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Author SHA1 Message Date
Brues 17f44f93f8 Add C_Item.GetEnchantInfo(enchantID)
Resolves an item-enchantment ID (the enchantID from
C_Item.GetWeaponEnchantInfo, and item permanent-enchant IDs) into its
SpellItemEnchantment.dbc record:

  { enchantID, name, effects = {{type,amount,arg},...}, spellID }

- name: localized display name ("Crusader", "Brilliant Mana Oil").
- effects: each active slot's ITEM_ENCHANTMENT_TYPE / amount / arg.
- spellID: convenience for spell-type enchants (1/3/7) — the proc/
  equip/use spellID, e.g. Crusader -> 20007 "Holy Strength", to chain
  into C_Spell.GetSpellDescription.

Record layout verified by parsing the on-disk DBC against known
records (Crusader 1900: type 1, arg 20007; Sharpened+3 id 13: type 2,
amount 3; Reinforced Armor+8 id 15: type 4, amount 8): Type[3]@+0x04,
Amount[3]@+0x10, EffectArg[3]@+0x28, Name[8]@+0x34. The engine's
by-ID readers only touch name/flags/condition, so the effect columns
couldn't be pinned from disassembly — the extracted dbc/ dump was the
oracle. Verified in-game across all three example enchants.

Placed in C_Item (not C_Spell): the id originates from
C_Item.GetWeaponEnchantInfo and the concept is an item enchantment.
Source-item is not derivable (no back-reference, no client reverse
index).
2026-06-23 02:00:52 -05:00
Brues 73d90107b0 Drop the redundant registration latch
The console registrar (FUN_0063F9E0) dedups by name, and we pass the
same string literal so its pointer-equality fast path makes a repeat
call a hard no-op. Verified in-game: after a logout→login cycle
(which re-fires the glue hook), ExportInterfaceFiles stays listed once
in `help debug` and still runs. The static latch was unnecessary.
2026-06-22 22:52:16 -05:00
Brues ed389591ac Register ExportInterfaceFiles once, at glue boot
Console commands are process-global and persist for the session, so a
single registration at glue boot (the earliest hook, fires at launch)
covers both the login console and in-world — confirmed in-game. Drop
the redundant in-game ModuleAutoRegister; it only ever hit the latch.
2026-06-22 22:45:17 -05:00
Brues 1867262cd9 Export Blizzard addons under Interface\AddOns
The AddOns\ skip dropped Blizzard's own MPQ-baked UI addons
(Blizzard_AuctionUI, Blizzard_TalentUI, …) — part of the stock UI
source. Loose on-disk addons are never in an archive listfile, so
nothing surfaces them (verified: both branches of FUN_00401470 walk
MPQ listfiles / an in-memory registered-file list, not the loose disk
dir); the skip was both wrong and unnecessary. Matches 4.3.4
(extension filter only, no path exclusion).
2026-06-22 22:38:05 -05:00
Brues 9b21f983b3 Add ExportInterfaceFiles console command
Backport of the 4.3.4 developer-console command: dumps Blizzard's UI
files out of the mounted MPQs to disk (`ExportInterfaceFiles code`
writes .lua/.xml/.toc/.xsd to BlizzardInterfaceCode\; `art` writes
.blp/.tga to BlizzardInterfaceArt\), preserving the Interface\ subtree
and skipping the user's own AddOns\.

- New src/interface/Export.cpp: enumerates each archive's (listfile)
  via the MPQ walker FUN_00401470, reads each entry through
  FUN_FILE_READ, and writes it out with Win32.
- New generic Game::Console facility (RegisterCommand / Write / Category
  enum) wrapping the engine's console-command registrar and output
  paths, so future commands register in one line.
- Offsets.h: FUN_MPQ_ENUM_FILES, FUN_CONSOLE_COMMAND_REGISTER,
  FUN_CONSOLE_WRITE; corrected FUN_FILE_READ to __stdcall and documented
  its archive-handle arg0.
- Docs: README "Console commands" section + docs/API.md "Console" entry.
2026-06-22 21:51:42 -05:00
Brues 3b729f08cb cleanup 2026-06-22 20:57:42 -05:00
Brues cdb3faa982 caching player guid 2026-06-22 18:55:20 -05:00
Brues bb79311556 add github repo to toc 2026-06-22 15:16:19 -05:00
Brues e881e18720 Fire PLAYER_STARTED_MOVING for both-mouse-button run
Holding both mouse buttons to run forward never fired
PLAYER_STARTED_MOVING. Ghidra trace of the input button handler
(FUN_00514840) shows that gesture drives the forward move directly at
the movement layer (FUN_005103e0) and explicitly clears the autorun
bit on the both-button press — so it sets none of the
INPUT_FLAGS_MOVING_ANY bits the mover-detection reads. (The Offsets.h
comment claiming the both-button combo sets autorun was wrong;
corrected.)

Detect it from the bit combo instead: both INPUT_FLAG_MOUSELOOK (RMB)
and INPUT_FLAG_FREE_LOOK (LMB) held means the engine is mouse-steering
the character forward. ORed into `moving`. Composes cleanly with the
TURNING/LOOKING latches (unchanged).
2026-06-22 12:51:30 -05:00
Brues ba4520493a Stop clobbering native FrameXML time globals; sort enUS locale
Stock 1.12.1 already defines DAYS_ABBR/HOURS_ABBR/MINUTES_ABBR/
SECONDS_ABBR (bare labels: "Day"/"Hr"/"Min"/"Sec") and the four
*_ONELETTER_ABBR. Our enUS.lua loads after FrameXML, so redefining
them with the modern "%d |4Day:Days;" format silently overwrote the
native values and broke any native/other-addon code reading the bare
labels.

Remove those redefinitions from enUS.lua (keep only the strings stock
genuinely lacks), and drop SecondsToTime / SecondsToTimeAbbrev /
FormatUnit from TimeUtil — they were the only consumers of the
modern-format _ABBR strings. SecondsToClock stays (uses the
stock-missing HOURS_MINUTES_SECONDS / MINUTES_SECONDS). Remaining
enUS entries sorted, all still have live consumers.
2026-06-22 12:19:26 -05:00
Brues dc80ade21b Add native GetPhysicalScreenSize + PixelUtil backport
`GetPhysicalScreenSize()` → (widthPixels, heightPixels). Modern WoW
added this native in 7.0; FrameXML's PixelUtil builds its entire
pixel↔UI-unit conversion on it (768/physicalHeight). 1.12 lacks it and
has no pre-parsed pixel-dimension global — GetScreenWidth/Height are
UI-space (UIParent aspect at [UIParent+0x7c]), and the engine only
holds the current mode as the gxResolution CVar string, sscanf'd on
demand by SetScreenResolution / display-init. So the native reads the
gxResolution CVar directly (FUN_FIND_CVAR, value at +0x20) and parses
"WIDTHxHEIGHT" — the same source pfUI's GetPerfectPixel uses. Verified
in-game: 2560x1080.

7.0 was the only binary exposing the function, but retail .text is
encrypted on disk so static decompilation yields garbage; derived the
implementation from the 1.12 binary instead.

Also backports FrameXML/PixelUtil.lua (SetPoint/SetSize/SetWidth/
SetHeight/SetStatusBarValue/Get*). Its math deps (Round/Lerp/
ClampedPercentageBetween) already live in MathUtil; it consumes the
native GetPhysicalScreenSize (no Lua polyfill).
2026-06-22 00:04:17 -05:00
Brues 6addd6d5b1 Add CastAtUnit / UseAtUnit — ground-target placement at a unit's feet
`C_Spell.CastAtUnit(spellID, unit)` and `C_Item.UseAtUnit(itemInfo,
unit)` are the unit-position analogs of the existing `…AtCursor` pair:
they commit the engine's in-flight ground-target placement at the
resolved unit's world position instead of the cursor raycast.
ClassicAPI's `/cast [@unit]` / `[@unit]` for AoE reticle spells and
on-use items. Verified in-game against "player", "target", and
"nameplate1".

Implementation reuses the cursor path's placement primitives:
- Extracted `Spell::AtCursor::DispatchSpellCast` + `CommitAtCoords`
  (explicit-coords commit, sharing the same placement-ready gate as
  the cursor `Resolve`).
- New header-only `Unit::Position` (vtable slot-5 `GetPosition` read);
  migrated `UnitInRange` onto it to drop the duplicate copy.

The unit is resolved before the cast/use is dispatched, so an absent
unit fails cleanly without arming placement mode or consuming the
item. Unknown token strings raise the engine's standard "Unknown unit"
error, matching `UnitHealth("garbage")`.
2026-06-21 23:36:19 -05:00
Brues 2576eb424e cleanup 2026-06-21 18:19:16 -05:00
Brues d80d87e28b Move FrameXML format-string globals to the locale layer
Source the strings FormattingUtil/TimeUtil consume (LARGE_NUMBER_SEPERATOR,
PERCENTAGE_STRING, GOLD/SILVER/COPPER_AMOUNT_SYMBOL, the time
abbreviations + D_* + *_ONELETTER_ABBR, clock formats) from Classic Era
enUS GlobalStrings and define them in locales/enUS.lua, which loads
before the Util files. `or`-guarded so any value the 1.12 client already
defines is preserved (the time abbrevs use |4 plural tokens, which 1.12
supports — our existing ITEMS_* strings already rely on |4).

The Util files no longer define these (single source of truth in the
locale layer); they retain only the non-locale numeric constants
(COPPER_PER_*, SECONDS_PER_*) and the formatting logic. FormatUnit still
inserts the count whether the unit string carries a %d or is a bare label.
2026-06-21 18:17:17 -05:00
Brues a0ebfe99b4 TimeUtil: fix SecondsToTime dropping the unit count
1.12's native unit-abbreviation globals (HOURS_ABBR, MINUTES_ABBR, …)
are bare labels ("Hr", "Min") with no %d placeholder, unlike modern's
"%d Hr". So string.format(HOURS_ABBR, n) returned just "Hr" — the count
was lost (SecondsToTime(3661) -> "Hr Min" instead of "1 Hr 1 Min").

Add a FormatUnit helper that string.formats when the unit string has a
%d and otherwise prepends "<count> ", so it's correct whether the global
is modern ("%d Hr") or a bare 1.12 label ("Hr"). Verified expectation:
SecondsToTime(3661) -> "1 Hr 1 Min".
2026-06-21 18:05:40 -05:00
Brues 2bc624c271 Backport FrameUtil / FormattingUtil / TimeUtil (FrameXML utils)
Proactive Tier-1 backports of the most widely-assumed FrameXML utility
globals, ported to Lua 5.0 (no `#`/`%`/string-method syntax; `%` ->
math.mod). Feasible subsets only:

- FrameUtil: RegisterFrameForEvents / UnregisterFrameForEvents,
  GetRootParent, SetParentMaintainRenderLayering, DoesAncestryInclude(Any).
  Omits the fade/flash helpers (native in 1.12) and the scale/layout/
  secure/RegisterUnitEvent helpers (APIs absent here).
- FormattingUtil: FormatLargeNumber, FormatPercentage, FormatFraction,
  SplitTextIntoLines, SplitTextIntoHeaderAndNonHeader, GetMoneyString.
  GetMoneyString uses text symbols (g/s/c) since coin texture markup
  doesn't render in 1.12; currency/cost helpers omitted.
- TimeUtil: SecondsToTime, SecondsToClock, SecondsToTimeAbbrev,
  ConvertSecondsToUnits, SecondsToMinutes/MinutesToSeconds + unit
  constants. Omits the modern SecondsFormatterMixin.

FrameXML format-string globals (LARGE_NUMBER_SEPERATOR, PERCENTAGE_STRING,
DAYS_ABBR, GOLD_AMOUNT_SYMBOL, …) are defined with `or` fallbacks so a
native/localized value wins when present and we degrade sanely otherwise.
Loaded after MathUtil so FormatPercentage's Round() is available.
2026-06-21 17:43:06 -05:00
Brues 39608efe75 correct aoe name binding var name 2026-06-21 17:28:18 -05:00
Brues af1d6d25a4 Fix color-table load order in the TOC, keep tables in Constants
Reverts the relocate-to-ColorUtil approach (b2db474): PLAYER_FACTION_COLORS
and BAG_ITEM_QUALITY_COLORS belong in Constants.lua, matching Blizzard's
own layout (its FrameXMLBase/Constants.lua references the named *_COLOR
objects directly).

Blizzard gets away with it via load order: the color objects are
materialized before its Constants loads. We now do the same — move
Mixin.lua + Color.lua above Constants.lua in the TOC, so Color.lua's
C_UIColor loop creates COMMON_GRAY_COLOR / PLAYER_FACTION_COLOR_* before
Constants.lua references them. Safe because Color.lua only depends on
Mixin.lua (+ the native ITEM_QUALITY_COLORS and the DLL's C_UIColor),
nothing else in the load chain; Constants.lua doesn't depend on the
utils that now follow it.
2026-06-21 17:23:51 -05:00
Brues 5efe47cc34 Fix empty PLAYER_FACTION_COLORS (load-order bug)
PLAYER_FACTION_COLORS was built in Constants.lua (loads early), but it
references the PLAYER_FACTION_COLOR_HORDE/ALLIANCE color objects that
Color.lua only materializes from C_UIColor at a later load step. So the
table captured nils -> ended up {}, and GetFactionColor always returned
nil. (Can't just reorder the TOC: Color.lua depends on ITEM_QUALITY_COLORS
from Constants.lua, so it's circular.)

Move the PLAYER_FACTION_COLORS construction to ColorUtil.lua, which loads
after Color.lua (and is where its only consumer, GetFactionColor, lives),
so the color objects exist by then. PLAYER_FACTION_GROUP stays in
Constants.lua (no such dependency).
2026-06-21 17:14:16 -05:00
Brues aacbc0d92c added missing faction globals 2026-06-21 17:11:21 -05:00
Brues 241a5befd2 Constants: define PLAYER_FACTION_GROUP (tag -> index map)
GetFactionColor needs the FrameXML PLAYER_FACTION_GROUP global (faction
tag -> 0/1 index) to pair with our PLAYER_FACTION_COLORS, but we only
shipped the latter, so the lookup always returned nil. Add
PLAYER_FACTION_GROUP next to it, matching Blizzard SharedConstants
({[0]="Horde",[1]="Alliance",Horde=0,Alliance=1}); `or`-guarded so a
native definition wins if present.
2026-06-21 17:10:56 -05:00
Brues edab1d1e2a Color/ColorUtil: backport remaining FrameXML helpers
Fills the gaps found diffing against Blizzard's reference (same class of
missing-global that broke tContains), porting to Lua 5.0:

Color.lua:
  - WrapTextInColor(text, color)
  - ColorMixin:IsRGBEqualTo (IsEqualTo now routes through it, per ref)
  - ColorMixin:GetHSL
  - ColorMixin:GenerateHexColorNoAlpha

ColorUtil.lua:
  - CreateColorFromRGBHexString / CreateColorFromRGBAHexString
  - IsRGBAEqualToColor
  - RGBToColorCode / RGBTableToColorCode
  - GetFactionColor (guarded: PLAYER_FACTION_GROUP/COLORS may be absent)

Color.lua and ColorUtil.lua now match the reference's function set. The
deliberately-skipped Secure* variants in Mixin/Pools (modern secure-
template machinery with no 1.12 equivalent) are left out.
2026-06-21 17:02:20 -05:00
Brues b55424bab6 TableUtil: fix tDeleteItem for Lua 5.0
tDeleteItem (added in 11191e8) used the 5.1 length operator `#tbl`, which
doesn't exist in 1.12's Lua 5.0. Swap both occurrences to tGetN(tbl)
(table.getn) to match the rest of the file.
2026-06-21 16:49:01 -05:00
Brues 11191e8d4c Added tContains and tDeleteItem 2026-06-21 16:44:49 -05:00
Brues 4263bae064 UnitChannelInfo: effective channel duration via engine helper
Channel end time read SpellDuration.dbc base directly; route it through
the engine's own duration helper FUN_006ea000 (base + level scaling +
duration SpellMod op 1, unit arg 0 = local player) — mirroring how the
cast time is sourced, so the channel bar matches the engine and any
per-level / talent duration is honored. Stock vanilla channels are
fixed-duration, so no change there (verified: Blizzard still 8s).

Completes the SpellMod op map derived this session: duration 1, range 5,
radius 6, cast time 10, cost 14.
2026-06-21 16:32:12 -05:00
Brues 6f928575fa Share PowerTypeToken via Unit::Power header
GetSpellPowerCost had a duplicate power-type -> token map. Promote the
existing UnitPowerType mapping out of Power.cpp's anonymous namespace
into a shared unit/Power.h (Unit::Power::PowerTypeToken) and have both
consumers use it. Out-of-range PowerType now reports "UNKNOWN" in
GetSpellPowerCost (was ""), matching UnitPowerType.
2026-06-21 16:26:39 -05:00
Brues 1aeafd41a7 IsUsableSpell: gate on effective mana cost, not base
The mana check read the base ManaCost (+0x80) directly, so a spell with
a cost-reduction talent was wrongly reported as unusable (noMana) when
the player's power sat between the reduced and base cost. Route it
through the engine's effective-cost helper FUN_006e31b0 (op-14 SpellMod +
descriptor power-cost mods + ManaCostPercent), with a base-cost fallback
if the engine can't resolve a cost.

Example: Blizzard base 1400, 3/3 Frost Channeling -> effective 1190; with
~1200 power the spell is now correctly usable instead of noMana.
2026-06-21 16:26:29 -05:00
Brues 3003b1129e Add C_Spell.GetSpellPowerCost(spellIdentifier)
Returns a SpellPowerCostInfo[] (one entry in vanilla — spells have a
single power cost), or nil for an unknown / no-cost spell. The `cost` is
the player-effective value via the engine's own cost helper FUN_006e31b0
(base + level + ManaCostPercent-of-resource + descriptor power-cost mods
+ the cost SpellMod, op 0xE) — so it matches what casting actually
deducts, talents included.

Verified in-game: Blizzard (10187) on a Mage with 3/3 Frost Channeling
returns cost 1190 = 1400 base x 0.85 (15% reduction).

Keeps C_Spell.GetSpellInfo's `cost` field as the base ManaCost (intrinsic
spell data); GetSpellPowerCost is the player-modified counterpart — same
base/modified split as GetSpellRadius. Calling the full engine helper
beats replicating op 14 via Spell::Mod, since the helper also folds in
the descriptor power-cost modifiers.

Fields: type (Enum.PowerType), name (power token), cost, minCost (==cost,
no optional cost in vanilla), costPercent, costPerSec 0, requiredAuraID 0,
hasRequiredAura false.

Docs: API.md section + README Spell row.
2026-06-21 16:20:42 -05:00
Brues bf9250141a Add UnitCastingInfo / CastingInfo / UnitChannelInfo / ChannelInfo (TODO #68)
Cast/channel info for the local player with full timing, plus channel
spellID/name/texture for any unit. Vanilla stores no cast times anywhere
readable (confirmed via the cross-binary technique: 3.3.5 reads them from
per-unit CGUnit fields that don't exist in 1.12), so the player's
cast/channel start/end are self-tracked on WorldTick:

- cast: VAR_CURRENT_CAST_SPELL 0->nonzero transition stamps startMs = now
  (FUN_OS_TICKCOUNT_MS) and endMs = now + effective cast time. The cast
  time comes from the engine's own helper FUN_006e3340 (base + level
  scaling + cast-time SpellMod op 10 + the caster's haste/cast-speed
  multiplier), the same one the engine cast-start uses -- so end time
  matches the cast bar, e.g. a talented Frostbolt reads 2.5s not 3.0s.
  Instant casts (cast time 0) and channels are filtered out.
- channel: player's broadcast UNIT_FIELD_CHANNEL_SPELL (+0x228),
  endMs = now + SpellDuration base ms.

FUN_OS_TICKCOUNT_MS shares GetTime()'s epoch (x0.001), so startMs/endMs
feed addon progress math directly. Other units: channel info from the
broadcast +0x228 field (no times, since per-unit start isn't tracked);
regular casts return nil (no vanilla data -- remote casts are transient
spell-visual objects, not a queryable record).

isTradeskill is real: the spell's SPELL_ATTR_TRADESPELL flag (Attributes
bit 0x20). Remaining placeholders: castID/castBarID nil, notInterruptible
false, delayTimeMs 0.

Verified in-game: Blizzard channel 8s, Conjure Food cast 3s, talented
Frostbolt 2.5s, correct icons/spellIDs, GetTime()*1000 between start/end;
isTradeskill true for Rough Blasting Powder (Engineering).

Docs: API.md sections + README Spell row; TODO #68 marked done.
2026-06-21 16:05:45 -05:00
Brues 3df21247a2 Add Spell::Mod (talent/item SpellMod) + GetSpellRadius modified return
GetSpellRadius now returns (baseRadius, modifiedRadius). modifiedRadius
applies the local player's talent/item radius modifiers; equal to base
when no modifier matches.

The modifier logic is extracted into a reusable Spell::Mod helper
(src/spell/Mod.{h,cpp}) since the same engine SpellMod mechanism drives
cast time, mana cost, duration, range, cooldown, etc. — only the op
differs. Spell::Mod::Apply(spellRecord, op, base) replicates
FUN_006e6b30/FUN_006e6bf0: gate on the spell's SpellFamilyName matching
the player's class family (ChrClasses.dbc[class]+0x3c), sum the player's
flat/percent tables (0x00CEAD60 / 0x00CECB30, stride 0x74) over the
spell's 64-bit SpellFamilyFlags, then (base + flat) * (100 + pct) * 0.01.
Inherently local-player-only — the client tracks spell mods for the
player alone.

Offsets: VAR_SPELLMOD_FLAT/PCT_TABLE, SPELLMOD_SLOT_STRIDE/COUNT,
SPELLMOD_OP_RADIUS, OFF_SPELL_RECORD_FAMILY_NAME/FLAGS/ATTRIBUTES_EX2,
SPELL_ATTR_EX2_NO_SPELL_MODS, OFF_CHRCLASSES_SPELL_FAMILY.

Verified in-game: Frost Nova (10230) -> (10, 10) without Arctic Reach,
(10, 12) with rank 2 (+20%). op 6 = radius confirmed via FUN_006e6350;
percent constant 0.01 confirmed from .rdata.
2026-06-21 15:01:58 -05:00
Brues 3b33a926ed Add GetSpellRadius (TODO #38)
C_Spell.GetSpellRadius(spellID) plus the vanilla-positional
GetSpellRadius(slot, bookType). Returns the spell's AOE radius in yards,
or nil for a non-AOE spell.

Radius is per-effect: Spell.dbc EffectRadiusIndex[3] at record +0x160
(verified via FUN_006e6350, which reads spellRec[+0x160]/[+0x164] for
effects 0/1), each resolving into SpellRadius.dbc (records 0x00C0D7B0,
count 0x00C0D7B4; base radius f32 at record +0x04). Returns the largest
base radius across the three effects. Base radius only — no caster-level
scaling, matching modern GetSpellRadius.

Dual signature mirrors SpellHasRange/GetSpellInfo: namespaced form takes
a spell identifier, the bare global takes a (slot, bookType) spellbook
position (bookType "pet" -> pet book, else player book).

Docs: API.md section + README Spell row; TODO #38 marked done.
2026-06-21 14:44:04 -05:00
Brues dfddf1698d Document GetSpellMechanicByID: list all 27 SpellMechanic.dbc rows
Replace the common-CC subset with the full SpellMechanic.dbc table
(ID + name) so the doc enumerates every value the function can return.
2026-06-21 13:54:57 -05:00
Brues 6308429b26 Document C_Spell.GetSpellMechanicByID
Add the API.md section (return contract, always-English rationale,
common mechanic IDs + the Sap/Gouge=14 vs nonexistent 30 caveat) and
the README Spell-row entry.
2026-06-21 13:53:48 -05:00
Brues 37e8b3242c Add C_Spell.GetSpellMechanicByID(spellID) -> (mechanicID, name)
Reads the spell-level Mechanic field straight out of Spell.dbc
(record +0x14) and resolves the name from SpellMechanic.dbc. Covers
every spell the client knows (not just the player's spellbook), with no
caching or network round-trip since the DBCs are resident from boot.
Replaces hand-maintained spellID -> mechanic tables addons keep because
vanilla exposes no Lua reader for the field (e.g. SuperCleveRoidMacros'
CCSpellMechanics, used for [cc:stun] conditionals).

Returns: nil for an invalid spellID; (0, nil) for a known spell with no
mechanic; (mechanicID, name) otherwise. The name is always the enUS
column (locale-independent) since it's a stable token consumers
string-match against; nil if the mechanic has no record / no English
name (numeric ID still returned).

Mechanic offset (+0x14) verified two ways: schema anchor off the
verified Attributes@+0x18, and FUN_006e9ca0 (mechanic-immunity check)
reading spellRec[+0x14] as the spell's mechanic. SpellMechanic.dbc name
at record +0x04 confirmed in-game: 118 -> (17,"polymorphed"),
339 -> (7,"rooted"), 133 -> (0,nil). The .dbc has 27 rows; only the
enUS name column is populated.
2026-06-21 13:50:45 -05:00
Brues bdc574d6ce slash commands are localized now 2026-06-21 01:43:08 -05:00
Brues 85e3f3c051 add /focus and /clearfocus 2026-06-21 01:31:14 -05:00
Brues ee2b4d22ac GetItemInfo failure fix
commit 52064f025188267ab44dae41af93261ae1bcfc03
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Thu Jun 18 23:33:09 2026 -0500

    Item cache: fast-fail server rejections; report pending overflow

    Two follow-ups to the WarmCache startup-latch fix.

    Failure fast-path: the escalation path used a no-op callback, so a
    server "no such item" reply (high-bit itemID — the FUN_0055BDB0 failure
    branch does NOT set the entry loaded flag) went undetected and the item
    waited out the full kMaxWaitTicks (~20s) before reporting failure.
    Replace it with ItemLoadCallback_Escalated, which marks the pending
    entry failed when the engine reports !success. A shared TryCompletePending
    helper resolves each entry either way (loaded -> success, failed ->
    failure) and is now used by both the response-handler sweep and the
    tick, so rejections fire in the same response. Genuinely lost queries
    (server silent) still fall back to the timeout.

    Overflow: Track now returns false when the pending set is full instead
    of silently dropping, and the explicit RequestLoadItemData/ByID Lua
    functions propagate that as their boolean return. Bump kMaxPending
    256 -> 512 since the unsettled window now also holds implicit warmups.

commit 797a73de44e6a4ceb0ac434944a137dcd47c18f3
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Thu Jun 18 23:24:04 2026 -0500

    Item cache: gate WarmCache behind a startup-settled latch

    The previous fix (ad13440) deferred only the explicit
    RequestLoadItemData path out of the engine startup window. The implicit
    WarmCache path — the GetItemInfo hook plus every GetItem* getter cache-
    miss warmup — still eagerly called CacheFetch(callback) with no gate, so
    it orphaned cache entries during the exact PLAYER_ENTERING_WORLD /
    addon-load window the original bug was about. pfQuest/Questie scan item
    data there, so those items stayed permanently nil for the session.

    WarmCache now gates on a one-way g_settled latch:
    - Pre-settle (startup): defer through the same pending set as
      RequestLoadItemData, tagged implicit so the response-handler sweep
      fires GET_ITEM_INFO_RECEIVED (not ITEM_DATA_LOAD_RESULT).
    - Post-settle: eager CacheFetch as before, for low-latency mid-session
      lookups.

    The latch flips true the moment the engine response handler fires (proof
    dispatch is live) or after kSettleTicks world ticks, whichever first.
    Per-process, not re-armed on relog (cold-WDB race is initial-login only).

    Unify both paths through Track(itemID, implicit); sweep and timeout fire
    the correct event by tag. Escalation now gates on g_settled instead of a
    fixed per-item tick count, draining the startup backlog as soon as it is
    safe. Bump kMaxPending 64 -> 256 to absorb the larger startup burst.
2026-06-18 23:34:37 -05:00
Brues 59a603f9b2 AoE Loot binding 2026-06-18 23:23:26 -05:00
Brues 0332e49ac2 UnitNameFromGUID: resolve via object manager + FUN_OBJECT_GET_NAME
The original implementation only consulted the SMSG_NAME_QUERY_RESPONSE-
fed player NameCache, which only populates for GUIDs the engine has
explicitly queried — so currently-synced players (just-targeted, in
view, etc.) typically miss until the engine sends a name query.

Switch to vanilla's own `Script_UnitName` path: resolve the GUID via
`FUN_CLNT_OBJ_MGR_OBJECT_PTR` with TYPEMASK_OBJECT, then call the
engine's polymorphic name getter `FUN_OBJECT_GET_NAME`. That routes
through the player NameCache AND the creature cache, so both player
and NPC GUIDs return real names for any currently-synced unit. Gate
on the "UNKNOWNOBJECT" / "Unknown Being" sentinels so non-unit
objects fall through. Persistent NameCache fallback kept for ex-units
that have left the engine's sync window.
2026-06-17 20:52:30 -05:00
Brues b1b564a533 Add UnitSubName(unit) — NPC subtitle / title text
Modern WoW returns the subtitle as UnitName's second return; vanilla
1.12's UnitName returns only one value, leaving no direct route to
the subtitle. UnitSubName reads it straight off the engine's creature
cache (`[unit + 0xB30] → [+0x10]`), no tooltip scrape required.

Returns nil for players, unsynced NPCs, and NPCs with no subtitle.
2026-06-17 20:34:53 -05:00
Brues 444875ae38 Add UnitNameFromGUID(guid) → (name, realm)
Modern backport that reuses GetPlayerInfoByGUID's lookup chain
(engine NameCache → persistent on-disk fallback) but pushes only
(name, realm) — narrower return shape for callers that only need
the name. realm is always "" in vanilla (single-realm, engine
doesn't populate per-player realm).
2026-06-17 20:16:25 -05:00
Brues a7ffe1c704 max stack size is the 7th return 2026-06-08 11:25:50 -05:00
Brues 9f75737882 GetSendMailItemLink / GetInboxItemLink 2026-06-07 23:45:14 -05:00
Brues 10d5790975 always load enUS strings as fallback 2026-06-07 19:09:10 -05:00
Brues b571483c5f AoE loot testing
commit 24ab88fac3c9da1d83e173aefacad92ad3b0ab2c
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Sun Jun 7 15:11:27 2026 -0500

    C_Loot docs

commit aca61c0cb7b90cb84c2d782490de38a2db099004
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Thu Jun 4 21:47:33 2026 -0500

    loot scan

commit bf44cb9acc07504336c54323074126738ed623a0
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Thu Jun 4 21:30:29 2026 -0500

    aoe loot test

commit 648cb053a9232ea9eef17e48ff45424c9eed5bbb
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Thu Jun 4 19:06:18 2026 -0500

    LootUnit/GetNearbyLootableUnits
2026-06-07 15:18:56 -05:00
Brues 0a79016b0f CI: split configure into tag/branch steps so branch builds don't pass branch name as tag
CMakeLists rejects CLASSICAPI_TAG values that aren't empty or
vMAJOR.MINOR.PATCH. Branch pushes were passing `github.ref_name`
(= the branch name, e.g. "master") and failing the regex.
2026-06-07 14:57:37 -05:00
Brues 3c4f24192a CI: build every push, release only on tag
Was tag-only. Now builds on every push to any branch, uploading the
DLL as a workflow artifact (ClassicAPI-<sha>, ~90-day retention) so
pre-release DLLs are downloadable from the run page without cutting
a tag. Tag pushes still build + stamp the embedded TOC version +
publish the GitHub release.

