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30 Commits
Author SHA1 Message Date
Brues 58e7e1a2c6 frame: add Frame:IsEventRegistered
Vanilla has RegisterEvent / UnregisterEvent as frame methods but not the
query IsEventRegistered (added in a later expansion). There's no engine
Script_* to delegate to, so we replicate the membership check already
embedded in Frame::RegisterEvent (FUN_00702140): find the event by name
in the live event table (SStrCmpI), then walk that entry's subscriber
chain (head@+0xC, next@+4, frame@+8, low-bit/null sentinel) for this
frame. self is resolved via Game::Lua::ResolveObject, yielding the same
CFrameScriptObject* the chain stores.

Registered on the Frame method registry (VAR_FRAME_METHOD_REGISTRY,
alongside RegisterEvent) so it resolves on any frame. Pure read, no new
hooks. Returns a boolean, matching the 3.3.5-era contract; verified
in-game (true for a registered event, false otherwise). Documented in
docs/API.md and README.md.
2026-07-09 18:08:17 -05:00
Brues 5339c97b1e tradeskill: native single-column link viewer layout on stock 1.12.1
The link viewer mirrored Turtle's HD 768x512 two-column TradeSkillFrame,
whose TW-TradeSkill art doesn't exist in the base 1.12.1 client — an
earlier stretch fallback smeared the vanilla art's internal borders.

Split every layout value that differs by client into an LO table gated on
TURTLE_WOW_VERSION. On stock clients the viewer now mirrors the native
Blizzard_TradeSkillUI geometry: 384x512, single column (list on top,
detail below), built from the vanilla ClassTrainer + UI-TradeSkill
quadrant art at native size, 8 visible rows, and the Exit button placed
exactly where the base TradeSkillCancelButton sits. Turtle keeps its
768-wide two-column layout unchanged.
2026-07-09 17:26:10 -05:00
Brues 7406ac5db1 tradeskill: add link buttons to TradeSkillFrame and CraftFrame
Backport of the WotLK "link this profession to chat" button. A
petition-icon button sits right of the window title; clicking inserts
the window's |Htrade:...|h link (C_TradeSkillUI.GetTradeSkillListLink /
GetCraftListLink) into the chat edit box, opening it if hidden. Other
players click the link to open the recipe viewer.

Both windows are LoadOnDemand addons on this client, so creation is
deferred via EventUtil.ContinueOnAddOnLoaded (fires immediately if
already loaded). Uses the native GossipFrame\PetitionGossipIcon since
the 3.3.5 UI-TradeSkill-LinkButton art doesn't exist in 1.12. Adds the
LINK_TRADESKILL_TOOLTIP locale string for the hover text.
2026-07-09 16:57:49 -05:00
Brues 1c263152e3 spell: fix negative cast/channel startTimeMs/endTimeMs on long-lived tick
C_Spell.UnitCastingInfo/UnitChannelInfo returned negative startTimeMs
and endTimeMs for users whose engine ms tick has crossed 2^31. The tick
(FUN_OS_TICKCOUNT_MS) has two backends: GetTickCount, or a scaled rdtsc.
The rdtsc value survives warm reboots (only a full power-off resets the
CPU TSC), so it can sit well past 2^31 even right after a "restart" --
which is why rebooting didn't clear the negatives. We stored the tick in
a signed int and pushed it straight to a double, so the high bit read as
the sign.

Script_GetTime (0x00515EA0) computes (double)(tick & 0xFFFFFFFF) * 0.001,
i.e. it masks the tick to the low 32 bits UNSIGNED. New PushMs helper
reinterprets our stored tick as uint32 before the double conversion,
reproducing GetTime()'s exact value so startTimeMs/endTimeMs stay
consistent with GetTime()*1000 across the whole range (both wrap together
at the ~49.7-day 2^32 boundary). Carrying full 64-bit precision would be
wrong -- it would diverge from GetTime() past 2^32 and break addons'
(now-start)/(end-start) math.

Routes all four timestamp pushes (cast + channel, local and remote)
through PushMs. The aura expirationTime path already handled the tick as
unsigned, so no change there.
2026-07-09 13:10:57 -05:00
Brues ab211962e5 unit: fix IsStealthed via UNIT_FIELD_BYTES_1 sneak flag
The old IsStealthed read descriptor +0x17C & 0x02, which is actually
UNIT_FIELD_AURALEVELS (per-slot caster-level bytes) - it only worked by
coincidence on the original test char and read false at level 60
(0x3C & 0x02 == 0), so Prowl/Stealth reported not-stealthed.

_classicapi_DiffAll on a Prowl toggle from a Cat-Form baseline showed
the real signal: UNIT_FIELD_BYTES_1 (+0x210) byte 3 flips 0x00->0x02
(the sneak/anim-tier flag the client render path reads to draw a
stealthed unit semi-transparent); everything else that changed was
aura-array slot metadata. IsStealthed now reads that broadcast bit
directly - verified in-game for Rogue Stealth, Druid Prowl, and
Shadowmeld, with no mount false-positive.

Also refactored the shared buff-slot scan into FindPlayerBuffWithEffect
(Dismount still uses it for the mount aura) and dropped the bogus
OFF_PLAYER_FIELD_VIS_BYTES / PLAYER_VIS_BIT_STEALTH constants.
2026-07-09 11:53:58 -05:00
Brues 33a23c563c map: make GetMapOverlays overlay tiling HD-map-patch safe
A custom patch-*.mpq that upscales the WorldMap overlay art broke the tile
resolution: the resolver read the actual BLP dimensions but did its grid and
texcoord math against a hardcoded 256px cell, so HD tiles rendered sheared
and half-clipped.

- Grid resolution detects the full-cell file size S (256*scale) and uses it
  as the partial-tile threshold instead of a literal 256, so HD edge tiles
  aren't mistaken for full ones.
- Texcoords now use content/nextPOT(content) — the engine's own WorldMapFrame
  fraction, which is scale-invariant (an HD file is POT*scale, same fraction)
  and needs no file-size guessing. Fixes overlays whose stock file was a 128
  cell (content <=128): the patch doubled them to 256, which the earlier
  S>=256 floor read as un-upscaled and halved their texcoord (the clipped
  dark patches).

Draw sizes/positions stay in logical map pixels; stock data is unchanged
(its files already are next-POT). File reads now only drive grid resolution
and the rare DBC-rounded sliver case.
2026-07-09 11:18:27 -05:00
Brues 17304929b5 tradeskill: show craftable [N] on rows, refresh on BAG_UPDATE_DELAYED
Each recipe row appends " [N]" (min over reagents of floor(onHand/required),
via GetItemCount) like Blizzard's list. The frame registers
BAG_UPDATE_DELAYED and, while shown, re-runs Refresh (row counts) and
re-renders the selected recipe's detail pane (reagent have/need) so the
numbers track the reader's bags live.
2026-07-09 00:50:36 -05:00
Brues d88f02fc90 tradeskill: tighten link-viewer frame, add Exit button + craft bottom art
- SetHitRectInsets(2,82,2,73) so the mouse/drag region matches the visible
  parchment (decoded from the corner BLPs' alpha: opaque art spans frame
  x[2..686], y[2..439]) instead of the full 768x512 texture rect.
- Bottom quadrants use the CraftFrame's TW-TradeSkill-BotLeft2/BotRight2
  (the flat button-bar bottom) and add an Exit button positioned like
  CraftCancelButton.
- Quad helper uses the bare SetPoint(point) one-arg form (enabled by the
  Script_SetPoint co-hook in src/frame/Modern.cpp).
2026-07-09 00:44:39 -05:00
Brues 1c79742cc3 cleanup 2026-07-09 00:09:12 -05:00
Brues d696a16ac4 tradeskill: load link-viewer items via the Item mixin, drop the item-info poll
The detail pane and subclass dropdown now resolve crafted items/reagents
through Item:CreateFromItemID():ContinueOnItemLoad() — each uncached item
re-renders only its own pane/dropdown when its data arrives, guarded so a
load completing after a newer selection can't clobber it. Replaces the
global GET_ITEM_INFO_RECEIVED watcher that re-derived everything on a 0.3s
debounce whenever any item loaded anywhere.

The 'All' subclass view no longer reapplies the filter (and resets scroll)
as items trickle in; have/need counts still use GetItemCount and the
subclass name still uses the synchronous GetItemInfoInstant.
2026-07-08 23:57:53 -05:00
Brues 2c1962b207 tradeskill: add recipe detail pane to the trade-skill link viewer
Clicking a recipe row now shows a Blizzard-styled detail pane: the crafted
item (or enchant) with its icon on the Class-Trainer detail-header bar, the
spell description for enchants, and the reagent grid (icon + name plate +
have/need counts) matching the CraftFrame layout. The first recipe is
auto-selected on open; selecting a row tints the row highlight to the
recipe's difficulty colour and whitens its text.

Rows are now real ClassTrainerSkillButtonTemplate buttons (the template the
CraftFrame/TradeSkillFrame use) so name rendering and spacing match exactly.
Reagent + product data (createdItem, numMade, reagents) is folded into the
existing C_TradeSkillUI.GetTradeSkillListRecipes decoder rather than adding a
new function.

The real GetTradeSkillReagentInfo family is indexed by the player's own open
window, so it can't describe a linked recipe from someone else's profession;
the reagents are read straight from Spell.dbc instead.
2026-07-08 23:15:29 -05:00
Brues 23cdbe196d spell: CastAtCursor/CastAtUnit cast exact rank by spellID, accept spell name 2026-07-08 20:12:16 -05:00
Brues 8b6760cd77 tradeskill: crafting-window-style link viewer (difficulty colors, subclass filter, spell tooltips) 2026-07-08 14:24:25 -05:00
Brues 7c2317aca1 Suppress aura cache fallback when descriptor is authoritative
Stuck auras (pfUI issue #20 part 2): a no-duration debuff (Ghost/Spirit
in battlegrounds) stayed visible after the unit resurrected. It can only
come from the Aura::Source cache fallback — the descriptor path re-reads
the live aura array each call.

The aura is cached with expirationMs == 0 (infinite), so OnWorldTick
never expires it, and its real removal came via a bulk object drop
(death/leave-visibility, then resurrect) rather than a per-aura removal,
so OnAuraRemoved never fired to evict it. The infinite entry lingered and
the fallback resurrected it on the now-alive unit.

The fallback only exists for rogue stealth and party range fluctuation,
which both clear the unit's entire aura array at once. Gate both fallback
entry points on DescriptorHasVisibleAura: if the descriptor exposes any
live aura it's authoritative, so a cache-only aura is genuinely gone.
Stealth/range recovery is unaffected — those produce a wholesale-empty
aura array, so the fallback still fires there exactly as before.
2026-07-08 11:18:37 -05:00
Brues b764b14df1 Filter hidden auras in cache fallback path
Add visibility check to `FallbackEligible` to prevent hidden/internal auras (e.g. SPELL_ATTR_HIDDEN_CLIENTSIDE) from leaking through as phantom buffs. The descriptor path already drops these via `IsSlotPopulated`; the cache fallback must apply the same engine predicate to avoid surfacing invisible auras.
2026-07-08 10:55:33 -05:00
Brues fc1bd30bef tradeskill: add trade-skill list links (GetTradeSkillListLink/GetCraftListLink + viewer) 2026-07-08 00:18:07 -05:00
Brues fe29ec050c loc: fire LOSS_OF_CONTROL_UPDATE with unit payload ("player") 2026-07-07 17:46:51 -05:00
Brues 7fafb89d1d docs: move LOSS_OF_CONTROL events into the Events section 2026-07-07 17:40:53 -05:00
Brues bcefe3b87f loc: add C_LossOfControl (data query + ADDED/UPDATE events)
Synthesize the modern C_LossOfControl surface for the local player, which
vanilla lacks entirely (a Mists-era aggregation layer):

- SCHOOL_INTERRUPT: co-hook the SMSG_SPELL_COOLDOWN handler (FUN_006e9460,
  same __stdcall(opCode*, CDataStore*) shape/registrar as Spell::Cast's
  failure/channel hooks). Turtle's Player::ProhibitSpellSchool sends the
  lockout as ONE cooldown packet listing every spell of the interrupted
  school at one uniform duration -- a shape nothing else emits (verified
  against the server source) -- so a player-GUID batch of >=2 same-school
  spells with equal duration authoritatively yields the locked school
  (1<<Spell.dbc School) + duration. The interrupter isn't in the packet, so
  spellID=0 / displayText="Interrupted".

- CC types (STUN/FEAR/ROOT/CONFUSE/CHARM/POSSESS/SILENCE/PACIFY/
  PACIFYSILENCE/DISARM): scan the player's debuffs, classify each by its
  EffectApplyAuraName (values authoritative from the server's SPELL_AURA
  table). Timing is best-effort from the Aura::Source cache (nil when the
  applying cast wasn't observed -- the fields are nullable).

- LOSS_OF_CONTROL_ADDED / LOSS_OF_CONTROL_UPDATE: a WorldTick poll-and-diff
  of the active set fires ADDED (with the 1-based eventIndex) per new effect
  and one coalesced UPDATE on any change. Chosen over event-driven aura hooks
  because effect EXPIRY has no engine packet (a tick is needed regardless),
  and the WorldTick tail keeps Lua handlers out of the mid-packet contexts
  the state updates in. Scan is bounded (16 debuff slots) and idle-cheap.

Placeholders with no vanilla equivalent: priority=0, displayType=2,
auraInstanceID=nil; iconTexture is the icon path (no FileDataIDs in vanilla).

Verified in-game: Polymorph -> CONFUSE, correct name/icon/duration, nil once
worn off; a counterspelled heal -> SCHOOL_INTERRUPT (lockoutSchool + 10s) +
SILENCE (4s), with two ADDED at cast and UPDATE as each expires.
2026-07-07 17:28:45 -05:00
Brues 9e03f69e9b xml: add C_XMLUtil.GetTemplateInfo() and DoesTemplateExist()
Both resolve by name through the engine's own template lookup
(FUN_006ee6f0) -- the same path inherits= uses -- so they're
case-insensitive and cover Blizzard FrameXML plus addon templates.

GetTemplateInfo returns { type, width, height, keyValues, inherits } or
nil if the template doesn't exist. type is the element tag; width/height
are the RAW values from a <Size> element declared directly on the
template (0 if none / inherited) -- read straight from the attributes
rather than via the engine's Size parser (FUN_006f1eb0), which applies
UI-scale conversion we don't want here. inherits is the inherits=
attribute or nil. keyValues is always empty (vanilla's XML schema has no
<KeyValues> element) and sourceLocation is omitted (a 10.2 feature;
vanilla records no per-node file/line) -- both parity-safe.

DoesTemplateExist returns a bool.

Verified in-game: DoesTemplateExist true/false as expected; GetTemplate-
Info nil for a missing name; StatFrameTemplate -> 104x13; FriendsFrame-
TabTemplate -> inherits "CharacterFrameTabButtonTemplate".
2026-07-06 22:26:15 -05:00
Brues 694a7415ab xml: add C_XMLUtil.GetTemplates()
Backport the modern C_XMLUtil.GetTemplates() -- enumerate every
registered virtual XML template as { name, type }.

The engine keeps virtual templates (the <Frame virtual="true"> etc. that
inherits= targets) in a Storm hash table. The XML parser (FUN_006ede10)
registers each via FUN_006ee500 and the inherits resolver reads the same
table via FUN_006ee6f0, so it's the authoritative template store. The
new module walks it: each node carries the template name (+0x14) and its
parsed definition node (+0x18), whose element tag string (+0x8) is the
frame type ("Frame" / "Button" / ...).

Covers both Blizzard FrameXML and addon templates; rebuilt on /reload.
Fonts are a separate registry and correctly excluded (matching retail).
Returns an empty table before the first template registers (mask ==
0xFFFFFFFF). Pure read, no hooks. Verified in-game: 212 templates,
entry 1 = { name="AtlasLootDefaultFrameButtonTemplate", type="Button" }.
2026-07-06 21:39:55 -05:00
Brues 23b102c60c spell/Cast: clear player channel on early stop; unify player-object access
UnitChannelInfo showed a stale "Ritual of Summoning" countdown after
helping a warlock summon: g_channel only cleared at its computed endMs
or when a timed cast superseded it, so a ritual that ends early (when the
summon fills) lingered, and a following instant cast -- which supersedes
neither cast timing nor the channel -- couldn't dislodge it.

OnWorldTick now polls the player's UNIT_FIELD_CHANNEL_SPELL (+0x228) and
clears g_channel when it drops to 0, gated by a confirm latch so the
field's ~1-tick start lag can't wipe a freshly stamped channel. Both
channel-stamp sites route through a new StampChannel helper that re-arms
the latch. Also fixes early-ended channels generally (interrupt / cancel
/ LoS break), which previously self-expired only at endMs.

Cleanup: factor the player-object/descriptor read into shared
Unit::Identity::PlayerObject() / PlayerDescriptor(), now used by
State.cpp, Cast.cpp's poll, and ComboDuration. PlayerObject() uses the
object-manager GUID resolve (FUN_OBJECT_RESOLVE_BY_GUID) -- the fastest
player-object path, non-throwing (null pre-world) -- replacing the
duplicated resolves (State.cpp's token resolver, ComboDuration's
hand-rolled GUID plumbing).
2026-07-06 19:52:01 -05:00
Brues e165aa6cd4 README: add Frame backports, RegisterComboDuration, GetMapOverlays rows 2026-07-06 00:56:29 -05:00
Brues 8ed32e6c8e C_Map.GetMapOverlays: zone overlays from WorldMapOverlay.dbc
Every overlay of a zone regardless of exploration, replacing the
hand-measured tables map-reveal addons ship (pfUI pfMapOverlayData).
The engine's GetNumMapOverlays/GetMapOverlayInfo only expose
DISCOVERED overlays -- the exploration gate is a server-fed ID list at
0x00B6E630 -- so unexplored areas were previously undrawable without
per-server data. Reads WorldMapOverlay.dbc directly instead, scoped by
the zone's WorldMapArea row (never by folder contents).

No argument = the world map's currently viewed zone (same
continent/zone resolution GetMapInfo performs, globals 0x0084506C /
0x00845070 / 0x00B6E668); numeric argument = AreaTable areaID, the
same identity C_Map.GetBestMapForUnit returns.

Tile grids are resolved in the DLL rather than left to consumers,
because Octo's shipped data breaks the canonical ceil(w/256) layout
three ways (mirroring the InkLab map generator's empirically-derived
disambiguation):
- sliver columns the DBC rect rounds away (Icepoint's Kaneq'nuun has a
  real 8px third column; DBC w=512 implies 2 -- naive layout shears
  the overlay into misplaced strips, the one visibly broken overlay);
- foreign tiles appended to an overlay's number sequence (Kaneqnuun
  ships 12 tiles, the true grid is 3x2 = 6);
- same-rect higher-resolution re-exports (Stonetalon's WindshearCrag:
  4 real tiles for a 1-tile rect, kept and scaled).
The true grid comes from the actual BLP header dimensions (width @
+0x0C, height @ +0x10, BLP1 and BLP2 alike) read through the engine's
own VFS reader, since only a row's last tile may be narrower than 256.
A sweep of all 707 overlays found 108 art/DBC mismatches; Kaneq'nuun
is the only shear-class one, matching the single visible artifact.
Resolution is cached per overlay per session.

Each overlay returns the DBC fields plus a ready-to-draw `tiles`
array (file / width / height / texCoordX / texCoordY / offsetX /
offsetY) so consumers need no grid math at all. WorldMapArea.dbc and
WorldMapOverlay.dbc schemas verified against fresh extractions and
the engine's own Script_GetMapOverlayInfo (0x004A8A00).
2026-07-06 00:54:57 -05:00
Brues 26da489773 re-enable HookScript 2026-07-05 23:40:49 -05:00
Brues 9c73430ddd temporary disable HookScript 2026-07-05 23:40:04 -05:00
Brues e712af11a5 Drop stale WOW_PROJECT_ID rationale from Frame backport docs 2026-07-05 18:19:34 -05:00
Brues 45291cb16b Modern Region/Frame method backports (Frame::Modern)
ClassicAPI advertises WOW_PROJECT_ID = WOW_PROJECT_CLASSIC, which
steers modern addon ports onto their Classic Era code paths -- where
they also assume Era's C-level frame behaviors. Supply the missing
ones (surfaced by AI_VoiceOver's Era path, but generic to every port):

- region:SetPoint("RIGHT") -- the one-arg form. Vanilla's parser
  accepts every other modern shape but raises the usage error when
  arg 3 is fully omitted (LUA_TNONE fails its type validation); a
  co-hook on Script_SetPoint (0x007A2540, the ONE implementation in
  the Region base table) normalizes it to (point, 0, 0) -- vanilla's
  parent-relative form, exactly the modern semantic.
- region:SetSize / region:GetSize -- registered on the REGION base
  method registry (ctx 0x00CF54B4), so they resolve on frames,
  buttons, textures, fontstrings -- including engine-created textures
  (GetNormalTexture():SetSize(...)).
- frame:SetShown -- Show/Hide are per-branch script functions with
  their own object typechecks, so it's registered separately on
  Frame / Texture / FontString with matching delegates.
- frame:SetResizeBounds -- modern rename of SetMinResize/SetMaxResize.
- frame:HookScript -- absent in vanilla entirely. Chains the old
  handler (invoked vanilla-style, reading the this/event/argN
  globals), then invokes the hook handler with modern positional args
  ((frame, event, arg1..arg9) for OnEvent, (frame, arg1..arg9)
  otherwise) via a C closure over (handler, old, isOnEvent).

All methods delegate to the engine's own Script_* implementations by
reshaping the Lua stack -- no re-derived setters, so UI-scale
conversion, object resolution, and type checking stay engine code.
Method-registry contexts beyond GameTooltip's (Region / Frame /
Texture / FontString) are now in Offsets.h per the
docs/BlizzardScriptAPI.md catalogue.

Verified in-game: GameTooltip:GetSize() returns real dimensions,
CreateFrame + SetSize(50,50) reads back 50, and AI_VoiceOver's Era
path runs through its entire frame construction (SetPoint one-arg,
SetSize, SetShown, SetResizeBounds, 14 HookScript sites) where it
previously errored on the first call.
2026-07-05 18:16:47 -05:00
Brues 9bfbb2e6b0 We have other ways to detect 1.12.1 and this is causing conflict 2026-07-05 18:16:13 -05:00
Brues d6bf05c12c Combo-point finisher durations for C_UnitAuras
Rupture at 4 combo points reported duration=6 (the SpellDuration.dbc
base) instead of the real 14s: finisher durations are computed
server-side at cast time and 1.12 never transmits them for debuffs the
player puts on other units. Verified with a whole-protocol sniff --
SMSG_UPDATE_AURA_DURATION (0x137) is self-scoped (slot+duration for the
player's own aura array), 0x2DD has no client handler and never
arrives, and nothing else carries the value. (pfUI issue #17.)

Mirror the server's computation instead (new Aura::ComboDuration):

- Snapshot combo points ([player+0xE68]+0x1029, the field behind
  Script_GetComboPoints) the instant CMSG_CAST_SPELL leaves, via a
  co-hook on the NetClient send funnel (FUN_NET_SEND 0x005379A0). The
  server consumes CP before SMSG_SPELL_GO returns, so reading at
  SpellGo time is too late; the send funnel also covers
  nampower-queued casts, which bypass any Spell_C_CastSpell co-hook
  via trampoline re-entry.
- Compute base + (max - base) * CP / 5 from the spell's own
  SpellDuration.dbc row ((v)mangos CalculateSpellDuration), then apply
  the player's duration SpellMods, matching server order. DBC-driven
  and spell-agnostic: finishers are exactly the rows with base != max
  (Rupture 6/16s, Kidney Shot 1/6s, r1 0/5s, Slice and Dice 6/21s;
  Expose Armor 30/30 self-disables). Consumed by Aura::Source's
  SpellGo hook; 0 falls through to the existing base path.
- Turtle's reworked Rip (8s + 2s per CP) has NO client data: all six
  ranks' DurationIndex points at SpellDuration row 87, which Turtle
  added server-side only -- the client table jumps 86 -> 105. Built-in
  values cover it, gated on the dangling-row condition itself (the
  only dangling cross-reference in the entire client Spell.dbc, per a
  full DurationIndex/CastingTimeIndex/RangeIndex sweep) rather than on
  realm detection: stock clients resolve Rip's index normally, and if
  Turtle ships the missing row the DBC takes over automatically.
- C_UnitAuras.RegisterComboDuration(spellID, baseSec, maxSec) as an
  escape hatch for other servers with the same class of client-data
  gap; a registered override beats DBC and built-ins.

