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Author SHA1 Message Date
Brues 2f3c67be1a Script_EquipmentSetContainsLockedItems: Missing items are not locked 2026-05-31 12:42:40 -05:00
Brues f94af6cb73 Fix C_Item.GetItemUniqueness* return shapes
The two functions have different signatures in modern (Classic Era
1.15.x) WoW, verified against BlizzardInterfaceCode's generated
ItemDocumentation.lua:

  GetItemUniqueness(itemLocation) → (limitCategory, limitMax)
  GetItemUniquenessByID(itemID)   →
      (isUnique, limitCategoryName, limitCategoryCount, limitCategoryID)

We were returning a 3-tuple in the wrong order for both. For a
"Unique (10)" item the byID variant now correctly returns
(true, nil, 10, nil) instead of (10, nil, 0).
2026-05-31 10:20:19 -05:00
Brues 1d370ada65 GetInventoryItemsForSlot: filter by player proficiency
Mail helms were showing up for cloth classes — the function only
checked invType→slot shape, not whether the player could actually
equip the item.

Adds a proficiency gate using the engine's per-itemClass mask table
at [0x00C4D4A0], populated by the SMSG_SET_PROFICIENCY handler at
0x005E7B70. `table[itemClass] & (1 << subclass)` is the same lookup
4.3.4's Script_GetInventoryItemsForSlot does (via FUN_00553AD0 ->
DAT_00DD4D38), and the same source the engine's own tooltip red-text
coloring and cursor-drop equip check read from. Covers both armor
and weapon proficiencies in one mask lookup.
2026-05-31 00:54:36 -05:00
Brues 35c78ea6be C_AddOns.GetAddOnName returns nil for addons that don't exist 2026-05-30 23:13:32 -05:00
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
8 changed files with 306 additions and 70 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` |
+65 -18
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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()`
@@ -4266,31 +4302,42 @@ Reads `ITEM_FIELD_STACK_COUNT` directly off the item's
### `C_Item.GetItemUniqueness(itemLocation)` / `C_Item.GetItemUniquenessByID(item)`
Returns `(maxAllowed, category, equippedCount)` — the item's
uniqueness cap, category name, and current equipped-of-category
count.
The two functions have **different signatures** in modern (Classic
Era 1.15.x) WoW — we mirror them exactly:
`C_Item.GetItemUniqueness(itemLocation)` returns
`(limitCategory, limitMax)`:
| Field | Vanilla source |
|-------|----------------|
| `maxAllowed` | `ItemStats_C.m_maxCount` — `0` = unlimited, `1` = unique ("Unique" tag in tooltip), higher = inventory cap |
| `category` | Always `nil` — vanilla's client has no unique-equipped category system (added in TBC). |
| `equippedCount` | Always `0` — without categories there's nothing meaningful to count against. |
| `limitCategory` | Always `0` — vanilla has no `LimitCategory.dbc` (TBC addition). |
| `limitMax` | `ItemStats_C.m_maxCount` — `0` = unlimited, `1` = "Unique", higher = inventory cap. |
```lua
local max = C_Item.GetItemUniqueness({equipmentSlotIndex = 13})
-- max = 1 for typical trinkets (Unique)
local max = C_Item.GetItemUniquenessByID(2943)
-- max = 1 (Eye of Paleth — "Unique")
```
`C_Item.GetItemUniquenessByID(itemID)` returns
`(isUnique, limitCategoryName, limitCategoryCount, limitCategoryID)`:
The by-ID form skips item-location resolution and reads `ItemStats_C`
directly. Fires a background cache fill on miss and returns nil;
| Field | Vanilla source |
|-------|----------------|
| `isUnique` | `m_maxCount > 0` — true for any unique-tagged item. |
| `limitCategoryName` | Always `nil` — no categories in vanilla. |
| `limitCategoryCount` | `m_maxCount` when `isUnique`, else `nil`. |
| `limitCategoryID` | Always `nil`. |
Both functions return nothing (zero Lua return values, matching
modern's `MayReturnNothing` annotation) if the item record isn't
cached. The by-ID variant fires a background cache fill on miss;
re-call after `GET_ITEM_INFO_RECEIVED`.
Modern WoW returns the same 3-tuple but with the category half
populated for unique-equipped categories (e.g. "Brewfest Mug",
"Heart of Azeroth"). On this backport, only `maxAllowed` carries
information.
```lua
local _, max = C_Item.GetItemUniqueness({equipmentSlotIndex = 13})
-- max = 1 for typical trinkets (Unique)
local isUnique, _, count = C_Item.GetItemUniquenessByID(81013)
-- isUnique = true, count = 10 (Southern Sand Crawler Leg, "Unique (10)")
```
Modern WoW populates the category half for items like Brewfest Mug
or Heart of Azeroth ("Unique-Equipped: Eye of Azshara"). Vanilla
has no such items, so the category fields stay nil/0.
