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https://github.com/brues-code/ClassicAPI.git
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cfbc4f4e9c |
@@ -8,5 +8,34 @@ if C_AddOns.DoesAddOnExist('pfUI') then
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unknownColor.colorStr = unknownColor:GenerateHexColor()
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return unknownColor
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end})
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-- Compatibility with OLDER forks of pfUI. Our DLL adds the modern
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-- HookScript widget method; older pfUI forks branch on
|
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-- `if button.HookScript` and take a modern code path they were never
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-- written for on their pfActionBar buttons, which breaks them. While
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-- the actionbar module builds those buttons, temporarily wrap
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-- CreateFrame to shadow HookScript with a falsy field so those forks
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-- fall back to their vanilla SetScript path. The maintained "brues"
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-- fork handles HookScript itself, so it's detected via the TOC
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||||
-- X-Website tag and left alone. The wrapper is removed as soon as the
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-- actionbar module finishes loading so it affects nothing else.
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local website = GetAddOnMetadata("pfUI", "X-Website")
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if not website or not strfind(website, 'brues') then
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local _createFrame = CreateFrame
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local HookedCreateFrame = function(frameType, name, parent, template)
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local frame = _createFrame(frameType, name, parent, template)
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if frameType == "Button" and strfind(name or "", "pfActionBar") then
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frame.HookScript = false
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end
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return frame
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end
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hooksecurefunc(pfUI, 'LoadModule', function(frame, moduleName)
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if moduleName == "updatenotify" then
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CreateFrame = HookedCreateFrame
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elseif moduleName == "actionbar" then
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CreateFrame = _createFrame
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end
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end)
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end
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end)
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end
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@@ -36,7 +36,9 @@ local LO = TURTLE and {
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summary = { "TOPRIGHT", -110, -70 },
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drop = { 40, -60 },
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scroll = { 296, 330, 37, -98 },
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detail = { 379, -113 },
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-- detail scroll frame: { x, y, width, height }. Tall enough that the
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-- content fits (scrollbar auto-hides) — Turtle's right column is roomy.
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detail = { 371, -110, 340, 290 },
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exit = { "CENTER", "BOTTOMRIGHT", -128, 92 },
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} or {
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hit = { 0, 34, 0, 75 },
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@@ -52,10 +54,32 @@ local LO = TURTLE and {
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summary = { "TOPRIGHT", -40, -58 },
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drop = { 12, -62 },
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scroll = { 296, 130, 21, -96 },
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detail = { 28, -237 },
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-- detail scroll frame { x, y, width, height } — native TradeSkillFrame's
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-- TradeSkillDetailScrollFrame values. Small enough that many-reagent
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-- recipes scroll (clipping partial rows), like native.
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detail = { 20, -234, 297, 176 },
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exit = { "CENTER", "TOPLEFT", 305, -422 },
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sep = { 15, -221, 331 },
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};
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-- Reagents render in a 2-column grid inside the detail scroll child (see
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-- the detail pane below). The detail is a real ScrollFrame like the
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-- native TradeSkillFrame, so the whole pane pixel-scrolls and clips
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-- partial reagent rows — `REAGENT_ROW_HEIGHT` is just the vertical stride
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-- of one reagent row.
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local REAGENT_ROW_HEIGHT = 43;
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-- Scroll-frame templates. Stock mimics the native TradeSkillFrame, whose
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-- list/detail scrolls use the ClassTrainer templates (they add the
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-- decorative UI-ClassTrainer-ScrollBar track). Turtle's HD frame art
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-- doesn't want that groove, so it keeps the plain templates. Both detail
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-- templates are real ScrollFrames (ClassTrainerDetail... inherits
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-- UIPanelScrollFrameTemplate), so the pixel-scroll logic is identical.
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local LIST_SCROLL_TEMPLATE = TURTLE and "FauxScrollFrameTemplate"
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or "ClassTrainerListScrollFrameTemplate";
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local DETAIL_SCROLL_TEMPLATE = TURTLE and "UIPanelScrollFrameTemplate"
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or "ClassTrainerDetailScrollFrameTemplate";
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local PROFESSION_ICONS = {
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[171] = "Trade_Alchemy",
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[164] = "Trade_BlackSmithing",
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@@ -248,6 +272,20 @@ local function CreateFrame_TradeSkillLink()
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tx:SetPoint(q[4]);
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end
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-- Horizontal divider between the recipe list and the detail pane.
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-- Stock only (Turtle's HD frame art already has its own).
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if LO.sep then
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-- Decoded the BLP: it's a thin divider rod whose graphic lives in the
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-- top quarter of the 256x64 texture (a 2nd rod fills the next quarter,
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-- bottom half empty). So sample the top quarter, stretched to width —
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-- the same region the native TradeSkillFrame uses for this divider.
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local bar = f:CreateTexture(nil, "ARTWORK");
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bar:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-HorizontalBar");
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bar:SetTexCoord(0, 1, 0, 0.25);
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bar:SetSize(LO.sep[3], 16);
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bar:SetPoint("TOPLEFT", LO.sep[1], LO.sep[2]);
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end
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local title = f:CreateFontString(nil, "OVERLAY", "GameFontNormal");
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title:SetPoint("TOP", 0, -18);
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f.title = title;
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@@ -300,7 +338,7 @@ local function CreateFrame_TradeSkillLink()
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f.subclassFilter = nil; -- nil = all subclasses
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local scroll = CreateFrame("ScrollFrame", "ClassicAPITradeSkillLinkScroll",
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f, "FauxScrollFrameTemplate");
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f, LIST_SCROLL_TEMPLATE);
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scroll:SetSize(LO.scroll[1], LO.scroll[2]);
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scroll:SetPoint("TOPLEFT", LO.scroll[3], LO.scroll[4]);
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scroll:SetScript("OnVerticalScroll", function()
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@@ -346,17 +384,54 @@ local function CreateFrame_TradeSkillLink()
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f.rows[i] = row;
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end
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local NUM_REAGENTS = 8;
|
||||
-- Detail pane: a real ScrollFrame (like the native TradeSkillFrame's
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-- TradeSkillDetailScrollFrame) whose scroll child holds the product
|
||||
-- header + reagent grid, so the whole pane pixel-scrolls — clipping
|
||||
-- partial reagent rows — with the standard UIPanelScrollBar. The bar
|
||||
-- auto-hides when the content fits (scrollBarHideable).
|
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local detailScroll = CreateFrame("ScrollFrame",
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"ClassicAPITradeSkillLinkDetailScroll", f, DETAIL_SCROLL_TEMPLATE);
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detailScroll:SetSize(LO.detail[3], LO.detail[4]);
|
||||
detailScroll:SetPoint("TOPLEFT", LO.detail[1], LO.detail[2]);
|
||||
detailScroll.scrollBarHideable = 1; -- template sets this too; belt-and-suspenders
|
||||
f.detailScroll = detailScroll;
|
||||
-- Off until a recipe overflows the pane (toggled in RenderDetail).
|
||||
-- The template shows its slider and enables the wheel by default; on
|
||||
-- the roomy Turtle pane that leaves a dead scrollbar that still eats
|
||||
-- wheel events and over-scrolls a hair. Start both disabled.
|
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detailScroll:EnableMouseWheel(false);
|
||||
local detailSB = getglobal("ClassicAPITradeSkillLinkDetailScrollScrollBar");
|
||||
if detailSB then
|
||||
detailSB:Hide();
|
||||
end
|
||||
-- The template re-shows its slider when the frame transitions to shown
|
||||
-- (on first open, before the auto-selected recipe's RenderDetail runs),
|
||||
-- leaving a dead scrollbar until the first click. Re-assert the hidden
|
||||
-- state on show unless the current recipe genuinely overflows.
|
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detailScroll:SetScript("OnShow", function()
|
||||
f:UpdateDetailScrollbar();
|
||||
RunNextFrame(function()
|
||||
if f:IsShown() then
|
||||
f:UpdateDetailScrollbar();
|
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end
|
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end);
|
||||
end);
|
||||
|
||||
local prodIcon = CreateFrame("Button", nil, f);
|
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prodIcon:SetSize(37, 37); -- TradeSkillSkillIcon is 37x37
|
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prodIcon:SetPoint("TOPLEFT", LO.detail[1], LO.detail[2]);
|
||||
local detailChild = CreateFrame("Frame",
|
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"ClassicAPITradeSkillLinkDetailChild", detailScroll);
|
||||
detailChild:SetSize(LO.detail[3], LO.detail[4]);
|
||||
detailScroll:SetScrollChild(detailChild);
|
||||
f.detailChild = detailChild;
|
||||
|
||||
local prodIcon = CreateFrame("Button", nil, detailChild);
|
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prodIcon:SetSize(37, 37); -- native TradeSkillSkillIcon (37x37 @ 8,-3)
|
||||
prodIcon:SetPoint("TOPLEFT", 8, -3);
|
||||
prodIcon:SetNormalTexture("Interface\\Icons\\INV_Misc_QuestionMark");
|
||||
local hdrLeft = prodIcon:CreateTexture(nil, "BACKGROUND");
|
||||
local hdrLeft = detailChild: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");
|
||||
local hdrRight = detailChild:CreateTexture(nil, "BACKGROUND");
|
||||
hdrRight:SetTexture("Interface\\ClassTrainerFrame\\UI-ClassTrainer-DetailHeaderRight");
|
||||
hdrRight:SetSize(64, 64);
|
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hdrRight:SetPoint("TOPLEFT", hdrLeft, "TOPRIGHT", 0, 0);
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||||
@@ -365,44 +440,65 @@ local function CreateFrame_TradeSkillLink()
|
||||
prodIcon.count = prodCount;
|
||||
f.prodIcon = prodIcon;
|
||||
|
||||
local prodName = prodIcon:CreateFontString(nil, "ARTWORK", "GameFontNormal");
|
||||
local prodName = detailChild:CreateFontString(nil, "ARTWORK", "GameFontNormal");
|
||||
prodName:SetPoint("LEFT", prodIcon, "RIGHT", 5, 0);
|
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prodName:SetWidth(240);
|
||||
prodName:SetWidth(LO.detail[3] - 60);
|
||||
prodName:SetJustifyH("LEFT");
|
||||
prodName:SetJustifyV("MIDDLE");
|
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f.prodName = prodName;
|
||||
|
||||
local prodDesc = f:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall");
|
||||
local prodDesc = detailChild:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall");
|
||||
prodDesc:SetPoint("TOPLEFT", prodIcon, "BOTTOMLEFT", 0, -6);
|
||||
prodDesc:SetWidth(280);
|
||||
prodDesc:SetWidth(LO.detail[3] - 20);
|
||||
prodDesc:SetJustifyH("LEFT");
|
||||
prodDesc:SetJustifyV("TOP");
|
||||
f.prodDesc = prodDesc;
|
||||
|
||||
local reagentLabel = f:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
||||
local reagentLabel = detailChild:CreateFontString(nil, "ARTWORK", "GameFontNormalSmall");
|
||||
reagentLabel:SetPoint("TOPLEFT", prodDesc, "BOTTOMLEFT", 0, -8);
|
||||
reagentLabel:SetText(SPELL_REAGENTS or "Reagents:");
|
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f.reagentLabel = reagentLabel;
|
||||
|
||||
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
|
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GameTooltip:Show();
|
||||
end);
|
||||
prodIcon:SetScript("OnLeave", GameTooltip_Hide);
|
||||
|
||||
-- Reagent buttons live in the scroll child (2 per row), built on
|
||||
-- demand so any reagent count is handled and they scroll/clip with
|
||||
-- the child.
|
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f.reagents = {};
|
||||
for i = 1, NUM_REAGENTS do
|
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local function AcquireReagent(i)
|
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if f.reagents[i] then
|
||||
return f.reagents[i];
|
||||
end
|
||||
local rowN = math.floor((i - 1) / 2);
|
||||
local col = (i - 1) - rowN * 2;
|
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local btn = CreateFrame("Button", nil, f);
|
||||
local btn = CreateFrame("Button", nil, detailChild);
|
||||
btn:SetSize(39, 39);
|
||||
btn:SetPoint("TOPLEFT", reagentLabel, "BOTTOMLEFT",
|
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col * 147 - 5, -3 - rowN * 43);
|
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col * 134 - 5, -3 - rowN * REAGENT_ROW_HEIGHT);
|
||||
-- Extend the hit area rightward over the name plate so the tooltip
|
||||
-- fires anywhere on the element, not just the icon. Stop short of the
|
||||
-- next column (pitch 134 − icon 39) so hovers don't bleed across.
|
||||
btn:SetHitRectInsets(0, -(134 - 39), 0, 0);
|
||||
btn:SetNormalTexture("Interface\\Icons\\INV_Misc_QuestionMark");
|
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local plate = btn:CreateTexture(nil, "BACKGROUND");
|
||||
plate:SetTexture("Interface\\QuestFrame\\UI-QuestItemNameFrame");
|
||||
plate:SetSize(128, 64);
|
||||
plate:SetSize(114, 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:SetSize(80, 36);
|
||||
nm:SetJustifyH("LEFT");
|
||||
nm:SetJustifyV("MIDDLE");
|
||||
btn.nameText = nm;
|
||||
@@ -414,8 +510,22 @@ local function CreateFrame_TradeSkillLink()
|
||||
end
|
||||
end);
|
||||
btn:SetScript("OnLeave", GameTooltip_Hide);
|
||||
btn:Hide();
|
||||
f.reagents[i] = btn;
|
||||
return btn;
|
||||
end
|
||||
|
||||
-- Show the detail slider + enable the wheel only when the current
|
||||
-- recipe overflows the pane (tracked by `detailNeedScroll`).
|
||||
function f:UpdateDetailScrollbar()
|
||||
local need = self.detailNeedScroll and true or false;
|
||||
self.detailScroll:EnableMouseWheel(need);
|
||||
local base = "ClassicAPITradeSkillLinkDetailScroll";
|
||||
local sb = getglobal(base .. "ScrollBar");
|
||||
if sb then sb:SetShown(need) end
|
||||
local top = getglobal(base .. "Top");
|
||||
if top then top:SetShown(need) end
|
||||
local bottom = getglobal(base .. "Bottom");
|
||||
if bottom then bottom:SetShown(need) end
|
||||
end
|
||||
|
||||
function f:RenderDetail(entry)
|
||||
@@ -442,11 +552,9 @@ local function CreateFrame_TradeSkillLink()
|
||||
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
|
||||
local descText = (created > 0) and ""
|
||||
or (C_Spell.GetSpellDescription(entry.spellID) or "");
|
||||
self.prodDesc:SetText(descText);
|
||||
self.prodIcon:SetNormalTexture(prodTex or
|
||||
"Interface\\Icons\\INV_Misc_QuestionMark");
|
||||
self.prodName:SetText(prodText or "");
|
||||
@@ -457,50 +565,66 @@ local function CreateFrame_TradeSkillLink()
|
||||
self.prodIcon.count:SetText(made > 1 and tostring(made) or "");
|
||||
self.prodIcon:Show();
|
||||
|
||||
-- Fill every reagent slot; the scroll child clips/scrolls the
|
||||
-- overflow. Buttons past the count are hidden.
|
||||
local reagents = entry.reagents or {};
|
||||
for i = 1, NUM_REAGENTS do
|
||||
local btn = self.reagents[i];
|
||||
local total = table.getn(reagents);
|
||||
for i = 1, total do
|
||||
local btn = AcquireReagent(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();
|
||||
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.itemLink = nil;
|
||||
btn:Hide();
|
||||
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();
|
||||
end
|
||||
for i = total + 1, table.getn(self.reagents) do
|
||||
self.reagents[i].itemLink = nil;
|
||||
self.reagents[i]:Hide();
|
||||
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);
|
||||
-- Grow the scroll child to the content height so the pane scrolls
|
||||
-- once the header + reagent rows exceed the visible area. Reagent
|
||||
-- row 0 sits ~67px below the child top (icon + label); add the
|
||||
-- wrapped description height for spell recipes.
|
||||
local descH = (descText ~= "") and self.prodDesc:GetHeight() or 0;
|
||||
local rows = math.ceil(total / 2);
|
||||
local contentH = 67 + descH + rows * REAGENT_ROW_HEIGHT + 8;
|
||||
self.detailChild:SetHeight(math.max(contentH, LO.detail[4]));
|
||||
-- Reset to the top and manage the slider explicitly: a range that
|
||||
-- stays 0 (content fits, e.g. Turtle's roomy pane) never fires the
|
||||
-- range-changed event that `scrollBarHideable` relies on, so the
|
||||
-- slider would otherwise sit visible-but-useless. Show it only when
|
||||
-- the content actually overflows.
