 0; // ms into the sequence
};
std::unordered_map<void *, PaneState> g_panes;
PaneFn_t g_origUpdateModel = nullptr;
SetModelInstance_t g_origSetModelInstance = nullptr;
void *PaneModel(void *pane) {
return Game::Read<void *>(pane, Offsets::OFF_SIMPLEMODELFFX_MODEL_INSTANCE);
}
bool IsLoaded(void *model) {
return reinterpret_cast<ModelLoaded_t>(Offsets::FUN_MODEL_INSTANCE_LOADED)(model, 0, 0) != 0;
}
uint32_t KeyBoneAnim(void *model) {
return reinterpret_cast<GetKeyBoneAnim_t>(Offsets::FUN_M2MODEL_GET_KEY_BONE_ANIM)(model, -1);
}
void Arm(void *model, const PaneState &s) {
reinterpret_cast<PlayAnimation_t>(Offsets::FUN_M2MODEL_PLAY_ANIMATION)(
model, -1, s.animation, s.variation, 0, s.frozen ? 0.0f : 1.0f, s.doBlend ? 1 : 0, 1);
// PlayAnimation stores the id only when it found a sequence to play.
if (!s.frozen || KeyBoneAnim(model) != s.animation)
return;
auto *bone = Game::Read<uint8_t *>(model, Offsets::OFF_M2MODEL_BONE_STATES);
Game::Ref<uint32_t>(bone, Offsets::OFF_M2BONE_SEQUENCE_OFFSET) = s.frame;
Game::Ref<int>(bone, Offsets::OFF_M2BONE_DONE_REPORTED) = 1;
}
void __fastcall UpdateModel_h(void *pane, void * /*edx*/) {
const auto it = g_panes.find(pane);
if (it == g_panes.end() || !it->second.resting) {
g_origUpdateModel(pane);
return;
}
PaneState &s = it->second;
reinterpret_cast<PaneFn_t>(Offsets::FUN_SIMPLEMODEL_UPDATE_MODEL)(pane);
void *model = PaneModel(pane);
const uint32_t deadline = Game::Read<uint32_t>(pane, Offsets::OFF_PLAYERMODEL_TURN_DEADLINE);
if (Game::Read<int>(pane, Offsets::OFF_PLAYERMODEL_TURNING) == 0 &&
(deadline == 0 || Time::Clock::Reached(deadline)) && model != nullptr && IsLoaded(model) &&
(s.pending || KeyBoneAnim(model) != s.animation)) {
Arm(model, s);
s.pending = false;
Game::Ref<uint32_t>(pane, Offsets::OFF_PLAYERMODEL_TURN_DEADLINE) = 0;
}
Game::Ref<int>(pane, Offsets::OFF_PLAYERMODEL_TURNING) = 0;
}
void __fastcall SetModelInstance_h(void *frame, void * /*edx*/, void *model) {
const auto it = g_panes.find(frame);
if (it != g_panes.end())
it->second.resting = false;
g_origSetModelInstance(frame, model);
}
const Game::HookAutoRegister _updateHook{Offsets::FUN_PLAYERMODEL_UPDATE_MODEL,
reinterpret_cast<void *>(&UpdateModel_h),
reinterpret_cast<void **>(&g_origUpdateModel)};
const Game::HookAutoRegister _setModelHook{Offsets::FUN_SIMPLEMODEL_SET_MODEL_INSTANCE,
reinterpret_cast<void *>(&SetModelInstance_h),
reinterpret_cast<void **>(&g_origSetModelInstance)};
void *ResolvePane(void *L) {
return Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_PLAYERMODEL_LUA_TYPE_ID);
}
int __fastcall Script_SetAnimation(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
if (!Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: SetAnimation(animation [, variation])");
return 0;
}
PaneState &s = g_panes[pane];
s.resting = true;
s.pending = true;
s.frozen = false;
s.animation = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
s.variation = Game::Lua::IsNumber(L, 3) ? static_cast<int>(Game::Lua::ToNumber(L, 3)) : 0;
return 0;
}
int __fastcall Script_FreezeAnimation(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
if (!Game::Lua::IsNumber(L, 2) || !Game::Lua::IsNumber(L, 3) || !Game::Lua::IsNumber(L, 4)) {
Game::Lua::Error(L, "Usage: FreezeAnimation(animation, variation, frame)");
return 0;
}
const double frame = Game::Lua::ToNumber(L, 4);
PaneState &s = g_panes[pane];
s.resting = true;
s.pending = true;
s.frozen = true;
s.animation = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
s.variation = static_cast<int>(Game::Lua::ToNumber(L, 3));
s.frame = frame > 0.0 ? static_cast<uint32_t>(frame) : 0;
return 0;
}
int __fastcall Script_SetDoBlend(void *L) {
if (void *pane = ResolvePane(L))
g_panes[pane].doBlend = Game::Lua::ToBoolean(L, 2) != 0;
return 0;
}
int __fastcall Script_GetDoBlend(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
const auto it = g_panes.find(pane);
Game::Lua::PushBool(L, it != g_panes.end() && it->second.doBlend);
return 1;
}
int __fastcall Script_HasAnimation(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
if (!Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: HasAnimation(animation)");
return 0;
}
const auto id = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
bool has = false;
void *model = PaneModel(pane);
if (model != nullptr && IsLoaded(model)) {
const auto *data = Game::Read<const uint8_t *>(
Game::Read<const uint8_t *>(model, Offsets::OFF_M2MODEL_SHARED),
Offsets::OFF_M2SHARED_DATA);
const uint16_t index = reinterpret_cast<LookupIndex_t>(Offsets::FUN_M2_LOOKUP_INDEX)(
id, data + Offsets::OFF_M2DATA_ANIMATION_LOOKUP);
has = index < Game::Read<uint32_t>(data, Offsets::OFF_M2DATA_SEQUENCE_COUNT);
}
Game::Lua::PushBool(L, has);
return 1;
}
const Game::Lua::FrameMethodEntry g_methods[] = {
{"SetAnimation", &Script_SetAnimation},
{"FreezeAnimation", &Script_FreezeAnimation},
{"SetDoBlend", &Script_SetDoBlend},
{"GetDoBlend", &Script_GetDoBlend},
{"HasAnimation", &Script_HasAnimation},
};
const Game::Doc::Field kSetAnimationArgs[] = {
Game::Doc::Req("animation", "number", "An AnimationData ID."),
Game::Doc::Opt("variation", "number", "0", "The variation to play; -1 picks one at random."),
};
const Game::Doc::Function kSetAnimation{
"Sets the animation the model plays until it loads a new model.", kSetAnimationArgs, {}};
const Game::Doc::Field kFreezeArgs[] = {
Game::Doc::Req("animation", "number", "An AnimationData ID."),
Game::Doc::Req("variation", "number", "The variation; -1 picks one at random."),
Game::Doc::Req("frame", "number", "The time into the animation, in milliseconds."),
};
const Game::Doc::Function kFreezeAnimation{
"Holds the model in one pose of an animation until it loads a new model.", kFreezeArgs, {}};
const Game::Doc::Field kDoBlendArgs[] = {
Game::Doc::Opt("doBlend", "bool", "false"),
};
const Game::Doc::Function kSetDoBlend{
"Sets whether the model blends into the animation that SetAnimation set.", kDoBlendArgs,
{}};
const Game::Doc::Field kDoBlendRets[] = {
Game::Doc::Req("doBlend", "bool"),
};
const Game::Doc::Function kGetDoBlend{"Returns whether the model blends into its animation.",
{}, kDoBlendRets};
const Game::Doc::Field kHasAnimationArgs[] = {
Game::Doc::Req("animation", "number", "An AnimationData ID."),
};
const Game::Doc::Field kHasAnimationRets[] = {
Game::Doc::Req("hasAnimation", "bool"),
};
const Game::Doc::Function kHasAnimation{
"Returns whether the model has the animation. False until the model has loaded.",
kHasAnimationArgs, kHasAnimationRets};
const Game::Doc::Method g_methodDocs[] = {
{"SetAnimation", &kSetAnimation},
{"FreezeAnimation", &kFreezeAnimation},
{"SetDoBlend", &kSetDoBlend},
{"GetDoBlend", &kGetDoBlend},
{"HasAnimation", &kHasAnimation},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_PLAYERMODEL_METHOD_REGISTRY), g_methods,
static_cast<int>(sizeof(g_methods) / sizeof(g_methods[0])), g_methodDocs,
static_cast<int>(sizeof(g_methodDocs) / sizeof(g_methodDocs[0])));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
// Frames are rebuilt on /reload and a new frame can reuse an old address.
void PrepareForReload() {
g_panes.clear();
}
const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
} // namespace
bool HasRestingAnimation(void *pane) {
const auto it = g_panes.find(pane);
return it != g_panes.end() && it->second.resting && it->second.animation != 0;
}
} // namespace Model::Animation
+23
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@@ -0,0 +1,23 @@
// 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 Model::Animation {
// True when SetAnimation gave the pane a resting animation other than Stand
// (4.3.4's `m_sequence != 0`). RotateModel turns such a pane without the
// shuffle animation.
bool HasRestingAnimation(void *pane);
} // namespace Model::Animation
+19 -14
View File
@@ -37,6 +37,8 @@
// both model cameras; vanilla's ConfigureCamera does not subtract it from
// camera 1, so the portrait camera is used as is, in the same space.
#include "model/Camera.h"
#include "Game.h"
#include "Offsets.h"
@@ -68,6 +70,23 @@ using UpdateModel_t = void(__thiscall *)(void *frame);
using ModelLoaded_t = int(__thiscall *)(void *model, int tryLoad, int recurseChildren);
using ConfigureCamera_t = void(__thiscall *)(void *pane);
} // namespace
// GetCameraById's lookup, bounded the way 4.3.4 null-checks its result.
void *CameraById(void *model, uint32_t id) {
const uint32_t count =
reinterpret_cast<GetCameraCount_t>(Offsets::FUN_M2MODEL_GET_CAMERA_COUNT)(model);
const uint8_t *data = Game::Read<const uint8_t *>(
Game::Read<const uint8_t *>(model, Offsets::OFF_M2MODEL_SHARED), Offsets::OFF_M2SHARED_DATA);
const uint16_t index = reinterpret_cast<LookupIndex_t>(Offsets::FUN_M2_LOOKUP_INDEX)(
id, data + Offsets::OFF_M2DATA_CAMERA_ID_LOOKUP);
if (index >= count)
return nullptr;
return reinterpret_cast<GetCamera_t>(Offsets::FUN_M2MODEL_GET_CAMERA)(model, index);
}
namespace {
struct Vec3 {
float x, y, z;
};
@@ -90,20 +109,6 @@ void SetScalar(void *camera, uint32_t id, float value) {
reinterpret_cast<SetScalar_t>(Offsets::FUN_CAMERA_SET_SCALAR)(camera, id, value);
}
// The model's camera with id `id` (0 = portrait), or null when it has none —
// GetCameraById's lookup, bounded the way 4.3.4 null-checks its result.
void *CameraById(void *model, uint32_t id) {
const uint32_t count =
reinterpret_cast<GetCameraCount_t>(Offsets::FUN_M2MODEL_GET_CAMERA_COUNT)(model);
const uint8_t *data = Game::Read<const uint8_t *>(
Game::Read<const uint8_t *>(model, Offsets::OFF_M2MODEL_SHARED), Offsets::OFF_M2SHARED_DATA);
const uint16_t index = reinterpret_cast<LookupIndex_t>(Offsets::FUN_M2_LOOKUP_INDEX)(
id, data + Offsets::OFF_M2DATA_CAMERA_ID_LOOKUP);
if (index >= count)
return nullptr;
return reinterpret_cast<GetCamera_t>(Offsets::FUN_M2MODEL_GET_CAMERA)(model, index);
}
// ConfigureCamera's own evaluation pass: facing 0, rebuild the root
// transform, animate the scene, restore the facing.
void AnimateUnrotated(void *pane, void *model) {
+20
View File
@@ -0,0 +1,20 @@
// 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.
#pragma once
#include <cstdint>
namespace Model::Camera {
// The M2 model's camera with id `id` (0 = portrait), or null when it has none.
void *CameraById(void *model, uint32_t id);
} // namespace Model::Camera
+121 -85
View File
@@ -11,7 +11,8 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `PlayerModel:SetDisplayInfo(displayID)` and `PlayerModel:SetCreature(creatureID)`
// `PlayerModel:SetDisplayInfo(displayID)` and
// `PlayerModel:SetCreature(creatureID [, displayID])`
// — 4.3.4's CGCharacterModelBase methods (CharacterModelBase_Scripts.cpp), on
// vanilla's own pane path.
//
@@ -32,6 +33,8 @@
// path CGUnit_C::UpdateCharacterCustomization).
// - SetCreature passes the creature's cache record straight to SetDisplay —
// the same record 4.3.4 passes (CreatureStats_C) and the stable passes.
// Retail's optional displayID shows that display in its place, through
// the SetDisplayInfo record below.
// - SetDisplayInfo has a display ID and no cache record. The pane only ever
// reads the record's display-ID field (OFF_PLAYERMODEL_DISPLAY_RECORD), so
// each pane gets a record of its own holding just that field, which lives
@@ -51,6 +54,7 @@
#include "creature/Info.h"
#include "dbc/Lookup.h"
#include "model/DisplayInfo.h"
#include "model/ItemDisplay.h"
#include "tick/WorldTick.h"
#include <cstdint>
@@ -118,8 +122,7 @@ DressJob g_jobs[8];
constexpr int kMaxDressTicks = 600;
void CancelJob(DressJob &job) {
if (job.builder != nullptr)
reinterpret_cast<CharCompDestroy_t>(Offsets::FUN_CHARCOMP_DESTROY)(job.builder);
DestroyDresser(job.builder);
job = DressJob{};
}
@@ -153,14 +156,8 @@ DressJob *ClaimJob(void *frame) {
return slot;
}
// Queue a dress for a character display just loaded into `frame`. Mirrors the
// engine's own early-out: an Extra record with no bake name gets no
// customization at all (FUN_005fb200 returns before creating the builder).
