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Author SHA1 Message Date
Brues ad83eb9575 IsMouseButtonDown
Adds the modern (2.0.1+) query function backed by the same
WH_GETMESSAGE hook stream that drives GLOBAL_MOUSE_DOWN/UP — state
flips at the exact same point the events fire. Accepts the 1..5 ID
form, the "LeftButton".."Button5" name form, or no arg for "any
button held".
2026-05-30 22:36:30 -05:00
Brues 8995e82627 UseEquipmentSet: pre-snapshot locations, two-phase execution
Engine InvMgr state lags behind our atomic-swap packets (server has
to ACK before CGItem moves register locally), so mid-loop FindGUID
lookups returned stale locations and could undo prior swaps.

Mirrors 4.3.4's `Script_UseEquipmentSet` at 0x009A15D0, which walks
all 19 set slots up front to build an action list before any
execution. Combined with two-phase sequencing:

  1. paperdoll→paperdoll only — keeps bag state untouched, supports
     chained rotations via a virtual-paperdoll walk
  2. bag→paperdoll — atomic swap displaces current occupants into
     the source bag slot, never strands a future set item
  3. unequip slots the set wants empty into pre-snapshotted free
     bag slots

Eliminates the "trinket A in 14, B in bags" failure mode where an
earlier bag-to-paperdoll swap displaced an item later needed by the
set, then stale FindGUID returned the pre-swap paperdoll location.
2026-05-30 22:23:32 -05:00
6 changed files with 245 additions and 40 deletions
+1 -1
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@@ -35,7 +35,7 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [Gossip](docs/API.md#gossip) | `C_GossipInfo.CloseGossip`, `C_GossipInfo.GetActiveQuests`, `C_GossipInfo.GetAvailableQuests`, `C_GossipInfo.GetNumActiveQuests`, `C_GossipInfo.GetNumAvailableQuests`, `C_GossipInfo.GetNumOptions`, `C_GossipInfo.GetOptions`, `C_GossipInfo.GetText`, `C_GossipInfo.SelectActiveQuest`, `C_GossipInfo.SelectAvailableQuest`, `C_GossipInfo.SelectOption`, `C_GossipInfo.SelectOptionByIndex` |
| [GameTooltip](docs/API.md#gametooltip) | `GameTooltip:GetGameObject`, `GameTooltip:GetItem`, `GameTooltip:GetOwner`, `GameTooltip:GetSpell`, `GameTooltip:GetUnitGUID`, `GameTooltip:HasGameObject`, `GameTooltip:HasItem`, `GameTooltip:HasSpell`, `GameTooltip:HasUnit`, `GameTooltip:SetEquipmentSet`, `GameTooltip:SetInventoryItemByID`, `GameTooltip:SetItemByGUID`, `GameTooltip:SetItemByID`, `GameTooltip:SetSpellByID`, `GameTooltip:SetTalentByID`, `GameTooltip:SetUnitAura` |
| [Hooks](docs/API.md#hooks) | `hooksecurefunc` |
| [Input](docs/API.md#input) | `IsLeftAltKeyDown`, `IsLeftControlKeyDown`, `IsLeftShiftKeyDown`, `IsModifierKeyDown`, `IsRightAltKeyDown`, `IsRightControlKeyDown`, `IsRightShiftKeyDown` |
| [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.UseItemByName`, `GetAuctionItemID`, `GetAuctionSellItemID`, `GetAverageItemLevel`, `GetCraftReagentItemID`, `GetInboxItemID`, `GetInventoryItemDurability`, `GetInventoryItemID`, `GetInventoryItemsForSlot`, `GetInventoryItemRepairCost`, `GetItemIcon`, `GetLootRollItemID`, `GetLootSlotItemID`, `GetMerchantItemID`, `GetQuestItemID`, `GetQuestLogItemID`, `GetTradePlayerItemID`, `GetTradeSkillItemID`, `GetTradeSkillReagentItemID`, `GetTradeTargetItemID`, `OffhandHasWeapon` |
| [Macros](docs/API.md#macros) | `GetLooseMacroIcons`, `GetLooseMacroItemIcons`, `GetMacroIcons`, `GetMacroItemIcons`, `GetMacroSpell` |
+36
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@@ -152,6 +152,7 @@ build instructions.