|
||||
self.detailNeedScroll = contentH > LO.detail[4];
|
||||
local sb = getglobal("ClassicAPITradeSkillLinkDetailScrollScrollBar");
|
||||
if sb then
|
||||
sb:SetValue(0);
|
||||
end
|
||||
GameTooltip:Show();
|
||||
end);
|
||||
prodIcon:SetScript("OnLeave", GameTooltip_Hide);
|
||||
self.detailScroll:SetVerticalScroll(0);
|
||||
self:UpdateDetailScrollbar();
|
||||
RunNextFrame(function()
|
||||
if self:IsShown() then
|
||||
self:UpdateDetailScrollbar();
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function f:SelectRecipe(entry)
|
||||
self.selectedSpellID = entry.spellID;
|
||||
self.selectedEntry = entry;
|
||||
self:RenderDetail(entry);
|
||||
self:RenderDetail(entry); -- also resets the detail scroll to top
|
||||
self:Refresh();
|
||||
end
|
||||
|
||||
@@ -510,9 +634,14 @@ local function CreateFrame_TradeSkillLink()
|
||||
self.prodIcon:Hide();
|
||||
self.prodName:SetText("");
|
||||
self.prodDesc:SetText("");
|
||||
for i = 1, NUM_REAGENTS do
|
||||
for i = 1, table.getn(self.reagents) do
|
||||
self.reagents[i].itemLink = nil;
|
||||
self.reagents[i]:Hide();
|
||||
end
|
||||
self.detailChild:SetHeight(LO.detail[4]);
|
||||
self.detailNeedScroll = false;
|
||||
self:UpdateDetailScrollbar();
|
||||
self.detailScroll:SetVerticalScroll(0);
|
||||
end
|
||||
|
||||
function f:Refresh()
|
||||
@@ -664,9 +793,24 @@ local function CreateProfessionLinkButton(parentName, getLink)
|
||||
if _G[btnName] or not parent then
|
||||
return;
|
||||
end
|
||||
local title = _G[parentName .. "TitleText"];
|
||||
local btn = CreateFrame("Button", btnName, parent);
|
||||
btn:SetSize(16, 16);
|
||||
btn:SetPoint("LEFT", _G[parentName .. "TitleText"], "RIGHT", 4, 0);
|
||||
|
||||
local function reposition()
|
||||
if not title then
|
||||
return;
|
||||
end
|
||||
btn:ClearAllPoints();
|
||||
if title:GetJustifyH() == "LEFT" then
|
||||
btn:SetPoint("LEFT", title, "LEFT", title:GetStringWidth() + 4, 0);
|
||||
else
|
||||
btn:SetPoint("LEFT", title, "CENTER", title:GetStringWidth() / 2 + 4, 0);
|
||||
end
|
||||
end
|
||||
reposition()
|
||||
btn:SetScript("OnShow", function() RunNextFrame(reposition) end)
|
||||
hooksecurefunc(title, "SetText", function() RunNextFrame(reposition) end)
|
||||
|
||||
local icon = "Interface\\GossipFrame\\PetitionGossipIcon";
|
||||
btn:SetNormalTexture(icon);
|
||||
@@ -692,8 +836,20 @@ end
|
||||
|
||||
EventUtil.ContinueOnAddOnLoaded("Blizzard_TradeSkillUI", function()
|
||||
CreateProfessionLinkButton("TradeSkillFrame", C_TradeSkillUI.GetTradeSkillListLink);
|
||||
end);
|
||||
end)
|
||||
|
||||
EventUtil.ContinueOnAddOnLoaded("Blizzard_CraftUI", function()
|
||||
CreateProfessionLinkButton("CraftFrame", C_TradeSkillUI.GetCraftListLink);
|
||||
end);
|
||||
CreateProfessionLinkButton("CraftFrame", C_TradeSkillUI.GetCraftListLink)
|
||||
end)
|
||||
|
||||
EventUtil.ContinueOnAddOnLoaded("AdvancedTradeSkillWindow", function()
|
||||
CreateProfessionLinkButton("ATSWFrame", function()
|
||||
return atsw_oldmode and C_TradeSkillUI.GetCraftListLink() or C_TradeSkillUI.GetTradeSkillListLink()
|
||||
end)
|
||||
end)
|
||||
|
||||
EventUtil.ContinueOnAddOnLoaded("AdvancedTradeSkillWindow2", function()
|
||||
CreateProfessionLinkButton("ATSWFrame", function()
|
||||
return ATSW_TradeSkill() and C_TradeSkillUI.GetTradeSkillListLink() or C_TradeSkillUI.GetCraftListLink()
|
||||
end)
|
||||
end)
|
||||
|
||||
@@ -9,4 +9,45 @@ ITEMS_IN_INVENTORY = "%d |4Gegenstand:Gegenstände; im Inventar";
|
||||
ITEM_SLOTS_IGNORED = "%d |4Platz:Plätze; ignoriert";
|
||||
ITEM_MISSING = "%s fehlt";
|
||||
ITEMS_NOT_IN_INVENTORY = "%d |4Gegenstand fehlt:Gegenstände fehlen;";
|
||||
TARGETFOCUS = "Fokussierte Einheit anvisieren";
|
||||
TARGETFOCUS = "Fokussierte Einheit anvisieren";
|
||||
-- BINDING_NAME_AOELOOT = "AoE Loot";
|
||||
COPPER_AMOUNT_SYMBOL = "K";
|
||||
GENERIC_FRACTION_STRING = "%d/%d";
|
||||
GOLD_AMOUNT_SYMBOL = "G";
|
||||
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
|
||||
ITEM_DELTA_DESCRIPTION = "Wenn Ihr diesen Gegenstand ersetzt, werden sich folgende Werte ändern:";
|
||||
ITEM_MOD_MANA_SHORT = "Mana";
|
||||
ITEM_MOD_HEALTH_SHORT = "Gesundheit";
|
||||
ITEM_MOD_AGILITY_SHORT = "Beweglichkeit";
|
||||
ITEM_MOD_STRENGTH_SHORT = "Stärke";
|
||||
ITEM_MOD_INTELLECT_SHORT = "Intelligenz";
|
||||
ITEM_MOD_SPIRIT_SHORT = "Willenskraft";
|
||||
ITEM_MOD_STAMINA_SHORT = "Ausdauer";
|
||||
ITEM_MOD_ATTACK_POWER_SHORT = "Angriffskraft";
|
||||
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "Distanzangriffskraft";
|
||||
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "Kritischer Trefferwert (Nah)";
|
||||
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "Kritischer Trefferwert (Distanz)";
|
||||
ITEM_MOD_HIT_MELEE_RATING_SHORT = "Trefferwert (Nah)";
|
||||
ITEM_MOD_HIT_RANGED_RATING_SHORT = "Trefferwert (Distanz)";
|
||||
ITEM_MOD_HIT_SPELL_RATING_SHORT = "Trefferwert (Zauber)";
|
||||
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "Kritischer Trefferwert (Zauber)";
|
||||
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "Bonusschaden";
|
||||
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "Bonusheilung";
|
||||
ITEM_MOD_MANA_REGENERATION_SHORT = "Manaregeneration";
|
||||
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "Verteidigung";
|
||||
ITEM_MOD_DODGE_RATING_SHORT = "Ausweichen";
|
||||
ITEM_MOD_PARRY_RATING_SHORT = "Parieren";
|
||||
ITEM_MOD_BLOCK_RATING_SHORT = "Blocken";
|
||||
ITEM_MOD_BLOCK_VALUE_SHORT = "Blocken";
|
||||
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "Schaden pro Sekunde";
|
||||
LARGE_NUMBER_SEPERATOR = ".";
|
||||
MINUTES_SECONDS = "%.2d:%.2d";
|
||||
PERCENTAGE_STRING = "%d%%";
|
||||
SILVER_AMOUNT_SYMBOL = "S";
|
||||
SLASH_CLEARFOCUS1 = "/fokusaufheben";
|
||||
SLASH_CLEARFOCUS2 = "/clearfocus";
|
||||
SLASH_EQUIP_SET1 = "/Ausrüstungsset";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_FOCUS1 = "/fokus";
|
||||
SLASH_FOCUS2 = "/focus";
|
||||
LINK_TRADESKILL_TOOLTIP = "Hier klicken, um einen Link zu Eurem Beruf zu erstellen.";
|
||||
|
||||
@@ -7,6 +7,30 @@ GENERIC_FRACTION_STRING = "%d/%d";
|
||||
GOLD_AMOUNT_SYMBOL = "g";
|
||||
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
|
||||
ITEM_DELTA_DESCRIPTION = "If you replace this item, the following stat changes will occur:";
|
||||
ITEM_MOD_MANA_SHORT = "Mana";
|
||||
ITEM_MOD_HEALTH_SHORT = "Health";
|
||||
ITEM_MOD_AGILITY_SHORT = "Agility";
|
||||
ITEM_MOD_STRENGTH_SHORT = "Strength";
|
||||
ITEM_MOD_INTELLECT_SHORT = "Intellect";
|
||||
ITEM_MOD_SPIRIT_SHORT = "Spirit";
|
||||
ITEM_MOD_STAMINA_SHORT = "Stamina";
|
||||
ITEM_MOD_ATTACK_POWER_SHORT = "Attack Power";
|
||||
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "Ranged Attack Power";
|
||||
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "Critical Strike (Melee)";
|
||||
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "Critical Strike (Ranged)";
|
||||
ITEM_MOD_HIT_MELEE_RATING_SHORT = "Hit (Melee)";
|
||||
ITEM_MOD_HIT_RANGED_RATING_SHORT = "Hit (Ranged)";
|
||||
ITEM_MOD_HIT_SPELL_RATING_SHORT = "Hit (Spell)";
|
||||
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "Critical Strike (Spell)";
|
||||
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "Spell Damage";
|
||||
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "Spell Healing";
|
||||
ITEM_MOD_MANA_REGENERATION_SHORT = "Mana Regeneration";
|
||||
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "Defense";
|
||||
ITEM_MOD_DODGE_RATING_SHORT = "Dodge";
|
||||
ITEM_MOD_PARRY_RATING_SHORT = "Parry";
|
||||
ITEM_MOD_BLOCK_RATING_SHORT = "Block";
|
||||
ITEM_MOD_BLOCK_VALUE_SHORT = "Block Value";
|
||||
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "Damage Per Second";
|
||||
ITEMS_EQUIPPED = "%d |4item:items; equipped";
|
||||
ITEMS_IN_INVENTORY = "%d |4item:items; in inventory";
|
||||
ITEMS_NOT_IN_INVENTORY = "%d |4item:items; missing";
|
||||
|
||||
@@ -9,4 +9,45 @@ ITEMS_IN_INVENTORY = "En inventario: %d |4objeto:objetos;";
|
||||
ITEM_SLOTS_IGNORED = "Ignorado: %d |4casilla:casillas;";
|
||||
ITEM_MISSING = "Falta: %s";
|
||||
ITEMS_NOT_IN_INVENTORY = "Faltan: %d |4objeto:objetos;";
|
||||
TARGETFOCUS = "Fijar unidad objetivo";
|
||||
TARGETFOCUS = "Fijar unidad objetivo";
|
||||
-- BINDING_NAME_AOELOOT = "AoE Loot";
|
||||
COPPER_AMOUNT_SYMBOL = "c";
|
||||
GENERIC_FRACTION_STRING = "%d/%d";
|
||||
GOLD_AMOUNT_SYMBOL = "o";
|
||||
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
|
||||
ITEM_DELTA_DESCRIPTION = "Si reemplazas este objeto, se producirán los siguientes cambios en las estadísticas:";
|
||||
ITEM_MOD_MANA_SHORT = "Maná";
|
||||
ITEM_MOD_HEALTH_SHORT = "Salud";
|
||||
ITEM_MOD_AGILITY_SHORT = "agilidad";
|
||||
ITEM_MOD_STRENGTH_SHORT = "fuerza";
|
||||
ITEM_MOD_INTELLECT_SHORT = "intelecto";
|
||||
ITEM_MOD_SPIRIT_SHORT = "espíritu";
|
||||
ITEM_MOD_STAMINA_SHORT = "aguante";
|
||||
ITEM_MOD_ATTACK_POWER_SHORT = "Poder de ataque";
|
||||
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "Poder de ataque a distancia";
|
||||
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "Golpe crítico (cuerpo a cuerpo)";
|
||||
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "Golpe crítico (a distancia)";
|
||||
ITEM_MOD_HIT_MELEE_RATING_SHORT = "Golpe (cuerpo a cuerpo)";
|
||||
ITEM_MOD_HIT_RANGED_RATING_SHORT = "Golpe (a distancia)";
|
||||
ITEM_MOD_HIT_SPELL_RATING_SHORT = "Golpe (hechizo)";
|
||||
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "Golpe crítico (hechizo)";
|
||||
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "Bon. daño";
|
||||
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "Bon. sanac.";
|
||||
ITEM_MOD_MANA_REGENERATION_SHORT = "Regeneración de maná";
|
||||
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "Defensa";
|
||||
ITEM_MOD_DODGE_RATING_SHORT = "Esquiva";
|
||||
ITEM_MOD_PARRY_RATING_SHORT = "Parada";
|
||||
ITEM_MOD_BLOCK_RATING_SHORT = "Bloqueo";
|
||||
ITEM_MOD_BLOCK_VALUE_SHORT = "Valor de bloqueo";
|
||||
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "daño por segundo";
|
||||
LARGE_NUMBER_SEPERATOR = "";
|
||||
MINUTES_SECONDS = "%.2d:%.2d";
|
||||
PERCENTAGE_STRING = "%d%%";
|
||||
SILVER_AMOUNT_SYMBOL = "p";
|
||||
SLASH_CLEARFOCUS1 = "/quitarenfoque";
|
||||
SLASH_CLEARFOCUS2 = "/clearfocus";
|
||||
SLASH_EQUIP_SET1 = "/conjequip";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_FOCUS1 = "/enfoque";
|
||||
SLASH_FOCUS2 = "/focus";
|
||||
LINK_TRADESKILL_TOOLTIP = "Haz clic aquí para crear un vínculo a tu profesión.";
|
||||
|
||||
@@ -9,4 +9,45 @@ ITEMS_IN_INVENTORY = "%d |4objet:objets; dans l'inventaire";
|
||||
ITEM_SLOTS_IGNORED = "%d |4emplacement ignoré:emplacements ignorés;";
|
||||
ITEM_MISSING = "Objet manquant : %s";
|
||||
ITEMS_NOT_IN_INVENTORY = "%d |4objet:objets; manquants";
|
||||
TARGETFOCUS = "Cibler l'unité focalisée";
|
||||
TARGETFOCUS = "Cibler l'unité focalisée";
|
||||
-- BINDING_NAME_AOELOOT = "AoE Loot";
|
||||
COPPER_AMOUNT_SYMBOL = "c";
|
||||
GENERIC_FRACTION_STRING = "%d/%d";
|
||||
GOLD_AMOUNT_SYMBOL = "o";
|
||||
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
|
||||
ITEM_DELTA_DESCRIPTION = "Si vous remplacez cet objet, les caractéristiques suivantes seront modifiées :";
|
||||
ITEM_MOD_MANA_SHORT = "Mana";
|
||||
ITEM_MOD_HEALTH_SHORT = "Vie";
|
||||
ITEM_MOD_AGILITY_SHORT = "Agilité";
|
||||
ITEM_MOD_STRENGTH_SHORT = "Force";
|
||||
ITEM_MOD_INTELLECT_SHORT = "Intelligence";
|
||||
ITEM_MOD_SPIRIT_SHORT = "Esprit";
|
||||
ITEM_MOD_STAMINA_SHORT = "Endurance";
|
||||
ITEM_MOD_ATTACK_POWER_SHORT = "Puissance d'attaque";
|
||||
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "Puissance d'attaque à distance";
|
||||
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "Score de critique (mêlée)";
|
||||
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "Score de critique (distance)";
|
||||
ITEM_MOD_HIT_MELEE_RATING_SHORT = "Toucher (mêlée)";
|
||||
ITEM_MOD_HIT_RANGED_RATING_SHORT = "Toucher (distance)";
|
||||
ITEM_MOD_HIT_SPELL_RATING_SHORT = "Toucher (sorts)";
|
||||
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "Score de critique (sorts)";
|
||||
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "Bonus aux dégâts";
|
||||
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "Bonus aux soins";
|
||||
ITEM_MOD_MANA_REGENERATION_SHORT = "Régénération du mana";
|
||||
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "Défense";
|
||||
ITEM_MOD_DODGE_RATING_SHORT = "Esquive";
|
||||
ITEM_MOD_PARRY_RATING_SHORT = "Parade";
|
||||
ITEM_MOD_BLOCK_RATING_SHORT = "Blocage";
|
||||
ITEM_MOD_BLOCK_VALUE_SHORT = "Valeur de blocage";
|
||||
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "Dégâts par seconde";
|
||||
LARGE_NUMBER_SEPERATOR = "";
|
||||
MINUTES_SECONDS = "%.2d:%.2d";
|
||||
PERCENTAGE_STRING = "%d%%";
|
||||
SILVER_AMOUNT_SYMBOL = "a";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/annulerfocal";
|
||||
SLASH_EQUIP_SET1 = "/equipset";
|
||||
SLASH_EQUIP_SET2 = "/équipens";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/focal";
|
||||
LINK_TRADESKILL_TOOLTIP = "Cliquez ici pour créer un lien vers votre profession.";
|
||||
|
||||
@@ -9,4 +9,45 @@ ITEMS_IN_INVENTORY = "%d |4предмет:предмета:предметов;
|
||||
ITEM_SLOTS_IGNORED = "%d |4ячейка пропущена:ячейки пропущены:ячейки пропущены;";
|
||||
ITEM_MISSING = "Предмет для ячейки %s отсутствует";
|
||||
ITEMS_NOT_IN_INVENTORY = "%d |4предмет отсутствует:предмета отсутствует:предметов отсутствуют;";
|
||||
TARGETFOCUS = "Восстановить цель";
|
||||
TARGETFOCUS = "Восстановить цель";
|
||||
-- BINDING_NAME_AOELOOT = "AoE Loot";
|
||||
COPPER_AMOUNT_SYMBOL = "м";
|
||||
GENERIC_FRACTION_STRING = "%d/%d";
|
||||
GOLD_AMOUNT_SYMBOL = "з";
|
||||
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
|
||||
ITEM_DELTA_DESCRIPTION = "Если вы замените этот предмет, произойдут следующие изменения:";
|
||||
ITEM_MOD_MANA_SHORT = "к мане";
|
||||
ITEM_MOD_HEALTH_SHORT = "к здоровью";
|
||||
ITEM_MOD_AGILITY_SHORT = "к ловкости";
|
||||
ITEM_MOD_STRENGTH_SHORT = "к силе";
|
||||
ITEM_MOD_INTELLECT_SHORT = "к интеллекту";
|
||||
ITEM_MOD_SPIRIT_SHORT = "к духу";
|
||||
ITEM_MOD_STAMINA_SHORT = "к выносливости";
|
||||
ITEM_MOD_ATTACK_POWER_SHORT = "к силе атаки";
|
||||
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "к силе атаки дальнего боя";
|
||||
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "к показателю критического удара в ближнем бою";
|
||||
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "к показателю критического удара в дальнем бою";
|
||||
ITEM_MOD_HIT_MELEE_RATING_SHORT = "к меткости в ближнем бою";
|
||||
ITEM_MOD_HIT_RANGED_RATING_SHORT = "к меткости в дальнем бою";
|
||||
ITEM_MOD_HIT_SPELL_RATING_SHORT = "к меткости заклинаний";
|
||||