// Queue a dress for a character display just loaded into `frame`.
void ScheduleDress(void *frame, const uint8_t *extraRec) {
const char *bake = Game::Read<const char *>(
extraRec, Offsets::OFF_CREATUREDISPLAYINFOEXTRA_BAKE_NAME);
if (bake == nullptr || bake[0] == '\0')
return;
DressJob *job = ClaimJob(frame);
job->frame = frame;
job->instance = Game::Read<void *>(frame,
@@ -184,68 +181,19 @@ void StepJob(DressJob &job) {
if (!job.configured) {
if (!reinterpret_cast<ModelLoaded_t>(Offsets::FUN_MODEL_INSTANCE_LOADED)(instance, 0, 0))
return;
void *builder = reinterpret_cast<CharCompCreate_t>(Offsets::FUN_CHARCOMP_CREATE)();
if (builder == nullptr) {
job.builder = CreateDresser(instance, job.extraRec);
if (job.builder == nullptr) {
CancelJob(job);
return;
}
job.builder = builder;
const uint8_t *extra = job.extraRec;
auto field = [extra](int off) {
return Game::Read<uint32_t>(extra, off);
};
CharCompInfo info = {};
info.race = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_RACE);
info.sex = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_SEX);
info.hairColor = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_HAIR_COLOR);
info.skin = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_SKIN);
info.face = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_FACE);
info.facialHair = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_FACIAL_HAIR);
info.hairStyle = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_HAIR_STYLE);
info.model = instance;
info.useBake = 1;
const char *bake = Game::Read<const char *>(
extra, Offsets::OFF_CREATUREDISPLAYINFOEXTRA_BAKE_NAME);
std::snprintf(info.bakePath, sizeof(info.bakePath), "%s%s",
"Textures\\BakedNpcTextures\\", bake);
std::memcpy(info.geosetDefaults, kGeosetGroupDefaults, sizeof(kGeosetGroupDefaults));
// The builder owns this ref (releases it on destroy / re-configure).
reinterpret_cast<ModelAddRef_t>(Offsets::FUN_MODEL_INSTANCE_ADDREF)(instance);
if (!reinterpret_cast<CharCompSetInfo_t>(Offsets::FUN_CHARCOMP_SET_INFO)(builder, &info)) {
CancelJob(job); // destroy releases the model ref already copied in
return;
}
auto setItem = reinterpret_cast<CharCompSetItem_t>(Offsets::FUN_CHARCOMP_SET_ITEM);
for (int slot = 0; slot < 10; ++slot) {
const auto displayID = static_cast<int>(
field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_EQUIP + slot * 4));
if (displayID != 0)
setItem(builder, slot, displayID);
}
// The helm/shoulder feeds above attach child model instances. The frame
// only lights its OWN instance (pre-render callback registered by
// SetModelInstance), so the children would render unlit — pure black.
// Give each child the frame's own light/fog callback; it reads the
// frame's live light struct, so later SetLight calls reach them too.
using SetRenderCb_t = void(__thiscall *)(void *instance, const void *cb, void *userData);
auto setRenderCb =
reinterpret_cast<SetRenderCb_t>(Offsets::FUN_MODEL_INSTANCE_SET_RENDER_CB);
const void *lightFogCb =
reinterpret_cast<const void *>(Offsets::FUN_SIMPLEMODELFFX_LIGHT_FOG_CB);
for (auto *child = Game::Read<uint8_t *>(
instance, Offsets::OFF_MODEL_INSTANCE_CHILD_HEAD);
child != nullptr; child = Game::Read<uint8_t *>(
child, Offsets::OFF_MODEL_INSTANCE_CHILD_NEXT))
setRenderCb(child, lightFogCb, job.frame);
// The helm/shoulder feeds attach child model instances.
LightChildren(job.frame, instance);
job.configured = true;
}
if (reinterpret_cast<CharCompPump_t>(Offsets::FUN_CHARCOMP_PUMP)(job.builder, nullptr))
if (PumpDresser(job.builder))
job.done = true; // builder kept — it owns the model ref for the dressed model
}
@@ -264,28 +212,21 @@ AttachDisplayModel_t g_origAttach = nullptr;
// 4.3.4's SetUpModel order: build the model, then dress it when the display
// has an Extra record.
// An item record (SetItem) builds the item's model instead.
void __fastcall AttachDisplayModel_h(void *pane, void * /*edx*/, const uint8_t *record) {
// Any pending or kept dress for this pane is about to point at the wrong
// model — drop it before the original swaps the instance.
if (DressJob *job = FindJob(pane))
CancelJob(*job);
if (Model::ItemDisplay::Attach(pane, record))
return;
g_origAttach(pane, record);
if (record == nullptr)
return;
const uint8_t *displayRec = DBC::Record(
Offsets::VAR_CREATUREDISPLAYINFO_RECORDS, Offsets::VAR_CREATUREDISPLAYINFO_COUNT,
Game::Read<uint32_t>(record, Offsets::OFF_CREATURE_DISPLAYID));
if (displayRec == nullptr)
return;
const uint32_t extID =
Game::Read<uint32_t>(displayRec, Offsets::OFF_CREATUREDISPLAYINFO_EXTENDED_ID);
if (extID == 0)
return;
const uint8_t *extraRec = DBC::Record(Offsets::VAR_CREATUREDISPLAYINFOEXTRA_RECORDS,
Offsets::VAR_CREATUREDISPLAYINFOEXTRA_COUNT, extID);
if (extraRec != nullptr)
if (const uint8_t *extraRec =
DressRecord(Game::Read<uint32_t>(record, Offsets::OFF_CREATURE_DISPLAYID)))
ScheduleDress(pane, extraRec);
}
@@ -310,6 +251,15 @@ struct DisplayRecord {
};
std::unordered_map<void *, DisplayRecord> g_displayRecords;
void ShowDisplayID(void *pane, uint32_t displayID) {
if (displayID == 0)
return;
DisplayRecord &rec = g_displayRecords[pane];
std::memset(rec.bytes, 0, sizeof(rec.bytes));
std::memcpy(rec.bytes + Offsets::OFF_CREATURE_DISPLAYID, &displayID, sizeof(displayID));
SetDisplay(pane, rec.bytes);
}
int __fastcall Script_SetDisplayInfo(void *L) {
void *pane = Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_PLAYERMODEL_LUA_TYPE_ID);
if (pane == nullptr)
@@ -318,13 +268,7 @@ int __fastcall Script_SetDisplayInfo(void *L) {
Game::Lua::Error(L, "Usage: SetDisplayInfo(displayID)");
return 0;
}
const auto displayID = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
if (displayID == 0)
return 0;
DisplayRecord &rec = g_displayRecords[pane];
std::memset(rec.bytes, 0, sizeof(rec.bytes));
std::memcpy(rec.bytes + Offsets::OFF_CREATURE_DISPLAYID, &displayID, sizeof(displayID));
SetDisplay(pane, rec.bytes);
ShowDisplayID(pane, static_cast<uint32_t>(Game::Lua::ToNumber(L, 2)));
return 0;
}
@@ -333,12 +277,16 @@ int __fastcall Script_SetCreature(void *L) {
if (pane == nullptr)
return 0;
if (!Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: SetCreature(creatureID)");
Game::Lua::Error(L, "Usage: SetCreature(creatureID [, displayID])");
return 0;
}
const uint8_t *record =
Creature::Info::CacheRecord(static_cast<uint32_t>(Game::Lua::ToNumber(L, 2)));
if (record != nullptr)
if (record == nullptr)
return 0;
if (Game::Lua::IsNumber(L, 3))
ShowDisplayID(pane, static_cast<uint32_t>(Game::Lua::ToNumber(L, 3)));
else
SetDisplay(pane, record);
return 0;
}
@@ -355,6 +303,8 @@ const Game::Doc::Function kSetDisplayInfo{
"Shows a creature display on the model, dressed like the creature.", kDisplayArgs, {}};
const Game::Doc::Field kCreatureArgs[] = {
Game::Doc::Req("creatureID", "number", "A creature ID that is in the creature cache."),
Game::Doc::Opt("displayID", "number", nullptr,
"The CreatureDisplayInfo ID to show in place of the creature's own."),
};
const Game::Doc::Function kSetCreature{
"Shows a creature on the model by its creature ID.", kCreatureArgs, {}};
@@ -374,6 +324,92 @@ const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
// The engine's own early-out: an Extra record with no bake name gets no
// customization at all (FUN_005fb200 returns before creating the builder).
const uint8_t *DressRecord(uint32_t displayID) {
const uint8_t *displayRec = DBC::Record(Offsets::VAR_CREATUREDISPLAYINFO_RECORDS,
Offsets::VAR_CREATUREDISPLAYINFO_COUNT, displayID);
if (displayRec == nullptr)
return nullptr;
const uint32_t extID =
Game::Read<uint32_t>(displayRec, Offsets::OFF_CREATUREDISPLAYINFO_EXTENDED_ID);
if (extID == 0)
return nullptr;
const uint8_t *extraRec = DBC::Record(Offsets::VAR_CREATUREDISPLAYINFOEXTRA_RECORDS,
Offsets::VAR_CREATUREDISPLAYINFOEXTRA_COUNT, extID);
if (extraRec == nullptr)
return nullptr;
const char *bake =
Game::Read<const char *>(extraRec, Offsets::OFF_CREATUREDISPLAYINFOEXTRA_BAKE_NAME);
return bake != nullptr && bake[0] != '\0' ? extraRec : nullptr;
}
// Configure + feed equipment, the engine's order: SetInfo, then the 10 Extra
// equipment slots. Field-for-field mirror of FUN_005fb200's NPC branch.
void *CreateDresser(void *instance, const uint8_t *extraRec) {
void *builder = reinterpret_cast<CharCompCreate_t>(Offsets::FUN_CHARCOMP_CREATE)();
if (builder == nullptr)
return nullptr;
auto field = [extraRec](int off) {
return Game::Read<uint32_t>(extraRec, off);
};
CharCompInfo info = {};
info.race = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_RACE);
info.sex = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_SEX);
info.hairColor = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_HAIR_COLOR);
info.skin = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_SKIN);
info.face = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_FACE);
info.facialHair = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_FACIAL_HAIR);
info.hairStyle = field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_HAIR_STYLE);
info.model = instance;
info.useBake = 1;
const char *bake =
Game::Read<const char *>(extraRec, Offsets::OFF_CREATUREDISPLAYINFOEXTRA_BAKE_NAME);
std::snprintf(info.bakePath, sizeof(info.bakePath), "%s%s", "Textures\\BakedNpcTextures\\",
bake);
std::memcpy(info.geosetDefaults, kGeosetGroupDefaults, sizeof(kGeosetGroupDefaults));
// The builder owns this ref (releases it on destroy / re-configure).
reinterpret_cast<ModelAddRef_t>(Offsets::FUN_MODEL_INSTANCE_ADDREF)(instance);
if (!reinterpret_cast<CharCompSetInfo_t>(Offsets::FUN_CHARCOMP_SET_INFO)(builder, &info)) {
DestroyDresser(builder); // releases the model ref already copied in
return nullptr;
}
auto setItem = reinterpret_cast<CharCompSetItem_t>(Offsets::FUN_CHARCOMP_SET_ITEM);
for (int slot = 0; slot < 10; ++slot) {
const auto displayID =
static_cast<int>(field(Offsets::OFF_CREATUREDISPLAYINFOEXTRA_EQUIP + slot * 4));
if (displayID != 0)
setItem(builder, slot, displayID);
}
return builder;
}
// The frame only lights its OWN instance (the pre-render callback
// SetModelInstance registers), so attached children would render unlit, pure
// black. Each child gets the frame's own light/fog callback; it reads the
// frame's live light struct, so later SetLight calls reach them too.
void LightChildren(void *frame, void *instance) {
using SetRenderCb_t = void(__thiscall *)(void *instance, const void *cb, void *userData);
auto setRenderCb = reinterpret_cast<SetRenderCb_t>(Offsets::FUN_MODEL_INSTANCE_SET_RENDER_CB);
const void *lightFogCb =
reinterpret_cast<const void *>(Offsets::FUN_SIMPLEMODELFFX_LIGHT_FOG_CB);
for (auto *child = Game::Read<uint8_t *>(instance, Offsets::OFF_MODEL_INSTANCE_CHILD_HEAD);
child != nullptr;
child = Game::Read<uint8_t *>(child, Offsets::OFF_MODEL_INSTANCE_CHILD_NEXT))
setRenderCb(child, lightFogCb, frame);
}
bool PumpDresser(void *dresser) {
return reinterpret_cast<CharCompPump_t>(Offsets::FUN_CHARCOMP_PUMP)(dresser, nullptr) != 0;
}
void DestroyDresser(void *dresser) {
if (dresser != nullptr)
reinterpret_cast<CharCompDestroy_t>(Offsets::FUN_CHARCOMP_DESTROY)(dresser);
}
void PrepareForReload() {
for (auto &job : g_jobs)
CancelJob(job);
+19
View File
@@ -10,8 +10,27 @@
#pragma once
#include <cstdint>
namespace Model::DisplayInfo {
// The CreatureDisplayInfoExtra record the engine dresses `displayID` from, or
// null when the display gets no character customization.
const uint8_t *DressRecord(uint32_t displayID);
// The engine character compositor, configured to dress the LOADED model
// `instance` from `extraRec` (a DressRecord) and fed its equipment, or null
// when the engine pool is empty or rejects the info. It holds a reference on
// the model. Pump it with PumpDresser until that returns true; DestroyDresser
// releases it (null is a no-op).
void *CreateDresser(void *instance, const uint8_t *extraRec);
bool PumpDresser(void *dresser);
void DestroyDresser(void *dresser);
// Gives every model attached to `instance` the light and fog callback that
// `frame` gives its own model, so the children are lit like it.
void LightChildren(void *frame, void *instance);
// The reload teardown destroys every Model frame (and with it the model
// instances our pending character-dress jobs point at). Drop all jobs and
// destroy their engine compositors before the engine starts tearing down.
+434 -16
View File
@@ -11,8 +11,9 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `DressUpModel:UndressSlot(slot)` and the 4.3.4 `DressUpModel:TryOn(item)`
// (DressUpModelFrame_Scripts.cpp).
// `DressUpModel:UndressSlot(slot)`, the 4.3.4 `DressUpModel:TryOn(item)`
// (DressUpModelFrame_Scripts.cpp), and retail's TryOn result, IsGeoReady,
// SetSheathed / GetSheathed and SetAutoDress / GetAutoDress.
//
// UndressSlot is one step of vanilla's own Undress (DressUpModel::ClearModel
// 0x00504490), which 4.3.4 split per slot: a component slot is cleared with
@@ -23,15 +24,45 @@
// takes 4.3.4's argument forms in front of it: an item ID, an item link or
// `item:` string, a trade-skill `enchant:` link (the item its recipe makes),
// or the name of an item the player carries. Anything else shows
// ERR_NOT_EQUIPPABLE, as 4.3.4 does. 4.3.4's optional hand argument
// ("mainhand" / "offhand") is not supported: vanilla's worker picks the hand
// itself.