- [`IsLeftControlKeyDown()` / `IsRightControlKeyDown()`](#isleftcontrolkeydown--isrightcontrolkeydown)
- [`IsLeftAltKeyDown()` / `IsRightAltKeyDown()`](#isleftaltkeydown--isrightaltkeydown)
- [`IsModifierKeyDown()`](#ismodifierkeydown)
- [`IsMouseButtonDown([button])`](#ismousebuttondownbutton)
- [Instance](#instance)
- [`GetInstanceInfo()`](#getinstanceinfo)
@@ -3337,6 +3338,41 @@ otherwise. Equivalent to
`IsShiftKeyDown() or IsControlKeyDown() or IsAltKeyDown()` but in one
call.
### `IsMouseButtonDown([button])`
Returns `true` if the given mouse button is currently held, `false`
otherwise. With no argument (or `nil`), returns `true` if **any**
mouse button is held.
`button` is either a 1-based ID or a name string:
| ID | Name |
|-----|------|
| `1` | `"LeftButton"` |
| `2` | `"RightButton"` |
| `3` | `"MiddleButton"` |
| `4` | `"Button4"` (XBUTTON1 / first side button) |
| `5` | `"Button5"` (XBUTTON2 / second side button) |
Unrecognized IDs / names return `false` (matches modern semantics:
the named button just isn't held — bad input doesn't fall through
to the any-button check).
State is maintained from the same `WH_GETMESSAGE` hook that drives
`GLOBAL_MOUSE_DOWN` / `GLOBAL_MOUSE_UP`, so press/release transitions
register at exactly the moment the corresponding event fires. Hook
scopes to WoW's message queue — clicks made while the game is
alt-tabbed out don't deliver, which means the state can stay
"down" if a button was held while focus left the window. Most uses
of `IsMouseButtonDown` are gated behind a frame that just received
mouse focus, so this rarely matters in practice.
```lua
if IsMouseButtonDown("RightButton") then
-- right-button-held bindings
end
```
## Instance
### `GetInstanceInfo()`
+114 -38
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@@ -424,60 +424,136 @@ int __fastcall Script_UseEquipmentSet(void *L) {
}
int nextFreeSlot = 0;
// Pre-snapshot each set item's location against the ORIGINAL
// state, before any swap packets fly. This mirrors how 4.3.4's
// `Script_UseEquipmentSet` (`0x009A15D0`) builds its action list:
// resolve all 19 source locations up front, then execute. The
// engine's CGItem / InvMgr state lags behind our packet sends
// (waits for server ACK), so any `FindGUID` mid-execution would
// return stale answers and we'd re-resolve items into the wrong
// place.
int sourceLoc[SLOT_COUNT];
for (int i = 0; i < SLOT_COUNT; ++i) {
const uint64_t g = guids[i];
if (g == GUID_EMPTY || g == GUID_IGNORED) {
sourceLoc[i] = 0;
continue;
}
sourceLoc[i] = Locations::FindGUID(g);
}
// Virtual paperdoll occupant model — seeded from the engine's
// initial paperdoll GUID array, then updated in-place after each
// swap so phase 1 can chain rotations and phase 3 can spot
// already-empty slots.
uint64_t virtualPaperdoll[SLOT_COUNT];
Locations::SnapshotPaperdoll(virtualPaperdoll);
// Locates the current virtual slot of a GUID on the paperdoll,
// or 0 if it's not currently there. Used during phase 1 so
// chained paperdoll-to-paperdoll moves operate on the *current*
// virtual position, not the stale pre-snapshot.
auto currentPaperdollSlot = [&](uint64_t g) -> int {
if (g == 0)
return 0;
for (int slot = 1; slot <= SLOT_COUNT; ++slot) {
if (virtualPaperdoll[slot - 1] == g)
return slot;
}
return 0;
};
// ── Phase 1: paperdoll → paperdoll ─────────────────────────────
// Move items already on the paperdoll into their target slots.