Verified in-game: Rupture at 4 CP now reads duration=14.
2026-07-05 17:12:10 -05:00
23 changed files with 3916 additions and 148 deletions
+1
View File
@@ -35,5 +35,6 @@ Util\EquipmentManager.lua
Util\PlayerUtil.lua
Util\SlashCommandsRegistry.lua
Util\LinkUtil.lua
Util\TradeSkillLink.lua
Util\IconDataProvider.lua
Util\GameTooltip.lua
-8
View File
@@ -123,14 +123,6 @@ PLAYER_FACTION_COLORS =
[1] = PLAYER_FACTION_COLOR_ALLIANCE,
};
WOW_PROJECT_MAINLINE = 1;
WOW_PROJECT_CLASSIC = 2;
WOW_PROJECT_BURNING_CRUSADE_CLASSIC = 5;
WOW_PROJECT_WRATH_CLASSIC = 11;
WOW_PROJECT_CATACLYSM_CLASSIC = 14;
WOW_PROJECT_MISTS_CLASSIC = 19;
WOW_PROJECT_ID = WOW_PROJECT_CLASSIC;
--
-- Glyph
--
@@ -0,0 +1,698 @@
-- Trade-skill *list* links (`|Htrade:...|h`) — backport of the 2.x+ shareable
-- profession link. The link is built entirely in the DLL
-- (`GetTradeSkillListLink` / `GetCraftListLink`, see src/tradeskill/Link.cpp);
-- this file only intercepts clicks on received links and renders the linker's
-- recipe list in a scroll frame (the UI half).
--
-- link: |cffffd000|Htrade:<skillLineID>:<curRank>:<maxRank>:<linkerName>:<base64 bits>|h[Name]|h|r
--
-- "Which recipes are known" is a bitfield over the skill line's canonical
-- recipe list (deterministic per DBC). The viewer lists the recipes the linker
-- knows (with an "X of Y" summary of the whole skill line), regardless of what
-- the reader can craft themselves.
-- Frame geometry mirrors the real TradeSkillFrame. Turtle ships an HD
-- 768x512 two-column frame (TW-TradeSkill art); stock 1.12.1 only has the
-- vanilla 384x512 single-column art, so on that client we fall back to the
-- native Blizzard_TradeSkillUI geometry (list on top, detail below) rather
-- than stretch the wide art. LO holds every layout value that differs.
local TURTLE = (TURTLE_WOW_VERSION ~= nil);
local FRAME_W = TURTLE and 768 or 384;
local FRAME_H = 512;
local NUM_ROWS = TURTLE and 19 or 8;
local ROW_HEIGHT = 16;
local LO = TURTLE and {
hit = { 2, 82, 2, 73 },
quads = {
{ "Interface\\TradeSkillFrame\\TW-TradeSkill-TopLeft", 512, 256, "TOPLEFT" },
{ "Interface\\TradeSkillFrame\\TW-TradeSkill-TopRight", 256, 256, "TOPRIGHT" },
{ "Interface\\TradeSkillFrame\\TW-TradeSkill-BotLeft2", 512, 256, "BOTTOMLEFT" },
{ "Interface\\TradeSkillFrame\\TW-TradeSkill-BotRight2", 256, 256, "BOTTOMRIGHT" },
},
close = { -77, -8 },
bar = { 596, 15, 76, -44 },
barBdr = { 604, 22 },
summary = { "TOPRIGHT", -110, -70 },
drop = { 40, -60 },
scroll = { 296, 330, 37, -98 },
detail = { 379, -113 },
exit = { "CENTER", "BOTTOMRIGHT", -128, 92 },
} or {
hit = { 0, 34, 0, 75 },
quads = {
{ "Interface\\ClassTrainerFrame\\UI-ClassTrainer-TopLeft", 256, 256, "TOPLEFT" },
{ "Interface\\ClassTrainerFrame\\UI-ClassTrainer-TopRight", 128, 256, "TOPRIGHT" },
{ "Interface\\TradeSkillFrame\\UI-TradeSkill-BotLeft", 256, 256, "BOTTOMLEFT" },
{ "Interface\\ClassTrainerFrame\\UI-ClassTrainer-BotRight", 128, 256, "BOTTOMRIGHT" },
},
close = { -29, -8 },
bar = { 268, 15, 73, -37 },
barBdr = { 278, 22 },
summary = { "TOPRIGHT", -40, -58 },
drop = { 12, -62 },
scroll = { 296, 130, 21, -96 },
detail = { 28, -237 },
exit = { "CENTER", "TOPLEFT", 305, -422 },
};
local PROFESSION_ICONS = {
[171] = "Trade_Alchemy",
[164] = "Trade_BlackSmithing",
[185] = "INV_Misc_Food_15", -- Cooking
[333] = "Trade_Engraving", -- Enchanting
[202] = "Trade_Engineering",
[129] = "Spell_Holy_SealOfSacrifice", -- First Aid
[165] = "INV_Misc_ArmorKit_17", -- Leatherworking
[197] = "Trade_Tailoring",
[186] = "Trade_Mining",
[182] = "Trade_Herbalism",
[393] = "INV_Misc_Pelt_Wolf_01", -- Skinning
[356] = "Trade_Fishing",
};
if TURTLE then
PROFESSION_ICONS[142] = "Trade_Survival"
PROFESSION_ICONS[755] = "INV_Misc_Gem_01" -- Jewelcrafting
end
local function ProfessionIcon(skillLineID)
local icon = PROFESSION_ICONS[skillLineID];
return icon and ("Interface\\Icons\\" .. icon)
or "Interface\\Icons\\INV_Misc_QuestionMark";
end
local function DifficultyBand(skill, hi, lo)
if not hi or hi <= 0 then
return 3;
end
if not lo or lo == 0 then
lo = (hi ~= 25) and (hi - 25) or 0;
end
local yellow = (hi + lo) / 2;
if skill < lo then
return 0; -- orange (optimal)
elseif skill < yellow then
return 1; -- yellow (medium)
elseif skill < hi then
return 2; -- green (easy)
end
return 3; -- grey (trivial)
end
local BAND_COLOR = {
[0] = DIFFICULT_DIFFICULTY_COLOR, -- orange
[1] = FAIR_DIFFICULTY_COLOR, -- yellow
[2] = EASY_DIFFICULTY_COLOR, -- green
[3] = TRIVIAL_DIFFICULTY_COLOR, -- grey
};
local function CraftableCount(entry)
local reagents = entry.reagents;
if not reagents or table.getn(reagents) == 0 then
return nil;
end
local best;
for i = 1, table.getn(reagents) do
local r = reagents[i];
local need = r.count or 1;
local n = math.floor((C_Item.GetItemCount(r.itemID) or 0) / need);
if not best or n < best then
best = n;
end
end
return best;
end
local function ParseTradeLink(link)
-- Current format, with the linker's name: trade:id:cur:max:Name:bits
local _, _, id, cur, max, who, bits =
string.find(link, "^trade:(%d+):(%d+):(%d+):([^:]+):([%w%+/]*)$");
if not id then
-- Legacy format (no name): trade:id:cur:max:bits
who = nil;
_, _, id, cur, max, bits =
string.find(link, "^trade:(%d+):(%d+):(%d+):([%w%+/]*)$");
end
if not id then
return nil;
end
return tonumber(id), tonumber(cur), tonumber(max), who, bits or "";
end
------------------------------------------------------------------------------
-- Display frame (built lazily on first use)
------------------------------------------------------------------------------
local frame;
local function ResolveSubclasses(list, onLoaded)
local present, subs, anyItem = {}, {}, false;
for i = 1, table.getn(list) do
local r = list[i];
if r.createdItem and r.createdItem > 0 then
anyItem = true;
if not r.subclass then
-- GetItemInfoInstant's 3rd return is the localized subclass
-- name (or nil when uncached).
local _, _, subType = C_Item.GetItemInfoInstant(r.createdItem);
if subType and subType ~= "" then
r.subclass = subType;
elseif onLoaded then
-- Not cached — re-derive when the item loads.
Item:CreateFromItemID(r.createdItem):ContinueOnItemLoad(onLoaded);
end
end
if r.subclass and not present[r.subclass] then
present[r.subclass] = true;
table.insert(subs, r.subclass);
end
end
end
table.sort(subs);
return subs, anyItem;
end
local SUBCLASS_ALL = {};
local function SubClassButton_OnClick()
local v = this.value;
if v == SUBCLASS_ALL then
v = nil;
end
frame.subclassFilter = v;
UIDropDownMenu_SetText(v or ALL_SUBCLASSES, frame.dropdown);
frame:ApplyFilter();
end
local function SubClassDropDown_Initialize()
local info = {};
info.text = ALL_SUBCLASSES;
info.value = SUBCLASS_ALL;
info.checked = (frame.subclassFilter == nil);
info.func = SubClassButton_OnClick;
UIDropDownMenu_AddButton(info);
local subs = frame.subclasses or {};
for i = 1, table.getn(subs) do
local b = {};
b.text = subs[i];
b.value = subs[i];
b.checked = (frame.subclassFilter == subs[i]);
b.func = SubClassButton_OnClick;
UIDropDownMenu_AddButton(b);
end
end
local function RefreshSubclasses()
if not (frame and frame:IsShown() and frame.recipes) then
return;
end
local subs, anyItem = ResolveSubclasses(frame.recipes, RefreshSubclasses);
frame.subclasses = subs;
if anyItem then
UIDropDownMenu_Initialize(frame.dropdown, SubClassDropDown_Initialize);
UIDropDownMenu_SetWidth(120, frame.dropdown);
UIDropDownMenu_SetText(frame.subclassFilter or ALL_SUBCLASSES, frame.dropdown);
frame.dropdown:Show();
else
frame.dropdown:Hide();
end
if frame.subclassFilter then
frame:ApplyFilter();
end
end
local function CreateFrame_TradeSkillLink()
local f = CreateFrame("Frame", "ClassicAPITradeSkillLinkFrame", UIParent);
f:SetSize(FRAME_W, FRAME_H);
f:SetPoint("CENTER", 0, 0);
f:SetMovable(true);
f:EnableMouse(true);
f:SetHitRectInsets(LO.hit[1], LO.hit[2], LO.hit[3], LO.hit[4]);
f:RegisterForDrag("LeftButton");
f:SetScript("OnDragStart", function() this:StartMoving(); end);
f:SetScript("OnDragStop", function() this:StopMovingOrSizing(); end);
f:SetFrameStrata("DIALOG");
f:Hide();
local portrait = f:CreateTexture(nil, "BACKGROUND");
portrait:SetSize(60, 60);
portrait:SetPoint("TOPLEFT", 7, -6);
f.portrait = portrait;
for i = 1, table.getn(LO.quads) do
local q = LO.quads[i];
local tx = f:CreateTexture(nil, "BORDER");
tx:SetTexture(q[1]);
tx:SetSize(q[2], q[3]);
tx:SetPoint(q[4]);
end
local title = f:CreateFontString(nil, "OVERLAY", "GameFontNormal");
title:SetPoint("TOP", 0, -18);
f.title = title;
local close = CreateFrame("Button", nil, f, "UIPanelCloseButton");
close:SetPoint("TOPRIGHT", LO.close[1], LO.close[2]);
local exit = CreateFrame("Button", nil, f, "UIPanelButtonTemplate");
exit:SetSize(80, 22);
exit:SetPoint(LO.exit[1], f, LO.exit[2], LO.exit[3], LO.exit[4]);
exit:SetText(EXIT or "Exit");
exit:SetScript("OnClick", function() f:Hide(); end);
local bar = CreateFrame("StatusBar", nil, f);
bar:SetSize(LO.bar[1], LO.bar[2]);
bar:SetPoint("TOPLEFT", LO.bar[3], LO.bar[4]);
bar:SetStatusBarTexture("Interface\\PaperDollInfoFrame\\UI-Character-Skills-Bar");
bar:SetStatusBarColor(0.0, 0.0, 1.0, 0.5);
bar:SetMinMaxValues(0, 1);
local barBg = bar:CreateTexture(nil, "BACKGROUND");
barBg:SetAllPoints(bar);
barBg:SetTexture(1, 1, 1, 0.2);
barBg:SetVertexColor(0.0, 0.0, 0.75, 0.5);
-- Border: tooltip edge around the bar (TradeSkillRankFrameBorder).
local border = CreateFrame("Frame", nil, bar);
border:SetSize(LO.barBdr[1], LO.barBdr[2]);
border:SetPoint("LEFT", -5, 1);
border:SetBackdrop({
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 16,
});
border:SetBackdropBorderColor(0.4, 0.4, 0.4);
local barName = bar:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
barName:SetPoint("LEFT", 6, 1);
local barRank = bar:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall");
barRank:SetJustifyH("LEFT");
barRank:SetWidth(128);
barRank:SetPoint("LEFT", barName, "RIGHT", 13, 0);
f.bar = bar;
f.barName = barName;
f.barRank = barRank;
local summary = f:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall");
summary:SetPoint(LO.summary[1], LO.summary[2], LO.summary[3]);
f.summary = summary;
local dropdown = CreateFrame("Frame", "ClassicAPITradeSkillLinkSubClass", f,
"UIDropDownMenuTemplate");
dropdown:SetPoint("TOPLEFT", LO.drop[1], LO.drop[2]);
f.dropdown = dropdown;
f.subclassFilter = nil; -- nil = all subclasses
local scroll = CreateFrame("ScrollFrame", "ClassicAPITradeSkillLinkScroll",
f, "FauxScrollFrameTemplate");
scroll:SetSize(LO.scroll[1], LO.scroll[2]);
scroll:SetPoint("TOPLEFT", LO.scroll[3], LO.scroll[4]);
scroll:SetScript("OnVerticalScroll", function()
FauxScrollFrame_OnVerticalScroll(ROW_HEIGHT, function() f:Refresh(); end)
end)
f.scroll = scroll;
f.rows = {};
for i = 1, NUM_ROWS do
local rowName = "ClassicAPITradeSkillLinkRow" .. i;
local row = CreateFrame("Button", rowName, f,
"ClassTrainerSkillButtonTemplate");
row:SetWidth(290); -- height (16) comes from the template
if i == 1 then
row:SetPoint("TOPLEFT", scroll, "TOPLEFT", 0, 0);
else
row:SetPoint("TOPLEFT", f.rows[i - 1], "BOTTOMLEFT", 0, 0);
end
row:SetNormalTexture("");
row:SetDisabledTexture("");
row:SetHighlightTexture("");
local txt = getglobal(rowName .. "Text");
if txt then
txt:ClearAllPoints();
txt:SetPoint("LEFT", row, "LEFT", 4, 0);
end
local sel = row:CreateTexture(nil, "BACKGROUND");
sel:SetTexture("Interface\\Buttons\\UI-Listbox-Highlight2");
sel:SetAllPoints(row);
sel:Hide();
row.select = sel;
-- Override the template's trainer scripts with ours.
row:SetScript("OnClick", function()
if this.entry then
f:SelectRecipe(this.entry);
end
end);
f.rows[i] = row;
end
local NUM_REAGENTS = 8;
local prodIcon = CreateFrame("Button", nil, f);
prodIcon:SetSize(37, 37); -- TradeSkillSkillIcon is 37x37
prodIcon:SetPoint("TOPLEFT", LO.detail[1], LO.detail[2]);
prodIcon:SetNormalTexture("Interface\\Icons\\INV_Misc_QuestionMark");
local hdrLeft = prodIcon:CreateTexture(nil, "BACKGROUND");
hdrLeft:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-DetailHeaderLeft");
hdrLeft:SetSize(256, 64); -- Blizzard's native fill width (+64 cap = 320 total)
hdrLeft:SetPoint("TOPLEFT", prodIcon, "TOPLEFT", -8, 6);
local hdrRight = prodIcon:CreateTexture(nil, "BACKGROUND");
hdrRight:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-DetailHeaderRight");
hdrRight:SetSize(64, 64);
hdrRight:SetPoint("TOPLEFT", hdrLeft, "TOPRIGHT", 0, 0);
local prodCount = prodIcon:CreateFontString(nil, "ARTWORK", "NumberFontNormal");
prodCount:SetPoint("BOTTOMRIGHT", -5, 2);
prodIcon.count = prodCount;
f.prodIcon = prodIcon;
local prodName = prodIcon:CreateFontString(nil, "ARTWORK", "GameFontNormal");
prodName:SetPoint("LEFT", prodIcon, "RIGHT", 5, 0);
prodName:SetWidth(240);
prodName:SetJustifyH("LEFT");
prodName:SetJustifyV("MIDDLE");
f.prodName = prodName;
local prodDesc = f:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall");
prodDesc:SetPoint("TOPLEFT", prodIcon, "BOTTOMLEFT", 0, -6);
prodDesc:SetWidth(280);
prodDesc:SetJustifyH("LEFT");
prodDesc:SetJustifyV("TOP");
f.prodDesc = prodDesc;
local reagentLabel = f:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
reagentLabel:SetPoint("TOPLEFT", prodDesc, "BOTTOMLEFT", 0, -8);
reagentLabel:SetText(SPELL_REAGENTS or "Reagents:");
f.reagentLabel = reagentLabel;
f.reagents = {};
for i = 1, NUM_REAGENTS do
local rowN = math.floor((i - 1) / 2);
local col = (i - 1) - rowN * 2;
local btn = CreateFrame("Button", nil, f);
btn:SetSize(39, 39);
btn:SetPoint("TOPLEFT", reagentLabel, "BOTTOMLEFT",
col * 147 - 5, -3 - rowN * 43);
btn:SetNormalTexture("Interface\\Icons\\INV_Misc_QuestionMark");
local plate = btn:CreateTexture(nil, "BACKGROUND");
plate:SetTexture("Interface\\QuestFrame\\UI-QuestItemNameFrame");
plate:SetSize(128, 64);
plate:SetPoint("LEFT", btn, "RIGHT", -10, 0);
local cnt = btn:CreateFontString(nil, "ARTWORK", "NumberFontNormal");
cnt:SetPoint("BOTTOMRIGHT", -4, 1);
btn.count = cnt;
local nm = btn:CreateFontString(nil, "ARTWORK", "GameFontHighlight");
nm:SetPoint("LEFT", plate, "LEFT", 15, 0);
nm:SetSize(90, 36);
nm:SetJustifyH("LEFT");
nm:SetJustifyV("MIDDLE");
btn.nameText = nm;
btn:SetScript("OnEnter", function()
if this.itemLink then
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
GameTooltip:SetHyperlink(this.itemLink);
GameTooltip:Show();
end
end);
btn:SetScript("OnLeave", GameTooltip_Hide);
btn:Hide();
f.reagents[i] = btn;
end
function f:RenderDetail(entry)
local function itemInfo(id)
local item = Item:CreateFromItemID(id);
if not item:IsItemDataCached() then
item:ContinueOnItemLoad(function()
if self:IsShown() and self.selectedSpellID == entry.spellID then
self:RenderDetail(entry);
end
end);
end
return item:GetItemName(), item:GetItemIcon(), item:GetItemLink();
end
local prodTex, prodText, prodLink;
local created = entry.createdItem or 0;
if created > 0 then
local name, tex, link = itemInfo(created);
prodText = name or entry.name;
prodTex = tex;
prodLink = link;
else
prodText = entry.name;
prodTex = C_Spell.GetSpellTexture(entry.spellID);
end
if created > 0 then
self.prodDesc:SetText("");
else
self.prodDesc:SetText(C_Spell.GetSpellDescription(entry.spellID) or "");
end
self.prodIcon:SetNormalTexture(prodTex or
"Interface\\Icons\\INV_Misc_QuestionMark");
self.prodName:SetText(prodText or "");
self.prodName:SetTextColor(NORMAL_FONT_COLOR:GetRGB());
self.prodIcon.itemLink = prodLink; -- item tooltip when created > 0
self.prodIcon.spellID = entry.spellID; -- else spell tooltip
local made = entry.numMade or 0;
self.prodIcon.count:SetText(made > 1 and tostring(made) or "");
self.prodIcon:Show();
local reagents = entry.reagents or {};
for i = 1, NUM_REAGENTS do
local btn = self.reagents[i];
local r = reagents[i];
if r then
local name, tex, link = itemInfo(r.itemID);
btn:SetNormalTexture(tex or
"Interface\\Icons\\INV_Misc_QuestionMark");
btn.itemLink = link;
btn.nameText:SetText(name or ("item:" .. r.itemID));
local need = r.count or 1;
local have = C_Item.GetItemCount(r.itemID) or 0;
if have >= need then
btn:GetNormalTexture():SetVertexColor(1, 1, 1);
btn.nameText:SetTextColor(HIGHLIGHT_FONT_COLOR:GetRGB());
else
btn:GetNormalTexture():SetVertexColor(0.5, 0.5, 0.5);
btn.nameText:SetTextColor(GRAY_FONT_COLOR:GetRGB());
end
local haveText = (have >= 100) and "*" or tostring(have);
btn.count:SetText(haveText .. " /" .. need);
btn:Show();
else
btn.itemLink = nil;
btn:Hide();
end
end
end
prodIcon:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
if this.itemLink then
GameTooltip:SetHyperlink(this.itemLink);
elseif this.spellID then
GameTooltip:SetSpellByID(this.spellID);
end
GameTooltip:Show();
end);
prodIcon:SetScript("OnLeave", GameTooltip_Hide);
function f:SelectRecipe(entry)
self.selectedSpellID = entry.spellID;
self.selectedEntry = entry;
self:RenderDetail(entry);
self:Refresh();
end
function f:ClearDetail()
self.selectedSpellID = nil;
self.selectedEntry = nil;
self.prodIcon:Hide();
self.prodName:SetText("");
self.prodDesc:SetText("");
for i = 1, NUM_REAGENTS do
self.reagents[i]:Hide();
end
end
function f:Refresh()
local recipes = self.displayed or {};
local total = table.getn(recipes);
FauxScrollFrame_Update(self.scroll, total, NUM_ROWS, ROW_HEIGHT);
local offset = FauxScrollFrame_GetOffset(self.scroll);
for i = 1, NUM_ROWS do
local row = self.rows[i];
local entry = recipes[offset + i];
if entry then
-- Append " [N]" when the reader can craft any (Blizzard's list).
local craftable = CraftableCount(entry);
local label = entry.name or "";
if craftable and craftable > 0 then
label = label .. " [" .. craftable .. "]";
end
row:SetText(label);
local r, g, b = BAND_COLOR[entry.band or 3]:GetRGB();
if self.selectedSpellID and entry.spellID == self.selectedSpellID then
row.select:SetVertexColor(r, g, b);
row.select:Show();
row:SetTextColor(1, 1, 1);
else
row.select:Hide();
row:SetTextColor(r, g, b);
end
row.spellID = entry.spellID;
row.entry = entry;
row:Show();
else
row.spellID = nil;
row.entry = nil;
row.select:Hide();
row:Hide();
end
end
end
function f:ApplyFilter()
local src = self.recipes or {};
if not self.subclassFilter then
self.displayed = src;
else
local out = {};
for i = 1, table.getn(src) do
if src[i].subclass == self.subclassFilter then
table.insert(out, src[i]);
end
end
self.displayed = out;
end
local sb = getglobal("ClassicAPITradeSkillLinkScrollScrollBar");
if sb then
sb:SetValue(0);
end
self:Refresh();
end
f:RegisterEvent("BAG_UPDATE_DELAYED");
f:SetScript("OnEvent", function()
if not f:IsShown() then
return;
end
f:Refresh();
if f.selectedEntry then
f:RenderDetail(f.selectedEntry);
end
end);
return f;
end
local function ShowTradeSkillLink(link, text)
local id, cur, max, who, bits = ParseTradeLink(link);
if not id then
return false;
end
local recipes = C_TradeSkillUI.GetTradeSkillListRecipes(id, bits);
if not recipes then
return false;
end
local prof = text and string.match(text, "|h%[(.+)%]|h") or "Trade Skills";
local total = table.getn(recipes);
local knownList = {};
for i = 1, total do
local r = recipes[i];
if r.isKnown then
r.band = DifficultyBand(cur or 0, r.trivialLevel, r.greenLevel);
r.name = GetSpellInfo(r.spellID) or ("spell:" .. r.spellID);
table.insert(knownList, r);
end
end
table.sort(knownList, function(a, b)
if a.band ~= b.band then
return a.band < b.band;
end
return a.name < b.name;
end);
local known = table.getn(knownList);
if not frame then
frame = CreateFrame_TradeSkillLink();
end
frame.title:SetText(who and who ~= "" and (who .. " - " .. prof) or prof);
SetPortraitToTexture(frame.portrait, ProfessionIcon(id));
frame.bar:SetMinMaxValues(0, (max and max > 0) and max or 1);
frame.bar:SetValue(cur or 0);
frame.barName:SetText(prof);
frame.barRank:SetText(string.format("%d/%d", cur or 0, max or 0));
frame.summary:SetText(string.format("%d of %d recipes known", known, total));
frame.recipes = knownList;
frame.subclassFilter = nil;
frame:ClearDetail();
frame:Show();
RefreshSubclasses();
frame:ApplyFilter();
local first = frame.displayed and frame.displayed[1];
if first then
frame:SelectRecipe(first);
end
return true;
end
------------------------------------------------------------------------------
-- Click interception: handle `trade:` before the engine's SetHyperlink (which
-- in 1.12 only knows item:/enchant: and would reject the link).
------------------------------------------------------------------------------
local originalSetItemRef = SetItemRef;
function SetItemRef(link, text, button, chatFrame)
if type(link) == "string" and string.sub(link, 1, 6) == "trade:" then
if IsShiftKeyDown() and ChatFrameEditBox and ChatFrameEditBox:IsVisible() then
ChatFrameEditBox:Insert(text);
return;
end
if ShowTradeSkillLink(link, text) then
return;
end
end
return originalSetItemRef(link, text, button, chatFrame);
end
local function CreateProfessionLinkButton(parentName, getLink)
local parent = _G[parentName];
local btnName = parentName .. "LinkButton";
if _G[btnName] or not parent then
return;
end
local btn = CreateFrame("Button", btnName, parent);
btn:SetSize(16, 16);
btn:SetPoint("LEFT", _G[parentName .. "TitleText"], "RIGHT", 4, 0);
local icon = "Interface\\GossipFrame\\PetitionGossipIcon";
btn:SetNormalTexture(icon);
btn:SetHighlightTexture(icon, "ADD");
btn:SetScript("OnClick", function()
local link = getLink();
if not link then
return;
end
if not ChatFrameEditBox:IsVisible() then
ChatFrameEditBox:Show();
end
ChatFrameEditBox:Insert(link);
end);
btn:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_TOPLEFT");
GameTooltip:SetText(LINK_TRADESKILL_TOOLTIP, nil, nil, nil, nil, 1);
GameTooltip:Show();
end);
btn:SetScript("OnLeave", GameTooltip_Hide);
end
EventUtil.ContinueOnAddOnLoaded("Blizzard_TradeSkillUI", function()
CreateProfessionLinkButton("TradeSkillFrame", C_TradeSkillUI.GetTradeSkillListLink);
end);
EventUtil.ContinueOnAddOnLoaded("Blizzard_CraftUI", function()
CreateProfessionLinkButton("CraftFrame", C_TradeSkillUI.GetCraftListLink);
end);
+1
View File
@@ -24,3 +24,4 @@ SLASH_EQUIP_SET2 = "/equipset";
SLASH_FOCUS1 = "/focus";
SLASH_FOCUS2 = "/focus";
TARGETFOCUS = "Target Focus";
LINK_TRADESKILL_TOOLTIP = "Click here to create a link to your profession.";
+8 -2
View File
@@ -33,6 +33,7 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [Expansion](docs/API.md#expansion) | `ClassicExpansionAtLeast`, `ClassicExpansionAtMost`, `GetClassicExpansionLevel` |
| [Faction](docs/API.md#faction) | `C_Reputation.GetFactionDataByIndex`, `C_Reputation.GetFactionStandings`, `C_Reputation.GetLastStandingChange`, `C_Reputation.GetWatchedFactionData`, `C_Reputation.SetWatchedFactionByID`, `GetFactionIDByIndex`, `GetFactionInfoByID`, `GetFactionParentID` |
| [Focus](docs/API.md#focus) | `ClearFocus`, `FocusUnit` |
| [Frame](docs/API.md#frame) | `region:SetPoint("point")` (one-arg form), `region:SetSize`, `region:GetSize`, `frame:SetShown`, `frame:SetResizeBounds`, `frame:HookScript`, `frame:IsEventRegistered` |
| [FriendList](docs/API.md#friendlist) | `C_FriendList.IsWhoQueryPending`, `C_FriendList.SendWhoQueryByName` |
| [GameObject](docs/API.md#gameobject) | `C_GameObjectInfo.GetGameObjectInfoByID`, `C_GameObjectInfo.RequestLoadGameObjectByID` |
| [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` |
@@ -42,9 +43,10 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [Instance](docs/API.md#instance) | `GetInstanceInfo` |
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.GetEnchantInfo`, `C_Item.GetItemCount`, `C_Item.GetItemFamily`, `C_Item.GetItemGUID`, `C_Item.GetItemIcon`, `C_Item.GetItemIconByID`, `C_Item.GetItemID`, `C_Item.GetItemInfoInstant`, `C_Item.GetItemInventorySlotInfo`, `C_Item.GetItemInventorySlotKey`, `C_Item.GetItemInventoryType`, `C_Item.GetItemInventoryTypeByID`, `C_Item.GetItemLink`, `C_Item.GetItemLocation`, `C_Item.GetItemMaxStackSize`, `C_Item.GetItemMaxStackSizeByID`, `C_Item.GetItemName`, `C_Item.GetItemNameByID`, `C_Item.GetItemQuality`, `C_Item.GetItemQualityByID`, `C_Item.GetItemSellPrice`, `C_Item.GetItemSellPriceByID`, `C_Item.GetItemSetID`, `C_Item.GetItemSetIDByID`, `C_Item.GetItemSetInfo`, `C_Item.GetItemSpell`, `C_Item.GetItemStatDelta`, `C_Item.GetItemStats`, `C_Item.GetItemSubClassInfo`, `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.IsItemGUIDInInventory`, `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` |
| [LossOfControl](docs/API.md#lossofcontrol) | `C_LossOfControl.GetActiveLossOfControlData`, `C_LossOfControl.GetActiveLossOfControlDataCount` |
| [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` |
| [Map](docs/API.md#map) | `C_Map.GetBestMapForUnit`, `C_Map.GetMapOverlays` |
| [MerchantFrame](docs/API.md#merchantframe) | `C_MerchantFrame.GetBuybackItemID`, `C_MerchantFrame.GetItemInfo`, `C_MerchantFrame.GetNumJunkItems`, `C_MerchantFrame.IsMerchantItemRefundable`, `C_MerchantFrame.IsSellAllJunkEnabled`, `C_MerchantFrame.SellAllJunkItems` |
| [NamePlate](docs/API.md#nameplate) | `C_NamePlate.GetNamePlateForGUID`, `C_NamePlate.GetNamePlateForUnit`, `C_NamePlate.GetNamePlateGUIDs`, `C_NamePlate.GetNamePlates` |