// ERR_NOT_EQUIPPABLE, as 4.3.4 does.
//
// Retail's hand argument is an inventory slot name, matched the way
// GetInventorySlotInfo matches it (SStrCmpI over the PaperDollItemFrame
// rows): MainHandSlot or SecondaryHandSlot. The worker picks a hand at one
// site (SITE_TRY_ON_HAND_CHOICE); a named hand sends a held item down that
// hand's path, so the worker's own eviction of an incompatible other lane
// runs, as 4.3.4's does for a forced hand.
//
// The enchant glow is the player's AttachEnchantVisual step on the item the
// worker hangs: FindChild at the attachment AttachItemModel used, then
// AttachItemVisuals with the enchant's ItemVisuals row, unless the item's
// display hangs its own (GetItemDescVisual's rule, and 4.3.4's
// `enchants && !visuals`). The enchant is the spellEnchantID argument, else
// the link's enchant field, as 4.3.4 passes it. The worker's cache callback
// re-runs with neither hand nor enchant, as 4.3.4's does.
//
// 4.3.4's worker (`TryOnWithVisual`, 0x00A05010) tries on what a recipe makes:
// an item with no inventory type whose spell teaches a CREATE_ITEM spell is
// swapped for the made item. Vanilla's worker shows ERR_NOT_EQUIPPABLE
// instead. `TryOnItem` adds the swap in front of the worker, for our TryOn
// and for the worker's cache-load callback, so an uncached pattern works too.
//
// TryOn's result (retail's ItemTryOnReason) is read from the same gates the
// worker passes: an uncached record is DataPending (the worker has queued the
// cache callback), a held type is installed, and an armor type needs the
// pane's component and ready byte (a shapeshifted unit has neither path).
//
// Sheathing is the unit's own AttachHandItem step on the pane's lanes: detach
// the lane, then AttachItemModel with the sheathed flag. The lanes keep no
// display row, so the pane keeps one per lane: the unit's slot-39 row when the
// pane is built, then whatever TryOnItem installs. Until SetSheathed is called
// the pane keeps vanilla's placement (the unit's own, then the hand for every
// try-on). Each lane keeps its glow too, so a re-hung weapon gets it back: a
// player's from GetItemDescVisual on its visible item (only players glow in
// vanilla), a try-on's from its enchant.
//
// Auto-dress off undresses the pane with ClearModel right after
// SetModelInstance clones the unit, unless Dress() is the one rebuilding it.
#include "Game.h"
#include "Offsets.h"
@@ -42,11 +73,13 @@
#include "item/ID.h"
#include "item/Location.h"
#include "item/Record.h"
#include "object/Resolve.h"
#include <cstdint>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <unordered_map>
namespace Model::DressUp {
namespace {
@@ -54,18 +87,212 @@ namespace {
using UnequipSlot_t = void(__thiscall *)(void *component, uint32_t slot);
using DetachHeldItem_t = void(__fastcall *)(void *model, uint32_t bodySlot, uint32_t sheatheType,
bool shield);
using AttachItemModel_t = int(__fastcall *)(void *model, const void *record, uint32_t bodySlot,
uint32_t sheatheType, bool sheathed, bool shield,
bool ranged);
using TryOnItem_t = void(__thiscall *)(void *pane, uint32_t itemID);
using SetModelInstance_t = void(__thiscall *)(void *pane, void *model);
using ClearModel_t = void(__thiscall *)(void *pane);
using GetHeldItemDisplay_t = const void *(__thiscall *)(void *unit, uint32_t hand);
using ModelLoaded_t = int(__thiscall *)(void *model, int tryLoad, int recurseChildren);
using FindChild_t = void *(__thiscall *)(void *model, int attachId);
using AttachItemVisuals_t = void(__fastcall *)(void *model, uint32_t visualID);
using GetVisibleItem_t = const void *(__thiscall *)(void *player, uint32_t slot);
using GetDescVisual_t = int(__thiscall *)(const void *visibleItem);
using DisplayError_t = void(__cdecl *)(uint32_t id, ...);
// Body slots of the two held lanes.
constexpr uint32_t kBodySlotMainHand = 0xF;
constexpr uint32_t kBodySlotOffHand = 0x10;
constexpr uint8_t kInvTypeShield = 14;
constexpr uint8_t kInvTypeRangedRight = 26;
// Retail's Enum.ItemTryOnReason.
constexpr int kTryOnSuccess = 0;
constexpr int kTryOnWrongRace = 1;
constexpr int kTryOnNotEquippable = 2;
constexpr int kTryOnDataPending = 3;
struct Lane {
uintptr_t offset;
uint32_t bodySlot;
};
constexpr Lane kLanes[2] = {
{Offsets::OFF_DRESSUPMODEL_MAIN_HAND_LANE, kBodySlotMainHand},
{Offsets::OFF_DRESSUPMODEL_OFF_HAND_LANE, kBodySlotOffHand},
};
struct PaneState {
bool autoDress = true;
bool sheathSet = false; // SetSheathed was called; weapons follow the two below
bool sheathed = false;
bool hideWeapons = false;
const void *laneDisplay[2] = {}; // ItemDisplayInfo row on each lane, or null
uint32_t laneVisual[2] = {}; // enchant ItemVisuals row on each lane, or 0
};
std::unordered_map<void *, PaneState> g_panes;
void *g_tryOnPane = nullptr; // the pane whose TryOnItem worker is running
uint32_t g_tryOnBodySlot = 0; // the hand TryOn named (kBodySlot*), or 0
uint32_t g_tryOnEnchant = 0; // the SpellItemEnchantment TryOn gave, or 0
bool g_dressing = false; // Dress() is rebuilding the pane
uintptr_t g_mainHandPath = Offsets::TRY_ON_MAIN_HAND_PATH;
uintptr_t g_offHandPath = Offsets::TRY_ON_OFF_HAND_PATH;
void *ResolvePane(void *L) {
return Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_DRESSUPMODEL_LUA_TYPE_ID);
}
void *PaneModel(void *pane) {
return Game::Read<void *>(pane, Offsets::OFF_SIMPLEMODELFFX_MODEL_INSTANCE);
}
int LaneIndex(uint32_t bodySlot) {
return bodySlot == kBodySlotOffHand ? 1 : 0;
}
// The glow `enchantID` gives an item shown with `display`: none when the
// display has its own ItemVisuals row (GetItemDescVisual 0x0062EC70).
uint32_t EnchantVisual(const void *display, uint32_t enchantID) {
if (display == nullptr ||
DBC::Record(Offsets::VAR_ITEMVISUALS_RECORDS, Offsets::VAR_ITEMVISUALS_COUNT,
Game::Read<uint32_t>(display, Offsets::OFF_ITEMDISPLAYINFO_ITEM_VISUAL)) !=
nullptr)
return 0;
const uint8_t *enchant = DBC::Record(Offsets::VAR_SPELLITEMENCHANT_RECORDS,
Offsets::VAR_SPELLITEMENCHANT_COUNT, enchantID);
return enchant != nullptr
? Game::Read<uint32_t>(enchant, Offsets::OFF_SPELLITEMENCHANT_ITEM_VISUAL)
: 0;
}
// AttachEnchantVisual's step (0x005EED50): the glow on the item hung at
// `attachId`.
void HangVisual(void *model, int attachId, uint32_t visual) {
if (visual == 0 || attachId < 0)
return;
if (void *item = reinterpret_cast<FindChild_t>(Offsets::FUN_M2MODEL_FIND_CHILD)(model,
attachId))
reinterpret_cast<AttachItemVisuals_t>(Offsets::FUN_ATTACH_ITEM_VISUALS)(item, visual);
}
// The unit's AttachHandItem step on each occupied lane: detach it, then hang
// it in the hand or the sheath, or leave it off.
void ApplyWeapons(void *pane, const PaneState &s) {
void *model = PaneModel(pane);
if (model == nullptr)
return;
for (int i = 0; i < 2; ++i) {
const uint8_t *lane = Game::Ptr<uint8_t>(pane, kLanes[i].offset);
if (lane[0] == 0 || s.laneDisplay[i] == nullptr)
continue;
const bool shield = lane[3] == kInvTypeShield;
reinterpret_cast<DetachHeldItem_t>(Offsets::FUN_DETACH_HELD_ITEM_SLOT)(
model, kLanes[i].bodySlot, lane[4], shield);
if (s.hideWeapons)
continue;
const int attachId = reinterpret_cast<AttachItemModel_t>(Offsets::FUN_ATTACH_ITEM_MODEL)(
model, s.laneDisplay[i], kLanes[i].bodySlot, lane[4], s.sheathed, shield,
lane[3] == kInvTypeRangedRight);
HangVisual(model, attachId, s.laneVisual[i]);
}
}
// Slot 36, after the original has cloned the unit and copied its lanes.
void __fastcall SetModelInstance(void *pane, void * /*edx*/, void *model) {
reinterpret_cast<SetModelInstance_t>(Offsets::FUN_DRESSUPMODEL_SET_MODEL_INSTANCE)(pane,
model);
if (model == nullptr)
return;
PaneState &s = g_panes[pane];
s.laneDisplay[0] = s.laneDisplay[1] = nullptr;
s.laneVisual[0] = s.laneVisual[1] = 0;
// The original filled the lanes from this unit, resolved the same way.
const uint64_t guid = Game::Read<uint64_t>(pane, Offsets::OFF_PLAYERMODEL_UNIT_GUID);
if (void *unit = Object::ByGuid(Offsets::TYPEMASK_UNIT, guid)) {
const auto get = Game::Read<GetHeldItemDisplay_t>(
Game::Read<const void *>(unit, 0), Offsets::VTBL_UNIT_GET_HELD_ITEM_DISPLAY);
s.laneDisplay[0] = get(unit, 0);
s.laneDisplay[1] = get(unit, 1);
}
// AttachHandEnchant's glow (0x005EED00), for players only: the visible
// item in the lane's slot (0xF / 0x10, the same numbers as the body
// slots), and its visual unless the display hangs its own (-1).
if (void *player = Object::ByGuid(Offsets::TYPEMASK_PLAYER, guid)) {
for (int i = 0; i < 2; ++i) {
const void *item = reinterpret_cast<GetVisibleItem_t>(
Offsets::FUN_UNIT_GET_VISIBLE_ITEM)(player, kLanes[i].bodySlot);
if (item == nullptr || Game::Read<uint32_t>(item, Offsets::OFF_VISIBLE_ITEM_ITEM_ID) == 0)
continue;
const int visual =
reinterpret_cast<GetDescVisual_t>(Offsets::FUN_VISIBLE_ITEM_GET_DESC_VISUAL)(item);
s.laneVisual[i] = visual > 0 ? static_cast<uint32_t>(visual) : 0;
}
}
if (!s.autoDress && !g_dressing) {
reinterpret_cast<ClearModel_t>(Offsets::FUN_DRESSUPMODEL_CLEAR_MODEL)(pane);
return;
}
if (s.sheathSet)
ApplyWeapons(pane, s);
}
// TryOnItem's install: record the lane's row and glow, honor SetSheathed,
// then hang the glow.
int __fastcall TryOnAttach(void *model, const void *record, uint32_t bodySlot,
uint32_t sheatheType, bool sheathed, bool shield, bool ranged) {
const auto attach = reinterpret_cast<AttachItemModel_t>(Offsets::FUN_ATTACH_ITEM_MODEL);
if (g_tryOnPane == nullptr)
return attach(model, record, bodySlot, sheatheType, sheathed, shield, ranged);
PaneState &s = g_panes[g_tryOnPane];
const int lane = LaneIndex(bodySlot);
s.laneDisplay[lane] = record;
s.laneVisual[lane] = EnchantVisual(record, g_tryOnEnchant);
if (s.sheathSet) {
if (s.hideWeapons)
return -1;
sheathed = s.sheathed;
}
const int attachId = attach(model, record, bodySlot, sheatheType, sheathed, shield, ranged);
HangVisual(model, attachId, s.laneVisual[lane]);
return attachId;
}
// TryOnItem's eviction of the other lane. The worker leaves that lane's
// record in place, so the pane drops its row to keep SetSheathed from
// hanging the evicted item again.
void __fastcall TryOnEvict(void *model, uint32_t bodySlot, uint32_t sheatheType, bool shield) {
if (g_tryOnPane != nullptr) {
PaneState &s = g_panes[g_tryOnPane];
s.laneDisplay[LaneIndex(bodySlot)] = nullptr;
s.laneVisual[LaneIndex(bodySlot)] = 0;
}
reinterpret_cast<DetachHeldItem_t>(Offsets::FUN_DETACH_HELD_ITEM_SLOT)(model, bodySlot,
sheatheType, shield);
}
// TryOnItem's hand choice. With a hand named, the worker takes that hand's
// path; otherwise the thunk does the instructions it replaced and the
// worker's `jnz` reads their flags.