Renamed release.yml -> build.yml to match the broader role.
2026-06-07 14:54:10 -05:00
53 changed files with 5290 additions and 231 deletions
@@ -1,9 +1,9 @@
name: Release
name: Build
on:
push:
tags:
- 'v*'
branches: ['**']
tags: ['v*']
permissions:
contents: write
@@ -16,12 +16,8 @@ jobs:
with:
submodules: recursive
# Stamp the addon's TOC version from the tag (drops the leading `v`)
# BEFORE CMake configure, so the embed step picks up the stamped TOC.
# The DLL bundles AddOns/!!!ClassicAPI/ at build time — see the
# `embed_addon` custom command in CMakeLists.txt and the file-read
# hook in src/addons/Embedded.cpp.
- name: Stamp embedded TOC version
if: startsWith(github.ref, 'refs/tags/v')
shell: pwsh
run: |
$version = '${{ github.ref_name }}' -replace '^v',''
@@ -29,13 +25,26 @@ jobs:
(Get-Content $toc) -replace '^## Version:.*', "## Version: $version" |
Set-Content $toc
- name: Configure
- name: Configure (tag)
if: startsWith(github.ref, 'refs/tags/v')
run: cmake -B build -A Win32 "-DCLASSICAPI_TAG=${{ github.ref_name }}"
- name: Configure (branch)
if: "!startsWith(github.ref, 'refs/tags/v')"
run: cmake -B build -A Win32
- name: Build
run: cmake --build build --config Release
- name: Upload artifact
if: "!startsWith(github.ref, 'refs/tags/v')"
uses: actions/upload-artifact@v4
with:
name: ClassicAPI-${{ github.sha }}
path: build/Release/ClassicAPI.dll
- name: Release
if: startsWith(github.ref, 'refs/tags/v')
uses: softprops/action-gh-release@v2
with:
files: build/Release/ClassicAPI.dll
+7 -2
View File
@@ -3,19 +3,24 @@
## Notes: Library to emulate aspects of the modern WoW API on 1.12.1 / Lua 5.0.
## Version: DEV
## Author: Brues
## X-Website: https://github.com/brues-code/ClassicAPI
locales\locales.xml
Compat.lua
Util\Print.lua
Util\Mixin.lua
Util\Color.lua
Util\Constants.lua
Util\String.lua
Util\Mixin.lua
Util\TableUtil.lua
Util\MathUtil.lua
Util\PixelUtil.lua
Util\FrameUtil.lua
Util\FormattingUtil.lua
Util\TimeUtil.lua
Util\CallbackRegistry.lua
Util\GlobalCallbackRegistry.lua
Util\Color.lua
Util\ColorUtil.lua
Util\ItemLocation.lua
Util\EventUtil.lua
+42 -2
View File
@@ -10,11 +10,14 @@ function ColorMixin:OnLoad(r, g, b, a)
self:SetRGBA(r, g, b, a)
end
function ColorMixin:IsEqualTo(otherColor)
function ColorMixin:IsRGBEqualTo(otherColor)
return self.r == otherColor.r
and self.g == otherColor.g
and self.b == otherColor.b
and self.a == otherColor.a
end
function ColorMixin:IsEqualTo(otherColor)
return self:IsRGBEqualTo(otherColor) and self.a == otherColor.a
end
function ColorMixin:GetRGB()
@@ -52,6 +55,39 @@ function ColorMixin:GenerateHexColorMarkup()
return "|c"..self:GenerateHexColor()
end
function ColorMixin:GenerateHexColorNoAlpha()
return string.format("%.2x%.2x%.2x", self:GetRGBAsBytes())
end
function ColorMixin:GetHSL()
local r, g, b, a = self.r, self.g, self.b, self.a
local max, min = math.max(r, g, b), math.min(r, g, b)
local h, s, l
l = (max + min) / 2
if max == min then
h, s = 0, 0 -- achromatic
else
local d = max - min
if l > 0.5 then
s = d / (2 - max - min)
else
s = d / (max + min)
end
if max == r then
h = (g - b) / d
if g < b then
h = h + 6
end
elseif max == g then
h = (b - r) / d + 2
elseif max == b then
h = (r - g) / d + 4
end
h = h / 6
end
return h, s, l, a or 1
end
function ColorMixin:WrapTextInColorCode(text)
return WrapTextInColorCode(text, self:GenerateHexColor())
end
@@ -60,6 +96,10 @@ function WrapTextInColorCode(text, colorHexString)
return string.format("|c%s%s|r", colorHexString, text)
end
function WrapTextInColor(text, color)
return WrapTextInColorCode(text, color:GenerateHexColor())
end
function ColorMixin:WrapTextInColorTableCode(text)
return WrapTextInColorCode(text, self:GenerateHexColor())
end
+39 -1
View File
@@ -20,6 +20,24 @@ function CreateColorFromHexString(hexColor)
end
end
function CreateColorFromRGBAHexString(hexColor)
if string.len(hexColor) == 8 then
local r, g, b, a = ExtractColorValueFromHex(hexColor, 1), ExtractColorValueFromHex(hexColor, 3), ExtractColorValueFromHex(hexColor, 5), ExtractColorValueFromHex(hexColor, 7);
return CreateColor(r, g, b, a);
else
error("CreateColorFromRGBAHexString input must be hexadecimal digits in this format: RRGGBBAA.", 2);
end
end
function CreateColorFromRGBHexString(hexColor)
if string.len(hexColor) == 6 then
local r, g, b = ExtractColorValueFromHex(hexColor, 1), ExtractColorValueFromHex(hexColor, 3), ExtractColorValueFromHex(hexColor, 5);
return CreateColor(r, g, b, 1);
else
error("CreateColorFromRGBHexString input must be hexadecimal digits in this format: RRGGBB.", 2);
end
end
function CreateColorFromBytes(r, g, b, a)
return CreateColor(r / 255, g / 255, b / 255, a / 255);
end
@@ -31,6 +49,10 @@ function AreColorsEqual(left, right)
return left == right;
end
function IsRGBAEqualToColor(r, g, b, a, color)
return (color.r == r) and (color.g == g) and (color.b == b) and (color.a == a);
end
function GetClassColor(classFilename)
local color = RAID_CLASS_COLORS[classFilename];
if color then
@@ -46,7 +68,23 @@ end
function GetClassColoredTextForUnit(unit, text)
local _, classFilename = UnitClass(unit);
local color = GetClassColorObj(classFilename);
if (color) then
if (color) then
return color:WrapTextInColorCode(text);
end
end
function GetFactionColor(factionGroupTag)
-- Both PLAYER_FACTION_GROUP (tag -> index) and PLAYER_FACTION_COLORS
-- (index -> color) live in our Constants.lua. Guarded defensively in
-- case a client variant leaves one unset.
local group = PLAYER_FACTION_GROUP[factionGroupTag];
return PLAYER_FACTION_COLORS and PLAYER_FACTION_COLORS[group];
end
function RGBToColorCode(r, g, b)
return string.format("|cff%.2x%.2x%.2x", r * 255, g * 255, b * 255);
end
function RGBTableToColorCode(rgbTable)
return RGBToColorCode(rgbTable.r, rgbTable.g, rgbTable.b);
end
+13 -1
View File
@@ -106,8 +106,20 @@ BAG_ITEM_QUALITY_COLORS =
};
-- faction
PLAYER_FACTION_GROUP = { [0] = "Horde", [1] = "Alliance", Horde = 0, Alliance = 1 };
FACTION_LABELS = {
[0] = FACTION_HORDE,
[1] = FACTION_ALLIANCE,
};
FACTION_LABELS_FROM_STRING = {
["Horde"] = FACTION_HORDE,
["Alliance"] = FACTION_ALLIANCE,
}
PLAYER_FACTION_COLORS =
{
{
[0] = PLAYER_FACTION_COLOR_HORDE,
[1] = PLAYER_FACTION_COLOR_ALLIANCE,
};
@@ -0,0 +1,108 @@
-- Backport of FrameXML/FormattingUtil.lua (feasible subset) to vanilla
-- 1.12 / Lua 5.0.
--
-- 5.0 notes: no `#`/`%`/string-method syntax — uses string.*, math.mod.
-- The currency/cost helpers (C_CurrencyInfo etc.) are omitted. GetMoneyString
-- uses text symbols, not coin texture markup (markup doesn't render in 1.12).
--
-- The FrameXML format-string globals these functions consume
-- (LARGE_NUMBER_SEPERATOR, PERCENTAGE_STRING, GOLD_AMOUNT_SYMBOL, …) are
-- defined in the locale layer (locales/enUS.lua), which loads first.
COPPER_PER_SILVER = 100;
SILVER_PER_GOLD = 100;
COPPER_PER_GOLD = COPPER_PER_SILVER * SILVER_PER_GOLD;
function FormatLargeNumber(amount)
amount = tostring(amount);
local newDisplay = "";
local strlen = string.len(amount);
-- Insert a separator before each group of three trailing digits.
for i = 4, strlen, 3 do
newDisplay = LARGE_NUMBER_SEPERATOR ..
string.sub(amount, -(i - 1), -(i - 3)) .. newDisplay;
end
-- Prepend everything before the first separator.
local lead = (math.mod(strlen, 3) == 0) and 3 or math.mod(strlen, 3);
newDisplay = string.sub(amount, 1, lead) .. newDisplay;
return newDisplay;
end
function FormatPercentage(percentage, roundToNearestInteger)
if roundToNearestInteger then
percentage = Round(percentage * 100);
else
percentage = percentage * 100;
end
return string.format(PERCENTAGE_STRING, percentage);
end
function FormatFraction(numerator, denominator)
return string.format(GENERIC_FRACTION_STRING, numerator, denominator);
end
function SplitTextIntoLines(text, delimiter)
local lines = {};
local startIndex = 1;
local foundIndex = string.find(text, delimiter);
while foundIndex do
table.insert(lines, string.sub(text, startIndex, foundIndex - 1));
startIndex = foundIndex + 2;
foundIndex = string.find(text, delimiter, startIndex);
end
if startIndex <= string.len(text) then
table.insert(lines, string.sub(text, startIndex));
end
return lines;
end
function SplitTextIntoHeaderAndNonHeader(text)
local foundIndex = string.find(text, "|n");
local len = string.len(text);
if not foundIndex then
return text; -- no newline: whole thing is a header
elseif len == 2 then
return nil; -- the string was just a newline
elseif foundIndex == 1 then
return string.sub(text, 3); -- leading newline: rest is a header
elseif foundIndex == len - 1 then
return string.sub(text, 1, foundIndex - 1); -- trailing newline
else
return string.sub(text, 1, foundIndex - 1), string.sub(text, foundIndex + 2);
end
end
-- (money, separateThousands [, checkGoldThreshold, showZeroAsGold])
-- Text-symbol form ("12g 34s 56c"); the coin-texture form from the
-- reference is dropped since texture markup doesn't render in 1.12. The
-- checkGoldThreshold arg is accepted for signature compatibility but not
-- applied (it relied on modern Constants tables).
function GetMoneyString(money, separateThousands, checkGoldThreshold, showZeroAsGold)
local gold = math.floor(money / COPPER_PER_GOLD);
local silver = math.floor(math.mod(money, COPPER_PER_GOLD) / COPPER_PER_SILVER);
local copper = math.mod(money, COPPER_PER_SILVER);
local goldString = (separateThousands and FormatLargeNumber(gold) or tostring(gold)) ..
GOLD_AMOUNT_SYMBOL;
local silverString = silver .. SILVER_AMOUNT_SYMBOL;
local copperString = copper .. COPPER_AMOUNT_SYMBOL;
if showZeroAsGold and money == 0 then
return goldString;
end
local moneyString = "";
local separator = "";
if gold > 0 then
moneyString = goldString;
separator = " ";
end
if silver > 0 then
moneyString = moneyString .. separator .. silverString;
separator = " ";
end
if copper > 0 or moneyString == "" then
moneyString = moneyString .. separator .. copperString;
end
return moneyString;
end
+64
View File
@@ -0,0 +1,64 @@
-- Backport of FrameXML/FrameUtil.lua (core subset) to vanilla 1.12.
--
-- Only the dependency-light, commonly-called helpers are ported. Omitted:
-- - the fade/flash functions (UIFrameFade*/UIFrameFlash*) are already
-- native in 1.12.
-- - RegisterFrameForUnitEvents (no RegisterUnitEvent in 1.12), and the
-- scale/layout/secure/EventRegistry helpers (rely on APIs absent here).
FrameUtil = FrameUtil or {};
function FrameUtil.RegisterFrameForEvents(frame, events)
for i, event in ipairs(events) do
frame:RegisterEvent(event);
end
end
function FrameUtil.UnregisterFrameForEvents(frame, events)
for i, event in ipairs(events) do
frame:UnregisterEvent(event);
end
end
function FrameUtil.GetRootParent(frame)
local parent = frame:GetParent();
while parent do
local nextParent = parent:GetParent();
if not nextParent then
break;
end
parent = nextParent;
end
return parent;
end
-- Reparents while preserving the frame's render layering.
function FrameUtil.SetParentMaintainRenderLayering(frame, parent)
local origStrata = frame:GetFrameStrata();
local origFrameLevel = frame:GetFrameLevel();
frame:SetParent(parent);
frame:SetFrameStrata(origStrata);
frame:SetFrameLevel(origFrameLevel);
end
function DoesAncestryInclude(ancestry, frame)
if ancestry then
local currentFrame = frame;
while currentFrame do
if currentFrame == ancestry then
return true;
end
currentFrame = currentFrame:GetParent();
end
end
return false;
end
function DoesAncestryIncludeAny(ancestry, frames)
for _, frame in ipairs(frames) do
if DoesAncestryInclude(ancestry, frame) then
return true;
end
end
return false;
end
+86
View File
@@ -0,0 +1,86 @@
-- Backport of FrameXML/PixelUtil.lua to vanilla 1.12 / Lua 5.0.
--
-- PixelUtil snaps frame sizes/points to whole physical pixels so
-- borders and textures stay crisp at fractional UI scales. The table
-- ports verbatim — its only math deps (Round, Lerp,
-- ClampedPercentageBetween) all live in MathUtil, which loads first.
--
-- The one piece vanilla lacks is the native `GetPhysicalScreenSize()`
-- (added in 7.0). The ClassicAPI DLL provides it (see
-- src/screen/Info.cpp) by reading the engine's `gxResolution` CVar, so
-- it's a real global registered at engine boot — no Lua polyfill
-- needed here.
PixelUtil = {};
function PixelUtil.GetPixelToUIUnitFactor()
local physicalWidth, physicalHeight = GetPhysicalScreenSize();
return 768.0 / physicalHeight;
end
function PixelUtil.GetNearestPixelSize(uiUnitSize, layoutScale, minPixels)
if uiUnitSize == 0 and (not minPixels or minPixels == 0) then
return 0;
end
local uiUnitFactor = PixelUtil.GetPixelToUIUnitFactor();
local numPixels = Round((uiUnitSize * layoutScale) / uiUnitFactor);
if minPixels then
if uiUnitSize < 0.0 then
if numPixels > -minPixels then
numPixels = -minPixels;
end
else
if numPixels < minPixels then
numPixels = minPixels;
end
end
end
return numPixels * uiUnitFactor / layoutScale;
end
function PixelUtil.ConvertPixelsToUI(desiredPixels, layoutScale)
return PixelUtil.GetNearestPixelSize(desiredPixels, layoutScale);
end
function PixelUtil.ConvertPixelsToUIForRegion(desiredPixels, region)
return PixelUtil.GetNearestPixelSize(desiredPixels, region:GetEffectiveScale());
end
function PixelUtil.SetWidth(region, width, minPixels)
region:SetWidth(PixelUtil.GetNearestPixelSize(width, region:GetEffectiveScale(), minPixels));
end
function PixelUtil.SetHeight(region, height, minPixels)
region:SetHeight(PixelUtil.GetNearestPixelSize(height, region:GetEffectiveScale(), minPixels));
end
function PixelUtil.SetSize(region, width, height, minWidthPixels, minHeightPixels)
PixelUtil.SetWidth(region, width, minWidthPixels);
PixelUtil.SetHeight(region, height, minHeightPixels);
end
function PixelUtil.SetPoint(region, point, relativeTo, relativePoint, offsetX, offsetY, minOffsetXPixels, minOffsetYPixels)
region:SetPoint(point, relativeTo, relativePoint,
PixelUtil.GetNearestPixelSize(offsetX, region:GetEffectiveScale(), minOffsetXPixels),
PixelUtil.GetNearestPixelSize(offsetY, region:GetEffectiveScale(), minOffsetYPixels)
);
end
function PixelUtil.SetStatusBarValue(statusBar, value)
local width = statusBar:GetWidth();
if width and width > 0.0 then
local min, max = statusBar:GetMinMaxValues();
local percent = ClampedPercentageBetween(value, min, max);
if percent == 0.0 or percent == 1.0 then
statusBar:SetValue(value);
else
local numPixels = PixelUtil.GetNearestPixelSize(statusBar:GetWidth() * percent, statusBar:GetEffectiveScale());
local roundedValue = Lerp(min, max, numPixels / width);
statusBar:SetValue(roundedValue);
end
else
statusBar:SetValue(value);
end
end
+6 -2
View File
@@ -32,8 +32,12 @@ function PlayerUtil.GetCurrentSpeed()
return GetUnitSpeed("player") / 7 * 100
end
local playerGuid
function GetPlayerGuid()
return UnitGUID("player");
if not playerGuid then
playerGuid = UnitGUID("player")
end
return playerGuid
end
function IsPlayerGuid(guid)
@@ -43,4 +47,4 @@ end
function GetNameAndServerNameFromGUID(unitGUID)
local _, _, _, _, _, name = GetPlayerInfoByGUID(unitGUID);
return name, GetRealmName()
end
end
@@ -4,4 +4,22 @@ function RegisterNewSlashCommand(callback, command, commandAlias)
_G["SLASH_"..name.."1"] = "/"..command;
_G["SLASH_"..name.."2"] = "/"..commandAlias;
SlashCmdList[name] = callback;
end
end
SlashCmdList["FOCUS"] = function(msg)
if msg == "" then
FocusUnit();
else
FocusUnit(msg);
end
end
SlashCmdList["CLEARFOCUS"] = function(msg)
ClearFocus()
end
SlashCmdList["EQUIP_SET"] = function(msg)
if msg ~= "" then
C_EquipmentSet.UseEquipmentSet(C_EquipmentSet.GetEquipmentSetID(msg))
end
end
+21
View File
@@ -65,6 +65,18 @@ function CreateTableReverseEnumerator(tbl, minIndex, maxIndex)
return Enumerator, tbl, maxIndex
end
function tDeleteItem(tbl, item)
local size = tGetN(tbl);
local index = size;
while index > 0 do
if item == tbl[index] then
tRemove(tbl, index);
end
index = index - 1;
end
return size - tGetN(tbl);
end
function tIndexOf(tbl, item)
for i, v in ipairs(tbl) do
if item == v then
@@ -73,6 +85,15 @@ function tIndexOf(tbl, item)
end
end
function tContains(tbl, item)
for k, v in pairs(tbl) do
if item == v then
return true;
end
end
return false;
end
function TableUtil.ContainsAllKeys(lhsTable, rhsTable)
for key, _ in pairs(lhsTable) do
if rhsTable[key] == nil then
+41
View File
@@ -0,0 +1,41 @@
SECONDS_PER_MIN = 60;
SECONDS_PER_HOUR = 60 * SECONDS_PER_MIN;
SECONDS_PER_DAY = 24 * SECONDS_PER_HOUR;
SECONDS_PER_MONTH = 30 * SECONDS_PER_DAY;
SECONDS_PER_YEAR = 12 * SECONDS_PER_MONTH;
function SecondsToMinutes(seconds)
return seconds / SECONDS_PER_MIN;
end
function MinutesToSeconds(minutes)
return minutes * SECONDS_PER_MIN;
end
function ConvertSecondsToUnits(timestamp)
timestamp = math.max(timestamp, 0);
local days = math.floor(timestamp / SECONDS_PER_DAY);
timestamp = timestamp - (days * SECONDS_PER_DAY);
local hours = math.floor(timestamp / SECONDS_PER_HOUR);
timestamp = timestamp - (hours * SECONDS_PER_HOUR);
local minutes = math.floor(timestamp / SECONDS_PER_MIN);
timestamp = timestamp - (minutes * SECONDS_PER_MIN);
local seconds = math.floor(timestamp);
local milliseconds = timestamp - seconds;
return {
days = days,
hours = hours,
minutes = minutes,
seconds = seconds,
milliseconds = milliseconds,
};
end
function SecondsToClock(seconds, displayZeroHours)
local units = ConvertSecondsToUnits(seconds);
if units.hours > 0 or displayZeroHours then
return string.format(HOURS_MINUTES_SECONDS, units.hours, units.minutes, units.seconds);
else
return string.format(MINUTES_SECONDS, units.minutes, units.seconds);
end
end
+18 -5
View File
@@ -1,12 +1,25 @@
if GetLocale() ~= "enUS" then return end
BINDING_NAME_AOELOOT = "AoE Loot";
BINDING_NAME_FOCUSTARGET = "Focus Target";
BINDING_NAME_TARGETFOCUS = "Target Focus";
COPPER_AMOUNT_SYMBOL = "c";
FOCUSTARGET = "Focus Target";
ITEMS_VARIABLE_QUANTITY = "%d |4Item:Items;";
GENERIC_FRACTION_STRING = "%d/%d";
GOLD_AMOUNT_SYMBOL = "g";
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
ITEMS_EQUIPPED = "%d |4item:items; equipped";
ITEMS_IN_INVENTORY = "%d |4item:items; in inventory";
ITEM_SLOTS_IGNORED = "%d |4slot:slots; ignored";
ITEM_MISSING = "%s missing";
ITEMS_NOT_IN_INVENTORY = "%d |4item:items; missing";
ITEMS_VARIABLE_QUANTITY = "%d |4Item:Items;";
ITEM_MISSING = "%s missing";
ITEM_SLOTS_IGNORED = "%d |4slot:slots; ignored";
LARGE_NUMBER_SEPERATOR = ",";
MINUTES_SECONDS = "%.2d:%.2d";
PERCENTAGE_STRING = "%d%%";
SILVER_AMOUNT_SYMBOL = "s";
SLASH_CLEARFOCUS1 = "/clearfocus";
SLASH_CLEARFOCUS2 = "/clearfocus";
SLASH_EQUIP_SET1 = "/equipset";
SLASH_EQUIP_SET2 = "/equipset";
SLASH_FOCUS1 = "/focus";
SLASH_FOCUS2 = "/focus";
TARGETFOCUS = "Target Focus";
+2 -2
View File
@@ -1,6 +1,6 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/..\FrameXML\UI.xsd">
<Script file="deDE.lua"/>
<Script file="enUS.lua"/>
<Script file="enUS.lua"/>
<Script file="deDE.lua"/>
<Script file="esES.lua"/>
<Script file="frFR.lua"/>
<Script file="ruRU.lua"/>
+217
View File
@@ -0,0 +1,217 @@
-- AoE Loot Test
--
-- /aoeloot opens a picker window listing every item in every lootable
-- corpse within click range. Clicking a row hands the (guid, itemID)
-- pair to C_Loot.LootUnitItem and re-scans so the picker refreshes
-- with whatever's left.
--
-- Known visual: each scan opens / closes loot windows in rapid
-- succession, so the Blizzard LootFrame flickers during the scan. This
-- addon intentionally doesn't suppress that — the goal is to exercise
-- the C++ surface, not to ship polished UI.
local MAX_ROWS = 24
local RESCAN_DELAY = 0.3 -- seconds; lets LootUnitItem complete before re-scan
-- ---------- UI scaffolding ----------
-- Frame geometry. Height is recomputed dynamically per scan so the
-- window only takes up as much screen real estate as the result count
-- needs — see `ResizeForRows`.
local FRAME_WIDTH = 320
local HEADER_HEIGHT = 64 -- title + status + insets; minimum frame height
local ROW_HEIGHT = 22
local frame = CreateFrame("Frame", "AoELootTestFrame", UIParent)
frame:SetWidth(FRAME_WIDTH)
frame:SetHeight(HEADER_HEIGHT)
frame:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
frame:SetBackdrop({
bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background",
edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
tile = true, tileSize = 32, edgeSize = 32,
insets = { left = 11, right = 12, top = 12, bottom = 11 },
})
frame:SetMovable(true)
frame:EnableMouse(true)
frame:RegisterForDrag("LeftButton")
-- Vanilla 1.12 fires script handlers with the frame set as the global
-- `this`, not as a `self` arg to the function. Passing `frame.StartMoving`
-- directly (the modern shortcut) breaks because the C method has no
-- `self` to operate on. Wrap in closures so `this:method()` resolves
-- correctly inside the handler.
frame:SetScript("OnDragStart", function() this:StartMoving() end)
frame:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
frame:Hide()
local title = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
title:SetPoint("TOP", frame, "TOP", 0, -16)
title:SetText("AoE Loot")
local status = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
status:SetPoint("TOPLEFT", frame, "TOPLEFT", 18, -36)
status:SetText("")
local closeBtn = CreateFrame("Button", nil, frame, "UIPanelCloseButton")
closeBtn:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -6, -6)
-- ---------- Row pool ----------
local rows = {}
local function CreateRow(parent, idx)
local row = CreateFrame("Button", nil, parent)
row:SetWidth(290)
row:SetHeight(20)
row:SetPoint("TOPLEFT", parent, "TOPLEFT", 15,
-54 - (idx - 1) * ROW_HEIGHT)
local icon = row:CreateTexture(nil, "ARTWORK")
icon:SetWidth(18); icon:SetHeight(18)
icon:SetPoint("LEFT", row, "LEFT", 0, 0)
row.icon = icon
local text = row:CreateFontString(nil, "OVERLAY", "GameFontNormal")
text:SetPoint("LEFT", icon, "RIGHT", 6, 0)
text:SetPoint("RIGHT", row, "RIGHT", 0, 0)
text:SetJustifyH("LEFT")
row.text = text
local hl = row:CreateTexture(nil, "HIGHLIGHT")
hl:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight")
hl:SetBlendMode("ADD")
hl:SetAllPoints(row)
-- Tooltip on hover. The engine's native `SetHyperlink` does a
-- literal `SStrCmpI` of the input's first 5 chars against the
-- string `"item:"` at `.rdata` VA `0x00842D60` — anything that
-- starts with `|c...` (full link with color) or `|Hitem` (full
-- link without color) fails the prefix check with "Unknown link
-- type". Only the bare payload form survives.
--
-- We extract the payload from the engine's full link rather than
-- composing `item:ID:0:0:0` ourselves, so per-instance fields
-- (enchant / random-suffix / unique) survive round-trip and
-- "Stringy Wolf Meat of the Bear" tooltips correctly instead of
-- collapsing to the un-suffixed itemID.
row:SetScript("OnEnter", function()
if this.payload then
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetHyperlink(this.payload)
GameTooltip:Show()
end
end)
row:SetScript("OnLeave", function() GameTooltip:Hide() end)
row:Hide()
return row
end
for i = 1, MAX_ROWS do
rows[i] = CreateRow(frame, i)
end
-- ---------- Render ----------
-- Tail of a GUID string — last 4 hex chars of the low dword. Lets the
-- user tell apart two rows of "Stringy Wolf Meat x1" coming from
-- different corpses, without occupying a whole column with the full
-- 16-digit GUID.
local function ShortGuidSuffix(guid)
return "[.." .. string.sub(guid, -4) .. "]"
end
-- Extract the `item:ID:enchant:suffix:unique` payload out of the
-- engine's full link string (`|cff...|Hitem:...|h[Name]|h|r`).
-- Vanilla `SetHyperlink` requires the input to start literally with
-- `"item:"` — so we can't pass the full link, but we also can't drop
-- the per-instance fields (random suffix is what distinguishes "of
-- the Bear" from "of the Eagle" on otherwise identical itemIDs).
-- Returns the payload, or nil if extraction fails.
local function PayloadFromLink(link)
if not link then return nil end
return string.match(link, "|H(item:[^|]+)|h")
end
local function ClearRows()
for i = 1, MAX_ROWS do
rows[i]:Hide()
rows[i]:SetScript("OnClick", nil)
rows[i].payload = nil
end
end
local function PopulateRows(results)
local idx = 0
for _, corpse in ipairs(results) do
for _, item in ipairs(corpse.items) do
idx = idx + 1
if idx > MAX_ROWS then break end
local row = rows[idx]
local name, _, _, _, _, _, _, _, icon = GetItemInfo(item.itemID)
row.icon:SetTexture(icon or "Interface\\Icons\\INV_Misc_QuestionMark")
local label = name or ("Item #" .. item.itemID)
if item.count and item.count > 1 then
label = label .. " x" .. item.count
end
label = label .. " " .. ShortGuidSuffix(corpse.guid)
row.text:SetText(label)
row.payload = PayloadFromLink(item.link) -- for OnEnter tooltip
local guid, itemID = corpse.guid, item.itemID
row:SetScript("OnClick", function()
C_Loot.LootUnitItem(guid, itemID)
C_Timer.After(RESCAN_DELAY, function()
if frame:IsShown() then C_Loot.ScanNearbyLoot() end
end)
end)
row:Show()
end
if idx > MAX_ROWS then break end
end
for i = idx + 1, MAX_ROWS do rows[i]:Hide() end
local shown
if idx == 0 then
status:SetText("Nothing lootable in range.")
shown = 0
elseif idx > MAX_ROWS then
status:SetText(MAX_ROWS .. "+ items (showing first " .. MAX_ROWS .. ")")
shown = MAX_ROWS
else
status:SetText(idx .. " item(s) available")
shown = idx
end
frame:SetHeight(HEADER_HEIGHT + shown * ROW_HEIGHT)
end
-- ---------- Scan trigger ----------
local function StartScan()
status:SetText("Scanning...")
ClearRows()
frame:SetHeight(HEADER_HEIGHT) -- collapse while we wait for results
if not C_Loot.ScanNearbyLoot() then
status:SetText("Scan busy or not in world.")
end
end
-- ---------- Event wiring ----------
local evt = CreateFrame("Frame")
evt:RegisterEvent("LOOT_SCAN_COMPLETED")
evt:SetScript("OnEvent", function()
-- Race guard: a delayed scan may complete after the user closed
-- the picker. Just drop the result rather than re-showing.
if not frame:IsShown() then return end
PopulateRows(C_Loot.GetLastScanResults())
end)
-- ---------- Slash command ----------
RegisterNewSlashCommand(function()
if frame:IsShown() then
StartScan() -- already open → just refresh
else
frame:Show()
StartScan()
end
end, "aoeloot", "aoe")
+7
View File
@@ -0,0 +1,7 @@
## Interface: 11200
## Title: AoE Loot Test
## Notes: Test bed for ClassicAPI's C_Loot.ScanNearbyLoot / LootUnitItem. /aoeloot
## Dependencies: !!!ClassicAPI
## Version: DEV
AoELootTest.lua
+19 -4
View File
@@ -38,21 +38,24 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [Hooks](docs/API.md#hooks) | `hooksecurefunc` |
| [Input](docs/API.md#input) | `IsLeftAltKeyDown`, `IsLeftControlKeyDown`, `IsLeftShiftKeyDown`, `IsModifierKeyDown`, `IsMouseButtonDown`, `IsRightAltKeyDown`, `IsRightControlKeyDown`, `IsRightShiftKeyDown` |
| [Instance](docs/API.md#instance) | `GetInstanceInfo` |
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.GetItemCount`, `C_Item.GetItemFamily`, `C_Item.GetItemGUID`, `C_Item.GetItemIcon`, `C_Item.GetItemIconByID`, `C_Item.GetItemID`, `C_Item.GetItemInfoInstant`, `C_Item.GetItemInventoryType`, `C_Item.GetItemInventoryTypeByID`, `C_Item.GetItemLink`, `C_Item.GetItemLocation`, `C_Item.GetItemMaxStackSize`, `C_Item.GetItemMaxStackSizeByID`, `C_Item.GetItemName`, `C_Item.GetItemNameByID`, `C_Item.GetItemQuality`, `C_Item.GetItemQualityByID`, `C_Item.GetItemSellPrice`, `C_Item.GetItemSellPriceByID`, `C_Item.GetItemSetID`, `C_Item.GetItemSetIDByID`, `C_Item.GetItemSetInfo`, `C_Item.GetItemSpell`, `C_Item.GetItemUniqueness`, `C_Item.GetItemUniquenessByID`, `C_Item.GetStackCount`, `C_Item.GetWeaponEnchantInfo`, `C_Item.IsBound`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.UnlockAllItems`, `C_Item.UnlockItem`, `C_Item.RequestLoadItemData`, `C_Item.RequestLoadItemDataByID`, `C_Item.UseAtCursor`, `C_Item.UseItemByName`, `GetAuctionItemID`, `GetAuctionSellItemID`, `GetAverageItemLevel`, `GetCraftReagentItemID`, `GetInboxItemID`, `GetInventoryItemDurability`, `GetInventoryItemID`, `GetInventoryItemsForSlot`, `GetInventoryItemRepairCost`, `GetItemIcon`, `GetLootRollItemID`, `GetLootSlotItemID`, `GetMerchantItemID`, `GetQuestItemID`, `GetQuestLogItemID`, `GetTradePlayerItemID`, `GetTradeSkillItemID`, `GetTradeSkillReagentItemID`, `GetTradeTargetItemID`, `OffhandHasWeapon` |
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.GetEnchantInfo`, `C_Item.GetItemCount`, `C_Item.GetItemFamily`, `C_Item.GetItemGUID`, `C_Item.GetItemIcon`, `C_Item.GetItemIconByID`, `C_Item.GetItemID`, `C_Item.GetItemInfoInstant`, `C_Item.GetItemInventoryType`, `C_Item.GetItemInventoryTypeByID`, `C_Item.GetItemLink`, `C_Item.GetItemLocation`, `C_Item.GetItemMaxStackSize`, `C_Item.GetItemMaxStackSizeByID`, `C_Item.GetItemName`, `C_Item.GetItemNameByID`, `C_Item.GetItemQuality`, `C_Item.GetItemQualityByID`, `C_Item.GetItemSellPrice`, `C_Item.GetItemSellPriceByID`, `C_Item.GetItemSetID`, `C_Item.GetItemSetIDByID`, `C_Item.GetItemSetInfo`, `C_Item.GetItemSpell`, `C_Item.GetItemUniqueness`, `C_Item.GetItemUniquenessByID`, `C_Item.GetStackCount`, `C_Item.GetWeaponEnchantInfo`, `C_Item.IsBound`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.UnlockAllItems`, `C_Item.UnlockItem`, `C_Item.RequestLoadItemData`, `C_Item.RequestLoadItemDataByID`, `C_Item.UseAtCursor`, `C_Item.UseAtUnit`, `C_Item.UseItemByName`, `GetAuctionItemID`, `GetAuctionSellItemID`, `GetAverageItemLevel`, `GetCraftReagentItemID`, `GetInboxItemID`, `GetInventoryItemDurability`, `GetInventoryItemID`, `GetInventoryItemsForSlot`, `GetInventoryItemRepairCost`, `GetItemIcon`, `GetLootRollItemID`, `GetLootSlotItemID`, `GetMerchantItemID`, `GetQuestItemID`, `GetQuestLogItemID`, `GetTradePlayerItemID`, `GetTradeSkillItemID`, `GetTradeSkillReagentItemID`, `GetTradeTargetItemID`, `OffhandHasWeapon` |
| [Loot](docs/API.md#loot) | `C_Loot.GetNearbyLootableUnits`, `C_Loot.GetLastScanResults`, `C_Loot.IsScanInProgress`, `C_Loot.LootUnit`, `C_Loot.LootUnitItem`, `C_Loot.ScanNearbyLoot` |
| [Macros](docs/API.md#macros) | `GetLooseMacroIcons`, `GetLooseMacroItemIcons`, `GetMacroIcons`, `GetMacroItemIcons`, `GetMacroSpell` |
| [Mail](docs/API.md#mail) | `GetInboxItemLink`, `GetSendMailItemLink` |
| [Map](docs/API.md#map) | `C_Map.GetBestMapForUnit` |
| [MerchantFrame](docs/API.md#merchantframe) | `C_MerchantFrame.GetBuybackItemID`, `C_MerchantFrame.GetItemInfo`, `C_MerchantFrame.GetNumJunkItems`, `C_MerchantFrame.IsMerchantItemRefundable`, `C_MerchantFrame.IsSellAllJunkEnabled`, `C_MerchantFrame.SellAllJunkItems` |
| [NamePlate](docs/API.md#nameplate) | `C_NamePlate.GetNamePlateForGUID`, `C_NamePlate.GetNamePlateForUnit`, `C_NamePlate.GetNamePlateGUIDs`, `C_NamePlate.GetNamePlates` |
| [NameCache](docs/API.md#namecache) | `C_CreatureInfo.GetCreatureID`, `C_PlayerCache.GetPlayerInfoByName`, `C_PlayerCache.IsEnabled`, `C_PlayerCache.IsScanEnabled`, `C_PlayerCache.RememberPlayer`, `C_PlayerCache.SetEnabled`, `C_PlayerCache.SetScanEnabled`, `C_PlayerInfo.GUIDIsCreature`, `C_PlayerInfo.GUIDIsGameObject`, `C_PlayerInfo.GUIDIsPet`, `C_PlayerInfo.GUIDIsPlayer`, `GetPlayerInfoByGUID` |
| [NameCache](docs/API.md#namecache) | `C_CreatureInfo.GetCreatureID`, `C_PlayerCache.GetPlayerInfoByName`, `C_PlayerCache.IsEnabled`, `C_PlayerCache.IsScanEnabled`, `C_PlayerCache.RememberPlayer`, `C_PlayerCache.SetEnabled`, `C_PlayerCache.SetScanEnabled`, `C_PlayerInfo.GUIDIsCreature`, `C_PlayerInfo.GUIDIsGameObject`, `C_PlayerInfo.GUIDIsPet`, `C_PlayerInfo.GUIDIsPlayer`, `GetPlayerInfoByGUID`, `UnitNameFromGUID` |
| [Quest](docs/API.md#quest) | `C_QuestLog.GetQuestDetails`, `C_QuestLog.GetQuestIDForLogIndex`, `C_QuestLog.GetTitleForQuestID`, `C_QuestLog.IsOnQuest`, `C_QuestLog.IsQuestDataCachedByID`, `C_QuestLog.IsUnitOnQuest`, `C_QuestLog.RequestLoadQuestByID`, `GetQuestLogLeaderBoardID` |
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellName`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.SpellHasRange`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellInfo`, `GetSpellLink`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
| [Screen](docs/API.md#screen) | `GetPhysicalScreenSize` |
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.SpellHasRange`, `CancelSpellByName`, `CastingInfo`, `CastSpellNoToggle`, `ChannelInfo`, `GetCraftSpellID`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange`, `UnitCastingInfo`, `UnitChannelInfo` |
| [SpellBook](docs/API.md#spellbook) | `C_SpellBook.GetCurrentLevelSpells`, `C_SpellBook.GetSpellLevelLearned`, `C_SpellBook.GetSpellSkillLine`, `C_SpellBook.IsAutoAttackSpellBookItem`, `C_SpellBook.IsRangedAutoAttackSpellBookItem`, `FindSpellBookSlotByID` |