| [NameCache](docs/API.md#namecache) | `C_PlayerCache.GetPlayerInfoByName`, `C_PlayerCache.IsEnabled`, `C_PlayerCache.IsScanEnabled`, `C_PlayerCache.RememberPlayer`, `C_PlayerCache.SetEnabled`, `C_PlayerCache.SetScanEnabled`, `C_PlayerInfo.GUIDIsCreature`, `C_PlayerInfo.GUIDIsGameObject`, `C_PlayerInfo.GUIDIsPet`, `C_PlayerInfo.GUIDIsPlayer`, `GetPlayerInfoByGUID`, `UnitNameFromGUID` |
@@ -56,10 +58,12 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [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` |
| [TradeSkillUI](docs/API.md#tradeskillui) | `C_TradeSkillUI.GetTradeSkillListLink`, `C_TradeSkillUI.GetCraftListLink`, `C_TradeSkillUI.GetTradeSkillListRecipes` |
| [UIColor](docs/API.md#uicolor) | `C_UIColor.GetColors` |
| [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` |
| [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`, `C_UnitAuras.RegisterComboDuration` |
| [VoiceChat](docs/API.md#voicechat) | `C_VoiceChat.GetTtsVoices`, `C_VoiceChat.GetRemoteTtsVoices`, `C_VoiceChat.SpeakText`, `C_VoiceChat.StopSpeakingText`, `C_TTSSettings.GetSpeechRate`, `C_TTSSettings.GetSpeechVolume`, `C_TTSSettings.GetSpeechVoiceID`, `C_TTSSettings.GetVoiceOptionName`, `C_TTSSettings.SetSpeechRate`, `C_TTSSettings.SetSpeechVolume`, `C_TTSSettings.SetVoiceOption`, `C_TTSSettings.SetVoiceOptionByName`, `C_TTSSettings.SetDefaultSettings`, `C_TTSSettings.RefreshVoices` |
| [XMLUtil](docs/API.md#xmlutil) | `C_XMLUtil.DoesTemplateExist`, `C_XMLUtil.GetTemplateInfo`, `C_XMLUtil.GetTemplates` |
### GlueXML calls
@@ -118,6 +122,8 @@ when launching with `-console`), not as Lua functions. See the
| `HEARTHSTONE_BOUND` | *(none)* |
| `ITEM_DATA_LOAD_RESULT` | `itemID, success` |
| `LOOT_SCAN_COMPLETED` | *(none)* |
| `LOSS_OF_CONTROL_ADDED` | `eventIndex` |
| `LOSS_OF_CONTROL_UPDATE` | `unitToken` (always `"player"`) |
| `MODIFIER_STATE_CHANGED` | `keyName, down` |
| `NAME_PLATE_CREATED` | `nameplateFrame` |
| `NAME_PLATE_UNIT_ADDED` | `unitToken` ("nameplateN") |
+461 -20
View File
@@ -100,6 +100,7 @@ build instructions.
- [`EQUIPMENT_SWAP_FINISHED` event](#equipment_swap_finished-event)
- [`FACTION_STANDING_CHANGED` event](#faction_standing_changed-event)
- [`LOOT_SCAN_COMPLETED` event](#loot_scan_completed-event)
- [`LOSS_OF_CONTROL_ADDED` / `LOSS_OF_CONTROL_UPDATE` events](#loss_of_control_added--loss_of_control_update-events)
- [`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)
@@ -130,6 +131,14 @@ build instructions.
- [Unit token (`focus` / `focustarget`)](#unit-token-focus--focustarget)
- [Bindings (`FOCUSTARGET` / `TARGETFOCUS`)](#bindings-focustarget--targetfocus)
- [Frame](#frame)
- [`region:SetPoint("point")` (one-argument form)](#regionsetpointpoint-one-argument-form)
- [`region:SetSize(width, height)` / `region:GetSize()`](#regionsetsizewidth-height--regiongetsize)
- [`frame:SetShown(shown)`](#framesetshownshown)
- [`frame:SetResizeBounds(minWidth, minHeight [, maxWidth, maxHeight])`](#framesetresizeboundsminwidth-minheight--maxwidth-maxheight)
- [`frame:HookScript(scriptType, handler)`](#framehookscriptscripttype-handler)
- [`frame:IsEventRegistered(event)`](#frameiseventregisteredevent)
- [FriendList](#friendlist)
- [`C_FriendList.SendWhoQueryByName(name)`](#c_friendlistsendwhoquerybynamename)
- [`C_FriendList.IsWhoQueryPending()`](#c_friendlistiswhoquerypending)
@@ -246,6 +255,10 @@ build instructions.
- [`C_Loot.IsScanInProgress()`](#c_lootisscaninprogress)
- [`C_Loot.GetLastScanResults()`](#c_lootgetlastscanresults)
- [LossOfControl](#lossofcontrol)
- [`C_LossOfControl.GetActiveLossOfControlDataCount()`](#c_lossofcontrolgetactivelossofcontroldatacount)
- [`C_LossOfControl.GetActiveLossOfControlData(index)`](#c_lossofcontrolgetactivelossofcontroldataindex)
- [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)
@@ -258,6 +271,7 @@ build instructions.
- [Map](#map)
- [`C_Map.GetBestMapForUnit(unitToken)`](#c_mapgetbestmapforunitunittoken)
- [`C_Map.GetMapOverlays([areaID])`](#c_mapgetmapoverlaysareaid)
- [MerchantFrame](#merchantframe)
- [`C_MerchantFrame.GetItemInfo(slot)`](#c_merchantframegetiteminfoslot)
@@ -330,8 +344,8 @@ build instructions.
- [`C_Spell.IsSpellHarmful(spellID)` / `C_Spell.IsSpellHelpful(spellID)`](#c_spellisspellharmfulspellid--c_spellisspellhelpfulspellid)
- [`GetSpellSchool(spellID)`](#getspellschoolspellid)
- [`CastSpellNoToggle(name | spellID)`](#castspellnotogglename--spellid)
- [`C_Spell.CastAtCursor(spellID)`](#c_spellcastatcursorspellid)
- [`C_Spell.CastAtUnit(spellID, unit)`](#c_spellcastatunitspellid-unit)
- [`C_Spell.CastAtCursor(spellIDOrName)`](#c_spellcastatcursorspellidorname)
- [`C_Spell.CastAtUnit(spellIDOrName, unit)`](#c_spellcastatunitspellidorname-unit)
- [`C_Spell.CancelSpellByID(spellID)` / `CancelSpellByName(name)`](#c_spellcancelspellbyidspellid--cancelspellbynamename)
- [`C_Spell.UnitCastingInfo(unit)` / `C_Spell.CastingInfo()`](#c_spellunitcastinginfounit--c_spellcastinginfo)
- [`C_Spell.UnitChannelInfo(unit)` / `C_Spell.ChannelInfo()`](#c_spellunitchannelinfounit--c_spellchannelinfo)
@@ -377,6 +391,11 @@ build instructions.
- [`C_DateAndTime.GetServerTimeLocal()`](#c_dateandtimegetservertimelocal)
- [`C_DateAndTime.GetSecondsUntilDailyReset()`](#c_dateandtimegetsecondsuntildailyreset)
- [TradeSkillUI](#tradeskillui)
- [`C_TradeSkillUI.GetTradeSkillListLink()`](#c_tradeskilluigettradeskilllistlink)
- [`C_TradeSkillUI.GetCraftListLink()`](#c_tradeskilluigetcraftlistlink)
- [`C_TradeSkillUI.GetTradeSkillListRecipes(skillLineID, bits)`](#c_tradeskilluigettradeskilllistrecipesskilllineid-bits)
- [UIColor](#uicolor)
- [`C_UIColor.GetColors()`](#c_uicolorgetcolors)
@@ -403,6 +422,7 @@ build instructions.
- [`C_UnitAuras.GetUnitAuraBySpellID(unit, spellID [, filter])`](#c_unitaurasgetunitaurabyspellidunit-spellid--filter)
- [`C_UnitAuras.GetPlayerAuraBySpellID(spellID)`](#c_unitaurasgetplayeraurabyspellidspellid)
- [`C_UnitAuras.GetAuraDataBySpellName(unit, spellName [, filter])`](#c_unitaurasgetauradatabyspellnameunit-spellname--filter)
- [`C_UnitAuras.RegisterComboDuration(spellID, baseSeconds, maxSeconds)`](#c_unitaurasregistercombodurationspellid-baseseconds-maxseconds)
- [`C_UnitAuras.GetUnitAuras(unit [, filter])`](#c_unitaurasgetunitaurasunit--filter)
- [`C_UnitAuras.GetAuraDispelTypeColor(dispelName)`](#c_unitaurasgetauradispeltypecolordispelname)
@@ -410,6 +430,11 @@ build instructions.
- [`C_VoiceChat.GetTtsVoices()` / `C_VoiceChat.GetRemoteTtsVoices()`](#c_voicechatgetttsvoices--c_voicechatgetremotettsvoices)
- [`C_VoiceChat.SpeakText(voiceID, text [, destination, rate, volume])`](#c_voicechatspeaktextvoiceid-text--destination-rate-volume)
- [`C_VoiceChat.StopSpeakingText()`](#c_voicechatstopspeakingtext)
- [XMLUtil](#xmlutil)
- [`C_XMLUtil.GetTemplates()`](#c_xmlutilgettemplates)
- [`C_XMLUtil.GetTemplateInfo(name)`](#c_xmlutilgettemplateinfoname)
- [`C_XMLUtil.DoesTemplateExist(name)`](#c_xmlutildoestemplateexistname)
- [`C_TTSSettings` — getters & setters](#c_ttssettings--getters--setters)
- [TTS events](#tts-events)
- [TTS CVars](#tts-cvars)
@@ -2293,6 +2318,24 @@ 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.
### `LOSS_OF_CONTROL_ADDED` / `LOSS_OF_CONTROL_UPDATE` events
Fire as loss-of-control effects change, so a UI can react without polling.
Register like any engine event
(`frame:RegisterEvent("LOSS_OF_CONTROL_ADDED")`).
| Event | Args | When |
|---|---|---|
| `LOSS_OF_CONTROL_ADDED` | `eventIndex` (number) | A new effect was applied — `eventIndex` is its 1-based index for [`C_LossOfControl.GetActiveLossOfControlData`](#c_lossofcontrolgetactivelossofcontroldataindex). |
| `LOSS_OF_CONTROL_UPDATE` | `unitToken` (string) | The active set changed — an effect was added, fell off, or expired. Re-scan with `GetActiveLossOfControlData`. Always `"player"` (vanilla only tracks the local player), but passed so the event shape matches modern WoW and leaves room for per-unit tracking. |
Detection is a per-frame diff of the active set (effect *expiry* has no engine
packet to hook), so events land within a frame of the change and coalesce
multiple simultaneous changes into a single `LOSS_OF_CONTROL_UPDATE`. A
counterspelled cast, for instance, fires two `ADDED` (the school lockout and,
with Improved Counterspell, the silence) then an `UPDATE` as each expires.
See the [LossOfControl](#lossofcontrol) section for the effect data.
### `MODIFIER_STATE_CHANGED` event
Fires on every modifier-key press and release with `(key, down)`:
@@ -3039,6 +3082,84 @@ TARGETING block, the DLL splices the two `<Binding>` entries into the
engine's `Interface\FrameXML\Bindings.xml` at file-read time via a
hook on `FUN_FILE_READ` — see [`src/bindings/Inject.cpp`](../src/bindings/Inject.cpp).
## Frame
Modern Region/Frame method backports. Modern addon ports routinely
call these methods unconditionally — they're the C-level frame surface
later clients take for granted. This section is that surface on 1.12.
Methods are registered on the engine's own per-frame-type method
registries
(`SetSize`/`GetSize` on the Region base, so they resolve on frames,
buttons, textures and fontstrings alike), and each delegates to the
engine's own implementations — UI-scale conversion, object resolution
and type checking are all the engine's code.
### `region:SetPoint("point")` (one-argument form)
Vanilla's `SetPoint` parser accepts every modern call shape —
`(point, region)`, `(point, region, relativePoint [, x, y])`,
`(point, x, y)`, even an explicit `nil` region — **except** the bare
one-argument form, which raises the usage error (a fully-omitted third
argument fails its type validation). A co-hook on the engine's
`Script_SetPoint` normalizes `region:SetPoint("RIGHT")` to
`(point, 0, 0)` — vanilla's parent-relative form, which is exactly the
modern semantic (anchor to the parent's same point, zero offsets).
### `region:SetSize(width, height)` / `region:GetSize()`
The modern combined setter/getter for `SetWidth`+`SetHeight` /
`GetWidth`+`GetHeight`. Works on any region type — frames, buttons,
textures (including engine-created ones like
`button:GetNormalTexture()`), fontstrings.
### `frame:SetShown(shown)`
`Show()` if `shown` is truthy, `Hide()` otherwise. Registered for
frames, textures and fontstrings (each branch has its own engine
Show/Hide implementation).
### `frame:SetResizeBounds(minWidth, minHeight [, maxWidth, maxHeight])`
The modern rename of vanilla's `SetMinResize` / `SetMaxResize` pair.
The max pair is applied only when both values are given.
### `frame:HookScript(scriptType, handler)`
Vanilla has no `HookScript` at all. This backport chains: the
previously-set handler runs first, vanilla-style (no arguments — it
reads the `this`/`event`/`argN` globals like every 1.12 handler), then
`handler` is invoked **modern-style** with positional arguments:
`(frame, event, arg1..arg9)` for `OnEvent` scripts and
`(frame, arg1..arg9)` for everything else. That matches the compat
convention modern addon ports expect, so handlers written as
`function(self, ...) ... end` work unmodified. Vanilla-style handlers
passed to `HookScript` also keep working — the globals are set as
usual and extra arguments are simply ignored.
```lua
button:HookScript("OnEnter", function(self)
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
GameTooltip:SetText("hello")
GameTooltip:Show()
end)
```
### `frame:IsEventRegistered(event)`
Vanilla ships `RegisterEvent` / `UnregisterEvent` but not the query.
Returns `true` if the frame is currently registered for `event`,
`false` otherwise (including for an unknown event name). Reuses the
engine's own subscriber-chain membership check — the same walk
`RegisterEvent` performs before appending — so the answer is exactly
what the event dispatcher sees. Works on any frame.
```lua
local f = CreateFrame("Frame")
f:RegisterEvent("PLAYER_LOGIN")
f:IsEventRegistered("PLAYER_LOGIN") -- true
f:IsEventRegistered("PLAYER_LOGOUT") -- false
```
## FriendList
### `C_FriendList.SendWhoQueryByName(name)`
@@ -5403,7 +5524,7 @@ C_Item.UseAtCursor("Iron Grenade")
Implementation chains the existing item-use path
(`Item::Location::FindByArgInBags` + `FUN_ITEM_USE`) with
[`Spell::AtCursor::Resolve`](#c_spellcastatcursorspellid) — same
[`Spell::AtCursor::Resolve`](#c_spellcastatcursorspellidorname) — same
cursor-resolution helper `C_Spell.CastAtCursor` uses. When the item
fires a non-ground-target spell, the cursor leg no-ops and returns
`false`; the item still uses normally (any implicit target — current
@@ -5431,7 +5552,7 @@ 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)
[`Spell::AtCursor::CommitAtCoords`](#c_spellcastatunitspellidorname-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,
@@ -6004,6 +6125,61 @@ tooltip display, extract the payload form via
requires the literal `"item:"` prefix and rejects full `|cff...|Hitem...|h`
input.
## LossOfControl
Backports `C_LossOfControl` — the active crowd-control / interrupt effects on
the **local player**. Vanilla has no such aggregation layer (it's a Mists-era
addition), so it's synthesized: CC types from the player's debuffs, and the
school-interrupt lockout from the `SMSG_SPELL_COOLDOWN` the server sends on a
Counterspell / Kick.
### `C_LossOfControl.GetActiveLossOfControlDataCount()`
Returns the number of active loss-of-control effects on the player (`0` when
none).
### `C_LossOfControl.GetActiveLossOfControlData(index)`
Returns a `LossOfControlData` table for the `index`-th active effect (1-based,
up to the count above), or `nil` if the index is out of range.
```lua
for i = 1, C_LossOfControl.GetActiveLossOfControlDataCount() do
local d = C_LossOfControl.GetActiveLossOfControlData(i)
print(d.locType, d.displayText, d.timeRemaining)
end
```
| Field | Type | Notes |
|---|---|---|
| `locType` | string | `"STUN"`, `"FEAR"`, `"ROOT"`, `"CONFUSE"`, `"CHARM"`, `"POSSESS"`, `"SILENCE"`, `"PACIFY"`, `"PACIFYSILENCE"`, `"DISARM"`, or `"SCHOOL_INTERRUPT"`. |
| `spellID` | number | The spell causing the effect. `0` for `SCHOOL_INTERRUPT` (the interrupting spell isn't in the lockout packet). |
| `displayText` | string | Effect name — the spell name for CC, `"Interrupted"` for `SCHOOL_INTERRUPT`. |
| `iconTexture` | string | The spell's icon path (vanilla has no FileDataIDs; the path is the functional equivalent). `""` for `SCHOOL_INTERRUPT`. |
| `startTime` | number? | `GetTime()`-epoch seconds. Present for `SCHOOL_INTERRUPT` and for CC whose applying cast ClassicAPI observed; `nil` otherwise. |
| `timeRemaining` | number? | Seconds remaining. |
| `duration` | number? | Effect duration, in seconds. |
| `lockoutSchool` | number | The locked spell-school mask for `SCHOOL_INTERRUPT` (feed to `C_Spell.GetSchoolString` for the name); `0` for CC effects. |
| `priority` | number | Always `0` — no vanilla equivalent. |
| `displayType` | number | Always `2` (show for the effect's full duration). |
Fidelity vs. retail:
- **`SCHOOL_INTERRUPT`** is derived from the server's own lockout packet
(`Player::ProhibitSpellSchool` sends a single `SMSG_SPELL_COOLDOWN` listing
every spell of the interrupted school at one uniform duration), so the school
and duration are authoritative. The interrupting spell itself isn't
transmitted, hence `spellID = 0` and `displayText = "Interrupted"`.
- **CC timing** is best-effort — `startTime` / `timeRemaining` / `duration` are
filled when ClassicAPI observed the cast that applied the aura (the
`Aura::Source` cache) and are `nil` otherwise. The fields are nullable in the
modern contract.
- **`auraInstanceID`** is omitted (`nil`) — a Dragonflight concept with no
vanilla equivalent.
The `LOSS_OF_CONTROL_ADDED` / `LOSS_OF_CONTROL_UPDATE` events fire as these
effects change — see [Events](#loss_of_control_added--loss_of_control_update-events).
## Macros
Engine-level extensions to how macros are parsed and dispatched. These
@@ -6280,7 +6456,71 @@ UI map ID.** Stormwind City in this backport is `1519`, not retail's
`84`. Addons that hardcode modern UI map IDs need a translation table
(or, simpler: compare against IDs this same function produces).
## MerchantFrame
### `C_Map.GetMapOverlays([areaID])`
ClassicAPI extension. Returns every `WorldMapOverlay.dbc` entry for a
zone — **explored or not** — with the tile grid fully resolved. The
engine's own `GetNumMapOverlays` / `GetMapOverlayInfo` only expose
overlays the character has discovered (the exploration gate is a
server-fed list), which is why map-reveal addons traditionally ship
hand-measured overlay tables; this replaces those with a live DBC
read that works for every zone on any client.
With no argument, returns the overlays of the world map's currently
**viewed** zone (the same continent/zone selection `GetMapInfo`
resolves — so it drops straight into a `WorldMapFrame_Update` hook).
With a numeric `areaID` (`AreaTable.dbc` id, the same identity
`C_Map.GetBestMapForUnit` returns), returns that zone's overlays from
anywhere.
Each overlay table:
| field | meaning |
|---|---|
| `textureName` | bare DBC name (`"GOLDSHIRE"`) |
| `texturePath` | `Interface\WorldMap\<dir>\GOLDSHIRE` (engine format) |
| `textureWidth` / `textureHeight` | the DBC placement rect |
| `offsetX` / `offsetY` | placement on the zone canvas |
| `mapPointX` / `mapPointY` | DBC map-point fields |
| `tileCols` / `tileRows` / `upscaled` | the **resolved** tile grid |
| `tiles` | ready-to-draw tile array (below) |
Each `tiles` entry: `file` (texture path including the tile number,
`SetTexture`-ready), `width` / `height` (draw size in map pixels),
`texCoordX` / `texCoordY` (right/bottom texcoords), `offsetX` /
`offsetY` (absolute canvas position). Drawing an overlay is a dumb
loop:
```lua
for _, ov in ipairs(C_Map.GetMapOverlays()) do
for _, t in ipairs(ov.tiles) do
local tex = pool:Acquire()
tex:SetTexture(t.file)
tex:SetWidth(t.width) tex:SetHeight(t.height)
tex:SetTexCoord(0, t.texCoordX, 0, t.texCoordY)
tex:SetPoint("TOPLEFT", WorldMapDetailFrame, "TOPLEFT", t.offsetX, -t.offsetY)
tex:Show()
end
end
```
> **Why `tiles` exists (don't derive the grid yourself).** The
> canonical layout is `ceil(w/256) × ceil(h/256)` tiles numbered
> row-major, and on stock 1.12 data that's always right — but Octo's
> shipped data breaks it in three distinct ways: DBC rects that round
> away a narrow sliver column (Icepoint's Kaneq'nuun has a real 8px
> third column; trusting `ceil` shears the whole overlay into
> misplaced strips), unrelated foreign tiles appended to an overlay's
> number sequence (drawing by file count scatters duplicate landmass),
> and same-rect re-exports at higher resolution (Stonetalon's
> Windshear Crag: 4 real tiles for a 1-tile rect, all of which must be
> kept and scaled). ClassicAPI disambiguates per overlay from the
> actual BLP header dimensions via the engine's own VFS (a sweep of
> all 707 overlays found 108 with such art/DBC mismatches), caches the
> result for the session, and hands back tiles that are simply
> correct. `textureWidth`/`textureHeight` remain the raw DBC rect —
> reliable for placement; it's only the tile count they imply that
> lies.
Backports the six `C_MerchantFrame.*` calls retail addons use when
interacting with a vendor. All entry points read the engine's
@@ -8251,28 +8491,37 @@ Using this from inside a macro action slot? See
[`CastSpellNoToggle` as a macro cast line](#castspellnotoggle-as-a-macro-cast-line) below for the additional
parser support that makes the slot tag correctly for action-bar UIs.
### `C_Spell.CastAtCursor(spellID)`
### `C_Spell.CastAtCursor(spellIDOrName)`
Casts a ground-target spell at the player's current cursor world
position, bypassing the manual click on the AoE reticle the engine
would otherwise require. ClassicAPI's analog of modern's
`/cast [@cursor] Blizzard`. Returns `true` when the cursor-placement
leg landed; `false` for non-ground-target spells (cast still fires
normally on the current target), unknown spellIDs, cursor over UI /
normally on the current target), unknown spells, cursor over UI /
off-screen, etc.
Accepts a **spellID** or a **spell name**:
```lua
C_Spell.CastAtCursor(10) -- Blizzard rank 1 at cursor
C_Spell.CastAtCursor(2120) -- Flamestrike rank 1 at cursor
C_Spell.CastAtCursor(10) -- Blizzard Rank 1 (exact spellID)
C_Spell.CastAtCursor(2120) -- Flamestrike Rank 1
C_Spell.CastAtCursor("Blizzard") -- highest known rank
C_Spell.CastAtCursor("Blizzard(Rank 6)") -- that specific rank
```
A **numeric** spellID casts that *exact* spell — every rank is its own
spellID, so `10` casts Blizzard Rank 1 (not the highest known rank). A
**name** goes through the engine's own resolver, which parses a trailing
`(Rank N)`; a bare name casts the highest rank you know.
Two-stage internally:
1. Initiates the cast through the same path
[`CastSpellByName`](docs/API.md#numeric-spellids-in-cast-and-castspellbyname)
uses (`FUN_RESOLVE_SPELL_NAME_TO_SLOT` + the engine's cast
dispatcher). If the spell needs a ground target, the engine
enters placement mode and arms the AoE reticle.
1. Initiates the cast: a numeric spellID resolves to its exact spellbook
slot (`Spell::Lookup::FindSpellbookSlot`, so the requested rank is the one
that fires), a name goes through `FUN_RESOLVE_SPELL_NAME_TO_SLOT`; either
way it dispatches through the engine's cast dispatcher. If the spell needs
a ground target, the engine enters placement mode and arms the AoE reticle.
2. Refreshes the cursor's screen→world raycast via
`FUN_REFRESH_CURSOR_RAYCAST` (the same internal the engine fires
@@ -8291,24 +8540,28 @@ 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)`
### `C_Spell.CastAtUnit(spellIDOrName, 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
`/cast [@unit] Flamestrike` — `CastAtUnit(spell, "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.
spells, or a unit with no resolvable position.
The first argument takes a spellID or a spell name, with the same
exact-rank / `(Rank N)` semantics as `CastAtCursor`.
```lua
C_Spell.CastAtUnit(2120, "target") -- Flamestrike at the target's feet
C_Spell.CastAtUnit(10, "player") -- Blizzard centered on yourself
C_Spell.CastAtUnit(2120, "target") -- Flamestrike at the target's feet
C_Spell.CastAtUnit(10, "player") -- Blizzard Rank 1 on yourself
C_Spell.CastAtUnit("Blizzard(Rank 6)", "target")
```
Same two-stage shape as
[`C_Spell.CastAtCursor`](#c_spellcastatcursorspellid), but instead of
[`C_Spell.CastAtCursor`](#c_spellcastatcursorspellidorname), 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
@@ -9188,6 +9441,95 @@ wall-clock time). Returns 0 if called before login.
> midnight, not UTC midnight (though they happen to coincide for
> Turtle WoW since the server reports UTC-aligned components).
## TradeSkillUI
Backports the 2.x+ **trade-skill list link** — the shareable
`|Htrade:...|h[Profession]|h` link that shows a player's profession and
which recipes they know. Vanilla 1.12 has no such link type (the engine's
hyperlink parser only knows `item:` and `enchant:`), so both the link and the
click-to-view UI are synthesized. Clicking a received link opens a
crafting-window-style frame (the real `TradeSkillFrame` parchment art) listing
the recipes the linker knows — difficulty-coloured and sorted high-craft-first
— with a skill-rank bar and an "X of Y recipes known" summary.
The "known recipes" data is a bitfield over the skill line's **canonical
recipe list** — every `SkillLineAbility.dbc` row for the skill line that is a
craftable recipe, in ascending record-ID order. That ordering is identical on
every client with the same DBC, so the sender and reader agree on the
bit-index space with no handshake. Whether the sender knows a given recipe
comes from the same player-spell bitmap `IsPlayerSpell` reads (which covers
profession recipes), so the link is self-contained — the reader needs neither
the sender online nor the profession itself.
### `C_TradeSkillUI.GetTradeSkillListLink()`
Returns the `|Htrade:...|h` link for the **currently-open** trade skill
window, or `nil` if no profession window is open.
```lua
-- with a profession window open:
local link = C_TradeSkillUI.GetTradeSkillListLink()
-- "|cffffd000|Htrade:164:300:300:Bob:eE0C...|h[Blacksmithing]|h|r"
ChatEdit_InsertLink(link) -- or SendChatMessage(link, "GUILD"), etc.
```
Built entirely in the DLL — no addon wiring. The window only needs to be open
long enough to identify the profession; the recipe data is read from the spell
bitmap, not the window's server list. Wire format (a ClassicAPI-private shape
modeled on the 2.x link, with the linker's name in the slot 2.x used for the
GUID):
```
|cffffd000|Htrade:<skillLineID>:<curRank>:<maxRank>:<linkerName>:<base64 bits>|h[Name]|h|r
```
`skillLineID` is the `SkillLine.dbc` row (164 = Blacksmithing); `curRank` /
`maxRank` are the linker's skill level (cosmetic); `linkerName` is the linking
character's name (shown in the viewer title); the base64 tail packs 6 recipes
per character, LSB-first. Links from before this field was added (no
`linkerName`) still decode — the viewer just omits the name from its title.
Clicking a `trade:` link is handled automatically (an override of