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "к критическому эффекту заклинаний";
|
||||
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "к дополнительному урону";
|
||||
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "к дополнительному исцелению";
|
||||
ITEM_MOD_MANA_REGENERATION_SHORT = "к восполнению маны";
|
||||
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "Защита";
|
||||
ITEM_MOD_DODGE_RATING_SHORT = "Уклонение";
|
||||
ITEM_MOD_PARRY_RATING_SHORT = "Парирование";
|
||||
ITEM_MOD_BLOCK_RATING_SHORT = "Блок";
|
||||
ITEM_MOD_BLOCK_VALUE_SHORT = "к показателю блокирования";
|
||||
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "к урону в секунду";
|
||||
LARGE_NUMBER_SEPERATOR = "";
|
||||
MINUTES_SECONDS = "%.2d:%.2d";
|
||||
PERCENTAGE_STRING = "%d%%";
|
||||
SILVER_AMOUNT_SYMBOL = "с";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/сбросфокуса";
|
||||
SLASH_EQUIP_SET1 = "/комплект";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/фокус";
|
||||
LINK_TRADESKILL_TOOLTIP = "Щелкните здесь, чтобы создать ссылку на вашу профессию.";
|
||||
|
||||
@@ -9,4 +9,45 @@ ITEMS_IN_INVENTORY = "背包中有%d件物品";
|
||||
ITEM_SLOTS_IGNORED = "忽略%d个栏位";
|
||||
ITEM_MISSING = "%s缺失";
|
||||
ITEMS_NOT_IN_INVENTORY = "缺少%d件物品";
|
||||
TARGETFOCUS = "选中焦点目标";
|
||||
TARGETFOCUS = "选中焦点目标";
|
||||
-- BINDING_NAME_AOELOOT = "AoE Loot";
|
||||
COPPER_AMOUNT_SYMBOL = "铜";
|
||||
GENERIC_FRACTION_STRING = "%d/%d";
|
||||
GOLD_AMOUNT_SYMBOL = "金";
|
||||
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
|
||||
ITEM_DELTA_DESCRIPTION = "如果你替换该物品,将会产生以下的属性变更:";
|
||||
ITEM_MOD_MANA_SHORT = "法力值";
|
||||
ITEM_MOD_HEALTH_SHORT = "生命值";
|
||||
ITEM_MOD_AGILITY_SHORT = "敏捷";
|
||||
ITEM_MOD_STRENGTH_SHORT = "力量";
|
||||
ITEM_MOD_INTELLECT_SHORT = "智力";
|
||||
ITEM_MOD_SPIRIT_SHORT = "精神";
|
||||
ITEM_MOD_STAMINA_SHORT = "耐力";
|
||||
ITEM_MOD_ATTACK_POWER_SHORT = "攻击强度";
|
||||
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "远程攻击强度";
|
||||
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "爆击(近战)";
|
||||
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "爆击(远程)";
|
||||
ITEM_MOD_HIT_MELEE_RATING_SHORT = "命中(近战)";
|
||||
ITEM_MOD_HIT_RANGED_RATING_SHORT = "命中(远程)";
|
||||
ITEM_MOD_HIT_SPELL_RATING_SHORT = "命中(法术)";
|
||||
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "爆击(法术)";
|
||||
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "伤害加成";
|
||||
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "治疗加成";
|
||||
ITEM_MOD_MANA_REGENERATION_SHORT = "法力回复";
|
||||
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "防御";
|
||||
ITEM_MOD_DODGE_RATING_SHORT = "躲闪";
|
||||
ITEM_MOD_PARRY_RATING_SHORT = "招架";
|
||||
ITEM_MOD_BLOCK_RATING_SHORT = "格挡";
|
||||
ITEM_MOD_BLOCK_VALUE_SHORT = "格挡值";
|
||||
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "每秒伤害";
|
||||
LARGE_NUMBER_SEPERATOR = ",";
|
||||
MINUTES_SECONDS = "%.2d:%.2d";
|
||||
PERCENTAGE_STRING = "%d%%";
|
||||
SILVER_AMOUNT_SYMBOL = "银";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/clearfocus";
|
||||
SLASH_EQUIP_SET1 = "/equipset";
|
||||
SLASH_EQUIP_SET2 = "/equipset";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/focus";
|
||||
LINK_TRADESKILL_TOOLTIP = "点击这里以创建一个链接到你的专业的快捷方式。";
|
||||
|
||||
@@ -9,4 +9,45 @@ ITEMS_IN_INVENTORY = "%d件物品在物品欄中";
|
||||
ITEM_SLOTS_IGNORED = "忽略%d個欄位";
|
||||
ITEM_MISSING = "缺少%s物品";
|
||||
ITEMS_NOT_IN_INVENTORY = "缺少%d件物品";
|
||||
TARGETFOCUS = "選定鎖定單位";
|
||||
TARGETFOCUS = "選定鎖定單位";
|
||||
-- BINDING_NAME_AOELOOT = "AoE Loot";
|
||||
COPPER_AMOUNT_SYMBOL = "銅";
|
||||
GENERIC_FRACTION_STRING = "%d/%d";
|
||||
GOLD_AMOUNT_SYMBOL = "金";
|
||||
HOURS_MINUTES_SECONDS = "%.2d:%.2d:%.2d";
|
||||
ITEM_DELTA_DESCRIPTION = "若你更換此裝備,下列屬性將會改變:";
|
||||
ITEM_MOD_MANA_SHORT = "法力";
|
||||
ITEM_MOD_HEALTH_SHORT = "生命力";
|
||||
ITEM_MOD_AGILITY_SHORT = "敏捷";
|
||||
ITEM_MOD_STRENGTH_SHORT = "力量";
|
||||
ITEM_MOD_INTELLECT_SHORT = "智力";
|
||||
ITEM_MOD_SPIRIT_SHORT = "精神";
|
||||
ITEM_MOD_STAMINA_SHORT = "耐力";
|
||||
ITEM_MOD_ATTACK_POWER_SHORT = "攻擊強度";
|
||||
ITEM_MOD_RANGED_ATTACK_POWER_SHORT = "遠程攻擊強度";
|
||||
ITEM_MOD_CRIT_MELEE_RATING_SHORT = "致命一擊(近戰)";
|
||||
ITEM_MOD_CRIT_RANGED_RATING_SHORT = "致命一擊(遠程)";
|
||||
ITEM_MOD_HIT_MELEE_RATING_SHORT = "命中(近戰)";
|
||||
ITEM_MOD_HIT_RANGED_RATING_SHORT = "命中(遠程)";
|
||||
ITEM_MOD_HIT_SPELL_RATING_SHORT = "命中(法術)";
|
||||
ITEM_MOD_CRIT_SPELL_RATING_SHORT = "致命一擊(法術)";
|
||||
ITEM_MOD_SPELL_DAMAGE_DONE_SHORT = "傷害加成";
|
||||
ITEM_MOD_SPELL_HEALING_DONE_SHORT = "治療加成";
|
||||
ITEM_MOD_MANA_REGENERATION_SHORT = "法力恢復";
|
||||
ITEM_MOD_DEFENSE_SKILL_RATING_SHORT = "防禦";
|
||||
ITEM_MOD_DODGE_RATING_SHORT = "閃躲";
|
||||
ITEM_MOD_PARRY_RATING_SHORT = "招架";
|
||||
ITEM_MOD_BLOCK_RATING_SHORT = "格擋";
|
||||
ITEM_MOD_BLOCK_VALUE_SHORT = "格擋值";
|
||||
ITEM_MOD_DAMAGE_PER_SECOND_SHORT = "每秒傷害";
|
||||
LARGE_NUMBER_SEPERATOR = ",";
|
||||
MINUTES_SECONDS = "%.2d:%.2d";
|
||||
PERCENTAGE_STRING = "%d%%";
|
||||
SILVER_AMOUNT_SYMBOL = "銀";
|
||||
SLASH_CLEARFOCUS1 = "/clearfocus";
|
||||
SLASH_CLEARFOCUS2 = "/清除專注目標";
|
||||
SLASH_EQUIP_SET1 = "/equipset";
|
||||
SLASH_EQUIP_SET2 = "/裝備套裝";
|
||||
SLASH_FOCUS1 = "/focus";
|
||||
SLASH_FOCUS2 = "/專注目標";
|
||||
LINK_TRADESKILL_TOOLTIP = "點擊這裡以製造一個你專業技能的連結。";
|
||||
|
||||
@@ -18,7 +18,7 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
|
||||
| Namespace | Calls |
|
||||
|-----------|-------|
|
||||
| [Action](docs/API.md#action) | `GetActionInfo` |
|
||||
| [AddOns](docs/API.md#addons) | `C_AddOns.DoesAddOnExist`, `C_AddOns.GetAddOnName`, `C_AddOns.GetAddOnNotes`, `C_AddOns.GetAddOnSecurity`, `C_AddOns.GetAddOnTitle`, `C_AddOns.IsAddOnLoadable`, `C_AddOns.IsAddOnLoaded` |
|
||||
| [AddOns](docs/API.md#addons) | `C_AddOns.DoesAddOnExist`, `C_AddOns.GetAddOnName`, `C_AddOns.GetAddOnNotes`, `C_AddOns.GetAddOnOptionalDependencies`, `C_AddOns.GetAddOnSecurity`, `C_AddOns.GetAddOnTitle`, `C_AddOns.IsAddOnLoadable`, `C_AddOns.IsAddOnLoaded` |
|
||||
| [Chat](docs/API.md#chat) | `GetCurrentChatGUID` |
|
||||
| [Class](docs/API.md#class) | `FillLocalizedClassList` |
|
||||
| [Combat](docs/API.md#combat) | `InCombatLockdown` |
|
||||
@@ -39,20 +39,22 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
|
||||
| [Gossip](docs/API.md#gossip) | `C_GossipInfo.CloseGossip`, `C_GossipInfo.GetActiveQuests`, `C_GossipInfo.GetAvailableQuests`, `C_GossipInfo.GetNumActiveQuests`, `C_GossipInfo.GetNumAvailableQuests`, `C_GossipInfo.GetNumOptions`, `C_GossipInfo.GetOptions`, `C_GossipInfo.GetText`, `C_GossipInfo.SelectActiveQuest`, `C_GossipInfo.SelectAvailableQuest`, `C_GossipInfo.SelectOption`, `C_GossipInfo.SelectOptionByIndex` |
|
||||
| [GameTooltip](docs/API.md#gametooltip) | `GameTooltip:GetGameObject`, `GameTooltip:GetItem`, `GameTooltip:GetOwner`, `GameTooltip:GetSpell`, `GameTooltip:GetUnitGUID`, `GameTooltip:HasGameObject`, `GameTooltip:HasItem`, `GameTooltip:HasSpell`, `GameTooltip:HasUnit`, `GameTooltip:IsEquippedItem`, `GameTooltip:SetEquipmentSet`, `GameTooltip:SetHyperlinkCompareItem`, `GameTooltip:SetInventoryItemByID`, `GameTooltip:SetItemByGUID`, `GameTooltip:SetItemByID`, `GameTooltip:SetSpellByID`, `GameTooltip:SetTalentByID`, `GameTooltip:SetUnitAura`, `OnTooltipSetItem` (script) |
|
||||
| [Hooks](docs/API.md#hooks) | `hooksecurefunc` |
|
||||
| [Input](docs/API.md#input) | `IsLeftAltKeyDown`, `IsLeftControlKeyDown`, `IsLeftShiftKeyDown`, `IsModifierKeyDown`, `IsMouseButtonDown`, `IsRightAltKeyDown`, `IsRightControlKeyDown`, `IsRightShiftKeyDown` |
|
||||
| [Input](docs/API.md#input) | `GetMouseButtonClicked`, `IsLeftAltKeyDown`, `IsLeftControlKeyDown`, `IsLeftShiftKeyDown`, `IsModifierKeyDown`, `IsMouseButtonDown`, `IsRightAltKeyDown`, `IsRightControlKeyDown`, `IsRightShiftKeyDown` |
|
||||
| [Instance](docs/API.md#instance) | `GetInstanceInfo` |
|
||||
| [Item](docs/API.md#item) | `C_Item.DoesItemExist`, `C_Item.DoesItemExistByID`, `C_Item.EquipItemByName`, `C_Item.GetCurrentItemLevel`, `C_Item.GetDetailedItemLevelInfo`, `C_Item.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` |
|
||||
| [LootHistory](docs/API.md#loothistory) | `C_LootHistory.GetNumItems`, `C_LootHistory.GetItem`, `C_LootHistory.GetPlayerInfo`, `C_LootHistory.Clear` |
|
||||
| [LossOfControl](docs/API.md#lossofcontrol) | `C_LossOfControl.GetActiveLossOfControlData`, `C_LossOfControl.GetActiveLossOfControlDataCount` |
|
||||
| [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`, `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` |
|
||||
| [NameCache](docs/API.md#namecache) | `C_PlayerCache.GetPlayerInfoByName`, `C_PlayerCache.IsEnabled`, `C_PlayerCache.IsScanEnabled`, `C_PlayerCache.RememberPlayer`, `C_PlayerCache.SetEnabled`, `C_PlayerCache.SetScanEnabled`, `GetPlayerInfoByGUID`, `UnitNameFromGUID` |
|
||||
| [PlayerInfo](docs/API.md#playerinfo) | `C_PlayerInfo.CanUseItem`, `C_PlayerInfo.GUIDIsCreature`, `C_PlayerInfo.GUIDIsGameObject`, `C_PlayerInfo.GUIDIsPet`, `C_PlayerInfo.GUIDIsPlayer` |
|
||||
| [Quest](docs/API.md#quest) | `C_QuestLog.GetNumQuestObjectives`, `C_QuestLog.GetQuestDetails`, `C_QuestLog.GetQuestIDForLogIndex`, `C_QuestLog.GetTitleForQuestID`, `C_QuestLog.IsOnQuest`, `C_QuestLog.IsQuestDataCachedByID`, `C_QuestLog.IsUnitOnQuest`, `C_QuestLog.RequestLoadQuestByID`, `GetQuestLogLeaderBoardID` |
|
||||
| [Screen](docs/API.md#screen) | `GetPhysicalScreenSize` |
|
||||
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.CastingInfo`, `C_Spell.ChannelInfo`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.SpellHasRange`, `C_Spell.UnitCastingInfo`, `C_Spell.UnitChannelInfo`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
|
||||
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.CastingInfo`, `C_Spell.ChannelInfo`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLevelInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellRequiredTargetLevel`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellInRange`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.SpellHasRange`, `C_Spell.UnitCastingInfo`, `C_Spell.UnitChannelInfo`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellRequiredTargetLevel`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
|
||||
| [SpellBook](docs/API.md#spellbook) | `C_SpellBook.GetCurrentLevelSpells`, `C_SpellBook.GetSpellLevelLearned`, `C_SpellBook.GetSpellSkillLine`, `C_SpellBook.IsAutoAttackSpellBookItem`, `C_SpellBook.IsRangedAutoAttackSpellBookItem`, `FindSpellBookSlotByID` |
|
||||
| [State](docs/API.md#state) | `CancelShapeshiftForm`, `Dismount`, `GetMirrorTimerInfo`, `GetMirrorTimerProgress`, `GetShapeshiftFormID`, `IsAssistingRitual`, `IsFalling`, `IsInGroup`, `IsInRaid`, `IsLoggedIn`, `IsMounted`, `IsStealthed`, `IsSwimming` |
|
||||
| [Table](docs/API.md#table) | `table.wipe` |
|
||||
@@ -60,7 +62,7 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
|
||||
| [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` |
|
||||
| [Unit](docs/API.md#unit) | `GetUnitSpeed`, `UnitClassBase`, `UnitDistanceSquared`, `UnitGUID`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `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`, `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` |
|
||||
@@ -121,6 +123,8 @@ when launching with `-console`), not as Lua functions. See the
|
||||
| `GLOBAL_MOUSE_UP` | `button` |
|
||||
| `HEARTHSTONE_BOUND` | *(none)* |
|
||||
| `ITEM_DATA_LOAD_RESULT` | `itemID, success` |
|
||||
| `LOOT_HISTORY_ROLL_CHANGED` | `itemIndex, playerIndex` |
|
||||
| `LOOT_HISTORY_ROLL_COMPLETE` | `itemIndex` |
|
||||
| `LOOT_SCAN_COMPLETED` | *(none)* |
|
||||
| `LOSS_OF_CONTROL_ADDED` | `eventIndex` |
|
||||
| `LOSS_OF_CONTROL_UPDATE` | `unitToken` (always `"player"`) |
|
||||
|
||||
@@ -3615,3 +3615,203 @@ vs. any hidden fixed-30 assumption elsewhere; and that the Lua-created
|
||||
lines inherit height/spacing identical to the template's 1..30 so the
|
||||
tooltip grows seamlessly. Both are observable on the first >30-line
|
||||
hover.
|
||||
|
||||
## 98. `UnitThreatSituation` / `UnitDetailedThreatSituation` / `GetThreatStatusColor` — NOT FEASIBLE in a client DLL
|
||||
|
||||
Modern (WotLK+) exposes three threat APIs:
|
||||
[`UnitThreatSituation`](https://warcraft.wiki.gg/wiki/API_UnitThreatSituation)
|
||||
(unit → 0..3 aggro status),
|
||||
[`UnitDetailedThreatSituation`](https://warcraft.wiki.gg/wiki/API_UnitDetailedThreatSituation)
|
||||
(isTanking, status, threatPct, rawThreatPct, threatValue), and
|
||||
[`GetThreatStatusColor`](https://warcraft.wiki.gg/wiki/API_GetThreatStatusColor)
|
||||
(status → RGB). None of them can be backed by ClassicAPI, because
|
||||
**the underlying data does not exist on the 1.12 client** — not in a
|
||||
form a DLL can read, and not by any amount of RE.
|
||||
|
||||
### Threat is 100% server-authoritative in vanilla; no threat opcode exists
|
||||
|
||||
Vanilla 1.12's threat lives entirely inside the server's
|
||||
`ThreatManager` (per-creature `ThreatList` of `HostileReference`s —
|
||||
see Turtle's
|
||||
[`src/game/Threat/ThreatManager.cpp`](C:\Git\turtle-wow\Dumps\Source%20Code\16%20-%20Development_server\patch_1172\src\game\Threat\ThreatManager.cpp)).
|
||||
The 3.3.5 client can show a threat meter because WotLK added
|
||||
`SMSG_THREAT_UPDATE` / `SMSG_HIGHEST_THREAT_UPDATE` (and the client
|
||||
keeps a per-unit threat table those packets feed). **1.12 has no such
|
||||
opcode** — the protocol never transmits per-unit threat values, so
|
||||
there is nothing in client memory to read. This is the same class of
|
||||
limitation as `C_QuestLog.IsQuestFlaggedCompleted` (TODO #1): the
|
||||
client simply isn't told. Unlike cast timing (TODO #91, recoverable
|
||||
from `SMSG_SPELL_START`) or aura casters (recoverable from
|
||||
`SMSG_SPELL_GO`), there is **no incidental packet** that leaks threat
|
||||
either — the server computes tanking/aggro decisions internally and
|
||||
broadcasts none of the numbers.
|
||||
|
||||
### How Turtle actually does it — a *server-side* addon-channel protocol
|
||||
|
||||
TWThreat (`C:\WoW\Octo\Interface\Addons\TWThreat`) is not reading
|
||||
client memory; it round-trips through a **custom server patch**:
|
||||
|
||||
1. Client → server: the addon `SendAddonMessage("TWT_UDTSv4"[.._TM],
|
||||
"limit=NN", "PARTY"/"RAID")` — a normal `CMSG_MESSAGECHAT` addon
|
||||
message (`TWThreat.lua:1207` `TWT.UnitDetailedThreatSituation`).
|
||||
2. Server intercepts the prefix in
|
||||
[`ChatHandler.cpp:1051`](turtle-wow\Dumps\Source%20Code\16%20-%20Development_server\patch_1172\src\game\Handlers\ChatHandler.cpp)
|
||||
(`strstr(msg, "TWT_UDTSv4")`), validates
|
||||
`GetSelectedCreature()->CanHaveThreatList()`, and calls
|
||||
`ThreatManager::UnitDetailedThreatSituation(creature, player, limit,
|
||||
tankMode)`.