// Source and destination are both paperdoll, so atomic swaps
// never touch bag state — phase 2's bag lookups stay accurate.
for (int i = 0; i < SLOT_COUNT; ++i) {
const int targetSlot = i + 1;
const uint64_t g = guids[i];
// GUID_IGNORED: leave whatever the player has in this slot
// as-is. Distinct from GUID_EMPTY (= 0), which means "this
// slot should be empty after the swap" — handled below.
if (g == GUID_IGNORED)
if (g == GUID_EMPTY || g == GUID_IGNORED)
continue;
if (g == GUID_EMPTY) {
// Set wants this slot empty. If it already is, no-op.
// Otherwise unequip whatever's there into the next bag
// slot we reserved during the pre-loop snapshot. If
// we've exhausted the snapshot, silently skip — matches
// the modern API which surfaces no per-slot reason.
const uint8_t *equipped =
Item::Location::ResolveEquipmentSlot(targetSlot);
if (equipped == nullptr)
continue;
if (nextFreeSlot >= freeSlotCount)
continue;
const FreeSlot &fs = freeSlots[nextFreeSlot++];
Item::Swap::ToBag(equipped, targetSlot, fs.bag, fs.slot);
continue;
}
const int loc = Locations::FindGUID(g);
const int loc = sourceLoc[i];
if (loc == 0)
continue; // missing — nothing to do
// Already in its target slot? Skip.
if ((loc & LOC_BAGS) == 0 && (loc & LOC_BANK) == 0 &&
(loc & LOC_SLOT_MASK) == targetSlot)
continue;
// In bank (main or bank-bag) — server rejects equip-from-bank.
if (loc & LOC_BANK)
continue;
continue; // server rejects equip-from-bank
if (loc & LOC_BAGS)
continue; // phase 2
const int srcSlot = currentPaperdollSlot(g);
if (srcSlot == 0 || srcSlot == targetSlot)
continue; // missing or already there
const uint8_t *item = Locations::ResolveItemByGUID(g);
if (item == nullptr)
continue;
if (loc & LOC_BAGS) {
const int srcBag = (loc >> LOC_BAG_SHIFT) & 0xFF;
const int srcSlot = loc & LOC_SLOT_MASK;
Item::Swap::FromBag(item, srcBag, srcSlot, targetSlot);
} else {
const int srcSlot = loc & LOC_SLOT_MASK;
Item::Swap::FromPaperdoll(item, srcSlot, targetSlot);
const uint64_t displaced = virtualPaperdoll[targetSlot - 1];
if (Item::Swap::FromPaperdoll(item, srcSlot, targetSlot)) {
virtualPaperdoll[targetSlot - 1] = g;
virtualPaperdoll[srcSlot - 1] = displaced;
}
}
// ── Phase 2: bag → paperdoll ───────────────────────────────────
// Move items from bag slots onto the paperdoll. Each atomic swap
// displaces the current paperdoll occupant into the bag slot the
// incoming item vacated. Anything we still wanted on the paperdoll
// was already placed by phase 1, so phase 2 displacements can't
// strand a future set item in a bag.
for (int i = 0; i < SLOT_COUNT; ++i) {
const int targetSlot = i + 1;
const uint64_t g = guids[i];
if (g == GUID_EMPTY || g == GUID_IGNORED)
continue;
if (virtualPaperdoll[targetSlot - 1] == g)
continue; // already at target (probably by phase 1)
const int loc = sourceLoc[i];
if (loc == 0)
continue;
if (loc & LOC_BANK)
continue;
if ((loc & LOC_BAGS) == 0)
continue; // not from a bag — phase 1 handled, or item missing
const uint8_t *item = Locations::ResolveItemByGUID(g);
if (item == nullptr)
continue;
const int srcBag = (loc >> LOC_BAG_SHIFT) & 0xFF;
const int srcSlot = loc & LOC_SLOT_MASK;
if (Item::Swap::FromBag(item, srcBag, srcSlot, targetSlot)) {
virtualPaperdoll[targetSlot - 1] = g;
// The displaced item lands in (srcBag, srcSlot). We
// don't track bag-side virtual state — by phase 3 we
// only care about the paperdoll occupant.