__declspec(naked) void HandChoiceThunk() {
__asm {
cmp dword ptr [g_tryOnBodySlot], 0Fh
je mainHand
cmp dword ptr [g_tryOnBodySlot], 10h
je offHand
mov edx, dword ptr [edi + 2Ch]
cmp edx, 0Dh
ret
mainHand:
add esp, 4
jmp dword ptr [g_mainHandPath]
offHand:
add esp, 4
jmp dword ptr [g_offHandPath]
}
}
// ClearModel's lane step: detach the held item and zero the lane.
void ClearLane(void *pane, uintptr_t laneOffset, uint32_t bodySlot) {
uint8_t *lane = Game::Ptr<uint8_t>(pane, laneOffset);
@@ -139,23 +366,80 @@ uint32_t RecipeItem(const char *link) {
return Game::Read<uint32_t>(spell, Offsets::OFF_SPELL_RECORD_EFFECT_ITEM_TYPE);
}
// `__thiscall(pane, itemID)` as `__fastcall` with the EDX slot unused, so it
// can stand at the worker's call sites.
void __fastcall TryOnItem(void *pane, void *, uint32_t itemID) {
// The item the worker is given: a cached recipe item becomes what it makes.
uint32_t WornItem(uint32_t itemID) {
const uint8_t *record = Item::PeekRecord(itemID);
if (record != nullptr &&
Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_INVENTORY_TYPE) == 0) {
const uint32_t made = Item::Dressable::RecipeItem(record);
if (made != 0)
itemID = made;
return made;
}
return itemID;
}
// `__thiscall(pane, itemID)` as `__fastcall` with the EDX slot unused, so it
// can stand at the worker's call sites.
void __fastcall TryOnItem(void *pane, void *, uint32_t itemID) {
g_tryOnPane = pane;
reinterpret_cast<TryOnItem_t>(Offsets::FUN_DRESSUPMODEL_TRY_ON_ITEM)(pane, WornItem(itemID));
g_tryOnPane = nullptr;
}
// The lane a hand name picks: the PaperDollItemFrame row it names
// (GetInventorySlotInfo's match), if that row is a held slot; else 0.
uint32_t NamedHand(const char *name) {
const auto *records = Game::Read<const uint8_t *>(Offsets::VAR_PAPERDOLLITEMFRAME_RECORDS);
const int count = Game::Read<int>(Offsets::VAR_PAPERDOLLITEMFRAME_COUNT);
if (records == nullptr)
return 0;
for (int i = 0; i < count; ++i) {
const uint8_t *row = records + i * Offsets::OFF_PAPERDOLLITEMFRAME_RECORD_STRIDE;
if (Game::StrCmpI(Game::Read<const char *>(row, Offsets::OFF_PAPERDOLLITEMFRAME_SLOT_NAME),
name) != 0)
continue;
switch (Game::Read<int>(row, Offsets::OFF_PAPERDOLLITEMFRAME_SLOT_NUMBER)) {
case 16: return kBodySlotMainHand;
case 17: return kBodySlotOffHand;
default: return 0;
}
}
return 0;
}
// What the worker did with `itemID`, from the gates it passes (0x00504540).
int TryOnResult(void *pane, uint32_t itemID) {
const uint8_t *record = Item::PeekRecord(itemID);
if (record == nullptr)
return kTryOnDataPending;
if (Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_DISPLAY_INFO_ID) == 0 ||
PaneModel(pane) == nullptr)
return kTryOnNotEquippable;
switch (Game::Read<uint32_t>(record, Offsets::OFF_ITEMSTATS_INVENTORY_TYPE)) {
case 1: case 3: case 4: case 5: case 6: case 7: case 8: case 9: case 10:
case 16: case 19: case 20:
// The armor arms: the component and the ready byte.
return Game::Read<void *>(pane, Offsets::OFF_DRESSUPMODEL_COMPONENT) != nullptr &&
Game::Read<uint8_t>(pane, Offsets::OFF_DRESSUPMODEL_READY) != 0
? kTryOnSuccess
: kTryOnNotEquippable;
case 13: case 14: case 15: case 17: case 21: case 22: case 23: case 25: case 26:
return kTryOnSuccess; // the held arm
default:
return kTryOnNotEquippable;
}
reinterpret_cast<TryOnItem_t>(Offsets::FUN_DRESSUPMODEL_TRY_ON_ITEM)(pane, itemID);
}
int __fastcall Script_TryOn(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
// Read before the name search below, which stomps the Lua stack.
const uint32_t bodySlot = Game::Lua::Type(L, 3) == Game::Lua::TYPE_STRING
? NamedHand(Game::Lua::ToString(L, 3))
: 0;
const bool enchantGiven = Game::Lua::IsNumber(L, 4) != 0;
uint32_t enchant = enchantGiven ? static_cast<uint32_t>(Game::Lua::ToNumber(L, 4)) : 0;
uint32_t itemID = 0;
if (Game::Lua::Type(L, 2) == Game::Lua::TYPE_NUMBER) {
itemID = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
@@ -170,24 +454,91 @@ int __fastcall Script_TryOn(void *L) {
// any other string is the name of an item the player carries.
const Item::Arg::Resolved arg = Item::Arg::ResolveString(s);
Item::Location::ByGUIDResult found{};
if (arg.itemID != 0)
if (arg.itemID != 0) {
itemID = static_cast<uint32_t>(arg.itemID);
else if (arg.name != nullptr && Item::Location::FindByArg(L, arg, &found))
if (!enchantGiven)
enchant = static_cast<uint32_t>(arg.enchant);
} else if (arg.name != nullptr && Item::Location::FindByArg(L, arg, &found))
itemID = static_cast<uint32_t>(Item::ID::FromCGItem(found.item));
}
}
if (itemID == 0) {
reinterpret_cast<DisplayError_t>(Offsets::FUN_GAMEUI_DISPLAY_ERROR)(
Offsets::GAME_ERROR_NOT_EQUIPPABLE);
return 0;
Game::Lua::PushNumber(L, kTryOnNotEquippable);
return 1;
}
g_tryOnBodySlot = bodySlot;
g_tryOnEnchant = enchant;
TryOnItem(pane, nullptr, itemID);
g_tryOnBodySlot = g_tryOnEnchant = 0;
Game::Lua::PushNumber(L, TryOnResult(pane, WornItem(itemID)));
return 1;
}
int __fastcall Script_Dress(void *L) {
g_dressing = true;
const int n = reinterpret_cast<Game::Lua::CFunction>(Offsets::FUN_SCRIPT_DRESSUPMODEL_DRESS)(L);
g_dressing = false;
return n;
}
int __fastcall Script_IsGeoReady(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
void *model = PaneModel(pane);
Game::Lua::PushBool(L, model != nullptr &&
reinterpret_cast<ModelLoaded_t>(Offsets::FUN_MODEL_INSTANCE_LOADED)(
model, 0, 1) != 0);
return 1;
}
int __fastcall Script_SetSheathed(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
PaneState &s = g_panes[pane];
s.sheathSet = true;
s.sheathed = Game::Lua::ToBoolean(L, 2) != 0;
s.hideWeapons = Game::Lua::ToBoolean(L, 3) != 0;
ApplyWeapons(pane, s);
return 0;
}
int __fastcall Script_GetSheathed(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
const auto it = g_panes.find(pane);
Game::Lua::PushBool(L, it != g_panes.end() && it->second.sheathed);
return 1;
}
int __fastcall Script_SetAutoDress(void *L) {
if (void *pane = ResolvePane(L))
g_panes[pane].autoDress = Game::Lua::ToBoolean(L, 2) != 0;
return 0;
}
int __fastcall Script_GetAutoDress(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
const auto it = g_panes.find(pane);
Game::Lua::PushBool(L, it == g_panes.end() || it->second.autoDress);
return 1;
}
const Game::Lua::FrameMethodEntry g_methods[] = {
{"UndressSlot", &Script_UndressSlot},
{"TryOn", &Script_TryOn},
{"Dress", &Script_Dress},
{"IsGeoReady", &Script_IsGeoReady},
{"SetSheathed", &Script_SetSheathed},
{"GetSheathed", &Script_GetSheathed},
{"SetAutoDress", &Script_SetAutoDress},
{"GetAutoDress", &Script_GetAutoDress},
};
const Game::Doc::Field kUndressArgs[] = {
@@ -198,23 +549,90 @@ const Game::Doc::Function kUndressSlot{
const Game::Doc::Field kTryOnArgs[] = {
Game::Doc::Req("item", "ItemInfo",
"An item ID, item link, trade-skill recipe link, or the name of an item you carry."),
Game::Doc::Opt("handSlotName", "cstring", nullptr,
"MAINHANDSLOT or SECONDARYHANDSLOT: the hand that holds the item."),
Game::Doc::Opt("spellEnchantID", "number", nullptr,
"The enchant whose glow a weapon shows. Defaults to the item link's enchant."),
};
const Game::Doc::Function kTryOn{"Puts an item on the model.", kTryOnArgs, {}};
const Game::Doc::Field kTryOnRets[] = {
Game::Doc::Req("result", "ItemTryOnReason"),
};
const Game::Doc::Function kTryOn{"Puts an item on the model.", kTryOnArgs, kTryOnRets};
const Game::Doc::Function kDress{"Dresses the model in its unit's equipment.", {}, {}};
const Game::Doc::Field kGeoReadyRets[] = {
Game::Doc::Req("ready", "bool"),
};
const Game::Doc::Function kIsGeoReady{
"Returns whether the model and the item models on it have loaded.", {}, kGeoReadyRets};
const Game::Doc::Field kSheathedArgs[] = {
Game::Doc::Opt("sheathed", "bool", "false"),
Game::Doc::Opt("hideWeapons", "bool", "false"),
};
const Game::Doc::Function kSetSheathed{
"Puts the model's weapons in its hands, in their sheaths, or hides them.", kSheathedArgs,
{}};
const Game::Doc::Field kSheathedRets[] = {
Game::Doc::Req("sheathed", "bool"),
};
const Game::Doc::Function kGetSheathed{"Returns whether the model's weapons are sheathed.", {},
kSheathedRets};
const Game::Doc::Field kEnabledArgs[] = {
Game::Doc::Opt("enabled", "bool", "false"),
};
const Game::Doc::Function kSetAutoDress{
"Sets whether the model wears its unit's equipment when the unit is set.", kEnabledArgs, {}};
const Game::Doc::Field kEnabledRets[] = {
Game::Doc::Req("enabled", "bool"),
};
const Game::Doc::Function kGetAutoDress{
"Returns whether the model wears its unit's equipment when the unit is set.", {},
kEnabledRets};
const Game::Doc::Method g_methodDocs[] = {
{"UndressSlot", &kUndressSlot},
{"TryOn", &kTryOn},
{"UndressSlot", &kUndressSlot}, {"TryOn", &kTryOn},
{"Dress", &kDress}, {"IsGeoReady", &kIsGeoReady},
{"SetSheathed", &kSetSheathed}, {"GetSheathed", &kGetSheathed},
{"SetAutoDress", &kSetAutoDress}, {"GetAutoDress", &kGetAutoDress},
};
const Game::Lua::EnumIntegerEntry kItemTryOnReason[] = {
{"Success", kTryOnSuccess},
{"WrongRace", kTryOnWrongRace},
{"NotEquippable", kTryOnNotEquippable},
{"DataPending", kTryOnDataPending},
};
void RegisterLuaFunctions() {
Common::RedirectCall(Offsets::CALL_TRY_ON_ITEM_CACHED, Offsets::FUN_DRESSUPMODEL_TRY_ON_ITEM,
reinterpret_cast<const void *>(&TryOnItem));
Common::RedirectCall(Offsets::CALL_TRY_ON_ATTACH_ITEM, Offsets::FUN_ATTACH_ITEM_MODEL,
reinterpret_cast<const void *>(&TryOnAttach));
Common::RedirectCall(Offsets::CALL_TRY_ON_EVICT_OFF_HAND, Offsets::FUN_DETACH_HELD_ITEM_SLOT,
reinterpret_cast<const void *>(&TryOnEvict));
Common::RedirectCall(Offsets::CALL_TRY_ON_EVICT_MAIN_HAND, Offsets::FUN_DETACH_HELD_ITEM_SLOT,
reinterpret_cast<const void *>(&TryOnEvict));
static const uint8_t kHandChoice[6] = {0x8B, 0x57, 0x2C, 0x83, 0xFA, 0x0D};
Common::ReplaceWithCall(Offsets::SITE_TRY_ON_HAND_CHOICE, kHandChoice, sizeof kHandChoice,
reinterpret_cast<const void *>(&HandChoiceThunk));
Common::RedirectSlot(Offsets::SLOT_DRESSUPMODEL_SET_MODEL_INSTANCE,
Offsets::FUN_DRESSUPMODEL_SET_MODEL_INSTANCE,
reinterpret_cast<const void *>(&SetModelInstance));
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_DRESSUPMODEL_METHOD_REGISTRY), g_methods,
static_cast<int>(sizeof(g_methods) / sizeof(g_methods[0])), g_methodDocs,
static_cast<int>(sizeof(g_methodDocs) / sizeof(g_methodDocs[0])));
Game::Lua::RegisterIntegerEnum(
"Enum", "ItemTryOnReason", kItemTryOnReason,
static_cast<int>(sizeof(kItemTryOnReason) / sizeof(kItemTryOnReason[0])), "UIModelInfo");
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
// Frames are rebuilt on /reload and a new frame can reuse an old address.
void PrepareForReload() {
g_panes.clear();
}
const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
} // namespace
} // namespace Model::DressUp
+302
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@@ -0,0 +1,302 @@
// 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/>.
// `PlayerModel:SetItem(itemID [, appearanceModID, itemVisualID])`: the pane
// shows one item's own model, the model a unit holds or wears.
//
// A pane shows what its display record names (OFF_PLAYERMODEL_DISPLAY_RECORD).
// SetDisplay stores the record and AttachDisplayModel builds it, at once when
// the pane is visible and again on every show; the SetUnit helper clears it.
// An item is one more kind of record: SetItem passes SetDisplay a record of
// the pane's own, and Model::DisplayInfo's AttachDisplayModel co-hook hands
// that record to Attach below. So hide, show, SetUnit, SetDisplayInfo and
// SetKeepModelOnHide treat an item the way they treat a creature display.
//
// The model is 4.3.4's CGUnit_C::CreateItemModel, built with 1.12's own
// steps:
// - The directory comes from the inventory type: head, shoulder, shield,
// ammo, quiver, else weapon (the engine's strings at 0x00838CD8..).
// - Model name 0, else name 1, with the texture of the same index.
// - A head item is `<name less its extension>_<race prefix><sex
// letter>.mdx`, as the helm builder (0x004799A0) makes it. 4.3.4 takes
// race and sex from the unit that makes the model; a pane has no unit,
// so they are the player's.
// - Then AttachItemModelFile's (0x004798C0) steps: the model in the pane's
// scene, the `%s%s.blp` skin bound as texture type 2, and the item
// visuals.
// - Then AttachDisplayModel's (0x00505A70) install: SetModelInstance
// (vtable +0x90), the pane's done callback, Stand, and the release of the
// creation reference.
//
// The glow is the display's own ItemVisuals row, else itemVisualID: the rule
// GetItemDescVisual applies to enchants, which TryOn uses too.
// appearanceModID has no meaning without item appearance mods.
//
// An item that is not in the cache is queued with Item::Data::WarmCache, and
// the pane shows nothing until it loads. Then the pane is built again if it
// still shows that item and is visible.