|
||||
3. That serializer (`ThreatManager.cpp:441`) walks the real
|
||||
`getThreatList()` and builds a `TWTv4=name:pct:threat;…` string,
|
||||
then `SendAddonMessage`s it back.
|
||||
4. Client parses it in `CHAT_MSG_ADDON` → `TWT.handleThreatPacket`
|
||||
(`TWThreat.lua:790`).
|
||||
|
||||
Every threat number the meter shows originated on the server and was
|
||||
put on the wire by a server-side code change ClassicAPI has no
|
||||
counterpart to. A client DLL cannot manufacture data the server never
|
||||
sends.
|
||||
|
||||
### Even where a server *does* expose it, the transport is async
|
||||
|
||||
The Turtle path is a request/response over the addon chat channel —
|
||||
fundamentally asynchronous (poll on `OnUpdate`, handle the reply on a
|
||||
later frame). It cannot back a **synchronous** `UnitThreatSituation()`
|
||||
that returns a value in the same call, which is exactly why TWThreat is
|
||||
structured around events and a cached `TWT.threats` table rather than a
|
||||
blocking query. A ClassicAPI shim would at best have to fake a
|
||||
synchronous return from a stale cache, and the cache only exists if a
|
||||
Turtle-style server is feeding it — i.e. the shim would add nothing the
|
||||
addon isn't already doing in Lua.
|
||||
|
||||
### `GetThreatStatusColor` is the only client-pure piece — and it's trivial Lua
|
||||
|
||||
`GetThreatStatusColor(status)` is just a fixed 0..3 → RGB map (grey /
|
||||
yellow / orange / red); no engine data involved. But it's meaningless
|
||||
without a real `status` to feed it, and it's a two-line Lua table
|
||||
lookup — no reason to spend a DLL global on it. If we ever ship a
|
||||
threat polyfill it belongs beside the (Lua, server-dependent) status
|
||||
source, not in the DLL.
|
||||
|
||||
**Verdict:** skip all three. The data is server-only with no vanilla
|
||||
opcode, the only working implementation (Turtle) is a server patch plus
|
||||
an async addon-channel protocol that lives correctly in Lua, and the
|
||||
one client-pure function is a trivial color table. Nothing here is a
|
||||
client-DLL problem.
|
||||
|
||||
### If we synthesized it anyway
|
||||
|
||||
"Can't read it" and "can't estimate it" are separate claims. We can't
|
||||
read threat (above); *estimating* it is possible, but it splits into two
|
||||
tiers, and neither one is a DLL feature.
|
||||
|
||||
**Tier 1 — client-only proxy from the mob's target (small, honest,
|
||||
nearly useless).** The one threat-correlated fact vanilla *does* sync to
|
||||
the client is the creature's current target (`UNIT_FIELD_TARGET` in the
|
||||
descriptor — the same field `"<mob>target"` / `targettarget` reads). A
|
||||
mob attacks its highest-threat valid target, so `mobTarget == unit` ≈
|
||||
"unit is tanking". That yields:
|
||||
|
||||
- `UnitThreatSituation(unit, mob)` → `3` when the mob targets `unit`,
|
||||
else `nil`. It **cannot** produce `1` ("higher than tank, about to
|
||||
pull") or distinguish `2` from `3` — those are numeric comparisons and
|
||||
we have no numbers.
|
||||
- `UnitDetailedThreatSituation` → `isTanking` only; `status` degenerate,
|
||||
`threatpct` / `rawthreatpct` / `threatvalue` all unavailable.
|
||||
- Laggy: it changes only when the mob switches target (a descriptor
|
||||
update), so it *trails* real threat and gives zero predictive warning
|
||||
— the entire reason a threat meter exists.
|
||||
|
||||
This needs no DLL: `UnitIsUnit("<mob>target", unit)` already does it in
|
||||
pure Lua. Shipping it under the real API names would be actively
|
||||
misleading (callers expect the 0–3 gradient plus percentages), so it's
|
||||
not worth it even as a stub.
|
||||
|
||||
**Tier 2 — a real threat model (accurate-ish, huge, cooperative, ~95%
|
||||
Lua).** This is what KTM / KLHThreatMeter / vanilla-Omen actually do, and
|
||||
the only synthesis that fills the percentage/prediction dimensions the
|
||||
API is *for*:
|
||||
|
||||
1. **Model your own threat.** Parse your outgoing combat events and
|
||||
convert them to threat via a per-spell coefficient database (damage ≈
|
||||
1 threat per point, healing ≈ 0.5/HP applied to *every* mob in combat,
|
||||
flat-threat abilities like Sunder Armor / Demo Shout, per-spell
|
||||
bonus/penalty coefficients), then apply your active multipliers —
|
||||
stance/form (Defensive 1.3×, Berserker 0.8×, Bear/Cat), Righteous Fury
|
||||
(+Holy threat), Blessing of Salvation (0.7×), threat-reduction
|
||||
trinkets — and handle the sets/wipes: taunt (sets you to current top),
|
||||
Feign Death, Vanish, Fade, Cower.
|
||||
2. **Broadcast** your per-mob estimate over `SendAddonMessage` and
|
||||
**aggregate** everyone else's broadcasts into a per-mob table.
|
||||
3. Derive `isTanking` / `status` / the percentages by comparing each
|
||||
member to the current tank against the **110% melee / 130% ranged**
|
||||
pull threshold — the exact constants both Turtle's server serializer
|
||||
(`ThreatManager.cpp:494`, `threatValue*100 / (tankThreat * (isMelee ?
|
||||
1.1 : 1.3))`) and TWThreat's client fallback (`TWThreat.lua:932`)
|
||||
use. Worth stealing verbatim so a synthesized `threatpct` lines up
|
||||
with what real-threat clients show.
|
||||
|
||||
Why it isn't ours to build:
|
||||
|
||||
- The coefficient DB is **game-knowledge, not in the binary** — you
|
||||
cannot RE it out of the client; it's the classic hand-maintained
|
||||
Threat-1.0/KTM data. The parsing, broadcast, and aggregation are all
|
||||
Lua. The talent/aura/stance *inputs* are already exposed by existing
|
||||
ClassicAPI functions (`GetTalentInfo`, the aura APIs, `IsPlayerSpell`,
|
||||
the spell-mod reads). **None of it is a client-DLL problem.**
|
||||
- **Cooperative-only.** You can precisely model only members running the
|
||||
same addon and broadcasting; a non-participating tank is invisible (the
|
||||
original KTM caveat). The intuitive objection — "I can see everyone's
|
||||
damage in the combat log, why can't I model them from one client?" —
|
||||
fails for three compounding reasons, none liftable by the DLL:
|
||||
1. **You don't actually see everyone's events.** Vanilla's combat log
|
||||
is visibility/range-gated — the server only broadcasts combat events
|
||||
for units near you, not the whole raid. A stacked 5-man logs most of
|
||||
it (so a single-observer model degrades *gracefully* in dungeons); a
|
||||
spread 40-man leaves you blind to the ranged camp, the back-line
|
||||
healers, anyone outside your bubble. The DLL can't recover these —
|
||||
the server never sends the packets, so there's nothing to hook.
|
||||
2. **Threat ≠ damage, and the missing factor is hidden.** Threat is
|
||||
`damage × stance × talents × buffs`, not 1:1. The talent factor
|
||||
(Defiance, Subtlety, Feral Instinct, Shadow Affinity, Frost
|
||||
Channeling — the passive threat-mod talents) is **unreadable for
|
||||
other players in vanilla**; there's no inspect path to it. Stance /
|
||||
Blessing of Salvation / Fade are at least observable auras when the
|
||||
unit is in range, but talents are pure hidden state, so an observer
|
||||
can't derive a stranger's coefficient from their damage.
|
||||
3. **Much threat has no attributable log line.** In-combat healing
|
||||
generates threat on *every* mob the healer is engaged with (not the
|
||||
mob the heal touched); buffs / HoTs / PW:Fortitude, flat-threat
|
||||
abilities, and pet threat either don't appear in the log or can't be
|
||||
pinned to the right mob from a single line.
|
||||
|
||||
Broadcasting sidesteps all three because each client computes threat
|
||||
from *private, authoritative* knowledge — its own exact casts, its own
|
||||
talents, its own active stance/buffs — then shares the finished number.
|
||||
The Tier-1 mob-target read is worth keeping here *only* as a cross-check
|
||||
— it reveals who actually holds aggro regardless of who's broadcasting.
|
||||
- **It's an estimate that drifts.** Addon threat models desync from the
|
||||
server's true numbers (rounding, unmodeled effects, out-of-range or
|
||||
missed events). That drift is precisely why Blizzard later added
|
||||
`SMSG_THREAT_UPDATE` and why Turtle chose a server serializer over
|
||||
blessing an addon guess.
|
||||
|
||||
**The only DLL-shaped angle — and it's an *input*, not threat.** The one
|
||||
place a DLL beats Lua is the feed: vanilla's combat log is localized text
|
||||
keyed by unit *name* (ambiguous with duplicate names, breaks per-locale).
|
||||
Hooking the damage/heal packet handlers (`SMSG_SPELLNONMELEEDAMAGELOG`,
|
||||
`SMSG_ATTACKERSTATEUPDATE`, `SMSG_PERIODICAURALOG`) to emit precise,
|
||||
GUID-keyed, unlocalized damage/heal events would make any Lua threat
|
||||
model far more robust. But (a) that's a **separate feature** — a
|
||||
`COMBAT_LOG_EVENT`-style feed, useful well beyond threat — that should be
|
||||
filed on its own merits; (b) it still only *feeds* the Lua model — threat
|
||||
stays an estimate, computed cooperatively in Lua; and (c) on the actual
|
||||
target environment SuperWoW already exposes GUID-keyed combat info +
|
||||
`UNIT_CASTEVENT`, so even this niche is largely pre-filled.
|
||||
|
||||
**Bottom line on synthesis:** Tier 1 is a Lua one-liner too degenerate to
|
||||
wear the API's name; Tier 2 is a full KTM/Omen reimplementation that is
|
||||
almost entirely Lua data + logic, cooperative-only, and inherently an
|
||||
estimate. Anyone who wants vanilla threat should run an existing threat
|
||||
addon. ClassicAPI's only worthwhile contribution in this space is an
|
||||
unrelated precise-combat-log event feed — filed as its own thing, not as
|
||||
"threat".
|
||||
|
||||
+504
-45
@@ -20,6 +20,7 @@ build instructions.
|
||||
- [`C_AddOns.IsAddOnLoaded(indexOrName)`](#c_addonsisaddonloadedindexorname)
|
||||
- [`C_AddOns.GetAddOnSecurity(indexOrName)`](#c_addonsgetaddonsecurityindexorname)
|
||||
- [`C_AddOns.DoesAddOnExist(indexOrName)`](#c_addonsdoesaddonexistindexorname)
|
||||
- [`C_AddOns.GetAddOnOptionalDependencies(indexOrName)`](#c_addonsgetaddonoptionaldependenciesindexorname)
|
||||
|
||||
- [CharacterList](#characterlist)
|
||||
- [`GetSavedCharacterOrder(realm)` / `SetSavedCharacterOrder(realm, order)` — GlueXML only](#getsavedcharacterorderrealm--setsavedcharacterorderrealm-order--gluexml-only)
|
||||
@@ -99,6 +100,7 @@ build instructions.
|
||||
- [`EQUIPMENT_SWAP_PENDING` event](#equipment_swap_pending-event)
|
||||
- [`EQUIPMENT_SWAP_FINISHED` event](#equipment_swap_finished-event)
|
||||
- [`FACTION_STANDING_CHANGED` event](#faction_standing_changed-event)
|
||||
- [`LOOT_HISTORY_ROLL_CHANGED` / `LOOT_HISTORY_ROLL_COMPLETE` / `LOOT_HISTORY_FULL_UPDATE` events](#loot_history_roll_changed--loot_history_roll_complete--loot_history_full_update-events)
|
||||
- [`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)
|
||||
@@ -192,6 +194,7 @@ build instructions.
|
||||
- [`IsLeftAltKeyDown()` / `IsRightAltKeyDown()`](#isleftaltkeydown--isrightaltkeydown)
|
||||
- [`IsModifierKeyDown()`](#ismodifierkeydown)
|
||||
- [`IsMouseButtonDown([button])`](#ismousebuttondownbutton)
|
||||
- [`GetMouseButtonClicked()`](#getmousebuttonclicked)
|
||||
|
||||
- [Instance](#instance)
|
||||
- [`GetInstanceInfo()`](#getinstanceinfo)
|
||||
@@ -225,6 +228,7 @@ build instructions.
|
||||
- [`C_Item.GetStackCount(itemLocation)`](#c_itemgetstackcountitemlocation)
|
||||
- [`C_Item.IsBound(itemLocation)`](#c_itemisbounditemlocation)
|
||||
- [`C_Item.IsEquippableItem(item)`](#c_itemisequippableitemitem)
|
||||
- [`IsUsableItem(item)` / `C_Item.IsUsableItem(item)`](#isusableitemitem--c_itemisusableitemitem)
|
||||
- [`C_Item.IsEquippedItem(item)`](#c_itemisequippeditemitem)
|
||||
- [`C_Item.IsItemDataCachedByID(item)` / `C_Item.IsItemDataCached(itemLocation)`](#c_itemisitemdatacachedbyiditem--c_itemisitemdatacacheditemlocation)
|
||||
- [`C_Item.IsItemGUIDInInventory(itemGUID)`](#c_itemisitemguidininventoryitemguid)
|
||||
@@ -255,6 +259,11 @@ build instructions.
|
||||
- [`C_Loot.IsScanInProgress()`](#c_lootisscaninprogress)
|
||||
- [`C_Loot.GetLastScanResults()`](#c_lootgetlastscanresults)
|
||||
|
||||
- [LootHistory](#loothistory)
|
||||
- [`C_LootHistory.GetNumItems()`](#c_loothistorygetnumitems)
|
||||
- [`C_LootHistory.GetItem(itemIndex)`](#c_loothistorygetitemitemindex)
|
||||
- [`C_LootHistory.GetPlayerInfo(itemIndex, playerIndex)`](#c_loothistorygetplayerinfoitemindex-playerindex)
|
||||
|
||||
- [LossOfControl](#lossofcontrol)
|
||||
- [`C_LossOfControl.GetActiveLossOfControlDataCount()`](#c_lossofcontrolgetactivelossofcontroldatacount)
|
||||
- [`C_LossOfControl.GetActiveLossOfControlData(index)`](#c_lossofcontrolgetactivelossofcontroldataindex)
|
||||
@@ -292,13 +301,15 @@ build instructions.
|
||||
- [`GetPlayerInfoByGUID(guid)`](#getplayerinfobyguidguid)
|
||||
- [`UnitNameFromGUID(guid)`](#unitnamefromguidguid)
|
||||
- [`C_PlayerCache.GetPlayerInfoByName(name)`](#c_playercachegetplayerinfobynamename)
|
||||
- [`C_PlayerInfo.GUIDIsPlayer(guid)` / `GUIDIsCreature` / `GUIDIsPet` / `GUIDIsGameObject`](#c_playerinfoguidisplayerguid--guidiscreature--guidispet--guidisgameobject)
|
||||
- [`C_PlayerCache.RememberPlayer(guid, name, classToken)`](#c_playercacherememberplayerguid-name-classtoken)
|
||||
- [`C_PlayerCache.SetEnabled(enabled)`](#c_playercachesetenabledenabled)
|
||||
- [`C_PlayerCache.IsEnabled()`](#c_playercacheisenabled)
|
||||
- [`C_PlayerCache.SetScanEnabled(enabled)`](#c_playercachesetscanenabledenabled)
|
||||
- [`C_PlayerCache.IsScanEnabled()`](#c_playercacheisscanenabled)
|
||||
|
||||
- [PlayerInfo](#playerinfo)
|
||||
- [`C_PlayerInfo.CanUseItem(itemID)`](#c_playerinfocanuseitemitemid)
|
||||
- [`C_PlayerInfo.GUIDIsPlayer(guid)` / `GUIDIsCreature` / `GUIDIsPet` / `GUIDIsGameObject`](#c_playerinfoguidisplayerguid--guidiscreature--guidispet--guidisgameobject)
|
||||
- [Quest](#quest)
|
||||
- [`C_QuestLog.GetQuestIDForLogIndex(index)`](#c_questlogGetQuestIDForLogIndexindex)
|
||||
- [`C_QuestLog.RequestLoadQuestByID(questID)`](#c_questlogrequestloadquestbyidquestid)
|
||||
@@ -338,6 +349,7 @@ build instructions.
|
||||
- [`C_Spell.IsCurrentSpell(spellIdentifier)`](#c_spelliscurrentspellspellidentifier)
|
||||
- [`C_Spell.IsSelfBuff(spellID)`](#c_spellisselfbuffspellid)
|
||||
- [`C_Spell.SpellHasRange(spellIdentifier)` / `SpellHasRange(slot, bookType)`](#c_spellspellhasrangespellidentifier--spellhasrangeslot-booktype)
|
||||
- [`C_Spell.IsSpellInRange(spellIdentifier, targetUnit)`](#c_spellisspellinrangespellidentifier-targetunit)
|
||||
- [`C_Spell.IsAutoAttackSpell(spellID)`](#c_spellisautoattackspellspellid)
|
||||
- [`C_Spell.IsRangedAutoAttackSpell(spellID)`](#c_spellisrangedautoattackspellspellid)
|
||||
- [`IsHarmfulSpell(spell)` / `IsHelpfulSpell(spell)`](#isharmfulspellspell--ishelpfulspellspell)
|
||||
@@ -349,6 +361,8 @@ build instructions.
|
||||
- [`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)
|
||||
- [`C_Spell.GetSpellLevelInfo(spellID)`](#c_spellgetspelllevelinfospellid)
|
||||
- [`GetSpellRequiredTargetLevel(spellID)`](#getspellrequiredtargetlevelspellid)
|
||||
|
||||
- [SpellBook](#spellbook)
|
||||
- [`FindSpellBookSlotByID(spellID)`](#findspellbookslotbyidspellid)
|
||||
@@ -411,8 +425,13 @@ build instructions.