| [State](docs/API.md#state) | `CancelShapeshiftForm`, `Dismount`, `GetMirrorTimerInfo`, `GetMirrorTimerProgress`, `GetShapeshiftFormID`, `IsAssistingRitual`, `IsFalling`, `IsInGroup`, `IsInRaid`, `IsLoggedIn`, `IsMounted`, `IsStealthed`, `IsSwimming` |
| [Table](docs/API.md#table) | `table.wipe` |
| [Talent](docs/API.md#talent) | `GetTalentIDByIndex`, `GetTalentSpellID` |
| [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` |
| [UIColor](docs/API.md#uicolor) | `C_UIColor.GetColors` (backports `GlobalColor.dbc`; companion addon wraps each row with `ColorMixin` and assigns `_G[baseTag]` + `_G[baseTag.."_CODE"]`) |
| [Unit](docs/API.md#unit) | `GetUnitSpeed`, `UnitClassBase`, `UnitGUID`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsPossessed`, `UnitPower`, `UnitPowerMax`, `UnitPowerType`, `UnitRaceBase`, `UnitStandState`, `UnitTokenFromGUID` |
| [Unit](docs/API.md#unit) | `GetUnitSpeed`, `UnitClassBase`, `UnitGUID`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsPossessed`, `UnitPower`, `UnitPowerMax`, `UnitPowerType`, `UnitRaceBase`, `UnitStandState`, `UnitSubName`, `UnitTokenFromGUID` |
| [UnitAuras](docs/API.md#unitauras) | `C_UnitAuras.GetAuraDataByIndex`, `C_UnitAuras.GetAuraDataBySpellName`, `C_UnitAuras.GetAuraDispelTypeColor`, `C_UnitAuras.GetBuffDataByIndex`, `C_UnitAuras.GetDebuffDataByIndex`, `C_UnitAuras.GetPlayerAuraBySpellID`, `C_UnitAuras.GetUnitAuraBySpellID`, `C_UnitAuras.GetUnitAuras` |
### GlueXML calls
@@ -86,6 +89,17 @@ functions, just behavior the stock 1.12 engine didn't have. See the
| `CastSpellByName("<spellID>")` | Same — numeric strings resolve through the engine's name resolver |
| `CastSpellNoToggle("<name>")` in a macro | Engine's macro parser now recognizes it as a primary-spell line, so the macro slot in an addon like pfUI highlights when its spell is auto-repeating or its self-aura is active |
### Console commands
Registered on the engine's developer console (the `~` console available
when launching with `-console`), not as Lua functions. See the
[Console section in the Lua reference](docs/API.md#console) for details.
| Command | What it does |
|---------|--------------|
| `ExportInterfaceFiles code` | Extracts Blizzard's UI source (`.lua`/`.xml`/`.toc`/`.xsd`) from the MPQs to `BlizzardInterfaceCode\` |
| `ExportInterfaceFiles art` | Extracts Blizzard's UI art (`.blp`/`.tga`) from the MPQs to `BlizzardInterfaceArt\` |
### Events
| Event | Payload |
@@ -99,6 +113,7 @@ functions, just behavior the stock 1.12 engine didn't have. See the
| `GLOBAL_MOUSE_UP` | `button` |
| `HEARTHSTONE_BOUND` | *(none)* |
| `ITEM_DATA_LOAD_RESULT` | `itemID, success` |
| `LOOT_SCAN_COMPLETED` | *(none)* |
| `MODIFIER_STATE_CHANGED` | `keyName, down` |
| `NAME_PLATE_CREATED` | `nameplateFrame` |
| `NAME_PLATE_UNIT_ADDED` | `unitToken` ("nameplateN") |
+62 -48
View File
@@ -782,24 +782,28 @@ The probe helpers (`_classicapi_ProbeSpellRecord`,
`_classicapi_FindSpellField`) were temporarily exposed to derive the
offset and removed in the same commit that shipped `GetSpellSchool`.
## 38. `GetSpellRadius(spellID)` — easy
## ~~38. `GetSpellRadius(spellID)`~~ — DONE
Returns the AOE radius in yards, or `nil` for non-AOE spells.
`Spell.dbc` has a `SpellRadiusIndex` field that points into
`SpellRadius.dbc` (instance at `0x00C0D7A8` per `docs/DBCs.md`,
already wired up via `VAR_SPELL_RANGE_RECORDS`-style helpers in
`src/spell/Info.cpp`).
Shipped in [src/spell/Radius.cpp](src/spell/Radius.cpp) as
`C_Spell.GetSpellRadius(spellID)` plus the vanilla-positional
`GetSpellRadius(slot, bookType)`. Returns `(baseRadius, modifiedRadius)`,
or `nil` for non-AOE spells. `modifiedRadius` applies the local player's
talent/item radius mods (e.g. Arctic Reach) via the shared `Spell::Mod`
helper — verified in-game: Frost Nova (10230) → `10, 10` without Arctic
Reach, `10, 12` with rank 2 (+20%).
Stride and field layout for `SpellRadius.dbc`: needs derivation
(should be `{id, radius_min, radius, radius_max}` per the public
schema, but verify). Sub-DBC lookup pattern matches what
`LookupSubRecord` already does in `Info.cpp` for icon / cast time /
range.
The radius is **per-effect**, not a single spell-level field: `Spell.dbc`
has `EffectRadiusIndex[3]` at record `+0x160` (verified by decompiling
`FUN_006e6350`, which reads `spellRec[+0x160]`/`[+0x164]` for effects
0/1). Each non-zero index resolves into `SpellRadius.dbc` (records
`0x00C0D7B0`, count `0x00C0D7B4`), record shape
`{ id@+0, radius@+4 (f32), radiusPerLevel@+8 (f32), ... }`. We return the
largest base radius across the three effects. Base radius only — the
engine adds `radiusPerLevel * casterLevel`, but that needs a unit context
and modern `GetSpellRadius` reports the base value.
Useful for AOE damage trackers, ground-effect addons, and any aura
library that wants to render an indicator radius. Modern WoW exposes
this via `GetSpellRadius` (deprecated) or returns from
`C_Spell.GetSpellInfo`.
See `OFF_SPELL_RECORD_EFFECT_RADIUS_INDEX`, `VAR_SPELL_RADIUS_RECORDS`,
`OFF_SPELL_RADIUS_VALUE` in [src/Offsets.h](src/Offsets.h).
## ~~39. `GetFactionParentID(factionID)`~~ — DONE
@@ -2309,45 +2313,55 @@ that want this behavior on Octo-style multi-DLL clients can
fall back to debouncing `BAG_UPDATE` themselves via an
`OnUpdate` timer.
## 68. `UnitChannelInfo(unit)` / `UnitCastingInfo(unit)` — medium
## ~~68. `UnitChannelInfo(unit)` / `UnitCastingInfo(unit)`~~ — DONE
Modern signatures return `(name, _, texture, startMs, endMs, _, _,
spellID)` for the unit's currently channeled / cast spell. 1.12
exposes nothing equivalent — the closest is `SPELLCAST_CHANNEL_*`
events, which only fire for the local player and don't carry
spellID payloads.
Shipped in [src/spell/Cast.cpp](src/spell/Cast.cpp): `UnitCastingInfo`,
`CastingInfo`, `UnitChannelInfo`, `ChannelInfo`. Verified in-game —
Blizzard channel `(…, 907894314, 907902314, …, 10187)` (8s), Conjure Food
cast `(…, 907928268, 907931268, …, 28612)` (3s), `GetTime()*1000` falls
between start/end.
The data is sitting in the broadcast descriptor:
**The start/end-time hunt resolved with a firm negative**, confirmed via
the cross-binary technique. 3.3.5's `Script_UnitCastingInfo`
(`0x00611DF0`) / `Script_UnitChannelInfo` (`0x00612090`) read cast times
from **per-unit CGUnit fields** (cast `+0xa6c/+0xa78/+0xa7c`, channel
`+0xa80/+0xa84/+0xa88`) — TBC/WotLK additions that don't exist in the
1.12 CGUnit (the tell: 1.12's *player* cast spellID is a global,
`VAR_CURRENT_CAST_SPELL`, not a unit field). 1.12 stores no cast times
anywhere readable; the cast bar is Lua-driven off `SPELLCAST_START`, and
remote units' casts are transient spell-visual objects
(`FUN_0060d7c0`), not a queryable record. The cast-timer globals at
`0x00cee8d4..e4` are a shared visual-system slot (written for *any*
channeling unit via `FUN_00612a30 → FUN_0060d7c0`), so they're not
player-safe.
- `UNIT_FIELD_CHANNEL_SPELL` at descriptor `+0x228` (already in
`Offsets.h` as `OFF_UNIT_FIELD_CHANNEL_SPELL`). Verified via the
warlock/clicker/fishing diffs in the `IsAssistingRitual` session
— non-zero = currently channeling that spell.
- `UNIT_FIELD_CHANNEL_OBJECT` at descriptor `+0x38/+0x3C`
(`OFF_UNIT_FIELD_CHANNEL_OBJECT`). 64-bit GUID of the channel
target — bobber for fishing, lock for lockpicking, etc. Zero for
channels that don't bind to a GameObject (warlock spells, Ritual
of Summoning).
So timing is **self-tracked for the local player** on `WorldTick`:
- cast: `VAR_CURRENT_CAST_SPELL` 0→nonzero → `startMs = FUN_OS_TICKCOUNT_MS`,
`endMs = start + SpellCastTimes base ms`. Instant casts (cast time 0)
and channels are filtered out of the cast path.
- channel: player's broadcast `UNIT_FIELD_CHANNEL_SPELL` (`+0x228`),
`endMs = start + SpellDuration base ms`.
That gives us spellID immediately, and `name` + `texture` via the
existing `GetSpellInfo(spellID)` chain. Worth shipping a partial
function that omits the `startMs`/`endMs` returns and let callers
do their own duration estimation off `SPELLCAST_CHANNEL_START` —
or hunt for the per-unit cast-time fields the engine uses for the
local castbar.
`FUN_OS_TICKCOUNT_MS` shares `GetTime()`'s epoch (×0.001), so the ms
values feed addon progress math directly. Other units: channel
spellID/name/texture from the broadcast `+0x228` (no times); regular
casts return nil (no vanilla data).
What's missing for the full modern signature: the start/end-time
fields. The local player has `Script_SpellStopCasting`-adjacent
state at fixed VAs (`m_castingSpellId`, `m_castStartMs`,
`m_castEndMs`) — but for *other* units we'd need to either find
broadcast UpdateFields holding the same, or compute end-time on
the client from `Spell.dbc`'s cast time when we see a fresh
UNIT_FIELD_CHANNEL_SPELL value. The 5.4.8/3.3.5 binaries are the
right next stop for this.
`isTradeskill` is real — `SPELL_ATTR_TRADESPELL` (Attributes bit 0x20,
the version-stable bit 3.3.5's Script_UnitCastingInfo reads). Verified:
Rough Blasting Powder (Engineering) → true, Conjure Food → false.
Companion field to investigate while we're in here: `desc 0x1320`
captures the *prior* channeled spellID after the channel ends —
see entry #71 for what that's about.
Cast time is the **effective** time, not base: we call the engine's
cast-time helper `FUN_006e3340` (base + level scaling + cast-time SpellMod
op 10 + the caster's haste/cast-speed multiplier at descriptor +0x22c) —
the same helper the engine's own cast-start uses, so our end time matches
the cast bar. Verified: talented Frostbolt (Improved Frostbolt -0.5s)
reads 2.5s, not the 3.0s base. (Calling the helper beats replicating op 10
via `Spell::Mod`, which would miss the cast-speed multiplier.)
**Follow-up:** `delayTimeMs` pushback tracking (currently 0).
Companion field (`desc 0x1320`, prior channeled spell) — see entry #71.
## 69. `IsGathering()` — easy (local player only)
+736 -1
View File
@@ -33,6 +33,9 @@ build instructions.
- [Combat](#combat)
- [`InCombatLockdown()`](#incombatlockdown)
- [Console](#console)
- [`ExportInterfaceFiles art|code` (console command)](#exportinterfacefiles-artcode-console-command)
- [Container](#container)
- [`C_Container.GetContainerItemID(bagIndex, slotIndex)`](#c_containergetcontaineritemidbagindex-slotindex)
- [`GetItemCooldown(itemInfo)` / `C_Container.GetItemCooldown(itemID)`](#getitemcooldowniteminfo--c_containergetitemcooldownitemid)
@@ -88,6 +91,7 @@ build instructions.
- [`EQUIPMENT_SWAP_PENDING` event](#equipment_swap_pending-event)
- [`EQUIPMENT_SWAP_FINISHED` event](#equipment_swap_finished-event)
- [`FACTION_STANDING_CHANGED` event](#faction_standing_changed-event)
- [`LOOT_SCAN_COMPLETED` event](#loot_scan_completed-event)
- [`MODIFIER_STATE_CHANGED` event](#modifier_state_changed-event)
- [`NAME_PLATE_CREATED` / `NAME_PLATE_UNIT_ADDED` / `NAME_PLATE_UNIT_REMOVED` events](#name_plate_created--name_plate_unit_added--name_plate_unit_removed-events)
- [`PLAYER_FOCUS_CHANGED` event](#player_focus_changed-event)
@@ -200,6 +204,7 @@ build instructions.
- [`C_Item.UnlockAllItems()`](#c_itemunlockallitems)
- [`C_Item.UnlockItem(itemLocation)`](#c_itemunlockitemitemlocation)
- [`C_Item.UseAtCursor(itemInfo)`](#c_itemuseatcursoriteminfo)
- [`C_Item.UseAtUnit(itemInfo, unit)`](#c_itemuseatunititeminfo-unit)
- [`C_Item.UseItemByName(itemInfo [, unit])`](#c_itemuseitembynameiteminfo--unit)
- [`Get*ItemID` — companions to the engine's `Get*ItemLink` family](#getitemid--companions-to-the-engines-getitemlink-family)
- [`GetAverageItemLevel()`](#getaverageitemlevel)
@@ -210,12 +215,24 @@ build instructions.
- [`GetItemIcon(itemID)` / `C_Item.GetItemIcon(itemLocation)` / `C_Item.GetItemIconByID(item)`](#getitemiconitemid--c_itemgetitemiconitemlocation--c_itemgetitemiconbyiditem)
- [`OffhandHasWeapon()`](#offhandhasweapon)
- [Loot](#loot)
- [`C_Loot.GetNearbyLootableUnits()`](#c_lootgetnearbylootableunits)
- [`C_Loot.LootUnit(guid)`](#c_lootlootunitguid)
- [`C_Loot.LootUnitItem(guid, itemID)`](#c_lootlootunititemguid-itemid)
- [`C_Loot.ScanNearbyLoot()`](#c_lootscannearbyloot)
- [`C_Loot.IsScanInProgress()`](#c_lootisscaninprogress)
- [`C_Loot.GetLastScanResults()`](#c_lootgetlastscanresults)
- [Macros](#macros)
- [Numeric spellIDs in `/cast` and `CastSpellByName`](#numeric-spellids-in-cast-and-castspellbyname)
- [`CastSpellNoToggle` as a macro cast line](#castspellnotoggle-as-a-macro-cast-line)
- [`GetMacroSpell(macroSlot)`](#getmacrospellmacroslot)
- [`GetMacroIcons` / `GetMacroItemIcons` / `GetLooseMacroIcons` / `GetLooseMacroItemIcons`](#getmacroicons--getmacroitemicons--getloosemacroicons--getloosemacroitemicons)
- [Mail](#mail)
- [`GetSendMailItemLink([attachmentIndex])`](#getsendmailitemlinkattachmentindex)
- [`GetInboxItemLink(messageIndex[, attachmentIndex])`](#getinboxitemlinkmessageindex-attachmentindex)
- [Map](#map)
- [`C_Map.GetBestMapForUnit(unitToken)`](#c_mapgetbestmapforunitunittoken)
@@ -236,6 +253,7 @@ build instructions.
- [NameCache](#namecache)
- [`GetPlayerInfoByGUID(guid)`](#getplayerinfobyguidguid)
- [`UnitNameFromGUID(guid)`](#unitnamefromguidguid)
- [`C_PlayerCache.GetPlayerInfoByName(name)`](#c_playercachegetplayerinfobynamename)
- [`C_PlayerInfo.GUIDIsPlayer(guid)` / `GUIDIsCreature` / `GUIDIsPet` / `GUIDIsGameObject`](#c_playerinfoguidisplayerguid--guidiscreature--guidispet--guidisgameobject)
- [`C_CreatureInfo.GetCreatureID(guid)`](#c_creatureinfogetcreatureidguid)
@@ -255,6 +273,9 @@ build instructions.
- [`C_QuestLog.IsQuestDataCachedByID(questID)`](#c_questlogisquestdatacachedbyidquestid)
- [`GetQuestLogLeaderBoardID(objectiveIndex [, questIndex])`](#getquestlogleaderboardidobjectiveindex--questindex)
- [Screen](#screen)
- [`GetPhysicalScreenSize()`](#getphysicalscreensize)
- [Spell](#spell)
- [`C_Spell.DoesSpellExist(spellID)`](#c_spelldoesspellexistspellid)
- [`C_Spell.GetSchoolString(schoolMask)`](#c_spellgetschoolstringschoolmask)
@@ -265,6 +286,9 @@ build instructions.
- [`GetSpellLink(spellID)` / `GetSpellLink(slot, bookType)`](#getspelllinkspellid--getspelllinkslot-booktype)
- [`C_Spell.GetSpellLink(spellID)`](#c_spellgetspelllinkspellid)
- [`C_Spell.GetSpellDescription(spellID)`](#c_spellgetspelldescriptionspellid)
- [`C_Spell.GetSpellMechanicByID(spellID)`](#c_spellgetspellmechanicbyidspellid)
- [`C_Spell.GetSpellRadius(spellID)` / `GetSpellRadius(slot, bookType)`](#c_spellgetspellradiusspellid--getspellradiusslot-booktype)
- [`C_Spell.GetSpellPowerCost(spellIdentifier)`](#c_spellgetspellpowercostspellidentifier)
- [`C_Spell.GetSpellReagents(spellID)`](#c_spellgetspellreagentsspellid)
- [`C_Spell.GetSpellSubtext(spellIdentifier)`](#c_spellgetspellsubtextspellidentifier)
- [`IsPassiveSpell(spellID)` / `IsPassiveSpell(slot, bookType)`](#ispassivespellspellid--ispassivespellslot-booktype)
@@ -284,7 +308,10 @@ build instructions.
- [`GetSpellSchool(spellID)`](#getspellschoolspellid)
- [`CastSpellNoToggle(name | spellID)`](#castspellnotogglename--spellid)
- [`C_Spell.CastAtCursor(spellID)`](#c_spellcastatcursorspellid)
- [`C_Spell.CastAtUnit(spellID, unit)`](#c_spellcastatunitspellid-unit)
- [`C_Spell.CancelSpellByID(spellID)` / `CancelSpellByName(name)`](#c_spellcancelspellbyidspellid--cancelspellbynamename)
- [`UnitCastingInfo(unit)` / `CastingInfo()`](#unitcastinginfounit--castinginfo)
- [`UnitChannelInfo(unit)` / `ChannelInfo()`](#unitchannelinfounit--channelinfo)
- [SpellBook](#spellbook)
- [`FindSpellBookSlotByID(spellID)`](#findspellbookslotbyidspellid)
@@ -333,6 +360,7 @@ build instructions.
- [Unit](#unit)
- [`UnitGUID(unit)`](#unitguidunit)
- [`UnitTokenFromGUID(guid)`](#unittokenfromguidguid)
- [`UnitSubName(unit)`](#unitsubnameunit)
- [`GetUnitSpeed(unit)`](#getunitspeedunit)
- [`UnitClassBase(unit)`](#unitclassbaseunit)
- [`UnitRaceBase(unit)`](#unitracebaseunit)
@@ -811,6 +839,45 @@ if UnitAffectingCombat("player") then
end
```
## Console
### `ExportInterfaceFiles art|code` (console command)
A **developer-console command** (not a Lua function) — type it into the
`~` console, which is available when the client is launched with
`-console`. It extracts Blizzard's stock UI files out of the game's MPQ
archives onto disk, mirroring the same-named command from later clients
(4.3.4). Useful for reading the FrameXML / GlueXML source you're
backporting addons against, or pulling out the default art.
- `ExportInterfaceFiles code` — writes `.lua` / `.xml` / `.toc` /
`.xsd` files to `BlizzardInterfaceCode\…`
- `ExportInterfaceFiles art` — writes `.blp` / `.tga` files to
`BlizzardInterfaceArt\…`
Files are written relative to the client's working directory (next to
`WoW.exe`), preserving their `Interface\…` subtree under the
destination folder — e.g. `Interface\FrameXML\FrameXML.toc` becomes
`BlizzardInterfaceCode\FrameXML\FrameXML.toc`. On completion the command
prints a `wrote N file(s)` line back to the console.
```
> ExportInterfaceFiles code
ExportInterfaceFiles: wrote 1234 code file(s) to BlizzardInterfaceCode\
```
Notes:
- It enumerates the mounted MPQs' `(listfile)`, so it surfaces whatever
the archives actually ship — including Blizzard's own UI addons under
`Interface\AddOns\Blizzard_*` (AuctionUI, TalentUI, TradeSkillUI,
etc.), which are part of the stock UI source. Files present in
multiple archives (base + patches) are written once.
- Your own loose, on-disk addons are *not* exported — they aren't in
any archive's listfile, so they're never enumerated.
- It runs synchronously and briefly freezes the client while it walks
`Interface\` — expected for a one-shot extraction.
## Container
### `C_Container.GetContainerItemID(bagIndex, slotIndex)`
@@ -1971,6 +2038,29 @@ forwarding, which [`C_Reputation.GetLastStandingChange`](#c_reputationgetlaststa
exposes — so addons can read the structured payload from inside the
chat event without re-parsing the localized string.
### `LOOT_SCAN_COMPLETED` event
Fires (no payload) once a [`C_Loot.ScanNearbyLoot()`](#c_lootscannearbyloot)
call has finished walking every reachable corpse. Handler should call
[`C_Loot.GetLastScanResults()`](#c_lootgetlastscanresults) to read the
collected `{ guid, coin, items }` array.
```lua
local f = CreateFrame("Frame")
f:RegisterEvent("LOOT_SCAN_COMPLETED")
f:SetScript("OnEvent", function()
local results = C_Loot.GetLastScanResults()
-- ... process results
end)
C_Loot.ScanNearbyLoot()
```
Fires exactly once per `ScanNearbyLoot()` call regardless of
outcome — even if every corpse timed out and the results table is
empty. Doesn't fire spuriously for scans triggered by other addons
(only one scan runs at a time; concurrent attempts return `false`
from `ScanNearbyLoot`). See the Loot section for the full scan flow.
### `MODIFIER_STATE_CHANGED` event
Fires on every modifier-key press and release with `(key, down)`:
@@ -4177,7 +4267,7 @@ return nil; hits never need a fallback.
### `C_Item.GetItemMaxStackSize(itemLocation)` / `C_Item.GetItemMaxStackSizeByID(item)`
Returns the item type's max stack size — what you'd find as the 8th
Returns the item type's max stack size — what you'd find as the 7th
return of `GetItemInfo(item)`. `1` for non-stackable items; `5`, `20`,
`200`, etc. for stackables. Different from `C_Item.GetStackCount` /
the engine's `GetContainerItemInfo`, which return the **current**
@@ -4716,6 +4806,32 @@ Cancels placement automatically when the cursor isn't on terrain —
the item-use packet is never sent, so an off-screen click doesn't
waste the grenade.
### `C_Item.UseAtUnit(itemInfo, unit)`
Unit-position analog of
[`C_Item.UseAtCursor`](#c_itemuseatcursoriteminfo): uses `itemInfo` at
`unit`'s feet rather than the cursor. ClassicAPI's `[@unit]` for
ground-target on-use items. `itemInfo` accepts the same forms as
`UseAtCursor` (itemID, bare `"item:N"`, full chat link, localized
name); `unit` is any unit token (`"player"`, `"target"`,
`"mouseover"`, `"party1"`, …).
```lua
C_Item.UseAtUnit(4068, "target") -- Iron Grenade at the target's feet
C_Item.UseAtUnit("Iron Grenade", "player")
```
Same chain as `UseAtCursor` (`Item::Location::FindByArgInBags` +
`FUN_ITEM_USE`) but committing the placement at the unit's world
position via
[`Spell::AtCursor::CommitAtCoords`](#c_spellcastatunitspellid-unit)
instead of the cursor raycast. Returns `true` when the placement
landed at the unit; `false` for non-ground-target items (the item
still fires with any implicit target), unparseable input,
item-not-in-bags, or an unresolvable unit. The unit is resolved
before the item fires, so an absent unit fails without consuming the
item.
### `C_Item.UseItemByName(itemInfo [, unit])`
Finds the first item in the player's bags matching `itemInfo` and
@@ -5110,6 +5226,177 @@ if OffhandHasWeapon() then
end
```
## Loot
Programmatic loot operations that vanilla 1.12's Lua surface doesn't
expose: enumerate nearby lootable corpses, open a loot session against
one by GUID, take a specific item out of one without going through the
visible `LootFrame`, and pre-scan every reachable corpse to build a
picker table before any cursor work. Foundation for AoE-loot,
auto-loot-by-filter, and similar addons that 1.12's stock
`LootSlot` / `LootSlotInfo` flow can't drive.
All `guid` args are hex-string GUIDs in the same form `UnitGUID`
returns (`"0xF130..."`). All `itemID` args are integers.
### `C_Loot.GetNearbyLootableUnits()`
Returns a 1-indexed array of `{ guid = "0x..." }` subtables, one per
visible unit that the server has flagged lootable AND that's within
the engine's right-click-loot interact range. Empty table pre-login,
when no lootable units are in range, or when the local player has no
loot rights on visible corpses (the server only sets the lootable
flag for clients with rights).
```lua
for _, unit in ipairs(C_Loot.GetNearbyLootableUnits()) do
C_Loot.LootUnit(unit.guid)
end
```
The interact-range check matches what the engine uses for the
hover-to-loot cursor — slightly tighter than melee range, looser than
"on top of." Server still enforces real range on the resulting
`CMSG_LOOT`; in-client OOR requests just silently get no response.
### `C_Loot.LootUnit(guid)`
Opens a loot session against the given corpse. The loot window
appears asynchronously via the normal `LOOT_OPENED` event once
`SMSG_LOOT_RESPONSE` arrives — same flow as right-clicking the
corpse, just dispatched programmatically.
No return value. Silent no-op when:
- The object manager is NULL (glue / character-select).
- The GUID doesn't resolve to a visible unit (out of render range,
despawned, wrong typemask).
- The local player pointer can't be resolved.
Errors only on bad Lua usage (missing arg, unparseable GUID).
```lua
-- Loot everything in range, one corpse at a time. With autoloot on,
-- the engine drains each window automatically; without it, you
-- still get the visible loot frame per corpse.
for _, unit in ipairs(C_Loot.GetNearbyLootableUnits()) do
C_Loot.LootUnit(unit.guid)
end
```
`useDistanceCheck` is hardcoded off — the engine won't try to
auto-walk the player toward a corpse just out of range. That'd be a
surprise side effect for an AoE-loot loop.
### `C_Loot.LootUnitItem(guid, itemID)`
Takes a specific item from a specific corpse without using the
visible loot frame's slot list. Dispatches `CMSG_LOOT_ITEM` directly.
Two paths, picked automatically:
1. **Fast path** — the corpse's loot window is already open for the
requested target. Synchronously finds the slot, sends the take
packet, returns `true` if the slot was found / `false` if not.
2. **Async path** — opens the corpse's window first (same wire as
`C_Loot.LootUnit`), waits for the response, then sends the take
packet automatically. Returns `true` once the request is queued.
No "did it succeed" event; observe `BAG_UPDATE` / `ITEM_PUSH` to
confirm.
`false` immediately when:
- Args missing or wrong types (raises an error, not returns false).
- Another `LootUnitItem` is mid-flight (one at a time).
- The world isn't loaded.
- The target GUID doesn't resolve to a visible unit.
- (sync path only) No slot in the open window holds the itemID.
The send bypasses vanilla's BoP-confirmation dialog. Server still
enforces all real permissions (loot rights, distance, master-loot
rules); the BoP prompt is purely a client-side courtesy that callers
of a programmatic API have already opted out of.
```lua
-- Scan, then take just one specific item out of one specific corpse.
C_Loot.ScanNearbyLoot() -- LOOT_SCAN_COMPLETED → results below
local results = C_Loot.GetLastScanResults()
local guid = results[1].guid
local itemID = results[1].items[1].itemID
C_Loot.LootUnitItem(guid, itemID)
```
### `C_Loot.ScanNearbyLoot()`
Initiates a pre-scan: opens each lootable corpse in range one at a
time, scrapes its slot contents (itemID, count, item link), closes
the window, advances. The `LOOT_OPENED` / `LOOT_CLOSED` events are
suppressed for the duration of the scan so `LootFrame` and other
listeners don't react — the scan is invisible to addons that aren't
opted in.
Returns `true` if the scan was queued, `false` if another scan is
already in progress or the world isn't loaded. Completion is signaled
via the [`LOOT_SCAN_COMPLETED`](#loot_scan_completed-event) event;
results are read via [`C_Loot.GetLastScanResults()`](#c_lootgetlastscanresults).
```lua
local f = CreateFrame("Frame")
f:RegisterEvent("LOOT_SCAN_COMPLETED")
f:SetScript("OnEvent", function()
for _, corpse in ipairs(C_Loot.GetLastScanResults()) do
for _, item in ipairs(corpse.items) do
ChatFrame1:AddMessage(item.link or ("item:"..item.itemID))
end
end
end)
C_Loot.ScanNearbyLoot()
```
Per-corpse step timeout is ~3-6 seconds (180 WorldTick frames) so a
single dropped server response doesn't hang the whole scan. Failed
corpses simply don't appear in the results.
### `C_Loot.IsScanInProgress()`
Returns `true` while a `ScanNearbyLoot` call is mid-flight, `false`
otherwise. Use to gate re-scan attempts so addons don't spam-call
during the engine's per-corpse round-trip.
### `C_Loot.GetLastScanResults()`
Returns the most-recent completed-scan results as a 1-indexed array:
```lua
{
[1] = {
guid = "0x...", -- corpse GUID
coin = 1234, -- copper amount; 0 if no coin
items = {
[1] = {
itemID = 2589,
count = 4,
link = "|cff...|Hitem:2589:0:0:0|h[Linen Cloth]|h|r",
-- omitted if cache entry wasn't loaded
},
...
},
},
...
}
```
Empty table before the first scan completes. Replaced wholesale by
each new scan — re-read after `LOOT_SCAN_COMPLETED` rather than
caching the table.
The `link` field is the engine's full hyperlink (color + payload +
display name + reset). Random-suffix items like "Stringy Wolf Meat
of the Bear" survive round-trip — the link encodes the per-instance
enchant / suffix / unique fields, not just the base itemID. For
tooltip display, extract the payload form via
`string.match(link, "|H(item:[^|]+)|h")` — vanilla's `SetHyperlink`
requires the literal `"item:"` prefix and rejects full `|cff...|Hitem...|h`
input.
## Macros
Engine-level extensions to how macros are parsed and dispatched. These
@@ -5282,6 +5569,74 @@ MPQ will appear in both the loose and mpq lists).
The vanilla legacy globals `GetNumMacroIcons` / `GetMacroIconInfo`
remain available unchanged.
## Mail
Backports of modern WoW's mail-attachment link getters. Both follow
the modern signature including the optional `attachmentIndex` arg
(added with TBC's multi-attachment mail), even though vanilla 1.12
only supports one attachment per message — pass-through compatibility
for addons originally written against later API versions. Any
`attachmentIndex` other than `1` is treated as no-op.
Both functions return `(link, itemID)` — modern returns just `link`,
but `itemID` is cheap to surface at the same lookup site and saves
callers a `string.match` on the link.
### `GetSendMailItemLink([attachmentIndex])`
Returns the **fully-decorated per-instance** hyperlink for the item
currently attached to the outgoing-mail slot, plus that item's
`itemID`. Same enchant / random-suffix / unique-ID decoration as
`GetContainerItemLink` would return for the same item back in the
player's bag — the attached item still exists as a live CGItem until
the mail is sent, so the link builder has full instance state to
draw from.
Returns nothing when:
- No item is attached.
- `attachmentIndex` is anything other than `nil` or `1`.
- The attachment's CGItem can't be resolved (shouldn't normally
happen — engine writes the GUID on attach and clears it on detach).
```lua
local link, itemID = GetSendMailItemLink()
if link then
ChatFrame1:AddMessage("Attached: " .. link .. " (id " .. itemID .. ")")
end
```
### `GetInboxItemLink(messageIndex[, attachmentIndex])`
Returns the **basic itemID-only** hyperlink (`|cff…|Hitem:N:0:0:0|h[Name]|h|r`)
for the item attached to inbox message `messageIndex` (1-based),
plus the `itemID`.
**Why basic-link instead of per-instance:** vanilla inbox entries do
store per-instance modifiers inline (enchant at `+0x12C`, suffix
factor at `+0x134`, random property at `+0x138` — the same fields
`GameTooltip:SetInboxItem` copies onto the tooltip to render a fully-
decorated preview). We intentionally ignore them in the link to match
modern 3.3.5's behavior — its `GetInboxItemLink` calls the
itemID-only link builder (`FUN_0061E290(itemID)`) and ignores the
per-instance fields. Per-instance data only fully manifests on the
client side once the player takes the item out of the mail and the
engine spawns a real CGItem; the inbox-entry fields are display-only
hints used by the tooltip builder.
Errors on missing or non-numeric `messageIndex`. Returns nothing when:
- `messageIndex` is out of range (`< 1` or `> GetInboxNumItems()`).
- The message slot is empty / has no attached item.
- `attachmentIndex` is anything other than `nil` or `1`.
```lua
for i = 1, GetInboxNumItems() do
local link, itemID = GetInboxItemLink(i)
if link then
ChatFrame1:AddMessage(i .. ": " .. link .. " (id " .. itemID .. ")")
end
end
```
## Map
### `C_Map.GetBestMapForUnit(unitToken)`
@@ -5728,6 +6083,35 @@ instance lives at `0x00C0E228`; entry layout (name, realm, race,
sex, class) was reverse-engineered from the
`SMSG_NAME_QUERY_RESPONSE` write path at `0x0055F310`.
### `UnitNameFromGUID(guid)`
Returns `name, realm` for the player identified by `guid`, or `nil`
if no player with that GUID has been encountered yet. Same lookup
chain as [`GetPlayerInfoByGUID`](#getplayerinfobyguidguid) (engine
NameCache, persistent on-disk fallback when enabled) — just narrower
return shape for callers that only need the name.
```lua
local name, realm = UnitNameFromGUID(UnitGUID("target"))
if name then
ChatFrame1:AddMessage("Target: " .. name)
end
-- Resolving a chat link
local name, realm = UnitNameFromGUID("0x0000000000000777")
```
`realm` is always `""` in vanilla — the engine doesn't populate
per-player realm names and 1.12 has no cross-realm interaction.
We push the empty string rather than `nil` to match the convention
of the other player-info accessors; addons can gate on `realm == ""`.
Doesn't trigger a network query on miss. To populate an unknown
GUID, either let the engine receive a `SMSG_NAME_QUERY_RESPONSE`
through normal chat/target interaction, or call
[`C_PlayerCache.RememberPlayer`](#c_playercacherememberplayerguid-name-classtoken)
explicitly.
### `C_PlayerCache.GetPlayerInfoByName(name)`
Returns
@@ -6270,6 +6654,40 @@ A separate function keeps the existing call wire-compatible.
> first, skip zero slots, then the item array. 1-based `objectiveIndex`
> counts only non-empty slots.
## Screen
### `GetPhysicalScreenSize()`
Returns `(widthPixels, heightPixels)` — the display's physical
resolution in pixels. Modern WoW added this as a native in 7.0
(Legion); FrameXML's `PixelUtil` builds its entire pixel↔UI-unit
conversion on it (`768.0 / physicalHeight`), which is what lets addons
snap frames to whole pixels for crisp borders at fractional UI scales.
```lua
local w, h = GetPhysicalScreenSize() -- e.g. 1920, 1080
```
Vanilla 1.12 has no such native — and no pre-parsed pixel-dimension
global. `GetScreenWidth()`/`GetScreenHeight()` return UI-space units
(derived from the UIParent aspect ratio at `[UIParent + 0x7c]`), not
pixels. The engine only ever holds the current mode as the
`gxResolution` CVar string (`"WIDTHxHEIGHT"`); both `SetScreenResolution`
(`0x0048bfd0`) and the display-init path sscanf it on demand rather
than caching dimensions anywhere. So we read the `gxResolution` CVar
directly through the engine's by-name lookup (`FUN_FIND_CVAR`, value at
`+0x20`) and parse it — the same source of truth the engine uses.
Returns `1024, 768` (→ factor 1.0, making PixelUtil a 1:1 no-op) when
the CVar is missing or unparseable. Caveat: in windowed mode