}
}
// ── Phase 3: unequip slots the set wants empty ─────────────────
// For each `GUID_EMPTY` slot, send the current paperdoll occupant
// (if any) to a pre-snapshotted free bag slot. Runs last so any
// displaced items from phases 1/2 that landed in the slot get
// unequipped here too.
for (int i = 0; i < SLOT_COUNT; ++i) {
const int targetSlot = i + 1;
if (guids[i] != GUID_EMPTY)
continue;
const uint64_t occupant = virtualPaperdoll[targetSlot - 1];
if (occupant == 0)
continue;
if (nextFreeSlot >= freeSlotCount)
continue;
const uint8_t *equipped = Locations::ResolveItemByGUID(occupant);
if (equipped == nullptr)
continue;
const FreeSlot &fs = freeSlots[nextFreeSlot++];
if (Item::Swap::ToBag(equipped, targetSlot, fs.bag, fs.slot))
virtualPaperdoll[targetSlot - 1] = 0;
}
const int evt = Event::Custom::Lookup(kSwapFinishedEvent);
if (evt >= 0)
Event::Custom::Fire(evt, "%d%d", 1, static_cast<int>(setID));
+11
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@@ -177,4 +177,15 @@ const uint8_t *ResolveItemByGUID(uint64_t guid) {
return Item::Location::ResolveByGUID(guid);
}
void SnapshotPaperdoll(uint64_t *out) {
for (int i = 0; i < SLOT_COUNT; ++i)
out[i] = 0;
auto *invMgr = ResolvePlayerInvMgr();
auto *guids = InvMgrGuidArray(invMgr);
if (guids == nullptr)
return;
for (int i = 0; i < SLOT_COUNT; ++i)
out[i] = guids[i];
}
} // namespace EquipmentSet::Locations
+12
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@@ -42,4 +42,16 @@ int FindGUID(uint64_t targetGuid);
// isn't known to the client. Side-effect free.
const uint8_t *ResolveItemByGUID(uint64_t guid);
// Copies the current paperdoll GUIDs into `out[0..SLOT_COUNT-1]`,
// where `out[i]` is the GUID at 1-based equipment slot `i+1`.
// Empty / unequipped slots write 0. Reads from the player invMgr's
// flat GUID array directly — no Lua stack, no engine state changes.
//
// Used by `UseEquipmentSet` to seed a "virtual paperdoll" model that
// stays current across in-flight swaps. The engine's CGItem state
// lags behind packet sends (server has to ACK each swap), so any
// subsequent `FindGUID` after the first packet would return stale
// pre-swap locations. Tracking moves locally bypasses that lag.
void SnapshotPaperdoll(uint64_t *out);
} // namespace EquipmentSet::Locations
+71 -1
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@@ -18,6 +18,12 @@
// per-frame `OnMouseDown` scripts — these fire even when the click
// misses any UI frame.
//
// `IsMouseButtonDown([button])` — query the current held state of a
// specific button by name or 1-based ID, or "any button held" when
// called with no args. State is maintained from the same hook stream
// as the events (single source of truth — events firing and the
// state being readable happen at the same point in the pipeline).