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "item/Data.h"
#include "item/Record.h"
#include "model/DisplayInfo.h"
#include "model/ItemDisplay.h"
#include "texture/Load.h"
#include <cstdint>
#include <cstdio>
#include <cstring>
#include <unordered_map>
namespace Model::ItemDisplay {
namespace {
using PaneRecordFn_t = void(__thiscall *)(void *pane, const uint8_t *record);
using SetModelInstance_t = void(__thiscall *)(void *frame, void *model);
using GetScene_t = void *(__thiscall *)(void *frame);
using CreateModel_t = void *(__thiscall *)(void *scene, const char *path, uint32_t flags);
using ModelRelease_t = void(__fastcall *)(void *model);
using TextureLoad_t = void *(__fastcall *)(const char *path, void *status, uint32_t flags,
int arg4, int arg5);
using ReplaceTexture_t = void(__thiscall *)(void *model, uint32_t type, void *texture);
using AttachItemVisuals_t = void(__fastcall *)(void *model, uint32_t visualID);
using SetAnimDone_t = void(__thiscall *)(void *model, const void *callback, uint32_t userLow,
uint32_t userHigh);
using PlayAnimation_t = void(__thiscall *)(void *model, int keyBone, uint32_t id, int variation,
int offset, float speed, int blend, int primary);
constexpr uint32_t kInvTypeHead = 1;
constexpr uint32_t kInvTypeShoulders = 3;
constexpr uint32_t kInvTypeShield = 14;
constexpr uint32_t kInvTypeAmmo = 24;
constexpr uint32_t kInvTypeQuiver = 27;
// The texture type an item model takes its skin as.
constexpr uint32_t kItemSkinTexture = 2;
// AttachItemModelFile's texture filter.
constexpr uint32_t kItemTextureFilter = 3;
constexpr int kSexLetters = 3;
constexpr size_t kPathSize = 260;
// The record a pane shows for SetItem. The pane reads only the display-ID
// field, which stays 0. One per pane, never freed while the UI lives: the pane
// keeps the pointer and builds from it on every show.
struct ItemRecord {
uint8_t display[Offsets::OFF_CREATURE_DISPLAYID + sizeof(uint32_t)];
uint32_t itemID;
uint32_t visual;
};
std::unordered_map<void *, ItemRecord> g_records;
const char *Directory(uint32_t inventoryType) {
switch (inventoryType) {
case kInvTypeHead:
return "Item\\ObjectComponents\\Head\\";
case kInvTypeShoulders:
return "Item\\ObjectComponents\\Shoulder\\";
case kInvTypeShield:
return "Item\\ObjectComponents\\Shield\\";
case kInvTypeAmmo:
return "Item\\ObjectComponents\\Ammo\\";
case kInvTypeQuiver:
return "Item\\ObjectComponents\\Quiver\\";
default:
return "Item\\ObjectComponents\\Weapon\\";
}
}
bool Empty(const char *s) {
return s == nullptr || s[0] == '\0';
}
const char *DisplayString(const uint8_t *display, int base, int index) {
return Game::Read<const char *>(display, base + index * static_cast<int>(sizeof(uint32_t)));
}
// The helm builder's path: the name cut at its last dot, then the player's
// race prefix and sex letter.
bool HeadPath(char *path, const char *dir, const char *name) {
const uint8_t sex = Game::Read<uint8_t>(Offsets::VAR_PLAYER_SEX_BYTE);
const uint8_t *race =
DBC::Record(Offsets::VAR_CHRRACES_RECORDS, Offsets::VAR_CHRRACES_COUNT,
Game::Read<uint8_t>(Offsets::VAR_PLAYER_RACE_BYTE));
if (race == nullptr || sex >= kSexLetters)
return false;
char base[kPathSize];
std::snprintf(base, sizeof(base), "%s", name);
if (char *dot = std::strrchr(base, '.'))
*dot = '\0';
std::snprintf(path, kPathSize, "%s%s_%s%s.mdx", dir, base,
Game::Read<const char *>(race, Offsets::OFF_CHRRACES_CLIENT_PREFIX),
Game::Read<const char *>(Offsets::VAR_SEX_LETTERS + sex * sizeof(uint32_t)));
return true;
}
// 4.3.4's CreateItemModel: a new model the caller owns one reference on, or
// null when the item is not cached or has no model.
void *CreateItemModel(void *pane, const ItemRecord &rec) {
const uint8_t *item = ::Item::PeekRecord(rec.itemID);
if (item == nullptr)
return nullptr;
const uint8_t *display =
DBC::Record(Offsets::VAR_ITEMDISPLAYINFO_RECORDS, Offsets::VAR_ITEMDISPLAYINFO_COUNT,
Game::Read<uint32_t>(item, Offsets::OFF_ITEMSTATS_DISPLAY_INFO_ID));
if (display == nullptr)
return nullptr;
int index = 0;
if (Empty(DisplayString(display, Offsets::OFF_ITEMDISPLAYINFO_MODEL_NAME, 0))) {
if (Empty(DisplayString(display, Offsets::OFF_ITEMDISPLAYINFO_MODEL_NAME, 1)))
return nullptr;
index = 1;
}
const char *name = DisplayString(display, Offsets::OFF_ITEMDISPLAYINFO_MODEL_NAME, index);
const uint32_t inventoryType = Game::Read<uint32_t>(item, Offsets::OFF_ITEMSTATS_INVENTORY_TYPE);
const char *dir = Directory(inventoryType);
char path[kPathSize];
if (inventoryType == kInvTypeHead) {
if (!HeadPath(path, dir, name))
return nullptr;
} else {
std::snprintf(path, sizeof(path), "%s%s", dir, name);
}
void *scene = reinterpret_cast<GetScene_t>(Offsets::FUN_SIMPLEMODEL_GET_SCENE)(pane);
void *model =
reinterpret_cast<CreateModel_t>(Offsets::FUN_M2SCENE_CREATE_MODEL)(scene, path, 0);
if (model == nullptr)
return nullptr;
const char *texture =
DisplayString(display, Offsets::OFF_ITEMDISPLAYINFO_MODEL_TEXTURE, index);
if (!Empty(texture)) {
std::snprintf(path, sizeof(path), "%s%s.blp", dir, texture);
void *handle = reinterpret_cast<TextureLoad_t>(Offsets::FUN_TEXTURE_LOAD_BY_PATH)(
path, reinterpret_cast<void *>(Offsets::VAR_ITEM_MODEL_TEXTURE_STATUS),
Texture::Flags(kItemTextureFilter, false, false), 1, 0);
if (handle == nullptr) {
reinterpret_cast<ModelRelease_t>(Offsets::FUN_MODEL_INSTANCE_RELEASE)(model);
return nullptr;
}
reinterpret_cast<ReplaceTexture_t>(Offsets::FUN_M2MODEL_REPLACE_TEXTURE)(
model, kItemSkinTexture, handle);
Texture::ReleaseHandle(handle);
}
const uint32_t own = Game::Read<uint32_t>(display, Offsets::OFF_ITEMDISPLAYINFO_ITEM_VISUAL);
const uint32_t visual = DBC::Record(Offsets::VAR_ITEMVISUALS_RECORDS,
Offsets::VAR_ITEMVISUALS_COUNT, own) != nullptr
? own
: rec.visual;
if (visual != 0) {
reinterpret_cast<AttachItemVisuals_t>(Offsets::FUN_ATTACH_ITEM_VISUALS)(model, visual);
Model::DisplayInfo::LightChildren(pane, model);
}
return model;
}
// AttachDisplayModel's install, with the item's model. A pane with no model
// for the item shows nothing.
void Show(void *pane, const ItemRecord &rec) {
void *model = CreateItemModel(pane, rec);
Game::Read<SetModelInstance_t>(Game::Read<const void *>(pane, 0),
Offsets::VTBL_SIMPLEMODEL_SET_MODEL_INSTANCE)(pane, model);
if (model == nullptr)
return;
const auto user = static_cast<uint32_t>(reinterpret_cast<uintptr_t>(pane));
reinterpret_cast<SetAnimDone_t>(Offsets::FUN_M2MODEL_SET_ANIM_DONE_CALLBACK)(
model, reinterpret_cast<const void *>(Offsets::FUN_PLAYERMODEL_ON_ANIM_DONE), user,
static_cast<int32_t>(user) < 0 ? 0xFFFFFFFFu : 0u);
reinterpret_cast<PlayAnimation_t>(Offsets::FUN_M2MODEL_PLAY_ANIMATION)(model, -1, 0, -1, 0,
1.0f, 1, 1);
reinterpret_cast<ModelRelease_t>(Offsets::FUN_MODEL_INSTANCE_RELEASE)(model);
}
// A queued item has loaded: build each visible pane that still shows it,
// through AttachDisplayModel as a show would.
void OnItemLoaded(uint32_t itemID, bool success) {
if (!success)
return;
for (auto &[pane, rec] : g_records)
if (rec.itemID == itemID &&
Game::Read<const uint8_t *>(pane, Offsets::OFF_PLAYERMODEL_DISPLAY_RECORD) ==
rec.display &&
Game::Read<int>(pane, Offsets::OFF_FRAME_VISIBLE) != 0)
reinterpret_cast<PaneRecordFn_t>(Offsets::FUN_PLAYERMODEL_ATTACH_DISPLAY_MODEL)(
pane, rec.display);
}
const ::Item::Data::LoadSubscriber _loadSub{&OnItemLoaded};
int __fastcall Script_SetItem(void *L) {
void *pane = Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_PLAYERMODEL_LUA_TYPE_ID);
if (pane == nullptr)
return 0;
if (!Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: SetItem(itemID [, appearanceModID, itemVisualID])");
return 0;
}
ItemRecord &rec = g_records[pane];
rec = ItemRecord{};
rec.itemID = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
if (Game::Lua::IsNumber(L, 4))
rec.visual = static_cast<uint32_t>(Game::Lua::ToNumber(L, 4));
reinterpret_cast<PaneRecordFn_t>(Offsets::FUN_PLAYERMODEL_SET_DISPLAY)(pane, rec.display);
return 0;
}
const Game::Lua::FrameMethodEntry g_methods[] = {
{"SetItem", &Script_SetItem},
};
const Game::Doc::Field kSetItemArgs[] = {
Game::Doc::Req("itemID", "number", "The item to show."),
Game::Doc::Opt("appearanceModID", "number", nullptr, "Has no effect."),
Game::Doc::Opt("itemVisualID", "number", nullptr,
"An ItemVisuals ID to show on the item when the item has no glow of its own."),
};
const Game::Doc::Function kSetItem{"Shows the model of an item on the model.", kSetItemArgs, {}};
const Game::Doc::Method g_methodDocs[] = {
{"SetItem", &kSetItem},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_PLAYERMODEL_METHOD_REGISTRY), g_methods,
static_cast<int>(sizeof(g_methods) / sizeof(g_methods[0])), g_methodDocs,
static_cast<int>(sizeof(g_methodDocs) / sizeof(g_methodDocs[0])));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
// The reload tears every pane down; a later load must not walk them.
void PrepareForReload() {
g_records.clear();
}
const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
} // namespace
bool Attach(void *pane, const uint8_t *record) {
const auto it = g_records.find(pane);
if (record == nullptr || it == g_records.end() || record != it->second.display)
return false;
if (::Item::PeekRecord(it->second.itemID) == nullptr)
::Item::Data::WarmCache(it->second.itemID);
Show(pane, it->second);
return true;
}
} // namespace Model::ItemDisplay
+25
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@@ -0,0 +1,25 @@
// 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>
namespace Model::ItemDisplay {
// AttachDisplayModel's item step: when `record` is the item record SetItem
// gave `pane`, builds the item's model in the pane and returns true. Any
// other record returns false and is the engine's to build.
bool Attach(void *pane, const uint8_t *record);
} // namespace Model::ItemDisplay
+173
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@@ -0,0 +1,173 @@
// 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/>.
// `PlayerModel:SetKeepModelOnHide(keep)` / `GetKeepModelOnHide()` — retail's
// CharacterModelBase methods.
//
// A vanilla pane drops its model when it hides (FUN_PLAYERMODEL_HIDE: slot 36
// with null) and builds a new one from its unit or display record when it
// shows (FUN_PLAYERMODEL_SHOW). That is retail's behavior with keep off, the
// default. With keep on:
// - Hide skips the drop and runs only the base hide.
// - Show skips the build while the pane still holds its model, so the
// model comes back as it was (tried-on items, animation).
// - SetUnit, RefreshUnit, Dress (FUN_PLAYERMODEL_SET_UNIT_GUID) and
// SetDisplay (FUN_PLAYERMODEL_SET_DISPLAY) only store the new subject
// while the pane is hidden. A kept model would then be the old subject,
// so they drop it first, and the next show builds the new one as it
// does with keep off.
// - Turning keep off while hidden drops the kept model.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
#include <unordered_set>
namespace Model::KeepOnHide {
namespace {
using PaneFn_t = void(__thiscall *)(void *pane);
using SetUnitGuid_t = void(__thiscall *)(void *pane, uint64_t guid);
using SetDisplay_t = void(__thiscall *)(void *pane, const uint8_t *record);
using SetModelInstance_t = void(__thiscall *)(void *pane, void *model);
PaneFn_t g_origHide = nullptr;
PaneFn_t g_origShow = nullptr;
SetUnitGuid_t g_origSetUnitGuid = nullptr;
SetDisplay_t g_origSetDisplay = nullptr;
std::unordered_set<void *> g_keeping; // panes with SetKeepModelOnHide(true)
bool Keeps(void *pane) {
return g_keeping.count(pane) != 0;
}
bool HasModel(void *pane) {
return Game::Read<void *>(pane, Offsets::OFF_SIMPLEMODELFFX_MODEL_INSTANCE) != nullptr;
}
// The pane Hide's own drop: slot 36 with null.