`gxResolution` reflects the configured render resolution, which may
differ from the OS window's client size — vanilla exposes no separate
window-pixel query.
The companion `PixelUtil` table (`PixelUtil.SetPoint`/`SetSize`/
`SetStatusBarValue`/…) is provided Lua-side by the ClassicAPI addon and
consumes this function.
## Spell
> **All `C_Spell.*` functions in this section accept any spell
@@ -6527,6 +6945,134 @@ local desc = C_Spell.GetSpellDescription(133) -- Fireball Rank 1
> "currently displayed" tooltip text with caster scaling, use
> `GameTooltip:SetSpellByID` and read line strings from there.
### `C_Spell.GetSpellMechanicByID(spellID)`
Returns the spell's mechanic as `(mechanicID, name)` — the standard WoW
`SpellMechanic` ID and its English name. Works for **any** `spellID`, not
just spells the player has learned.
Returns:
- nothing (`nil`) if the spell ID is invalid / out of range
- `(0, nil)` for a known spell that carries no mechanic
- `(mechanicID, name)` otherwise
The `name` is always the **enUS** string (locale-independent), because the
mechanic name is a stable token consumers string-match against
(`"rooted"`, `"stunned"`, `"polymorphed"`, …) — returning a localized
value would break that matching across clients. It is `nil` only when the
mechanic has no `SpellMechanic.dbc` record or no English name; the numeric
ID is still returned in that case.
```lua
C_Spell.GetSpellMechanicByID(118) -- Polymorph → 17, "polymorphed"
C_Spell.GetSpellMechanicByID(339) -- Entangling Roots → 7, "rooted"
C_Spell.GetSpellMechanicByID(133) -- Fireball → 0, nil
```
This reads `Spell.dbc`'s `Mechanic` field and resolves the name from
`SpellMechanic.dbc` directly — both DBCs are resident from boot, so the
call is synchronous with no caching or network round-trip (unlike item
data). It replaces hand-maintained `spellID → mechanic` lookup tables that
addons otherwise keep because vanilla exposes no Lua reader for the field
— e.g. crowd-control macro conditionals (`[cc:stun]`, `[cc:fear]`) that
need to know which mechanic a debuff applies.
The complete `SpellMechanic.dbc` set on 1.12 — all 27 rows (the `name`
column is exactly what this function returns):
| ID | name | ID | name | ID | name |
|----|------|----|------|----|------|
| 1 | `charmed` | 10 | `asleep` | 19 | `shielded` |
| 2 | `disoriented` | 11 | `ensnared` | 20 | `shackled` |
| 3 | `disarmed` | 12 | `stunned` | 21 | `mounted` |
| 4 | `distracted` | 13 | `frozen` | 22 | `seduced` |
| 5 | `fleeing` | 14 | `incapacitated` | 23 | `turned` |
| 6 | `clumsy` | 15 | `bleeding` | 24 | `horrified` |
| 7 | `rooted` | 16 | `healing` | 25 | `invulnerable` |
| 8 | `pacified` | 17 | `polymorphed` | 26 | `interrupted` |
| 9 | `silenced` | 18 | `banished` | 27 | `dazed` |
> **No mechanic `30`.** The table tops out at `27`. Sap and Gouge report
> `14` (incapacitated) in 1.12 — the `30` ("sapped") value used by some
> addon tables is a later-expansion addition and has no row here.
### `C_Spell.GetSpellRadius(spellID)` / `GetSpellRadius(slot, bookType)`
Returns `(baseRadius, modifiedRadius)` — the spell's AOE radius in yards,
or `nil` for a non-AOE spell (no effect carries a radius). Works for any
spell, not just ones the player has learned.
- **`baseRadius`** — the raw `SpellRadius.dbc` value; caster-independent,
what an AOE tracker watching other units wants.
- **`modifiedRadius`** — `baseRadius` with the **local player's** talent /
item modifiers applied (e.g. a Mage's Arctic Reach). Equal to
`baseRadius` when the player has no matching modifier.
```lua
C_Spell.GetSpellRadius(122) -- Frost Nova → 10, 10 (no Arctic Reach)
C_Spell.GetSpellRadius(122) -- Frost Nova → 10, 12 (with Arctic Reach r2)
C_Spell.GetSpellRadius(133) -- Fireball → nil (single-target)
GetSpellRadius(10, "spell") -- 10th player-book slot, by spellbook position
```
Two signatures matching the dual-signature shape used elsewhere in this
backport (`GetSpellInfo`, `SpellHasRange`, …): the namespaced form takes
a modern spell *identifier* (numeric ID or name); the bare global takes
the vanilla `(slot, bookType)` spellbook position, where `bookType`
follows the `GetSpellName` convention — `"pet"` → pet book, `"spell"`
(or any non-pet / omitted value) → player book.
`baseRadius` reads `Spell.dbc`'s per-effect `EffectRadiusIndex[3]`
(`+0x160`) and resolves each into `SpellRadius.dbc`; since a spell's
effects can each carry their own radius, the **largest** base radius
across the three effects is returned.
> **No caster-level scaling.** The engine's internal radius helper also
> adds `radiusPerLevel * casterLevel`, but that needs a unit context;
> like modern `GetSpellRadius` this reports the base value. Talent/item
> modifiers (the `modifiedRadius` return) **are** applied, via the
> engine's SpellMod system — but only the **local player's**, since the
> client tracks spell mods for the player alone (there's no way to know
> another caster's talents). All DBCs / mod tables are resident from
> boot, so the call is synchronous with no caching.
### `C_Spell.GetSpellPowerCost(spellIdentifier)`
Returns an array of `SpellPowerCostInfo` tables, or `nil` if the spell
isn't found or has no resource cost. Vanilla spells have exactly one
power cost, so the array holds at most one entry.
```lua
C_Spell.GetSpellPowerCost(10187) -- Blizzard, Mage with 3/3 Frost Channeling
-- { [1] = { type = 0, name = "MANA", cost = 1190, minCost = 1190,
-- costPercent = 0, costPerSec = 0, requiredAuraID = 0,
-- hasRequiredAura = false } }
-- base cost 1400, 15% reduction applied -> 1190
```
| Field | Meaning |
|-------|---------|
| `type` | `Enum.PowerType` — `0` mana, `1` rage, `2` focus, `3` energy, `4` happiness (the spell's `PowerType`) |
| `name` | power token (`"MANA"`, `"RAGE"`, …) |
| `cost` | **effective** cost for the local player |
| `minCost` | `== cost` (vanilla has no optional-cost component) |
| `costPercent` | the spell's `%`-of-base-resource cost, or `0` for a flat cost |
| `costPerSec` | `0` (vanilla doesn't expose a per-second channel cost in these terms) |
| `requiredAuraID` | `0` (no form/aura-conditional costs in 1.12) |
| `hasRequiredAura` | `false` |
`cost` is the value the engine actually charges — base + level scaling +
`ManaCostPercent`-of-resource + descriptor power-cost mods + the cost
SpellMod (talents like Frost Channeling). It comes from the engine's own
cost helper (`FUN_006e31b0`), so it stays in lockstep with what casting
the spell deducts.
> **Effective vs. base.** This returns the player-modified cost.
> [`C_Spell.GetSpellInfo`](#c_spellgetspellinfospellid)'s `cost` field is
> the **base** `ManaCost` (intrinsic spell data, caster-independent) —
> same base/modified split as
> [`GetSpellRadius`](#c_spellgetspellradiusspellid--getspellradiusslot-booktype).
### `C_Spell.GetSpellReagents(spellID)`
Returns the spell's reagent list as an array of
@@ -6886,6 +7432,70 @@ addons reading positions 4..8 by index still work.
Equivalent to the extension of `GetWeaponEnchantInfo` introduced
in 3.x.
### `C_Item.GetEnchantInfo(enchantID)`
Resolves an item-enchantment ID — the `enchantID` returned by
[`C_Item.GetWeaponEnchantInfo`](#c_itemgetweaponenchantinfo) for a
weapon's temporary enchant, and the same IDs item permanent enchants
use — into a table:
```lua
local info = C_Item.GetEnchantInfo(enchantID)
-- info.enchantID = <id>
-- info.name = "Crusader" -- localized display name
-- info.effects = { {type=1, amount=0, arg=20007} }
-- info.spellID = 20007 -- spell-type enchants only
```
```lua
-- A proc/equip enchant → chain its spellID into C_Spell:
local info = C_Item.GetEnchantInfo(1900) -- "Crusader"
if info.spellID then
print(C_Spell.GetSpellDescription(info.spellID)) -- the proc's text
end
```
`effects` is an array of the record's non-empty effect slots, each
`{ type, amount, arg }` where `type` is the standard
`ITEM_ENCHANTMENT_TYPE`:
| type | meaning | carries |
|------|---------|---------|
| 1 | combat-proc spell | `arg` = spellID |
| 2 | weapon damage | `amount` = +damage |
| 3 | equip spell / aura | `arg` = spellID |
| 4 | resistance / armor | `amount` = +value |
| 5 | stat | `arg` = stat index, `amount` = value |
| 6 | totem | — |
| 7 | use spell | `arg` = spellID |
For spell types (1/3/7) `arg` is a spellID feedable into
[`C_Spell.GetSpellInfo`](#getspellinfospellid--getspellinfoslot-booktype) /
`GetSpellDescription`; the first such id is also surfaced at top level
as `spellID` for convenience (absent for non-spell enchants like
sharpening stones).
Returns `nil` for a non-numeric / non-positive id, an out-of-range
id, or a record with no name.
Reads `SpellItemEnchantment.dbc` (records `0x00C0D7D8`, count
`0x00C0D7DC`) — the 24-column table every enchant ID indexes:
`Type[3]@+0x04`, `Amount[3]@+0x10`, `EffectArg[3]@+0x28`,
`Name[8]@+0x34` (locale-indexed). The layout was verified by parsing
the on-disk DBC against known records (Crusader 1900 → type 1, arg
20007; Sharpened +3 → type 2, amount 3). Fully resident from boot, so
it answers for any enchant ID with no caching or round-trip.
Lives in `C_Item` (not `C_Spell`) because the id originates from
`C_Item.GetWeaponEnchantInfo` and the concept is an item enchantment —
`SpellItemEnchantment` is just the DBC's internal name (enchants are
*implemented* via spell effects).
> **Not derivable: the source item.** The enchant record holds no
> back-reference to the item that applied it, and vanilla has no
> client-side reverse index (enchantID → item). Finding it would need
> an external scraped DB (pfQuest/Questie-style).
### `IsHarmfulSpell(spell)` / `IsHelpfulSpell(spell)`
Classify a spell as offensive (`IsHarmfulSpell`) or non-offensive
@@ -7081,6 +7691,36 @@ The companion item version is
[`C_Item.UseAtCursor`](#c_itemuseatcursoriteminfo) — same chain via
the item-use path for grenades / on-use ground-target items.
### `C_Spell.CastAtUnit(spellID, unit)`
Casts a ground-target spell at `unit`'s feet, bypassing the AoE
reticle click. ClassicAPI's analog of modern's
`/cast [@unit] Flamestrike` — `CastAtUnit(spellID, "player")` drops it
at the player's position, `"target"` at the target's, and so on for
any unit token (`"mouseover"`, `"party1"`, `"raid7"`, …). Returns
`true` when the placement landed at the unit; `false` for
non-ground-target spells (cast still fires normally), unknown
spellIDs, or a unit with no resolvable position.
```lua
C_Spell.CastAtUnit(2120, "target") -- Flamestrike at the target's feet
C_Spell.CastAtUnit(10, "player") -- Blizzard centered on yourself
```
Same two-stage shape as
[`C_Spell.CastAtCursor`](#c_spellcastatcursorspellid), but instead of
the cursor raycast, step 2 reads the unit's world position from its
`GetPosition` virtual (the same one `CheckInteractDistance` /
`UnitInRange` use) and commits placement there via
`FUN_COMMIT_PLACEMENT_COORDS`. The unit is resolved *before* the cast
is dispatched, so an absent/invalid unit fails cleanly without
leaving the engine armed in placement mode. A genuinely unrecognized
unit-token string raises the engine's standard "Unknown unit" error,
matching `UnitHealth("garbage")`.
The companion item version is
[`C_Item.UseAtUnit`](#c_itemuseatunititeminfo-unit).
### `C_Spell.CancelSpellByID(spellID)` / `CancelSpellByName(name)`
Cancel a buff on the player by spellID or by spell name. Modern WoW's
@@ -7116,6 +7756,74 @@ pass the plain name. Multi-rank buffs match on first-found; if you
have multiple ranks of the same buff active (unusual but possible with
e.g. paladin blessings before talent merge), the first slot wins.
### `UnitCastingInfo(unit)` / `CastingInfo()`
Returns the unit's in-progress **regular cast** (not a channel), or
`nil` if it isn't casting. `CastingInfo()` is `UnitCastingInfo("player")`
without the unit-token lookup.
```
name, displayName, textureID, startTimeMs, endTimeMs, isTradeskill,
castID, notInterruptible, castingSpellID, castBarID, delayTimeMs
= UnitCastingInfo(unit)
```
```lua
-- mid-cast:
UnitCastingInfo("player")
-- "Conjure Food", "Conjure Food", "Interface\\Icons\\INV_Misc_Food_...",
-- 907928268, 907931268, false, nil, false, 28612, nil, 0
```
`startTimeMs`/`endTimeMs` share `GetTime()`'s epoch (`GetTime()*1000`),
so progress is `(GetTime()*1000 - startTimeMs) / (endTimeMs - startTimeMs)`.
> **Local player only.** Vanilla 1.12 stores no cast times anywhere
> readable (the cast bar is Lua-driven off `SPELLCAST_START`), and it
> tracks regular casts for nobody but you — other units' casts exist
> only as transient animation visuals. So `UnitCastingInfo(otherUnit)`
> returns `nil`. We self-track the player's cast on a per-frame tick
> (`VAR_CURRENT_CAST_SPELL`), stamping `startTimeMs = now` and
> `endTimeMs = now + base cast time`. Instant casts return `nil` (no
> cast bar). See [`UnitChannelInfo`](#unitchannelinfounit--channelinfo)
> for channels, which *are* visible on other units.
>
> `isTradeskill` is real — the spell's `SPELL_ATTR_TRADESPELL` flag, so
> profession recipe casts (smelting, cooking/enchanting recipes, …)
> return `true` while regular spells return `false`. `endTimeMs` reflects
> the **effective** cast time (the engine's own cast-time helper: base +
> level scaling + cast-time talents like Improved Frostbolt + the
> haste/cast-speed multiplier), so it matches the in-game cast bar — e.g.
> a Mage's talented Frostbolt reads 2.5s, not the 3.0s base. Fields
> vanilla can't fill are structurally-correct placeholders:
> `castID`/`castBarID` = `nil`, `notInterruptible` = `false`,
> `delayTimeMs` = `0`.
### `UnitChannelInfo(unit)` / `ChannelInfo()`
Returns the unit's in-progress **channel**, or `nil` if it isn't
channeling. `ChannelInfo()` is `UnitChannelInfo("player")` without the
token lookup.
```
name, displayName, textureID, startTimeMs, endTimeMs, isTradeskill,
notInterruptible, spellID = UnitChannelInfo(unit)
```
```lua
ChannelInfo()
-- "Blizzard", "Blizzard", "Interface\\Icons\\Spell_Frost_IceStorm",
-- 907894314, 907902314, false, false, 10187
```
Unlike casts, the channeled spellID **is** broadcast for every unit
(`UNIT_FIELD_CHANNEL_SPELL`), so `UnitChannelInfo("target")` works on
other units — returning `name`/`displayName`/`textureID`/`spellID` with
**`nil` start/end times** (we only track the local player's channel
start). For the player, the full timing is present
(`endTimeMs - startTimeMs` = channel duration). Same placeholder fields
as `UnitCastingInfo`.
## SpellBook
Functions keyed on the player or pet **spellbook** (slot indices,
@@ -7976,6 +8684,33 @@ end
> ex-targets, ex-mouseover units, distant players seen in the chat
> log, etc. The engine simply doesn't address those by token.
### `UnitSubName(unit)`
Returns the NPC's subtitle / title string (the small italic text
under their name in the tooltip): `"Innkeeper"`, `"Stable Master"`,
`"<Master Engineer>"`, etc. Returns `nil` for players, unsynced
NPCs, and NPCs with no subtitle.
```lua
/dump UnitSubName("target")
-- "Innkeeper" (Stormwind innkeep)
-- "<Auction House>" (auctioneer)
-- nil (a player, or a wolf in the woods)
```
Modern WoW returns the subtitle as `UnitName`'s second return;
vanilla 1.12's `UnitName` returns only one value, leaving no
direct route to the subtitle. Addons that wanted it had to scrape
`GameTooltip` text, which is fragile and required the unit to be
hovered. `UnitSubName` reads it straight off the engine's creature
cache (`[unit + 0xB30] → [+0x10]`), no tooltip round-trip.
Coverage caveat: the creature cache row is populated when an NPC
becomes visible to the client AND the server has sent its
`CMSG_CREATURE_QUERY_RESPONSE`. The first time a fresh NPC appears
the row may be briefly NULL — usually only one or two frames.
Subsequent calls succeed once the response lands.
### `GetUnitSpeed(unit)`
Returns `currentSpeed, runSpeed, flightSpeed, swimSpeed` — all four
+19
View File
@@ -236,6 +236,25 @@ void PushLocalizedFormatInt(void *L, const char *globalName,
}
} // namespace Lua
namespace Console {
namespace {
using RegisterCommand_t = int(__fastcall *)(const char *name, void *handler,
int category, const char *description);
using Write_t = void(__fastcall *)(const char *line, int colorFlag);
} // namespace
void RegisterCommand(const char *name, CommandHandler handler, int category,
const char *description) {
auto fn = reinterpret_cast<RegisterCommand_t>(Offsets::FUN_CONSOLE_COMMAND_REGISTER);
fn(name, reinterpret_cast<void *>(handler), category, description);
}
void Write(const char *line) {
auto fn = reinterpret_cast<Write_t>(Offsets::FUN_CONSOLE_WRITE);
fn(line, 0);
}
} // namespace Console
namespace {
ModuleAutoRegister *g_moduleHead = nullptr;
GlueModuleAutoRegister *g_glueModuleHead = nullptr;
+44
View File
@@ -242,6 +242,50 @@ void PushLocalizedFormatInt(void *L, const char *globalName,
const char *fallback, int n);
} // namespace Lua
// Developer-console command system — the `~` console available when the
// client is launched with `-console`. Vanilla maintains a
// `TSExplicitList<CONSOLECOMMAND>`; these wrap the engine's registrar
// and output paths. See the "Console commands & Interface file export"
// section in CLAUDE.md for the underlying offsets and ABI.
namespace Console {
// Console-command handler ABI: `args` is the command-line text after
// the command name (empty string when invoked bare). The engine
// ignores the return value; return 1 by convention.
using CommandHandler = int(__fastcall *)(void *unused, const char *args);
// Help-grouping categories — the engine's `help` enumerates these nine
// (in this order). Cosmetic: the value only affects which group `help`
// lists the command under; the engine doesn't validate it. Values are
// sequential table indices (graphics=1 confirmed via FUN_0066F6C0, the
// rest follow the displayed order).
enum Category {
CATEGORY_DEBUG = 0,
CATEGORY_GRAPHICS = 1,
CATEGORY_CONSOLE = 2,
CATEGORY_COMBAT = 3,
CATEGORY_GAME = 4,
CATEGORY_DEFAULT = 5,
CATEGORY_NET = 6,
CATEGORY_SOUND = 7,
CATEGORY_GM = 8,
};
// Registers a console command. `name` and `description` are stored BY
// POINTER (the engine doesn't copy them), so pass string literals or
// otherwise process-lifetime storage. Dedup-safe: re-registering the
// same name is a harmless no-op, so it's fine to call from a hook that
// fires more than once. Safe any time after engine boot — the command
// table self-initializes on first use. `description` may be nullptr.
void RegisterCommand(const char *name, CommandHandler handler, int category,
const char *description);
// Writes a line to the console output buffer. No-ops cleanly when the
// console isn't active, so it's always safe to call.
void Write(const char *line);
} // namespace Console
// Self-registration for API modules. Each module .cpp declares a file-scope
// `static const Game::ModuleAutoRegister _r{&RegisterLuaFunctions};`, which
// chains itself onto a global list at DLL-load time. `RunModuleRegistrations`
+438 -10
View File
@@ -286,7 +286,10 @@ enum Offsets {
// holds the local player's 64-bit GUID, and the visible-object
// iterator at FUN_CLNT_OBJ_MGR_ENUM_VISIBLE_OBJECTS walks its
// +0xAC list. Useful for "is this GUID me?" checks without
// round-tripping through Lua.
// round-tripping through Lua. Also a NULL-check proxy for "is
// the object manager initialised" — engine iterators deref this
// unconditionally on entry, so callers must skip on the glue /
// character-select screen.
VAR_LOCAL_PLAYER_PTR = 0x00B41414,
OFF_LOCAL_PLAYER_GUID = 0xC0,
// `__fastcall(ecx = const char *token) → uint64_t GUID` — the
@@ -402,6 +405,23 @@ enum Offsets {
// descriptor at +0x114 — these are sibling classes under CGObject
// with class-specific descriptor offsets.
OFF_UNIT_DESCRIPTOR = 0x110,
// CGCreature client-side creature-data cache row. Populated by the
// engine when an NPC GUID becomes visible (the same row the
// `CreatureCache` SMSG fills with the templated NPC's name,
// subname, etc.). NULL for unsynced units or for player CGUnits
// (players don't have a row in this cache — their name comes from
// the SMSG_NAME_QUERY_RESPONSE-fed name cache at `0x00C0E228`).
//
// Layout of the cache row:
// +0x00 ?
// +0x0C name C-string ptr (alias of UNIT_NAME for creatures)
// +0x10 subName C-string ptr ("Innkeeper", "<Master Trainer>", etc.)
//
// Used by `Script_UnitName`'s creature path and by VanillaMinimapTracking's
// subname-based blip filter (`src/Blips.cpp::ExtractUnitSubName`).
OFF_UNIT_CREATURE_CACHE_ROW = 0xB30,
OFF_CREATURE_CACHE_SUB_NAME = 0x10,
// Pointer to the CGUnit's 8-byte GUID at `*(CGUnit + 0x08)`. Verified
// in `Script_GetInventoryItemLink` at `0x004C8CB0`-`0x004C8CB5`:
// `mov eax, [esi+8]; mov edi, [eax]; mov ecx, [eax+4]` reads the
@@ -607,6 +627,37 @@ enum Offsets {
// tick count in EAX).
FUN_OS_TICKCOUNT_MS = 0x0042B790,
// Effective cast time (ms) for a spell, fully resolved:
// `__fastcall uint32_t(int spellID, int unit /*0 = local player*/,
// int flag /*0 = clamp negatives to 0*/)`. Computes
// SpellCastTimes base + level scaling, applies the cast-time
// SpellMod (op 10, via FUN_006e6af0), then multiplies by the
// caster's cast-speed/haste mod (descriptor +0x22c). This is the
// exact helper the engine's own cast-start path (FUN_006ec910)
// uses for the cast-bar end time, so reading it keeps our
// UnitCastingInfo end time in lockstep with the engine. 0 for
// instant / no-cast-time spells.
FUN_GET_CAST_TIME = 0x006E3340,
// Effective power cost (mana/rage/energy/…) for a spell:
// `__fastcall uint32_t(int spellID, int unit /*0 = local player*/)`.
// Computes ManaCost base + per-level + ManaCostPercent-of-resource,
// applies the descriptor power-cost modifiers, then the cost
// SpellMod (op 0xE / 14). 0xFFFFFFFF on invalid input / no player.
// Read by C_Spell.GetSpellPowerCost (the full helper, like the cast
// time one — beats replicating op 14 via Spell::Mod since it also
// folds in the descriptor cost mods).
FUN_GET_SPELL_COST = 0x006E31B0,
// Effective spell/channel duration (ms):
// `__fastcall int(const void *spellRecord, int unit /*0 = player,
// nonzero = pet*/, int skipMod /*0 = apply mods*/)`. SpellDuration
// base + level scaling (capped at the row's max), then the duration
// SpellMod (op 1). Same `unit` selector as the cast-time/cost helpers.
// Used for UnitChannelInfo's channel end time. Note: takes the spell
// RECORD pointer, not a spellID.
FUN_GET_SPELL_DURATION = 0x006EA000,
// Spell.dbc `m_durationIndex` field — pointer into SpellDuration.dbc.
// Verified via `FUN_004E44B0` (`0x004e44b0`) and `FUN_006EA000`
// (`0x006ea000`), both of which read `[spellRec + 0x78]` and use
@@ -1397,6 +1448,10 @@ enum Offsets {
VAR_CHRCLASSES_COUNT = 0x00C0DEF8,
OFF_CHRCLASSES_NAMES = 0x14,
OFF_CHRCLASSES_FILENAME = 0x38,
// SpellFamilyName for the class — the gate the SpellMod system
// matches a spell's OFF_SPELL_RECORD_FAMILY_NAME against. Read by
// FUN_006e6ca0 (`DAT_00cecaac = ChrClasses[classID] + 0x3c`).
OFF_CHRCLASSES_SPELL_FAMILY = 0x3C,
// ChrRaces.dbc — standard 5-DWORD class shape at 0x00C0DED8,
// records-pointer at +0x08, count at +0x0C. 29 columns,
@@ -2361,6 +2416,41 @@ enum Offsets {
VAR_SPELL_RECORDS = 0x00C0D788, // SpellRecord *records[spellID]
VAR_SPELL_RECORD_COUNT = 0x00C0D78C, // max spellID
// SpellMechanic.dbc — maps a SpellMechanic ID to its localized
// name. Standard 5-DWORD DBC instance at 0x00C0D7BC; records ptr at
// +0x08, count at +0x0C (see docs/DBCs.md). Records are 1-based
// (records[mechanicID]); the engine only ever uses the table for
// existence/bounds checks (FUN_006e9ca0, FUN_00612df0, FUN_006e8eb0
// case 0x8d all do `records[id] != 0`), never reading the name — so
// the name offset below follows the canonical 2-column
// (ID + localized Name) DBC schema rather than an engine-reader anchor.
VAR_SPELLMECHANIC_RECORDS = 0x00C0D7C4, // SpellMechanicRecord *records[mechanicID]
VAR_SPELLMECHANIC_COUNT = 0x00C0D7C8, // max mechanic ID
OFF_SPELLMECHANIC_NAME = 0x04, // char *name[9], locale-indexed
// SpellItemEnchantment.dbc — the table a weapon/item enchant ID
// (e.g. the enchantID from `C_Item.GetWeaponEnchantInfo`) indexes.
// Records-ptr at instance +0x08, count at +0x0C (instance 0x00C0D7D0).
// 24-DWORD records (recordSize 0x60). Layout fully verified by
// parsing the on-disk SpellItemEnchantment.dbc against known records
// (Crusader 1900: Type[0]=1, Arg[0]=20007 "Holy Strength";
// Sharpened+3 id 13: Type[0]=2, Amount[0]=3; Reinforced Armor+8 id 15:
// Type[0]=4, Amount[0]=8). OFF_..._NAME (+0x34) is cross-confirmed by
// two engine readers (FUN_00496170 / FUN_00495d60) that push
// `[rec + 0x34 + VAR_LOCALE_INDEX*4]` as the display name.
// Type[i] : ITEM_ENCHANTMENT_TYPE — 1=combat-proc spell,
// 2=damage, 3=equip spell, 4=resistance, 5=stat,
// 6=totem, 7=use spell. 0 = empty slot.
// Amount[i] : magnitude for damage/resist/stat types (min; vanilla
// min==max). 0 for spell types (value lives in the spell).
// Arg[i] : spellID for spell types (1/3/7); stat index for STAT.
VAR_SPELLITEMENCHANT_RECORDS = 0x00C0D7D8, // SpellItemEnchantmentRecord *records[enchantID]
VAR_SPELLITEMENCHANT_COUNT = 0x00C0D7DC, // max enchant ID
OFF_SPELLITEMENCHANT_TYPE = 0x04, // int Type[3]
OFF_SPELLITEMENCHANT_AMOUNT = 0x10, // int Amount[3] (EffectPointsMin)
OFF_SPELLITEMENCHANT_ARG = 0x28, // int EffectArg[3]
OFF_SPELLITEMENCHANT_NAME = 0x34, // char *name[8], locale-indexed
// Spell.dbc School field — 0-based integer at record +0x04.
// Verified empirically against Fireball (133) → School=2 (Fire)
// and Frostbolt (116) → School=4 (Frost) on Octo 1.12.1. Vanilla
@@ -2386,6 +2476,35 @@ enum Offsets {
VAR_SPELL_CAST_TIMES_RECORDS = 0x00C0D878, // SpellCastTimes.dbc
VAR_SPELL_CAST_TIMES_COUNT = 0x00C0D87C,
// SpellRadius.dbc — AOE radius records, indexed by a spell's
// EffectRadiusIndex (see OFF_SPELL_RECORD_EFFECT_RADIUS_INDEX). Record
// shape: { id@+0, radius@+4 (f32), radiusPerLevel@+8 (f32), ... }.
// Verified by decompiling FUN_006e6350 (the engine's effective-radius
// helper), which reads `radiusRec[+4]` as the base radius and
// `radiusRec[+8] * casterLevel` as the per-level term. Read by
// GetSpellRadius (base radius only — no level scaling).
VAR_SPELL_RADIUS_RECORDS = 0x00C0D7B0,
VAR_SPELL_RADIUS_COUNT = 0x00C0D7B4,
OFF_SPELL_RADIUS_VALUE = 0x04, // base radius, f32
// SpellMod (talent / item) accumulators for the LOCAL PLAYER. Two
// parallel tables of int32, indexed [familyFlagBit][op]: flat adds at
// VAR_SPELLMOD_FLAT_TABLE, percent adds at VAR_SPELLMOD_PCT_TABLE.
// Per-bit stride is 0x74 (29 ops); the op is the dword index (op*4
// within a slot). A spell's per-effect value is modified by summing,
// over the bits set in its SpellFamilyFlags, flat[bit][op] and
// pct[bit][op], then `value = (value + flat) * (100 + pct) * 0.01`.
// Gated on the spell's SpellFamilyName matching the player's class
// family. Decompiled from FUN_006e6b30 / FUN_006e6bf0 (the engine's
// ApplySpellMod), which the radius helper FUN_006e6350 invokes with
// op 6. These are single global instances = the local player's mods
// (vanilla only tracks spell mods for the local player).
VAR_SPELLMOD_FLAT_TABLE = 0x00CEAD60,
VAR_SPELLMOD_PCT_TABLE = 0x00CECB30,
SPELLMOD_SLOT_STRIDE = 0x74, // bytes per familyFlagBit row
SPELLMOD_SLOT_COUNT = 64, // SpellFamilyFlags is 64-bit
SPELLMOD_OP_RADIUS = 6, // op index for spell radius
// SpellDispelType.dbc — maps dispel-type IDs (1..N) to localized
// names like "Magic", "Curse", "Disease", "Poison". Used by
// `Script_UnitDebuff` to fill its third return value. Standard
@@ -2724,8 +2843,12 @@ enum Offsets {
// trailing zeros, hands the buffer to the caller. Caller frees
// via `FUN_STORM_SMEM_FREE`.
//
// __cdecl int FileRead(
// int unused, // always 0 from engine call sites
// __stdcall int FileRead( // callee cleans 28 bytes (RET 0x1C);
// // NOT __cdecl — see src/addons/Embedded.cpp
// int archive, // 0 = merged VFS; or an archive
// // handle to read from one MPQ
// // (e.g. FUN_00648FB0 reads its
// // "(listfile)" this way)
// const char *path, // "Interface\AddOns\X\Y.lua"
// void **outBuf, // Storm-allocated content
// size_t *outSize, // optional, may be NULL
@@ -2740,6 +2863,85 @@ enum Offsets {
// normal `SMemFree` works without us tracking lifetime.
FUN_FILE_READ = 0x00648620,
// MPQ file enumerator — walks every mounted archive's `(listfile)`
// and invokes a callback for each entry whose path begins with a
// given prefix. This is the engine's flat, recursive name walk (the
// `SFileEnumFiles` analog), NOT a per-directory find. It's the
// function the macro-icon loader `FUN_LOAD_MACRO_ICONS` uses to
// surface MPQ-baked icons under `Interface\Icons\`.
//
// void __fastcall MpqEnumFiles(
// int archiveSelector, // ecx — archive-set selector;
// // the loader passes 6.
// // Covers the primary
// // mounted archives plus
// // one selected extra.
// const char *pathPrefix, // edx — e.g. "Interface\" —
// // only listfile entries
// // under this prefix are
// // reported.
// FileCb callback, // per-file callback (below)
// void *userParam); // loader passes 0
//
// The callback is `int __fastcall(const char *fullPath /*ecx*/)`;
// `fullPath` is the entry's full archive-relative path (e.g.
// "Interface\FrameXML\Foo.lua"). Returning 0 STOPS enumeration —
// return non-zero to keep going (note: the OPPOSITE of the disk
// find at `FindFirstFileW`). The continue/stop sense is verified in
// the per-archive walker `FUN_00648FB0`, whose loop does
// `if (... && callback() == 0) break;`.
//
// Internally: `FUN_00401470` loops the archive-handle array
// (`DAT_008826BC`, count `DAT_00882740`) calling the per-archive
// listfile walker `FUN_00648FB0`, which reads each archive's
// `(listfile)` via `FUN_FILE_READ`, splits on CR/LF, prefix-filters
// via a trampoline, and dispatches the callback. Used by
// `Interface::Export` (`ExportInterfaceFiles`).
//
// NB: the sibling `FUN_0042AD10` is a DISK-only walker (it resolves
// to kernel32 `FindFirstFileW` and never sees MPQ contents) — don't
// confuse the two. The macro `Icons.cpp` callback labels have the
// disk/MPQ roles swapped; this entry is the authoritative note.
FUN_MPQ_ENUM_FILES = 0x00401470,
// Console-command registrar — the vanilla equivalent of 4.3.4's
// `FUN_00654c90`. Registers a developer-console command (the `~`
// console you get when launching with `-console`).
//
// int __fastcall RegisterConsoleCommand(
// const char *name, // ecx — command name; stored BY
// // POINTER (no copy), so must
// // have static lifetime
// Handler handler, // edx — see below
// int category, // help-grouping category id
// const char *description);// help text, or NULL
// Returns 1 on success, 0 if a command with that name already
// exists (dedup-safe — repeat calls are harmless no-ops). The
// command node is never freed for a static-literal name, so we
// don't need SStrDup the way the event table does.
//
// The handler is `int __fastcall(void *unused /*ecx*/, const char
// *args /*edx*/)`; `args` is the text after the command name
// (`*args == '\0'` when invoked bare). Return 1. Categories seen in
// the binary: graphics=1, help=2, misc=5 (we use 5, matching
// 4.3.4's `ExportInterfaceFiles`); the value is cosmetic (only
// affects `help` grouping) and unvalidated by the registrar.
//
// Self-initializes the command hash table on first use, so it is
// safe to call any time after the engine's own console subsystem
// boots (well before our glue / load-script hooks fire). Verified
// via the bulk graphics registrar `FUN_0066F6C0` and the `help`
// command's own registration in `FUN_006400E0`.
FUN_CONSOLE_COMMAND_REGISTER = 0x0063F9E0,
// `ConsoleWrite(const char *line /*ecx*/, int colorFlag /*edx*/)` —
// appends a line to the developer console's output buffer. No-ops
// cleanly when the console isn't active (gated on the console-init
// globals `DAT_00C4EC1C` / `DAT_00C4EC34`), so it's safe to call
// unconditionally from a console-command handler. `colorFlag` 0 =
// default. Used by `Interface::Export` for "wrote N files" feedback.
FUN_CONSOLE_WRITE = 0x0063CB50,
// TOC parser — `__fastcall(this=addonName)`. Already documented in
// CLAUDE.md under "AddOn registry & hot-reload". Dedup-safe: if
// the addon is already in the hash table, returns immediately
@@ -3283,13 +3485,19 @@ enum Offsets {
// Bits 4-7 — WASD movement-key state. Each `MoveForwardStart`
// / `StrafeLeftStart` / etc. pushes one of these as the bit