//
// Same `WH_GETMESSAGE` thread-message hook pattern as
// [Input::Modifier](Modifier.cpp): we intercept the WM_*BUTTON*
// messages on the engine's main thread *before* dispatch. The hook
@@ -28,6 +34,9 @@
#include "Game.h"
#include "event/Custom.h"
#include <cstdint>
#include <cstring>
#include <windows.h>
namespace Input::GlobalMouse {
@@ -37,6 +46,19 @@ namespace {
constexpr const char *kDownEvent = "GLOBAL_MOUSE_DOWN";
constexpr const char *kUpEvent = "GLOBAL_MOUSE_UP";
// Held-state bitmap — bit `i` set means the button with 1-based
// `IsMouseButtonDown` ID `i+1` is currently held. Modern API IDs:
// 1 = LeftButton, 2 = RightButton, 3 = MiddleButton,
// 4 = Button4 (XBUTTON1), 5 = Button5 (XBUTTON2).
constexpr int BIT_LEFT_BUTTON = 0;
constexpr int BIT_RIGHT_BUTTON = 1;
constexpr int BIT_MIDDLE_BUTTON = 2;
constexpr int BIT_BUTTON4 = 3;
constexpr int BIT_BUTTON5 = 4;
constexpr uint32_t MASK_ANY_BUTTON = 0x1F;
uint32_t g_mouseButtonMask = 0;
HHOOK g_msgHook = nullptr;
// Maps WM_*BUTTON{DOWN,UP} → ("LeftButton"|..., isDown). Returns
@@ -60,16 +82,60 @@ const char *DecodeButton(UINT msg, WPARAM wParam, bool *outDown) {
}
}
// Maps a "LeftButton"/.../"Button5" name to its bit index. -1 for
// any other string.
int NameToBitIdx(const char *name) {
if (name == nullptr)
return -1;
if (std::strcmp(name, "LeftButton") == 0) return BIT_LEFT_BUTTON;
if (std::strcmp(name, "RightButton") == 0) return BIT_RIGHT_BUTTON;
if (std::strcmp(name, "MiddleButton") == 0) return BIT_MIDDLE_BUTTON;
if (std::strcmp(name, "Button4") == 0) return BIT_BUTTON4;
if (std::strcmp(name, "Button5") == 0) return BIT_BUTTON5;
return -1;
}
void ProcessMouseMessage(UINT msg, WPARAM wParam) {
bool down = false;
const char *name = DecodeButton(msg, wParam, &down);
if (name == nullptr)
return;
const int bitIdx = NameToBitIdx(name);
if (bitIdx >= 0) {
const uint32_t bit = 1u << bitIdx;
if (down) g_mouseButtonMask |= bit;
else g_mouseButtonMask &= ~bit;
}
const int slot = Event::Custom::Lookup(down ? kDownEvent : kUpEvent);
if (slot >= 0)
Event::Custom::Fire(slot, "%s", name);
}
int __fastcall Script_IsMouseButtonDown(void *L) {
bool down;
if (Game::Lua::GetTop(L) == 0) {
// No-arg form: any button held.
down = (g_mouseButtonMask & MASK_ANY_BUTTON) != 0;
} else {
int bitIdx = -1;
if (Game::Lua::IsNumber(L, 1)) {
const int id = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (id >= 1 && id <= 5)
bitIdx = id - 1;
} else if (Game::Lua::IsString(L, 1)) {
bitIdx = NameToBitIdx(Game::Lua::ToString(L, 1));
}
// Unrecognized button (bad id, unknown name) → false, matching
// the modern API's "did this specific button happen to be held"
// semantic. Bad input doesn't promote to the any-button check.
down = (bitIdx >= 0) && (g_mouseButtonMask & (1u << bitIdx)) != 0;
}
Game::Lua::PushBool(L, down);
return 1;
}
LRESULT CALLBACK GetMsgHook(int code, WPARAM wParam, LPARAM lParam) {
// Only process when the message is being removed from the queue
// (`PM_REMOVE` / `GetMessage`); `PM_NOREMOVE` peeks would deliver
@@ -88,7 +154,11 @@ void InstallHook() {
GetCurrentThreadId());
}
void RegisterLuaFunctions() { InstallHook(); }
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("IsMouseButtonDown",
&Script_IsMouseButtonDown);
InstallHook();
}
const Event::Custom::AutoReserve _reserveDown{kDownEvent};
const Event::Custom::AutoReserve _reserveUp{kUpEvent};