### `C_Item.GetItemLink(itemLocation)`
+29
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@@ -1488,6 +1488,35 @@ enum Offsets {
VAR_SKILL_LINE_COUNT = 0x00C0D930,
OFF_SKILL_LINE_NAME = 0x0C,
// Player's known-skills table — separate from the DBC. Populated
// by the engine on login from server data; entries are pointers
// to per-skill records. Each record's `+0x00` is the
// `SkillLine.dbc` row (or `0` for header / category rows), and
// `+0x10` is the current skill rank (other rank/modifier fields
// follow). Source: `Script_GetSkillLineInfo` at `0x004D3610`,
// which walks this array indexed by the Lua arg.
VAR_PLAYER_SKILL_LIST = 0x00B7318C,
VAR_PLAYER_SKILL_COUNT = 0x00B731B8,
OFF_PLAYER_SKILL_LINE_ID = 0x00,
OFF_PLAYER_SKILL_RANK = 0x10,
// Per-itemClass proficiency bitmap maintained by the engine.
// 17 u32 entries (indexed by Item.dbc `m_class`, 0..16). Each
// entry is a bitmask where bit N is set if the player has
// proficiency in subclass N of that item class — i.e.
// `table[4] & (1 << 3)` = "can wear Mail" (armor=class 4,
// mail=subclass 3).
//
// Populated by SMSG_SET_PROFICIENCY's handler at
// `FUN_005E7B70`, which writes `table[itemClass] = mask`
// verbatim from the packet. Same source the engine itself uses
// for equip eligibility (the tooltip "Mail" red-text logic
// and the cursor-drop-on-paperdoll check both read this). Note:
// covers **weapons too** (class 2), making it strictly more
// general than walking the per-skill-line table for individual
// armor proficiencies.
VAR_PROFICIENCY_TABLE = 0x00C4D4A0,
// Spell.dbc `BaseLevel` — the level a spell becomes available
// (trainer offers it, quest reward grants it, etc.). Distinct
// from `SpellLevel` at +0x74 which is the effective level used
+12 -1
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@@ -115,13 +115,24 @@ int PushFieldOrNil(void *L, FieldByName_t accessor) {
// `C_AddOns.GetAddOnName(indexOrName)` — the addon's directory name.
// For numeric input, returns the engine's canonical casing. For
// string input, returns the input verbatim once existence is
// confirmed.
// confirmed; nil for an unregistered name.
//
// String-input existence isn't free: `ResolveAddOnName` echoes the
// string for the field accessors below (`GetAddOnTitle`, etc.) which
// short-circuit cleanly on unknown names via the engine's own NULL-
// return paths. `GetAddOnName` doesn't call any engine accessor, so
// it'd otherwise echo any string. Probe the registry explicitly.
int __fastcall Script_GetAddOnName(void *L) {
const uint8_t *entry = ResolveAddOnName(L);
if (entry == nullptr) {
Game::Lua::PushNil(L);
return 1;
}
if (Game::Lua::Type(L, 1) == Game::Lua::TYPE_STRING &&
!AddOnExistsByName(reinterpret_cast<const char *>(entry))) {
Game::Lua::PushNil(L);
return 1;
}
Game::Lua::PushString(L, reinterpret_cast<const char *>(entry));
return 1;
}
+15
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@@ -331,6 +331,19 @@ int __fastcall Script_ClearIgnoredSlotsForSave(void *L) {
// would race with). Reads the per-CGItem instance flag at
// `OFF_ITEM_CLIENT_LOCK` bit 0 — same bit `C_Item.IsLocked` checks
// and the engine's own pickup/unlock paths manipulate.
//
// Gates on `Locations::FindGUID` BEFORE consulting the lock flag:
// for items the player has deleted/mailed/traded away, the engine's
// CGItem cache often retains a stale entry that `ResolveByGUID`
// still hands back, but the inventory walk no longer finds the GUID
// anywhere. Reading the lock flag off the stale CGItem reflects
// whatever bits were last set on it (frequently the "locked"
// in-transaction state from when it was being deleted/swapped),
// which would falsely report the set as "contains locked items"
// and prevent `UseEquipmentSet` from running through addon
// wrappers that gate on this check. The inventory presence check
// matches modern semantics: a missing item is *missing*, not
// *locked*.