// mask into the engine's button-press handler. Bit `0x1000` is
// the autorun-active flag (set by `ToggleAutoRun` and the
// both-mouse-buttons combo). `INPUT_FLAGS_MOVING_ANY` is the
// engine's own "is the user currently inputting translational
// movement" mask, used to drive `PLAYER_STARTED_MOVING` —
// matches modern's "STOPPED fires on key release, even
// mid-air" semantics because no physics/airborne bit is
// involved.
// the autorun-active flag (set by `ToggleAutoRun`).
// `INPUT_FLAGS_MOVING_ANY` is the engine's own "is the user
// currently inputting translational movement via keys/autorun"
// mask, used to drive `PLAYER_STARTED_MOVING` — matches modern's
// "STOPPED fires on key release, even mid-air" semantics because
// no physics/airborne bit is involved.
//
// NOTE: the "hold both mouse buttons to run forward" gesture is
// NOT in this mask. The button handler (`FUN_00514840`) drives
// that forward move directly via `FUN_005103e0` and explicitly
// *clears* the autorun bit when both buttons go down. Detect it
// from `INPUT_FLAG_MOUSELOOK & INPUT_FLAG_FREE_LOOK` both held
// instead — see `Player::InputEvents`.
INPUT_FLAG_MOVE_FORWARD = 0x10,
INPUT_FLAG_MOVE_BACKWARD = 0x20,
INPUT_FLAG_STRAFE_LEFT = 0x40,
@@ -3351,6 +3559,174 @@ enum Offsets {
VAR_LOOT_LOOTABLE = 0x00B71BA0,
LOOT_SLOT_STRIDE = 0x1C,
LOOT_MAX_SLOTS = 0x10,
// Per-slot field offsets within a `VAR_LOOT_SLOTS + slot * 0x1C`
// entry. Decoded from `Script_GetLootSlotInfo` and the populator
// at `FUN_004C1CB0`:
// +0x00 itemID (Script_GetLootSlotInfo's first push)
// +0x04 displayInfoID (icon lookup via DBC index)
// +0x08 count (FUN_004C22E0 reads `[base+0x8]`)
// +0x0C ?
// +0x10 ?
// +0x14 wire-slot byte (the server-side slot index — what
// `CMSG_LOOT_ITEM` expects; differs from the local
// densely-packed index when the response had gaps)
OFF_LOOT_SLOT_COUNT = 0x08,
OFF_LOOT_SLOT_WIRE_INDEX = 0x14,
// `__fastcall(uint userFacingSlot, char *outBuf, int bufSize) →
// const char *outBuf` — builds the loot-slot hyperlink string
// (e.g. `|cff1eff00|Hitem:12345:0:0:0|h[Item Name]|h|r`) and
// copies it into `outBuf`. Returns the buffer pointer on success,
// `NULL` if no loot window is open, the slot is empty, or the
// item's cache record isn't loaded yet. Used by
// `Script_GetLootSlotLink` at `0x004C2D20`.
//
// `userFacingSlot` is the post-`__ftol`-decrement slot index — the
// same shape Lua's `LootSlot(slot)` produces internally after
// `dec eax`:
// - When coin is present (`VAR_LOOT_LOOTABLE != 0`), input `0`
// is the coin slot itself and returns NULL; subsequent
// internal items live at `userFacingSlot = internal_slot + 1`
// (the function dec's again inside).
// - When no coin, `userFacingSlot = internal_slot` directly.
// The internal `_GetRecord` call inside uses `callback = NULL`, so
// the link is a pure cache hit — no network request gets queued
// when the cache is cold, just a NULL return.
FUN_LOOT_SLOT_LINK_BUILDER = 0x004C2670,
// `__stdcall(uint8_t slotByte)` — sends `CMSG_LOOT_ITEM` (opcode
// `0x108`) carrying the wire-protocol slot byte for the currently-
// open loot window. Built directly from the engine's packet
// primitives — bypasses the `Script_LootSlot` Lua wrapper at
// `FUN_004C2790`, which routes through a `param_2 != 0`
// BoP-confirm-after-dialog branch that's of no use to us. The
// server cheerfully takes whatever slot you send for the current
// loot session; no client-side BoP confirmation gate.
//
// **Calling convention matters.** The callee reads its arg from
// `[ebp+8]` (stack) and ends with `ret 4`. Mis-typedef'ing as
// `__fastcall` produces a stack-corrupting caller — symptoms are
// delayed crashes on unrelated vtable reads.
FUN_CMSG_LOOT_ITEM = 0x005E1AD0,
// UNIT_DYNAMIC_FLAGS within `m_objectFields`. Standard
// server-driven dynamic-state bitmask. Empirically verified by
// cross-referencing three `Script_*` accessors that all read
// bytes at `[m_objectFields + 0x224]`:
// - `Script_UnitIsTapped` (`0x00519C90`): `test [eax+0x224], 0x04`
// - `Script_UnitIsTappedByPlayer` (`0x00519D00`): `test [eax+0x224], 0x08`
// - `Script_UnitIsDead` (`0x00517AC0`): `[eax+0x224] >> 5 & 1`
// Bit values match CMaNGOS conventions: 0x01 LOOTABLE,
// 0x02 TRACK_UNIT, 0x04 TAPPED, 0x08 TAPPED_BY_PLAYER,
// 0x10 SPECIALINFO, 0x20 DEAD, 0x40 REFER_A_FRIEND_LINKED,
// 0x80 ZONE_OUT. The +0x224 offset is significantly later than
// CMaNGOS-doc'd vanilla (which puts DYNAMIC_FLAGS at field 0x46
// = +0x118) — yet another non-uniform shift in 1.12.1's actual
// UNIT_FIELD layout. Direct empirical read is the authority.
OFF_UNIT_FIELD_DYNAMIC_FLAGS = 0x224,
UNIT_DYNFLAG_LOOTABLE = 0x01,
UNIT_DYNFLAG_DEAD = 0x20,
// UNIT_FIELD_BOUNDINGRADIUS within m_objectFields — single
// float, the unit's interact-radius in world yards. Both
// `FUN_005EC110` (interact-state check) and `FUN_005DF130`
// (CMSG_LOOT sender) compute the interaction-range threshold
// as `target_radius + player_radius + INTERACT_REACH`, clamped
// to a floor of `MIN_INTERACT_RANGE`. Verified at `0x005EC1A4`
// where the function reads
// `[(target_m_objectFields) + 0x1F0]`.
OFF_UNIT_FIELD_BOUNDING_RADIUS = 0x1F0,
// `__thiscall(player, target, useDistanceCheck)` — engine's
// CMSG_LOOT sender for **dead mobs** (CGCreature_C with
// DYNFLAG_LOOTABLE set). Pre-checks: `FUN_005EC110` interact
// validity + `FUN_006003A0` lootability (target dead + bit 0 of
// `m_objectFields[+0x224]` set) + local player not in a state
// that forbids interaction. Releases any open loot window before
// sending the new request.
//
// `useDistanceCheck` is the auto-walk gate:
// - `1` (engine default): if target out of range, start
// walking toward it and *don't* send CMSG_LOOT. If in range,
// send normally.
// - `0`: skip the range check; send immediately. The server
// enforces server-side range, so OOR sends silently fail
// rather than walking the player toward distant corpses —
// the right pick for AoE-loot-style callers.
//
// Engine callsite at `FUN_0060FA20` (right-click world handler)
// resolves the target via
// `ClntObjMgrObjectPtr(TYPEMASK_UNIT, ..., guid)` first, same as
// we do.
//
// Distinct from the sibling sender at `0x005DF130`, which gates
// on `FUN_CGCORPSE_IS_LOOTABLE` (player corpses only) instead of
// the mob path. The CGCorpse helper is documented immediately
// below.
FUN_CMSG_LOOT_UNIT = 0x005DF2A0,
// `__fastcall(int loot_response_struct, undefined4 coin, int unk)`
// — master loot-window state controller. Called by the
// `SMSG_LOOT_RESPONSE` handler tail (via `FUN_0048F3A0`) and by
// `CloseLoot`-inner (via `FUN_0048F200(0, 0, 0)`). Two phases:
// - **Close prior**: if `VAR_LOOT_GUID_LO/HI != 0`, clears
// them, releases item-cache callbacks for the prior slots,
// fires `LOOT_CLOSED` (event id `0x10D`).
// - **Open new**: if `param_1 != 0`, copies the GUID from
// `[param_1 + 8]` into `VAR_LOOT_GUID_LO/HI`, zeroes
// `VAR_LOOT_SLOTS`, walks 16 slots populating itemID via
// `FUN_005EBC90(slot)` and sibling helpers, sets
// `VAR_LOOT_LOOTABLE = param_2` (coin), then fires
// `LOOT_OPENED` (event id `0x10B`).
// Both event fires go through `FUN_FIRE_EVENT_NO_ARGS` —
// intercepting that function lets a caller swallow the events
// without touching this one.
FUN_LOOT_CONTROLLER = 0x004C1CB0,
// `__fastcall(int eventID)` — engine's no-args event dispatcher,
// the lighter-weight sibling of `FUN_FIRE_EVENT` (variadic).
// Called from ~100 sites across the engine, including the
// `LOOT_OPENED` / `LOOT_CLOSED` fires inside
// `FUN_LOOT_CONTROLLER`. Hooking it lets us conditionally swallow
// specific event ids while leaving the rest untouched — the
// mechanism we use to do silent scan loops without flickering
// the `LootFrame`. Fan-in is wide but call frequency is
// event-driven (state changes only), not per-frame, so per-call
// overhead from a hooked predicate is negligible.
FUN_FIRE_EVENT_NO_ARGS = 0x00703E50,
// `__fastcall(int sendRelease, char earlyReturnOnGameObject,
// char showError)` — engine's "close the current loot window"
// inner. Behavior keyed off args:
// - `sendRelease` (ECX): if non-zero, builds and sends
// `CMSG_LOOT_RELEASE` (opcode `0x15F`) for the current loot
// target before clearing client state.
// - `earlyReturnOnGameObject` (EDX): if non-zero, bails early
// when the loot target is a game object that's been
// interacted with in a particular way (fishing-style?).
// - `showError` (stack): if non-zero, calls `FUN_00496720(0x87)`
// to display a "cannot close loot" error.
// Side effects: clears `[player + 0x1D28/+0x1D2C]` (the player's
// prior-interact GUID slots), then calls `FUN_004C1CB0(0, 0, 0)`
// which clears `VAR_LOOT_GUID_LO/HI`, zeroes `VAR_LOOT_SLOTS`,
// and fires the `LOOT_CLOSED` event (`0x10D`). Use
// `(1, 0, 0)` for a clean release + clear.
FUN_CLOSE_LOOT_INNER = 0x0048F200,
// `CGCorpse::IsLootable(this)` — `__fastcall(corpse) → uint`,
// tests bit 0 of `[corpse_m_objectFields + 0x78]`. Specific to
// `TYPEMASK_CORPSE` (player corpses) — `+0x78` of a CGCorpse_C's
// m_objectFields holds dynamic flags with bit 0 = LOOTABLE. The
// same offset in CGUnit_C / CGPlayer_C's m_objectFields holds
// BYTES_0 (race / class / gender / power type), so this helper
// returns nonsense for live units (e.g. it returns 1 for Human
// players because race=1 has bit 0 = 1). Used by the engine's
// right-click-on-corpse handler at `FUN_005D6BF0` to gate
// CMSG_LOOT for player corpses, and from `FUN_005DF130` (one of
// two CMSG_LOOT senders) for the same corpse path. Don't reuse
// for live-unit lootability — use `OFF_UNIT_FIELD_DYNAMIC_FLAGS`
// bit 0 against a CGUnit instead.
FUN_CGCORPSE_IS_LOOTABLE = 0x005D6E20,
// Merchant inventory: flat array at `0xBDD118`, stride 0x1C,
// itemID at `entry+4`. The "flag" globals are actually the
@@ -3451,10 +3827,37 @@ enum Offsets {
// `+0x120`. (The engine's `Script_GetInboxItem` passes a per-
// entry completion callback at `0x004AF0A0` to GetRecord; for
// ID-only retrieval we skip the callback.)
//
// Entries also carry per-instance modifiers at `+0x12C`
// (enchantID), `+0x134` (suffix factor), `+0x138` (random
// property ID), etc. — `Script_GameTooltip_SetInboxItem` at
// `0x005354C0` copies them onto the tooltip object to render a
// fully-decorated tooltip. We don't expose them in
// `GetInboxItemLink` because 3.3.5's same function only emits
// basic itemID-only links (`FUN_0061E290(itemID)`); per-instance
// data only fully manifests when the player takes the item and
// the engine spawns a real CGItem.
VAR_INBOX_ENTRIES = 0x00B6EF54,
VAR_INBOX_COUNT = 0x00B6EFC0,
OFF_INBOX_ENTRY_ITEM_ID = 0x120,
// SendMail attached item — the engine stores the attached item's
// 64-bit GUID at these globals when the player drops an item onto
// the SendMail slot (`SetSendMailItem` / `ClickSendMailItemButton`).
// Cleared to zero by `ClearSendMail` and on `MAIL_CLOSED`. Vanilla
// allows exactly one attachment per outgoing mail (modern WoW lifted
// this to 12+; we ignore the modern `attachmentIndex` arg since only
// index 1 is meaningful).
//
// The attached item still exists as a live CGItem in the player's
// inventory until the mail is actually sent, so the GUID resolves
// via `FUN_GET_OBJECT_BY_GUID(OBJECT_TYPE_ITEM, ...)`. That lets
// `GetSendMailItemLink` return the full per-instance link (enchant
// / random suffix preserved) by feeding the resolved CGItem to
// `Item::Link::FromCGItem`.
VAR_SEND_MAIL_ITEM_GUID_LO = 0x00B6EF90,
VAR_SEND_MAIL_ITEM_GUID_HI = 0x00B6EF94,
// Craft window (engineering, alchemy, etc. before the "trade
// skill" overhaul). Same slot-indirection shape as inbox: the
// address holds a pointer to the heap-allocated entry-pointer
@@ -3495,6 +3898,31 @@ enum Offsets {
OFF_SPELL_RECORD_EFFECT_APPLY_AURA_NAME = 0x16C, // int32[3]
OFF_SPELL_RECORD_EFFECT_MISC_VALUE = 0x1A8, // int32[3]
SPELL_RECORD_EFFECT_COUNT = 3,
// Per-effect EffectRadiusIndex[3] → SpellRadius.dbc. Verified by
// FUN_006e6350, which reads spellRec[+0x160] (effect 0) and
// spellRec[+0x164] (effect 1) as radius indices. 0 = effect has no
// radius. Read by GetSpellRadius.
OFF_SPELL_RECORD_EFFECT_RADIUS_INDEX = 0x160, // int32[3]
// SpellFamily classification, used by the SpellMod system (see
// VAR_SPELLMOD_*). Verified from FUN_006e6b30: SpellFamilyName at
// +0x280 (gates whether the player's class mods apply), 64-bit
// SpellFamilyFlags at +0x284 (selects which familyFlagBit rows to
// sum). AttributesEx2 (+0x24) bit 0x20000000 disables spell mods.
OFF_SPELL_RECORD_FAMILY_NAME = 0x280, // u32
OFF_SPELL_RECORD_FAMILY_FLAGS = 0x284, // u64
OFF_SPELL_RECORD_ATTRIBUTES_EX2 = 0x24, // u32
SPELL_ATTR_EX2_NO_SPELL_MODS = 0x20000000,
// Spell.dbc Mechanic field — the spell-level SpellMechanic ID (→
// SpellMechanic.dbc), 0 = none. Field 5 of the record
// (ID, School, Category, castUI, Dispel, Mechanic), which lands at
// +0x14 given Attributes (field 6) is verified at +0x18. Cross-
// confirmed by FUN_006e9ca0 (the mechanic-immunity check), which
// reads `spellRec[+0x14]` as the spell's mechanic when the per-
// effect EffectMiscValue is 0. Read by C_Spell.GetSpellMechanicByID.
OFF_SPELL_RECORD_MECHANIC = 0x14,
SPELL_AURA_MOD_SHAPESHIFT = 36,
SPELL_AURA_MOUNTED = 78,
+5
View File
@@ -12,4 +12,9 @@
<Binding name="TARGETFOCUS">
TargetUnit("focus");
</Binding>
<Binding name="AOELOOT">
if not C_Loot.IsScanInProgress() then
C_Loot.ScanNearbyLoot()
end
</Binding>
</Bindings>
+281
View File
@@ -0,0 +1,281 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `ExportInterfaceFiles art|code` — backport of the 4.3.4 developer-
// console command of the same name. Registered as a real console
// command (the `~` console available when the client is launched with
// `-console`), exactly like retail. Dumps Blizzard's UI files out of
// the mounted MPQ archives onto disk:
//
// code → .lua / .xml / .toc / .xsd → BlizzardInterfaceCode\...
// art → .blp / .tga → BlizzardInterfaceArt\...
//
// Files land relative to the client's working directory, mirroring the
// retail command's `BlizzardInterface{Code,Art}\<relative-path>`
// layout. On completion it writes a "wrote N files" line back to the
// console.
//
// **How it works (vanilla 1.12 / Octo):**
//
// Like 4.3.4, we enumerate the mounted archives' `(listfile)` — the
// flat, full-path file index — rather than walking directories. The
// vanilla primitive is `FUN_MPQ_ENUM_FILES` (`0x00401470`, the same
// MPQ walk the macro-icon loader uses): it loops the archive handles
// and dispatches a callback per listfile entry under a path prefix
// (here `"Interface\"`). We collect every matching full path (deduped
// across archives), then read each via `FUN_FILE_READ` and write it to
// disk with Win32.
//
// Don't confuse this with `FUN_0042AD10`, the disk-only
// `FindFirstFileW` walker — pointing the export at that yields zero
// MPQ files. See the `FUN_MPQ_ENUM_FILES` note in Offsets.h.
//
// We export the full `Interface\` tree, matching 4.3.4 (extension
// filter only, no path exclusion). That INCLUDES `Interface\AddOns\` —
// the listfile only indexes MPQ-baked files, so those AddOns entries
// are Blizzard's own UI addons (Blizzard_AuctionUI, Blizzard_TalentUI,
// …), which are part of the stock UI source. The player's loose,
// on-disk addons live in no archive's listfile, so they're never
// enumerated and never re-exported.
#include "Game.h"
#include "Offsets.h"
#include <windows.h>
#include <cstdint>
#include <cstdio>
#include <string>
#include <unordered_set>
#include <vector>
namespace Interface::Export {
namespace {
// Engine's file-content reader (see Offsets::FUN_FILE_READ). __stdcall
// (callee cleans 28 bytes via RET 0x1C — NOT __cdecl; getting this
// wrong corrupts the caller's stack). Allocates a Storm buffer; free
// with SMemFree.
using FileRead_t = int(__stdcall *)(int unused, const char *path, void **outBuf,
unsigned int *outSize, unsigned int extraBytes,
int flag1, int flag2);
using SMemFree_t = void(__stdcall *)(void *ptr, const char *file, int line, int flags);
// MPQ enumerator (see Offsets::FUN_MPQ_ENUM_FILES). The callback
// receives each listfile entry's full path in ecx; returning 0 STOPS
// enumeration, so we return 1 to keep going.
using MpqEnumCb_t = int(__fastcall *)(const char *fullPath);
using MpqEnumFiles_t = void(__fastcall *)(int archiveSelector, const char *pathPrefix,
MpqEnumCb_t callback, void *userParam);
// The archive-set selector the engine's own macro-icon loader passes to
// FUN_00401470 — covers the primary mounted archives plus the selected
// extra. We mirror it.
constexpr int kArchiveSelector = 6;
// Case-insensitive ASCII equality.
bool EqualsCI(const char *a, const char *b) {
for (;; ++a, ++b) {
char ca = *a, cb = *b;
if (ca >= 'A' && ca <= 'Z') ca = static_cast<char>(ca + ('a' - 'A'));
if (cb >= 'A' && cb <= 'Z') cb = static_cast<char>(cb + ('a' - 'A'));
if (ca != cb)
return false;
if (ca == '\0')
return true;
}
}
bool HasExtension(const char *name, const char *const *exts, int count) {
const char *dot = nullptr;
for (const char *p = name; *p; ++p) {
if (*p == '.')
dot = p;
}
if (dot == nullptr)
return false;
for (int i = 0; i < count; ++i) {
if (EqualsCI(dot + 1, exts[i]))
return true;
}
return false;
}
// Create every parent directory of `relPath` (a backslash-separated
// path, e.g. "BlizzardInterfaceCode\FrameXML\Foo.lua"). Each component
// is created relative to the working directory; existing dirs are a
// no-op.
void EnsureParentDirs(const std::string &relPath) {
std::string accum;
for (size_t i = 0; i < relPath.size(); ++i) {
const char c = relPath[i];
if (c == '\\' || c == '/') {
if (!accum.empty())
CreateDirectoryA(accum.c_str(), nullptr);
accum.push_back('\\');
} else {
accum.push_back(c);
}
}
}
bool WriteFileToDisk(const std::string &relPath, const void *data, unsigned int size) {
EnsureParentDirs(relPath);
HANDLE h = CreateFileA(relPath.c_str(), GENERIC_WRITE, 0, nullptr,
CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, nullptr);
if (h == INVALID_HANDLE_VALUE)
return false;
bool ok = true;
if (size != 0) {
DWORD written = 0;
ok = WriteFile(h, data, size, &written, nullptr) != 0 && written == size;
}
CloseHandle(h);
return ok;
}
// Length of the "Interface\" prefix we strip from MPQ paths before
// re-rooting under the destination folder.
constexpr size_t kRootPrefixLen = 10; // strlen("Interface\\")
const char *const kCodeExts[] = {"lua", "xml", "toc", "xsd"};
const char *const kArtExts[] = {"blp", "tga"};
enum Mode { MODE_CODE, MODE_ART };
// Collector for the MPQ enumeration callback. File-static because
// FUN_00401470 hands the callback only the path string; enumeration is
// synchronous and single-threaded, so a file-static sink is safe.
struct Collector {
const char *const *exts = nullptr;
int extCount = 0;
std::vector<std::string> files;
std::unordered_set<std::string> seen; // dedup across archives
};
Collector *g_collector = nullptr;
// MPQ enumeration callback — one call per listfile entry under the
// "Interface\" prefix. Keep going (return 1) regardless.
int __fastcall CollectCb(const char *fullPath) {
Collector *c = g_collector;
if (c != nullptr && fullPath != nullptr &&
HasExtension(fullPath, c->exts, c->extCount)) {
if (c->seen.insert(fullPath).second)
c->files.emplace_back(fullPath);
}
return 1; // 0 would stop enumeration
}
// Enumerate every MPQ file under Interface\ whose extension matches
// `mode`, read each, and write it under the destination root. Returns
// the number of files successfully written.
int ExportTree(Mode mode) {
auto MpqEnumFiles = reinterpret_cast<MpqEnumFiles_t>(Offsets::FUN_MPQ_ENUM_FILES);
auto FileRead = reinterpret_cast<FileRead_t>(Offsets::FUN_FILE_READ);
auto SMemFree = reinterpret_cast<SMemFree_t>(Offsets::FUN_STORM_SMEM_FREE);
const char *dstRoot =
(mode == MODE_ART) ? "BlizzardInterfaceArt" : "BlizzardInterfaceCode";
Collector collector;
collector.exts = (mode == MODE_ART) ? kArtExts : kCodeExts;
collector.extCount = (mode == MODE_ART) ? 2 : 4;
g_collector = &collector;
MpqEnumFiles(kArchiveSelector, "Interface\\", &CollectCb, nullptr);
g_collector = nullptr;
const std::vector<std::string> &files = collector.files;
int written = 0;
for (const std::string &src : files) {
void *buf = nullptr;
unsigned int size = 0;
if (FileRead(0, src.c_str(), &buf, &size, 0, 1, 0) == 0 || buf == nullptr)
continue;
// Re-root: "Interface\FrameXML\Foo.lua" -> "<dstRoot>\FrameXML\Foo.lua".
std::string dst = dstRoot;
dst.push_back('\\');
dst.append(src, kRootPrefixLen, std::string::npos);
if (WriteFileToDisk(dst, buf, size))
++written;
SMemFree(buf, __FILE__, __LINE__, 0);
}
return written;
}
// Console-command handler ABI: edx = the argument text after the
// command name ("" when bare). Mirrors 4.3.4's `art`/`code` dispatch.
bool FirstTokenEquals(const char *s, const char *token) {
size_t i = 0;
for (; token[i] != '\0'; ++i) {
char a = s[i];
if (a >= 'A' && a <= 'Z') a = static_cast<char>(a + ('a' - 'A'));
if (a != token[i])
return false;
}
const char end = s[i];
return end == '\0' || end == ' ' || end == '\t';
}
int __fastcall Console_ExportInterfaceFiles(void * /*unused*/, const char *args) {
const char *p = (args != nullptr) ? args : "";
while (*p == ' ' || *p == '\t')
++p;
Mode mode;
if (FirstTokenEquals(p, "art"))
mode = MODE_ART;
else if (FirstTokenEquals(p, "code"))
mode = MODE_CODE;
else {
Game::Console::Write("Usage: ExportInterfaceFiles art|code");
return 1;
}
const int written = ExportTree(mode);
char msg[160];
snprintf(msg, sizeof(msg), "ExportInterfaceFiles: wrote %d %s file(s) to %s\\",
written, (mode == MODE_ART) ? "art" : "code",
(mode == MODE_ART) ? "BlizzardInterfaceArt" : "BlizzardInterfaceCode");
Game::Console::Write(msg);
return 1;
}
// Register the console command. A console command is process-global
// (not Lua-state-bound) and persists for the whole session, so the
// single registration at glue boot — the earliest hook, firing at
// launch before any console can be opened — covers both the login
// console and in-world. The glue hook re-fires on each world→glue
// return (logout), but the engine's registrar dedups by name (and we
// pass the same string literal, so its pointer-equality fast path
// catches the repeat), making a second call a no-op. The command name
// and help string are stored by pointer, so they must be static —
// string literals satisfy that for the DLL's lifetime.
void EnsureRegistered() {
Game::Console::RegisterCommand(
"ExportInterfaceFiles", &Console_ExportInterfaceFiles,
Game::Console::CATEGORY_DEBUG,
"Extracts Blizzard's UI files from the MPQs to disk. "
"Usage: ExportInterfaceFiles art|code");
}
const Game::GlueModuleAutoRegister _autoreg{&EnsureRegistered};
} // namespace
} // namespace Interface::Export
+163 -56
View File
@@ -147,41 +147,54 @@ static int __fastcall Script_IsItemDataCached(void *L) {
return 1;
}
// Pending explicit-request tracking. We deliberately do NOT eagerly
// create cache entries when an addon calls `C_Item.RequestLoadItemData`
// at addon-load / PLAYER_ENTERING_WORLD time — empirically (pfQuest),
// pre-creating the entry blocks the engine's natural prefetch path
// from issuing a fresh `SMSG_ITEM_QUERY_SINGLE`. The entry stays in a
// permanently-pending state because nothing ever sends the query.
// Pending-request tracking. We deliberately do NOT eagerly create cache
// entries during the startup window — empirically (pfQuest), pre-creating
// the entry at addon-load / PLAYER_ENTERING_WORLD time, before the
// engine's network/opcode dispatch has settled, blocks the engine's
// natural prefetch from issuing a fresh `SMSG_ITEM_QUERY_SINGLE`. The
// entry stays permanently pending because nothing ever sends the query.
// This applies to BOTH paths into the cache:
// - explicit `C_Item.RequestLoadItemData(ByID)`
// - implicit `WarmCache` (the `GetItemInfo` hook + every `GetItem*`
// getter's cache-miss warmup) — see `WarmCache`.
//
// Instead we hook the engine's item-cache response handler at
// `FUN_ITEMSTATS_CACHE_RESPONSE` (the function that fills cache
// entries on `SMSG_ITEM_QUERY_SINGLE_RESPONSE`). After the engine
// finishes filling any entries and walking its own callback lists,
// we sweep our pending set and fire `ITEM_DATA_LOAD_RESULT(itemID, 1)`
// for any tracked items that now resolve. The engine's natural
// prefetch (for player-inventory items) takes care of the actual
// `SMSG_ITEM_QUERY_SINGLE` for us.
// Both route through `Track`, which records the item without touching
// the cache while `g_settled` is false. We hook the engine's item-cache
// response handler at `FUN_ITEMSTATS_CACHE_RESPONSE` (the function that
// fills cache entries on `SMSG_ITEM_QUERY_SINGLE_RESPONSE`); after the
// engine finishes filling entries and walking its own callback lists, we
// sweep our pending set and fire the per-item completion event for any
// tracked item that now resolves. The engine's natural prefetch (for
// player-inventory items) takes care of the actual query for us.
//
// For items the engine *doesn't* naturally prefetch (e.g. quest
// reward IDs the player has never owned), we escalate after
// `kEscalateTicks` by issuing our own `CacheFetch` with a no-op
// For items the engine *doesn't* naturally prefetch (e.g. quest reward
// IDs the player has never owned), `OnWorldTick` escalates once the
// startup gate has settled by issuing our own `CacheFetch` with a no-op
// callback — that creates the entry and queues the query, and the
// response handler hook still fires our event when the data lands.
// `kMaxWaitTicks` is the hard timeout that gives up and fires
// `ITEM_DATA_LOAD_RESULT(itemID, nil)`.
// `kMaxWaitTicks` is the hard timeout that gives up and fires the
// completion event with failure.
struct Pending {
uint32_t itemID;
int ticksWaiting;
bool requestIssued;
bool implicit; // true: fire GET_ITEM_INFO_RECEIVED; false: ITEM_DATA_LOAD_RESULT
bool failed; // set by the escalation callback on a server "no such item" reply
};
constexpr int kMaxPending = 64;
constexpr int kEscalateTicks = 60;
constexpr int kMaxPending = 512;
constexpr int kMaxWaitTicks = 1200;
// World ticks after which we assume the engine's startup
// network/opcode-dispatch state has settled and eager queries are safe.
// Also latched the moment the engine's own response handler fires (a
// response proves dispatch is live) — see `ItemStatsCacheResponse_h`.
// One-way latch; see the relog note in `WarmCache`.
constexpr int kSettleTicks = 60;
static Pending g_pending[kMaxPending];
static int g_pendingCount = 0;
static bool g_settled = false;
static int g_worldTicks = 0;
static int FindPending(uint32_t itemID) {
for (int i = 0; i < g_pendingCount; ++i) {
@@ -197,27 +210,92 @@ static void RemovePendingAt(int idx) {
g_pending[idx] = g_pending[g_pendingCount];
}
// No-op callback for the escalation path — we just need a non-null
// callback pointer so the engine's `_GetRecord` queues the query.
// The response handler hook will detect the fill and fire the event;
// this callback doesn't need to do anything.
static void __stdcall ItemLoadCallback_NoOp(void * /*userData*/, int /*success*/) {}
// Callback for the escalation path. The engine queues the query when we
// pass a non-null callback to `_GetRecord`; it then invokes this with the
// itemID smuggled through `userData`. On a successful fill the engine has
// already set the entry's loaded flag, so the response-handler sweep
// reports success — we do nothing here. On a server failure (high-bit
// itemID in `SMSG_ITEM_QUERY_SINGLE_RESPONSE`) the engine does NOT set the
// loaded flag (verified in `FUN_0055BDB0`), so the sweep can't detect it;
// we mark the pending entry failed so the sweep / tick fires failure
// immediately instead of waiting out `kMaxWaitTicks`.
static void __stdcall ItemLoadCallback_Escalated(void *userData, int success) {
if (success)
return;
const auto itemID = static_cast<uint32_t>(reinterpret_cast<uintptr_t>(userData));
const int idx = FindPending(itemID);
if (idx >= 0)
g_pending[idx].failed = true;
}
static void RequestAndMaybeNotify(uint32_t itemID) {
// Already loaded — fire success synchronously.
static void FireByTag(uint32_t itemID, bool success, bool implicit) {
if (implicit)
FireGetItemInfoReceived(static_cast<int>(itemID), success);
else
FireItemDataLoadResult(static_cast<int>(itemID), success);
}
// Records an item we owe a completion event for, WITHOUT eagerly
// creating the cache entry. During the startup window (before
// `g_settled`) this is the only safe way to "request" an item: calling
// `CacheFetch` with a callback now would create an orphan entry the
// engine's prefetch then skips, leaving it permanently pending (see the
// block comment above). `OnWorldTick` issues the actual query once
// settled, and the response-handler sweep fires the event — tagged
// implicit (GET_ITEM_INFO_RECEIVED) or explicit (ITEM_DATA_LOAD_RESULT).
// Returns false only when the request was dropped because the pending
// set is full (the caller is still tracking nothing). All other outcomes
// — already-loaded, already-tracking, newly-tracked — return true.
static bool Track(uint32_t itemID, bool implicit) {
if (CacheFetch(itemID, nullptr) != nullptr) {
FireItemDataLoadResult(static_cast<int>(itemID), true);
return;
// Already loaded. Explicit RequestLoadItemData fires its
// completion event synchronously (modern API contract). Implicit
// warmup mirrors the engine's already-loaded shortcut, which does
// not re-invoke the callback — so a cache hit fires nothing.
if (!implicit)
FireItemDataLoadResult(static_cast<int>(itemID), true);
return true;
}
const int idx = FindPending(itemID);
if (idx >= 0) {
// Already tracking. An explicit request supersedes a pending
// implicit one so the explicit caller's ITEM_DATA_LOAD_RESULT is
// honored (the two events are mutually exclusive per fill).
if (!implicit)
g_pending[idx].implicit = false;
return true;
}
// Already tracking — second request just dedups.
if (FindPending(itemID) >= 0)
return;
if (g_pendingCount >= kMaxPending)
return;
return false;
g_pending[g_pendingCount].itemID = itemID;
g_pending[g_pendingCount].ticksWaiting = 0;
g_pending[g_pendingCount].requestIssued = false;
g_pending[g_pendingCount].implicit = implicit;
g_pending[g_pendingCount].failed = false;
++g_pendingCount;
return true;
}
static bool RequestAndMaybeNotify(uint32_t itemID) { return Track(itemID, /*implicit=*/false); }
// Fires + removes a pending entry if it has resolved either way: loaded
// (engine set the flag) → success, or `failed` (escalation callback saw a
// server rejection) → failure. Returns true if it fired and removed the
// entry at `i`, so callers must NOT advance their index when it does.
static bool TryCompletePending(int i) {
const uint32_t itemID = g_pending[i].itemID;
const bool implicit = g_pending[i].implicit;
if (CacheFetch(itemID, nullptr) != nullptr) {
RemovePendingAt(i);
FireByTag(itemID, true, implicit);
return true;
}
if (g_pending[i].failed) {
RemovePendingAt(i);
FireByTag(itemID, false, implicit);
return true;
}
return false;
}
// Response handler hook. After the engine fills cache entries from
@@ -237,16 +315,17 @@ static void __fastcall ItemStatsCacheResponse_h(void *cache, void * /*edx_unused
void *packetReader, int flag) {
using Trampoline_t = void(__fastcall *)(void *cache, void *edx, void *packetReader, int flag);
reinterpret_cast<Trampoline_t>(ItemStatsCacheResponse_o)(cache, nullptr, packetReader, flag);
// The engine just processed an item-query response, which proves its
// network/opcode dispatch is live — eager queries are safe from here
// on. Latch the startup gate so `WarmCache` stops deferring.
g_settled = true;
// Sweep pending — the engine just finished filling any matching
// entries. Peek (no callback) returns non-null iff the entry's
// loaded flag is set.
// entries (and, on the failure branch, invoked our escalation
// callback which marked any rejected items `failed`). Fire whatever
// resolved this response, success or failure.
for (int i = 0; i < g_pendingCount;) {
const uint32_t itemID = g_pending[i].itemID;
if (CacheFetch(itemID, nullptr) != nullptr) {
RemovePendingAt(i);
FireItemDataLoadResult(static_cast<int>(itemID), true);
if (TryCompletePending(i))
continue;
}
++i;
}
}
@@ -258,23 +337,34 @@ static const Game::HookAutoRegister _hookCacheResponse{
// Escalation + timeout. The hook covers the happy path (engine fills