void DropModel(void *pane) {
Game::Read<SetModelInstance_t>(Game::Read<const void *>(pane, 0),
Offsets::VTBL_SIMPLEMODEL_SET_MODEL_INSTANCE)(pane, nullptr);
}
void DropIfKeptWhileHidden(void *pane) {
if (Game::Read<int>(pane, Offsets::OFF_FRAME_VISIBLE) == 0 && HasModel(pane) && Keeps(pane))
DropModel(pane);
}
void __fastcall Hide_h(void *pane, void * /*edx*/) {
if (Keeps(pane)) {
reinterpret_cast<PaneFn_t>(Offsets::FUN_SIMPLEFRAME_HIDE)(pane);
return;
}
g_origHide(pane);
}
void __fastcall Show_h(void *pane, void * /*edx*/) {
if (Keeps(pane) && HasModel(pane)) {
reinterpret_cast<PaneFn_t>(Offsets::FUN_SIMPLEFRAME_SHOW)(pane);
return;
}
g_origShow(pane);
}
void __fastcall SetUnitGuid_h(void *pane, void * /*edx*/, uint64_t guid) {
DropIfKeptWhileHidden(pane);
g_origSetUnitGuid(pane, guid);
}
void __fastcall SetDisplay_h(void *pane, void * /*edx*/, const uint8_t *record) {
DropIfKeptWhileHidden(pane);
g_origSetDisplay(pane, record);
}
const Game::HookAutoRegister _hideHook{Offsets::FUN_PLAYERMODEL_HIDE,
reinterpret_cast<void *>(&Hide_h),
reinterpret_cast<void **>(&g_origHide)};
const Game::HookAutoRegister _showHook{Offsets::FUN_PLAYERMODEL_SHOW,
reinterpret_cast<void *>(&Show_h),
reinterpret_cast<void **>(&g_origShow)};
const Game::HookAutoRegister _setUnitHook{Offsets::FUN_PLAYERMODEL_SET_UNIT_GUID,
reinterpret_cast<void *>(&SetUnitGuid_h),
reinterpret_cast<void **>(&g_origSetUnitGuid)};
const Game::HookAutoRegister _setDisplayHook{Offsets::FUN_PLAYERMODEL_SET_DISPLAY,
reinterpret_cast<void *>(&SetDisplay_h),
reinterpret_cast<void **>(&g_origSetDisplay)};
void *ResolvePane(void *L) {
return Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_PLAYERMODEL_LUA_TYPE_ID);
}
int __fastcall Script_SetKeepModelOnHide(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
if (Game::Lua::ToBoolean(L, 2) != 0) {
g_keeping.insert(pane);
return 0;
}
if (g_keeping.erase(pane) != 0 && Game::Read<int>(pane, Offsets::OFF_FRAME_VISIBLE) == 0 &&
HasModel(pane))
DropModel(pane);
return 0;
}
int __fastcall Script_GetKeepModelOnHide(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
Game::Lua::PushBool(L, Keeps(pane));
return 1;
}
const Game::Lua::FrameMethodEntry g_methods[] = {
{"SetKeepModelOnHide", &Script_SetKeepModelOnHide},
{"GetKeepModelOnHide", &Script_GetKeepModelOnHide},
};
const Game::Doc::Field kKeepArgs[] = {
Game::Doc::Req("keepModelOnHide", "bool"),
};
const Game::Doc::Function kSetKeep{
"Sets whether the model stays loaded while the frame is hidden.", kKeepArgs, {}};
const Game::Doc::Field kKeepRets[] = {
Game::Doc::Req("keepModelOnHide", "bool"),
};
const Game::Doc::Function kGetKeep{
"Returns whether the model stays loaded while the frame is hidden.", {}, kKeepRets};
const Game::Doc::Method g_methodDocs[] = {
{"SetKeepModelOnHide", &kSetKeep},
{"GetKeepModelOnHide", &kGetKeep},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_PLAYERMODEL_METHOD_REGISTRY), g_methods,
static_cast<int>(sizeof(g_methods) / sizeof(g_methods[0])), g_methodDocs,
static_cast<int>(sizeof(g_methodDocs) / sizeof(g_methodDocs[0])));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
// Frames are rebuilt on /reload and a new frame can reuse an old address.
void PrepareForReload() {
g_keeping.clear();
}
const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
} // namespace
} // namespace Model::KeepOnHide
+368
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@@ -0,0 +1,368 @@
// 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/>.
// `SetPortraitTextureFromCreatureDisplayID(texture, displayID)` — a creature
// portrait from a display ID alone, with no unit.
//
// Vanilla bakes unit portraits in BakePortrait (0x00524F60, benilla
// ui/portraits): it copies the unit's live, dressed model into a fresh scene,
// draws it with the model's portrait camera into the 64x64 top-left corner of
// the back buffer, reads that back, cuts the round alpha mask in, and keeps
// the texture by display ID. A display ID has no live model, so this builds
// one the way AttachDisplayModel does for a PlayerModel — CreateModelFromPath
// on the CreatureModelData path, then ApplyCreatureDisplay — in a scene of its
// own, dresses it through the engine compositor the way a unit is dressed
// (Model::DisplayInfo), and runs the bake's own sequence on it, call for call.
//
// The texture is bound at once and its pixels arrive later. Each display ID
// owns one callback texture, transparent until baked; the bake writes the
// pixels and re-latches them with GxTexMarkRectDirty, the engine's own path
// for re-baking a cached portrait in place. A region the caller points
// somewhere else before the bake finishes keeps what it was given, so no
// region is tracked.
//
// The display model loads asynchronously. The engine bakes from Lua, before
// anything draws over the corner it borrows; pending displays are stepped at
// the head of the UI render callback, the same point in the frame as an
// OnUpdate script that calls SetPortraitTexture. The bake saves and restores
// exactly what BakePortrait saves (projection, view, viewport, fog).
//
// The bake's ready gate is IsReady(model, 0, 1), which only a DRAWN model
// passes: a model's device textures are made the first time something asks
// for them with wait set (GetTextureDeviceObject), and nothing draws this one.
// So the gate here is the load (IsLoaded) plus the dress, and the bake's own
// IsReady(copy, 1, 1) makes the device textures, as it does for the copy of a
// unit's model.
//
// Portraits are kept until the client leaves the world, the lifetime of the
// engine's display-ID portrait cache (ClearPortraitCaches, from ShutdownGame).
// A model with no portrait camera stays transparent; the engine binds an empty
// texture for one.
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "model/Camera.h"
#include "model/DisplayInfo.h"
#include "texture/Load.h"
#include "tick/FrameTick.h"
#include <array>
#include <cstdint>
#include <memory>
#include <unordered_map>
#include <vector>
namespace Model::Portrait {
namespace {
constexpr uint32_t kSize = 64;
constexpr uint32_t kTexels = kSize * kSize;
using CreateScene_t = void *(__cdecl *)();
using ReleaseScene_t = void(__thiscall *)(void *scene);
using CreateModel_t = void *(__thiscall *)(void *scene, const char *path, uint32_t flags);
using CopyModel_t = void *(__thiscall *)(void *scene, void *source, uint32_t flags);
using ApplyDisplay_t = void(__fastcall *)(void *model, const uint8_t *display,
const uint8_t *modelData);
using ReleaseModel_t = void(__fastcall *)(void *model);
using ModelState_t = int(__thiscall *)(void *model, int wait, int recurseChildren);
using SetFlag_t = void(__thiscall *)(void *model, int on);
using PlayAnimation_t = void(__thiscall *)(void *model, int, int, int, int, float, int, int);
using SetRenderCb_t = void(__thiscall *)(void *model, const void *cb, void *userData);
using DetachAll_t = void(__fastcall *)(void *model);
using AnimateScene_t = void(__thiscall *)(void *scene, const float *cameraPos);
using DrawScene_t = void(__thiscall *)(void *scene, uint32_t pass);
using GetVector_t = void(__fastcall *)(void *camera, uint32_t id, float *out);
using SetTransforms_t = void(__fastcall *)(void *camera, const float *rect, uint32_t unused);
using GetMatrix_t = void(__fastcall *)(float *m);
using SetMatrix_t = void(__fastcall *)(const float *m);
using GetViewport_t = void(__fastcall *)(float *, float *, float *, float *, float *, float *);
using SetViewport_t = void(__stdcall *)(float, float, float, float, float, float);
using ScreenSize_t = void(__fastcall *)(float *rect);
using DdcToNdc_t = void(__fastcall *)(float *x, float *y, float inX, float inY);
using DeviceGate_t = int(__cdecl *)();
using MasterGet_t = bool(__fastcall *)(uint32_t cap);
using MasterSet_t = void(__fastcall *)(uint32_t cap, uint32_t on);
using SetClearColor_t = void(__stdcall *)(uint32_t argb);
using Clear_t = void(__fastcall *)(uint32_t mask);
using AlphaMask_t = const uint8_t *(__fastcall *)(uint32_t size);
using GetDeviceTexture_t = void *(__fastcall *)(void *texture, uint32_t wait, void *callback);
using MarkDirty_t = void(__fastcall *)(void *gxTex, const int32_t *rect, uint32_t immediate);
using SetImage_t = void(__thiscall *)(void *region, void *texture);
// The engine's GrowableArray<uint32>: capacity, count, data, growth step.
// FUN_GX_READ_PIXELS sets the count to the rectangle's texels, which fit the
// capacity given, so it writes them into `data` in place.
struct TexelArray {
uint32_t capacity;
uint32_t count;
uint32_t *data;
uint32_t increment;
};
// GetPortraitAlphaMask's result: one alpha byte per texel, from +8.
struct AlphaMask {
uint32_t reserved[2];
const uint8_t *alpha;
};
struct Portrait {
std::array<uint32_t, kTexels> texels{}; // the texture's texel source, kept as long
void *texture = nullptr; // HTEXTURE, one reference
// The display model while it loads and dresses.
void *scene = nullptr;
void *model = nullptr;
const uint8_t *dressRecord = nullptr;
void *dresser = nullptr;
};
std::unordered_map<uint32_t, std::unique_ptr<Portrait>> g_portraits;
std::vector<Portrait *> g_loading;
void ReleaseModel(Portrait &p) {
Model::DisplayInfo::DestroyDresser(p.dresser);
reinterpret_cast<ReleaseModel_t>(Offsets::FUN_MODEL_INSTANCE_RELEASE)(p.model);
reinterpret_cast<ReleaseScene_t>(Offsets::FUN_M2SCENE_RELEASE)(p.scene);
p.dresser = p.model = p.scene = nullptr;
p.dressRecord = nullptr;
}
// BakePortrait from the copy on, against `p.model`. False when it could not
// run this frame (no scene / copy), so the next frame tries again.
bool Bake(Portrait &p) {
void *source = p.model;
if (Model::Camera::CameraById(source, 0) == nullptr)
return true;
// The 64x64 pixel box at the top-left, in DDC, in the bake's own order
// and precision: x87 operations, a float store after each (0x005251B7).
float screen[4] = {};
reinterpret_cast<ScreenSize_t>(Offsets::FUN_GX_CAPS_SCREEN_SIZE)(screen);
const float width = static_cast<float>(static_cast<double>(screen[3]) - screen[1]);
const float height = static_cast<float>(static_cast<double>(screen[2]) - screen[0]);
const double scaleX = Game::Read<float>(Offsets::VAR_COORD_DDC_WIDTH_SCALE);
const double scaleY = Game::Read<float>(Offsets::VAR_COORD_DDC_HEIGHT_SCALE);
float x0 = 0.0f;
float y1 = static_cast<float>(scaleY);
float x1 = static_cast<float>(kSize / static_cast<double>(width) * scaleX);
float y0 = static_cast<float>(scaleY - scaleY / height * kSize);
void *scene = reinterpret_cast<CreateScene_t>(Offsets::FUN_M2_CREATE_SCENE)();
if (scene == nullptr)
return false;
void *copy = reinterpret_cast<CopyModel_t>(Offsets::FUN_M2SCENE_COPY_MODEL)(scene, source, 0);
if (copy == nullptr) {
reinterpret_cast<ReleaseScene_t>(Offsets::FUN_M2SCENE_RELEASE)(scene);
return false;
}
reinterpret_cast<DetachAll_t>(Offsets::FUN_DETACH_ALL_ITEM_MODELS)(copy);
void *camera = Model::Camera::CameraById(copy, 0);
reinterpret_cast<PlayAnimation_t>(Offsets::FUN_M2MODEL_PLAY_ANIMATION)(copy, -1, 0, 0, 0,
1.0f, 0, 1);
float projection[16];
float view[16];
float viewport[6];
reinterpret_cast<GetMatrix_t>(Offsets::FUN_GX_GET_PROJECTION)(projection);
reinterpret_cast<GetMatrix_t>(Offsets::FUN_GX_GET_VIEW)(view);
reinterpret_cast<GetViewport_t>(Offsets::FUN_GX_GET_VIEWPORT)(
&viewport[0], &viewport[1], &viewport[2], &viewport[3], &viewport[4], &viewport[5]);
const bool fog = reinterpret_cast<MasterGet_t>(Offsets::FUN_GX_MASTER_ENABLE_GET)(
Offsets::GX_MASTER_FOG);
auto setMaster = reinterpret_cast<MasterSet_t>(Offsets::FUN_GX_MASTER_ENABLE_SET);
setMaster(Offsets::GX_MASTER_FOG, 0);
const float aspect = static_cast<float>((static_cast<double>(x1) - x0) /
(static_cast<double>(y1) - y0));
auto toNdc = reinterpret_cast<DdcToNdc_t>(Offsets::FUN_COORD_DDC_TO_NDC);
toNdc(&x0, &y0, x0, y0);
toNdc(&x1, &y1, x1, y1);
// First collection: evaluate the portrait camera.
auto isLoaded = reinterpret_cast<ModelState_t>(Offsets::FUN_MODEL_INSTANCE_LOADED);
auto isReady = reinterpret_cast<ModelState_t>(Offsets::FUN_MODEL_INSTANCE_READY);
auto setAnimated = reinterpret_cast<SetFlag_t>(Offsets::FUN_M2MODEL_SET_ANIMATED);
auto animate = reinterpret_cast<AnimateScene_t>(Offsets::FUN_M2SCENE_ANIMATE);
auto getVector = reinterpret_cast<GetVector_t>(Offsets::FUN_CAMERA_GET_VECTOR);
isLoaded(copy, 1, 1);
setAnimated(copy, 1);
const float origin[3] = {0.0f, 0.0f, 0.0f};
animate(scene, origin);
float eye[3] = {};
float target[3] = {};
getVector(camera, Offsets::CAMERA_PROP_EYE, eye);
getVector(camera, Offsets::CAMERA_PROP_TARGET, target);
const float rect[4] = {0.0f, 0.0f, 1.0f, aspect};
reinterpret_cast<SetTransforms_t>(Offsets::FUN_CAMERA_SET_DEVICE_TRANSFORMS)(camera, rect, 0);
reinterpret_cast<SetViewport_t>(Offsets::FUN_GX_SET_VIEWPORT)(x0, x1, y0, y1, 0.0f, 1.0f);
reinterpret_cast<SetClearColor_t>(Offsets::FUN_GX_SET_CLEAR_COLOR)(0);
auto clear = reinterpret_cast<Clear_t>(Offsets::FUN_GX_CLEAR);
clear(3);
// Second collection from the portrait eye, then both passes.