`SetItemRef`) — it opens the recipe viewer. No addon wiring needed.
### `C_TradeSkillUI.GetCraftListLink()`
Same as `GetTradeSkillListLink`, but for the **Craft window** — vanilla's
separate profession frame used by Enchanting and pet training. Returns `nil`
unless `CraftFrame` is shown. The two windows have separate storage and can be
open simultaneously, so they get separate builders (matching WotLK); the
resulting link is the same `|Htrade:...|h` format and opens the same viewer.
```lua
local link = C_TradeSkillUI.GetCraftListLink() -- with the enchanting window open
-- "|cffffd000|Htrade:333:300:300:Bob:...|h[Enchanting]|h|r"
```
### `C_TradeSkillUI.GetTradeSkillListRecipes(skillLineID, bits)`
Decodes a link's bitfield against a skill line's canonical recipe list.
Returns an array table:
```lua
local recipes = C_TradeSkillUI.GetTradeSkillListRecipes(164, "eE0C...")
-- recipes[i] = { spellID, isKnown, trivialLevel, greenLevel, createdItem }
for i = 1, table.getn(recipes) do
local name = GetSpellInfo(recipes[i].spellID)
print(name, recipes[i].isKnown and "known" or "unknown")
end
```
`trivialLevel` / `greenLevel` are the skill levels the recipe turns grey /
green at — the recipe's difficulty band, coloured against the linker's skill
exactly as the default UI does (the required-skill field is uselessly `1` for
nearly every trainer-taught recipe). `createdItem` is the crafted item's ID
(`0` for enchants), which the viewer uses to build its subclass filter.
The array is in canonical recipe order (one entry per *possible* recipe in the
skill line, not just the known ones). Turn a `spellID` into a name/icon with
[`GetSpellInfo`](#getspellinfospellid). Recipes past the end of a short/garbled
`bits` string decode as not-known rather than erroring.
## UIColor
### `C_UIColor.GetColors()`
@@ -9867,6 +10209,38 @@ a non-English client, pass the localized name — addons that
hard-code English names should use `GetUnitAuraBySpellID`
instead for portability.
### `C_UnitAuras.RegisterComboDuration(spellID, baseSeconds, maxSeconds)`
ClassicAPI extension — **you normally never call this**. Overrides the
combo-point duration data for one spellID, for servers whose values
differ from (or are missing in) the client's `SpellDuration.dbc`.
Returns `true` on success; re-registering a spellID replaces its entry.
Background: combo-point finishers (Rupture, Kidney Shot, Slice and
Dice, …) get their real duration computed **server-side** at cast time
as `base + (max − base) × comboPoints / 5`, and 1.12 never transmits
the result for debuffs the player puts on other units (verified with a
whole-protocol packet capture). ClassicAPI therefore mirrors the
computation automatically: it snapshots your combo points the instant
the cast request leaves the client and applies the same formula from
the spell's own `SpellDuration.dbc` row, so `duration`/
`expirationTime` in every `AuraData` are combo-accurate out of the box
— Rupture at 4 CP reads 14s, not the 6s base. Your duration talents
apply on top, in the server's order. No registration involved.
The override exists only for spells whose client DBC data is missing
or wrong on a specific server. The known case — Turtle's reworked Rip
(8s + 2s per combo point), whose SpellDuration row exists on the
server only — is built into ClassicAPI and gated on the client-data
bug itself: the fallback applies only while the spell's DurationIndex
points at a SpellDuration row the client doesn't have (a condition
unique to Rip on Turtle's client; on a stock client Rip's index
resolves normally, and if Turtle ever ships the missing row, the DBC
takes over automatically). No realm detection involved. This function
is the escape hatch for *other* custom servers with the same class of
gap — call it from your own config or addon; a registered override
beats both the DBC and the built-in values.
### `C_UnitAuras.GetUnitAuras(unit [, filter])`
Returns a numerically-indexed array of `AuraData` tables for every
@@ -10029,3 +10403,70 @@ validation:
| `ttsVoice` | `0` | `[0, voiceCount-1]` | `GetSpeechVoiceID` / `SetVoiceOption` |
| `ttsSpeed` | `0` | `[-10, 10]` | `GetSpeechRate` / `SetSpeechRate` |
| `ttsVolume` | `100` | `[0, 100]` | `GetSpeechVolume` / `SetSpeechVolume` |
## XMLUtil
### `C_XMLUtil.GetTemplates()`
Returns an array of every registered **virtual XML template** — the
`virtual="true"` frames that `inherits=` targets — one entry per template:
```lua
for _, t in ipairs(C_XMLUtil.GetTemplates()) do
print(t.name, t.type) -- e.g. "UIPanelButtonTemplate" "Button"
end
```
Each entry is `{ name = <string>, type = <frameType> }`, where `type` is the
XML element tag the template was declared with (`"Frame"`, `"Button"`,
`"CheckButton"`, `"StatusBar"`, …).
The list is read straight from the engine's virtual-template registry — the
same store the XML loader fills for `inherits=` — so it covers every template
currently loaded from **both** Blizzard FrameXML and addon `.xml` files, and is
rebuilt on `/reload`. Font templates live in a separate registry and are not
included (matching retail, where `GetTemplates` returns frame templates).
Returns an empty table if no template has registered yet.
> **Note (vanilla vs. retail):** retail's `XMLTemplateListInfo` carries only
> the `name` and `type` fields, both provided here. There's no filtering —
> every virtual template is returned, in hash-table order (not load or
> alphabetical order).
### `C_XMLUtil.GetTemplateInfo(name)`
Returns an `XMLTemplateInfo` table for the named template, or `nil` if no
template of that name is registered:
```lua
local info = C_XMLUtil.GetTemplateInfo("StatFrameTemplate")
-- { type = "Frame", width = 104, height = 13, keyValues = {}, inherits = nil }
```
| Field | Type | Notes |
|---|---|---|
| `type` | string | The template's frame type — its XML element tag (`"Frame"`, `"Button"`, …). |
| `width` / `height` | number | The size **statically declared on the template itself** via a `<Size>` element, or `0` if it declares none (including when the size comes from an inherited template rather than a direct `<Size>`). |
| `keyValues` | table | Always an **empty table** in 1.12 — the vanilla XML schema has no `<KeyValues>` element, so no template can carry key/value pairs. Present for API parity. |
| `inherits` | string? | The template's `inherits=` attribute (a comma-delimited list), or `nil` if it inherits nothing. |
Lookup is by name through the engine's own template registry — the same
resolution `inherits=` uses — so it's case-insensitive and covers both
Blizzard FrameXML and addon templates.
> **Not provided:** retail's `sourceLocation` field (file:line where the
> template was defined) is a 10.2.0 addition; vanilla records no source
> location for XML nodes, so the field is omitted (reads as `nil`).
### `C_XMLUtil.DoesTemplateExist(name)`
Returns `true` if a virtual template of that name is registered, `false`
otherwise:
```lua
if C_XMLUtil.DoesTemplateExist("MyAddonRowTemplate") then
button = CreateFrame("Button", nil, parent, "MyAddonRowTemplate")
end
```
Case-insensitive, resolved through the same registry as `inherits=`.
+284 -17
View File
@@ -1046,6 +1046,147 @@ enum Offsets {
// u16 at the cursor, restore, log.
FUN_NET_MESSAGE_DISPATCH = 0x00537AA0,
// NetClient send — `__thiscall void(void *conn, CDataStore *packet)`.
// The outgoing counterpart of FUN_NET_MESSAGE_DISPATCH: every CMSG the
// client sends funnels through it (the argless wrapper `FUN_005AB630`,
// nampower's ClientServices_Send, resolves the connection singleton
// with the packet in ECX and calls this). The packet's leading u32 is
// the opcode; `m_size - m_read` is what goes on the wire.
// `Aura::ComboDuration` co-hooks it to snapshot combo points the
// moment CMSG_CAST_SPELL leaves — before the server consumes them —
// which also covers nampower-queued casts (they re-enter the engine's
// cast path and send normally, unlike a Spell_C_CastSpell co-hook,
// which nampower's trampoline re-entry would bypass).
FUN_NET_SEND = 0x005379A0,
// Outgoing opcode: CMSG_CAST_SPELL. Body: `spellId(u32),
// targetFlags(u16), <target per flags>`.
OP_CMSG_CAST_SPELL = 0x12E,
// Spell.dbc DurationIndex (column 30) — row into SpellDuration.dbc.
// Offset = 30*4, consistent with the verified neighbors
// (CastingTimeIndex col 18 = +0x48, PowerType col 31 = +0x7C).
OFF_SPELL_RECORD_DURATION_INDEX = 0x78,
// SpellDuration.dbc — records/count slots per docs/DBCs.md. Record:
// `{id@+0, baseMs@+4 (i32), perLevelMs@+8 (i32), maxMs@+0xC (i32)}`.
// Combo-point finishers are exactly the rows with base != max: the
// server computes `base + (max - base) * comboPoints / 5`
// ((v)mangos CalculateSpellDuration — verified against the DBC:
// Rupture 6000/16000 = 6+2*CP, Kidney Shot 1000/6000 = 1+1*CP,
// Slice and Dice 6000/21000 = 6+3*CP, Expose Armor 30000/30000 =
// fixed). NOTE: rows can dangle — Turtle's client DBC has no record
// for Rip's DurationIndex 87 (records[87] == NULL), which is why
// Rip reads duration 0 client-side there.
VAR_SPELL_DURATION_RECORDS = 0x00C0D828,
VAR_SPELL_DURATION_COUNT = 0x00C0D82C,
// Combo points, within the CGPlayer `+0xE68` sub-struct (see
// OFF_CGPLAYER_INFO). Verified from Script_GetComboPoints
// (0x0051A190): CP count byte at `[player+0xE68]+0x1029`, the combo
// TARGET's guid (u64) at `[player+0xE68]+0x838` (compared against
// the current-target global 0x00B4E2D8 before the Lua function
// reports a non-zero count).
OFF_CGPLAYER_COMBO_POINTS = 0x1029,
OFF_CGPLAYER_COMBO_TARGET = 0x838,
// ---- Frame-method registries beyond GameTooltip's ------------------
// Same per-type registry mechanism as VAR_GAMETOOLTIP_METHOD_REGISTRY
// (docs/BlizzardScriptAPI.md "Frame types & their methods" has the
// full 23-table catalogue). The dispatcher resolves methods through
// the type hierarchy, so a method added to the REGION base registry
// (the 19-entry core-layout table: GetWidth/SetPoint/…) is callable
// on every region type — frames, buttons, textures, fontstrings.
// `Frame::Modern` uses these to backport modern API (SetSize,
// SetShown, SetResizeBounds).
VAR_REGION_METHOD_REGISTRY = 0x00CF54B4,
VAR_FRAME_METHOD_REGISTRY = 0x00CF4D38,
VAR_TEXTURE_METHOD_REGISTRY = 0x00CF5434,
VAR_FONTSTRING_METHOD_REGISTRY = 0x00CF5400,
// Engine Script_* method implementations `Frame::Modern` delegates to
// (each `int __fastcall(void *L)`, reading self at stack index 1).
// Addresses from the docs/raw_methods.txt catalogue. Show/Hide are
// PER-BRANCH (Frame vs Texture vs FontString each register their own
// script function with its own object typecheck), so SetShown is
// registered per branch with the matching delegates.
FUN_SCRIPT_REGION_SETWIDTH = 0x007A1F20,
FUN_SCRIPT_REGION_SETHEIGHT = 0x007A2150,
FUN_SCRIPT_REGION_GETWIDTH = 0x007A1E00,
FUN_SCRIPT_REGION_GETHEIGHT = 0x007A2030,
FUN_SCRIPT_FRAME_SHOW = 0x00775750,
FUN_SCRIPT_FRAME_HIDE = 0x00775810,
FUN_SCRIPT_FRAME_SETMINRESIZE = 0x00776020,
FUN_SCRIPT_FRAME_SETMAXRESIZE = 0x007762A0,
FUN_SCRIPT_FRAME_GETSCRIPT = 0x00774780,
FUN_SCRIPT_FRAME_SETSCRIPT = 0x007748D0,
FUN_SCRIPT_TEXTURE_SHOW = 0x0079B770,
FUN_SCRIPT_TEXTURE_HIDE = 0x0079B830,
FUN_SCRIPT_FONTSTRING_SHOW = 0x0079CDB0,
FUN_SCRIPT_FONTSTRING_HIDE = 0x0079CE70,
// ---- World map overlay data (WorldMapOverlay.dbc + WorldMapArea.dbc)
// Backs `C_Map.GetMapOverlays`. Instance VAs per docs/DBCs.md;
// schemas verified against the extracted DBCs AND the engine's own
// reader `Script_GetMapOverlayInfo` (0x004A8A00), which reads the
// same fields for its 7 returns.
//
// WorldMapArea.dbc record (8 fields, 0x20 bytes):
// {ID@+0, mapID@+4, areaID@+8 (AreaTable, 0 for continent rows),
// name@+0xC (char*, the map directory name GetMapInfo returns),
// locLeft/locRight/locTop/locBottom floats}
VAR_WORLDMAP_AREA_RECORDS = 0x00C0D5BC,
VAR_WORLDMAP_AREA_COUNT = 0x00C0D5C0,
OFF_WMA_AREA_ID = 0x08,
OFF_WMA_NAME = 0x0C,
// WorldMapOverlay.dbc record (17 fields, 0x44 bytes):
// {ID@+0, worldMapAreaID@+4 (-> WorldMapArea row),
// areaID[4]@+8..+0x14 (AreaTable ids the overlay reveals),
// mapPointX@+0x18, mapPointY@+0x1C, textureName@+0x20 (char*,
// bare name), textureWidth@+0x24, textureHeight@+0x28,
// offsetX@+0x2C, offsetY@+0x30, hitRect@+0x34..+0x40}
// The engine's Lua surface only exposes EXPLORED overlays: the
// discovered-overlay ID list at 0x00B6E630 (count 0x00B6E6B4) gates
// Script_GetMapOverlayInfo. Reading the DBC directly bypasses the
// exploration gate — every overlay of a zone, explored or not.
VAR_WORLDMAP_OVERLAY_RECORDS = 0x00C0D594,
VAR_WORLDMAP_OVERLAY_COUNT = 0x00C0D598,
OFF_WMO_WORLDMAP_AREA = 0x04,
OFF_WMO_MAP_POINT_X = 0x18,
OFF_WMO_MAP_POINT_Y = 0x1C,
OFF_WMO_TEXTURE_NAME = 0x20,
OFF_WMO_TEXTURE_WIDTH = 0x24,
OFF_WMO_TEXTURE_HEIGHT = 0x28,
OFF_WMO_OFFSET_X = 0x2C,
OFF_WMO_OFFSET_Y = 0x30,
// Current world-map view selection — the globals the engine's
// current-map-name resolver (FUN_004a6cf0, behind GetMapInfo) reads:
// continent index, zone index (-1 = whole continent), the default
// WorldMapArea row used when no continent is selected, and the
// per-continent data blob (base ptr; stride 0x10024 per continent,
// continent's own WMA row at +0x04, per-zone WMA row array ptr at
// +0x10).
VAR_WORLDMAP_CONTINENT_INDEX = 0x0084506C,
VAR_WORLDMAP_ZONE_INDEX = 0x00845070,
VAR_WORLDMAP_DEFAULT_AREA_ROW = 0x00845074,
VAR_WORLDMAP_CONTINENT_DATA = 0x00B6E668,
WORLDMAP_CONTINENT_STRIDE = 0x10024,
// `Script_SetPoint` — the ONE SetPoint implementation, registered in
// the Region base table and inherited by every region type. Vanilla's
// parser accepts (point, region), (point, region, relPoint[, x, y]),
// (point, x, y), and even an explicit nil region — but NOT the bare
// one-arg form (`fs:SetPoint("RIGHT")`): a fully-omitted arg 3 is
// LUA_TNONE, which fails the string/table/number/nil check and raises
// the usage error. Modern clients accept it (anchor to parent at the
// same point, zero offsets). `Frame::Modern` co-hooks this and
// normalizes the one-arg call to (point, 0, 0) — the vanilla
// (point, x, y) form, which is parent-relative and thus exactly the
// modern semantic.
FUN_SCRIPT_REGION_SETPOINT = 0x007A2540,
// `CGUnit_C::OnAuraAdded` — `__thiscall void(CGUnit *unit, uint32_t
// slot, uint32_t spellId)` (i.e. `__fastcall(unit /*ecx*/, edx_unused,
// slot, spellId)`). Fires for EVERY aura that lands on a tracked unit,
@@ -2043,6 +2184,15 @@ enum Offsets {
OFF_SLA_CLASS_MASK = 0x10,
OFF_SLA_EXCLUDE_RACE = 0x14,
OFF_SLA_EXCLUDE_CLASS = 0x18,
// Skill-up threshold ranks (grey / green) at record fields 10/11.
// A row with either nonzero is a craftable recipe; profession
// rank-up / passive rows have both zero. Empirically: the
// Blacksmithing skill line has 343 SLA rows, 334 with a nonzero
// threshold — the 9 excluded are the Apprentice..Artisan rank
// spells and skill grants. This is the discriminator
// `TradeSkill::Link` uses to build the canonical recipe universe.
OFF_SLA_TRIVIAL_SKILL_HIGH = 0x28,
OFF_SLA_TRIVIAL_SKILL_LOW = 0x2C,
// SkillLine.dbc — the skill/category each SLA row points into via
// its `skillId` field. Each record carries a 9-locale localized
@@ -2075,6 +2225,24 @@ enum Offsets {
OFF_PLAYER_SKILL_LINE_ID = 0x00,
OFF_PLAYER_SKILL_RANK = 0x10,
// Live per-skill current/max rank. These are NOT in
// `VAR_PLAYER_SKILL_LIST` (that entry's `+0x10` is numTempPoints) —
// the real ranks live in the CGPlayer `+0xE68` sub-struct
// (`OFF_CGPLAYER_INFO`). `FUN_SKILL_LINE_TO_SLOT`
// (`__thiscall(player, skillLineID) -> slot`) maps a SkillLine.dbc
// row to its slot; the slot indexes a `SKILL_INFO_STRIDE`-byte
// record at `[player+0xE68] + OFF_SKILL_INFO_TABLE + slot*stride`:
// current `+0x0`, max `+0x2`, rank bonus `+0x6` (all u16 — add the
// bonus when the base value is nonzero). Source: `Script_GetTradeSkillLine`
// (`0x004FDD40`) / `Script_GetSkillLineInfo` (`0x004D3610`). Verified
// in-game vs. those functions (Tailoring 261/300, Enchanting 186/240).
FUN_SKILL_LINE_TO_SLOT = 0x005EA3F0,
OFF_SKILL_INFO_TABLE = 0x84C,
SKILL_INFO_STRIDE = 0xC,
OFF_SKILL_INFO_CUR = 0x0,
OFF_SKILL_INFO_MAX = 0x2,
OFF_SKILL_INFO_BONUS = 0x6,
// 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
@@ -2111,7 +2279,18 @@ enum Offsets {
// Verified via the `IsAssistingRitual` development session by
// observing `0xEE00 → 0xEE05` on `/sit` over a chair (the medium-
// chair sit value 5).
//
// Byte 3 (the AnimTier / misc-flags byte, mask 0x02000000 on the
// u32) is the **stealth / sneak flag**: set while the unit is in
// the sneaking anim tier (Rogue Stealth, Druid Prowl, Shadowmeld),
// which is what drives the client's semi-transparent render of a
// stealthed unit. Verified via `_classicapi_DiffAll`: a Prowl
// toggle from a Cat-Form baseline flips byte 3 `0x00 → 0x02` while
// every other descriptor change is aura-array slot metadata — so
// this is the only standalone broadcast bit that means "stealthed".
// Read by `IsStealthed()`.
OFF_UNIT_FIELD_BYTES_1 = 0x210,
UNIT_BYTES_1_STEALTH_FLAG = 0x02000000,
// `__fastcall(void)` engine helper that refreshes the bonus
// action bar from the local player's current shapeshift form
@@ -3021,6 +3200,7 @@ enum Offsets {
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
SPELLMOD_OP_DURATION = 1, // op index for aura duration
// SpellDispelType.dbc — maps dispel-type IDs (1..N) to localized
// names like "Magic", "Curse", "Disease", "Poison". Used by
@@ -3283,6 +3463,15 @@ enum Offsets {
OFF_EVENT_ENTRY_NAME = 0x00,
OFF_EVENT_ENTRY_HEAD = 0x0C,
// Subscriber-chain node layout — the linked list hanging off each
// entry's +0x0C head, derived from Frame::RegisterEvent
// (FUN_00702140): each node is `{ ?, next@+0x04, frame@+0x08 }`, where
// `frame` is the CFrameScriptObject* subscriber. A node value with its
// low bit set (or null) is the end/empty sentinel. Walked by
// Frame:IsEventRegistered to test membership.
OFF_EVENT_NODE_NEXT = 0x04,
OFF_EVENT_NODE_FRAME = 0x08,
// `Frame::RegisterEvent` — the C++ helper called by the Lua
// `frame:RegisterEvent(eventName)` method (`Script_RegisterEvent` at
// `0x00774A40`). `__thiscall` with `(this=frame, eventName)`. Walks
@@ -3711,23 +3900,15 @@ enum Offsets {
VAR_ADDON_ARRAY = 0x00BE1B94,
VAR_ADDON_COUNT = 0x00BE1B90,
// Player visibility/state byte field, broadcast in UpdateFields.
// Found empirically via _classicapi_DescDump (see src/debug/).
// Treated as a u32 but the meaningful bits all live in byte 0:
// 0x02 — set when the player has any visibility/form-modifying
// state active (stealth, mount, possibly shapeshift —
// set by stealth and mount in our test data).
// 0x08, 0x10 — set together when mounted (alongside 0x02).
//
// Ambiguity: bit 0x02 alone doesn't distinguish stealth from
// other visibility-modifying states. Stealth detection AND-gates
// with `mountDisplayID == 0` to exclude mount; if shapeshift
// also sets bit 0x02 we'd false-positive on druids in form
// (untested). The robust path is to walk the player's aura
// list looking for the actual stealth/prowl spell — left as
// future work if false-positives turn up.
OFF_PLAYER_FIELD_VIS_BYTES = 0x17C,
PLAYER_VIS_BIT_STEALTH = 0x02,
// NOTE: an earlier revision defined OFF_PLAYER_FIELD_VIS_BYTES /
// PLAYER_VIS_BIT_STEALTH here at 0x17C, believing bit 0x02 was a
// "stealth bit". That was wrong: 0x17C is UNIT_FIELD_AURALEVELS
// (per-slot caster-level bytes; see OFF_UNIT_FIELD_AURALEVELS above),
// and the old read only appeared to work by coincidence (a caster-
// level byte that happened to have bit 0x02 set on the test char;
// at level 60 = 0x3C it doesn't, so it read false). The real stealth
// flag is UNIT_FIELD_BYTES_1 byte 3 (UNIT_BYTES_1_STEALTH_FLAG); see
// that field above. IsStealthed reads it.
// Mount display ID — the creature display ID the engine renders
// under the mounted player. Zero when not mounted, non-zero
@@ -4392,6 +4573,19 @@ enum Offsets {
// with craft).
VAR_TRADESKILL_ENTRIES = 0x00BDDFC0,
VAR_TRADESKILL_COUNT = 0x00BDE04C,
// SkillLine.dbc row ID of the currently-open trade skill window
// (the profession the player has open). Bounds-checked against
// `VAR_SKILL_LINE_COUNT` and used as `records[id]` by
// `Script_GetTradeSkillLine` (`0x004FDD40`). <= 0 / stale when no
// window is open. `FUN_004FC870` zeroes it on close (and fires
// event `0x13B`), so `> 0` reliably means "trade window open".
VAR_CURRENT_TRADESKILL_LINE = 0x00BDE040,
// Craft window (Enchanting, pet training) open-state flag — nonzero
// (3 for the enchanting-style craft) while open; `FUN_004F5FE0`
// zeroes it on close (fires event `0x169`). The Craft window has no
// skill-line-ID global — `TradeSkill::Link` derives the skill line
// from the first craft recipe — so this is the "craft open" gate.
VAR_CRAFT_WINDOW_STATE = 0x00BDCFB8,
// Spell.dbc "produced item" field for crafting recipes — the
// itemID this spell creates when cast. Reagent itemIDs and
// counts live at `OFF_SPELL_REAGENT_ID` / `OFF_SPELL_REAGENT_COUNT`
@@ -4416,6 +4610,18 @@ enum Offsets {
OFF_SPELL_RECORD_EFFECT_MISC_VALUE = 0x1A8, // int32[3]
SPELL_RECORD_EFFECT_COUNT = 3,
// SPELL_EFFECT_* id array (`Effect[3]`) — five arrays before
// EffectBasePoints (`+0x130`), so `0x130 - 5*0xC`. Used to tell craft
// recipes from profession abilities (Disenchant etc.) that also carry
// skill-up thresholds. Recipe-producing effects: CREATE_ITEM (items),
// ENCHANT_ITEM / _TEMPORARY (enchants), and LEARN_SPELL (Turtle's custom
// recipes, e.g. "Steel Plate Boots" = effect 36).
OFF_SPELL_RECORD_EFFECT = 0xF4, // int32[3]
SPELL_EFFECT_CREATE_ITEM = 24,
SPELL_EFFECT_LEARN_SPELL = 36,
SPELL_EFFECT_ENCHANT_ITEM = 53,
SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY = 54,
// EffectBasePoints[3] — the base magnitude of each effect, stored as
// (value - 1) for the fixed-die spells that back item stats (the
// engine adds a 1..dieSides roll; dieSides == 1 makes it value = base
@@ -4456,9 +4662,33 @@ enum Offsets {
// 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_STEALTH = 16,
SPELL_AURA_MOD_SHAPESHIFT = 36,
SPELL_AURA_MOUNTED = 78,
// Control-loss aura effect types (EffectApplyAuraName values), used by
// C_LossOfControl to classify a debuff. Values are authoritative from the
// Turtle server's indexed SPELL_AURA proc-handler table (SharedDefines).
SPELL_AURA_MOD_POSSESS = 2,
SPELL_AURA_MOD_CONFUSE = 5,
SPELL_AURA_MOD_CHARM = 6,
SPELL_AURA_MOD_FEAR = 7,
SPELL_AURA_MOD_STUN = 12,
SPELL_AURA_MOD_PACIFY = 25,
SPELL_AURA_MOD_ROOT = 26,
SPELL_AURA_MOD_SILENCE = 27,
SPELL_AURA_MOD_PACIFY_SILENCE = 60,
SPELL_AURA_MOD_DISARM = 67,
// SMSG_SPELL_COOLDOWN (0x134) handler, registered by the spell-opcode
// boot registrar FUN_006e7150 exactly like the failure/channel handlers
// Spell::Cast co-hooks — same `int __stdcall(uint32_t *opCode,
// CDataStore *packet)` shape. Body: GUID(u64) then (spellID, durationMs)
// u32 pairs. A player-GUID packet carrying >=2 spells that all share one
// duration is a school-interrupt lockout (Player::ProhibitSpellSchool is
// the only sender of that shape); see src/lossofcontrol/Info.cpp.
FUN_SPELL_COOLDOWN_HANDLER = 0x006E9460,
// Gossip menu data. Populated by the SMSG_GOSSIP_MESSAGE packet
// handler at 0x004E26E0 and reset by FUN_004E26A0 each time a new
// gossip window opens. Two parallel storage arrays:
@@ -4751,4 +4981,41 @@ enum Offsets {
// matching what `FUN_00494B60` and the trade-attached paths pass
// when re-resolving the cursor GUID to a `CGItem *`.
FUN_OBJECT_FROM_GUID = 0x00468460,
// Virtual XML-template registry (a Storm hash table) — the store that
// backs `inherits=` and `C_XMLUtil.GetTemplates`. The XML parser
// (`FUN_006ede10`) registers every `virtual="true"` frame into it via
// `FUN_006ee500`; the inherits resolver reads it via `FUN_006ee6f0`.
// Both operate on these globals, so it's the authoritative template list.
// See src/xml/Templates.cpp.
//
// VAR_XML_TEMPLATE_TABLE holds a POINTER to the bucket array (0 / the
// array unallocated) and VAR_XML_TEMPLATE_MASK the bucket-count mask;
// mask == 0xFFFFFFFF means no template has ever registered (walk = empty).
VAR_XML_TEMPLATE_TABLE = 0x00CEEA1C,
VAR_XML_TEMPLATE_MASK = 0x00CEEA24,
// Bucket struct (0xC bytes): { linkOffset@+0x0, ?@+0x4, chainHead@+0x8 }.
// A node's next pointer is at `*(node + linkOffset + 4)`; the tail
// sentinel has its low bit set (chain ends on `(ptr & 1) != 0`).
XML_TEMPLATE_BUCKET_STRIDE = 0xC,
OFF_XML_TEMPLATE_BUCKET_LINKOFF = 0x0,
OFF_XML_TEMPLATE_BUCKET_HEAD = 0x8,
// Registry node payload: template name string @+0x14, parsed definition
// XML node @+0x18 (hash @+0x0, virtual flag @+0x1C — unused here).
OFF_XML_TEMPLATE_NODE_NAME = 0x14,
OFF_XML_TEMPLATE_NODE_DEF = 0x18,
// Parsed XML element node: its tag-name string ("Frame" / "Button" /
// "CheckButton" / …) lives at +0x8 — this is the frame "type".
OFF_XML_NODE_TAG = 0x8,
// The definition node retains its full parsed DOM subtree — used by