// cache → we fire). This tick is only responsible for:
// 1. Issuing a query for items the engine doesn't naturally prefetch
// (e.g. quest rewards) — wait `kEscalateTicks` so we don't race
// the engine's startup-time state machine, then call CacheFetch
// with a no-op callback. The engine sends the SMSG, the response
// handler hook fires the event when the response lands.
// 2. Giving up after `kMaxWaitTicks` for items that never resolve
// (bad itemID, server doesn't respond, etc.) — fire failure.
// 1. Latching the startup gate via a tick-count fallback, in case no
// engine response arrives early enough to latch it first.
// 2. Issuing a query for items the engine doesn't naturally prefetch
// (e.g. quest rewards) — but only once `g_settled`, so we don't
// race the engine's startup-time state machine. The engine sends
// the SMSG, the response handler hook fires the event when the
// response lands.
// 3. Firing failure immediately for items the server rejected (the
// escalation callback marked them `failed`), and as a last resort
// giving up after `kMaxWaitTicks` for items that never resolve at
// all (lost query, server silent) — fire failure.
static void OnWorldTick() {
if (!g_settled && ++g_worldTicks >= kSettleTicks)
g_settled = true;
for (int i = 0; i < g_pendingCount;) {
if (!g_pending[i].requestIssued && g_pending[i].ticksWaiting >= kEscalateTicks) {
CacheFetch(g_pending[i].itemID, &ItemLoadCallback_NoOp);
if (!g_pending[i].requestIssued && g_settled) {
CacheFetch(g_pending[i].itemID, &ItemLoadCallback_Escalated);
g_pending[i].requestIssued = true;
}
// A server rejection (marked by the escalation callback) resolves
// the item as failure without waiting out the timeout.
if (TryCompletePending(i))
continue;
if (g_pending[i].ticksWaiting >= kMaxWaitTicks) {
const uint32_t itemID = g_pending[i].itemID;
const bool implicit = g_pending[i].implicit;
RemovePendingAt(i);
FireItemDataLoadResult(static_cast<int>(itemID), false);
FireByTag(itemID, false, implicit);
continue;
}
++g_pending[i].ticksWaiting;
@@ -291,7 +381,24 @@ static const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
// `ITEM_DATA_LOAD_RESULT`), matching modern semantics for ambient
// cache fills.
void WarmCache(uint32_t itemID) {
CacheFetch(itemID, &ItemLoadCallback_Implicit);
// Post-settle (steady state): query immediately for lowest latency.
// The engine invokes our implicit callback when the data lands.
if (g_settled) {
CacheFetch(itemID, &ItemLoadCallback_Implicit);
return;
}
// Startup window: do NOT eagerly create the cache entry — that
// orphans it (the engine's prefetch skips already-existing entries,
// and our SMSG goes into a hole while dispatch isn't ready), leaving
// the item permanently nil for the session. This is the exact race
// that broke pfQuest/Questie scanning at PLAYER_ENTERING_WORLD. Defer
// through the pending set instead; OnWorldTick issues the query once
// settled and the response-handler sweep fires GET_ITEM_INFO_RECEIVED.
//
// NOTE: g_settled is a one-way latch per process. The race this
// guards is the initial-login cold-WDB window. On relog the WDB is
// already warm so cold-fetch pressure is minimal; we don't re-arm it.
Track(itemID, /*implicit=*/true);
}
// Hook for `Script_GetItemInfo`. Pre-warms the cache from arg 1, then
@@ -314,8 +421,8 @@ static int __fastcall Script_RequestLoadItemDataByID(void *L) {
Game::Lua::PushBoolean(L, 0);
return 1;
}
RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, 1);
const bool accepted = RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, accepted ? 1 : 0);
return 1;
}
@@ -329,8 +436,8 @@ static int __fastcall Script_RequestLoadItemData(void *L) {
Game::Lua::PushBoolean(L, 0);
return 1;
}
RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, 1);
const bool accepted = RequestAndMaybeNotify(static_cast<uint32_t>(itemID));
Game::Lua::PushBoolean(L, accepted ? 1 : 0);
return 1;
}
+139
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@@ -0,0 +1,139 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Item.GetEnchantInfo(enchantID)` -> table | nil
//
// Resolves an item-enchantment ID — the kind `C_Item.GetWeaponEnchantInfo`
// returns for a weapon's temporary enchant (poisons, oils, sharpening
// stones, shaman imbues, …), and the same IDs item permanent enchants
// use — into its `SpellItemEnchantment.dbc` record and returns a table:
//
// {
// enchantID = <id>,
// name = "<localized display name>", -- "Crusader", "+8 Spirit"
// effects = { -- 1..3 active effect slots
// { type = <ITEM_ENCHANTMENT_TYPE>, amount = <int>, arg = <int> },
// ...
// },
// spellID = <int>, -- present only for spell-type enchants (proc/
// -- equip/use): the EffectArg of the first such
// -- effect, e.g. Crusader -> 20007 "Holy Strength".
// }
//
// `effects[i].type` is the standard ITEM_ENCHANTMENT_TYPE:
// 1 = combat-proc spell (arg = spellID)
// 2 = weapon damage (amount = +dmg)
// 3 = equip spell / aura (arg = spellID)
// 4 = resistance / armor (amount = +value)
// 5 = stat (arg = stat index, amount = value)
// 6 = totem, 7 = use spell
// For spell types (1/3/7) `arg` is a spellID you can feed straight into
// `C_Spell.GetSpellInfo` / `GetSpellDescription`; `spellID` is surfaced
// at top level as a convenience for that common case.
//
// Returns nil for a non-numeric / non-positive id, an out-of-range id,
// or a record with no name. Lives in C_Item (not C_Spell) because the
// id originates from `C_Item.GetWeaponEnchantInfo` and the concept is an
// item enchantment — `SpellItemEnchantment` is just the DBC's internal
// name (enchants are *implemented* via spell effects).
//
// Not derivable: the source item. The record holds no back-reference to
// the item that applied the enchant, and vanilla has no client-side
// reverse index (enchantID -> item).
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include <cstdint>
namespace Item::EnchantInfo {
namespace {
constexpr int kNumEffects = 3;
constexpr int kNumNameLocales = 8; // Name[8]; field after is the locale mask
// Spell-type enchants whose EffectArg is a spellID (proc / equip / use).
bool IsSpellType(int type) { return type == 1 || type == 3 || type == 7; }
int __fastcall Script_C_Item_GetEnchantInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1))
return 0; // nil
const int enchantID = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (enchantID <= 0)
return 0;
const uint8_t *rec = DBC::Record(Offsets::VAR_SPELLITEMENCHANT_RECORDS,
Offsets::VAR_SPELLITEMENCHANT_COUNT,
static_cast<uint32_t>(enchantID));
if (rec == nullptr)
return 0; // OOR id or unpopulated slot -> nil
// Localized display name (8-slot locale array at +0x34). Clamp the
// locale index to the array bounds — index 8 would read the locale
// mask column that follows. enUS (0) fallback for empty slots.
auto names = reinterpret_cast<const char *const *>(rec + Offsets::OFF_SPELLITEMENCHANT_NAME);
int locale = *reinterpret_cast<const int *>(Offsets::VAR_LOCALE_INDEX);
if (locale < 0 || locale >= kNumNameLocales)
locale = 0;
const char *name = names[locale];
if (name == nullptr || name[0] == '\0')
name = names[0]; // enUS fallback
if (name == nullptr || name[0] == '\0')
return 0; // unnamed record -> nil
auto type = reinterpret_cast<const int32_t *>(rec + Offsets::OFF_SPELLITEMENCHANT_TYPE);
auto amount = reinterpret_cast<const int32_t *>(rec + Offsets::OFF_SPELLITEMENCHANT_AMOUNT);
auto arg = reinterpret_cast<const int32_t *>(rec + Offsets::OFF_SPELLITEMENCHANT_ARG);
Game::Lua::NewTable(L);
Game::Lua::SetFieldNumber(L, "enchantID", enchantID);
Game::Lua::SetFieldString(L, "name", name);
// effects = { {type,amount,arg}, ... } — only non-empty slots.
Game::Lua::PushString(L, "effects");
Game::Lua::NewTable(L);
int n = 0;
int spellID = 0;
for (int i = 0; i < kNumEffects; ++i) {
if (type[i] == 0)
continue;
if (spellID == 0 && IsSpellType(type[i]) && arg[i] != 0)
spellID = arg[i];
++n;
Game::Lua::PushNumber(L, n); // 1-based array index
Game::Lua::NewTable(L);
Game::Lua::SetFieldNumber(L, "type", type[i]);
Game::Lua::SetFieldNumber(L, "amount", amount[i]);
Game::Lua::SetFieldNumber(L, "arg", arg[i]);
Game::Lua::SetTable(L, -3); // effects[n] = entry
}
Game::Lua::SetTable(L, -3); // result.effects = effects
if (spellID != 0)
Game::Lua::SetFieldNumber(L, "spellID", spellID);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Item", "GetEnchantInfo",
&Script_C_Item_GetEnchantInfo);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Item::EnchantInfo
+37
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@@ -16,13 +16,31 @@
#include "Game.h"
#include "Offsets.h"
#include "item/Location.h"
#include "item/QualityColor.h"
#include <cstdint>
#include <cstdio>
namespace Item::Link {
namespace {
using BuildItemLink_t = const char *(__fastcall *)(const void *cgItem);
// Cached ItemStats record lookup. Same `_GetRecord` pattern the rest of
// the codebase uses; passes a noop NULL callback so no SMSG fires for
// uncached items — caller treats "not cached" as a clean failure.
using GetItemRecord_t = const uint8_t *(__thiscall *)(void *cache, uint32_t itemID,
const uint64_t *guid, void *callback,
void *userData, int dedupFlag);
const uint8_t *PeekItemRecord(uint32_t itemID) {
auto fn = reinterpret_cast<GetItemRecord_t>(Offsets::FUN_DBCACHE_ITEMSTATS_GET_RECORD);
auto *cache = reinterpret_cast<void *>(Offsets::VAR_ITEMDB_CACHE);
const uint64_t zeroGuid = 0;
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
}
} // namespace
const char *FromCGItem(const uint8_t *cgItem) {
@@ -32,6 +50,25 @@ const char *FromCGItem(const uint8_t *cgItem) {
return fn(cgItem);
}
bool BasicFromItemID(uint32_t itemID, char *out, size_t outSize) {
if (out == nullptr || outSize == 0)
return false;
const uint8_t *record = PeekItemRecord(itemID);
if (record == nullptr)
return false;
const char *name = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSTATS_NAME);
if (name == nullptr || *name == '\0')
return false;
const uint32_t quality = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_QUALITY);
const int n = std::snprintf(out, outSize,
"%s|Hitem:%u:0:0:0|h[%s]|h|r",
Item::QualityColor::Prefix(static_cast<int>(quality)),
itemID, name);
return n > 0 && static_cast<size_t>(n) < outSize;
}
namespace {
// `C_Item.GetItemLink(itemLocation)` — returns the fully-decorated
+12
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@@ -13,6 +13,7 @@
#pragma once
#include <cstddef>
#include <cstdint>
namespace Item::Link {
@@ -28,4 +29,15 @@ namespace Item::Link {
// produce for the same slot.
const char *FromCGItem(const uint8_t *cgItem);
// Builds a basic itemID-only hyperlink (`"|cffRRGGBB|Hitem:N:0:0:0|h[Name]|h|r"`)
// into `out` from the cached ItemStats record for `itemID`. No
// enchant / random-suffix decoration — use this when the caller has
// only an itemID and no live CGItem (mail inbox attachments, cursor
// drag-source items, vendor roster previews). Returns true on
// success, false if the item isn't cached or the buffer is too small.
//
// `outSize` should be at least 256 to comfortably fit the longest
// possible link (`item:` payload + colored prefix + bracketed name).
bool BasicFromItemID(uint32_t itemID, char *out, size_t outSize);
} // namespace Item::Link
+90
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@@ -0,0 +1,90 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Item.UseAtUnit(itemInfo, unit)` — use the named item at the given
// unit's feet. For items whose on-use spell is ground-target (Iron
// Grenade, demolition charges, etc.), bypasses the manual click on the
// AoE reticle. `UseAtUnit(itemInfo, "target")` drops the reticle at
// the target's position.
//
// Unit-position analog of `C_Item.UseAtCursor` — same bag-walk +
// `FUN_ITEM_USE` dispatch, but the placement is committed at the
// unit's world position (via `Spell::AtCursor::CommitAtCoords`)
// instead of the cursor raycast.
//
// Returns `true` when the placement landed at the unit; `false` for
// non-ground-target items (the item still fires, no implicit target),
// unparseable input, item-not-in-bags, or an unresolvable unit.
#include "Game.h"
#include "Offsets.h"
#include "item/Arg.h"
#include "item/Location.h"
#include "spell/AtCursor.h"
#include "unit/Position.h"
#include <cstdint>
namespace Item::UseAtUnit {
namespace {
using UseItem_t = unsigned(__thiscall *)(const void *item, const uint64_t *targetGuid,
int flag);
int __fastcall Script_C_Item_UseAtUnit(void *L) {
const auto arg = Item::Arg::Resolve(L, 1);
if (arg.itemID <= 0 && arg.name == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
if (!Game::Lua::IsString(L, 2)) {
Game::Lua::PushBool(L, false);
return 1;
}
const char *token = Game::Lua::ToString(L, 2);
// Resolve the unit position first — fail fast before firing the
// item if the unit is absent. (FindByArgInBags below stomps the
// Lua stack, so read the token argument before that runs.)
float pos[3];
if (!Unit::Position::ReadToken(token, pos)) {
Game::Lua::PushBool(L, false);
return 1;
}
Item::Location::ByGUIDResult found;
if (!Item::Location::FindByArgInBags(L, arg, &found)) {
Game::Lua::PushBool(L, false);
return 1;
}
const uint64_t zeroTarget = 0;
auto useItem = reinterpret_cast<UseItem_t>(Offsets::FUN_ITEM_USE);
useItem(found.item, &zeroTarget, 0);
const bool placed = Spell::AtCursor::CommitAtCoords(pos);
Game::Lua::PushBool(L, placed);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Item", "UseAtUnit",
&Script_C_Item_UseAtUnit);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Item::UseAtUnit
+227
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@@ -0,0 +1,227 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "../Game.h"
#include "../Offsets.h"
#include "../guid/Guid.h"
#include <cstdint>
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
// `uint64_t guid` on the stack exactly where the engine puts it. The
// callback returns non-zero to keep iterating; zero stops the walk early.
using ClntObjMgrEnumVisibleObjectsCallback_t = int(__fastcall *)(void *ctx,
void *unusedEdx,
uint64_t guid);
using ClntObjMgrEnumVisibleObjects_t =
int(__fastcall *)(ClntObjMgrEnumVisibleObjectsCallback_t cb, void *ctx);
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
// `__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;
// `ClntObjMgrObjectPtr(typeMask, debugMessage, guid_lo, guid_hi, debugCode)`
// — resolves a 64-bit GUID to the loaded `CGObject_C *` it currently
// refers to, filtered by `typeMask`. Returns NULL when no live object
// matches the GUID *and* the typeMask. Splitting the GUID into lo/hi
// DWORDs on the stack is equivalent to the engine's
// `__fastcall(uint32_t, const char*, uint64_t, int)` signature once the
// `uint64_t` argument is placed in the same stack slots.
using ClntObjMgrObjectPtr_t = void *(__fastcall *)(uint32_t typeMask,
const char *debugMsg,
uint32_t guidLo,
uint32_t guidHi,
int debugCode);
// 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 = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(unit) + Offsets::OFF_UNIT_DESCRIPTOR);
const uint32_t flags = *reinterpret_cast<const 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 = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(unit) + Offsets::OFF_UNIT_DESCRIPTOR);
return *reinterpret_cast<const 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
// players become CGCorpse_C (`TYPEMASK_CORPSE`) but those aren't
// lootable by other players in vanilla — no reason to walk them here.
struct ScanCtx {
void *L;
const void *player; // resolved once outside the iterator
int idx; // 1-based slot of the next entry to append
};
int __fastcall ScanCallback(ScanCtx *ctx, void * /*unusedEdx*/, uint64_t guid) {
auto ObjectPtr = reinterpret_cast<ClntObjMgrObjectPtr_t>(
Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *obj = ObjectPtr(Offsets::TYPEMASK_UNIT, nullptr,
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (obj == nullptr)
return 1; // GUID isn't a unit; continue
if (!IsLootable(obj))
return 1; // unit isn't lootable to us; continue
if (!InInteractRange(ctx->player, obj))
return 1; // out of click-loot range; continue
char guidBuf[Guid::STRING_SIZE];
Game::Lua::PushNumber(ctx->L, static_cast<double>(ctx->idx));
Game::Lua::NewTable(ctx->L);
Game::Lua::SetFieldString(ctx->L, "guid",
Guid::FormatAsString(guid, guidBuf, sizeof guidBuf));
Game::Lua::SetTable(ctx->L, -3);
++ctx->idx;
return 1;
}
// `C_Loot.GetNearbyLootableUnits()` — returns a 1-indexed array of
// `{ guid = "0x..." }` subtables, one per visible unit that is (a)
// flagged DYNFLAG_LOOTABLE by the server and (b) inside the engine's
// own interact range (the distance threshold that lights up the
// right-click-loot cursor). Empty table pre-login, when no lootable
// units are in range, or when we don't have loot rights on visible
// corpses (the server only sets the bit for clients with rights).
int __fastcall Script_GetNearbyLootableUnits(void *L) {
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
// The engine derefs the object manager unconditionally on iterator
// entry. NULL during glue / character-select; bail with an empty
// table rather than crashing.
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) == nullptr)
return 1;
// 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.
auto ResolveUnitToken = reinterpret_cast<ResolveUnitToken_t>(
Offsets::FUN_RESOLVE_UNIT_TOKEN);
const void *player = ResolveUnitToken("player");
if (player == nullptr)
return 1;
auto Enum = reinterpret_cast<ClntObjMgrEnumVisibleObjects_t>(
Offsets::FUN_CLNT_OBJ_MGR_ENUM_VISIBLE_OBJECTS);
ScanCtx ctx{L, player, 1};
Enum(reinterpret_cast<ClntObjMgrEnumVisibleObjectsCallback_t>(&ScanCallback),
&ctx);
return 1;
}
void Register() {
Game::Lua::RegisterTableFunction("C_Loot", "GetNearbyLootableUnits",
&Script_GetNearbyLootableUnits);
}
} // namespace
static const Game::ModuleAutoRegister _autoreg{&Register};
} // namespace Loot::Nearby
+479
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@@ -0,0 +1,479 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// Hook-driven loot scanner. Walks the nearby-lootable-units set, opens
// each corpse's loot session via `FUN_CMSG_LOOT_UNIT`, then *intercepts
// the engine's loot-window response* before any visual updates happen.
// The intercept (`FUN_LOOT_CONTROLLER`) lets the original function run
// so `VAR_LOOT_SLOTS` populates and the link builder works — but a
// paired hook on `FUN_FIRE_EVENT_NO_ARGS` swallows the `LOOT_OPENED` /
// `LOOT_CLOSED` event fires while the scan is in progress. Net result:
// the engine's state machine cycles silently for each corpse and
// `LootFrame` never reacts. Other Lua addons listening to those events
// also see nothing during the scan; that's deliberate.
//
// Compared to the older polling-driven version this also collapses the
// state machine — we no longer need `WaitingOpen` / `WaitingClose` /
// per-tick `VAR_LOOT_GUID` reads, because the controller hook *is* the
// state transition.
#include "../Game.h"
#include "../Offsets.h"
#include "../event/Custom.h"
#include "../guid/Guid.h"
#include "../tick/WorldTick.h"
#include <cstdint>
#include <string>
#include <vector>
namespace Loot::Scan {
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;
// Event IDs the engine fires through `FUN_FIRE_EVENT_NO_ARGS` for
// loot-window transitions. The hook swallows these only when the
// scanner has the suppression flag raised — normal play sees them
// fire unmodified.
constexpr int EVENT_LOOT_OPENED = 0x10B;
constexpr int EVENT_LOOT_CLOSED = 0x10D;
enum class State {
Idle,
WaitingForResponse, // CMSG_LOOT sent; awaiting our controller hook
};
struct SlotItem {
uint32_t itemID;
uint32_t count;
std::string link; // empty if the cache record wasn't loaded
};
struct LootEntry {
uint64_t guid;
uint32_t coin; // copper amount; 0 if no coin
std::vector<SlotItem> items;
};
struct ScanCtx {
State state = State::Idle;
void *player = nullptr;
uint64_t currentGuid = 0;
int ticksSinceTransition = 0;
bool suppressEvents = false; // read by the FireEvent hook
std::vector<uint64_t> queue;
std::vector<LootEntry> results;
};
ScanCtx s_scan;
// === Typedefs for engine helpers ===
using ClntObjMgrEnumVisibleObjectsCallback_t = int(__fastcall *)(void *ctx,
void *unusedEdx,
uint64_t guid);
using ClntObjMgrEnumVisibleObjects_t =
int(__fastcall *)(ClntObjMgrEnumVisibleObjectsCallback_t cb, void *ctx);
using ClntObjMgrObjectPtr_t = void *(__fastcall *)(uint32_t typeMask,
const char *debugMsg,
uint32_t guidLo,
uint32_t guidHi,
int debugCode);
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
using LootUnit_t = void(__thiscall *)(void *player, void *target,
char useDistanceCheck);
using CloseLootInner_t = void(__fastcall *)(int sendRelease,
char earlyReturnOnGameObject,
char showError);
using LootSlotLinkBuilder_t = const char *(__fastcall *)(uint32_t userFacingSlot,
char *outBuf,
int bufSize);
// `FUN_LOOT_CONTROLLER` is `__fastcall(int, undefined4, int)` — three
// args: lootStructPtr in ECX, coin in EDX, an extra unk on stack[0].
// Mis-declaring as 4-arg __fastcall would push one phantom stack slot
// the engine doesn't pop, drifting ESP by 4 bytes per call until a
// later return reads `0x00000001` as a corrupt frame pointer and the
// process crashes. We do see / forward the `coin` value because the
// engine reads it as `DAT_00b71ba0` later.
using LootController_t = void(__fastcall *)(int lootStructPtr,
int coin,
int unk);
using FireEventNoArgs_t = void(__fastcall *)(int eventID,
int /*edx unused*/);
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 = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(unit) + Offsets::OFF_UNIT_DESCRIPTOR);
const uint32_t flags = *reinterpret_cast<const uint32_t *>(
fields + Offsets::OFF_UNIT_FIELD_DYNAMIC_FLAGS);
return (flags & Offsets::UNIT_DYNFLAG_LOOTABLE) != 0;
}
float BoundingRadius(const void *unit) {
auto *fields = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(unit) + Offsets::OFF_UNIT_DESCRIPTOR);
return *reinterpret_cast<const 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 ===
// Reads the post-population `VAR_LOOT_SLOTS` table into a LootEntry.
// The controller hook calls this *after* letting the original
// `FUN_LOOT_CONTROLLER` run, so the slot table is fully filled in
// and the link builder works against it.
void ScrapeCurrentLoot(LootEntry *out) {
const uint32_t coinRaw = *reinterpret_cast<const uint32_t *>(
Offsets::VAR_LOOT_LOOTABLE);
out->coin = (coinRaw == 0xFFFFFFFFu) ? 0u : coinRaw;
const bool hasCoin = coinRaw != 0;
auto LinkBuilder = reinterpret_cast<LootSlotLinkBuilder_t>(
Offsets::FUN_LOOT_SLOT_LINK_BUILDER);
for (int slot = 0; slot < Offsets::LOOT_MAX_SLOTS; ++slot) {
auto *entry = reinterpret_cast<const uint8_t *>(
Offsets::VAR_LOOT_SLOTS + slot * Offsets::LOOT_SLOT_STRIDE);
const uint32_t itemID = *reinterpret_cast<const uint32_t *>(entry);
if (itemID == 0)
continue;
const uint32_t count = *reinterpret_cast<const uint32_t *>(entry + 8);
SlotItem item;
item.itemID = itemID;
item.count = count;
char linkBuf[0x400];
const uint32_t slotArg = hasCoin ? static_cast<uint32_t>(slot + 1)
: static_cast<uint32_t>(slot);
const char *link = LinkBuilder(slotArg, linkBuf, sizeof linkBuf);
if (link != nullptr)
item.link = link;
out->items.push_back(std::move(item));
}
}
// === State-machine transitions ===
void StartLoot(uint64_t guid);
void TryStartNext();
void SendCloseLoot() {
auto Close = reinterpret_cast<CloseLootInner_t>(Offsets::FUN_CLOSE_LOOT_INNER);
Close(1, '\0', '\0');
}
void Complete() {
s_scan.state = State::Idle;
s_scan.currentGuid = 0;
s_scan.suppressEvents = false;
Event::Custom::Fire(Event::Custom::Lookup(kEventCompleted), "");
}
void TryStartNext() {
if (s_scan.queue.empty()) {
Complete();
return;
}
uint64_t guid = s_scan.queue.back();
s_scan.queue.pop_back();
StartLoot(guid);
}
void StartLoot(uint64_t guid) {
auto ObjectPtr = reinterpret_cast<ClntObjMgrObjectPtr_t>(
Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *target = ObjectPtr(Offsets::TYPEMASK_UNIT, nullptr,
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (target == nullptr) {
TryStartNext();
return;
}
auto LootUnit = reinterpret_cast<LootUnit_t>(Offsets::FUN_CMSG_LOOT_UNIT);
LootUnit(s_scan.player, target, /*useDistanceCheck=*/0);
s_scan.currentGuid = guid;
s_scan.state = State::WaitingForResponse;
s_scan.ticksSinceTransition = 0;
}
// === Hooks ===
LootController_t s_lootController_o = nullptr;
FireEventNoArgs_t s_fireEventNoArgs_o = nullptr;
// `LOOT_OPENED` / `LOOT_CLOSED` get suppressed only while a scan is
// actively interleaving open/close cycles, signaled by
// `s_scan.suppressEvents`. The flag is raised by the controller hook
// just around the original-loot-controller call and the
// `SendCloseLoot` that follows, then dropped before
// `TryStartNext`-initiated CMSG_LOOTs go out. Every other engine
// event fire — and normal play's loot events — pass through.
void __fastcall FireEventNoArgs_h(int eventID, int /*unusedEdx*/) {
if (s_scan.suppressEvents &&
(eventID == EVENT_LOOT_OPENED || eventID == EVENT_LOOT_CLOSED)) {
return;
}
s_fireEventNoArgs_o(eventID, 0);
}
// Intercepts the engine's loot-window state controller. Two paths:
//
// 1. **Scan-driven open** — the incoming `lootStructPtr` carries a
// GUID matching our expected one. Let the original run (so the
// slot table populates), then scrape, send a release (which
// will recursively re-enter via `FUN_0048F200` → close-path
// `FUN_LOOT_CONTROLLER(NULL, …)`), and advance the scan. Both
// the inner open and the recursive close fire their respective
// events through our `FireEventNoArgs_h`, which swallows them
// while `suppressEvents` is on.
//
// 2. **Anything else** — pass through unmodified. Normal loot
// interactions outside a scan are unaffected; the inner-close
// call generated by our scan's `SendCloseLoot` re-enters here
// with `arg1 == 0` and is also a passthrough (its
// suppression-flag check happens at the FireEvent hook layer).
void __fastcall LootController_h(int lootStructPtr, int coin, int unk) {
const bool scanOpenCall =
s_scan.state == State::WaitingForResponse &&
lootStructPtr != 0 &&
[&] {
// Read the GUID off the response struct (`+8` deref to a
// `{uint32 lo; uint32 hi}` block — same shape the original
// copies into `VAR_LOOT_GUID_LO/HI`).
auto *guidPtr = *reinterpret_cast<const uint32_t *const *>(
reinterpret_cast<const uint8_t *>(
static_cast<intptr_t>(lootStructPtr)) + 8);
if (guidPtr == nullptr) return false;
const uint64_t guid =
static_cast<uint64_t>(guidPtr[0]) |
(static_cast<uint64_t>(guidPtr[1]) << 32);
return guid == s_scan.currentGuid;
}();
if (scanOpenCall) {
s_scan.suppressEvents = true;
s_lootController_o(lootStructPtr, coin, unk);
LootEntry entry;
entry.guid = s_scan.currentGuid;
ScrapeCurrentLoot(&entry);
s_scan.results.push_back(std::move(entry));
// Sends `CMSG_LOOT_RELEASE` and recursively calls this hook
// with `arg1 == 0`. That recursive call falls into the
// passthrough branch but still sees `suppressEvents == true`
// at the FireEvent layer, so the `LOOT_CLOSED` fire inside
// gets swallowed.
SendCloseLoot();
s_scan.suppressEvents = false;
TryStartNext();
return;
}
s_lootController_o(lootStructPtr, coin, unk);
}
const Game::HookAutoRegister _hookController{
Offsets::FUN_LOOT_CONTROLLER,
reinterpret_cast<void *>(&LootController_h),
reinterpret_cast<void **>(&s_lootController_o)};
const Game::HookAutoRegister _hookFireEvent{
Offsets::FUN_FIRE_EVENT_NO_ARGS,
reinterpret_cast<void *>(&FireEventNoArgs_h),
reinterpret_cast<void **>(&s_fireEventNoArgs_o)};
// === Tick (timeout only) ===
void OnTick() {
if (s_scan.state == State::Idle)
return;
++s_scan.ticksSinceTransition;
if (s_scan.ticksSinceTransition >= kStepTimeoutTicks) {
// Controller hook never fired — engine guards rejected the
// send (player state / OOR), or the server dropped the
// packet. Skip this corpse and advance.
s_scan.suppressEvents = false;
TryStartNext();
}
}
const Tick::WorldTick::AutoSubscribe _tick{&OnTick};
// === Enumeration ===
struct EnumCtx {
const void *player;
std::vector<uint64_t> *out;
};
int __fastcall EnumCallback(EnumCtx *ctx, void * /*unusedEdx*/, uint64_t guid) {
auto ObjectPtr = reinterpret_cast<ClntObjMgrObjectPtr_t>(
Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *obj = ObjectPtr(Offsets::TYPEMASK_UNIT, nullptr,
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (obj == nullptr)
return 1;
if (!IsLootableUnit(obj))
return 1;
if (!InInteractRange(ctx->player, obj))
return 1;
ctx->out->push_back(guid);
return 1;
}
void BuildQueue(void *player) {
s_scan.queue.clear();
auto Enum = reinterpret_cast<ClntObjMgrEnumVisibleObjects_t>(
Offsets::FUN_CLNT_OBJ_MGR_ENUM_VISIBLE_OBJECTS);
EnumCtx ctx{player, &s_scan.queue};
Enum(reinterpret_cast<ClntObjMgrEnumVisibleObjectsCallback_t>(&EnumCallback),
&ctx);
}
// === Lua bindings ===
int __fastcall Script_ScanNearbyLoot(void *L) {
if (s_scan.state != State::Idle) {
Game::Lua::PushBool(L, false);
return 1;
}
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
auto Resolve = reinterpret_cast<ResolveUnitToken_t>(
Offsets::FUN_RESOLVE_UNIT_TOKEN);
void *player = Resolve("player");
if (player == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
s_scan.results.clear();
s_scan.player = player;
BuildQueue(player);
if (s_scan.queue.empty()) {
Complete();
Game::Lua::PushBool(L, true);
return 1;
}
TryStartNext();
Game::Lua::PushBool(L, true);
return 1;
}
int __fastcall Script_IsScanInProgress(void *L) {
Game::Lua::PushBool(L, s_scan.state != State::Idle);
return 1;
}
int __fastcall Script_GetLastScanResults(void *L) {
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
int outIdx = 1;
for (const auto &entry : s_scan.results) {
Game::Lua::PushNumber(L, static_cast<double>(outIdx++));
Game::Lua::NewTable(L);
char guidBuf[Guid::STRING_SIZE];
Game::Lua::SetFieldString(L, "guid",
Guid::FormatAsString(entry.guid, guidBuf,
sizeof guidBuf));
Game::Lua::SetFieldNumber(L, "coin", static_cast<double>(entry.coin));
Game::Lua::PushString(L, "items");
Game::Lua::NewTable(L);
int itemIdx = 1;
for (const auto &item : entry.items) {
Game::Lua::PushNumber(L, static_cast<double>(itemIdx++));
Game::Lua::NewTable(L);
Game::Lua::SetFieldNumber(L, "itemID", static_cast<double>(item.itemID));
Game::Lua::SetFieldNumber(L, "count", static_cast<double>(item.count));
if (!item.link.empty())
Game::Lua::SetFieldString(L, "link", item.link.c_str());
Game::Lua::SetTable(L, -3);
}
Game::Lua::SetTable(L, -3);
Game::Lua::SetTable(L, -3);
}
return 1;
}
void Register() {
Game::Lua::RegisterTableFunction("C_Loot", "ScanNearbyLoot",
&Script_ScanNearbyLoot);
Game::Lua::RegisterTableFunction("C_Loot", "IsScanInProgress",
&Script_IsScanInProgress);
Game::Lua::RegisterTableFunction("C_Loot", "GetLastScanResults",
&Script_GetLastScanResults);
}
} // namespace
static const Game::ModuleAutoRegister _autoreg{&Register};
} // namespace Loot::Scan
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "../Game.h"
#include "../Offsets.h"
#include "../guid/Guid.h"
#include <cstdint>
namespace Loot::Unit {
namespace {
using ClntObjMgrObjectPtr_t = void *(__fastcall *)(uint32_t typeMask,
const char *debugMsg,
uint32_t guidLo,
uint32_t guidHi,
int debugCode);
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
// `FUN_CMSG_LOOT_UNIT` is `__thiscall(player, target, useDistanceCheck)`.
// MSVC `__thiscall` puts `player` in ECX and the rest on the stack —
// matching the engine's own callsite at `FUN_0060FA20`. The trailing
// `char` argument is padded to 4 stack bytes by the ABI.
using LootUnit_t = void(__thiscall *)(void *player, void *target,
char useDistanceCheck);
// `C_Loot.LootUnit(guid)` — initiates a loot session against the unit
// identified by `guid` (a hex-string as returned by `UnitGUID` /
// `C_Loot.GetNearbyLootableUnits`). The engine handles release-prior-
// loot, packet construction, and dispatch; the loot window appears
// asynchronously via the regular `LOOT_OPENED` event once the server's
// `SMSG_LOOT_RESPONSE` lands.
//
// `useDistanceCheck` is hardcoded to `0` so the engine doesn't auto-
// walk the player toward a corpse that happens to be just out of
// range — which would be a surprise side-effect for an AoE-loot
// caller looping over `GetNearbyLootableUnits`. The server still
// enforces real range; OOR requests just don't get a response.
//
// Returns nothing. Silent no-op when:
// - The object manager is NULL (glue / character-select).