|
||||
- [`UnitIsFeignDeath(unit)`](#unitisfeigndeathunit)
|
||||
- [`UnitIsInMyGuild(unitOrName)`](#unitisinmyguildunitorname)
|
||||
- [`UnitIsPossessed(unit)`](#unitispossessedunit)
|
||||
- [`UnitIsMinion(unit)`](#unitisminionunit)
|
||||
- [`UnitIsPet(unit)`](#unitispetunit)
|
||||
- [`UnitIsOtherPlayersPet(unit)`](#unitisotherplayerspetunit)
|
||||
- [`UnitStandState(unit)`](#unitstandstateunit)
|
||||
- [`UnitInRange(unit)`](#unitinrangeunit)
|
||||
- [`UnitDistanceSquared(unit)`](#unitdistancesquaredunit)
|
||||
- [`UnitInLineOfSight(unit)`](#unitinlineofsightunit)
|
||||
- [`UnitPower(unit [, powerType])` / `UnitPowerMax(unit [, powerType])`](#unitpowerunit--powertype--unitpowermaxunit--powertype)
|
||||
- [`UnitPowerType(unit)`](#unitpowertypeunit)
|
||||
|
||||
@@ -605,11 +624,12 @@ the comment in [src/action/Info.cpp](../src/action/Info.cpp).
|
||||
|
||||
## AddOns
|
||||
|
||||
Six modern `C_AddOns.*` getters that splat the legacy
|
||||
Modern `C_AddOns.*` getters that splat the legacy
|
||||
`GetAddOnInfo(arg)` 7-tuple `(name, title, notes, enabled,
|
||||
loadable, reason, security)` into single-field accessors. Most
|
||||
bypass `GetAddOnInfo` entirely and call the engine's per-field
|
||||
helpers directly.
|
||||
loadable, reason, security)` into single-field accessors, plus a
|
||||
getter for the addon's optional dependencies. Most bypass
|
||||
`GetAddOnInfo` entirely and call the engine's per-field helpers
|
||||
directly.
|
||||
|
||||
All accept either a 1-based index (`1..GetNumAddOns()`) or an
|
||||
addon directory name string.
|
||||
@@ -726,6 +746,25 @@ C_AddOns.DoesAddOnExist("DebugTools") -- true
|
||||
C_AddOns.DoesAddOnExist("garbage") -- false
|
||||
```
|
||||
|
||||
### `C_AddOns.GetAddOnOptionalDependencies(indexOrName)`
|
||||
|
||||
Returns the addon's `## OptionalDeps:` names as multiple return
|
||||
values, in declared order — the counterpart to the stock
|
||||
`GetAddOnDependencies` (required deps), which vanilla exposes but
|
||||
never gave an optional-deps equivalent. An addon with no
|
||||
`## OptionalDeps:` field returns nothing.
|
||||
|
||||
Arg and error handling match stock `GetAddOnDependencies`: a
|
||||
numeric index out of range (or a non-string/non-number argument)
|
||||
raises the usage error; an unknown *name* string returns nothing
|
||||
without erroring.
|
||||
|
||||
```lua
|
||||
-- ## OptionalDeps: Atlas, pfQuest
|
||||
C_AddOns.GetAddOnOptionalDependencies("MyAddon") -- "Atlas", "pfQuest"
|
||||
C_AddOns.GetAddOnOptionalDependencies("Atlas") -- (nothing — no OptionalDeps)
|
||||
```
|
||||
|
||||
## CharacterList
|
||||
|
||||
### `GetSavedCharacterOrder(realm)` / `SetSavedCharacterOrder(realm, order)` — GlueXML only
|
||||
@@ -2295,6 +2334,22 @@ forwarding, which [`C_Reputation.GetLastStandingChange`](#c_reputationgetlaststa
|
||||
exposes — so addons can read the structured payload from inside the
|
||||
chat event without re-parsing the localized string.
|
||||
|
||||
### `LOOT_HISTORY_ROLL_CHANGED` / `LOOT_HISTORY_ROLL_COMPLETE` / `LOOT_HISTORY_FULL_UPDATE` events
|
||||
|
||||
Fire as group-loot rolls progress, so a loot-history UI can update without
|
||||
polling. Register like any engine event
|
||||
(`frame:RegisterEvent("LOOT_HISTORY_ROLL_COMPLETE")`), then read the item via
|
||||
[`C_LootHistory.GetItem`](#c_loothistorygetitemitemindex) /
|
||||
[`C_LootHistory.GetPlayerInfo`](#c_loothistorygetplayerinfoitemindex-playerindex).
|
||||
|
||||
| Event | Args | When |
|
||||
|---|---|---|
|
||||
| `LOOT_HISTORY_ROLL_CHANGED` | `itemIndex`, `playerIndex` (numbers) | A player rolled or passed on an item. |
|
||||
| `LOOT_HISTORY_ROLL_COMPLETE` | `itemIndex` (number) | The item was decided — won or all-passed. |
|
||||
| `LOOT_HISTORY_FULL_UPDATE` | — | The item set changed structurally — a new item appeared (roll opened) or the 128-item ring evicted the oldest (every index shifted). Re-read the whole list. Also fired by `C_LootHistory.Clear()`. |
|
||||
|
||||
See the [LootHistory](#loothistory) section for the reconstruction and read API.
|
||||
|
||||
### `LOOT_SCAN_COMPLETED` event
|
||||
|
||||
Fires (no payload) once a [`C_Loot.ScanNearbyLoot()`](#c_lootscannearbyloot)
|
||||
@@ -4245,6 +4300,38 @@ if IsMouseButtonDown("RightButton") then
|
||||
end
|
||||
```
|
||||
|
||||
### `GetMouseButtonClicked()`
|
||||
|
||||
Returns the name of the button responsible for the mouse handler
|
||||
currently running (`"LeftButton"`, `"RightButton"`, `"MiddleButton"`,
|
||||
`"Button4"`, `"Button5"`), or `nil` when no click is being handled.
|
||||
|
||||
Modern addons call this inside a mouse handler (`OnClick`,
|
||||
`OnMouseDown`, `OnMouseUp`, `OnDragStart`, …) to learn which button
|
||||
drove it — an alternative to reading vanilla's `arg1`, and readable
|
||||
from nested helper functions where `arg1` isn't in scope. The value
|
||||
is captured by the same `WH_GETMESSAGE` hook behind
|
||||
`GLOBAL_MOUSE_DOWN` / `GLOBAL_MOUSE_UP`, then evicted a couple of
|
||||
frames later so — matching the real API — it reads `nil` outside a
|
||||
handler rather than lingering as the last click forever.
|
||||
|
||||
The button stays readable for the whole frame its click lands in (so
|
||||
multiple addons hooking the same `OnClick` all see it), and while a
|
||||
button is physically held (so `OnDragStart` reads it). It is a
|
||||
best-effort replica: WoW dispatches these handlers deferred from the
|
||||
OS message, so eviction is time-based (per-frame) rather than exactly
|
||||
bracketed around the handler as on retail. Values can therefore
|
||||
linger ~2 frames past a click — harmless, since it's only meaningful
|
||||
inside a mouse handler.
|
||||
|
||||
```lua
|
||||
button:SetScript("OnClick", function()
|
||||
if GetMouseButtonClicked() == "RightButton" then
|
||||
-- right-click behavior
|
||||
end
|
||||
end)
|
||||
```
|
||||
|
||||
## Instance
|
||||
|
||||
### `GetInstanceInfo()`
|
||||
@@ -5235,6 +5322,53 @@ C_Item.IsEquippableItem(12640) -- Lionheart Helm → true
|
||||
C_Item.IsEquippableItem(6948) -- Hearthstone → false
|
||||
```
|
||||
|
||||
### `IsUsableItem(item)` / `C_Item.IsUsableItem(item)`
|
||||
|
||||
Returns `(usable, noMana)` for an item's **on-use** ability — the item
|
||||
analog of [`IsUsableSpell`](#isusablespellspell--isusablespellslot-booktype).
|
||||
This asks "can I click this item right now?", **not** "can I equip it".
|
||||
Armor proficiency, class-restricted gear, and the like are *not* this
|
||||
function's concern (that's the tooltip's red requirement lines); only an
|
||||
item's usable/right-click effect matters here.
|
||||
|
||||
The global `IsUsableItem(item)` returns `1`/`nil` pairs (matching stock
|
||||
`IsUsableAction`); `C_Item.IsUsableItem(item)` returns proper booleans
|
||||
per the `C_Item.*` convention. `item` is an itemID number or
|
||||
`"item:N..."` link.
|
||||
|
||||
```lua
|
||||
IsUsableItem(6948) -- Hearthstone → 1, nil
|
||||
local usable, noMana = C_Item.IsUsableItem(13446) -- Major Healing Potion
|
||||
-- usable=true, noMana=false → click it
|
||||
-- usable=false, noMana=false → no on-use effect, below required level,
|
||||
-- class/race-restricted, dead, on a form
|
||||
-- that blocks it, etc.
|
||||
```
|
||||
|
||||
> **What this function checks:**
|
||||
>
|
||||
> 1. The item has an **on-use** spell (an `ItemStats` spell slot with
|
||||
> trigger `ON_USE`). Items with no usable effect — plain gear,
|
||||
> materials, on-equip procs — return `(nil, nil)`.
|
||||
> 2. The item's **use requirements** are met: RequiredLevel, and the
|
||||
> AllowableClass / AllowableRace masks. (These gate *activation* —
|
||||
> a too-low-level potion, a class-specific trinket — so they belong
|
||||
> here, unlike equip-only requirements.)
|
||||
> 3. The on-use spell is castable now — delegated to the engine's own
|
||||
> spell-castability helper (`FUN_SPELL_IS_USABLE`, `0x006E3D60`),
|
||||
> which folds in shapeshift/form, mechanic immunities, aura state,
|
||||
> and the power check. Insufficient power is the *only* condition
|
||||
> that sets `noMana=true`.
|
||||
>
|
||||
> Like `C_Item.IsEquippableItem`, this is a synchronous cache peek:
|
||||
> uncached items return `(nil/false, nil/false)` with no async load
|
||||
> fired. Call `C_Item.RequestLoadItemDataByID` first and re-check on
|
||||
> `ITEM_DATA_LOAD_RESULT` if you need it to wait.
|
||||
>
|
||||
> The on-use spell lookup is shared with
|
||||
> [`C_Item.GetItemSpell`](#c_itemgetitemspellitem)
|
||||
> (`Item::Spell::FindOnUseSpellIDInRecord`).
|
||||
|
||||
### `C_Item.IsEquippedItem(item)`
|
||||
|
||||
Returns `true` if `item` is currently equipped in any of the 19
|
||||
@@ -6125,6 +6259,73 @@ tooltip display, extract the payload form via
|
||||
requires the literal `"item:"` prefix and rejects full `|cff...|Hitem...|h`
|
||||
input.
|
||||
|
||||
## LootHistory
|
||||
|
||||
Backport of the MoP `C_LootHistory` namespace — group-loot roll history.
|
||||
Vanilla 1.12 has no loot-history store, but it does receive the live
|
||||
group-loot roll traffic (`SMSG_LOOT_ROLL` per player, `SMSG_LOOT_ROLL_WON`,
|
||||
`SMSG_LOOT_ALL_PASSED`) — which the stock UI only turns into chat lines. This
|
||||
reconstructs the history client-side: packet co-hooks accumulate a ring of
|
||||
rolled items with per-player Need/Greed/Pass results and the winner, exposed
|
||||
through the namespace. Rollers' **name and class come from the engine
|
||||
NameCache** captured at roll time, so they resolve even for a player who has
|
||||
left the group by the time their roll arrives.
|
||||
|
||||
History is in-memory (last 128 rolled items) and resets on `/reload` or logout.
|
||||
The MoP master-loot management functions (`SetExpiration` / `GiveMasterLoot` /
|
||||
`CanMasterLoot`) are intentionally omitted — they drive server support 1.12
|
||||
doesn't have.
|
||||
|
||||
Progress is signalled by the `LOOT_HISTORY_ROLL_CHANGED` /
|
||||
`LOOT_HISTORY_ROLL_COMPLETE` events — see the
|
||||
[Events](#loot_history_roll_changed--loot_history_roll_complete--loot_history_full_update-events)
|
||||
section.
|
||||
|
||||
### `C_LootHistory.GetNumItems()`
|
||||
|
||||
Returns the number of rolled items currently in the history.
|
||||
|
||||
### `C_LootHistory.GetItem(itemIndex)`
|
||||
|
||||
`1`-based. Returns `rollID, itemLink, numPlayers, isDone, winnerIdx, timestamp`
|
||||
(matches the MoP signature, with `timestamp` as a ClassicAPI extension):
|
||||
- `rollID` — a **stable** monotonic ID for the roll. Unlike `itemIndex` (which
|
||||
shifts as the 128-item ring saturates), `rollID` never changes, so key
|
||||
"keep this row expanded" / "highlight this roll" state on it.
|
||||
- `itemLink` — `item:<id>:0:<suffix>:<unique>` (valid for `GetItemInfo` /
|
||||
`GameTooltip:SetHyperlink`), carrying the roll's random suffix so
|
||||
"of the X" items keep their affix.
|
||||
- `numPlayers` — how many players have rolled/passed so far.
|
||||
- `isDone` — `true` once the item is decided (won or all-passed).
|
||||
- `winnerIdx` — the winner's `1`-based **player index**, for
|
||||
`C_LootHistory.GetPlayerInfo(itemIndex, winnerIdx)` (name, class token,
|
||||
winning roll). `nil` if undecided / all passed. The winner is guaranteed to
|
||||
be in the player list even if their individual roll packet never arrived.
|
||||
- `timestamp` — the roll's creation time in seconds, directly comparable to
|
||||
`GetTime()` (e.g. `GetTime() - timestamp` for "N seconds ago"). ClassicAPI
|
||||
extension — no MoP equivalent.
|
||||
|
||||
Returns nothing for an out-of-range index.
|
||||
|
||||
### `C_LootHistory.GetPlayerInfo(itemIndex, playerIndex)`
|
||||
|
||||
Both `1`-based. Returns `name, class, rollType, roll, isWinner, isMe`:
|
||||
- `name` — the roller's name (from the NameCache).
|
||||
- `class` — the class token (`"WARRIOR"`, `"MAGE"`, …) for
|
||||
`RAID_CLASS_COLORS`, or `nil` if unknown.
|
||||
- `rollType` — `0` = pass, `1` = need, `2` = greed.
|
||||
- `roll` — the `1`–`100` roll, or `0` if they passed.
|
||||
- `isWinner` — `true` if this player won the item.
|
||||
- `isMe` — `true` if this roller is the local player.
|
||||
|
||||
Returns nothing for an out-of-range item or player index.
|
||||
|
||||
### `C_LootHistory.Clear()`
|
||||
|
||||
Wipes the accumulated roll history (returns nothing). A ClassicAPI extension
|
||||
with no MoP equivalent, for a "clear history" button. Fires
|
||||
`LOOT_HISTORY_FULL_UPDATE` so any open display rebuilds empty.
|
||||
|
||||
## LossOfControl
|
||||
|
||||
Backports `C_LossOfControl` — the active crowd-control / interrupt effects on
|
||||
@@ -6871,12 +7072,18 @@ Three population sources feed the cache when fully enabled:
|
||||
Storage:
|
||||
|
||||
- `WTF\Account\<account>\ClassicAPI.txt` — account-level settings
|
||||
(`PersistentNameCacheEnabled`, `NameCacheScanEnabled`).
|
||||
- `WTF\Account\<account>\<realm>\ClassicAPI_NameCache.txt` —
|
||||
per-realm cache. Tab-separated text, ~30 bytes/entry,
|
||||
hand-editable. Shared across all characters on the same
|
||||
account+realm (a 50-character bank alt's chat scraping doesn't
|
||||
double the storage cost).
|
||||
(`PersistentNameCacheEnabled`, `NameCacheScanEnabled`). The
|
||||
opt-in toggles stay per-account.
|
||||
- `WTF\ClassicAPI\<realmList>\<realm>\ClassicAPI_NameCache.txt` —
|
||||
per-realm cache, **shared across every account on the same
|
||||
server**. Keyed by the realmlist address (unambiguous server
|
||||
identity, can't collide across unrelated private servers) plus the
|
||||
realm name — so alts on different accounts pool into one file
|
||||
rather than each rebuilding their own. Tab-separated text,
|
||||
~30 bytes/entry, hand-editable. On first load with no shared file
|
||||
yet, a pre-existing per-account cache
|
||||
(`WTF\Account\<account>\<realm>\ClassicAPI_NameCache.txt`) is
|
||||
migrated in automatically.
|
||||
|
||||
### `GetPlayerInfoByGUID(guid)`
|
||||
|
||||
@@ -7061,40 +7268,6 @@ here: GUIDs are permanent for the life of a vanilla character, so
|
||||
the new character has a different GUID and gets a different cache
|
||||
entry.
|
||||
|
||||
### `C_PlayerInfo.GUIDIsPlayer(guid)` / `GUIDIsCreature` / `GUIDIsPet` / `GUIDIsGameObject`
|
||||
|
||||
Type checks on the raw 1.12 GUID format. Vanilla GUIDs encode the
|
||||
entity type in the high 16 bits of the qword — players have
|
||||
`0x0000` (low dword = player ID), creatures `0xF130xxxx`, pets
|
||||
`0xF140xxxx`, game objects (herbs / chests / etc.) `0xF110xxxx`,
|
||||
items `0x4000xxxx`. Each function returns `true` only for its
|
||||
specific prefix; the `"0x0000000000000000"` sentinel returns
|
||||
`false` from all four.
|
||||
|
||||
```lua
|
||||
if C_PlayerInfo.GUIDIsPlayer(UnitGUID("target")) then
|
||||
-- target is a player
|
||||
end
|
||||
|
||||
-- Combat-log row triage: was that a player kill or a mob kill?
|
||||
local function OnCombatLogEvent(_, _, eventType, srcGUID, ...)
|
||||
if eventType == "PARTY_KILL" then
|
||||
if C_PlayerInfo.GUIDIsPlayer(srcGUID) then ... end
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
`GUIDIsPlayer` matches modern WoW's signature exactly; the other
|
||||
three are companions for the most common type-distinction needs.
|
||||
For other types (corpse, dynamic object, transport, item) the
|
||||
underlying classifier exists internally — let us know if you need
|
||||
one exposed.
|
||||
|
||||
Accepts either the 16-digit `"0xHHHHHHHHLLLLLLLL"` form or the
|
||||
8-digit `"0xLLLLLLLL"` shortcut (high dword implicitly zero).
|
||||
Malformed input returns `false` rather than raising — matching
|
||||
modern's tolerance for stale GUIDs from addon-side caches.
|
||||
|
||||
### `C_PlayerCache.SetEnabled(enabled)`
|
||||
|
||||
Opts into (or out of) the persistent name cache. `enabled` is a
|
||||
@@ -7190,6 +7363,88 @@ if C_PlayerCache.IsScanEnabled()
|
||||
end
|
||||
```
|
||||
|
||||
## PlayerInfo
|
||||
|
||||
### `C_PlayerInfo.CanUseItem(itemID)`
|
||||
|
||||
Returns `true` if the local player meets the item's **use/equip
|
||||
requirements**, `false` otherwise. This is the "would the item be red in
|
||||
the tooltip" gate, and rounds out the item-usability trio:
|
||||
|
||||
| Function | Question it answers |
|
||||
|----------|---------------------|
|
||||
| `C_Item.IsEquippableItem(item)` | Does the item fit *some* slot? (static, player-independent) |
|
||||
| `IsUsableItem(item)` | Is the item's *on-use* ability castable right now? |
|
||||
| `C_PlayerInfo.CanUseItem(itemID)` | May *this* player equip/use it at all? |
|
||||
|
||||
So this is what answers "a Mail chest on a Mage" (armor proficiency), "a
|
||||
level-40 item at level 20" (RequiredLevel), and class/race-restricted gear.