// GetTemplateInfo to read `<Size>` / `inherits=`. First child @+0x4, next
// sibling @+0x1C. Attributes are read by name via the node method
// FUN_006f2cf0 (`__thiscall(node, name) -> value string`, null if absent).
OFF_XML_NODE_CHILD = 0x4,
OFF_XML_NODE_SIBLING = 0x1C,
FUN_XML_NODE_GET_ATTRIBUTE = 0x006F2CF0,
// By-name template lookup — the same one `inherits=` resolves through.
// `__fastcall(const char *name) -> definition node`, 0 if unregistered
// (case-insensitive, hashed). See FUN_006ee6f0 in Templates.cpp notes.
FUN_XML_TEMPLATE_LOOKUP = 0x006EE6F0,
};
+259
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@@ -0,0 +1,259 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// See ComboDuration.h for the contract and the protocol findings that
// motivate the design (the server never transmits target-debuff
// durations in 1.12).
#include "ComboDuration.h"
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "net/PacketReader.h"
#include "spell/Mod.h"
#include "unit/Identity.h"
#include <cstdint>
namespace Aura::ComboDuration {
namespace {
using Net::CDataStore;
uint32_t NowMs() {
using TickCount_t = uint32_t(__fastcall *)();
return reinterpret_cast<TickCount_t>(
static_cast<uintptr_t>(Offsets::FUN_OS_TICKCOUNT_MS))();
}
// ---- Combo-point snapshot (NetClient send co-hook) ------------------------
// The player's live combo points, read the same way Script_GetComboPoints
// (0x0051A190) does: the CP byte on the CGPlayer +0xE68 sub-struct. The player
// comes from the shared Unit::Identity::PlayerObject() (the object-manager GUID
// resolve, our fastest player-object path — returns null pre-world rather than
// throwing), so this stays safe from any context the send hook can fire in.
uint8_t CurrentComboPoints() {
const uint8_t *player = Unit::Identity::PlayerObject();
if (player == nullptr)
return 0;
const uint8_t *info = *reinterpret_cast<const uint8_t *const *>(
player + Offsets::OFF_CGPLAYER_INFO);
if (info == nullptr)
return 0;
return *(info + Offsets::OFF_CGPLAYER_COMBO_POINTS);
}
// One cast in flight at a time is the practical case (a second finisher
// can't be cast until the server consumes the first one's combo points),
// so a single slot with a spellID match and a short TTL suffices.
struct Capture {
uint32_t spellId;
uint8_t comboPoints;
uint32_t capturedMs;
};
Capture g_capture{0, 0, 0};
// Worst-case send -> SMSG_SPELL_GO roundtrip. Past this the snapshot is
// stale (the cast failed / was rejected) and must not scale a later cast.
constexpr uint32_t kCaptureTtlMs = 2000;
int ConsumeCapturedCP(uint32_t spellId) {
const Capture c = g_capture;
g_capture = {0, 0, 0};
if (c.spellId != spellId || c.comboPoints == 0)
return 0;
if (NowMs() - c.capturedMs >= kCaptureTtlMs)
return 0;
return c.comboPoints;
}
// Co-hook on the NetClient send — the one funnel every outgoing CMSG
// passes through, including casts released from nampower's spell queue
// (which bypass any co-hook on Spell_C_CastSpell itself via trampoline
// re-entry, but still build and send CMSG_CAST_SPELL through the engine).
// Snapshot the combo points at the moment the cast request leaves: the
// server consumes them before SMSG_SPELL_GO arrives, so reading at
// SpellGo time is too late.
using NetSend_t = void(__fastcall *)(void *conn, void *edx,
CDataStore *packet);
NetSend_t g_origNetSend = nullptr;
void __fastcall NetSend_h(void *conn, void *edx, CDataStore *packet) {
if (packet != nullptr) {
const uint32_t saved = packet->m_read;
const uint32_t opcode = Net::Read<uint32_t>(packet);
if (opcode == Offsets::OP_CMSG_CAST_SPELL) {
const uint32_t spellId = Net::Read<uint32_t>(packet);
if (spellId != 0)
g_capture = {spellId, CurrentComboPoints(), NowMs()};
}
packet->m_read = saved;
}
g_origNetSend(conn, edx, packet);
}
const Game::HookAutoRegister _sendHook{
Offsets::FUN_NET_SEND, reinterpret_cast<void *>(&NetSend_h),
reinterpret_cast<void **>(&g_origNetSend)};
// ---- Duration data (SpellDuration.dbc + Lua overrides) --------------------
// Lua-registered overrides for spells whose client DBC row is missing or
// wrong. Turtle's reworked Rip is the motivating case: its DurationIndex
// dangles (records[87] == NULL in Turtle's SpellDuration.dbc) because the
// rework lives entirely server-side, so the values must come from config.
struct Override {
uint32_t spellId;
int32_t baseMs;
int32_t maxMs;
};
constexpr int kMaxOverrides = 64;
Override g_overrides[kMaxOverrides];
int g_overrideCount = 0;
const Override *FindOverride(uint32_t spellId) {
for (int i = 0; i < g_overrideCount; ++i) {
if (g_overrides[i].spellId == spellId)
return &g_overrides[i];
}
return nullptr;
}
// Known values for spells whose duration row DANGLES — a non-zero
// DurationIndex pointing at a SpellDuration row the client doesn't have.
// Consulted ONLY when that exact condition holds, so the gate is the bug
// itself, not a server fingerprint: on a stock client every one of these
// resolves to a valid row and this table is never reached, and if the
// broken client data is ever fixed the DBC row takes over automatically.
//
// Turtle's reworked Rip is the known case: all six ranks point at
// SpellDuration row 87, which Turtle added on the SERVER only
// ({8000, 0, 18000} — live server data shows 10/12/14/16/18s at 1..5 CP,
// i.e. 8s + 2s per combo point); their client patch never shipped the
// row (the client table jumps 86 -> 105). Verified the only dangling
// duration index in the entire client Spell.dbc.
constexpr Override kDanglingRowKnown[] = {
{1079, 8000, 18000}, {9492, 8000, 18000}, {9493, 8000, 18000},
{9752, 8000, 18000}, {9894, 8000, 18000}, {9896, 8000, 18000},
};
const Override *FindDanglingRowKnown(uint32_t spellId) {
for (const auto &k : kDanglingRowKnown) {
if (k.spellId == spellId)
return &k;
}
return nullptr;
}
// `C_UnitAuras.RegisterComboDuration(spellID, baseSeconds, maxSeconds)`
// -> true on success. Re-registering a spellID replaces its entry.
// Values are in seconds to match the C_UnitAuras duration convention;
// the formula applied is the server's own:
// `base + (max - base) * comboPoints / 5`.
int __fastcall Script_RegisterComboDuration(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2) ||
!Game::Lua::IsNumber(L, 3)) {
Game::Lua::Error(
L, "Usage: C_UnitAuras.RegisterComboDuration(spellID, "
"baseSeconds, maxSeconds)");
return 0;
}
const auto spellId = static_cast<uint32_t>(Game::Lua::ToNumber(L, 1));
const auto baseMs = static_cast<int32_t>(Game::Lua::ToNumber(L, 2) * 1000.0);
const auto maxMs = static_cast<int32_t>(Game::Lua::ToNumber(L, 3) * 1000.0);
if (spellId == 0 || baseMs < 0 || maxMs <= 0) {
Game::Lua::PushBool(L, false);
return 1;
}
for (int i = 0; i < g_overrideCount; ++i) {
if (g_overrides[i].spellId == spellId) {
g_overrides[i] = {spellId, baseMs, maxMs};
Game::Lua::PushBool(L, true);
return 1;
}
}
if (g_overrideCount >= kMaxOverrides) {
Game::Lua::PushBool(L, false);
return 1;
}
g_overrides[g_overrideCount++] = {spellId, baseMs, maxMs};
Game::Lua::PushBool(L, true);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_UnitAuras", "RegisterComboDuration",
&Script_RegisterComboDuration);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
uint32_t TryComboScaledMs(const uint8_t *spellRecord, uint32_t spellId) {
if (spellRecord == nullptr || spellId == 0)
return 0;
const int cp = ConsumeCapturedCP(spellId);
if (cp <= 0 || cp > 5)
return 0;
int32_t baseMs = 0;
int32_t maxMs = 0;
if (const Override *o = FindOverride(spellId)) {
baseMs = o->baseMs;
maxMs = o->maxMs;
} else {
const int idx = *reinterpret_cast<const int *>(
spellRecord + Offsets::OFF_SPELL_RECORD_DURATION_INDEX);
const uint8_t *row =
DBC::Record(Offsets::VAR_SPELL_DURATION_RECORDS,
Offsets::VAR_SPELL_DURATION_COUNT,
static_cast<uint32_t>(idx));
if (row != nullptr) {
baseMs = *reinterpret_cast<const int32_t *>(row + 0x4);
maxMs = *reinterpret_cast<const int32_t *>(row + 0xC);
} else if (idx != 0) {
// Dangling duration index — the client data is broken for this
// spell. Fall back to the built-in known values (Turtle Rip).
const Override *k = FindDanglingRowKnown(spellId);
if (k == nullptr)
return 0;
baseMs = k->baseMs;
maxMs = k->maxMs;
} else {
return 0; // no duration row at all
}
}
// The server scales only when the row has a combo range: base != max
// ((v)mangos CalculateSpellDuration). base < 0 is the "infinite"
// sentinel; fixed-duration rows (base == max) take the regular path.
if (baseMs < 0 || maxMs <= 0 || baseMs == maxMs)
return 0;
int32_t durationMs = baseMs + (maxMs - baseMs) * cp / 5;
if (durationMs <= 0)
return 0;
// Player duration SpellMods apply on top of the combo-scaled value,
// matching the server's order (scale, then ApplySpellMod).
durationMs = static_cast<int32_t>(Spell::Mod::Apply(
spellRecord, Offsets::SPELLMOD_OP_DURATION,
static_cast<float>(durationMs)));
return durationMs > 0 ? static_cast<uint32_t>(durationMs) : 0;
}
} // namespace Aura::ComboDuration
+50
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@@ -0,0 +1,50 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstdint>
// `Aura::ComboDuration` — combo-point-scaled durations for finisher
// auras (Rupture, Kidney Shot, Slice and Dice, Rip, …).
//
// The 1.12 server computes a finisher's real duration at cast time as
// `base + (max - base) * comboPoints / 5` from the spell's
// SpellDuration.dbc row and never transmits the result for auras the
// player puts on OTHER units (verified with a whole-protocol sniff:
// SMSG_UPDATE_AURA_DURATION is self-scoped, and nothing else carries
// it). So this module mirrors the computation client-side:
//
// - a co-hook on the NetClient send (`FUN_NET_SEND`) snapshots the
// player's combo points the instant CMSG_CAST_SPELL leaves — the
// one moment the count is still intact (the server clears it
// before SMSG_SPELL_GO comes back);
// - `TryComboScaledMs` consumes that snapshot when `Aura::Source`'s
// SpellGo hook stores the aura, computing the scaled duration from
// SpellDuration.dbc and applying the player's duration SpellMods on
// top, matching the server's order of operations. Spells whose
// duration index DANGLES (client data bug — Turtle's reworked Rip
// is the known case) fall back to built-in values gated on that
// exact condition; a Lua-registered override
// (`C_UnitAuras.RegisterComboDuration`) beats both, as an escape
// hatch for other servers whose values differ from the client DBC.
namespace Aura::ComboDuration {
// Combo-scaled duration (ms) for a player-cast spell, or 0 when it
// doesn't apply: no combo points captured for this cast, the spell's
// duration row isn't combo-scaled (base == max) and has no override,
// or the row is missing. A 0 return means "use the regular base
// duration path".
uint32_t TryComboScaledMs(const uint8_t *spellRecord, uint32_t spellId);
} // namespace Aura::ComboDuration
+33 -4
View File
@@ -492,6 +492,25 @@ void PushFromCache(void *L, const uint8_t *unit,
c.casterGuid);
}
// True if `unit`'s descriptor currently exposes any visible aura in either
// range. The cache fallback is only trustworthy when the descriptor has been
// wholesale-cleared: the two states it exists for — rogue stealth and party
// range fluctuation — clear the *entire* aura array at once. If the unit shows
// even one live aura, the descriptor is authoritative, so a cache entry the
// descriptor lacks is a genuinely-gone aura we never saw removed (e.g. a
// no-duration debuff — Ghost/Spirit — on a unit that died and resurrected out
// of our visibility, so no OnAuraRemoved fired and its infinite entry never
// expired). Surfacing it then produces a stuck phantom.
bool DescriptorHasVisibleAura(const uint8_t *unit) {
if (unit == nullptr)
return false;
for (int slot = 0; slot < Offsets::UNIT_AURA_TOTAL; ++slot) {
if (IsSlotPopulated(unit, slot))
return true;
}
return false;
}
// Counts populated descriptor slots matching `filter` (and `playerOnly`).
int CountSlots(const uint8_t *unit, Filter filter, bool playerOnly) {
if (unit == nullptr)
@@ -515,12 +534,18 @@ int CountSlots(const uint8_t *unit, Filter filter, bool playerOnly) {
constexpr int kFallbackMax = Offsets::UNIT_AURA_TOTAL;
// Whether cache entry `c` should be surfaced as a fallback for `unit` under
// `filter`/`playerOnly`: it must not already be in a populated descriptor slot
// (no double-listing the same live aura) and, when player-filtered, must have
// been cast by us. Superseded / dispelled auras are kept out of the cache by
// `Aura::Source`'s removal eviction, not filtered here.
// `filter`/`playerOnly`: the spell must be a user-visible aura, it must not
// already be in a populated descriptor slot (no double-listing the same live
// aura) and, when player-filtered, must have been cast by us. Superseded /
// dispelled auras are kept out of the cache by `Aura::Source`'s removal
// eviction, not filtered here.
bool FallbackEligible(const uint8_t *unit, const Aura::Source::CachedAura &c,
Filter filter, bool playerOnly) {
if (!IsVisible(SpellRecord(c.spellId)))
return false; // hidden/internal aura (e.g. SPELL_ATTR_HIDDEN_CLIENTSIDE):
// the descriptor path drops these via IsSlotPopulated, so
// the cache path must apply the same engine predicate or
// they leak through as tooltip-less phantom buffs.
if (FindSlotBySpellID(unit, c.spellId, &filter, false) >= 0)
return false; // still in the descriptor — returned via the slot path
if (playerOnly && c.casterGuid != Unit::Identity::PlayerGuid())
@@ -534,6 +559,8 @@ bool PushNthCacheFallback(void *L, const uint8_t *unit, int oneBasedIndex,
Filter filter, bool playerOnly) {
if (unit == nullptr)
return false;
if (DescriptorHasVisibleAura(unit))
return false; // descriptor authoritative — see DescriptorHasVisibleAura
// The descriptor held `descCount` matches; the caller already found fewer
// than `oneBasedIndex` there, so the cache supplies index
// `oneBasedIndex - descCount` (1-based) of the entries it didn't.
@@ -562,6 +589,8 @@ void AppendCacheFallbacks(void *L, const uint8_t *unit, Filter filter,
bool playerOnly, int outerIdx, int &nextKey) {
if (unit == nullptr)
return;
if (DescriptorHasVisibleAura(unit))
return; // descriptor authoritative — see DescriptorHasVisibleAura
const uint64_t guid = UnitGuid(unit);
if (guid == 0)
return;
+10 -1
View File
@@ -15,6 +15,7 @@
#include "Source.h"
#include "ComboDuration.h"
#include "Data.h"
#include "Game.h"
#include "Offsets.h"
@@ -203,7 +204,15 @@ void __fastcall SpellGo_h(uint64_t *itemGUID, uint64_t *casterGUID,
return;
const bool casterIsPlayer = (caster == Unit::Identity::PlayerGuid());
const uint32_t durationMs = SpellDurationMs(rec, casterIsPlayer);
// Combo-point finishers (Rupture, Kidney Shot, …) have their real
// duration computed at cast time from the combo points spent — the
// base-duration helper can't know it. ComboDuration mirrors the
// server's computation from the CP snapshot its send hook captured;
// 0 means "not combo-scaled", fall through to the base path.
uint32_t durationMs =
casterIsPlayer ? ComboDuration::TryComboScaledMs(rec, spellId) : 0;
if (durationMs == 0)
durationMs = SpellDurationMs(rec, casterIsPlayer);
const uint32_t expirationMs = durationMs > 0 ? NowMs() + durationMs : 0;
if (numTargets == 0) {
+321
View File
@@ -0,0 +1,321 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Modern Region/Frame method backports.
//
// Modern addon ports routinely call these methods unconditionally —
// they're the C-level frame surface later clients take for granted.
// This module supplies the ones vanilla lacks (surfaced via
// AI_VoiceOver's modern code path, but generic to every port):
//
// - `region:SetPoint("RIGHT")` — the one-arg form. Vanilla's parser
// accepts every other modern form but errors when arg 3 is fully
// omitted; a co-hook on Script_SetPoint normalizes it to
// `(point, 0, 0)` (parent-relative, zero offsets — the exact modern
// semantic).
// - `region:SetSize(w, h)` / `region:GetSize()` — registered on the
// REGION base method registry, so they resolve on frames, buttons,
// textures, fontstrings — everything.
// - `frame:SetShown(shown)` — Show/Hide are per-branch script functions
// (each with its own object typecheck), so SetShown is registered
// separately on Frame / Texture / FontString with matching delegates.
// - `frame:SetResizeBounds(minW, minH [, maxW, maxH])` — the modern
// rename of vanilla's SetMinResize/SetMaxResize pair.
// - `frame:HookScript(scriptType, handler)` — absent in vanilla
// entirely. Chains after any existing handler and invokes `handler`
// with modern positional args (see the implementation comment).
//
// Implementation style: each new method delegates to the ENGINE's own
// Script_* implementations by reshaping the Lua stack and calling them
// (`int __fastcall(void *L)`, self at index 1) — no re-derived setters,
// so pixel/UI-scale conversion, object resolution, and type checking are
// all the engine's own code. Values are read out BEFORE any stack
// reshaping.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
#include <cstring>
namespace Frame::Modern {
namespace {
using ScriptFn_t = int(__fastcall *)(void *L);
int CallScript(uintptr_t fn, void *L) {
return reinterpret_cast<ScriptFn_t>(fn)(L);
}
// ---- SetSize / GetSize (Region base — all region types) -------------------
// `region:SetSize(width, height)` → SetWidth + SetHeight.
int __fastcall Script_SetSize(void *L) {
if (!Game::Lua::IsNumber(L, 2) || !Game::Lua::IsNumber(L, 3)) {
Game::Lua::Error(L, "Usage: region:SetSize(width, height)");
return 0;
}
const double h = Game::Lua::ToNumber(L, 3);
Game::Lua::SetTop(L, 2); // (self, width)
CallScript(Offsets::FUN_SCRIPT_REGION_SETWIDTH, L);
Game::Lua::SetTop(L, 1); // (self)
Game::Lua::PushNumber(L, h);
CallScript(Offsets::FUN_SCRIPT_REGION_SETHEIGHT, L);
return 0;
}
// `region:GetSize()` → width, height.
int __fastcall Script_GetSize(void *L) {
Game::Lua::SetTop(L, 1); // (self)
CallScript(Offsets::FUN_SCRIPT_REGION_GETWIDTH, L); // (self, w)
CallScript(Offsets::FUN_SCRIPT_REGION_GETHEIGHT, L); // (self, w, h)
return 2;
}
// ---- SetShown (per-branch Show/Hide delegates) -----------------------------
// `object:SetShown(shown)` — any falsy value hides, truthy shows,
// matching modern semantics.
template <uintptr_t ShowFn, uintptr_t HideFn>
int __fastcall Script_SetShown(void *L) {
const bool shown = Game::Lua::ToBoolean(L, 2) != 0;
Game::Lua::SetTop(L, 1); // (self) — Show/Hide take no args
CallScript(shown ? ShowFn : HideFn, L);
return 0;
}
// ---- SetResizeBounds (Frame) -----------------------------------------------
// `frame:SetResizeBounds(minWidth, minHeight [, maxWidth, maxHeight])` —
// modern rename of the vanilla SetMinResize/SetMaxResize pair.
int __fastcall Script_SetResizeBounds(void *L) {
if (!Game::Lua::IsNumber(L, 2) || !Game::Lua::IsNumber(L, 3)) {
Game::Lua::Error(L, "Usage: frame:SetResizeBounds(minWidth, "
"minHeight [, maxWidth, maxHeight])");
return 0;
}
const bool haveMax = Game::Lua::IsNumber(L, 4) && Game::Lua::IsNumber(L, 5);
const double maxW = haveMax ? Game::Lua::ToNumber(L, 4) : 0.0;
const double maxH = haveMax ? Game::Lua::ToNumber(L, 5) : 0.0;
Game::Lua::SetTop(L, 3); // (self, minW, minH)
CallScript(Offsets::FUN_SCRIPT_FRAME_SETMINRESIZE, L);
if (haveMax) {
Game::Lua::SetTop(L, 1); // (self)
Game::Lua::PushNumber(L, maxW);
Game::Lua::PushNumber(L, maxH);
CallScript(Offsets::FUN_SCRIPT_FRAME_SETMAXRESIZE, L);
}
return 0;
}
// ---- HookScript (Frame) ----------------------------------------------------
// `frame:HookScript(scriptType, handler)` — vanilla has no HookScript at
// all. Chains onto any existing handler: the old handler runs first,
// vanilla-style (no args — it reads the `this`/`event`/`argN` globals like
// every 1.12 handler), then `handler` is invoked MODERN-style with
// positional arguments `(frame, event, arg1..arg9)` for OnEvent and
// `(frame, arg1..arg9)` otherwise — mirroring the compat convention
// modern addon ports expect (and ship themselves when they detect a
// legacy client). The chain is a C closure over (handler, old, isOnEvent).
// Pushes _G[name].
void PushGlobal(void *L, const char *name) {
Game::Lua::PushString(L, name);
Game::Lua::GetTable(L, Game::Lua::GLOBALS_INDEX);
}
// The chained handler the engine actually invokes (with no args, like any
// vanilla script handler). Upvalues: 1 = hook handler, 2 = old handler
// (or nil), 3 = isOnEvent (number). Errors inside lua_call propagate to
// the engine's own protected script dispatch.
int __fastcall HookThunk(void *L) {
if (Game::Lua::Type(L, Game::Lua::UpvalueIndex(2)) ==
Game::Lua::TYPE_FUNCTION) {
Game::Lua::PushValue(L, Game::Lua::UpvalueIndex(2));
Game::Lua::Call(L, 0, 0);
}
const bool isOnEvent =
Game::Lua::ToNumber(L, Game::Lua::UpvalueIndex(3)) != 0;
Game::Lua::PushValue(L, Game::Lua::UpvalueIndex(1));
PushGlobal(L, "this");
if (isOnEvent)
PushGlobal(L, "event");
static const char *const kArgs[] = {"arg1", "arg2", "arg3", "arg4",
"arg5", "arg6", "arg7", "arg8",
"arg9"};
for (const char *a : kArgs)
PushGlobal(L, a);
Game::Lua::Call(L, (isOnEvent ? 2 : 1) + 9, 0);
return 0;
}
int __fastcall Script_HookScript(void *L) {
if (!Game::Lua::IsString(L, 2) ||
Game::Lua::Type(L, 3) != Game::Lua::TYPE_FUNCTION) {
Game::Lua::Error(L, "Usage: frame:HookScript(\"type\", function)");
return 0;
}
const char *scriptName = Game::Lua::ToString(L, 2);
const bool isOnEvent =
scriptName != nullptr && std::strcmp(scriptName, "OnEvent") == 0;
Game::Lua::SetTop(L, 3); // (self, name, handler)
// GetScript reads self/name at 1/2 and pushes the current handler
// (or nil) — extra stack entries above are ignored by its reads.
CallScript(Offsets::FUN_SCRIPT_FRAME_GETSCRIPT, L); // (.., old)
// Closure upvalues, in upvalue order: handler, old, isOnEvent.
Game::Lua::PushValue(L, 3); // handler
Game::Lua::PushValue(L, 4); // old
Game::Lua::PushNumber(L, isOnEvent ? 1.0 : 0.0); // flag
Game::Lua::PushCClosure(L, &HookThunk, 3); // (self,name,handler,old,closure)
Game::Lua::Remove(L, 4); // drop old
Game::Lua::Remove(L, 3); // drop handler → (self,name,closure)
CallScript(Offsets::FUN_SCRIPT_FRAME_SETSCRIPT, L);
return 0;
}
// ---- IsEventRegistered (Frame) ---------------------------------------------
// `frame:IsEventRegistered("event")` — vanilla has RegisterEvent /
// UnregisterEvent but not the query. There's no engine Script_* to
// delegate to, so we replicate the membership check that lives inside
// Frame::RegisterEvent (FUN_00702140): find the event by name in the live
// event table, then walk that entry's subscriber chain for this frame.
// The frame pointer we compare against is the same CFrameScriptObject*
// the engine stores (Game::Lua::ResolveObject resolves self exactly as
// Script_RegisterEvent does).
using SStrCmpI_t = int(__stdcall *)(const char *a, const char *b, int n);
bool FrameHasEvent(void *frame, const char *eventName) {
const uint32_t count = *reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_EVENT_TABLE_COUNT));
auto *base = *reinterpret_cast<const uint8_t *const *>(
static_cast<uintptr_t>(Offsets::VAR_EVENT_TABLE_BASE_PTR));
if (count == 0 || base == nullptr)
return false;
auto sstrcmpi = reinterpret_cast<SStrCmpI_t>(
static_cast<uintptr_t>(Offsets::FUN_SSTR_CMP_I));
for (uint32_t i = 0; i < count; ++i) {
const uint8_t *entry = base + i * Offsets::EVENT_ENTRY_STRIDE;
const char *name = *reinterpret_cast<const char *const *>(
entry + Offsets::OFF_EVENT_ENTRY_NAME);
if (name == nullptr)
continue;
if (sstrcmpi(name, eventName, 0x7FFFFFFF) != 0)
continue;
// Names are unique, so this is the one entry — walk its chain.
uintptr_t node = *reinterpret_cast<const uintptr_t *>(
entry + Offsets::OFF_EVENT_ENTRY_HEAD);
while ((node & 1) == 0 && node != 0) {
if (*reinterpret_cast<void *const *>(
node + Offsets::OFF_EVENT_NODE_FRAME) == frame)
return true;
node = *reinterpret_cast<const uintptr_t *>(
node + Offsets::OFF_EVENT_NODE_NEXT);
}
return false;
}
return false;
}
int __fastcall Script_IsEventRegistered(void *L) {
if (!Game::Lua::IsString(L, 2)) {
Game::Lua::Error(L, "Usage: frame:IsEventRegistered(\"event\")");
return 0;
}
void *frame = Game::Lua::ResolveObject(L, 1);
const char *eventName = Game::Lua::ToString(L, 2);
const bool registered =
frame != nullptr && eventName != nullptr && FrameHasEvent(frame, eventName);
Game::Lua::PushBool(L, registered);
return 1;
}
// ---- SetPoint one-arg form (Script_SetPoint co-hook) -----------------------
// Vanilla's Script_SetPoint accepts every modern form except the bare
// one-arg call (`region:SetPoint("RIGHT")`) — a fully-omitted arg 3 is
// LUA_TNONE, which fails its string/table/number/nil validation and
// raises the usage error. Normalize to the vanilla (point, x, y) form
// with zero offsets, which anchors relative to the parent at the same
// point — exactly the modern one-arg semantic. All other call shapes
// pass through untouched.
ScriptFn_t g_origSetPoint = nullptr;
int __fastcall SetPoint_h(void *L) {
if (Game::Lua::GetTop(L) == 2 && Game::Lua::IsString(L, 2)) {