isReady(copy, 1, 1);
setAnimated(copy, 1);
reinterpret_cast<SetFlag_t>(Offsets::FUN_M2MODEL_SET_VISIBLE)(copy, 1);
reinterpret_cast<SetRenderCb_t>(Offsets::FUN_MODEL_INSTANCE_SET_RENDER_CB)(
copy, reinterpret_cast<const void *>(Offsets::FUN_PORTRAIT_LIGHTING), nullptr);
animate(scene, eye);
auto draw = reinterpret_cast<DrawScene_t>(Offsets::FUN_M2SCENE_DRAW);
draw(scene, 0);
draw(scene, 1);
const int32_t box[4] = {0, 0, static_cast<int32_t>(kSize), static_cast<int32_t>(kSize)};
TexelArray out{kTexels, kTexels, p.texels.data(), kTexels};
reinterpret_cast<void(__fastcall *)(const int32_t *, TexelArray *)>(
Offsets::FUN_GX_READ_PIXELS)(box, &out);
clear(3);
const auto *mask = reinterpret_cast<const AlphaMask *>(
reinterpret_cast<AlphaMask_t>(Offsets::FUN_PORTRAIT_ALPHA_MASK)(kSize));
if (out.data == p.texels.data()) {
for (uint32_t i = 0; i < kTexels; ++i)
p.texels[i] = (p.texels[i] & 0x00FFFFFFu) | static_cast<uint32_t>(mask->alpha[i]) << 24;
void *gxTex = reinterpret_cast<GetDeviceTexture_t>(Offsets::FUN_TEXTURE_GET_RENDERABLE)(
p.texture, 1, nullptr);
reinterpret_cast<MarkDirty_t>(Offsets::FUN_GX_TEX_MARK_RECT_DIRTY)(gxTex, box, 1);
}
reinterpret_cast<SetMatrix_t>(Offsets::FUN_GX_SET_PROJECTION)(projection);
reinterpret_cast<SetMatrix_t>(Offsets::FUN_GX_SET_VIEW)(view);
reinterpret_cast<SetViewport_t>(Offsets::FUN_GX_SET_VIEWPORT)(
viewport[0], viewport[1], viewport[2], viewport[3], viewport[4], viewport[5]);
setMaster(Offsets::GX_MASTER_FOG, fog ? 1 : 0);
reinterpret_cast<ReleaseModel_t>(Offsets::FUN_MODEL_INSTANCE_RELEASE)(copy);
reinterpret_cast<ReleaseScene_t>(Offsets::FUN_M2SCENE_RELEASE)(scene);
return true;
}
// One frame for one pending display; true once it is baked (or cannot be).
bool Step(Portrait &p) {
if (!reinterpret_cast<ModelState_t>(Offsets::FUN_MODEL_INSTANCE_LOADED)(p.model, 0, 1))
return false;
if (p.dressRecord != nullptr) {
// A dress the engine rejects bakes undressed, as a unit with no
// compositor does.
if (p.dresser == nullptr)
p.dresser = Model::DisplayInfo::CreateDresser(p.model, p.dressRecord);
if (p.dresser == nullptr)
p.dressRecord = nullptr;
else if (!Model::DisplayInfo::PumpDresser(p.dresser))
return false;
}
if (!reinterpret_cast<DeviceGate_t>(Offsets::FUN_GX_WINDOW_ACTIVE)() ||
!reinterpret_cast<DeviceGate_t>(Offsets::FUN_GX_DEVICE_ALIVE)())
return false;
return Bake(p);
}
void Pump() {
for (size_t i = 0; i < g_loading.size();) {
Portrait &p = *g_loading[i];
if (!Step(p)) {
++i;
continue;
}
ReleaseModel(p);
g_loading[i] = g_loading.back();
g_loading.pop_back();
}
}
const Tick::FrameTick::AutoSubscribeBefore _tick{&Pump};
// The display's portrait, started on first use. Null for a display ID with no
// CreatureDisplayInfo / CreatureModelData row (AttachDisplayModel's gate).
Portrait *Acquire(uint32_t displayID) {
auto found = g_portraits.find(displayID);
if (found != g_portraits.end())
return found->second.get();
const uint8_t *display = DBC::Record(Offsets::VAR_CREATUREDISPLAYINFO_RECORDS,
Offsets::VAR_CREATUREDISPLAYINFO_COUNT, displayID);
if (display == nullptr)
return nullptr;
const uint8_t *modelData = DBC::Record(
Offsets::VAR_CREATUREMODELDATA_RECORDS, Offsets::VAR_CREATUREMODELDATA_COUNT,
Game::Read<uint32_t>(display, Offsets::OFF_CREATUREDISPLAYINFO_MODEL_ID));
if (modelData == nullptr)
return nullptr;
void *scene = reinterpret_cast<CreateScene_t>(Offsets::FUN_M2_CREATE_SCENE)();
if (scene == nullptr)
return nullptr;
void *model = reinterpret_cast<CreateModel_t>(Offsets::FUN_M2SCENE_CREATE_MODEL)(
scene, Game::Read<const char *>(modelData, Offsets::OFF_CREATUREMODELDATA_MODEL_PATH), 0);
if (model == nullptr) {
reinterpret_cast<ReleaseScene_t>(Offsets::FUN_M2SCENE_RELEASE)(scene);
return nullptr;
}
reinterpret_cast<ApplyDisplay_t>(Offsets::FUN_APPLY_CREATURE_DISPLAY)(model, display,
modelData);
// The bake's own texture: 64x64, one mip, ARGB8888, flags (1, 0, 0, 0, 0,
// 0, 1, 0), "Portrait1" (0x005257D3).
auto p = std::make_unique<Portrait>();
p->scene = scene;
p->model = model;
p->dressRecord = Model::DisplayInfo::DressRecord(displayID);
p->texture = Texture::CreateFromPixels("Portrait1", kSize, kSize, p->texels.data(),
Texture::Flags(1, false, false));
if (p->texture == nullptr) {
ReleaseModel(*p);
return nullptr;
}
g_loading.push_back(p.get());
return g_portraits.emplace(displayID, std::move(p)).first->second.get();
}
int __fastcall Script_SetPortraitTextureFromCreatureDisplayID(void *L) {
void *texture = Game::Lua::ResolveTexture(L, 1);
if (texture == nullptr)
return 0;
if (!Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: SetPortraitTextureFromCreatureDisplayID(texture, displayID)");
return 0;
}
if (Portrait *p = Acquire(static_cast<uint32_t>(Game::Lua::ToNumber(L, 2))))
reinterpret_cast<SetImage_t>(Offsets::FUN_SIMPLETEXTURE_SET_IMAGE)(texture, p->texture);
return 0;
}
const Game::Doc::Field kArgs[] = {
Game::Doc::Req("textureObject", "SimpleTexture"),
Game::Doc::Req("creatureDisplayID", "number", "A CreatureDisplayInfo ID."),
};
const Game::Doc::Function kDoc{
"Shows a creature's portrait in a texture, by its display ID.", kArgs, {}, "UnitGlobals"};
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("SetPortraitTextureFromCreatureDisplayID",
&Script_SetPortraitTextureFromCreatureDisplayID, &kDoc);
}
const Game::ModuleAutoRegister _register{&RegisterLuaFunctions};
// Leaving the world: drop every portrait, as ShutdownGame drops the engine's.
// The world UI and every region holding one of these textures are gone by
// the time the glue state boots.
void ClearOnLogout() {
for (Portrait *p : g_loading)
ReleaseModel(*p);
g_loading.clear();
for (auto &entry : g_portraits)
Texture::ReleaseHandle(entry.second->texture);
g_portraits.clear();
}
const Game::GlueModuleAutoRegister _clearOnLogout{&ClearOnLogout};
} // namespace
} // namespace Model::Portrait
+8 -5
View File
@@ -16,12 +16,14 @@
// Vanilla's SetRotation (FUN_SCRIPT_PLAYERMODEL_SET_ROTATION) always turns the
// model with a shuffle animation (TurnTo 0x00505BB0). 4.3.4's RotateModel
// (CharacterModelBase.cpp) does the same when `animate` is true or absent, and
// with `animate` false only stores the facing: no shuffle, no turn latch. So a
// false `animate` stores the facing here and anything else runs vanilla's
// method unchanged.
// with `animate` false only stores the facing: no shuffle, no turn latch. It
// also only stores the facing while the pane rests on an animation other than
// Stand (`m_sequence`, set by SetAnimation, see Model::Animation). Otherwise
// vanilla's method runs unchanged.
#include "Game.h"
#include "Offsets.h"
#include "model/Animation.h"
namespace Model::Rotation {
namespace {
@@ -31,11 +33,12 @@ constexpr int kTypeNone = -1; // lua_type of an absent argument
using LuaMethod_t = int(__fastcall *)(void *L);
int __fastcall Script_SetRotation(void *L) {
if (Game::Lua::Type(L, 3) == kTypeNone || Game::Lua::ToBoolean(L, 3) != 0)
return reinterpret_cast<LuaMethod_t>(Offsets::FUN_SCRIPT_PLAYERMODEL_SET_ROTATION)(L);
void *pane = Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_PLAYERMODEL_LUA_TYPE_ID);
if (pane == nullptr)
return 0;
const bool animate = Game::Lua::Type(L, 3) == kTypeNone || Game::Lua::ToBoolean(L, 3) != 0;
if (animate && !Model::Animation::HasRestingAnimation(pane))
return reinterpret_cast<LuaMethod_t>(Offsets::FUN_SCRIPT_PLAYERMODEL_SET_ROTATION)(L);
if (!Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: SetRotation(rotation (in radians))");
return 0;
+122
View File
@@ -0,0 +1,122 @@
// 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/>.
// `PlayerModel:SetUnit(unit)` → success, `CanSetUnit(unit)` and
// `GetDisplayInfo()` — retail's CharacterModelBase unit methods.
//
// Vanilla's SetUnit (FUN_SCRIPT_PLAYERMODEL_SET_UNIT) returns nothing. It
// stores the token's GUID and builds the model only when that GUID resolves
// to a unit (type mask 8, FUN_PLAYERMODEL_SET_UNIT_GUID). So SetUnit runs
// the engine's method unchanged (Turtle patches it) and reports whether the
// stored GUID resolves; CanSetUnit is the same resolve without the set
// (FUN_RESOLVE_UNIT_TOKEN = token to GUID, then type mask 8).
//
// GetDisplayInfo reads what the pane shows: the display record's ID
// (SetDisplayInfo / SetCreature), or the unit's UNIT_FIELD_DISPLAYID.
#include "Game.h"
#include "Offsets.h"
#include "object/Resolve.h"
#include <cstdint>
namespace Model::Subject {
namespace {
using LuaMethod_t = int(__fastcall *)(void *L);
void *ResolvePane(void *L) {
return Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_PLAYERMODEL_LUA_TYPE_ID);
}
void *PaneUnit(void *pane) {
return Object::ByGuid(Offsets::TYPEMASK_UNIT,
Game::Read<uint64_t>(pane, Offsets::OFF_PLAYERMODEL_UNIT_GUID));
}
int __fastcall Script_SetUnit(void *L) {
reinterpret_cast<LuaMethod_t>(Offsets::FUN_SCRIPT_PLAYERMODEL_SET_UNIT)(L);
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
Game::Lua::PushBool(L, PaneUnit(pane) != nullptr);
return 1;
}
int __fastcall Script_CanSetUnit(void *L) {
if (ResolvePane(L) == nullptr)
return 0;
if (!Game::Lua::IsString(L, 2)) {
Game::Lua::Error(L, "Usage: CanSetUnit(unit)");
return 0;
}
Game::Lua::PushBool(L, Game::ResolveUnitToken(Game::Lua::ToString(L, 2)) != nullptr);
return 1;
}
int __fastcall Script_GetDisplayInfo(void *L) {
void *pane = ResolvePane(L);
if (pane == nullptr)
return 0;
uint32_t displayID = 0;
if (const auto *record =
Game::Read<const uint8_t *>(pane, Offsets::OFF_PLAYERMODEL_DISPLAY_RECORD)) {
displayID = Game::Read<uint32_t>(record, Offsets::OFF_CREATURE_DISPLAYID);
} else if (void *unit = PaneUnit(pane)) {
displayID = Game::Read<uint32_t>(Game::Read<const uint8_t *>(unit, Offsets::OFF_UNIT_DESCRIPTOR),
Offsets::OFF_UNIT_FIELD_DISPLAYID);
}
Game::Lua::PushNumber(L, displayID);
return 1;
}
const Game::Lua::FrameMethodEntry g_methods[] = {
{"SetUnit", &Script_SetUnit},
{"CanSetUnit", &Script_CanSetUnit},
{"GetDisplayInfo", &Script_GetDisplayInfo},
};
const Game::Doc::Field kUnitArgs[] = {
Game::Doc::Req("unit", "UnitToken"),
};
const Game::Doc::Field kSuccessRets[] = {
Game::Doc::Req("success", "bool", "True when the unit exists."),
};
const Game::Doc::Function kSetUnit{"Shows a unit on the model.", kUnitArgs, kSuccessRets};
const Game::Doc::Field kCanSetUnitRets[] = {
Game::Doc::Req("canSetUnit", "bool"),
};
const Game::Doc::Function kCanSetUnit{"Returns whether SetUnit can show the unit.", kUnitArgs,
kCanSetUnitRets};
const Game::Doc::Field kDisplayRets[] = {
Game::Doc::Req("displayID", "number", "The CreatureDisplayInfo ID, or 0."),
};
const Game::Doc::Function kGetDisplayInfo{"Returns the display the model shows.", {},
kDisplayRets};
const Game::Doc::Method g_methodDocs[] = {
{"SetUnit", &kSetUnit},
{"CanSetUnit", &kCanSetUnit},
{"GetDisplayInfo", &kGetDisplayInfo},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_PLAYERMODEL_METHOD_REGISTRY), g_methods,
static_cast<int>(sizeof(g_methods) / sizeof(g_methods[0])), g_methodDocs,
static_cast<int>(sizeof(g_methodDocs) / sizeof(g_methodDocs[0])));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Model::Subject
+235
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@@ -0,0 +1,235 @@
// 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/>.
// `PlayerModel:ApplySpellVisualKit(spellVisualKitID [, oneShot])`: a spell's
// visual kit on the pane's model.
//
// The world plays a kit on a unit (0x0060EDF0) through effect objects, spell
// durations and the unit's own animation. A pane has none of these. The
// engine's own kit on a bare model is the char-select ghost
// (0x004727F0), and this is that routine for any kit, on the pane's model:
// - Each of the nine effect columns: a model of the SpellVisualEffectName
// file, made in the pane's scene and attached at the column's attachment
// when the model has it (0x00472780). The children get the frame's light
// like the item glows (Model::DisplayInfo::LightChildren).
// - The procedures the ghost applies: kind 1 sets the tint, kind 14 the
// alpha clamped to 0..1, as plain stores on the model.
// The kit's animation, sound and the world-only procedures are not played,
// as retail does not play them on a model frame either (probed: no cast
// pose, no sound; the tint applies).
//
// oneShot is the world's one-shot kind: CEffect::AddEffect (0x0061FDD0)
// gives the effect model a done callback, and EffectDoneCallback
// (0x005FBF50) stops the effect when the sequence ends cleanly (reason 0).