// - The GUID doesn't resolve to a visible `TYPEMASK_UNIT` object
// (target despawned, out of render range, wrong typemask).
// - The local player pointer can't be resolved.
// Errors only on Lua usage problems (missing arg, unparseable GUID).
int __fastcall Script_LootUnit(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: C_Loot.LootUnit(guid)");
return 0;
}
const char *guidStr = Game::Lua::ToString(L, 1);
uint64_t guid = 0;
if (!Guid::Parse(guidStr, &guid) || guid == 0) {
Game::Lua::Error(L, "Usage: C_Loot.LootUnit(guid) — unparseable GUID");
return 0;
}
// Object manager NULL pre-login; bail silently rather than
// crashing inside the resolver.
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) == nullptr)
return 0;
auto ObjectPtr = reinterpret_cast<ClntObjMgrObjectPtr_t>(
Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *target = ObjectPtr(Offsets::TYPEMASK_UNIT, nullptr,
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (target == nullptr)
return 0;
// `ResolveUnitToken("player")` gives the canonical CGPlayer_C the
// engine uses for `__thiscall` calls — distinct from the global
// at `VAR_LOCAL_PLAYER_PTR` (see the comment on that offset).
auto ResolveUnitToken = reinterpret_cast<ResolveUnitToken_t>(
Offsets::FUN_RESOLVE_UNIT_TOKEN);
void *player = ResolveUnitToken("player");
if (player == nullptr)
return 0;
auto LootUnit = reinterpret_cast<LootUnit_t>(Offsets::FUN_CMSG_LOOT_UNIT);
LootUnit(player, target, /*useDistanceCheck=*/0);
return 0;
}
void Register() {
Game::Lua::RegisterTableFunction("C_Loot", "LootUnit", &Script_LootUnit);
}
} // namespace
static const Game::ModuleAutoRegister _autoreg{&Register};
} // namespace Loot::Unit
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// Targeted single-item looting. Given a corpse GUID and a desired
// itemID, opens that corpse's loot window via the engine's standard
// `FUN_005DF2A0` path, finds the slot containing that itemID once the
// window populates, and dispatches `CMSG_LOOT_ITEM` directly through
// `FUN_005E1AD0`. The Lua-side `LootSlot` wrapper isn't used — see
// the `FUN_CMSG_LOOT_ITEM` comment in Offsets.h for why.
//
// Fast path when the window is already open for the requested target:
// skip the open round-trip and dispatch immediately. This makes
// "take items A, B, C from corpse X" a series of cheap calls — the
// first opens the window, the rest land in fast-path.
#include "../Game.h"
#include "../Offsets.h"
#include "../guid/Guid.h"
#include "../tick/WorldTick.h"
#include <cstdint>
namespace Loot::UnitItem {
namespace {
constexpr int kStepTimeoutTicks = 180;
enum class State {
Idle,
WaitingOpen,
};
using ClntObjMgrObjectPtr_t = void *(__fastcall *)(uint32_t typeMask,
const char *debugMsg,
uint32_t guidLo,
uint32_t guidHi,
int debugCode);
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
using LootUnit_t = void(__thiscall *)(void *player, void *target,
char useDistanceCheck);
// `FUN_005E1AD0` is `__stdcall(uint8_t)`, not `__fastcall` — the
// callee reads its arg at `[ebp+8]` (stack) and ends with `ret 4`.
// Mis-declaring as `__fastcall` makes MSVC skip the push but the
// callee still `ret 4`'s, drifting the caller's ESP by 4 bytes per
// call and corrupting the surrounding frame. The first symptom is a
// crash several frames later on an unrelated vtable lookup —
// exactly the EIP=0x00000A70-style faults we saw before this fix.
using SendLootItem_t = void(__stdcall *)(uint8_t slotByte);
State s_state = State::Idle;
uint64_t s_targetGuid = 0;
uint32_t s_desiredItemID = 0;
int s_ticksSinceTransition = 0;
uint64_t ReadLootTargetGuid() {
const uint32_t lo = *reinterpret_cast<const uint32_t *>(Offsets::VAR_LOOT_GUID_LO);
const uint32_t hi = *reinterpret_cast<const uint32_t *>(Offsets::VAR_LOOT_GUID_HI);
return static_cast<uint64_t>(hi) << 32 | lo;
}
// Walks the currently-open loot window's slots looking for `itemID`.
// Returns the wire-protocol slot byte the server expects in
// `CMSG_LOOT_ITEM`, or `-1` if no slot matches. First match wins; if
// the same itemID appears twice, only the first is reachable through
// this function (caller can issue a second call after the first
// completes).
int FindWireSlotForItemID(uint32_t itemID) {
for (int slot = 0; slot < Offsets::LOOT_MAX_SLOTS; ++slot) {
auto *entry = reinterpret_cast<const uint8_t *>(
Offsets::VAR_LOOT_SLOTS + slot * Offsets::LOOT_SLOT_STRIDE);
const uint32_t id = *reinterpret_cast<const uint32_t *>(entry);
if (id == 0)
continue;
if (id == itemID)
return static_cast<int>(*(entry + Offsets::OFF_LOOT_SLOT_WIRE_INDEX));
}
return -1;
}
bool TakeItem(uint32_t itemID) {
const int slotByte = FindWireSlotForItemID(itemID);
if (slotByte < 0)
return false;
auto Send = reinterpret_cast<SendLootItem_t>(Offsets::FUN_CMSG_LOOT_ITEM);
Send(static_cast<uint8_t>(slotByte));
return true;
}
void Reset() {
s_state = State::Idle;
s_targetGuid = 0;
s_desiredItemID = 0;
}
void OnTick() {
if (s_state == State::Idle)
return;
++s_ticksSinceTransition;
if (s_state == State::WaitingOpen) {
if (ReadLootTargetGuid() == s_targetGuid) {
TakeItem(s_desiredItemID);
Reset();
return;
}
if (s_ticksSinceTransition >= kStepTimeoutTicks)
Reset();
}
}
const Tick::WorldTick::AutoSubscribe _tick{&OnTick};
// `C_Loot.LootUnitItem(guid, itemID)` — takes a specific item from a
// specific corpse. If the corpse's loot window is already open, the
// item is dispatched synchronously and the function returns `true` if
// the slot was found, `false` if not. Otherwise the corpse's window is
// opened asynchronously, and once it populates the item is sent
// automatically. The async path returns `true` once the request is
// queued; there's no "did it succeed" event — observe the player's
// inventory or `LOOT_OPENED`/`ITEM_PUSH` events to confirm.
//
// Returns `false` immediately if:
// - args are missing or invalid types,
// - another `LootUnitItem` is mid-flight,
// - the world isn't loaded,
// - the target GUID doesn't resolve to a visible unit,
// - (sync path only) no slot in the currently-open window holds
// the requested itemID.
//
// The CMSG_LOOT_ITEM send bypasses the BoP-confirmation dialog the
// vanilla UI normally shows. Server still enforces all real
// permissions (loot rights, distance, master-loot rules); the
// client-side BoP-prompt is purely a courtesy that callers of this
// programmatic API have already opted out of by virtue of asking.
int __fastcall Script_LootUnitItem(void *L) {
if (!Game::Lua::IsString(L, 1) || !Game::Lua::IsNumber(L, 2)) {
Game::Lua::Error(L, "Usage: C_Loot.LootUnitItem(guid, itemID)");
return 0;
}
uint64_t guid = 0;
if (!Guid::Parse(Game::Lua::ToString(L, 1), &guid) || guid == 0) {
Game::Lua::Error(L, "Usage: C_Loot.LootUnitItem(guid, itemID) — invalid guid");
return 0;
}
const uint32_t itemID = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
if (s_state != State::Idle) {
Game::Lua::PushBool(L, false);
return 1;
}
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
// Fast path: window already open for the requested target — dispatch
// CMSG_LOOT_ITEM synchronously. No waiting on `WorldTick`, no state
// transition needed.
if (ReadLootTargetGuid() == guid) {
Game::Lua::PushBool(L, TakeItem(itemID));
return 1;
}
auto Resolve = reinterpret_cast<ResolveUnitToken_t>(
Offsets::FUN_RESOLVE_UNIT_TOKEN);
void *player = Resolve("player");
if (player == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
auto ObjectPtr = reinterpret_cast<ClntObjMgrObjectPtr_t>(
Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *target = ObjectPtr(Offsets::TYPEMASK_UNIT, nullptr,
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (target == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
auto LootUnit = reinterpret_cast<LootUnit_t>(Offsets::FUN_CMSG_LOOT_UNIT);
LootUnit(player, target, /*useDistanceCheck=*/0);
s_targetGuid = guid;
s_desiredItemID = itemID;
s_state = State::WaitingOpen;
s_ticksSinceTransition = 0;
Game::Lua::PushBool(L, true);
return 1;
}
void Register() {
Game::Lua::RegisterTableFunction("C_Loot", "LootUnitItem",
&Script_LootUnitItem);
}
} // namespace
static const Game::ModuleAutoRegister _autoreg{&Register};
} // namespace Loot::UnitItem
+101
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@@ -0,0 +1,101 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `GetInboxItemLink(messageIndex[, attachmentIndex])` — returns
// `(link, itemID)` for the item attached to inbox message
// `messageIndex` (1-based). `link` is a basic itemID-only hyperlink
// (see note below). Vanilla supports one attachment per message; the
// optional 1-based `attachmentIndex` exists for modern-signature
// parity and is no-op for any value other than 1.
//
// `itemID` as a second return is a ClassicAPI extension on top of
// modern's link-only signature — saves callers a `string.match` to
// parse it back out of the link.
//
// **Basic link only** (`|cff...|Hitem:N:0:0:0|h[Name]|h|r`). Vanilla
// inbox entries DO store per-instance modifiers inline at `+0x12C..`
// (enchant, suffix factor, random property — same fields
// `Script_GameTooltip_SetInboxItem` copies onto the tooltip), but
// 3.3.5's `GetInboxItemLink` ignores them and returns the itemID-only
// link too (`FUN_0061E290(itemID)`). We match modern behavior — per-
// instance data only fully manifests when the player takes the item
// and the engine spawns a real CGItem; until then the link is
// definitionally itemID-bound.
//
// Returns nothing on out-of-range messageIndex, empty message slot,
// no attachment on the message, or attachmentIndex ≠ 1.
#include "Game.h"
#include "Offsets.h"
#include "item/Link.h"
#include <cstdint>
namespace Mail::InboxItemLink {
namespace {
int __fastcall Script_GetInboxItemLink(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L,
"Usage: GetInboxItemLink(messageIndex[, attachmentIndex])");
return 0;
}
const int oneBasedMsg = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (oneBasedMsg < 1)
return 0;
if (Game::Lua::IsNumber(L, 2)) {
const int attach = static_cast<int>(Game::Lua::ToNumber(L, 2));
if (attach != 1)
return 0;
}
const int msgIdx = oneBasedMsg - 1;
const int count = *reinterpret_cast<const int *>(
static_cast<uintptr_t>(Offsets::VAR_INBOX_COUNT));
if (msgIdx >= count)
return 0;
// `VAR_INBOX_ENTRIES` is a pointer slot, not the array itself —
// one extra deref to reach the entry-pointer array.
auto **entries = *reinterpret_cast<const uint8_t ***>(
Offsets::VAR_INBOX_ENTRIES);
if (entries == nullptr)
return 0;
const uint8_t *entry = entries[msgIdx];
if (entry == nullptr)
return 0;
const uint32_t itemID = *reinterpret_cast<const uint32_t *>(
entry + Offsets::OFF_INBOX_ENTRY_ITEM_ID);
if (itemID == 0)
return 0;
char buf[256];
if (!Item::Link::BasicFromItemID(itemID, buf, sizeof buf))
return 0;
Game::Lua::PushString(L, buf);
Game::Lua::PushNumber(L, static_cast<double>(itemID));
return 2;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetInboxItemLink",
&Script_GetInboxItemLink);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Mail::InboxItemLink
+90
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@@ -0,0 +1,90 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `GetSendMailItemLink([attachmentIndex])` — returns
// `(link, itemID)` for the item currently attached to the outgoing-
// mail slot. `link` is the fully-decorated per-instance hyperlink
// (enchant / random suffix preserved). Modern WoW expanded mail to up
// to 12 attachments and added the index arg; vanilla 1.12 allows
// exactly one, so we accept the arg for signature parity but treat
// only index 1 as meaningful (any other index returns nothing).
//
// `itemID` as a second return is a ClassicAPI extension on top of
// modern's link-only signature — saves callers a `string.match` to
// parse it back out of the link.
//
// The attached item still exists as a live CGItem in the player's
// inventory until the mail is actually sent — the engine stores its
// GUID at `VAR_SEND_MAIL_ITEM_GUID_LO/HI`. We resolve the GUID via
// `FUN_GET_OBJECT_BY_GUID(OBJECT_TYPE_ITEM, ...)` and feed the
// resulting CGItem to the standard `Item::Link::FromCGItem` builder,
// so enchant / random-suffix / unique-ID decoration matches what
// `GetContainerItemLink` would return for the same item back in
// the player's bag.
#include "Game.h"
#include "Offsets.h"
#include "item/ID.h"
#include "item/Link.h"
#include <cstdint>
namespace Mail::SendMailItemLink {
namespace {
using GetObjectByGuid_t = void *(__fastcall *)(uint32_t typeMask, const char *debugMsg,
uint32_t guidLo, uint32_t guidHi,
int debugCode);
int __fastcall Script_GetSendMailItemLink(void *L) {
// Optional 1-based attachment index. Anything other than 1 is a
// no-op (vanilla is single-slot). Missing arg = treat as index 1.
if (Game::Lua::IsNumber(L, 1)) {
const int idx = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (idx != 1)
return 0;
}
const uint32_t guidLo = *reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_SEND_MAIL_ITEM_GUID_LO));
const uint32_t guidHi = *reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_SEND_MAIL_ITEM_GUID_HI));
if (guidLo == 0 && guidHi == 0)
return 0;
auto fn = reinterpret_cast<GetObjectByGuid_t>(Offsets::FUN_GET_OBJECT_BY_GUID);
auto *cgItem = static_cast<const uint8_t *>(
fn(Offsets::OBJECT_TYPE_ITEM, nullptr, guidLo, guidHi, 0));
if (cgItem == nullptr)
return 0;
const char *link = Item::Link::FromCGItem(cgItem);
if (link == nullptr || *link == '\0')
return 0;
const int itemID = Item::ID::FromCGItem(cgItem);
Game::Lua::PushString(L, link);
Game::Lua::PushNumber(L, static_cast<double>(itemID));
return 2;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetSendMailItemLink",
&Script_GetSendMailItemLink);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Mail::SendMailItemLink
+89
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@@ -41,6 +41,7 @@
#include "guid/Guid.h"
#include <cstdint>
#include <cstring>
namespace Player::Info {
@@ -182,6 +183,92 @@ int PushFromNameCacheEntry(void *L, const char *name,
return 7;
}
// `UnitNameFromGUID(guid)` → `(name, realm)`. Modern WoW backport;
// vanilla 1.12 doesn't expose any GUID → name accessor at the Lua
// surface, so addons that need to resolve a chat link or combat-log
// GUID can't get a name without round-tripping through a unit token.
//
// Resolution order (matches vanilla's own `Script_UnitName` at
// `0x00517020`):
// 1. Resolve the GUID through the object manager. Any currently-
// synced unit — player you can see, NPC in interact range,
// target / mouseover / party / raid member — gets a `CGObject *`
// back. Call the engine's canonical polymorphic name getter
// `FUN_OBJECT_GET_NAME` on it; this routes through the player
// NameCache for players AND the creature cache for NPCs, so it
// works for both with a single call.
// 2. If the unit isn't currently synced (ex-target who logged off,
// player encountered earlier in chat but no longer visible),
// fall back to the persistent NameCache (when enabled).
//
// `realm` is always `""` in vanilla — the engine doesn't populate
// per-player realm names and 1.12 has no cross-realm interaction.
// We push the empty string rather than nil so callers don't have to
// special-case the second return; modern WoW returns nil, but
// `realm == ""` is just as easy to gate on.
//
// Returns nothing on:
// - Missing or non-string arg (raises an error rather than return).
// - Unparseable GUID string.
// - Zero / NULL GUID.
// - GUID not resolvable in the object manager AND not in persistent
// NameCache (i.e., we've never seen this unit).
//
// Doesn't trigger a network query on miss — passive read, same as
// `GetPlayerInfoByGUID`. Use `C_PlayerCache.RememberPlayer` or let
// the engine populate via normal interaction.
int __fastcall Script_UnitNameFromGUID(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: UnitNameFromGUID(\"0x...\")");
return 0;
}
const char *guidStr = Game::Lua::ToString(L, 1);
uint32_t hi, lo;
if (!ParseGUID(guidStr, hi, lo))
return 0;
if (hi == 0 && lo == 0)
return 0;
// Object-manager path — TYPEMASK_OBJECT (0x01) is permissive; the
// name getter at `FUN_OBJECT_GET_NAME` does its own type check and
// safely returns the "UNKNOWNOBJECT" sentinel for non-unit
// objects (gameobjects etc.), so we just gate on the sentinel
// rather than pre-filtering by typemask.
using ObjectPtr_t = void *(__fastcall *)(uint32_t typeMask,
const char *debugMsg,
uint32_t guidLo,
uint32_t guidHi,
int debugCode);
using GetName_t = const char *(__thiscall *)(void *obj, int *outFlags);
auto objectPtr = reinterpret_cast<ObjectPtr_t>(
Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *obj = objectPtr(Offsets::TYPEMASK_OBJECT, nullptr, lo, hi, 0);
if (obj != nullptr) {
auto getName = reinterpret_cast<GetName_t>(Offsets::FUN_OBJECT_GET_NAME);
const char *name = getName(obj, nullptr);
if (name != nullptr && *name != '\0' &&
std::strcmp(name, "UNKNOWNOBJECT") != 0 &&
std::strcmp(name, "Unknown Being") != 0) {
Game::Lua::PushString(L, name);
Game::Lua::PushString(L, "");
return 2;
}
}
// Object-manager miss / sentinel — fall back to the persistent
// NameCache (when enabled). Covers ex-units no longer in the
// engine's sync window.
const std::string *cachedName = nullptr;
const NameCache::Entry *cached = NameCache::Lookup(
(static_cast<uint64_t>(hi) << 32) | lo, &cachedName);
if (cached == nullptr || cachedName == nullptr || cachedName->empty())
return 0;
Game::Lua::PushString(L, cachedName->c_str());
Game::Lua::PushString(L, "");
return 2;
}
// `C_PlayerCache.GetPlayerInfoByName(name)` — name-keyed lookup over
// the persistent NameCache. Returns `(localizedClass, englishClass,
// localizedRace, englishRace, sex, name, realm, guid)` or nothing if
@@ -212,6 +299,8 @@ int __fastcall Script_C_PlayerCache_GetPlayerInfoByName(void *L) {
static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetPlayerInfoByGUID",
&Script_GetPlayerInfoByGUID);
Game::Lua::RegisterGlobalFunction("UnitNameFromGUID",
&Script_UnitNameFromGUID);
Game::Lua::RegisterTableFunction("C_PlayerCache", "GetPlayerInfoByName",
&Script_C_PlayerCache_GetPlayerInfoByName);
}
+12 -1
View File
@@ -111,10 +111,21 @@ void OnWorldTick() {
const uint32_t flags = *reinterpret_cast<const uint32_t *>(
ctrl + Offsets::OFF_UI_INPUT_FLAGS);
const bool moving = (flags & Offsets::INPUT_FLAGS_MOVING_ANY) != 0;
const bool freeLookHeld = (flags & Offsets::INPUT_FLAG_FREE_LOOK) != 0;
const bool mouselookHeld = (flags & Offsets::INPUT_FLAG_MOUSELOOK) != 0;
// MOVING — translational input. The WASD / autorun keys set the
// INPUT_FLAGS_MOVING_ANY bits directly. The "hold both mouse
// buttons to run forward" gesture does NOT: the engine drives that
// forward move at the movement layer (FUN_005103e0 from the button
// handler) and actually *clears* the autorun bit on the both-button
// press, so no MOVING_ANY bit is ever set. Detect it from the
// bit combo instead — both mouselook (RMB) and free-look (LMB)
// held means the engine is mouse-steering the character forward.
const bool mouseSteerMoving = mouselookHeld && freeLookHeld;
const bool moving =
(flags & Offsets::INPUT_FLAGS_MOVING_ANY) != 0 || mouseSteerMoving;
// TURNING — latched bit-AND-rotation signal:
// STARTED fires when mouselook bit is held AND the body yaw
// changes (the first actual drag after pressing RMB).
+111
View File
@@ -0,0 +1,111 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `GetPhysicalScreenSize()` → (widthPixels, heightPixels) — the
// display's physical resolution in pixels. Modern WoW added this as a
// native in 7.0 (Legion); FrameXML's `PixelUtil` hangs its entire
// pixel↔UI-unit conversion off it (`768.0 / physicalHeight`), which is
// what lets addons snap frames to whole pixels.
//
// Vanilla 1.12 has no such native and no pre-parsed pixel-dimension
// global — the engine only ever holds the current mode as the
// `gxResolution` CVar string ("WIDTHxHEIGHT"). `Script_GetScreenWidth`
// / `GetScreenHeight` return UI-space units (derived from the UIParent
// aspect ratio at `[UIParent + 0x7c]`), not pixels, so they can't
// serve. `SetScreenResolution` (`FUN_0048bfd0`) and the display-init
// path both sscanf the `gxResolution` value on demand rather than
// caching width/height anywhere — so the CVar string is the
// authoritative current-resolution source, and we parse it the same
// way the engine does.
//
// Returns 1024x768 (→ factor 1.0, i.e. 1 pixel == 1 UI unit, making
// PixelUtil a no-op pass-through) when the CVar is missing or
// unparseable. Caveat: in windowed mode `gxResolution` reflects the
// configured render resolution, which may differ from the OS window's
// client size — vanilla exposes no separate window-pixel query.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Screen::Info {
namespace {
using FindCVar_t = const uint8_t *(__fastcall *)(const char *name);
// Parses "WIDTHxHEIGHT" (e.g. "1920x1080"). Tolerant of the separator
// (any run of non-digits between the two numbers) so an uppercase 'X'
// or stray spaces don't break it. Returns false unless both numbers
// are present and positive.
bool ParseResolution(const char *s, int *outW, int *outH) {
if (s == nullptr)
return false;
const char *p = s;
int w = 0;
bool gotW = false;
while (*p >= '0' && *p <= '9') {
w = w * 10 + (*p - '0');
++p;
gotW = true;
}
if (!gotW)
return false;
while (*p != '\0' && (*p < '0' || *p > '9')) // skip the 'x' separator
++p;
int h = 0;
bool gotH = false;
while (*p >= '0' && *p <= '9') {
h = h * 10 + (*p - '0');
++p;
gotH = true;
}
if (!gotH || w <= 0 || h <= 0)
return false;
*outW = w;
*outH = h;
return true;
}
int __fastcall Script_GetPhysicalScreenSize(void *L) {
int width = 1024;
int height = 768; // fallback → 768/768 = factor 1.0 (no-op snapping)
auto findCVar = reinterpret_cast<FindCVar_t>(Offsets::FUN_FIND_CVAR);
const uint8_t *cvar = findCVar("gxResolution");
if (cvar != nullptr) {
const char *value = *reinterpret_cast<const char *const *>(
cvar + Offsets::OFF_CVAR_VALUE_STR);
ParseResolution(value, &width, &height);
}
Game::Lua::PushNumber(L, width);
Game::Lua::PushNumber(L, height);
return 2;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetPhysicalScreenSize",
&Script_GetPhysicalScreenSize);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Screen::Info
+51 -23
View File
@@ -70,9 +70,17 @@ void CancelPlacement() {
fn();
}
} // namespace
void Commit(const float coords[3]) {
auto commit = reinterpret_cast<CommitPlacementCoords_t>(
Offsets::FUN_COMMIT_PLACEMENT_COORDS);
commit(coords);
}
bool Resolve() {
// Shared placement-readiness gate for both the cursor and explicit-
// coords commit paths. Decision tree (preserved from the original
// Resolve): no placement → false (no cancel); non-ground placement →
// cancel + false; not in world → false; otherwise ready → true.
bool PlacementReady() {
const uint32_t state = *reinterpret_cast<const uint32_t *>(
Offsets::VAR_SPELL_PLACEMENT_STATE);
if (state == 0)
@@ -81,12 +89,25 @@ bool Resolve() {
if ((state & Offsets::SPELL_PLACEMENT_GROUND_MASK) == 0) {
// Spell wants a unit / item / corpse / etc. — not ground.
// Cancel so the cursor recovers; caller learns via the false
// return that no cursor-placement happened.
// return that no placement happened.
CancelPlacement();
return false;
}
if (!InWorld())
return InWorld();
}
} // namespace
bool CommitAtCoords(const float coords[3]) {
if (!PlacementReady())
return false;
Commit(coords);
return true;
}
bool Resolve() {
if (!PlacementReady())
return false;
void *clickInfo = *reinterpret_cast<void *const *>(
@@ -114,9 +135,7 @@ bool Resolve() {
const float *coords = reinterpret_cast<const float *>(
static_cast<const uint8_t *>(clickInfo) + Offsets::OFF_CLICK_INFO_COORDS);
auto commit = reinterpret_cast<CommitPlacementCoords_t>(
Offsets::FUN_COMMIT_PLACEMENT_COORDS);
commit(coords);
Commit(coords);
return true;
}
@@ -126,16 +145,11 @@ using NameToSlot_t = int(__fastcall *)(const char *name, void *out);
using CastDispatch_t = void(__fastcall *)(unsigned slot, int bookType,
unsigned targetGuidLo, float targetGuidHi);
int __fastcall Script_C_Spell_CastAtCursor(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::PushBool(L, false);
return 1;
}
const int spellID = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (spellID <= 0) {
Game::Lua::PushBool(L, false);
return 1;
}
} // namespace
bool DispatchSpellCast(int spellID) {
if (spellID <= 0)
return false;
// Hand the spellID off as a numeric string — our `Spell::CastByID`
// hook on `FUN_RESOLVE_SPELL_NAME_TO_SLOT` translates pure-numeric
@@ -148,17 +162,31 @@ int __fastcall Script_C_Spell_CastAtCursor(void *L) {
Offsets::FUN_RESOLVE_SPELL_NAME_TO_SLOT);
int bookType = 0;
const int slot = nameToSlot(numBuf, &bookType);
if (slot < 0) {
// Spell not in the player's spellbook — can't cast it from
// here either way. Match `CastSpellByName`'s silent failure.
Game::Lua::PushBool(L, false);
return 1;
}
if (slot < 0)
return false; // not in the player's spellbook
auto dispatch = reinterpret_cast<CastDispatch_t>(
Offsets::FUN_SPELL_CAST_DISPATCH);
dispatch(static_cast<unsigned>(slot), bookType,
0, 0.0f); // no implicit target unit; engine handles placement
return true;
}
namespace {
int __fastcall Script_C_Spell_CastAtCursor(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::PushBool(L, false);
return 1;
}
const int spellID = static_cast<int>(Game::Lua::ToNumber(L, 1));
// Spell not in the player's spellbook → match `CastSpellByName`'s
// silent failure.
if (!DispatchSpellCast(spellID)) {
Game::Lua::PushBool(L, false);
return 1;
}
const bool placed = Resolve();
Game::Lua::PushBool(L, placed);
+18
View File
@@ -30,4 +30,22 @@ namespace Spell::AtCursor {
// click-info struct pointer.
bool Resolve();
// Commits an in-flight ground-target placement at explicit world
// coords (x, y, z) instead of the cursor raycast. Same placement
// guards as `Resolve` (no placement active → false; non-ground
// placement → cancel + false; not in world → false), but skips the
// cursor entirely. Used by `C_Spell.CastAtUnit` / `C_Item.UseAtUnit`
// to drop the reticle at a unit's feet. Returns true when the
// placement was committed.
bool CommitAtCoords(const float coords[3]);
// Resolves a numeric `spellID` to a spellbook slot and dispatches the
// cast through the engine — the shared front half of
// `C_Spell.CastAtCursor` / `CastAtUnit`. For a ground-target spell
// the engine enters placement mode (commit follows via `Resolve` /
// `CommitAtCoords`); for a normal spell it fires immediately. Returns
// true if the cast was dispatched (spell is in the player's
// spellbook), false otherwise.
bool DispatchSpellCast(int spellID);
} // namespace Spell::AtCursor
+105
View File
@@ -0,0 +1,105 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Spell.CastAtUnit(spellID, unit)` — cast a ground-target spell at
// the given unit's feet, bypassing the manual click on the AoE
// reticle. `CastAtUnit(spellID, "player")` drops it at the player's
// position, `"target"` at the target's, etc.
//
// Same two-step shape as `C_Spell.CastAtCursor`, but the placement is
// committed at the unit's world position instead of the cursor
// raycast:
//
// 1. `Spell::AtCursor::DispatchSpellCast(spellID)` initiates the
// cast; the engine enters placement mode for a ground-target
// spell.
// 2. Read the unit's world position (vtable `GetPosition`) and
// `Spell::AtCursor::CommitAtCoords()` commits the placement
// there.
//
// Returns `true` when the placement was committed at the unit; `false`
// when the spell isn't ground-target (placement cancelled), the spell
// isn't in the spellbook, or the unit has no resolvable position. The
// cast itself still proceeds for non-ground spells, just with no
// implicit target — matching `CastAtCursor`'s semantics.
#include "Game.h"
#include "spell/AtCursor.h"
#include "spell/MacroPrimarySpell.h"
#include "unit/Position.h"
namespace Spell::AtUnit {
namespace {
int __fastcall Script_C_Spell_CastAtUnit(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsString(L, 2)) {
Game::Lua::PushBool(L, false);
return 1;
}
const int spellID = static_cast<int>(Game::Lua::ToNumber(L, 1));
const char *token = Game::Lua::ToString(L, 2);
// Resolve the unit's position before dispatching — fail fast so a
// bad/absent unit doesn't leave the engine sitting in placement
// mode. (A genuinely unrecognized token string raises the engine's
// standard "Unknown unit" error inside the resolver, same as
// `UnitHealth("garbage")`.)
float pos[3];
if (!Unit::Position::ReadToken(token, pos)) {
Game::Lua::PushBool(L, false);
return 1;
}
if (!Spell::AtCursor::DispatchSpellCast(spellID)) {
Game::Lua::PushBool(L, false);
return 1;
}
const bool placed = Spell::AtCursor::CommitAtCoords(pos);
Game::Lua::PushBool(L, placed);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Spell", "CastAtUnit",
&Script_C_Spell_CastAtUnit);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
// Macro-parser pattern: tag macros calling
// `C_Spell.CastAtUnit(<spellID>, ...)` with the spellID so action-bar
// UIs highlight the slot. The first arg is the numeric spellID, so the
// extractor just reads the leading numeric literal — same shape as
// `CastAtCursor`'s.
int ExtractCastAtUnitArg(const char *p, const char *end) {
while (p < end && (*p == ' ' || *p == '\t'))
++p;
int value = 0;
const char *digitStart = p;
while (p < end && *p >= '0' && *p <= '9') {
if (value > 100000000) // sanity cap before overflow
return 0;
value = value * 10 + (*p - '0');
++p;
}
return (p > digitStart && value > 0) ? value : 0;
}
const Spell::MacroPrimarySpell::PatternAutoRegister _patreg{
"C_Spell.CastAtUnit(", &ExtractCastAtUnitArg};
} // namespace
} // namespace Spell::AtUnit
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Cast / channel info — `UnitCastingInfo`, `CastingInfo`,
// `UnitChannelInfo`, `ChannelInfo`.
//
// Vanilla 1.12 stores NO cast start/end times anywhere readable (unlike
// 3.3.5+, which keeps them per-unit on the CGUnit). The cast bar is
// Lua-driven off `SPELLCAST_START(duration)` + `GetTime()`. So we
// self-track the LOCAL PLAYER's cast/channel on `WorldTick`:
// - cast: `VAR_CURRENT_CAST_SPELL` (the player cast-bar spellID
// global). On a 0->nonzero transition we stamp startMs = now and
// endMs = now + base cast time (SpellCastTimes.dbc). Instant casts
// (cast time 0) and channels are filtered out here — a channel has
// no cast time and surfaces through the channel field instead.
// - channel: the player's broadcast `UNIT_FIELD_CHANNEL_SPELL`
// (descriptor +0x228). endMs = now + base channel duration
// (SpellDuration.dbc).
// `now` is the engine ms clock (`FUN_OS_TICKCOUNT_MS`), the same source
// Lua's `GetTime()` scales by 0.001 — so startMs/endMs are directly
// comparable to `GetTime()*1000` in addon progress math.
//
// Scope (vanilla ceiling, confirmed against the binary — see TODO #68):
// - Player casts/channels: full timing.
// - Other units' CHANNELS: spellID/name/texture from the broadcast
// +0x228 field, but no times (we don't track per-remote-unit start).
// - Other units' regular CASTS: nil. Vanilla doesn't store them — the
// casting animation is driven by transient spell-visual objects, not
// a queryable cast record.
//
// Modern-signature fields vanilla can't fill are structurally-correct
// placeholders: castID / castBarID = nil, notInterruptible = false,
// isTradeskill = false (no readable flag in 1.12), delayTimeMs = 0.
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "spell/Lookup.h"
#include "tick/WorldTick.h"
#include <cstdint>
namespace Spell::Cast {
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
using TickMs_t = uint32_t(__fastcall *)();
using GetCastTime_t = uint32_t(__fastcall *)(int spellID, int unit, int flag);
using GetDuration_t = int(__fastcall *)(const uint8_t *spellRecord, int unit, int skipMod);
// Spell.dbc record field offsets (mirrors Spell::Info's locals).
constexpr int OFF_NAME = 0x1E0; // localized name[9]
constexpr int OFF_ICON_ID = 0x1D4; // -> SpellIcon.dbc
constexpr int OFF_ATTRIBUTES = 0x18; // u32 Attributes flags
constexpr int OFF_SUBRECORD_VALUE = 0x04; // SpellIcon path field
// SPELL_ATTR_TRADESPELL — set on profession recipe casts (enchant,
// cooking with a cast, etc.). The version-stable `isTradeskill` source:
// 3.3.5's Script_UnitCastingInfo reads bit 0x20 of Attributes (at +0x10
// there, +0x18 here — the bit value is the same across builds).
constexpr uint32_t SPELL_ATTR_TRADESPELL = 0x20;