Game::Lua::PushNumber(L, 0.0);
Game::Lua::PushNumber(L, 0.0);
}
return g_origSetPoint(L);
}
const Game::HookAutoRegister _setPointHook{
Offsets::FUN_SCRIPT_REGION_SETPOINT,
reinterpret_cast<void *>(&SetPoint_h),
reinterpret_cast<void **>(&g_origSetPoint)};
// ---- Registration ----------------------------------------------------------
const Game::Lua::FrameMethodEntry g_regionMethods[] = {
{"SetSize", &Script_SetSize},
{"GetSize", &Script_GetSize},
};
const Game::Lua::FrameMethodEntry g_frameMethods[] = {
{"SetShown", &Script_SetShown<Offsets::FUN_SCRIPT_FRAME_SHOW,
Offsets::FUN_SCRIPT_FRAME_HIDE>},
{"SetResizeBounds", &Script_SetResizeBounds},
{"HookScript", &Script_HookScript},
{"IsEventRegistered", &Script_IsEventRegistered},
};
const Game::Lua::FrameMethodEntry g_textureMethods[] = {
{"SetShown", &Script_SetShown<Offsets::FUN_SCRIPT_TEXTURE_SHOW,
Offsets::FUN_SCRIPT_TEXTURE_HIDE>},
};
const Game::Lua::FrameMethodEntry g_fontStringMethods[] = {
{"SetShown", &Script_SetShown<Offsets::FUN_SCRIPT_FONTSTRING_SHOW,
Offsets::FUN_SCRIPT_FONTSTRING_HIDE>},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_REGION_METHOD_REGISTRY),
g_regionMethods,
static_cast<int>(sizeof(g_regionMethods) / sizeof(g_regionMethods[0])));
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_FRAME_METHOD_REGISTRY),
g_frameMethods,
static_cast<int>(sizeof(g_frameMethods) / sizeof(g_frameMethods[0])));
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_TEXTURE_METHOD_REGISTRY),
g_textureMethods,
static_cast<int>(sizeof(g_textureMethods) / sizeof(g_textureMethods[0])));
Game::Lua::RegisterFrameMethods(
reinterpret_cast<void *>(Offsets::VAR_FONTSTRING_METHOD_REGISTRY),
g_fontStringMethods,
static_cast<int>(sizeof(g_fontStringMethods) /
sizeof(g_fontStringMethods[0])));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Frame::Modern
+373
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@@ -0,0 +1,373 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_LossOfControl` — active loss-of-control effects on the LOCAL PLAYER.
// Vanilla 1.12 has no such aggregation layer (it's a MoP addition), so we
// synthesize it from two sources:
//
// 1. SCHOOL_INTERRUPT — the Counterspell/Kick school lockout. The server
// (Player::ProhibitSpellSchool) delivers it as a single
// SMSG_SPELL_COOLDOWN carrying every spell of the interrupted school,
// all with the same duration. That "player-GUID packet, >=2 spells, one
// uniform duration" shape is produced by nothing else (normal cooldowns
// are single-spell or applied client-side), so co-hooking the cooldown
// handler and matching it yields an authoritative school + duration.
// The interrupting spell isn't in the packet, so spellID is 0 and
// displayText is a fixed "Interrupted" — the mechanically-relevant data
// (school, duration, timing) is exact.
//
// 2. CC debuffs — stun / fear / root / confuse / charm / possess / silence /
// pacify / disarm are real debuff auras. We scan the player's debuffs and
// classify each by its spell's EffectApplyAuraName. Timing is best-effort
// from the Aura::Source cache (nil when the cast wasn't observed — the
// LoC timing fields are nullable, so that's contract-valid).
//
// Placeholders for fields with no vanilla equivalent: priority = 0,
// displayType = 2 (show for full duration), auraInstanceID = nil. iconTexture
// is the spell's icon PATH (vanilla has no FileDataIDs; a path is the
// functional equivalent).
#include "Game.h"
#include "Offsets.h"
#include "aura/Data.h"
#include "aura/Source.h"
#include "dbc/Lookup.h"
#include "event/Custom.h"
#include "net/PacketReader.h"
#include "spell/Lookup.h"
#include "tick/WorldTick.h"
#include "unit/Identity.h"
#include <cstdint>
namespace LossOfControl {
namespace {
using TickMs_t = uint32_t(__fastcall *)();
int NowMs() {
return static_cast<int>(
reinterpret_cast<TickMs_t>(Offsets::FUN_OS_TICKCOUNT_MS)());
}
// Spell.dbc field readers (mirrors the small locals in Spell::Cast).
constexpr int OFF_NAME = 0x1E0; // localized name[9]
constexpr int OFF_ICON_ID = 0x1D4; // -> SpellIcon.dbc
const char *SpellName(const uint8_t *rec) {
const int locale = *reinterpret_cast<int *>(Offsets::VAR_LOCALE_INDEX);
const char *n =
*reinterpret_cast<const char *const *>(rec + OFF_NAME + locale * 4);
return (n != nullptr) ? n : "";
}
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 *p = *reinterpret_cast<const char *const *>(iconRec + 0x04);
return (p != nullptr) ? p : "";
}
int SpellSchoolIndex(const uint8_t *rec) {
return *reinterpret_cast<const int *>(rec + Offsets::OFF_SPELL_SCHOOL);
}
// Classify a spell's control-loss type from its EffectApplyAuraName array, or
// null if it applies no control-loss aura. Priority-ordered (strongest control
// first) so a multi-effect spell resolves to one locType, matching retail.
const char *ClassifyControlLoss(const uint8_t *rec) {
const int32_t *aura = reinterpret_cast<const int32_t *>(
rec + Offsets::OFF_SPELL_RECORD_EFFECT_APPLY_AURA_NAME);
auto has = [&](int type) {
for (int i = 0; i < Offsets::SPELL_RECORD_EFFECT_COUNT; ++i)
if (aura[i] == type)
return true;
return false;
};
if (has(Offsets::SPELL_AURA_MOD_POSSESS)) return "POSSESS";
if (has(Offsets::SPELL_AURA_MOD_CHARM)) return "CHARM";
if (has(Offsets::SPELL_AURA_MOD_STUN)) return "STUN";
if (has(Offsets::SPELL_AURA_MOD_FEAR)) return "FEAR";
if (has(Offsets::SPELL_AURA_MOD_CONFUSE)) return "CONFUSE";
if (has(Offsets::SPELL_AURA_MOD_PACIFY_SILENCE)) return "PACIFYSILENCE";
if (has(Offsets::SPELL_AURA_MOD_SILENCE)) return "SILENCE";
if (has(Offsets::SPELL_AURA_MOD_PACIFY)) return "PACIFY";
if (has(Offsets::SPELL_AURA_MOD_ROOT)) return "ROOT";
if (has(Offsets::SPELL_AURA_MOD_DISARM)) return "DISARM";
return nullptr;
}
// ---- School-interrupt lockout state (fed by the SMSG_SPELL_COOLDOWN hook) --
// One active lockout per school index (0..6); active while now < endMs.
// Self-expiring, per-process — a stale entry from before a relog is already
// in the past on the shared uptime clock, so no reset is needed.
struct SchoolLock {
int startMs;
int endMs;
};
SchoolLock g_schoolLock[Offsets::SPELL_SCHOOL_COUNT] = {};
using CooldownHandler_t = int(__stdcall *)(uint32_t *opCode,
Net::CDataStore *packet);
CooldownHandler_t g_origCooldown = nullptr;
int __stdcall Cooldown_h(uint32_t *opCode, Net::CDataStore *packet) {
if (packet != nullptr) {
const uint32_t saved = packet->m_read;
const uint64_t guid = Net::Read<uint64_t>(packet);
if (guid != 0 && guid == Unit::Identity::PlayerGuid()) {
int count = 0;
int firstDur = 0;
bool uniform = true;
int schoolIdx = -1;
while (packet->m_read + 8 <= packet->m_size && count < 256) {
const uint32_t spellID = Net::Read<uint32_t>(packet);
const int dur = static_cast<int>(Net::Read<uint32_t>(packet));
if (count == 0)
firstDur = dur;
else if (dur != firstDur)
uniform = false;
if (schoolIdx < 0) {
const uint8_t *rec =
Spell::Lookup::RecordForID(static_cast<int>(spellID));
if (rec != nullptr) {
const int s = SpellSchoolIndex(rec);
if (s >= 0 && s < Offsets::SPELL_SCHOOL_COUNT)
schoolIdx = s;
}
}
++count;
}
// A uniform-duration batch of >=2 same-school spells is a school
// lockout (ProhibitSpellSchool); single/varied packets are normal
// cooldowns and ignored.
if (count >= 2 && uniform && firstDur > 0 && schoolIdx >= 0) {
const int now = NowMs();
g_schoolLock[schoolIdx].startMs = now;
g_schoolLock[schoolIdx].endMs = now + firstDur;
}
}
packet->m_read = saved; // restore before the engine re-parses
}
return g_origCooldown(opCode, packet);
}
const Game::HookAutoRegister _cooldownHook{
Offsets::FUN_SPELL_COOLDOWN_HANDLER, reinterpret_cast<void *>(&Cooldown_h),
reinterpret_cast<void **>(&g_origCooldown)};
// ---- Aggregated active-effect list ----------------------------------------
struct LocEntry {
const char *locType;
int spellID; // 0 = unknown (school interrupt)
const uint8_t *rec; // spell record for name/icon; null for school interrupt
int schoolMask; // lockoutSchool
int startMs; // 0 = unknown
int endMs; // 0 = unknown / no timing
};
int BuildList(LocEntry *out, int maxOut) {
const int now = NowMs();
int n = 0;
// School-interrupt lockouts first.
for (int s = 0; s < Offsets::SPELL_SCHOOL_COUNT && n < maxOut; ++s) {
if (g_schoolLock[s].endMs != 0 && now < g_schoolLock[s].endMs) {
LocEntry &e = out[n++];
e.locType = "SCHOOL_INTERRUPT";
e.spellID = 0;
e.rec = nullptr;
e.schoolMask = 1 << s;
e.startMs = g_schoolLock[s].startMs;
e.endMs = g_schoolLock[s].endMs;
}
}
// CC debuffs on the player.
const uint8_t *player = Unit::Identity::PlayerObject();
if (player != nullptr) {
const uint64_t playerGuid = Unit::Identity::PlayerGuid();
for (int i = 1; n < maxOut; ++i) {
const int slot = Aura::Data::FindNthSlot(
player, i, Aura::Data::Filter::Harmful, false);
if (slot < 0)
break;
const uint32_t spellID = Aura::Data::ReadSpellID(player, slot);
if (spellID == 0)
continue;
const uint8_t *rec =
Spell::Lookup::RecordForID(static_cast<int>(spellID));
if (rec == nullptr)
continue;
const char *locType = ClassifyControlLoss(rec);
if (locType == nullptr)
continue;
LocEntry &e = out[n++];
e.locType = locType;
e.spellID = static_cast<int>(spellID);
e.rec = rec;
e.schoolMask = 0;
e.startMs = 0;
e.endMs = 0;
uint64_t caster = 0;
uint32_t expMs = 0, durMs = 0;
if (Aura::Source::Get(playerGuid, spellID, &caster, &expMs, &durMs) &&
expMs != 0) {
e.endMs = static_cast<int>(expMs);
if (durMs != 0)
e.startMs = static_cast<int>(expMs - durMs);
}
}
}
return n;
}
// ---- LOSS_OF_CONTROL_ADDED / _UPDATE events (WorldTick poll-and-diff) ------
//
// Effect *expiry* (a school lockout timing out, a CC aura falling off) has no
// engine packet or callback, so a per-frame diff is the only complete signal.
// Firing from the WorldTick tail also keeps the Lua handlers out of the
// mid-packet contexts the state is updated in (the OnTooltipSetItem fire-safety
// lesson). The scan is bounded (16 debuff slots) and early-outs when idle, so
// the per-frame cost is negligible.
constexpr const char *kEventAdded = "LOSS_OF_CONTROL_ADDED";
constexpr const char *kEventUpdate = "LOSS_OF_CONTROL_UPDATE";
// Identity of an active effect for frame-to-frame diffing: a CC is keyed by
// spellID, a school interrupt by its school mask (spellID 0).
struct EffectKey {
int spellID;
int schoolMask;
};
EffectKey g_prev[32];
int g_prevCount = 0;
bool ContainsKey(const EffectKey *list, int count, EffectKey key) {
for (int i = 0; i < count; ++i)
if (list[i].spellID == key.spellID &&
list[i].schoolMask == key.schoolMask)
return true;
return false;
}
void OnWorldTick() {
LocEntry entries[32];
const int n = BuildList(entries, 32);
EffectKey cur[32];
for (int i = 0; i < n; ++i)
cur[i] = EffectKey{entries[i].spellID, entries[i].schoolMask};
bool changed = false;
for (int i = 0; i < n; ++i) {
if (!ContainsKey(g_prev, g_prevCount, cur[i])) {
// A newly-applied effect -> LOSS_OF_CONTROL_ADDED(eventIndex).
Event::Custom::Fire(Event::Custom::Lookup(kEventAdded), "%d", i + 1);
changed = true;
}
}
for (int i = 0; i < g_prevCount && !changed; ++i) {
if (!ContainsKey(cur, n, g_prev[i]))
changed = true; // an effect ended (fell off / lockout expired)
}
// Any add or removal fires one coalesced "re-scan" signal. The payload is
// the affected unit — always "player" here (vanilla only exposes the local
// player's control-loss state), but passing it keeps the event shape
// forward-compatible with per-unit tracking and matches modern WoW, whose
// LOSS_OF_CONTROL_UPDATE carries the unit token.
if (changed)
Event::Custom::Fire(Event::Custom::Lookup(kEventUpdate), "%s", "player");
for (int i = 0; i < n; ++i)
g_prev[i] = cur[i];
g_prevCount = n;
}
static const Event::Custom::AutoReserve _reserveAdded{kEventAdded};
static const Event::Custom::AutoReserve _reserveUpdate{kEventUpdate};
static const Tick::WorldTick::AutoSubscribe _tick{&OnWorldTick};
// `C_LossOfControl.GetActiveLossOfControlDataCount()` -> number.
int __fastcall Script_GetActiveLossOfControlDataCount(void *L) {
LocEntry entries[32];
const int n = BuildList(entries, 32);
Game::Lua::PushNumber(L, static_cast<double>(n));
return 1;
}
// `C_LossOfControl.GetActiveLossOfControlData(index)` -> LossOfControlData, or
// nil if index is out of range.
int __fastcall Script_GetActiveLossOfControlData(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(
L, "Usage: C_LossOfControl.GetActiveLossOfControlData(index)");
return 0;
}
const int index = static_cast<int>(Game::Lua::ToNumber(L, 1));
LocEntry entries[32];
const int n = BuildList(entries, 32);
if (index < 1 || index > n)
return 0; // nil
const LocEntry &e = entries[index - 1];
const int now = NowMs();
Game::Lua::NewTable(L);
Game::Lua::SetFieldString(L, "locType", e.locType);
Game::Lua::SetFieldNumber(L, "spellID", static_cast<double>(e.spellID));
Game::Lua::SetFieldString(
L, "displayText", (e.rec != nullptr) ? SpellName(e.rec) : "Interrupted");
Game::Lua::SetFieldString(
L, "iconTexture", (e.rec != nullptr) ? SpellIconPath(e.rec) : "");
// Timing (seconds, GetTime() epoch). Nullable — leave a field unset (nil)
// when we don't know it, per the modern contract.
if (e.endMs != 0 && now < e.endMs) {
Game::Lua::SetFieldNumber(L, "timeRemaining", (e.endMs - now) * 0.001);
if (e.startMs != 0) {
Game::Lua::SetFieldNumber(L, "startTime", e.startMs * 0.001);
Game::Lua::SetFieldNumber(L, "duration",
(e.endMs - e.startMs) * 0.001);
}
}
Game::Lua::SetFieldNumber(L, "lockoutSchool",
static_cast<double>(e.schoolMask));
Game::Lua::SetFieldNumber(L, "priority", 0);
Game::Lua::SetFieldNumber(L, "displayType", 2); // show for full duration
// auraInstanceID: nil (vanilla has no aura instance IDs) — field omitted.
return 1;
}
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction(
"C_LossOfControl", "GetActiveLossOfControlDataCount",
&Script_GetActiveLossOfControlDataCount);
Game::Lua::RegisterTableFunction("C_LossOfControl",
"GetActiveLossOfControlData",
&Script_GetActiveLossOfControlData);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace LossOfControl
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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 General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_Map.GetMapOverlays([areaID])` — every WorldMapOverlay.dbc entry for
// a zone, regardless of exploration, with the tile grid fully resolved.
//
// The engine's own surface (GetNumMapOverlays / GetMapOverlayInfo) only
// exposes DISCOVERED overlays — the exploration gate is a server-fed
// list of discovered overlay IDs — which is why map addons (pfUI's
// mapreveal, Cartographer …) ship hand-measured overlay tables to draw
// unexplored areas. This reads the DBC directly instead: live data for
// every zone, on any client, no per-server table drift.
//
// With no argument, returns overlays for the world map's CURRENT view
// (mirroring the resolution the engine's GetMapInfo does: continent /
// zone selection → WorldMapArea row). With a numeric `areaID`
// (AreaTable id — the stable zone identity), resolves the WorldMapArea
// row whose areaID column matches.
//
// ## Why the tile grid is resolved here (Octo data quirks)
//
// An overlay's art is `<textureName>1.blp, 2, …` numbered row-major on a
// 256px grid, canonically `ceil(w/256) x ceil(h/256)` tiles with only
// the last column/row allowed partial. On stock 1.12 data that formula
// is always right; on Octo it is not, in three ways (established
// empirically by the InkLab map generator, mirrored here):
//
// 1. FOREIGN TILES: unrelated art continues an overlay's number
// sequence in the same folder (Icepoint Rock's folder carries
// `kaneqnuun` tiles, Hyjal carries Tel Abim art). Anything derived
// from "what files exist" draws duplicate landmass. The overlay
// list must come ONLY from the DBC (which this module guarantees),
// and tiles past the true grid must be dropped.
// 2. SLIVER COLUMNS: the DBC rect can round away a narrow edge column
// (kaneqnuun's real art has a third, 8px-wide column; its DBC `w`
// yields 2 columns). Trusting ceil(w/256) both loses the sliver
// and — worse — shears the row-major layout into diagonal strips.
// The art itself reveals the truth: only a row's LAST tile may be
// narrower than 256, so the first partial-width tile (searched one
// past the DBC's column count) marks the real column count, and
// the first partial-height tile marks the last row.
// 3. UPSCALED RE-EXPORTS: the same rect re-exported at higher
// resolution (Stonetalon's WindshearCrag: 4 tiles for a 1-tile
// rect). All tiles are real and must be kept, drawn scaled to the
// rect. Only distinguishable from quirk 1 when the art has NO
// partial edge anywhere AND the DBC rect is a whole multiple of
// 256 in both dimensions; the grid shape is then recovered from
// the aspect ratio (cols ≈ round(sqrt(n·w/h))).
//
// Tile dimensions come from the BLP headers via the engine's own VFS
// reader (`FUN_FILE_READ`, so patch-MPQ overrides are honored). Both
// BLP1 and BLP2 keep width/height at header offsets +0x0C/+0x10.
// Resolution runs once per overlay per session (cached).
//
// ## HD map patches (uniform tile upscale)
//
// A custom `patch-*.mpq` can replace the overlay art with higher-res tiles
// (every 256px tile re-exported at 256*scale). Because we read the *file*
// dimensions, that upscale must not be assumed to be 256: the resolver
// detects the full-cell size `S` (the largest tile dimension = 256*scale)
// and expresses both the partial-tile threshold and the texcoords relative
// to it. Draw sizes/positions remain in logical map pixels (the patch changes
// texture resolution, not the map canvas), so an interior tile reads texcoord
// 1.0 at any scale and stock data (S == 256) is byte-identical to before.
// The upscale factor need not be integral; only a uniform per-overlay scale
// is assumed.
//
// ## Return shape
//
// Array of overlay tables:
// textureName — bare DBC name ("GOLDSHIRE")
// texturePath — "Interface\WorldMap\<dir>\GOLDSHIRE" (engine format)
// textureWidth / textureHeight — the DBC placement rect (reliable for
// placement; its IMPLIED tile count is what lies)
// offsetX / offsetY — placement on the zone canvas
// mapPointX / mapPointY
// tileCols / tileRows / upscaled — the resolved grid
// tiles — array of ready-to-draw tiles:
// { file — texture path incl. number (SetTexture-ready)
// width, height — draw size in map pixels
// texCoordX, texCoordY — right/bottom texcoords
// offsetX, offsetY } — absolute canvas position
//
// A consumer draws an overlay with a dumb loop: per tile SetTexture,
// SetWidth/Height, SetTexCoord(0, texCoordX, 0, texCoordY), SetPoint.
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include <cstdint>
#include <cstdio>
#include <cstring>
#include <cmath>
namespace Map::Overlays {
namespace {
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);
constexpr int kMaxTiles = 64;
// Smallest power of two >= v (min 16), matching the engine's own
// WorldMapFrame tile-file-size loop. A tile's content fills content/NextPot
// of its (power-of-two) file — a fraction that's identical whether the file
// is stock or HD-upscaled, so texcoords derived from it are scale-invariant.
int NextPot(int v) {
int p = 16;
while (p < v)
p <<= 1;
return p;
}
// Resolved tile grid for one overlay, cached for the session (DBC and
// MPQ contents are immutable per process).
struct ResolvedOverlay {
uint8_t cols;
uint8_t rows;
uint8_t count; // tiles to draw (foreign tail already dropped)
bool upscaled;
uint16_t cell; // full-cell file size (256 on stock, 256*scale on an HD patch)
uint16_t fileW[kMaxTiles]; // BLP file dimensions per tile
uint16_t fileH[kMaxTiles];
};
ResolvedOverlay **g_cache = nullptr;
int g_cacheSize = 0;
// Reads one BLP's header dimensions through the engine VFS. Returns
// false when the file doesn't exist (end of the tile sequence) or isn't
// a BLP.
bool ReadBlpDims(const char *path, uint16_t *outW, uint16_t *outH) {
auto FileRead = reinterpret_cast<FileRead_t>(Offsets::FUN_FILE_READ);
auto SMemFree = reinterpret_cast<SMemFree_t>(Offsets::FUN_STORM_SMEM_FREE);
void *buf = nullptr;
unsigned int size = 0;
if (FileRead(0, path, &buf, &size, 0, 1, 0) == 0 || buf == nullptr)
return false;
bool ok = false;
const uint8_t *b = static_cast<const uint8_t *>(buf);
if (size >= 0x14 && b[0] == 'B' && b[1] == 'L' && b[2] == 'P') {
const uint32_t w = *reinterpret_cast<const uint32_t *>(b + 0x0C);
const uint32_t h = *reinterpret_cast<const uint32_t *>(b + 0x10);
if (w > 0 && w <= 4096 && h > 0 && h <= 4096) {
*outW = static_cast<uint16_t>(w);
*outH = static_cast<uint16_t>(h);
ok = true;
}
}
SMemFree(buf, __FILE__, __LINE__, 0);
return ok;
}
// The quirk disambiguation (see module comment). `basePath` is the
// numberless texture path; dbcW/dbcH the overlay's DBC rect.
void ResolveTiles(ResolvedOverlay *out, const char *basePath, int dbcW,
int dbcH) {
char path[0x120];
int n = 0;
while (n < kMaxTiles) {
std::snprintf(path, sizeof(path), "%s%d.blp", basePath, n + 1);
if (!ReadBlpDims(path, &out->fileW[n], &out->fileH[n]))
break;
++n;
}
int dbcCols = (dbcW + 255) / 256;
int dbcRows = (dbcH + 255) / 256;
if (dbcCols < 1)
dbcCols = 1;
if (dbcRows < 1)
dbcRows = 1;
// Full-cell file size. On stock data a full (interior) tile is 256px; an
// HD map patch (patch-*.mpq) upscales every tile uniformly, so a full cell
// is 256*scale. Full tiles are the largest; edges/slivers are smaller — so
// the max tile dimension is the full-cell size. Partial-tile detection
// (and the texcoords in PushTiles) must compare against this S, not a
// hardcoded 256, or an HD edge tile (e.g. a 200px edge upscaled to 400px)
// reads as "full" and shears the row-major grid into diagonal strips.
int S = 256;
for (int i = 0; i < n; ++i) {
if (out->fileW[i] > S)
S = out->fileW[i];
if (out->fileH[i] > S)
S = out->fileH[i];
}
out->cell = static_cast<uint16_t>(S);
// Real column count: the first partial-width tile is a row's right
// edge. Search one past dbcCols so a sliver column the DBC width
// rounds off is still found.
int cols = dbcCols;
bool widthEdge = false;
for (int i = 0; i < n && i <= dbcCols; ++i) {
if (out->fileW[i] < S) {
cols = i + 1;
widthEdge = true;
break;
}
}
// Real row count: the row holding the first partial-height tile is
// the last row.
int rows = dbcRows;
bool heightEdge = false;
for (int i = 0; i < n; ++i) {
if (out->fileH[i] < S) {
rows = i / cols + 1;
heightEdge = true;
break;
}
}
int limit = cols * rows;
bool upscaled = false;
// Upscale exception: no partial edge anywhere and a whole-tile DBC
// rect means the extras are higher-res art for the same rect, not
// foreign — keep them all; recover the grid from the aspect ratio.
if (!widthEdge && !heightEdge && dbcW % 256 == 0 && dbcH % 256 == 0 &&
n > limit) {
upscaled = true;
cols = static_cast<int>(std::floor(
std::sqrt(static_cast<double>(n) * dbcW / dbcH) + 0.5));
if (cols < 1)
cols = 1;
if (cols > n)
cols = n;
limit = n;
rows = (n + cols - 1) / cols;
}
if (limit > n)
limit = n;
if (cols < 1)
cols = 1;
if (rows < 1)
rows = 1;
out->cols = static_cast<uint8_t>(cols);
out->rows = static_cast<uint8_t>(rows);
out->count = static_cast<uint8_t>(limit);
out->upscaled = upscaled;
}
const ResolvedOverlay *CachedResolve(int overlayId, const char *basePath,
int dbcW, int dbcH) {
const int count =
*reinterpret_cast<const int *>(Offsets::VAR_WORLDMAP_OVERLAY_COUNT);
if (g_cache == nullptr || g_cacheSize < count + 1) {
auto **fresh = new ResolvedOverlay *[count + 1]();
for (int i = 0; i < g_cacheSize; ++i)
fresh[i] = g_cache[i];
delete[] g_cache;
g_cache = fresh;
g_cacheSize = count + 1;
}
if (overlayId < 0 || overlayId >= g_cacheSize)
return nullptr;
if (g_cache[overlayId] == nullptr) {
auto *r = new ResolvedOverlay();
ResolveTiles(r, basePath, dbcW, dbcH);
g_cache[overlayId] = r;
}
return g_cache[overlayId];
}
// WorldMapArea row id for the world map's current view — the same
// resolution the engine's current-map-name getter (FUN_004a6cf0, behind
// GetMapInfo) performs: continent/zone selection indexes into the
// per-continent data blob; no continent selected falls back to the
// default row global.
int CurrentWorldMapAreaRow() {
const int continent =
*reinterpret_cast<const int *>(Offsets::VAR_WORLDMAP_CONTINENT_INDEX);
if (continent < 0)
return *reinterpret_cast<const int *>(
Offsets::VAR_WORLDMAP_DEFAULT_AREA_ROW);
const uint8_t *blob = *reinterpret_cast<const uint8_t *const *>(
Offsets::VAR_WORLDMAP_CONTINENT_DATA);
if (blob == nullptr)
return -1;
const uint8_t *entry = blob + continent * Offsets::WORLDMAP_CONTINENT_STRIDE;
const int zone =
*reinterpret_cast<const int *>(Offsets::VAR_WORLDMAP_ZONE_INDEX);
if (zone < 0)
return *reinterpret_cast<const int *>(entry + 0x04);
const int *zoneRows = *reinterpret_cast<const int *const *>(entry + 0x10);
return (zoneRows != nullptr) ? zoneRows[zone] : -1;
}
// WorldMapArea row id for an AreaTable areaID. Linear walk — the table
// has ~175 rows; called once per Lua call.
int WorldMapAreaRowForAreaID(uint32_t areaID) {
const int count =