|
||||
|
||||
`itemID` is a number (item links are also accepted). Checks performed:
|
||||
|
||||
1. **Proficiency** — for weapons/armor, the engine keeps a per-item-class
|
||||
subclass-proficiency bitmask (fed by `SMSG_SET_PROFICIENCY`); the item's
|
||||
subclass bit must be set. Item classes with no proficiency concept
|
||||
(consumables, trade goods, …) are unrestricted.
|
||||
2. **RequiredLevel** ≤ player level.
|
||||
3. **AllowableClass / AllowableRace** masks include the player.
|
||||
4. **RequiredSkill** — the player must have the item's skill line at an
|
||||
effective rank ≥ `RequiredSkillRank` (e.g. a mount that "Requires
|
||||
Riding (150)", a tool that "Requires Engineering (200)").
|
||||
5. **RequiredSpell** — the player must know the item's prerequisite spell
|
||||
(or a higher rank of it): a crafting specialization ("Requires
|
||||
Armorsmith") or a proficiency spell.
|
||||
6. **RequiredHonorRank / RequiredCityRank** — PvP-rank gates (the player's
|
||||
honor rank and earned PvP-medal bitmask).
|
||||
7. **RequiredReputation** — current standing with the item's faction must
|
||||
reach the required reaction band (e.g. "Requires Honored with …").
|
||||
|
||||
```lua
|
||||
C_PlayerInfo.CanUseItem(12640) -- Lionheart Helm (plate) → true on a Warrior, false on a Mage
|
||||
C_PlayerInfo.CanUseItem(6948) -- Hearthstone → true (no restrictions)
|
||||
C_PlayerInfo.CanUseItem(19872) -- a mount → false without Riding (150)
|
||||
C_PlayerInfo.CanUseItem(12717) -- Plans: Lionheart Helm → false without the Armorsmith spec
|
||||
```
|
||||
|
||||
> Synchronous, like `C_Item.IsEquippableItem`: an uncached item returns
|
||||
> `false` with no async load fired. Warm the cache
|
||||
> (`C_Item.RequestLoadItemDataByID`) and re-check on `ITEM_DATA_LOAD_RESULT`
|
||||
> if needed.
|
||||
|
||||
### `C_PlayerInfo.GUIDIsPlayer(guid)` / `GUIDIsCreature` / `GUIDIsPet` / `GUIDIsGameObject`
|
||||
|
||||
Type checks on the raw 1.12 GUID format. Vanilla GUIDs encode the
|
||||
entity type in the high 16 bits of the qword — players have
|
||||
`0x0000` (low dword = player ID), creatures `0xF130xxxx`, pets
|
||||
`0xF140xxxx`, game objects (herbs / chests / etc.) `0xF110xxxx`,
|
||||
items `0x4000xxxx`. Each function returns `true` only for its
|
||||
specific prefix; the `"0x0000000000000000"` sentinel returns
|
||||
`false` from all four.
|
||||
|
||||
```lua
|
||||
if C_PlayerInfo.GUIDIsPlayer(UnitGUID("target")) then
|
||||
-- target is a player
|
||||
end
|
||||
|
||||
-- Combat-log row triage: was that a player kill or a mob kill?
|
||||
local function OnCombatLogEvent(_, _, eventType, srcGUID, ...)
|
||||
if eventType == "PARTY_KILL" then
|
||||
if C_PlayerInfo.GUIDIsPlayer(srcGUID) then ... end
|
||||
end
|
||||
end
|
||||
```
|
||||
|
||||
`GUIDIsPlayer` matches modern WoW's signature exactly; the other
|
||||
three are companions for the most common type-distinction needs.
|
||||
For other types (corpse, dynamic object, transport, item) the
|
||||
underlying classifier exists internally — let us know if you need
|
||||
one exposed.
|
||||
|
||||
Accepts either the 16-digit `"0xHHHHHHHHLLLLLLLL"` form or the
|
||||
8-digit `"0xLLLLLLLL"` shortcut (high dword implicitly zero).
|
||||
Malformed input returns `false` rather than raising — matching
|
||||
modern's tolerance for stale GUIDs from addon-side caches.
|
||||
|
||||
## Quest
|
||||
|
||||
### `C_QuestLog.GetQuestIDForLogIndex(index)`
|
||||
@@ -8203,6 +8458,34 @@ matching the dual-signature shape used elsewhere in this backport
|
||||
follows the same convention as `GetSpellName(slot, bookType)`:
|
||||
`"spell"` (or any non-pet value) → player book, `"pet"` → pet book.
|
||||
|
||||
### `C_Spell.IsSpellInRange(spellIdentifier, targetUnit)`
|
||||
|
||||
Returns `true` if the spell is in range of `targetUnit`, `false` if
|
||||
out of range, and `nil` when the range check doesn't apply — a
|
||||
rangeless spell (self buff), or an unresolvable spell / unit.
|
||||
|
||||
`spellIdentifier` is a spellID, spell link, or the name of a spell in
|
||||
the player's spellbook. `targetUnit` is a unit token.
|
||||
|
||||
```lua
|
||||
C_Spell.IsSpellInRange(133, "target") -- Fireball → true / false
|
||||
C_Spell.IsSpellInRange("Fireball", "target")
|
||||
C_Spell.IsSpellInRange(1006, "target") -- Inner Fire (self) → nil
|
||||
```
|
||||
|
||||
Uses the engine's own geometric range core (the same one the action
|
||||
button range-out coloring uses via `IsActionInRange`): it derives the
|
||||
spell's min/max range — folding in the target's bounding radius — and
|
||||
compares center-to-center distance, so the boundary matches the
|
||||
client exactly, melee and min-range ("too close") spells included.
|
||||
|
||||
Range-only, matching retail: it ignores line of sight, and it does
|
||||
**not** reject wrong-faction targets (a friendly-only heal still
|
||||
returns a range answer against an enemy). Check target validity
|
||||
separately if you need it. Absent tokens (e.g. `"target"` with no
|
||||
target) return `nil`; a genuinely unrecognized token string raises a
|
||||
Lua error, same contract as `UnitHealth("garbage")`.
|
||||
|
||||
### `C_Spell.IsAutoAttackSpell(spellID)`
|
||||
|
||||
Returns `true` if the spell is the melee auto-attack — spell ID
|
||||
@@ -8713,6 +8996,55 @@ otherwise it falls back to `name`/`displayName`/`textureID`/`spellID` with
|
||||
**`nil` times**. The player path is unchanged (full timing). Same
|
||||
placeholder fields as `C_Spell.UnitCastingInfo`.
|
||||
|
||||
### `C_Spell.GetSpellLevelInfo(spellID)`
|
||||
|
||||
Returns the raw `Spell.dbc` level fields for a spell:
|
||||
|
||||
```
|
||||
spellLevel, baseLevel, maxLevel = C_Spell.GetSpellLevelInfo(spellID)
|
||||
```
|
||||
|
||||
- `spellLevel` — the rank's effective level (drives the target-level rule
|
||||
below and per-level scaling).
|
||||
- `baseLevel` — the spell's base level.
|
||||
- `maxLevel` — the level at which per-level scaling caps (`0` = no cap).
|
||||
|
||||
Returns `nil` for an invalid / unpopulated spellID.
|
||||
|
||||
```lua
|
||||
C_Spell.GetSpellLevelInfo(14752) -- 30, 30, 40 (Divine Spirit Rank 1)
|
||||
C_Spell.GetSpellLevelInfo(14818) -- 40, 40, 50 (Divine Spirit Rank 2)
|
||||
```
|
||||
|
||||
### `GetSpellRequiredTargetLevel(spellID)`
|
||||
|
||||
Also `C_Spell.GetSpellRequiredTargetLevel(spellID)`. Returns the minimum
|
||||
level a **target** must be for this exact spell (rank) to apply — e.g.
|
||||
Divine Spirit Rank 1 can only be cast on a target level **20 or higher**.
|
||||
Returns `0` when the spell has no such restriction, or `nil` for an
|
||||
invalid spellID.
|
||||
|
||||
```lua
|
||||
GetSpellRequiredTargetLevel(14752) -- 20 (Divine Spirit Rank 1)
|
||||
GetSpellRequiredTargetLevel(14818) -- 30 (Divine Spirit Rank 2)
|
||||
GetSpellRequiredTargetLevel(1243) -- 0 (Fortitude Rank 1)
|
||||
GetSpellRequiredTargetLevel(10060) -- 0 (Power Infusion — single rank)
|
||||
GetSpellRequiredTargetLevel(133) -- 0 (Fireball — damage, not a buff)
|
||||
```
|
||||
|
||||
Mirrors the server's `SelectAuraRankForLevel` rule: a **ranked beneficial
|
||||
aura** is castable when `targetLevel + 10 >= spellLevel`, so the minimum
|
||||
target level is `spellLevel - 10`. The restriction is applied only when the
|
||||
spell is a ranked positive aura — `spellLevel > 10`, not passive, part of a
|
||||
rank chain, and applying an aura to a friendly/party/raid target (or an
|
||||
`APPLY_AREA_AURA_PARTY` effect). Below the minimum, the lowest rank fails
|
||||
with `SPELL_FAILED_LOWLEVEL`; higher ranks auto-downrank.
|
||||
|
||||
> The explicit `MinTargetLevel` / `MaxTargetLevel` spell fields the server
|
||||
> also enforces are **server-only** columns — they aren't present in the
|
||||
> 1.12 client's `Spell.dbc`, so the `spellLevel` rule is the only
|
||||
> client-readable target-level mechanism.
|
||||
|
||||
## SpellBook
|
||||
|
||||
Functions keyed on the player or pet **spellbook** (slot indices,
|
||||
@@ -9825,6 +10157,63 @@ Distinct from `UnitIsCharmed`: charm covers any charm-type effect
|
||||
(including pets summoned via mob-charm spells), possess is the
|
||||
specific spell-driven take-over effect modern WoW splits out.
|
||||
|
||||
### `UnitIsMinion(unit)`
|
||||
|
||||
Returns `true` if `unit` is a **minion of a player** — a pet, guardian,
|
||||
totem, or charmed creature — `false` otherwise. Primarily owner-based: the
|
||||
unit's owner GUID (SummonedBy / CreatedBy / CharmedBy) must resolve to a
|
||||
player, with "player-controlled but not itself a player" as a fallback.
|
||||
Owner-based is needed because summoned **guardians** (shown as "X's
|
||||
Minion") carry an owner but not the `PLAYER_CONTROLLED` flag, so a
|
||||
flag-only check would miss them. Players, NPCs, and world creatures return
|
||||
`false`.
|
||||
|
||||
A modern (12.0.0-era) addition with no vanilla or 3.3.5 equivalent —
|
||||
backported here from vanilla primitives. A bad or unresolved unit token
|
||||
returns `false`.
|
||||
|
||||
```lua
|
||||
UnitIsMinion("pet") -- your pet → true
|
||||
UnitIsMinion("player") -- you → false
|
||||
UnitIsMinion("target") -- another player's felhunter → true; a boar → false
|
||||
```
|
||||
|
||||
### `UnitIsPet(unit)`
|
||||
|
||||
Returns `true` if `unit` is a **pet** of a player (as opposed to a
|
||||
guardian/totem "minion"), `false` otherwise — the pet↔minion
|
||||
discriminator. Uses the engine's own classifier: owned by a player **and**
|
||||
the family-based pet/minion test that drives the `UNITNAME_TITLE_PET` vs
|
||||
`UNITNAME_TITLE_MINION` tooltip label. Neither the GUID (pets and guardians
|
||||
share the `0xF14…` prefix on this client) nor `UNIT_FLAG_PLAYER_CONTROLLED`
|
||||
(a "Minion" can carry it) reliably separates them, so the creature-family
|
||||
classifier is the correct signal; the owner-is-player gate also excludes
|
||||
wild tameable beasts of the same family.
|
||||
|
||||
`UnitIsMinion` is the umbrella (pet + guardian + totem); `UnitIsPet` is the
|
||||
controllable subset. A ClassicAPI extension, not a stock WoW global. A bad
|
||||
or unresolved unit token returns `false`.
|
||||
|
||||
```lua
|
||||
UnitIsPet("pet") -- your pet → true
|
||||
-- another player's "X's Pet" → UnitIsMinion true, UnitIsPet true
|
||||
-- another player's "X's Minion" → UnitIsMinion true, UnitIsPet false (guardian, not controllable)
|
||||
```
|
||||
|
||||
### `UnitIsOtherPlayersPet(unit)`
|
||||
|
||||
Returns `true` if `unit` is a minion (pet, guardian, totem, or charmed
|
||||
creature) whose owner is a player **other than you**, `false` otherwise.
|
||||
Owner-based, matching 5.4.8's `Script_UnitIsOtherPlayersPet`: it reads the
|
||||
unit's owner GUID (SummonedBy / CreatedBy / CharmedBy), requires that owner
|
||||
to be a player, and requires it to differ from you. World creatures and
|
||||
players (no owner) return `false`; your own minions (owner is you) return
|
||||
`false`. A bad or unresolved unit token returns `false`.
|
||||
|
||||
```lua
|
||||
UnitIsOtherPlayersPet("target") -- a party member's pet → true; your own pet → false
|
||||
```
|
||||
|
||||
### `UnitStandState(unit)`
|
||||
|
||||
Returns the unit's standstate as an integer, matching the modern
|
||||
@@ -9892,6 +10281,76 @@ mouseover, etc.). For raid members in a different zone or otherwise
|
||||
not in the engine's sync window, the position virtual returns null
|
||||
and the function reports `(false, false)`.
|
||||
|
||||
### `UnitDistanceSquared(unit)`
|
||||
|
||||
Returns `(distanceSquared, checkedPosition)` — the **squared** world
|
||||
distance (yards²) from the player to `unit`, and a flag indicating
|
||||
whether both positions were available.
|
||||
|
||||
```lua
|
||||
local distSq, checked = UnitDistanceSquared("target")
|
||||
if checked and distSq <= 30 * 30 then
|
||||
-- target is within 30 yards
|
||||
end
|
||||
```
|
||||
|
||||
| Return | Meaning |
|
||||
|--------|---------|
|
||||
| `distanceSquared` | Squared distance player→unit. `0` when `checkedPosition` is `false` (a placeholder — matches retail's "always a number" shape). |
|
||||
| `checkedPosition` | `true` when both positions were read. `false` when `unit`'s position isn't available (empty `partyN` slot, no target, raid member outside the sync window, etc.). |
|
||||
|
||||
The value is **squared** on purpose: nearly all distance logic is a
|
||||
threshold compare (`distSq <= range * range`) or a nearest-unit sort,
|
||||
neither of which needs the square root — so retail exposes only the
|
||||
squared form (added 5.0.4) and never a plain `UnitDistance`. Take
|
||||
`math.sqrt(distanceSquared)` only when you need a yard number to show a
|
||||
human.
|
||||
|
||||
Reads world positions via the `CGObject::GetPosition` vtable virtual
|
||||
(slot 5, offset `+0x14`) — the same path `UnitInRange` /
|
||||
`CheckInteractDistance` use. **Center-to-center**, not reach-aware (that
|
||||
edge-to-edge nicety is UnitXP_SP3's niche); the value equals what you'd
|
||||
compute from SuperWoW's `UnitPosition`, but it's self-contained (no
|
||||
sibling-DLL dependency, and no clash with SuperWoW's own `UnitPosition`,
|
||||
which is left untouched).
|
||||
|
||||
> No self-quirk (unlike `UnitInRange`): `UnitDistanceSquared("player")`
|
||||
> returns a legitimate `(0, true)`. Because a real `0` (self, or two
|
||||
> exactly co-located units) is indistinguishable by value from the miss
|
||||
> placeholder, always branch on `checkedPosition`.
|
||||
|
||||
### `UnitInLineOfSight(unit)`
|
||||
|
||||
Returns `true` if the player has clear line of sight to `unit`, `false`
|
||||
if world geometry (terrain or a building) blocks it, and `nil` when the
|
||||
check can't apply — an absent / unresolvable token, or a non-unit
|
||||
object. A ClassicAPI extension (retail has no such global).
|
||||
|
||||
```lua
|
||||
if UnitInLineOfSight("target") then
|
||||
-- clear shot
|
||||
end
|
||||
```
|
||||
|
||||
Traces a ray between the two units through the client's world-collision
|
||||
geometry (`CWorld::Intersect`, flags `terrain + WMO`). Endpoints are
|
||||
raised by each unit's collision-box height so a foot-to-foot ray doesn't
|
||||
false-block on terrain, and the trace runs in two passes (level look,
|
||||
then look up/down) for height mismatches — the same approach UnitXP_SP3
|
||||
uses, implemented natively so it works with or without that addon (a
|
||||
call routes harmlessly through UnitXP_SP3's hook when present).
|
||||
|
||||
Notes and limits:
|
||||
- **Terrain + buildings (WMO) only** — M2 *doodads* (trees, small props)
|
||||
are not tested (that flag combination crashes in some dungeons). This
|
||||
matches vanilla server-side LoS, which also ignores most doodads.
|
||||
- **Center/eye-line**, not a volume — a sliver of a unit peeking past a
|
||||
corner reads as blocked if the eye-line itself is occluded.
|
||||
- Pairs beyond ~150 yards report `false` (a guard against a
|
||||
long-segment crash in the underlying trace); such units are usually
|
||||
outside the client's object sync window anyway.
|
||||
- `UnitInLineOfSight("player")` is `true` (you always see yourself).