int __fastcall Script_EquipmentSetContainsLockedItems(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const Set *s = Data::FindByID(setID);
@@ -341,6 +354,8 @@ int __fastcall Script_EquipmentSetContainsLockedItems(void *L) {
const uint64_t g = s->items[i];
if (g == GUID_EMPTY || g == GUID_IGNORED)
continue;
if (Locations::FindGUID(g) == 0)
continue; // not in inventory — treat as missing, not locked
const uint8_t *item = Locations::ResolveItemByGUID(g);
if (item == nullptr)
continue;
+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};
+51 -4
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@@ -105,6 +105,47 @@ bool FitsSlot(int slot1Based, uint32_t invType) {
return (kSlotMaskByInvType[invType] & (1u << (slot1Based - 1))) != 0;
}
// ── Proficiency gate ──────────────────────────────────────────────
// `FitsSlot` only checks invType→slot shape compatibility; without
// also gating on the player's proficiencies this would return (e.g.)
// mail helms for a warlock since both are `invType=HEAD`. Modern
// WoW's equipment-set picker filters by what the player can actually
// equip; we mirror that.
//
// Source of truth: the engine's per-itemClass proficiency bitmap at
// `[VAR_PROFICIENCY_TABLE]` (17 u32 entries indexed by `m_class`).
// SMSG_SET_PROFICIENCY's handler at `0x005E7B70` writes the bitmask
// for each class verbatim from the wire. Bit N of `table[class]` =
// "player can equip subclass N of this class". Same data the engine
// itself reads for the tooltip "Mail/Leather/Plate" red-text and the
// cursor-drop-on-paperdoll-slot check — covers both armor and weapon
// proficiencies in one lookup.
//
// 4.3.4's `Script_GetInventoryItemsForSlot` does the equivalent check
// via `FUN_00553AD0(itemClass) & (1 << subclass)`, reading from
// `DAT_00DD4D38` (its own copy of the same packet-fed table).
bool PlayerHasProficiency(uint32_t itemClass, uint32_t subclass) {
if (itemClass > 16)
return true; // table only covers 0..16; be permissive past that
const uint32_t mask = *reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_PROFICIENCY_TABLE) + itemClass * 4);
if (mask == 0)
return true; // table not populated yet (pre-SMSG_SET_PROFICIENCY)
// — fail open so empty-mask doesn't blank the list
return (mask & (1u << subclass)) != 0;
}
bool PlayerCanEquip(const uint8_t *record) {
if (record == nullptr)
return true; // missing record — be permissive, don't hide the item
const uint32_t classCode = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_CLASS);
const uint32_t subclass = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_SUBCLASS);
return PlayerHasProficiency(classCode, subclass);
}
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);
@@ -112,11 +153,14 @@ const uint8_t *PeekItemRecord(uint32_t itemID) {
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
}
uint32_t ReadInventoryType(const uint8_t *cgItem) {
const uint8_t *ItemRecordForCGItem(const uint8_t *cgItem) {
const int itemID = Item::ID::FromCGItem(cgItem);
if (itemID <= 0)
return 0;
auto *record = PeekItemRecord(static_cast<uint32_t>(itemID));
return nullptr;
return PeekItemRecord(static_cast<uint32_t>(itemID));
}
uint32_t ReadInventoryType(const uint8_t *record) {
if (record == nullptr)
return 0;
return *reinterpret_cast<const uint32_t *>(
@@ -132,7 +176,10 @@ void CollectIfFits(int slot, const uint8_t *cgItem, int location,
std::vector<Hit> &out) {
if (cgItem == nullptr)
return;
if (!FitsSlot(slot, ReadInventoryType(cgItem)))
const uint8_t *record = ItemRecordForCGItem(cgItem);
if (!FitsSlot(slot, ReadInventoryType(record)))
return;
if (!PlayerCanEquip(record))
return;
out.push_back({location, cgItem});
}
+62 -45
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@@ -11,18 +11,31 @@
// 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.GetItemUniqueness(itemLocation)` — uniqueness cap. Reads
// `ItemStats_C.m_maxCount` from the item's cached record; that's the
// only uniqueness signal vanilla's client carries. `1` = unique
// ("Held In Off-hand" trinkets, special quest items, etc.); `0` =
// unlimited; higher values cap the inventory count.
// `C_Item.GetItemUniqueness(itemLocation)` and the `*ByID` variant
// — uniqueness cap. Both read `ItemStats_C.m_maxCount` from the
// item's cached record; that's the only uniqueness signal vanilla
// carries. `1` = unique-equipped (one at a time); higher values
// cap the inventory count; `0` = unlimited.