*reinterpret_cast<const int *>(Offsets::VAR_WORLDMAP_AREA_COUNT);
for (int id = 1; id <= count; ++id) {
const uint8_t *rec = DBC::Record(Offsets::VAR_WORLDMAP_AREA_RECORDS,
Offsets::VAR_WORLDMAP_AREA_COUNT,
static_cast<uint32_t>(id));
if (rec != nullptr &&
*reinterpret_cast<const uint32_t *>(rec + Offsets::OFF_WMA_AREA_ID) ==
areaID)
return id;
}
return -1;
}
// Pushes the `tiles` array for one overlay (leaves it on the stack top).
void PushTiles(void *L, const ResolvedOverlay *r, const char *basePath,
int dbcW, int dbcH, int offX, int offY) {
Game::Lua::NewTable(L);
if (r == nullptr || r->count == 0)
return;
const int cols = r->cols;
char file[0x120];
for (int i = 0; i < r->count; ++i) {
const int col = i % cols;
const int row = i / cols;
std::snprintf(file, sizeof(file), "%s%d", basePath, i + 1);
double drawW, drawH, tcX, tcY, posX, posY;
if (r->upscaled) {
// Higher-res re-export of the same rect: tiles split the DBC
// rect evenly, full texcoords.
drawW = static_cast<double>(dbcW) / r->cols;
drawH = static_cast<double>(dbcH) / r->rows;
tcX = 1.0;
tcY = 1.0;
posX = offX + col * drawW;
posY = offY + row * drawH;
} else {
// Canonical 256px logical grid. Draw sizes/positions stay in
// logical map pixels; the texcoord is the content fraction of the
// (possibly HD-upscaled) file. `scale` = file px per logical px
// (1 on stock, 2/4 on an HD patch), so a full interior tile reads
// texCoord 1.0 regardless of file size, and an edge's content
// (remainder * scale) is measured against its actual file width.
const int fileW = r->fileW[i];
const int fileH = r->fileH[i];
const double scale = (r->cell > 0) ? (r->cell / 256.0) : 1.0;
double logicalW = 256.0, logicalH = 256.0;
tcX = 1.0;
tcY = 1.0;
if (col == r->cols - 1) {
const int rem = dbcW - 256 * (r->cols - 1);
if (rem <= 0) {
// Sliver the DBC width rounded away: whole file is content
// (its logical width is the file width de-scaled).
logicalW = fileW / scale;
} else {
// Content fills rem/NextPot(rem) of the POT tile file.
// Scale-invariant, so an HD-upscaled file (POT*scale)
// reads the same fraction — using the raw file width here
// would halve the texcoord on any tile the patch doubled.
logicalW = rem;
tcX = rem / static_cast<double>(NextPot(rem));
}
}
if (row == r->rows - 1) {
const int rem = dbcH - 256 * (r->rows - 1);
if (rem <= 0) {
logicalH = fileH / scale;
} else {
logicalH = rem;
tcY = rem / static_cast<double>(NextPot(rem));
}
}
drawW = logicalW;
drawH = logicalH;
posX = offX + col * 256;
posY = offY + row * 256;
}
Game::Lua::PushNumber(L, static_cast<double>(i + 1));
Game::Lua::NewTable(L);
Game::Lua::SetFieldString(L, "file", file);
Game::Lua::SetFieldNumber(L, "width", drawW);
Game::Lua::SetFieldNumber(L, "height", drawH);
Game::Lua::SetFieldNumber(L, "texCoordX", tcX);
Game::Lua::SetFieldNumber(L, "texCoordY", tcY);
Game::Lua::SetFieldNumber(L, "offsetX", posX);
Game::Lua::SetFieldNumber(L, "offsetY", posY);
Game::Lua::SetTable(L, -3);
}
}
// `C_Map.GetMapOverlays([areaID])` — see the module comment.
int __fastcall Script_GetMapOverlays(void *L) {
int wmaRow = -1;
if (Game::Lua::IsNumber(L, 1)) {
wmaRow = WorldMapAreaRowForAreaID(
static_cast<uint32_t>(Game::Lua::ToNumber(L, 1)));
} else {
wmaRow = CurrentWorldMapAreaRow();
}
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
if (wmaRow <= 0)
return 1;
const uint8_t *wmaRec = DBC::Record(Offsets::VAR_WORLDMAP_AREA_RECORDS,
Offsets::VAR_WORLDMAP_AREA_COUNT,
static_cast<uint32_t>(wmaRow));
const char *mapDir =
(wmaRec != nullptr)
? *reinterpret_cast<const char *const *>(wmaRec +
Offsets::OFF_WMA_NAME)
: nullptr;
const int count =
*reinterpret_cast<const int *>(Offsets::VAR_WORLDMAP_OVERLAY_COUNT);
int outIdx = 0;
for (int id = 1; id <= count; ++id) {
const uint8_t *rec = DBC::Record(Offsets::VAR_WORLDMAP_OVERLAY_RECORDS,
Offsets::VAR_WORLDMAP_OVERLAY_COUNT,
static_cast<uint32_t>(id));
if (rec == nullptr ||
*reinterpret_cast<const int *>(rec + Offsets::OFF_WMO_WORLDMAP_AREA) !=
wmaRow)
continue;
const char *texName = *reinterpret_cast<const char *const *>(
rec + Offsets::OFF_WMO_TEXTURE_NAME);
if (texName == nullptr || texName[0] == '\0')
continue; // hit-rect-only rows have no drawable texture
// Full path, mirroring the engine's own GetMapOverlayInfo format
// (unresolvable map dir falls back to the "World" folder).
char basePath[0x104];
if (mapDir != nullptr && mapDir[0] != '\0')
std::snprintf(basePath, sizeof(basePath),
"Interface\\WorldMap\\%s\\%s", mapDir, texName);
else
std::snprintf(basePath, sizeof(basePath),
"Interface\\WorldMap\\World\\%s", texName);
const auto fieldInt = [rec](uintptr_t off) {
return *reinterpret_cast<const int32_t *>(rec + off);
};
const int dbcW = fieldInt(Offsets::OFF_WMO_TEXTURE_WIDTH);
const int dbcH = fieldInt(Offsets::OFF_WMO_TEXTURE_HEIGHT);
const int offX = fieldInt(Offsets::OFF_WMO_OFFSET_X);
const int offY = fieldInt(Offsets::OFF_WMO_OFFSET_Y);
const ResolvedOverlay *r = CachedResolve(id, basePath, dbcW, dbcH);
outIdx += 1;
Game::Lua::PushNumber(L, static_cast<double>(outIdx));
Game::Lua::NewTable(L);
Game::Lua::SetFieldString(L, "textureName", texName);
Game::Lua::SetFieldString(L, "texturePath", basePath);
Game::Lua::SetFieldNumber(L, "textureWidth", dbcW);
Game::Lua::SetFieldNumber(L, "textureHeight", dbcH);
Game::Lua::SetFieldNumber(L, "offsetX", offX);
Game::Lua::SetFieldNumber(L, "offsetY", offY);
Game::Lua::SetFieldNumber(
L, "mapPointX", fieldInt(Offsets::OFF_WMO_MAP_POINT_X));
Game::Lua::SetFieldNumber(
L, "mapPointY", fieldInt(Offsets::OFF_WMO_MAP_POINT_Y));
if (r != nullptr) {
Game::Lua::SetFieldNumber(L, "tileCols", r->cols);
Game::Lua::SetFieldNumber(L, "tileRows", r->rows);
Game::Lua::SetFieldBool(L, "upscaled", r->upscaled);
}
Game::Lua::PushString(L, "tiles");
PushTiles(L, r, basePath, dbcW, dbcH, offX, offY);
Game::Lua::SetTable(L, -3);
Game::Lua::SetTable(L, -3);
}
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Map", "GetMapOverlays",
&Script_GetMapOverlays);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Map::Overlays
+48 -27
View File
@@ -17,13 +17,12 @@
//
// Implementation chains the engine's existing primitives:
//
// 1. Initiate the cast the same way `Script_CastSpellByName` does:
// resolve `spellID` (via our `Spell::CastByID` numeric-name hook)
// to a spellbook slot through `FUN_RESOLVE_SPELL_NAME_TO_SLOT`,
// then dispatch through `FUN_SPELL_CAST_DISPATCH`. For a ground-
// target spell, the engine enters placement mode at this point
// (sets `VAR_SPELL_PLACEMENT_STATE`); for a normal cast, it
// fires immediately.
// 1. Initiate the cast: resolve the *exact* `spellID` to its spellbook
// slot (`Spell::Lookup::FindSpellbookSlot` — NOT name resolution, which
// would cast the highest rank) and dispatch through
// `FUN_SPELL_CAST_DISPATCH`. For a ground-target spell, the engine
// enters placement mode at this point (sets `VAR_SPELL_PLACEMENT_STATE`);
// for a normal cast, it fires immediately.
//
// 2. `Spell::AtCursor::Resolve()` then refreshes the cursor's world
// raycast via `FUN_REFRESH_CURSOR_RAYCAST` and commits the
@@ -41,10 +40,10 @@
#include "Game.h"
#include "Offsets.h"
#include "spell/Lookup.h"
#include "spell/MacroPrimarySpell.h"
#include <cstdint>
#include <cstdio>
#include <cstring>
namespace Spell::AtCursor {
@@ -141,9 +140,16 @@ bool Resolve() {
namespace {
using NameToSlot_t = int(__fastcall *)(const char *name, void *out);
using CastDispatch_t = void(__fastcall *)(unsigned slot, int bookType,
unsigned targetGuidLo, float targetGuidHi);
using NameToSlot_t = int(__fastcall *)(const char *name, void *out);
void DispatchSlot(int slot0Based, int bookType) {
auto dispatch = reinterpret_cast<CastDispatch_t>(
Offsets::FUN_SPELL_CAST_DISPATCH);
// (0, 0) GUID = no implicit target; the engine handles placement.
dispatch(static_cast<unsigned>(slot0Based), bookType, 0, 0.0f);
}
} // namespace
@@ -151,39 +157,54 @@ 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
// input into the locale-resolved spell name internally, so the
// engine treats it just like `CastSpellByName("Blizzard")`.
char numBuf[16];
std::snprintf(numBuf, sizeof(numBuf), "%d", spellID);
// Resolve the EXACT spellID to its spellbook slot. Every rank is its own
// slot, so we must NOT go through name resolution — that walks to the
// highest rank and would cast Blizzard(Rank 6) for a Rank 1 (spellID 10)
// request. `FindSpellbookSlot` returns a 1-based slot; the dispatcher
// wants the 0-based index into `VAR_PLAYER_SPELLBOOK`.
int bookType = 0;
const int slot1 = Spell::Lookup::FindSpellbookSlot(spellID, &bookType);
if (slot1 <= 0)
return false; // not in the player's spellbook
DispatchSlot(slot1 - 1, bookType);
return true;
}
bool DispatchSpellCastByName(const char *name) {
if (name == nullptr || *name == '\0')
return false;
// The engine's resolver strips a trailing `(Rank N)` and returns the
// 0-based spellbook slot (highest rank when no rank is given). This is the
// by-name path — for an exact rank prefer the numeric spellID overload.
auto nameToSlot = reinterpret_cast<NameToSlot_t>(
Offsets::FUN_RESOLVE_SPELL_NAME_TO_SLOT);
int bookType = 0;
const int slot = nameToSlot(numBuf, &bookType);
const int slot = nameToSlot(name, &bookType);
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
DispatchSlot(slot, bookType);
return true;
}
namespace {
int __fastcall Script_C_Spell_CastAtCursor(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::PushBool(L, false);
return 1;
// Accept a numeric spellID (exact rank) or a spell name (the engine's
// resolver parses a trailing "(Rank N)"). IsNumber is checked first so a
// numeric string like "10" still takes the exact-spellID path.
bool dispatched = false;
if (Game::Lua::IsNumber(L, 1)) {
dispatched = DispatchSpellCast(static_cast<int>(Game::Lua::ToNumber(L, 1)));
} else if (Game::Lua::IsString(L, 1)) {
dispatched = DispatchSpellCastByName(Game::Lua::ToString(L, 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)) {
// Bad input / spell not in the player's spellbook → match
// `CastSpellByName`'s silent failure.
if (!dispatched) {
Game::Lua::PushBool(L, false);
return 1;
}
+6
View File
@@ -46,6 +46,12 @@ bool CommitAtCoords(const float coords[3]);
// `CommitAtCoords`); for a normal spell it fires immediately. Returns
// true if the cast was dispatched (spell is in the player's
// spellbook), false otherwise.
//
// The numeric form casts the *exact* spellID (a specific rank). The
// name form defers to the engine's own resolver, which parses a
// trailing `(Rank N)` — `"Blizzard"` casts the highest known rank,
// `"Blizzard(Rank 6)"` casts that rank.
bool DispatchSpellCast(int spellID);
bool DispatchSpellCastByName(const char *name);
} // namespace Spell::AtCursor
+11 -3
View File
@@ -43,11 +43,14 @@ namespace Spell::AtUnit {
namespace {
int __fastcall Script_C_Spell_CastAtUnit(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsString(L, 2)) {
// arg1: numeric spellID (exact rank) or spell name ("(Rank N)"-aware).
// arg2: unit token.
const bool byNumber = Game::Lua::IsNumber(L, 1);
if ((!byNumber && !Game::Lua::IsString(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
@@ -61,7 +64,12 @@ int __fastcall Script_C_Spell_CastAtUnit(void *L) {
return 1;
}
if (!Spell::AtCursor::DispatchSpellCast(spellID)) {
const bool dispatched =
byNumber
? Spell::AtCursor::DispatchSpellCast(
static_cast<int>(Game::Lua::ToNumber(L, 1)))
: Spell::AtCursor::DispatchSpellCastByName(Game::Lua::ToString(L, 1));
if (!dispatched) {
Game::Lua::PushBool(L, false);
return 1;
}
+69 -15
View File
@@ -115,8 +115,44 @@ TrackedSpell g_channel{0, 0, 0, 0};
// the WorldTick VAR==0 clear must not touch them.
bool g_castFromServer = false;
// Armed once the broadcast UNIT_FIELD_CHANNEL_SPELL (+0x228) has been seen to
// reflect g_channel's spell — the enable for OnWorldTick's channel-stop poll.
// StampChannel re-arms it (false) on every channel stamp so that field's
// ~1-tick start lag can't false-clear a channel we just stamped.
bool g_channelConfirmed = false;
// Stamp the player's channel and re-arm the stop latch. A channel supersedes
// any in-flight cast. Both channel-stamp sites (SMSG_SPELL_START's instant-
// channel path and the MSG_CHANNEL_START handler) route through here so
// neither can forget to reset the latch.
void StampChannel(int spellID, int startMs, int endMs) {
g_channel = TrackedSpell{spellID, startMs, endMs, 0};
g_channelConfirmed = false;
g_cast.spellID = 0;
}
int NowMs() { return static_cast<int>(reinterpret_cast<TickMs_t>(Offsets::FUN_OS_TICKCOUNT_MS)()); }
// Pushes an engine-ms timestamp to Lua as an UNSIGNED 32-bit value.
//
// `FUN_OS_TICKCOUNT_MS` returns a 64-bit ms tick from one of two backends
// (GetTickCount, or a scaled rdtsc — the latter survives warm reboots, so
// the value can be well past 2^31 even right after a "restart"). We keep
// ticks in a signed int internally, which is fine for the small deltas and
// window compares (they cancel), but a direct int->double push surfaces a
// NEGATIVE startTimeMs/endTimeMs once the tick's high bit is set.
//
// The contract is that these match `GetTime()*1000`. Script_GetTime
// (0x00515EA0) does `(double)(tick & 0xFFFFFFFF) * 0.001` — i.e. it masks
// the tick to the low 32 bits UNSIGNED, then scales. So reinterpreting our
// stored tick as uint32 reproduces GetTime()'s exact value for the whole
// range, including across the ~49.7-day 2^32 wrap (both wrap together).
// Carrying 64-bit precision here would be WRONG: it would diverge from
// GetTime() past 2^32 and break addons' (now-start)/(end-start) math.
void PushMs(void *L, int ms) {
Game::Lua::PushNumber(L, static_cast<double>(static_cast<uint32_t>(ms)));
}
void *Resolve(const char *token) {
return reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN)(token);
}
@@ -184,8 +220,8 @@ int PushCastInfo(void *L, const TrackedSpell &c) {
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
PushMs(L, c.startMs); // 4 startTimeMs
PushMs(L, 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
@@ -214,8 +250,8 @@ int PushChannelInfo(void *L, int spellID, int startMs, int endMs, bool haveTimes
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
PushMs(L, startMs); // 4 startTimeMs
PushMs(L, endMs); // 5 endTimeMs
} else {
Game::Lua::PushNil(L);
Game::Lua::PushNil(L);
@@ -355,10 +391,8 @@ void HandleSpellStart(uint64_t caster, int spellID, uint32_t castTime) {
// Info) at endMs. (MSG_CHANNEL_START re-stamps moments later with
// the server's duration — see ChannelStart_h.)
const int dur = ChannelDurationMs(spellID);
if (dur > 0) {
g_channel = TrackedSpell{spellID, now, now + dur, 0};
g_cast.spellID = 0; // a channel supersedes any cast
}
if (dur > 0)
StampChannel(spellID, now, now + dur);
return;
}
// channel && castTime > 0 → a CAST-THEN-CHANNEL spell (Mind Control:
@@ -474,9 +508,7 @@ int __stdcall ChannelStart_h(uint32_t *opCode, Net::CDataStore *packet) {
packet->m_read = saved;
if (spellID != 0 && duration > 0) {
const int now = NowMs();
g_channel =
TrackedSpell{spellID, now, now + static_cast<int>(duration), 0};
g_cast.spellID = 0; // the channel supersedes the completed cast
StampChannel(spellID, now, now + static_cast<int>(duration));
}
}
return g_origChannelStart(opCode, packet);
@@ -615,10 +647,32 @@ void OnWorldTick() {
*reinterpret_cast<const int *>(Offsets::VAR_CURRENT_CAST_SPELL) == 0)
g_cast.spellID = 0;
// Channels are stamped from SMSG_SPELL_START (HandleSpellStart) and expire
// on their computed endMs (self-expiry in PushChannelInfo). We don't poll
// the broadcast +0x228 field for the player — it lags the channel start by
// ~1 tick, so the bar would show ~1s late.
// Detect a player CHANNEL that ended before its computed endMs — the
// summon-ritual case (UNIT_FIELD_CHANNEL_SPELL = 698, cleared when the
// summon fills), and equally an interrupted / cancelled / LoS-broken
// channel. Without this, g_channel only clears at endMs (self-expiry in
// PushChannelInfo) or when a later TIMED cast supersedes it — so an early
// end followed by an INSTANT cast (which supersedes nothing) leaves a
// ghost bar counting down to a duration that no longer reflects reality.
//
// We deliberately don't use +0x228 to START the bar — it's a broadcast
// UpdateField that lags the channel start by ~1 tick (HandleSpellStart
// stamps from the packet instead). For the STOP that lag is harmless, but a
// naive "clear when field == 0" would wipe a channel we just stamped during
// the lag window. Guard with a latch: only honor the 0 once the field has
// been seen to reflect our channel spell at least once. A channel too short
// to ever appear in the field just self-expires at endMs.
if (g_channel.spellID != 0) {
const uint8_t *desc = Unit::Identity::PlayerDescriptor();
if (desc != nullptr) {
const int chan = *reinterpret_cast<const int *>(
desc + Offsets::OFF_UNIT_FIELD_CHANNEL_SPELL);
if (chan == g_channel.spellID)
g_channelConfirmed = true;
else if (chan == 0 && g_channelConfirmed)
g_channel.spellID = 0;
}
}
}
static const Tick::WorldTick::AutoSubscribe _tickSub{&OnWorldTick};
+449
View File
@@ -0,0 +1,449 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Trade-skill *list* links (`|Htrade:...|h`) — the shareable "here's my
// profession and which recipes I know" link. Vanilla 1.12 has NO such link
// type (the engine's SetHyperlink parser only knows `item:` and `enchant:`);
// 2.x introduced it. We backport the whole thing: the link is built entirely
// in C here; only the click-to-display viewer lives in the embedded addon
// (Util/TradeSkillLink.lua), since that's UI.
//
// Wire format (a ClassicAPI-private shape — nothing native emits/reads it, so
// we're free to define it; modeled on the 2.x/3.3.5 `trade:` link, with the
// linker's name in the slot 2.x used for the GUID):
//
// |cffffd000|Htrade:<skillLineID>:<curRank>:<maxRank>:<linkerName>:<base64 bits>|h[Name]|h|r
//
// - skillLineID — SkillLine.dbc row (e.g. 164 = Blacksmithing)
// - curRank/maxRank — the linker's skill level (cosmetic; viewer title)
// - linkerName — the linking character's name
// - base64 bits — a bitfield over the skill line's *canonical recipe list*:
// one bit per possible recipe, set = the linker knows it.
//
// The canonical recipe list is every SkillLineAbility.dbc row for the skill
// line whose spell actually produces a craft (see IsCraftRecipe — an item,
// enchant, or Turtle LEARN_SPELL recipe; this excludes profession abilities
// like Disenchant), in ascending record-ID order. That ordering is
// deterministic and identical on every client with the same DBC, so builder
// and reader agree on the bit-index space without any handshake. "Which
// recipes does the linker know" comes from the player-spell bitmap
// (VAR_PLAYER_SPELL_BITMAP — the same store IsPlayerSpell reads, which covers
// profession recipes), NOT from the trade-skill window's server list.
//
// The TradeSkill and Craft windows are separate frames with separate storage
// and can both be open at once, so each gets its own builder (matching
// WotLK) — each reads only its own window's open-state global (both zeroed by
// the engine on close), so "both open" is unambiguous and neither guesses:
//
// - `C_TradeSkillUI.GetTradeSkillListLink()` — the TradeSkill window
// - `C_TradeSkillUI.GetCraftListLink()` — the Craft window (Enchanting)
// - `C_TradeSkillUI.GetTradeSkillListRecipes(skillLineID, bits)` — decoder
// for the viewer.
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "spell/Lookup.h"
#include "unit/Identity.h"
#include <cstdint>
#include <cstdio>
#include <cstring>
namespace TradeSkill::Link {
namespace {
// 6 recipes per character, LSB-first (mirrors 3.x's encoder).
constexpr char kBase64[] =
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
constexpr int kRecipesPerChar = 6;
constexpr int kMaxRecipes = 1024; // largest vanilla skill line is ~340
constexpr int kBitsBufSize = kMaxRecipes / kRecipesPerChar + 2;
int Base64Value(char c) {
for (int i = 0; i < 64; ++i)
if (kBase64[i] == c)
return i;
return -1;
}
// A spell is a craftable recipe (vs. a profession ability like Disenchant, or
// a rank-up / skill-grant spell) iff one of its effects produces a craft: an
// item (CREATE_ITEM), an enchant (ENCHANT_ITEM / _TEMPORARY), or Turtle's
// custom recipes (LEARN_SPELL). Filtering on the skill-up threshold alone
// wrongly kept Disenchant (which carries thresholds but isn't a recipe).
bool IsCraftRecipe(int spellID) {
const uint8_t *rec = Spell::Lookup::RecordForID(spellID);
if (rec == nullptr)
return false;
const int32_t *eff = reinterpret_cast<const int32_t *>(
rec + Offsets::OFF_SPELL_RECORD_EFFECT);
for (int i = 0; i < Offsets::SPELL_RECORD_EFFECT_COUNT; ++i) {
const int e = eff[i];
if (e == Offsets::SPELL_EFFECT_CREATE_ITEM ||
e == Offsets::SPELL_EFFECT_LEARN_SPELL ||
e == Offsets::SPELL_EFFECT_ENCHANT_ITEM ||
e == Offsets::SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY)
return true;
}
return false;
}
// Fills `outSpell` with the recipe spellIDs for `skillLineID`, in canonical
// (ascending record-ID) order, and — when non-null — `outGrey`/`outGreen` with
// the skill levels the recipe turns grey / green at (its difficulty tiers; the
// required-skill field 7 is uselessly 1 for nearly every trainer-taught
// recipe). Returns the count (capped at `maxOut`). Same walk builder and reader
// use, so the bit-index space is identical.
int BuildRecipeList(uint32_t skillLineID, int *outSpell, int *outGrey,
int *outGreen, int maxOut) {
auto *const *records = *reinterpret_cast<const uint8_t *const *const *>(
static_cast<uintptr_t>(Offsets::VAR_SKILL_LINE_ABILITY_RECORDS));
const int count = *reinterpret_cast<const int *>(
static_cast<uintptr_t>(Offsets::VAR_SKILL_LINE_ABILITY_COUNT));
if (records == nullptr || count <= 0)
return 0;
int n = 0;
for (int i = 1; i <= count && n < maxOut; ++i) {
const uint8_t *rec = records[i];
if (rec == nullptr)
continue;
if (static_cast<uint32_t>(*reinterpret_cast<const int *>(
rec + Offsets::OFF_SLA_SKILL_ID)) != skillLineID)
continue;
const int spellID =
*reinterpret_cast<const int *>(rec + Offsets::OFF_SLA_SPELL_ID);
if (!IsCraftRecipe(spellID))
continue;
if (outGrey != nullptr)
outGrey[n] = *reinterpret_cast<const int *>(
rec + Offsets::OFF_SLA_TRIVIAL_SKILL_HIGH);
if (outGreen != nullptr)
outGreen[n] = *reinterpret_cast<const int *>(
rec + Offsets::OFF_SLA_TRIVIAL_SKILL_LOW);
outSpell[n++] = spellID;
}
return n;
}
// Same bit the engine (and our IsPlayerSpell) reads — covers profession
// recipes, not just trained abilities.
bool IsKnownSpell(int spellID) {
if (spellID <= 0)
return false;
auto *bitmap = *reinterpret_cast<const uint32_t *const *>(
static_cast<uintptr_t>(Offsets::VAR_PLAYER_SPELL_BITMAP));
if (bitmap == nullptr)
return false;
return (bitmap[static_cast<uint32_t>(spellID) >> 5] &
(1u << (spellID & 31))) != 0;
}
// Skill line (SkillLine.dbc row) of the first SLA row that teaches `spellID`,
// or 0 if none. Used to identify the Craft window's profession, which — unlike
// the TradeSkill window — has no skill-line global (the engine derives it from
// the recipe, see `GetCraftDisplaySkillLine` at `0x004F6CB0`).
uint32_t SkillForSpell(int spellID) {
if (spellID <= 0)
return 0;
auto *const *records = *reinterpret_cast<const uint8_t *const *const *>(
static_cast<uintptr_t>(Offsets::VAR_SKILL_LINE_ABILITY_RECORDS));
const int count = *reinterpret_cast<const int *>(
static_cast<uintptr_t>(Offsets::VAR_SKILL_LINE_ABILITY_COUNT));
if (records == nullptr || count <= 0)
return 0;
for (int i = 1; i <= count; ++i) {
const uint8_t *rec = records[i];
if (rec != nullptr &&
*reinterpret_cast<const int *>(rec + Offsets::OFF_SLA_SPELL_ID) ==
spellID)
return static_cast<uint32_t>(
*reinterpret_cast<const int *>(rec + Offsets::OFF_SLA_SKILL_ID));
}
return 0;
}
// Skill line of the open Craft window (Enchanting, pet training) — derived
// from its first real recipe entry, mirroring the engine. 0 if none open.
uint32_t CraftSkillLine() {
const int count = *reinterpret_cast<const int *>(
static_cast<uintptr_t>(Offsets::VAR_CRAFT_COUNT));
if (count <= 0)
return 0;
const int cap = (count < kMaxRecipes) ? count : kMaxRecipes;
for (int slot = 0; slot < cap; ++slot) {
const int spellID = Spell::Lookup::RecipeSlotSpellID(
Offsets::VAR_CRAFT_ENTRIES, Offsets::VAR_CRAFT_COUNT, slot);
if (spellID > 0) {
const uint32_t skill = SkillForSpell(spellID);
if (skill != 0)
return skill;
}
}
return 0;
}
// Encodes the local player's known-recipe bitfield for `skillLineID` into
// `out` (must hold kBitsBufSize). Returns the recipe count, or -1 if the skill
// line has no recipes.
int EncodeKnownBits(uint32_t skillLineID, char *out) {
int spells[kMaxRecipes];
const int n = BuildRecipeList(skillLineID, spells, nullptr, nullptr,
kMaxRecipes);
if (n <= 0)
return -1;
int nb = 0;
unsigned acc = 0;
int used = 0;
for (int i = 0; i < n; ++i) {
if (IsKnownSpell(spells[i]))
acc |= (1u << used);
if (++used == kRecipesPerChar) {
out[nb++] = kBase64[acc];
acc = 0;