|
||||
|
||||
### `UnitClassBase(unit)`
|
||||
|
||||
Returns `(classFile, classID)` — the locale-independent class
|
||||
|
||||
+2
-1
@@ -56,7 +56,8 @@ namespace Lua {
|
||||
F(NewThread, lua_newthread, LUA_NEW_THREAD) \
|
||||
F(Resume, lua_resume, LUA_RESUME) \
|
||||
F(Yield, lua_yield, LUA_YIELD) \
|
||||
F(ArgError, luaL_argerror, LUAL_ARG_ERROR)
|
||||
F(ArgError, luaL_argerror, LUAL_ARG_ERROR) \
|
||||
F(SetN, luaL_setn, LUAL_SETN)
|
||||
|
||||
#define CLASSICAPI_BIND_LUA(Name, Typedef, Offset) \
|
||||
const Typedef##_t Name = reinterpret_cast<Typedef##_t>(Offsets::Offset);
|
||||
|
||||
@@ -99,6 +99,7 @@ using lua_newthread_t = void *(__fastcall *)(void *L);
|
||||
using lua_resume_t = int(__fastcall *)(void *L, int nargs);
|
||||
using lua_yield_t = int(__fastcall *)(void *L, int nresults);
|
||||
using luaL_argerror_t = void(__fastcall *)(void *L, int narg, const char *msg);
|
||||
using luaL_setn_t = void(__fastcall *)(void *L, int t, int n);
|
||||
|
||||
extern const lua_isnumber_t IsNumber;
|
||||
extern const lua_isstring_t IsString;
|
||||
@@ -140,6 +141,7 @@ extern const lua_newthread_t NewThread;
|
||||
extern const lua_resume_t Resume;
|
||||
extern const lua_yield_t Yield;
|
||||
extern const luaL_argerror_t ArgError;
|
||||
extern const luaL_setn_t SetN;
|
||||
|
||||
// Returns the global `lua_State *` (read on demand from the engine's global).
|
||||
// Callable outside a Lua callback, e.g. during LoadScriptFunctions setup.
|
||||
|
||||
+177
@@ -504,6 +504,29 @@ enum Offsets {
|
||||
// layout.
|
||||
OFF_UNIT_FIELD_TARGET = 0x28,
|
||||
|
||||
// Owner/controller GUID fields within `m_objectFields`, each a 64-bit
|
||||
// GUID (lo/hi). Both byte-verified from engine readers:
|
||||
// CHARMEDBY +0x10 — `Script_UnitIsCharmed`
|
||||
// (`mov ecx,[eax+0x10]; or ecx,[eax+0x14]; jz`).
|
||||
// CREATEDBY +0x20 — the unit owner/title builder `FUN_0052FD30`
|
||||
// reads `[desc+0x20]`/`[+0x24]` as the summoner GUID.
|
||||
// A pet/guardian/totem's owner lives in CREATEDBY; a charmed unit's in
|
||||
// CHARMEDBY. `Unit::Pet` reads these to find a minion's player owner.
|
||||
// (The engine uses only these two for ownership — there's a GUID slot
|
||||
// at +0x18 too, but nothing reads it as an owner, so it's left out.)
|
||||
OFF_UNIT_FIELD_CHARMEDBY = 0x10,
|
||||
OFF_UNIT_FIELD_CREATEDBY = 0x20,
|
||||
|
||||
// Pet-vs-minion discriminator for an owned unit: `int __fastcall(unit)`.
|
||||
// Returns 1 for a controllable **pet** (classified by creature family
|
||||
// at descriptor +0x212 → family DBC, with a ChrRaces fallback), a
|
||||
// non-1 value otherwise. The engine's unit-title builder `FUN_0052FD30`
|
||||
// uses it as `(fn(unit) != 1) + 1` → 1 = "X's Pet" title, 2 = "X's
|
||||
// Minion" — so it's the exact signal separating pet from minion, which
|
||||
// neither the GUID (pets and guardians share the 0xF14… prefix) nor
|
||||
// UNIT_FLAG_PLAYER_CONTROLLED reliably does.
|
||||
FUN_UNIT_PET_MINION_CLASS = 0x00605570,
|
||||
|
||||
// Party / raid roster counts and the party GUID array referenced
|
||||
// in the `FUN_TOKEN_TO_GUID` dispatch comment above. Used by
|
||||
// `UnitTokenFromGUID` to cap its candidate iteration — solo
|
||||
@@ -903,6 +926,22 @@ enum Offsets {
|
||||
// folds in the descriptor cost mods).
|
||||
FUN_GET_SPELL_COST = 0x006E31B0,
|
||||
|
||||
// Full spell-castability check for the LOCAL player:
|
||||
// `char __fastcall(const uint8_t *spellRecord /*ecx*/,
|
||||
// int *outNoMana /*edx*/)`.
|
||||
// Resolves the local player internally (no unit arg), then gates
|
||||
// on casting state, stun/confuse flags, mechanic immunities,
|
||||
// shapeshift/form + required stances, aura-state requirements,
|
||||
// combo points (finishers), spell RequiredSkill, and finally the
|
||||
// power check: `cost(FUN_GET_SPELL_COST) <= currentPower` → usable,
|
||||
// else sets `*outNoMana = 1`. Returns nonzero (low byte) when
|
||||
// usable. Does NOT check spell knowledge — so it's valid to feed
|
||||
// an item's on-use spell record (which the player never "knows").
|
||||
// This is the helper the action-usability recompute uses for
|
||||
// player spell slots; `Item::Usable` reuses it for item on-use
|
||||
// spells. Returns 0 cleanly pre-world (no player).
|
||||
FUN_SPELL_IS_USABLE = 0x006E3D60,
|
||||
|
||||
// Effective spell/channel duration (ms):
|
||||
// `__fastcall int(const void *spellRecord, int unit /*0 = player,
|
||||
// nonzero = pet*/, int skipMod /*0 = apply mods*/)`. SpellDuration
|
||||
@@ -912,6 +951,25 @@ enum Offsets {
|
||||
// RECORD pointer, not a spellID.
|
||||
FUN_GET_SPELL_DURATION = 0x006EA000,
|
||||
|
||||
// Pure spell range check against a target:
|
||||
// `char __fastcall(void *caster /*ecx*/, void *target /*edx*/,
|
||||
// int spellID, char *outMinMaxFlag)`.
|
||||
// Computes the spell's min/max range via `FUN_006e3480` (which folds
|
||||
// in the target's bounding radius), reads both objects' world
|
||||
// positions (GetPosition, vtable+0x14), and compares center-to-center
|
||||
// squared distance. Returns low byte 1 = in range, 0 = out (too close
|
||||
// OR too far); `*outMinMaxFlag` is set to 1 on a max-range (too far)
|
||||
// failure so the caller can pick a "too close" vs "out of range" error
|
||||
// string — we ignore it. Both objects must be non-null (it dereferences
|
||||
// the GetPosition result without a null check). This is the geometric
|
||||
// core the action-button range coloring uses: `Script_IsActionInRange`
|
||||
// (`0x004E7550`) → `FUN_004E56F0` → `FUN_006E4440` → here. We call it
|
||||
// directly for `C_Spell.IsSpellInRange` rather than `FUN_006E4440`,
|
||||
// which additionally gates on target type and folds "range N/A" into
|
||||
// the same truthy return as "in range" (so it can't yield true/false/
|
||||
// nil cleanly).
|
||||
FUN_SPELL_RANGE_CHECK = 0x006E47B0,
|
||||
|
||||
// Spell.dbc `m_durationIndex` field — pointer into SpellDuration.dbc.
|
||||
// Verified via `FUN_004E44B0` (`0x004e44b0`) and `FUN_006EA000`
|
||||
// (`0x006ea000`), both of which read `[spellRec + 0x78]` and use
|
||||
@@ -1218,6 +1276,42 @@ enum Offsets {
|
||||
// aura that's still inside its computed duration window.
|
||||
FUN_ON_AURA_REMOVED = 0x00612320,
|
||||
|
||||
// Group-loot roll packet handlers (the inner display functions in
|
||||
// LootRoll.cpp). Each is `__fastcall`; the deserialized 0x48-byte
|
||||
// PendingLootRoll message struct is fully populated at entry and freed
|
||||
// at exit, so read its fields BEFORE calling the original. The register
|
||||
// the message arrives in differs per handler (matched in
|
||||
// loot/History.cpp): ROLL passes it in ECX, WON / ALL_PASSED in EDX.
|
||||
// Backs the C_LootHistory backport (loot/History.cpp) — 1.12 has no
|
||||
// loot-history store, so we reconstruct one from these packets.
|
||||
FUN_LOOT_ROLL_HANDLER = 0x0061C0B0, // SMSG_LOOT_ROLL (msg=ECX)
|
||||
FUN_LOOT_ROLL_WON_HANDLER = 0x0061B9E0, // SMSG_LOOT_ROLL_WON (msg=EDX)
|
||||
FUN_LOOT_ALL_PASSED_HANDLER = 0x0061B640, // SMSG_LOOT_ALL_PASSED (msg=EDX)
|
||||
|
||||
// SMSG_LOOT_START_ROLL (opcode 0x2A1) handler — `__fastcall(ECX = packet)`,
|
||||
// RET 0. The result packets (ROLL/WON/PASSED) carry 0 for the item's
|
||||
// random suffix/seed; only START_ROLL does. It deserializes a fresh
|
||||
// PendingLootRoll node (same 0x20/0x24 field offsets as the message) and
|
||||
// publishes it as the store head at VAR_LOOTROLL_STORE_HEAD, so we read
|
||||
// the suffix straight off that node right after the original runs.
|
||||
FUN_LOOT_START_ROLL_HANDLER = 0x0061B310,
|
||||
VAR_LOOTROLL_STORE_HEAD = 0x00C4DC00, // PendingLootRoll* — newest node
|
||||
|
||||
// PendingLootRoll message field offsets, derived from the SMSG_LOOT_ROLL
|
||||
// deserializer FUN_0061BFA0 (reads GUID/u32/byte fields off the packet).
|
||||
OFF_LOOTROLL_SOURCE_GUID = 0x10, // u64 looted-object GUID (roll identity)
|
||||
OFF_LOOTROLL_SLOT = 0x18, // u32 loot slot
|
||||
OFF_LOOTROLL_ITEM_ID = 0x1C, // u32 itemID
|
||||
// Random-enchant fields for the item link `item:id:enchant:suffix:unique`.
|
||||
// +0x20 is the suffix/random-property ID the engine's item-name builder
|
||||
// FUN_005D8B00 uses (indexes the random-properties DBC for the "of the X"
|
||||
// name); +0x24 is the paired seed/unique value.
|
||||
OFF_LOOTROLL_ITEM_SUFFIX = 0x20, // i32 random suffix / property ID
|
||||
OFF_LOOTROLL_ITEM_SEED = 0x24, // u32 random seed (link unique field)
|
||||
OFF_LOOTROLL_ROLLER_GUID = 0x30, // u64 roller / winner GUID
|
||||
OFF_LOOTROLL_ROLL_NUM = 0x38, // u8 roll (1..100); high bit = didn't roll
|
||||
OFF_LOOTROLL_ROLL_TYPE = 0x40, // u32 rollType: 0 = need, 2 = greed
|
||||
|
||||
// CGPlayer-side sub-struct, allocated for any player-controlled
|
||||
// unit (local self, target, party, raid, inspect targets — all of
|
||||
// them). Holds player-specific data that's *not* in the broadcast
|
||||
@@ -1252,6 +1346,17 @@ enum Offsets {
|
||||
// exists on the +0xE68 sub-struct here.
|
||||
OFF_CGPLAYER_INFO = 0xE68,
|
||||
|
||||
// PvP rank fields within the CGPlayer +0xE68 sub-struct (siblings of
|
||||
// the combo-point byte at +0x1029). Read by the item tooltip's
|
||||
// "Requires <rank>" / PVP_MEDAL red-text logic (FUN_0052B650) and
|
||||
// mirrored by C_PlayerInfo.CanUseItem:
|
||||
// +0x102B u8 current PvP honor rank (compared >= item
|
||||
// RequiredHonorRank).
|
||||
// +0x1034 u32 earned PvP-medal/rank bitmask (item RequiredCityRank
|
||||
// R passes when bit (R-1) is set).
|
||||
OFF_CGPLAYER_HONOR_RANK = 0x102B,
|
||||
OFF_CGPLAYER_PVP_MEDALS = 0x1034,
|
||||
|
||||
// CGObject's `GetPosition` virtual — vtable slot 5 (offset 0x14).
|
||||
// Signature: `__thiscall(this, float outBuf[3]) → float *position`.
|
||||
// The returned float* may equal outBuf (the object filled it
|
||||
@@ -1264,6 +1369,32 @@ enum Offsets {
|
||||
// `0x0048BACF` / `0x0048BADC`.
|
||||
OFF_CGOBJECT_VTBL_GET_POSITION = 0x14,
|
||||
|
||||
// CGObject `m_objectType` field — 0 = (base) object, 1 = item,
|
||||
// 2 = container, 3 = unit, 4 = player, 5 = gameobject, … Read as
|
||||
// `*(int *)(obj + 0x14)`. (Distinct from GET_POSITION above, which
|
||||
// is a *vtable* byte-offset that happens to also be 0x14.)
|
||||
OFF_CGOBJECT_TYPE_ID = 0x14,
|
||||
OBJECT_TYPE_UNIT = 3,
|
||||
OBJECT_TYPE_PLAYER = 4,
|
||||
|
||||
// World line-segment collision test (client-side LoS core):
|
||||
// `char __fastcall(const Vec3 *start /*ecx*/, const Vec3 *end /*edx*/,
|
||||
// int unused, Vec3 *hitOut, float *tOut, uint32 flags)`.
|
||||
// Returns nonzero if the ray hit world geometry; `*tOut` is the hit
|
||||
// fraction along start→end (t in [0,1] ⇒ hit lies between the two
|
||||
// points ⇒ blocked; t outside [0,1] or no hit ⇒ clear). `flags`
|
||||
// selects geometry: 0x100111 = terrain + WMO (the LoS combo;
|
||||
// 0x100171 also tests M2 doodads but crashes in some dungeons per
|
||||
// UnitXP_SP3). Thin `__fastcall` shim that tail-calls the real
|
||||
// intersect `FUN_0069BFF0`; verified in-binary and cross-checked
|
||||
// against UnitXP_SP3's `CWorld_Intersect` (same VA + flags).
|
||||
FUN_CWORLD_INTERSECT = 0x00672170,
|
||||
// Collision-box height of a unit, read from its CMovement sub-struct
|
||||
// (`[unit + OFF_UNIT_MOVEMENT_INFO_PTR]`) at `+0xB4`. Used as the
|
||||
// eye-height offset for LoS so foot-to-foot traces don't false-block
|
||||
// on terrain. (CMovement pointer offset 0x118 = OFF_UNIT_MOVEMENT_INFO_PTR.)
|
||||
OFF_CMOVEMENT_COLLISION_BOX_HEIGHT = 0xB4,
|
||||
|
||||
// Quest list array inside the `+0xE68` sub-struct. 20 fixed
|
||||
// slots of 0xC (12) bytes each — `questID` at slot+0x00, and
|
||||
// some flags/state in the remaining 8 bytes. Walked by
|
||||
@@ -2806,6 +2937,17 @@ enum Offsets {
|
||||
// size matches Spell.dbc's row count. Pre-login the slot is NULL.
|
||||
VAR_PLAYER_SPELL_BITMAP = 0x00B710FC,
|
||||
|
||||
// Spell-rank-chain knowledge check — `char __thiscall(player /*ecx*/,
|
||||
// spellID)`. Walks `spellID`'s forward rank chain (the class/race-
|
||||
// resolved chain via `0x0060C7C0`) and returns nonzero if the player
|
||||
// knows any *higher* rank than `spellID` (each node tested through the
|
||||
// bitmap helper `0x0060C740`). The item tooltip's "Requires <spell>"
|
||||
// gate is `bitmap(spellID) OR this(spellID)`; C_PlayerInfo.CanUseItem
|
||||
// mirrors that so a RequiredSpell satisfied by a higher known rank
|
||||
// still passes. Does NOT test `spellID` itself — that's the caller's
|
||||
// direct bitmap check.
|
||||
FUN_SPELL_RANK_CHAIN_KNOWN = 0x0060C8D0,
|
||||
|
||||
// Per-spell cooldown query. `__fastcall(int spellID, int bookType,
|
||||
// int *outDuration, int *outStart, int *outEnable)`. Same path
|
||||
// `Script_GetSpellCooldown` (`0x004B40A0`) uses internally after
|
||||
@@ -3379,6 +3521,17 @@ enum Offsets {
|
||||
// '%s' (%s)" (or "calling '%s' on bad self (%s)" for method-style
|
||||
// calls) and calls `lua_error`. Doesn't return.
|
||||
LUAL_ARG_ERROR = 0x6F4810,
|
||||
// `luaL_setn(L, t, n)` — Lua 5.0 auxlib table-length setter
|
||||
// (verified: `FUN_006f4ea0`, __fastcall L/ecx, t/edx, n/stack,
|
||||
// RET 4). Matches 5.0.2 `luaL_setn`: sets `t.n = n` if a numeric
|
||||
// `n` field exists, else `sizes[t] = n` in the registry's weak
|
||||
// LUA_SIZES table. Found via `table.insert` (`FUN_007fb6b0`), which
|
||||
// calls it to record the new length; `luaL_getn` is `FUN_006f5050`.
|
||||
// Needed by `table.wipe` to reset the length after clearing keys —
|
||||
// the length is out-of-band from the keys, so a `lua_next` +
|
||||
// `rawset(nil)` clear leaves it stale and subsequent `table.insert`
|
||||
// appends past the wiped slots.
|
||||
LUAL_SETN = 0x6F4EA0,
|
||||
// `lua_iscfunction(L, idx)` — returns 1 if value is a function
|
||||
// closure with the `isC` byte set (`Closure.c.isC == 1`), 0
|
||||
// otherwise. Used by `coroutine.create` to reject C functions
|
||||
@@ -3834,6 +3987,30 @@ enum Offsets {
|
||||
FUN_ADDON_GET_TITLE_BY_NAME = 0x0051DF20, // (name) → title string or NULL
|
||||
FUN_ADDON_GET_NOTES_BY_NAME = 0x0051E050, // (name) → notes string or NULL
|
||||
|
||||
// `__fastcall(const char *nameOrEntry) → AddOnEntry*+0x48 or NULL`.
|
||||
// Hash-table lookup by name (accepts an entry pointer too — its
|
||||
// first 12 bytes are the inline name), returning a pointer to the
|
||||
// matched record's RequiredDeps descriptor (`record + 0x48`), or
|
||||
// NULL on a miss. Stock `Script_GetAddOnDependencies` (`0x0048E5E0`)
|
||||
// calls this then reads count@+4 / data@+8 off the return to walk
|
||||
// the required deps. We reuse it only to recover the record base for
|
||||
// string input: `record = resolve(name) - OFF_ADDON_REQDEPS_DESC`.
|
||||
FUN_ADDON_RESOLVE_REQ_DEPS = 0x0051E350,
|
||||
|
||||
// AddOnEntry dependency-array descriptors are `{cap, count, data,
|
||||
// quantum}` (each field 4 bytes) laid out 0x10 apart, parsed by the
|
||||
// TOC parser `FUN_0051c9b0`:
|
||||
// OptionalDeps desc@+0x38 (count@+0x3C, data@+0x40)
|
||||
// RequiredDeps desc@+0x48 (count@+0x4C, data@+0x50) ← stock walks
|
||||
// LoadWith desc@+0x58
|
||||
// Optional offsets verified against the parser's append site at
|
||||
// `0x0051CDBA` (`mov esi,[rec+0x3C]` count, `lea edi,[rec+0x38]`);
|
||||
// required desc@+0x48 confirmed by `FUN_ADDON_RESOLVE_REQ_DEPS`'s
|
||||
// `lea eax,[rec+0x48]` return.