struct TrackedSpell {
int spellID; // 0 = not casting / channeling
int startMs;
int endMs;
};
TrackedSpell g_cast{0, 0, 0};
TrackedSpell g_channel{0, 0, 0};
int g_lastCast = 0;
int g_lastChannel = 0;
int NowMs() { return static_cast<int>(reinterpret_cast<TickMs_t>(Offsets::FUN_OS_TICKCOUNT_MS)()); }
void *Resolve(const char *token) {
return reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN)(token);
}
// Effective cast time (ms) for the local player, 0 if instant. Uses the
// engine's own cast-time helper (base + level scaling + cast-time SpellMod
// op 10 + the caster's haste/cast-speed multiplier), so our end time
// matches the engine's cast bar exactly — including talents like a Mage's
// faster casts. Unit arg 0 = local player; flag 0 clamps negatives to 0.
int CastTimeMs(int spellID) {
return static_cast<int>(
reinterpret_cast<GetCastTime_t>(Offsets::FUN_GET_CAST_TIME)(spellID, 0, 0));
}
// Effective channel duration (ms) for the local player, 0 if none. Uses
// the engine's own duration helper (SpellDuration base + level scaling +
// duration SpellMod op 1), mirroring how the cast time is sourced, so the
// channel end time matches the engine. Unit arg 0 = local player.
int ChannelDurationMs(int spellID) {
const uint8_t *rec = Spell::Lookup::RecordForID(spellID);
if (rec == nullptr)
return 0;
const int ms = reinterpret_cast<GetDuration_t>(Offsets::FUN_GET_SPELL_DURATION)(rec, 0, 0);
return ms > 0 ? ms : 0; // negative = "infinite"; channels are finite
}
// The local player's currently-channeled spellID (broadcast +0x228), or 0.
int PlayerChannelSpell() {
void *p = Resolve("player");
if (p == nullptr)
return 0;
auto *desc = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(p) + Offsets::OFF_UNIT_DESCRIPTOR);
if (desc == nullptr)
return 0;
return *reinterpret_cast<const int *>(desc + Offsets::OFF_UNIT_FIELD_CHANNEL_SPELL);
}
const char *SpellName(const uint8_t *rec) {
const int locale = *reinterpret_cast<int *>(Offsets::VAR_LOCALE_INDEX);
return *reinterpret_cast<const char *const *>(rec + OFF_NAME + locale * 4);
}
bool IsTradeskill(const uint8_t *rec) {
return (*reinterpret_cast<const uint32_t *>(rec + OFF_ATTRIBUTES) & SPELL_ATTR_TRADESPELL) != 0;
}
// Spell icon texture path, or "" if there's no icon record. SpellIcon.dbc
// already stores the full "Interface\Icons\..." path (unlike item icons,
// which are bare filenames) — so it's used verbatim, no prefix.
const char *SpellIconPath(const uint8_t *rec) {
const int iconID = *reinterpret_cast<const int *>(rec + OFF_ICON_ID);
const uint8_t *iconRec = DBC::Record(Offsets::VAR_SPELL_ICON_RECORDS,
Offsets::VAR_SPELL_ICON_COUNT,
static_cast<uint32_t>(iconID));
if (iconRec == nullptr)
return "";
const char *path = *reinterpret_cast<const char *const *>(iconRec + OFF_SUBRECORD_VALUE);
return (path != nullptr) ? path : "";
}
// Pushes UnitCastingInfo's 11-tuple from a tracked cast, or nothing (nil)
// if there's no active cast.
int PushCastInfo(void *L, const TrackedSpell &c) {
if (c.spellID == 0)
return 0;
const uint8_t *rec = Spell::Lookup::RecordForID(c.spellID);
if (rec == nullptr)
return 0;
const char *name = SpellName(rec);
Game::Lua::PushString(L, name); // 1 name
Game::Lua::PushString(L, name); // 2 displayName
Game::Lua::PushString(L, SpellIconPath(rec)); // 3 textureID (path)
Game::Lua::PushNumber(L, static_cast<double>(c.startMs)); // 4 startTimeMs
Game::Lua::PushNumber(L, static_cast<double>(c.endMs)); // 5 endTimeMs
Game::Lua::PushBool(L, IsTradeskill(rec)); // 6 isTradeskill
Game::Lua::PushNil(L); // 7 castID
Game::Lua::PushBool(L, false); // 8 notInterruptible
Game::Lua::PushNumber(L, static_cast<double>(c.spellID)); // 9 castingSpellID
Game::Lua::PushNil(L); // 10 castBarID
Game::Lua::PushNumber(L, 0); // 11 delayTimeMs
return 11;
}
// Pushes UnitChannelInfo's 8-tuple. `haveTimes` is false for remote units
// (we only track the local player's channel start), pushing nil times.
int PushChannelInfo(void *L, int spellID, int startMs, int endMs, bool haveTimes) {
if (spellID == 0)
return 0;
const uint8_t *rec = Spell::Lookup::RecordForID(spellID);
if (rec == nullptr)
return 0;
const char *name = SpellName(rec);
Game::Lua::PushString(L, name); // 1 name
Game::Lua::PushString(L, name); // 2 text / displayName
Game::Lua::PushString(L, SpellIconPath(rec)); // 3 textureID (path)
if (haveTimes) {
Game::Lua::PushNumber(L, static_cast<double>(startMs)); // 4 startTimeMs
Game::Lua::PushNumber(L, static_cast<double>(endMs)); // 5 endTimeMs
} else {
Game::Lua::PushNil(L);
Game::Lua::PushNil(L);
}
Game::Lua::PushBool(L, IsTradeskill(rec)); // 6 isTradeskill
Game::Lua::PushBool(L, false); // 7 notInterruptible
Game::Lua::PushNumber(L, static_cast<double>(spellID)); // 8 spellID
return 8;
}
// True if the unit at stack index 1 resolves to the local player.
bool ArgIsPlayer(void *L) {
if (!Game::Lua::IsString(L, 1))
return false;
const char *token = Game::Lua::ToString(L, 1);
if (token == nullptr)
return false;
void *u = Resolve(token);
return u != nullptr && u == Resolve("player");
}
} // namespace
// Per-frame: detect the player's cast/channel start, stamp times.
void OnWorldTick() {
const int now = NowMs();
const int cast = *reinterpret_cast<const int *>(Offsets::VAR_CURRENT_CAST_SPELL);
if (cast != g_lastCast) {
const int dur = (cast != 0) ? CastTimeMs(cast) : 0;
if (cast != 0 && dur > 0) {
g_cast = {cast, now, now + dur};
} else {
g_cast.spellID = 0; // 0, instant, or channel — no cast bar
}
g_lastCast = cast;
}
const int chan = PlayerChannelSpell();
if (chan != g_lastChannel) {
if (chan != 0) {
g_channel = {chan, now, now + ChannelDurationMs(chan)};
} else {
g_channel.spellID = 0;
}
g_lastChannel = chan;
}
}
static const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
// `CastingInfo()` — local player's cast, no token lookup.
static int __fastcall Script_CastingInfo(void *L) { return PushCastInfo(L, g_cast); }
// `UnitCastingInfo(unit)` — only the local player has regular-cast data
// in vanilla; any other unit returns nil.
static int __fastcall Script_UnitCastingInfo(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: UnitCastingInfo(\"unit\")");
return 0;
}
if (ArgIsPlayer(L))
return PushCastInfo(L, g_cast);
return 0;
}
// `ChannelInfo()` — local player's channel, no token lookup.
static int __fastcall Script_ChannelInfo(void *L) {
return PushChannelInfo(L, g_channel.spellID, g_channel.startMs, g_channel.endMs, true);
}
// `UnitChannelInfo(unit)` — full timing for the player; spellID/name/
// texture (no times) for other units via the broadcast +0x228 field.
static int __fastcall Script_UnitChannelInfo(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: UnitChannelInfo(\"unit\")");
return 0;
}
const char *token = Game::Lua::ToString(L, 1);
void *u = (token != nullptr) ? Resolve(token) : nullptr;
if (u == nullptr)
return 0;
if (u == Resolve("player"))
return PushChannelInfo(L, g_channel.spellID, g_channel.startMs, g_channel.endMs, true);
auto *desc = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(u) + Offsets::OFF_UNIT_DESCRIPTOR);
if (desc == nullptr)
return 0;
const int spellID = *reinterpret_cast<const int *>(desc + Offsets::OFF_UNIT_FIELD_CHANNEL_SPELL);
return PushChannelInfo(L, spellID, 0, 0, /*haveTimes*/ false);
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("UnitCastingInfo", &Script_UnitCastingInfo);
Game::Lua::RegisterGlobalFunction("CastingInfo", &Script_CastingInfo);
Game::Lua::RegisterGlobalFunction("UnitChannelInfo", &Script_UnitChannelInfo);
Game::Lua::RegisterGlobalFunction("ChannelInfo", &Script_ChannelInfo);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Spell::Cast
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Spell.GetSpellMechanicByID(spellID)` -> (mechanicID, localizedName)
//
// Reads the spell-level Mechanic field straight out of Spell.dbc, so it
// covers *every* spell the client knows — not just the player's
// spellbook — with no caching or network round-trip (Spell.dbc is fully
// resident from boot). This replaces hand-maintained spellID -> mechanic
// tables (e.g. SuperCleveRoidMacros' `CCSpellMechanics`) that addons keep
// solely because vanilla exposes no Lua reader for the field.
//
// Returns:
// - nothing (nil) for an invalid / out-of-range spell ID
// - (0, nil) for a known spell that carries no mechanic
// - (mechanicID, name) otherwise. `name` is the enUS SpellMechanic.dbc
// name (always English, locale-independent — it's a stable token
// consumers match against). nil only if the mechanic has no record /
// no English name; the numeric ID is still returned in that case.
//
// The mechanic numbering is WoW's standard SpellMechanic enum
// (1 = Charm, 5 = Fear, 7 = Root, 12 = Stun, 17 = Polymorph, ...);
// addons map those IDs to their own names as needed.
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "spell/Arg.h"
#include "spell/Lookup.h"
#include <cstdint>
namespace Spell::Mechanic {
// SpellMechanic.dbc name — always the enUS (index 0) column, regardless
// of client locale. The mechanic name is a stable token consumers key
// off (`"rooted"`, `"stunned"`, …), so it must be identical on every
// client; a localized value would break cross-locale string matching.
// Vanilla only populates the enUS column of this table anyway. Returns
// nullptr if the record is missing or the English slot is empty.
static const char *MechanicName(uint32_t mechanicID) {
const uint8_t *rec = DBC::Record(Offsets::VAR_SPELLMECHANIC_RECORDS,
Offsets::VAR_SPELLMECHANIC_COUNT, mechanicID);
if (rec == nullptr)
return nullptr;
auto names = reinterpret_cast<const char *const *>(rec + Offsets::OFF_SPELLMECHANIC_NAME);
const char *s = names[0]; // enUS
return (s != nullptr && s[0] != '\0') ? s : nullptr;
}
static int __fastcall Script_GetSpellMechanicByID(void *L) {
const int spellID = Spell::Arg::ResolveSpellID(L, 1);
const uint8_t *record = Spell::Lookup::RecordForID(spellID);
if (record == nullptr)
return 0; // nil for invalid / out-of-range spell IDs
const uint32_t mechanicID =
*reinterpret_cast<const uint32_t *>(record + Offsets::OFF_SPELL_RECORD_MECHANIC);
Game::Lua::PushNumber(L, static_cast<double>(mechanicID));
if (mechanicID == 0) {
Game::Lua::PushNil(L); // known spell, no mechanic
return 2;
}
// Locale name with enUS fallback (nullptr → nil if even English is
// empty); the caller still gets the numeric ID either way.
Game::Lua::PushString(L, MechanicName(mechanicID)); // pushstring(NULL) → pushnil
return 2;
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Spell", "GetSpellMechanicByID",
&Script_GetSpellMechanicByID);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Spell::Mechanic
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "spell/Mod.h"
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
namespace Spell::Mod {
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
// The local player's class SpellFamilyName, or 0 if it can't be resolved
// (e.g. at the login screen). Gates the SpellMod family match — only
// spells of the player's own class family receive the player's mods, so
// a same-flag-bit spell of another family isn't falsely modified.
uint32_t PlayerSpellFamily() {
auto resolve = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
auto *unit = static_cast<const uint8_t *>(resolve("player"));
if (unit == nullptr)
return 0;
auto *desc = *reinterpret_cast<const uint8_t *const *>(unit + Offsets::OFF_UNIT_DESCRIPTOR);
if (desc == nullptr)
return 0;
const uint8_t classByte = *(desc + Offsets::OFF_UNIT_DESCRIPTOR_CLASS_BYTE);
const uint8_t *cls = DBC::Record(Offsets::VAR_CHRCLASSES_RECORDS,
Offsets::VAR_CHRCLASSES_COUNT, classByte);
if (cls == nullptr)
return 0;
return *reinterpret_cast<const uint32_t *>(cls + Offsets::OFF_CHRCLASSES_SPELL_FAMILY);
}
} // namespace
float Apply(const uint8_t *spellRecord, int op, float base) {
if (spellRecord == nullptr)
return base;
const uint32_t familyName = *reinterpret_cast<const uint32_t *>(
spellRecord + Offsets::OFF_SPELL_RECORD_FAMILY_NAME);
const uint32_t attrEx2 = *reinterpret_cast<const uint32_t *>(
spellRecord + Offsets::OFF_SPELL_RECORD_ATTRIBUTES_EX2);
if (familyName == 0 || (attrEx2 & Offsets::SPELL_ATTR_EX2_NO_SPELL_MODS) != 0)
return base;
if (familyName != PlayerSpellFamily())
return base;
const uint64_t familyFlags = *reinterpret_cast<const uint64_t *>(
spellRecord + Offsets::OFF_SPELL_RECORD_FAMILY_FLAGS);
if (familyFlags == 0)
return base;
const auto *flatTable = reinterpret_cast<const uint8_t *>(Offsets::VAR_SPELLMOD_FLAT_TABLE);
const auto *pctTable = reinterpret_cast<const uint8_t *>(Offsets::VAR_SPELLMOD_PCT_TABLE);
const int opByteOffset = op * 4;
int flat = 0;
int pct = 0;
for (int slot = 0; slot < Offsets::SPELLMOD_SLOT_COUNT; ++slot) {
if (((familyFlags >> slot) & 1ull) == 0)
continue;
const int byteOff = slot * Offsets::SPELLMOD_SLOT_STRIDE + opByteOffset;
flat += *reinterpret_cast<const int *>(flatTable + byteOff);
pct += *reinterpret_cast<const int *>(pctTable + byteOff);
}
if (flat == 0 && pct == 0)
return base;
int pctTotal = pct + 100;
if (pctTotal < 0)
pctTotal = 0;
return (base + static_cast<float>(flat)) * static_cast<float>(pctTotal) * 0.01f;
}
} // namespace Spell::Mod
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstdint>
// `Spell::Mod` — the engine's SpellMod (talent / item) system, for the
// LOCAL PLAYER. Replicates `FUN_006e6b30` / `FUN_006e6bf0`: the player's
// flat and percent modifiers are accumulated into two tables indexed
// `[familyFlagBit][op]` (see `VAR_SPELLMOD_*` in Offsets.h). A spell's
// value for a given op is modified by summing, over the bits set in the
// spell's SpellFamilyFlags, the flat and percent entries, then applying
// `value = (value + flat) * (100 + pct) * 0.01`.
//
// This underlies many spell properties — radius, cast time, mana cost,
// duration, range, cooldown — each a distinct `op` (e.g.
// `Offsets::SPELLMOD_OP_RADIUS`). The op numbering is the engine's
// internal one; verify each against the binary before relying on it.
//
// Inherently local-player-only: the client tracks spell mods for the
// player alone, so there's no way to know another caster's talents.
namespace Spell::Mod {
// Returns `base` with the local player's modifiers for `op` applied to
// `spellRecord` (a `Spell.dbc` record pointer). Returns `base` unchanged
// when no modifier matches — wrong spell family, mods disabled on the
// spell, the player can't be resolved, or no relevant talent/item.
float Apply(const uint8_t *spellRecord, int op, float base);
} // namespace Spell::Mod
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Spell.GetSpellPowerCost(spellIdentifier)` -> SpellPowerCostInfo[]
//
// Returns an array of power-cost tables, or nil if the spell isn't found
// or has no resource cost. Vanilla spells have exactly one power cost, so
// the array always holds at most one entry.
//
// `cost` is the **effective** cost for the local player — base + level
// scaling + ManaCostPercent-of-resource + the descriptor power-cost
// modifiers + the cost SpellMod (op 14) — via the engine's own cost
// helper `FUN_006e31b0` (the same value the engine charges). So talents
// like reduced-cost spells are reflected. Per-entry fields:
//
// type Enum.PowerType (0 mana, 1 rage, 2 focus, 3 energy,
// 4 happiness) — the spell's PowerType (+0x7C)
// name power token ("MANA", "RAGE", …)
// cost effective cost (see above)
// minCost == cost; vanilla has no "optional" cost component
// costPercent ManaCostPercent (+0x270) — the spell's %-of-base-
// resource cost, or 0 for a flat cost
// costPerSec 0 — vanilla doesn't expose a per-second channel cost
// in these terms
// requiredAuraID 0 — vanilla has no form/aura-conditional costs here
// hasRequiredAura false
#include "Game.h"
#include "Offsets.h"
#include "spell/Arg.h"
#include "spell/Lookup.h"
#include "unit/Power.h"
#include <cstdint>
namespace Spell::PowerCost {
namespace {
using GetSpellCost_t = uint32_t(__fastcall *)(int spellID, int unit);
constexpr int OFF_POWER_TYPE = 0x7C; // int PowerType
constexpr int OFF_MANA_COST_PERCENT = 0x270; // int, % of base resource (0 = flat)
uint32_t EffectiveCost(int spellID) {
return reinterpret_cast<GetSpellCost_t>(Offsets::FUN_GET_SPELL_COST)(spellID, 0);
}
int __fastcall Script_GetSpellPowerCost(void *L) {
const int spellID = Spell::Arg::ResolveSpellID(L, 1);
const uint8_t *rec = Spell::Lookup::RecordForID(spellID);
if (rec == nullptr)
return 0; // nil — spell not found
const uint32_t cost = EffectiveCost(spellID);
if (cost == 0xFFFFFFFF)
return 0; // engine error (no player context, etc.)
const int powerType = *reinterpret_cast<const int *>(rec + OFF_POWER_TYPE);
const int costPercent = *reinterpret_cast<const int *>(rec + OFF_MANA_COST_PERCENT);
if (cost == 0 && costPercent == 0)
return 0; // nil — no resource cost
// SpellPowerCostInfo[] — a one-element array: outer[1] = entry.
Game::Lua::NewTable(L); // outer
Game::Lua::PushNumber(L, 1.0); // key 1
Game::Lua::NewTable(L); // entry (top)
Game::Lua::SetFieldNumber(L, "type", static_cast<double>(powerType));
Game::Lua::SetFieldString(L, "name", Unit::Power::PowerTypeToken(powerType));
Game::Lua::SetFieldNumber(L, "cost", static_cast<double>(cost));
Game::Lua::SetFieldNumber(L, "minCost", static_cast<double>(cost));
Game::Lua::SetFieldNumber(L, "costPercent", static_cast<double>(costPercent));
Game::Lua::SetFieldNumber(L, "costPerSec", 0);
Game::Lua::SetFieldNumber(L, "requiredAuraID", 0);
Game::Lua::SetFieldBool(L, "hasRequiredAura", false);
Game::Lua::SetTable(L, -3); // outer[1] = entry
return 1;
}
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Spell", "GetSpellPowerCost", &Script_GetSpellPowerCost);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Spell::PowerCost
+120
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@@ -0,0 +1,120 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Spell.GetSpellRadius(spellID)` and the parallel
// `GetSpellRadius(slot, bookType)` -> (baseRadius, modifiedRadius)
//
// Returns the spell's AOE radius in yards, or nil for a non-AOE spell
// (no effect carries a radius). Two values:
// - baseRadius — the raw SpellRadius.dbc value (caster-independent,
// what an AOE tracker watching other units wants)
// - modifiedRadius — baseRadius with the LOCAL PLAYER's spell modifiers
// (talents / items, e.g. a Mage's Arctic Reach)
// applied. Equal to baseRadius when the player has
// no matching modifier.
//
// Two signatures mirroring the other dual-signature spell globals
// (`GetSpellInfo`, `SpellHasRange`, etc.): the namespaced form takes a
// modern spell *identifier* (numeric ID or name), the bare global takes
// the vanilla `(slot, bookType)` spellbook position. `bookType` is the
// `GetSpellName` convention: `"pet"` → pet book, anything else (or
// omitted) → player book.
//
// baseRadius reads `Spell.dbc`'s per-effect `EffectRadiusIndex[3]` and
// resolves each into `SpellRadius.dbc`, taking the largest base radius
// across the three effects. No caster-level scaling (the engine's
// FUN_006e6350 also adds `radiusPerLevel * casterLevel`, which needs a
// unit context; modern `GetSpellRadius` reports the base value).
//
// modifiedRadius applies the local player's SpellMods for op 6 (radius)
// via `Spell::Mod::Apply`. It is inherently local-player-only — the
// client tracks spell mods for the player alone, so there's no way to
// know another caster's talents.
//
// All DBCs / mod tables are resident from boot, so the lookup is
// synchronous with no caching.
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "spell/Arg.h"
#include "spell/Lookup.h"
#include "spell/Mod.h"
#include <cstdint>
#include <cstring>
namespace Spell::Radius {
// Largest base radius across the spell's effects, or a negative sentinel
// (< 0) if no effect has a radius.
static float MaxBaseRadius(const uint8_t *record) {
float best = -1.0f;
for (int i = 0; i < Offsets::SPELL_RECORD_EFFECT_COUNT; ++i) {
const int radiusIndex = *reinterpret_cast<const int *>(
record + Offsets::OFF_SPELL_RECORD_EFFECT_RADIUS_INDEX + i * 4);
const uint8_t *rad = DBC::Record(Offsets::VAR_SPELL_RADIUS_RECORDS,
Offsets::VAR_SPELL_RADIUS_COUNT,
static_cast<uint32_t>(radiusIndex));
if (rad == nullptr)
continue;
const float r = *reinterpret_cast<const float *>(rad + Offsets::OFF_SPELL_RADIUS_VALUE);
if (r > best)
best = r;
}
return best;
}
// Pushes (baseRadius, modifiedRadius) for `spellID`, or nil (0 returns)
// for an invalid / non-AOE spell.
static int PushRadiusForSpellID(void *L, int spellID) {
const uint8_t *record = Spell::Lookup::RecordForID(spellID);
if (record == nullptr)
return 0; // nil
const float base = MaxBaseRadius(record);
if (base < 0.0f)
return 0; // nil — not an AOE spell
Game::Lua::PushNumber(L, static_cast<double>(base));
Game::Lua::PushNumber(L,
static_cast<double>(Spell::Mod::Apply(record, Offsets::SPELLMOD_OP_RADIUS, base)));
return 2;
}
// `C_Spell.GetSpellRadius(spellID)` — modern spell-identifier form.
static int __fastcall Script_C_Spell_GetSpellRadius(void *L) {
return PushRadiusForSpellID(L, Spell::Arg::ResolveSpellID(L, 1));
}
// `GetSpellRadius(slot, bookType)` — vanilla-style positional shape.
static int __fastcall Script_GetSpellRadius(void *L) {
if (!Game::Lua::IsNumber(L, 1))
return 0; // nil
const int slot = static_cast<int>(Game::Lua::ToNumber(L, 1));
int bookType = 0;
if (Game::Lua::IsString(L, 2)) {
const char *s = Game::Lua::ToString(L, 2);
if (s != nullptr && _stricmp(s, "pet") == 0)
bookType = 1;
}
return PushRadiusForSpellID(L, Spell::Lookup::SpellbookSlotToID(slot, bookType));
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Spell", "GetSpellRadius",
&Script_C_Spell_GetSpellRadius);
Game::Lua::RegisterGlobalFunction("GetSpellRadius", &Script_GetSpellRadius);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Spell::Radius
+17 -8
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@@ -25,11 +25,12 @@ namespace Spell::Usable {
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
using GetSpellCost_t = uint32_t(__fastcall *)(int spellID, int unit);
// Spell.dbc record field offsets we read for usability. Fully documented
// in CLAUDE.md.
constexpr int OFF_SPELL_POWER_TYPE = 0x7C; // int8: 0=mana, 1=rage, 2=focus, 3=energy, 4=happiness
constexpr int OFF_SPELL_MANA_COST = 0x80; // u32 base cost
constexpr int OFF_SPELL_MANA_COST = 0x80; // u32 base cost (fallback only)
// Returns true if the player knows `spellID` per the engine's spell-
// knowledge bitmap at `[VAR_PLAYER_SPELL_BITMAP]`. Same check
@@ -135,8 +136,9 @@ bool HasReagents(void *L, const uint8_t *record) {
// 3. Player descriptor is reachable (post-login).
// 4. Player is alive (HEALTH > 0).
// 5. Spell is not on cooldown (engine cooldown helper).
// 6. Player has enough power for `ManaCost` of the spell's
// `PowerType`. Only this failure flips `noMana=true`.
// 6. Player has enough power for the spell's *effective* cost (talent
// reductions applied) of its `PowerType`. Only this flips
// `noMana=true`.
// 7. Player has all required reagents in bags (Reagent[8] /
// ReagentCount[8] from the spell record).
//
@@ -170,16 +172,23 @@ Usability ComputeUsability(void *L, int spellID) {
if (IsOnCooldown(spellID))
return r;
// Mana check is the only one that flips noMana.
// Mana check is the only one that flips noMana. Use the engine's
// effective-cost helper (op-14 SpellMod + descriptor power-cost mods +
// ManaCostPercent), so talent reductions like Frost Channeling count —
// not just the base ManaCost. Falls back to base if the engine can't
// resolve a cost (shouldn't happen here: the player descriptor
// resolved above, so it has a player context).
const int powerType = static_cast<int>(*reinterpret_cast<const int8_t *>(
record + OFF_SPELL_POWER_TYPE));
if (powerType >= 0 && powerType <= 4) {
const int manaCost = static_cast<int>(*reinterpret_cast<const uint32_t *>(
record + OFF_SPELL_MANA_COST));
if (manaCost > 0) {
auto getCost = reinterpret_cast<GetSpellCost_t>(Offsets::FUN_GET_SPELL_COST);
uint32_t cost = getCost(spellID, 0 /* local player */);
if (cost == 0xFFFFFFFF)
cost = *reinterpret_cast<const uint32_t *>(record + OFF_SPELL_MANA_COST);
if (cost > 0) {
const int currentPower = *reinterpret_cast<const int *>(
desc + Offsets::OFF_UNIT_FIELD_POWER1 + powerType * 4);
if (currentPower < manaCost) {
if (currentPower < static_cast<int>(cost)) {
r.noMana = true;
return r;
}
+68
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@@ -0,0 +1,68 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include "Offsets.h"
// Shared world-position read for any CGObject-derived unit. The
// position comes from the object's `GetPosition` virtual (vtable
// slot 5) — the same one `CheckInteractDistance` / `UnitInRange` use.
// Header-only so callers (UnitInRange, CastAtUnit, UseAtUnit) don't
// each re-derive the vtable-slot math.
namespace Unit::Position {
// Resolves a unit token ("player", "target", "party1", "mouseover",
// …) to a `CGUnit *`. Returns nullptr for a recognized-but-absent
// token (e.g. "party5" with no such member). NOTE: the engine's
// resolver raises a Lua error for genuinely unrecognized token
// strings — same contract as `UnitHealth("garbage")` — so only feed
// it real unit tokens, or strings you're willing to let error.
inline void *ResolveToken(const char *token) {
if (token == nullptr)
return nullptr;
using ResolveUnitToken_t = void *(__fastcall *)(const char *);
auto fn = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
return fn(token);
}
// Reads `obj`'s world position into `out[3]` (x, y, z). Calls
// `obj->vtable[5](outBuf)`; the returned float* may equal `outBuf`
// (object filled it) or point at a cached position field — either
// way the values land in `out`. Returns false if `obj` is null or
// the virtual yields no position (object has no known position yet).
inline bool Read(void *obj, float out[3]) {
if (obj == nullptr)
return false;
auto **vtable = *reinterpret_cast<void ***>(obj);
using GetPosition_t = float *(__thiscall *)(void *self, float outBuf[3]);
auto fn = reinterpret_cast<GetPosition_t>(
vtable[Offsets::OFF_CGOBJECT_VTBL_GET_POSITION / 4]);
float *p = fn(obj, out);
if (p == nullptr)
return false;
if (p != out) {
out[0] = p[0];
out[1] = p[1];
out[2] = p[2];
}
return true;
}
// Convenience: resolve a token and read its position in one step.
inline bool ReadToken(const char *token, float out[3]) {
return Read(ResolveToken(token), out);
}
} // namespace Unit::Position
+18 -16
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@@ -33,11 +33,29 @@
#include "Game.h"
#include "Offsets.h"
#include "unit/Power.h"
#include <cstdint>
namespace Unit::Power {
// Modern power-type tokens. Vanilla descriptor byte values 0..4 map
// to MANA/RAGE/FOCUS/ENERGY/HAPPINESS. 5/6 (Runes / Runic Power)
// can't appear on a 1.12 unit but we map them anyway in case a
// private server pushes one through.
const char *PowerTypeToken(int type) {
switch (type) {
case 0: return "MANA";
case 1: return "RAGE";
case 2: return "FOCUS";
case 3: return "ENERGY";
case 4: return "HAPPINESS";
case 5: return "RUNES";
case 6: return "RUNIC_POWER";
}
return "UNKNOWN";
}
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
@@ -68,22 +86,6 @@ uint32_t PowerDivisor(int type) {
return table[type];
}
// Modern power-type tokens. Vanilla descriptor byte values 0..4 map
// to MANA/RAGE/FOCUS/ENERGY/HAPPINESS. 5/6 (Runes / Runic Power)
// can't appear on a 1.12 unit but we map them anyway in case a
// private server pushes one through.
const char *PowerTypeToken(int type) {
switch (type) {
case 0: return "MANA";
case 1: return "RAGE";
case 2: return "FOCUS";
case 3: return "ENERGY";
case 4: return "HAPPINESS";
case 5: return "RUNES";
case 6: return "RUNIC_POWER";
}
return "UNKNOWN";
}
// `Enum.PowerType` — modern Blizzard-style enum table. Slot 4 is
// `Happiness` in 1.12 (pet happiness 0..3); modern retail relabels
+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 Lesser 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
namespace Unit::Power {
// Modern power-type token for a PowerType value: 0 MANA, 1 RAGE, 2 FOCUS,
// 3 ENERGY, 4 HAPPINESS, 5 RUNES, 6 RUNIC_POWER, anything else "UNKNOWN".
// Used by `UnitPowerType`'s second return and by spell power-cost APIs.
const char *PowerTypeToken(int type);
} // namespace Unit::Power
+5 -39
View File
@@ -15,42 +15,17 @@
// uses, applied with a fixed 40-yard threshold.
#include "Game.h"
#include "Offsets.h"
#include "unit/Position.h"
#include <cstdint>
#include <cstring>
namespace Unit::Range {
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
using GetPosition_t = float *(__thiscall *)(void *self, float outBuf[3]);
constexpr float kRangeYards = 40.0f;
constexpr float kRangeYardsSq = kRangeYards * kRangeYards;
void *ResolveUnit(const char *token) {
if (token == nullptr)
return nullptr;
auto fn = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
return fn(token);
}
// Calls `obj->vtable[5](outBuf)`. The returned float* may equal
// outBuf (the object filled it directly) or point at a cached
// position field on the object — either way, deref it for x/y/z.
// Returns nullptr if the object's vtable virtual returns null (no
// known position for this object yet).
float *ReadPosition(void *obj, float outBuf[3]) {
if (obj == nullptr)
return nullptr;
auto **vtable = *reinterpret_cast<void ***>(obj);
auto fn = reinterpret_cast<GetPosition_t>(
vtable[Offsets::OFF_CGOBJECT_VTBL_GET_POSITION / 4]);
return fn(obj, outBuf);
}
int __fastcall Script_UnitInRange(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: UnitInRange(\"unit\")");
@@ -69,19 +44,10 @@ int __fastcall Script_UnitInRange(void *L) {
return 2;
}
void *unit = ResolveUnit(token);
void *player = ResolveUnit("player");
if (unit == nullptr || player == nullptr) {
Game::Lua::PushBool(L, false);
Game::Lua::PushBool(L, false);
return 2;
}
float unitBuf[3] = {};
float playerBuf[3] = {};
const float *unitPos = ReadPosition(unit, unitBuf);
const float *playerPos = ReadPosition(player, playerBuf);
if (unitPos == nullptr || playerPos == nullptr) {
float unitPos[3] = {};
float playerPos[3] = {};
if (!Unit::Position::ReadToken(token, unitPos) ||
!Unit::Position::ReadToken("player", playerPos)) {
Game::Lua::PushBool(L, false);
Game::Lua::PushBool(L, false);
return 2;
+85
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@@ -0,0 +1,85 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `UnitSubName(unit)` — returns the NPC's subname / title (the small
// italic text under their name in the tooltip): "Innkeeper",
// "Stable Master", "<Master Engineer>", etc. Modern WoW exposes this
// via `UnitName`'s second return; vanilla 1.12's `UnitName` returns
// only one value, so addons that want the subtitle have to roll their
// own — until now.
//
// Returns `nil` for:
// - Unresolvable unit token (`target` with nothing targeted, empty
// `partyN` slot, etc.).
// - Player units — they don't have a row in the creature cache.
// - NPCs whose creature data hasn't synced yet (rare; happens when
// the unit comes into view but the SMSG_CREATURE_QUERY_RESPONSE
// hasn't arrived).
// - NPCs with no subname (most non-vendor / non-trainer creatures).
//
// Raises a Lua error on missing / non-string `unit` argument — same
// semantics as the engine's `UnitName`.
//
// Implementation: walks the creature cache row at `[unit + 0xB30]` →
// `[+0x10]` (subname C string). Verified path; same one
// VanillaMinimapTracking's blip subname filter uses.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Unit::SubName {
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
int __fastcall Script_UnitSubName(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: UnitSubName(\"unit\")");
return 0;
}
const char *token = Game::Lua::ToString(L, 1);
if (token == nullptr)
return 0;
auto resolve = reinterpret_cast<ResolveUnitToken_t>(
Offsets::FUN_RESOLVE_UNIT_TOKEN);
auto *unit = static_cast<const uint8_t *>(resolve(token));
if (unit == nullptr)
return 0;
auto *cacheRow = *reinterpret_cast<const uint8_t *const *>(
unit + Offsets::OFF_UNIT_CREATURE_CACHE_ROW);
if (cacheRow == nullptr)
return 0;
auto *subName = *reinterpret_cast<const char *const *>(
cacheRow + Offsets::OFF_CREATURE_CACHE_SUB_NAME);
if (subName == nullptr || *subName == '\0')
return 0;
Game::Lua::PushString(L, subName);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("UnitSubName", &Script_UnitSubName);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Unit::SubName