// CEffect::Stop (0x006203E0) clears the model's callbacks and hides it, so
// its emitters stop and the particles already out finish; each frame the
// drain (0x0061F680) releases a stopped effect once HasLiveParticles is
// false. Here the release is the detach from the pane's model, run on
// FrameTick's tail where no model is mid-draw. Without oneShot an effect
// loops until the model is replaced, as on retail: an effect model's sequence
// does not loop by itself, so it gets the world's loop callback
// (KitEffectLoopCallback, 0x0060ED00), which plays the ended animation again.
//
// The effects are children of the pane's model, so they go when the model
// does: SetUnit, SetItem, a hide and show, and so on. A model destroyed with
// stopped effects still on it detaches them first (0x0070E3F5).
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "model/DisplayInfo.h"
#include "tick/FrameTick.h"
#include <cstdint>
#include <vector>
namespace Model::VisualKit {
namespace {
using GetScene_t = void *(__thiscall *)(void *frame);
using CreateModel_t = void *(__thiscall *)(void *scene, const char *path, uint32_t flags);
using ModelFn_t = void(__fastcall *)(void *model);
using HasAttachment_t = int(__thiscall *)(void *model, uint32_t id);
using Attach_t = void(__thiscall *)(void *child, void *parent, uint32_t id);
using SetVisible_t = void(__thiscall *)(void *model, int visible);
using SetAlpha_t = void(__thiscall *)(void *model, float alpha);
using SetDiffuse_t = void(__thiscall *)(void *model, const float *rgb);
using HasLiveParticles_t = int(__thiscall *)(void *model);
using SetAnimDone_t = void(__thiscall *)(void *model, const void *callback, uint32_t userLow,
uint32_t userHigh);
using PlayAnimation_t = void(__thiscall *)(void *model, int keyBone, uint32_t id, int variation,
int offset, float speed, int blend, int primary);
// The attachment of each effect column, in the ghost kit's order.
constexpr uint32_t kAttachments[] = {20, 34, 19, 21, 22, 17, 23, 24, 25};
constexpr int kProcedures = 4;
constexpr int32_t kProcTint = 1;
constexpr int32_t kProcAlpha = 14;
// The ghost kit's byte scale (0x008026C8).
constexpr float kByteScale = 1.0f / 255.0f;
// Stopped one-shot effects, each with one reference of ours.
std::vector<void *> g_stopped;
void Release(void *model) {
reinterpret_cast<ModelFn_t>(Offsets::FUN_MODEL_INSTANCE_RELEASE)(model);
}
void SetDoneCallback(void *model, const void *callback) {
reinterpret_cast<SetAnimDone_t>(Offsets::FUN_M2MODEL_SET_ANIM_DONE_CALLBACK)(model, callback,
0, 0);
}
// EffectDoneCallback's test, then CEffect::Stop's model steps.
void __fastcall OnEffectDone(void *model, uint32_t /*keyBone*/, uint32_t /*animID*/,
uint32_t reason, uint32_t /*overshoot*/, uint32_t /*userLow*/,
uint32_t /*userHigh*/) {
if (reason != 0)
return;
SetDoneCallback(model, nullptr);
reinterpret_cast<SetVisible_t>(Offsets::FUN_M2MODEL_SET_VISIBLE)(model, 0);
reinterpret_cast<ModelFn_t>(Offsets::FUN_MODEL_INSTANCE_ADDREF)(model);
g_stopped.push_back(model);
}
// KitEffectLoopCallback: a sequence that ended cleanly plays again.
void __fastcall OnEffectLoop(void *model, uint32_t /*keyBone*/, uint32_t animID, uint32_t reason,
uint32_t /*overshoot*/, uint32_t /*userLow*/,
uint32_t /*userHigh*/) {
if (reason != 0)
return;
reinterpret_cast<PlayAnimation_t>(Offsets::FUN_M2MODEL_PLAY_ANIMATION)(model, -1, animID, -1,
0, 1.0f, 1, 1);
}
// Detaches a stopped effect that is still on its model, then drops our
// reference.
void Discard(void *model) {
if (Game::Read<void *>(model, Offsets::OFF_M2MODEL_PARENT) != nullptr)
reinterpret_cast<ModelFn_t>(Offsets::FUN_M2MODEL_DETACH)(model);
Release(model);
}
// The dying-effect drain: a stopped effect goes once its particles are gone,
// or at once when its model has already dropped it.
void Drain() {
for (size_t i = 0; i < g_stopped.size();) {
void *model = g_stopped[i];
if (Game::Read<void *>(model, Offsets::OFF_M2MODEL_PARENT) != nullptr &&
reinterpret_cast<HasLiveParticles_t>(Offsets::FUN_M2MODEL_HAS_LIVE_PARTICLES)(model)) {
++i;
continue;
}
Discard(model);
g_stopped[i] = g_stopped.back();
g_stopped.pop_back();
}
}
const Tick::FrameTick::AutoSubscribe g_drain{&Drain};
// The ghost kit's procedure step: kind 1 tints, kind 14 sets the alpha.
void ApplyProcedures(void *model, const uint8_t *kit) {
for (int i = 0; i < kProcedures; ++i) {
const auto kind = Game::Read<int32_t>(kit, Offsets::OFF_SPELLVISUALKIT_PROC_KIND + i * 4);
const float value = Game::Read<float>(kit, Offsets::OFF_SPELLVISUALKIT_PROC_VALUE + i * 4);
if (kind == kProcTint) {
const auto color = static_cast<uint32_t>(static_cast<int32_t>(value));
const float rgb[3] = {static_cast<float>((color >> 16) & 0xFF) * kByteScale,
static_cast<float>((color >> 8) & 0xFF) * kByteScale,
static_cast<float>(color & 0xFF) * kByteScale};
reinterpret_cast<SetDiffuse_t>(Offsets::FUN_M2MODEL_SET_DIFFUSE_COLOR)(model, rgb);
} else if (kind == kProcAlpha) {
const float alpha = value < 0.0f ? 0.0f : value > 1.0f ? 1.0f : value;
reinterpret_cast<SetAlpha_t>(Offsets::FUN_M2MODEL_SET_ALPHA)(model, alpha);
}
}
}
void Apply(void *pane, const uint8_t *kit, bool oneShot) {
void *model = Game::Read<void *>(pane, Offsets::OFF_SIMPLEMODELFFX_MODEL_INSTANCE);
if (model == nullptr)
return;
void *scene = reinterpret_cast<GetScene_t>(Offsets::FUN_SIMPLEMODEL_GET_SCENE)(pane);
for (int i = 0; i < static_cast<int>(sizeof(kAttachments) / sizeof(kAttachments[0])); ++i) {
const uint8_t *effect = DBC::Record(
Offsets::VAR_SPELLVISUALEFFECTNAME_RECORDS, Offsets::VAR_SPELLVISUALEFFECTNAME_COUNT,
Game::Read<uint32_t>(kit, Offsets::OFF_SPELLVISUALKIT_EFFECTS + i * 4));
if (effect == nullptr ||
!reinterpret_cast<HasAttachment_t>(Offsets::FUN_M2MODEL_HAS_ATTACHMENT)(
model, kAttachments[i]))
continue;
void *child = reinterpret_cast<CreateModel_t>(Offsets::FUN_M2SCENE_CREATE_MODEL)(
scene, Game::Read<const char *>(effect, Offsets::OFF_SPELLVISUALEFFECTNAME_FILE), 0);
if (child == nullptr)
continue;
SetDoneCallback(child, oneShot ? reinterpret_cast<const void *>(&OnEffectDone)
: reinterpret_cast<const void *>(&OnEffectLoop));
reinterpret_cast<Attach_t>(Offsets::FUN_M2MODEL_ATTACH)(child, model, kAttachments[i]);
Release(child);
}
Model::DisplayInfo::LightChildren(pane, model);
ApplyProcedures(model, kit);
}
int __fastcall Script_ApplySpellVisualKit(void *L) {
void *pane = Game::Lua::ResolveTypedObject(L, 1, Offsets::VAR_PLAYERMODEL_LUA_TYPE_ID);
if (pane == nullptr)
return 0;
if (!Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: ApplySpellVisualKit(spellVisualKitID [, oneShot])");
return 0;
}
const uint8_t *kit =
DBC::Record(Offsets::VAR_SPELLVISUALKIT_RECORDS, Offsets::VAR_SPELLVISUALKIT_COUNT,
static_cast<uint32_t>(Game::Lua::ToNumber(L, 2)));
if (kit != nullptr)
Apply(pane, kit, Game::Lua::ToBoolean(L, 3) != 0);
return 0;
}
const Game::Lua::FrameMethodEntry g_methods[] = {
{"ApplySpellVisualKit", &Script_ApplySpellVisualKit},
};
const Game::Doc::Field kApplyArgs[] = {
Game::Doc::Req("spellVisualKitID", "number", "A SpellVisualKit ID."),
Game::Doc::Opt("oneShot", "boolean", "false",
"True plays the effects once; false keeps them until the model changes."),
};
const Game::Doc::Function kApply{"Shows a spell visual kit's effects on the model.", kApplyArgs,
{}};
const Game::Doc::Method g_methodDocs[] = {
{"ApplySpellVisualKit", &kApply},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_PLAYERMODEL_METHOD_REGISTRY), g_methods,
static_cast<int>(sizeof(g_methods) / sizeof(g_methods[0])), g_methodDocs,
static_cast<int>(sizeof(g_methodDocs) / sizeof(g_methodDocs[0])));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
// Drop every stopped effect before the reload tears the panes down.
void PrepareForReload() {
for (void *model : g_stopped)
Discard(model);
g_stopped.clear();
}
const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
} // namespace
} // namespace Model::VisualKit
+33 -24
View File
@@ -12,29 +12,22 @@
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `IsLoggedIn()` — exposed on both Lua states (glue and in-game).
// Returns `true` once a character has been loaded *and identified*
// (GUID populated), `false` on glue, pre-load, and the brief window
// between struct allocation and character-data unpack.
// Retail's answer: true once PLAYER_LOGIN has fired for this UI instance.
// So it is false on glue and while the addons load, at a cold login and
// after a /reload, and true from PLAYER_LOGIN's own handlers on.
//
// Check is two-step:
// 1. `[VAR_LOCAL_PLAYER_PTR]` non-NULL — the player aggregator
// struct has been allocated
// 2. `*(uint64*)(player + OFF_LOCAL_PLAYER_GUID)` non-zero — the
// character's GUID has been populated into the struct
//
// The pointer alone is too lax: the engine allocates the struct
// shortly before the character data lands, so there's a window where
// the pointer is non-NULL but the GUID is still zero. Most addons
// that check `IsLoggedIn` go straight to `UnitGUID("player")` next,
// and we don't want them to see GUID==nil right after IsLoggedIn
// reported true.
//
// 3.3.5 uses a single byte flag at `[0x00BD0793]` cleared on world
// entry — we couldn't pin down the analogous 1.12 flag (the engine
// path that signals event 253 wires through CVar-init machinery and
// doesn't map cleanly across the binary). The pointer+GUID check is
// the same effective signal: both flip together at the moment the
// player object is ready, and stay stable across zone transitions.
// 3.3.5's Script_IsLoggedIn is `!CGGameUI::m_loggingIn`: InitializeFrameXML
// sets m_loggingIn first thing, before FrameScript_Initialize and the addon
// load, and the enter cascade clears it just before it fires PLAYER_LOGIN.
// 1.12's arm byte 0x00B4E260 is the same flag but cannot be read the same
// way: the initializer sets it after the addons load (0x0049011D) and the
// cascade clears it after the fire (0x0049095E). So the flag here keeps
// 3.3.5's timing: the PLAYER_LOGIN call (CALL_ENTER_WORLD_FIRE_PLAYER_LOGIN)
// is redirected to set it before the event goes out, and the
// FrameScript_Initialize cleanup, which runs before every /reload and
// /logout, clears it. The player GUID is no answer: UnitGUID("player") serves
// the char-select GUID before the world loads, and on a /reload the live GUID
// is set while the addons load.
//
// `IsLoggingOut()` / `IsPlayerInWorld()` — in-game only, as in 4.3.4.
// IsLoggingOut is 4.3.4's ClientServices::Connection()->CharacterLoggingOut();
@@ -43,9 +36,9 @@
// CGGameUI::s_inWorld; 1.12's is VAR_IN_WORLD, with the same EnterWorld /
// LeaveWorld writers.
#include "Common.h"
#include "Game.h"
#include "Offsets.h"
#include "unit/Identity.h"
#include <cstdint>
@@ -53,8 +46,17 @@ namespace Player::LoginStatus {
namespace {
using FireEvent_t = void(__fastcall *)(int eventID);
bool g_loginFired = false; // PLAYER_LOGIN has fired for this UI instance
void __fastcall FirePlayerLogin(int eventID) {
g_loginFired = true;
reinterpret_cast<FireEvent_t>(Offsets::FUN_FIRE_EVENT_NO_ARGS)(eventID);
}
int __fastcall Script_IsLoggedIn(void *L) {
Game::Lua::PushBool(L, Unit::Identity::PlayerGuid() != 0);
Game::Lua::PushBool(L, g_loginFired);
return 1;
}
@@ -88,6 +90,8 @@ const Game::Doc::Function kIsPlayerInWorld{
"SystemGlobals"};
void RegisterInGame() {
Common::RedirectCall(Offsets::CALL_ENTER_WORLD_FIRE_PLAYER_LOGIN, Offsets::FUN_FIRE_EVENT_NO_ARGS,
reinterpret_cast<const void *>(&FirePlayerLogin));
Game::Lua::RegisterGlobalFunction("IsLoggedIn", &Script_IsLoggedIn);
Game::Lua::RegisterGlobalFunction("IsLoggingOut", &Script_IsLoggingOut, &kIsLoggingOut);
Game::Lua::RegisterGlobalFunction("IsPlayerInWorld", &Script_IsPlayerInWorld, &kIsPlayerInWorld);
@@ -97,9 +101,14 @@ void RegisterGlue() {
Game::Lua::RegisterGlueFunction("IsLoggedIn", &Script_IsLoggedIn);
}
void PrepareForReload() {
g_loginFired = false;
}
} // namespace
static const Game::ModuleAutoRegister _autoreg{&RegisterInGame};
static const Game::ReloadAutoRegister _reloadReg{&PrepareForReload};
static const Game::GlueModuleAutoRegister _gluereg{&RegisterGlue};
} // namespace Player::LoginStatus

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