used = 0;
}
}
if (used != 0)
out[nb++] = kBase64[acc];
out[nb] = '\0';
return n;
}
// Current / max skill rank for the local player in `skillLine`, read from the
// CGPlayer `+0xE68` sub-struct exactly as the engine's own accessors do (see
// the FUN_SKILL_LINE_TO_SLOT block in Offsets.h). Leaves 0/0 when the player
// isn't resolvable or doesn't have the skill.
void ReadPlayerSkillRank(int skillLine, int *outCur, int *outMax) {
*outCur = 0;
*outMax = 0;
const uint8_t *player = Unit::Identity::PlayerObject();
if (player == nullptr)
return;
using SlotFn = int(__thiscall *)(const void *, int);
const int slot = reinterpret_cast<SlotFn>(
Offsets::FUN_SKILL_LINE_TO_SLOT)(player, skillLine);
if (slot < 0)
return;
const uint8_t *base = *reinterpret_cast<const uint8_t *const *>(
player + Offsets::OFF_CGPLAYER_INFO);
if (base == nullptr)
return;
const uint8_t *rec =
base + Offsets::OFF_SKILL_INFO_TABLE + slot * Offsets::SKILL_INFO_STRIDE;
uint32_t cur = *reinterpret_cast<const uint16_t *>(rec + Offsets::OFF_SKILL_INFO_CUR);
uint32_t mx = *reinterpret_cast<const uint16_t *>(rec + Offsets::OFF_SKILL_INFO_MAX);
const uint32_t bonus =
*reinterpret_cast<const uint16_t *>(rec + Offsets::OFF_SKILL_INFO_BONUS);
if (cur != 0)
cur += bonus;
if (mx != 0)
mx += bonus;
*outCur = static_cast<int>(cur);
*outMax = static_cast<int>(mx);
}
// The local player's character name via the engine's object name getter.
const char *PlayerCharacterName() {
const uint8_t *player = Unit::Identity::PlayerObject();
if (player == nullptr)
return "";
using GetName_t = const char *(__thiscall *)(const void *, int *);
const char *name = reinterpret_cast<GetName_t>(
Offsets::FUN_OBJECT_GET_NAME)(player, nullptr);
return (name != nullptr) ? name : "";
}
// Builds the full `|Htrade:...|h` link for whichever window `useCraft`
// selects. Pushes the link string (returns 1), or nothing (returns 0 → nil)
// when that window is closed or has no recipes.
int BuildLink(void *L, bool useCraft) {
int skillLine;
if (useCraft) {
// Craft-window open-state flag; zeroed by the engine on close.
if (*reinterpret_cast<const int *>(
static_cast<uintptr_t>(Offsets::VAR_CRAFT_WINDOW_STATE)) == 0)
return 0;
skillLine = static_cast<int>(CraftSkillLine());
} else {
// TradeSkill skill-line global; zeroed by the engine on close.
skillLine = *reinterpret_cast<const int *>(
static_cast<uintptr_t>(Offsets::VAR_CURRENT_TRADESKILL_LINE));
}
if (skillLine <= 0)
return 0;
char bits[kBitsBufSize];
if (EncodeKnownBits(static_cast<uint32_t>(skillLine), bits) < 0)
return 0;
const char *prof = DBC::LocalizedField(
Offsets::VAR_SKILL_LINE_RECORDS, Offsets::VAR_SKILL_LINE_COUNT,
static_cast<uint32_t>(skillLine), Offsets::OFF_SKILL_LINE_NAME);
if (prof == nullptr || *prof == '\0')
return 0;
int cur = 0, mx = 0;
ReadPlayerSkillRank(skillLine, &cur, &mx);
const char *who = PlayerCharacterName();
char link[512];
std::snprintf(link, sizeof link,
"|cffffd000|Htrade:%d:%d:%d:%s:%s|h[%s]|h|r", skillLine, cur,
mx, who, bits, prof);
Game::Lua::PushString(L, link);
return 1;
}
// `C_TradeSkillUI.GetTradeSkillListLink()` -> link for the open TradeSkill
// window, or nil.
int __fastcall Script_GetTradeSkillListLink(void *L) {
return BuildLink(L, /*useCraft=*/false);
}
// `C_TradeSkillUI.GetCraftListLink()` -> link for the open Craft window, or nil.
int __fastcall Script_GetCraftListLink(void *L) {
return BuildLink(L, /*useCraft=*/true);
}
// `C_TradeSkillUI.GetTradeSkillListRecipes(skillLineID, bits)`
// -> { { spellID, isKnown, trivialLevel, greenLevel, createdItem,
// numMade, reagents = { { itemID, count }, ... } }, ... }
// `trivialLevel` / `greenLevel` are the skill levels the recipe turns
// grey / green at — its difficulty tiers, for sorting and colouring.
// `createdItem` is the crafted item's ID (0 for enchants) — the viewer
// derives its subclass filter from it. `numMade` is how many the recipe
// yields (CREATE_ITEM base points + dice; 0 for enchants). `reagents` lists
// each consumed item + required count in DBC slot order (stopping at the
// first empty slot, the engine's own convention), for the detail pane.
//
// Rebuilds the canonical recipe list for `skillLineID` and decodes `bits`
// against it. Recipes past the end of `bits` (shorter/garbled string) decode
// as not-known rather than erroring. The Lua caller (the viewer) turns each
// spellID into a name/icon via GetSpellInfo and each reagent itemID into
// name/texture/on-hand-count via GetItemInfo / GetItemCount.
//
// The real 3.3.5 reagent API (GetTradeSkillReagentInfo etc.) can't serve this:
// it's indexed by position in the player's *own* open trade window, so it
// can't describe a linked recipe from someone else's profession. We read the
// reagents straight from Spell.dbc instead.
int __fastcall Script_GetTradeSkillListRecipes(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsString(L, 2)) {
Game::Lua::Error(
L, "Usage: C_TradeSkillUI.GetTradeSkillListRecipes(skillLineID, bits)");
return 0;
}
const uint32_t skillLine =
static_cast<uint32_t>(Game::Lua::ToNumber(L, 1));
const char *bits = Game::Lua::ToString(L, 2);
const int blen = (bits != nullptr) ? static_cast<int>(std::strlen(bits)) : 0;
int spells[kMaxRecipes];
int greys[kMaxRecipes];
int greens[kMaxRecipes];
const int n = BuildRecipeList(skillLine, spells, greys, greens, kMaxRecipes);
Game::Lua::NewTable(L);
for (int i = 0; i < n; ++i) {
const int ci = i / kRecipesPerChar;
const int bi = i % kRecipesPerChar;
bool known = false;
if (ci < blen) {
const int v = Base64Value(bits[ci]);
if (v >= 0)
known = (v & (1 << bi)) != 0;
}
// The recipe's crafted item (0 for enchants) — the viewer groups the
// subclass filter by this item's subclass — plus its yield count.
const uint8_t *srec = Spell::Lookup::RecordForID(spells[i]);
int createdItem = 0;
int numMade = 0;
if (srec != nullptr) {
createdItem = *reinterpret_cast<const int *>(
srec + Offsets::OFF_SPELL_RECORD_CREATED_ITEM);
// Yield: the CREATE_ITEM effect's magnitude (base points + dice),
// mirroring the engine's item-creation math. 0 for enchants.
const int32_t *eff = reinterpret_cast<const int32_t *>(
srec + Offsets::OFF_SPELL_RECORD_EFFECT);
const int32_t *basePts = reinterpret_cast<const int32_t *>(
srec + Offsets::OFF_SPELL_RECORD_EFFECT_BASE_POINTS);
const int32_t *baseDice = reinterpret_cast<const int32_t *>(
srec + Offsets::OFF_SPELL_RECORD_EFFECT_BASE_DICE);
for (int e = 0; e < Offsets::SPELL_RECORD_EFFECT_COUNT; ++e) {
if (eff[e] == Offsets::SPELL_EFFECT_CREATE_ITEM) {
numMade = basePts[e] + baseDice[e];
break;
}
}
}
Game::Lua::PushNumber(L, static_cast<double>(i + 1));
Game::Lua::NewTable(L);
Game::Lua::SetFieldNumber(L, "spellID", static_cast<double>(spells[i]));
Game::Lua::SetFieldBool(L, "isKnown", known);
Game::Lua::SetFieldNumber(L, "trivialLevel",
static_cast<double>(greys[i]));
Game::Lua::SetFieldNumber(L, "greenLevel",
static_cast<double>(greens[i]));
Game::Lua::SetFieldNumber(L, "createdItem",
static_cast<double>(createdItem));
Game::Lua::SetFieldNumber(L, "numMade", static_cast<double>(numMade));
// reagents = { {itemID, count}, ... } — nested array under "reagents"
// (no SetField helper takes a table value, so push key + build + SetTable).
Game::Lua::PushString(L, "reagents");
Game::Lua::NewTable(L);
if (srec != nullptr) {
const int32_t *rids = reinterpret_cast<const int32_t *>(
srec + Offsets::OFF_SPELL_REAGENT_ID);
const int32_t *rcounts = reinterpret_cast<const int32_t *>(
srec + Offsets::OFF_SPELL_REAGENT_COUNT);
int outIdx = 0;
for (int r = 0; r < Offsets::SPELL_MAX_REAGENTS; ++r) {
if (rids[r] == 0)
break; // first empty slot ends the list
Game::Lua::PushNumber(L, static_cast<double>(++outIdx));
Game::Lua::NewTable(L);
Game::Lua::SetFieldNumber(L, "itemID",
static_cast<double>(rids[r]));
Game::Lua::SetFieldNumber(L, "count",
static_cast<double>(rcounts[r]));
Game::Lua::SetTable(L, -3); // reagents[outIdx] = {itemID,count}
}
}
Game::Lua::SetTable(L, -3); // entry.reagents = { ... }
Game::Lua::SetTable(L, -3);
}
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_TradeSkillUI", "GetTradeSkillListLink",
&Script_GetTradeSkillListLink);
Game::Lua::RegisterTableFunction("C_TradeSkillUI", "GetCraftListLink",
&Script_GetCraftListLink);
Game::Lua::RegisterTableFunction("C_TradeSkillUI",
"GetTradeSkillListRecipes",
&Script_GetTradeSkillListRecipes);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace TradeSkill::Link
+31
View File
@@ -96,6 +96,37 @@ uint64_t PlayerGuid() {
return g_charSelectGuid; // early-login fallback (0 until char-select)
}
const uint8_t *PlayerObject() {
// Resolve the player's CGObject straight from the object manager by GUID —
// one hash lookup, no token-string parsing, and non-throwing: the resolver
// returns null when the GUID isn't loaded (pre-world) instead of raising,
// so this is safe from any context (world tick, packet send hook, Lua
// callback). The GUID comes from PlayerGuid() — 0 before char-select, which
// short-circuits to null here. NOT VAR_LOCAL_PLAYER_PTR: its +0xC0 is only
// the GUID, not the canonical CGPlayer whose descriptor is readable.
const uint64_t guid = PlayerGuid();
if (guid == 0)
return nullptr;
using ResolveByGuid_t = void *(__fastcall *)(uint32_t typeMask,
const char *debugName,
uint32_t guidLo, uint32_t guidHi,
int line);
auto resolve =
reinterpret_cast<ResolveByGuid_t>(Offsets::FUN_OBJECT_RESOLVE_BY_GUID);
return static_cast<const uint8_t *>(
resolve(Offsets::OBJ_TYPE_PLAYER, "ClassicAPI",
static_cast<uint32_t>(guid), static_cast<uint32_t>(guid >> 32),
/*line*/ 0));
}
const uint8_t *PlayerDescriptor() {
const uint8_t *player = PlayerObject();
if (player == nullptr)
return nullptr;
return *reinterpret_cast<const uint8_t *const *>(
player + Offsets::OFF_UNIT_DESCRIPTOR);
}
uint64_t GuidForObject(const void *unitObject) {
if (unitObject == nullptr)
return 0;
+16
View File
@@ -28,6 +28,22 @@ namespace Unit::Identity {
// re-dereferencing the globals inline.
uint64_t PlayerGuid();
// The local player's in-world object pointer, resolved straight from the
// object manager by GUID (`FUN_OBJECT_RESOLVE_BY_GUID`) — the fastest path we
// have (one hash lookup, no token-string work) and naturally non-throwing:
// null before the player object exists (pre-world) or before char-select,
// never a raise. Safe from any context — Lua callback, world tick, packet
// hook. Deliberately NOT `VAR_LOCAL_PLAYER_PTR`: that global carries the
// player GUID at +0xC0 but is NOT the CGPlayer whose descriptor and
// CGPlayer-local fields are readable (see Offsets.h).
const uint8_t *PlayerObject();
// The local player's `m_objectFields` descriptor (`PlayerObject() +
// OFF_UNIT_DESCRIPTOR`), or null. This is the broadcast UpdateField block
// (health / power / flags / UNIT_FIELD_CHANNEL_SPELL / …). Prefer this over
// re-deriving the player object + descriptor offset in each module.
const uint8_t *PlayerDescriptor();
// The 64-bit GUID of a resolved CGUnit/CGObject pointer, read through the
// pointer at `+0x08` to an instance block whose first 8 bytes are the GUID
// (verified in `Script_GetInventoryItemLink`; see `OFF_UNIT_GUID_PTR`).
+55 -51
View File
@@ -21,6 +21,7 @@
#include "Offsets.h"
#include "aura/Data.h"
#include "spell/Lookup.h"
#include "unit/Identity.h"
#include <cstdint>
@@ -28,24 +29,10 @@ namespace Unit::State {
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
using CancelAuraSend_t = void(__fastcall *)(int spellID);
const uint8_t *Player() {
auto fn = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
return static_cast<const uint8_t *>(fn("player"));
}
const uint8_t *PlayerDescriptor() {
auto *player = Player();
if (player == nullptr)
return nullptr;
return *reinterpret_cast<const uint8_t *const *>(
player + Offsets::OFF_UNIT_DESCRIPTOR);
}
uint32_t PlayerMovementFlags() {
auto *player = Player();
auto *player = Unit::Identity::PlayerObject();
if (player == nullptr)
return 0;
return *reinterpret_cast<const uint32_t *>(
@@ -59,11 +46,39 @@ uint32_t MountDisplayID(const uint8_t *desc) {
desc + Offsets::OFF_UNIT_FIELD_MOUNTDISPLAYID);
}
// Scans the player's helpful-aura (buff) slots for the first spell whose
// Spell.dbc record lists `auraEffect` (a `SPELL_AURA_*` code) in any of
// its three effect slots, and returns that spellID (0 if none). Used by
// `Dismount` to find the active mount aura to cancel — the engine's
// `CMSG_CANCEL_AURA` needs the spellID, not a slot index.
uint32_t FindPlayerBuffWithEffect(int auraEffect) {
auto *player = Unit::Identity::PlayerObject();
if (player == nullptr)
return 0;
for (int slot = 0; slot < Offsets::UNIT_AURA_BUFF_COUNT; ++slot) {
if (!Aura::Data::IsSlotPopulated(player, slot))
continue;
const uint32_t spellID = Aura::Data::ReadSpellID(player, slot);
const uint8_t *record = Spell::Lookup::RecordForID(static_cast<int>(spellID));
if (record == nullptr)
continue;
auto *auraTypes = reinterpret_cast<const int32_t *>(
record + Offsets::OFF_SPELL_RECORD_EFFECT_APPLY_AURA_NAME);
for (int eff = 0; eff < Offsets::SPELL_RECORD_EFFECT_COUNT; ++eff) {
if (auraTypes[eff] == auraEffect)
return spellID;
}
}
return 0;
}
// `IsMounted()` — true iff the player is currently mounted. Reads
// `UNIT_FIELD_MOUNTDISPLAYID` from the descriptor; non-zero means
// the engine is rendering a mount under the player.
int __fastcall Script_IsMounted(void *L) {
auto *desc = PlayerDescriptor();
auto *desc = Unit::Identity::PlayerDescriptor();
Game::Lua::PushBool(L, MountDisplayID(desc) != 0);
return 1;
}
@@ -80,50 +95,39 @@ int __fastcall Script_IsMounted(void *L) {
// No-op if the player isn't mounted (early-outs on the
// `UNIT_FIELD_MOUNTDISPLAYID` check before walking auras).
int __fastcall Script_Dismount(void *L) {
auto *desc = PlayerDescriptor();
auto *desc = Unit::Identity::PlayerDescriptor();
if (MountDisplayID(desc) == 0)
return 0;
auto *player = Player();
if (player == nullptr)
return 0;
for (int slot = 0; slot < Offsets::UNIT_AURA_BUFF_COUNT; ++slot) {
if (!Aura::Data::IsSlotPopulated(player, slot))
continue;
const uint32_t spellID = Aura::Data::ReadSpellID(player, slot);
const uint8_t *record = Spell::Lookup::RecordForID(static_cast<int>(spellID));
if (record == nullptr)
continue;
auto *auraTypes = reinterpret_cast<const int32_t *>(
record + Offsets::OFF_SPELL_RECORD_EFFECT_APPLY_AURA_NAME);
for (int eff = 0; eff < Offsets::SPELL_RECORD_EFFECT_COUNT; ++eff) {
if (auraTypes[eff] != Offsets::SPELL_AURA_MOUNTED)
continue;
auto fn = reinterpret_cast<CancelAuraSend_t>(
static_cast<uintptr_t>(Offsets::FUN_CANCEL_AURA_SEND));
fn(static_cast<int>(spellID));
return 0;
}
const uint32_t spellID = FindPlayerBuffWithEffect(Offsets::SPELL_AURA_MOUNTED);
if (spellID != 0) {
auto fn = reinterpret_cast<CancelAuraSend_t>(
static_cast<uintptr_t>(Offsets::FUN_CANCEL_AURA_SEND));
fn(static_cast<int>(spellID));
}
return 0;
}
// `IsStealthed()` — true iff the player is currently stealthed
// (Rogue Stealth / Druid Prowl). Checks `PLAYER_FIELD_VIS_BYTES`
// bit 0x02. Mount also sets that bit, so we AND-gate with
// `mountDisplayID == 0` to disambiguate. See the comment on
// `OFF_PLAYER_FIELD_VIS_BYTES` in Offsets.h for the full bit map
// and known limitations (untested for shapeshift forms).
// (Rogue Stealth / Druid Prowl / Night Elf Shadowmeld / etc.). Reads
// the sneak flag in `UNIT_FIELD_BYTES_1` byte 3 (mask
// `UNIT_BYTES_1_STEALTH_FLAG`) — the same broadcast bit the client's
// render path uses to draw a stealthed unit semi-transparent.
//
// Derived via `_classicapi_DiffAll`: a Prowl toggle from a Cat-Form
// baseline flips byte 3 `0x00 -> 0x02` and touches nothing else but
// aura-array slot metadata, so this is the one standalone descriptor
// bit that means "stealthed" (the earlier `0x17C & 0x02` read was
// actually AURALEVELS and only worked by coincidence). Being a unit
// anim-tier flag rather than a class field, it covers every stealth
// source and rank without a spellID list or an aura scan.
int __fastcall Script_IsStealthed(void *L) {
auto *desc = PlayerDescriptor();
auto *desc = Unit::Identity::PlayerDescriptor();
bool stealthed = false;
if (desc != nullptr) {
const uint32_t visBytes = *reinterpret_cast<const uint32_t *>(
desc + Offsets::OFF_PLAYER_FIELD_VIS_BYTES);
stealthed = (visBytes & Offsets::PLAYER_VIS_BIT_STEALTH) != 0
&& MountDisplayID(desc) == 0;
const uint32_t bytes1 = *reinterpret_cast<const uint32_t *>(
desc + Offsets::OFF_UNIT_FIELD_BYTES_1);
stealthed = (bytes1 & Offsets::UNIT_BYTES_1_STEALTH_FLAG) != 0;
}
Game::Lua::PushBool(L, stealthed);
return 1;
@@ -177,12 +181,12 @@ int __fastcall Script_IsSwimming(void *L) {
// vanilla's summoning ritual has no UI surface, which is what
// motivates this function.
int __fastcall Script_IsAssistingRitual(void *L) {
auto *player = Player();
auto *player = Unit::Identity::PlayerObject();
if (player == nullptr) {
Game::Lua::PushBool(L, 0);
return 1;
}
auto *desc = PlayerDescriptor();
auto *desc = Unit::Identity::PlayerDescriptor();
if (desc == nullptr) {
Game::Lua::PushBoolean(L, 0);
return 1;
+232
View File
@@ -0,0 +1,232 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `C_XMLUtil.GetTemplates()` — enumerate every registered virtual XML frame
// template as `{ name = <string>, type = <frameType> }`.
//
// The engine keeps virtual templates (the `<Frame virtual="true">` etc. that
// `inherits=` targets) in a Storm hash table. The XML parser (FUN_006ede10)
// registers each one via FUN_006ee500, and the inherits resolver reads the
// same table via FUN_006ee6f0 — so it's the authoritative template store, and
// walking it yields exactly what modern `C_XMLUtil.GetTemplates` returns.
// Fonts are a separate registry and are (correctly) not included; non-virtual
// named frames take a different instantiate path and never enter this table.
//
// Table shape (see Offsets.h): a POINTER to a bucket array at
// VAR_XML_TEMPLATE_TABLE, a bucket-count mask at VAR_XML_TEMPLATE_MASK
// (0xFFFFFFFF until the first template registers). Each bucket is a Storm
// intrusive list; each node carries the template name (+0x14) and the parsed
// definition node (+0x18), whose element tag string (+0x8) is the frame type.
// Contents reflect the currently-loaded XML and are rebuilt on `/reload`.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
#include <cstdlib>
namespace Xml::Templates {
namespace {
// ---- Node-DOM helpers (shared by GetTemplateInfo / DoesTemplateExist) -----
using TemplateLookup_t = const uint8_t *(__fastcall *)(const char *name);
using GetAttr_t = const char *(__thiscall *)(const void *node, const char *name);
using SStrCmpI_t = int(__stdcall *)(const char *a, const char *b, int n);
// The engine's by-name template lookup (FUN_006ee6f0) — the same path
// `inherits=` resolves through. Returns the parsed definition node, or null
// if no template of that name is registered (case-insensitive, hashed).
const uint8_t *LookupTemplate(const char *name) {
return reinterpret_cast<TemplateLookup_t>(
Offsets::FUN_XML_TEMPLATE_LOOKUP)(name);
}
// Value of `node`'s attribute `name`, or null if absent.
const char *Attr(const uint8_t *node, const char *name) {
return reinterpret_cast<GetAttr_t>(Offsets::FUN_XML_NODE_GET_ATTRIBUTE)(
node, name);
}
const uint8_t *FirstChild(const uint8_t *node) {
return *reinterpret_cast<const uint8_t *const *>(
node + Offsets::OFF_XML_NODE_CHILD);
}
const uint8_t *NextSibling(const uint8_t *node) {
return *reinterpret_cast<const uint8_t *const *>(
node + Offsets::OFF_XML_NODE_SIBLING);
}
// Case-insensitive tag match, using the engine's own comparator (the same one
// FUN_006f1eb0 uses to recognize "AbsDimension" etc.).
bool TagEquals(const uint8_t *node, const char *tag) {
const char *t = *reinterpret_cast<const char *const *>(
node + Offsets::OFF_XML_NODE_TAG);
if (t == nullptr)
return false;
return reinterpret_cast<SStrCmpI_t>(Offsets::FUN_SSTR_CMP_I)(
t, tag, 0x7FFFFFFF) == 0;
}
const uint8_t *FindChild(const uint8_t *node, const char *tag) {
for (const uint8_t *c = FirstChild(node); c != nullptr; c = NextSibling(c))
if (TagEquals(c, tag))
return c;
return nullptr;
}
// The statically-declared width/height from a `<Size>` child (0 if none).
// Handles the inline `<Size x= y=>` form and the `<Size><AbsDimension x= y=>`
// (or RelDimension) child form. Returns the RAW values from the XML — retail's
// GetTemplateInfo reports the declared value, so unlike the engine's own Size
// parser (FUN_006f1eb0) we deliberately skip the UI-scale conversion.
void ReadSize(const uint8_t *node, double *outW, double *outH) {
*outW = 0.0;
*outH = 0.0;
const uint8_t *size = FindChild(node, "Size");
if (size == nullptr)
return;
const char *sx = Attr(size, "x");
const char *sy = Attr(size, "y");
const uint8_t *dim = FirstChild(size);
if (dim != nullptr &&
(TagEquals(dim, "AbsDimension") || TagEquals(dim, "RelDimension"))) {
const char *dx = Attr(dim, "x");
const char *dy = Attr(dim, "y");
if (dx != nullptr && *dx != '\0')
sx = dx;
if (dy != nullptr && *dy != '\0')
sy = dy;
}
if (sx != nullptr && *sx != '\0')
*outW = std::strtod(sx, nullptr);
if (sy != nullptr && *sy != '\0')
*outH = std::strtod(sy, nullptr);
}
// `C_XMLUtil.GetTemplates()` -> XMLTemplateListInfo[] of { name, type }.
int __fastcall Script_GetTemplates(void *L) {
Game::Lua::NewTable(L); // the result array
const uint32_t mask =
*reinterpret_cast<const uint32_t *>(Offsets::VAR_XML_TEMPLATE_MASK);
if (mask == 0xFFFFFFFFu)
return 1; // no template has ever registered — empty array
const uint8_t *base = *reinterpret_cast<const uint8_t *const *>(
Offsets::VAR_XML_TEMPLATE_TABLE);
if (base == nullptr)
return 1;
int outIdx = 0;
for (uint32_t b = 0; b <= mask; ++b) {
const uint8_t *bucket = base + b * Offsets::XML_TEMPLATE_BUCKET_STRIDE;
const int linkOff = *reinterpret_cast<const int *>(
bucket + Offsets::OFF_XML_TEMPLATE_BUCKET_LINKOFF);
const uint8_t *node = *reinterpret_cast<const uint8_t *const *>(
bucket + Offsets::OFF_XML_TEMPLATE_BUCKET_HEAD);
// Walk the intrusive chain; the tail sentinel has its low bit set
// (mirrors the engine's own traversal in FUN_006ee6f0).
while (node != nullptr && (reinterpret_cast<uintptr_t>(node) & 1) == 0) {
const char *name = *reinterpret_cast<const char *const *>(
node + Offsets::OFF_XML_TEMPLATE_NODE_NAME);
const uint8_t *def = *reinterpret_cast<const uint8_t *const *>(
node + Offsets::OFF_XML_TEMPLATE_NODE_DEF);
const char *type =
(def != nullptr)
? *reinterpret_cast<const char *const *>(
def + Offsets::OFF_XML_NODE_TAG)
: nullptr;
++outIdx;
Game::Lua::PushNumber(L, static_cast<double>(outIdx));
Game::Lua::NewTable(L);
Game::Lua::SetFieldString(L, "name", name != nullptr ? name : "");
Game::Lua::SetFieldString(L, "type", type != nullptr ? type : "");
Game::Lua::SetTable(L, -3);
node = *reinterpret_cast<const uint8_t *const *>(node + linkOff + 4);
}
}
return 1;
}
// `C_XMLUtil.GetTemplateInfo(name)` -> XMLTemplateInfo table, or nil if the
// template doesn't exist.
int __fastcall Script_GetTemplateInfo(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: C_XMLUtil.GetTemplateInfo(\"name\")");
return 0;
}
const char *name = Game::Lua::ToString(L, 1);
const uint8_t *node = (name != nullptr) ? LookupTemplate(name) : nullptr;
if (node == nullptr)
return 0; // nil — no such template
Game::Lua::NewTable(L); // XMLTemplateInfo
const char *type = *reinterpret_cast<const char *const *>(
node + Offsets::OFF_XML_NODE_TAG);
Game::Lua::SetFieldString(L, "type", type != nullptr ? type : "");
double w = 0.0, h = 0.0;
ReadSize(node, &w, &h);
Game::Lua::SetFieldNumber(L, "width", w);
Game::Lua::SetFieldNumber(L, "height", h);
// keyValues: vanilla's XML schema has no <KeyValues> element, so this is
// always an empty table (parity with retail's "empty if none defined").
Game::Lua::PushString(L, "keyValues");
Game::Lua::NewTable(L);
Game::Lua::SetTable(L, -3);
// inherits: the comma-delimited `inherits=` attribute, or nil (field left
// unset) when the template inherits nothing.
const char *inherits = Attr(node, "inherits");
if (inherits != nullptr && *inherits != '\0')
Game::Lua::SetFieldString(L, "inherits", inherits);
// sourceLocation is intentionally omitted (nil): vanilla records no
// file/line for XML nodes — a 10.2.0 addition gated behind the
// enableSourceLocationLookup CVar even on retail.
return 1;
}
// `C_XMLUtil.DoesTemplateExist(name)` -> bool.
int __fastcall Script_DoesTemplateExist(void *L) {
if (!Game::Lua::IsString(L, 1)) {
Game::Lua::Error(L, "Usage: C_XMLUtil.DoesTemplateExist(\"name\")");
return 0;
}
const char *name = Game::Lua::ToString(L, 1);
const uint8_t *node = (name != nullptr) ? LookupTemplate(name) : nullptr;
Game::Lua::PushBool(L, node != nullptr);
return 1;
}
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_XMLUtil", "GetTemplates",
&Script_GetTemplates);
Game::Lua::RegisterTableFunction("C_XMLUtil", "GetTemplateInfo",
&Script_GetTemplateInfo);
Game::Lua::RegisterTableFunction("C_XMLUtil", "DoesTemplateExist",
&Script_DoesTemplateExist);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Xml::Templates