//
// Modern WoW returns a 3-tuple `(maxEquipped, category, equippedCount)`
// keyed off the post-TBC category system (e.g. "Unique-Equipped:
// Brewfest Mug"). Vanilla has no category system, so we surface
// `m_maxCount` as the first return and leave the category nil and
// equipped count `0` — matching modern's "field present but inapplicable"
// convention.
// Modern WoW (Classic Era 1.15.x) gives the two functions **different
// signatures**, verified against `_classic_` BlizzardInterfaceCode's
// `ItemDocumentation.lua`:
//
// GetItemUniqueness(itemLocation) →
// limitCategory (number, non-nilable),
// limitMax (number, non-nilable)
//
// GetItemUniquenessByID(itemInfo) →
// isUnique (bool, non-nilable),
// limitCategoryName (string, nilable),
// limitCategoryCount (number, nilable),
// limitCategoryID (number, nilable)
//
// Vanilla has no `LimitCategory.dbc` system (TBC+ addition for
// "Unique-Equipped: Brewfest Mug"-style cross-item category caps),
// so the category fields are always nil/0. `isUnique` collapses to
// `m_maxCount > 0`; `limitMax` and `limitCategoryCount` both surface
// the raw `m_maxCount`.
#include "Game.h"
#include "Offsets.h"
@@ -50,54 +63,58 @@ const uint8_t *PeekItemRecord(uint32_t itemID) {
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
}
} // namespace
// Pushes the 3-tuple `(maxAllowed, nil, 0)` derived from the
// ItemStats_C record, or nil + early-return on cache miss.
int PushFromItemID(void *L, uint32_t itemID) {
// Returns the item's `m_maxCount` or -1 if the record isn't cached.
// `-1` is a "warm-and-bail" sentinel; caller pushes nothing on -1
// so the Lua side sees the modern "MayReturnNothing" behaviour.
int ReadMaxCount(uint32_t itemID) {
const uint8_t *record = PeekItemRecord(itemID);
if (record == nullptr) {
Item::Data::WarmCache(itemID);
Game::Lua::PushNil(L);
return 1;
return -1;
}
const int maxCount = *reinterpret_cast<const int *>(
return *reinterpret_cast<const int *>(
record + Offsets::OFF_ITEMSTATS_MAX_COUNT);
Game::Lua::PushNumber(L, static_cast<double>(maxCount));
Game::Lua::PushNil(L); // category (vanilla has none)
Game::Lua::PushNumber(L, 0.0); // equippedCount (not tracked)
return 3;
}
} // namespace
// `GetItemUniqueness(itemLocation)` shape: `(limitCategory, limitMax)`.
static int __fastcall Script_GetItemUniqueness(void *L) {
if (!Item::Location::IsLocationArg(L, 1)) {
Game::Lua::PushNil(L);
return 1;
}
if (!Item::Location::IsLocationArg(L, 1))
return 0;
auto *item = Item::Location::Resolve(L, 1);
if (item == nullptr) {
Game::Lua::PushNil(L);
return 1;
}
if (item == nullptr)
return 0;
const int itemID = Item::ID::FromCGItem(item);
if (itemID <= 0) {
Game::Lua::PushNil(L);
return 1;
}
return PushFromItemID(L, static_cast<uint32_t>(itemID));
if (itemID <= 0)
return 0;
const int maxCount = ReadMaxCount(static_cast<uint32_t>(itemID));
if (maxCount < 0)
return 0; // cache miss — modern API documents "MayReturnNothing"
Game::Lua::PushNumber(L, 0.0); // limitCategory (vanilla has no LimitCategory.dbc)
Game::Lua::PushNumber(L, static_cast<double>(maxCount));
return 2;
}
// `GetItemUniquenessByID(itemID)` shape:
// `(isUnique, limitCategoryName, limitCategoryCount, limitCategoryID)`.
static int __fastcall Script_GetItemUniquenessByID(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::PushNil(L);
return 1;
}
if (!Game::Lua::IsNumber(L, 1))
return 0;
const int itemID = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (itemID <= 0) {
Game::Lua::PushNil(L);
return 1;
}
return PushFromItemID(L, static_cast<uint32_t>(itemID));
if (itemID <= 0)
return 0;
const int maxCount = ReadMaxCount(static_cast<uint32_t>(itemID));
if (maxCount < 0)
return 0;
Game::Lua::PushBool(L, maxCount > 0);
Game::Lua::PushNil(L); // limitCategoryName (no categories in vanilla)
if (maxCount > 0)
Game::Lua::PushNumber(L, static_cast<double>(maxCount));
else
Game::Lua::PushNil(L); // limitCategoryCount — nil when not limited
Game::Lua::PushNil(L); // limitCategoryID
return 4;
}
static void RegisterLuaFunctions() {