|
||||
OFF_ADDON_REQDEPS_DESC = 0x48,
|
||||
OFF_ADDON_OPTIONALDEPS_COUNT = 0x3C,
|
||||
OFF_ADDON_OPTIONALDEPS_ARRAY = 0x40,
|
||||
|
||||
// Per-field accessors `Script_GetAddOnInfo` calls internally for
|
||||
// returns 5 (loadable), 6 (reason string), 7 (security category).
|
||||
// We dispatch to these directly so the wrappers don't need to
|
||||
|
||||
@@ -41,6 +41,11 @@ using CanLoadFn_t = uint8_t(__fastcall *)(const uint8_t *entry, char fullCheck,
|
||||
int *outStatus, int *outDepHandle,
|
||||
const char *accountName);
|
||||
using GetAccountName_t = const char *(*)();
|
||||
// Hash-lookup by name → the matched record's RequiredDeps descriptor
|
||||
// (`record + 0x48`), NULL on miss. Accepts an entry pointer too (its
|
||||
// first bytes are the inline name). We use it only to recover the
|
||||
// record base for string input; see `Script_GetAddOnOptionalDependencies`.
|
||||
using ResolveReqDeps_t = uint8_t *(__fastcall *)(const char *nameOrEntry);
|
||||
|
||||
// Resolves the user's arg to a `const uint8_t *` that the engine's
|
||||
// per-field accessors can consume. They all read the addon name as
|
||||
@@ -295,6 +300,63 @@ int __fastcall Script_DoesAddOnExist(void *L) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_AddOns.GetAddOnOptionalDependencies(indexOrName)` — the addon's
|
||||
// `## OptionalDeps:` names as multiple return values, in declared order.
|
||||
// The exact shape of the stock `GetAddOnDependencies`, but reading the
|
||||
// *optional* dep array instead of the required one. No optional deps →
|
||||
// returns nothing.
|
||||
//
|
||||
// Vanilla parses `## OptionalDeps:` in the TOC parser `FUN_0051c9b0`
|
||||
// into a `{cap, count, data, quantum}` name-array descriptor at
|
||||
// `record+0x38` (count@+0x3C, data@+0x40), but ships no getter for it.
|
||||
//
|
||||
// Arg/error handling mirrors stock `Script_GetAddOnDependencies`
|
||||
// (`0x0048E5E0`): numeric out-of-range or a non-string/non-number arg
|
||||
// raises the usage error; an unknown *name* string returns nothing
|
||||
// (no error), matching the engine's own not-found path.
|
||||
//
|
||||
// Resolution mirrors stock `Script_GetAddOnDependencies` exactly: the
|
||||
// arg is first turned into a name-usable pointer (`ResolveAddOnName` —
|
||||
// numeric via `FUN_ADDON_GET_BY_INDEX`, string is the raw string), then
|
||||
// routed through the by-name hash lookup `FUN_ADDON_RESOLVE_REQ_DEPS`
|
||||
// to reach the deps-bearing record. `FUN_ADDON_GET_BY_INDEX` returns a
|
||||
// *name pointer*, NOT the record — reading dep offsets off it lands in
|
||||
// string memory and crashes (a numeric-path caller like pfUI's addon
|
||||
// list hit exactly that). The resolver returns the RequiredDeps
|
||||
// descriptor at `record+0x48`; subtract to recover the base. An unknown
|
||||
// name yields NULL → return nothing (no error), like stock.
|
||||
int __fastcall Script_GetAddOnOptionalDependencies(void *L) {
|
||||
static constexpr const char *kUsage =
|
||||
"Usage: C_AddOns.GetAddOnOptionalDependencies(index or \"name\")";
|
||||
|
||||
// NULL ⇒ out-of-range numeric index or a non-string/non-number arg;
|
||||
// stock raises the usage error in both cases.
|
||||
const uint8_t *nameOrEntry = ResolveAddOnName(L);
|
||||
if (nameOrEntry == nullptr) {
|
||||
Game::Lua::Error(L, "%s", kUsage);
|
||||
return 0;
|
||||
}
|
||||
|
||||
auto resolve = reinterpret_cast<ResolveReqDeps_t>(
|
||||
Offsets::FUN_ADDON_RESOLVE_REQ_DEPS);
|
||||
uint8_t *reqDesc = resolve(reinterpret_cast<const char *>(nameOrEntry));
|
||||
if (reqDesc == nullptr)
|
||||
return 0; // unknown addon name — no error, push nothing
|
||||
const uint8_t *record = reqDesc - Offsets::OFF_ADDON_REQDEPS_DESC;
|
||||
|
||||
const uint32_t count = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ADDON_OPTIONALDEPS_COUNT);
|
||||
if (count == 0)
|
||||
return 0;
|
||||
auto names = *reinterpret_cast<const char *const *const *>(
|
||||
record + Offsets::OFF_ADDON_OPTIONALDEPS_ARRAY);
|
||||
if (names == nullptr)
|
||||
return 0;
|
||||
for (uint32_t i = 0; i < count; ++i)
|
||||
Game::Lua::PushString(L, names[i]); // NULL → pushnil, per engine
|
||||
return static_cast<int>(count);
|
||||
}
|
||||
|
||||
// `Enum.AddOnSecurityStatus` — what `C_AddOns.GetAddOnSecurity`
|
||||
// returns. Slots 0..2 match the engine's own ordering at
|
||||
// `VAR_ADDON_SECURITY_TABLE`; slot 3 is our addition for
|
||||
@@ -323,6 +385,8 @@ static void RegisterLuaFunctions() {
|
||||
&Script_DoesAddOnExist);
|
||||
Game::Lua::RegisterTableFunction("C_AddOns", "IsAddOnLoaded",
|
||||
&Script_IsAddOnLoaded);
|
||||
Game::Lua::RegisterTableFunction("C_AddOns", "GetAddOnOptionalDependencies",
|
||||
&Script_GetAddOnOptionalDependencies);
|
||||
Game::Lua::RegisterIntegerEnum(
|
||||
"Enum", "AddOnSecurityStatus",
|
||||
kAddOnSecurityStatusEntries,
|
||||
|
||||
@@ -492,6 +492,31 @@ void PushFromCache(void *L, const uint8_t *unit,
|
||||
c.casterGuid);
|
||||
}
|
||||
|
||||
// Reconciles the `Aura::Source` cache against `unit`'s descriptor: when the
|
||||
// descriptor holds at least one raw aura the unit is in view and fully synced,
|
||||
// so it's authoritative — any cached entry for the unit whose spell isn't in
|
||||
// the array was removed while we couldn't see it (e.g. cancelled out of range,
|
||||
// so no OnAuraRemoved reached us) and must be dropped before the fallback
|
||||
// resurfaces it as a phantom (an enumerated aura whose SetUnitAura tooltip is
|
||||
// empty). Reads the RAW slots (not IsSlotPopulated): a spell that's present
|
||||
// but flag-hidden is still legitimately on the unit. Skips when the array is
|
||||
// empty — that can't be told apart from an out-of-range descriptor drop, and
|
||||
// reconciling then would wipe still-valid out-of-range entries.
|
||||
void ReconcileCache(const uint8_t *unit) {
|
||||
if (unit == nullptr)
|
||||
return;
|
||||
uint32_t present[Offsets::UNIT_AURA_TOTAL];
|
||||
int n = 0;
|
||||
for (int slot = 0; slot < Offsets::UNIT_AURA_TOTAL; ++slot) {
|
||||
const uint32_t id = ReadSpellID(unit, slot);
|
||||
if (id != 0)
|
||||
present[n++] = id;
|
||||
}
|
||||
if (n == 0)
|
||||
return;
|
||||
Aura::Source::EvictAbsent(UnitGuid(unit), present, n);
|
||||
}
|
||||
|
||||
// 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
|
||||
@@ -559,6 +584,7 @@ bool PushNthCacheFallback(void *L, const uint8_t *unit, int oneBasedIndex,
|
||||
Filter filter, bool playerOnly) {
|
||||
if (unit == nullptr)
|
||||
return false;
|
||||
ReconcileCache(unit); // drop entries the (synced) descriptor contradicts
|
||||
if (DescriptorHasVisibleAura(unit))
|
||||
return false; // descriptor authoritative — see DescriptorHasVisibleAura
|
||||
// The descriptor held `descCount` matches; the caller already found fewer
|
||||
@@ -589,6 +615,7 @@ void AppendCacheFallbacks(void *L, const uint8_t *unit, Filter filter,
|
||||
bool playerOnly, int outerIdx, int &nextKey) {
|
||||
if (unit == nullptr)
|
||||
return;
|
||||
ReconcileCache(unit); // drop entries the (synced) descriptor contradicts
|
||||
if (DescriptorHasVisibleAura(unit))
|
||||
return; // descriptor authoritative — see DescriptorHasVisibleAura
|
||||
const uint64_t guid = UnitGuid(unit);
|
||||
|
||||
+29
-4
@@ -325,10 +325,18 @@ const Game::HookAutoRegister _hookAuraStacks{
|
||||
reinterpret_cast<void **>(&g_origOnAuraStacksChanged)};
|
||||
|
||||
// OnAuraRemoved — a descriptor aura slot went empty: the aura fell off, was
|
||||
// dispelled, or was replaced by a higher rank (the diff dispatcher fires
|
||||
// Removed(old) + Added(new)). Evict the cache entry so the fallback stops
|
||||
// surfacing it. Same ABI as OnAuraAdded (unit in ecx, slot + spellId on the
|
||||
// stack); `slot` is unused here — we evict by spellId.
|
||||
// dispelled, was cancelled by its owner, or was replaced by a higher rank
|
||||
// (the diff dispatcher fires Removed(old) + Added(new)). Evict the cache
|
||||
// entry so the descriptor-drop fallback stops surfacing it. Same ABI as
|
||||
// OnAuraAdded (unit in ecx, slot + spellId on the stack); `slot` is unused
|
||||
// here — we evict by spellId.
|
||||
//
|
||||
// Always evict, even for a death-persistent aura (flask, world buff) on a
|
||||
// dead unit: the server keeps those through death WITHOUT changing any
|
||||
// field, so death itself fires no OnAuraRemoved. Any removal we do receive
|
||||
// for one is therefore genuine — e.g. the owner cancelled the flask while
|
||||
// dead — and must clear the cache, or the fallback keeps surfacing a phantom
|
||||
// whose SetUnitAura tooltip is empty.
|
||||
using OnAuraRemoved_t = void(__fastcall *)(void *unit, void *edx, uint32_t slot,
|
||||
uint32_t spellId);
|
||||
OnAuraRemoved_t g_origOnAuraRemoved = nullptr;
|
||||
@@ -361,6 +369,23 @@ bool Get(uint64_t unitGuid, uint32_t spellId, uint64_t *outCaster,
|
||||
return false;
|
||||
}
|
||||
|
||||
void EvictAbsent(uint64_t unitGuid, const uint32_t *presentSpellIds, int count) {
|
||||
if (unitGuid == 0 || presentSpellIds == nullptr || count <= 0)
|
||||
return;
|
||||
for (auto &e : g_cache) {
|
||||
if (!e.used || e.targetGuid != unitGuid)
|
||||
continue;
|
||||
bool present = false;
|
||||
for (int i = 0; i < count; ++i)
|
||||
if (presentSpellIds[i] == e.spellId) {
|
||||
present = true;
|
||||
break;
|
||||
}
|
||||
if (!present)
|
||||
e.used = false;
|
||||
}
|
||||
}
|
||||
|
||||
int Enumerate(uint64_t unitGuid, bool harmful, CachedAura *out, int maxOut) {
|
||||
if (unitGuid == 0 || out == nullptr || maxOut <= 0)
|
||||
return 0;
|
||||
|
||||
@@ -50,6 +50,18 @@ struct CachedAura {
|
||||
uint32_t durationMs; // applied duration (incl. caster mods); 0 = none
|
||||
};
|
||||
|
||||
// Evicts every cached entry for `unitGuid` whose spellId is NOT present in
|
||||
// `presentSpellIds[0..count)`. Used to reconcile the cache against a unit's
|
||||
// authoritative descriptor when it is back in view (a populated aura array
|
||||
// means the unit is fully synced): an entry the descriptor no longer lists
|
||||
// was removed while we couldn't observe it — e.g. a buff the owner cancelled
|
||||
// while out of our range, whose `OnAuraRemoved` we never received — so drop
|
||||
// it before the descriptor-drop fallback resurfaces it as a phantom. The
|
||||
// caller must only invoke this when the descriptor is populated (count > 0);
|
||||
// an empty array can't distinguish "out of range" from "genuinely buffless",
|
||||
// so reconciling then would wrongly wipe still-valid out-of-range entries.
|
||||
void EvictAbsent(uint64_t unitGuid, const uint32_t *presentSpellIds, int count);
|
||||
|
||||
// Fills `out` with up to `maxOut` cached, non-expired auras on `unitGuid`
|
||||
// whose helpful/harmful classification matches `harmful`. Returns the count
|
||||
// written. The classification is recorded from the aura's descriptor slot at
|
||||
|
||||
@@ -24,6 +24,26 @@
|
||||
// as the events (single source of truth — events firing and the
|
||||
// state being readable happen at the same point in the pipeline).
|
||||
//
|
||||
// `GetMouseButtonClicked()` — the button name of the most recent
|
||||
// mouse button message (`"LeftButton"` / … / `"Button5"`), or nil
|
||||
// when no click is being handled. Modern addons call it inside a
|
||||
// mouse handler to learn which button drove it; the value is evicted
|
||||
// shortly after, so — like the real API — it reads nil outside a
|
||||
// handler rather than returning a stale last-click forever.
|
||||
//
|
||||
// Modern WoW backs this with a frame-manager field set right before a
|
||||
// mouse handler runs and cleared right after (verified in 3.3.5:
|
||||
// `GetMouseButtonClicked` pushes `[frameMgr + 0x1234]`, nil when that
|
||||
// field is null). We can't bracket the handler the same way here: the
|
||||
// `WH_GETMESSAGE` hook sees the button at message-dequeue, but WoW
|
||||
// dispatches the frame-script mouse handlers *deferred* (during the
|
||||
// frame update, not the message pump). So instead we capture the
|
||||
// button on the message and evict it from the per-frame `WorldTick`
|
||||
// once a couple of quiet ticks pass with no button held — the value
|
||||
// survives the whole frame its click lands in (so every handler,
|
||||
// including multiple addons hooking one `OnClick`, sees it) then
|
||||
// clears. A held button keeps it set so `OnDragStart` still reads it.
|
||||
//
|
||||
// Same `WH_GETMESSAGE` thread-message hook pattern as
|
||||
// [Input::Modifier](Modifier.cpp): we intercept the WM_*BUTTON*
|
||||
// messages on the engine's main thread *before* dispatch. The hook
|
||||
@@ -33,6 +53,7 @@
|
||||
|
||||
#include "Game.h"
|
||||
#include "event/Custom.h"
|
||||
#include "tick/WorldTick.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
@@ -59,6 +80,24 @@ constexpr uint32_t MASK_ANY_BUTTON = 0x1F;
|
||||
|
||||
uint32_t g_mouseButtonMask = 0;
|
||||
|
||||
// Name of the button from the most recent mouse-button message, or
|
||||
// nullptr when no click is being handled. Points at one of
|
||||
// DecodeButton's string literals (stable for the process lifetime),
|
||||
// so storing the pointer is safe. `lua_pushstring(L, nullptr)`
|
||||
// tail-jumps to pushnil, so a null here surfaces as nil to the Lua
|
||||
// caller with no extra branch. Set on each button message; evicted by
|
||||
// EvictTick (see the header note on GetMouseButtonClicked).
|
||||
const char *g_lastButton = nullptr;
|
||||
|
||||
// Set true whenever g_lastButton is (re)assigned, so EvictTick can
|
||||
// tell a just-clicked frame from a quiet one. Number of consecutive
|
||||
// quiet ticks (no activity, nothing held) required before eviction —
|
||||
// >1 so a handler dispatched a frame after its message still reads
|
||||
// the button.
|
||||
bool g_buttonActivity = false;
|
||||
int g_quietTicks = 0;
|
||||
constexpr int kQuietTicksToEvict = 2;
|
||||
|
||||
HHOOK g_msgHook = nullptr;
|
||||
|
||||
// Maps WM_*BUTTON{DOWN,UP} → ("LeftButton"|..., isDown). Returns
|
||||
@@ -101,6 +140,13 @@ void ProcessMouseMessage(UINT msg, WPARAM wParam) {
|
||||
if (name == nullptr)
|
||||
return;
|
||||
|
||||
// Capture for GetMouseButtonClicked on both press and release —
|
||||
// during an OnClick / OnMouseUp handler the "clicked" button is the
|
||||
// one just released, same as the press for a normal click.
|
||||
g_lastButton = name;
|
||||
g_buttonActivity = true;
|
||||
g_quietTicks = 0;
|
||||
|
||||
const int bitIdx = NameToBitIdx(name);
|
||||
if (bitIdx >= 0) {
|
||||
const uint32_t bit = 1u << bitIdx;
|
||||
@@ -136,6 +182,39 @@ int __fastcall Script_IsMouseButtonDown(void *L) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
int __fastcall Script_GetMouseButtonClicked(void *L) {
|
||||
// Null → pushnil (the engine's pushstring tail-jumps on NULL), so
|
||||
// callers outside a mouse handler see nil, matching the modern API.
|
||||
Game::Lua::PushString(L, g_lastButton);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Per-frame eviction of g_lastButton. Runs at the tail of each frame's
|
||||
// world tick. While a button is held we keep the value (drag handlers
|
||||
// still read it) and reset the quiet counter. A frame that saw a fresh
|
||||
// button message consumes its activity flag but doesn't yet evict —
|
||||
// that one-frame grace lets a handler dispatched the frame after its
|
||||
// message still read the button. Only after kQuietTicksToEvict ticks
|
||||
// with nothing held and no activity do we clear, so outside a click
|
||||
// GetMouseButtonClicked reads nil instead of a stale last-click.
|
||||
void EvictTick() {
|
||||
if (g_lastButton == nullptr)
|
||||
return;
|
||||
if (g_mouseButtonMask != 0) {
|
||||
g_quietTicks = 0;
|
||||
return;
|
||||
}
|
||||
if (g_buttonActivity) {
|
||||
g_buttonActivity = false;
|
||||
g_quietTicks = 0;
|
||||
return;
|
||||
}
|
||||
if (++g_quietTicks >= kQuietTicksToEvict) {
|
||||
g_lastButton = nullptr;
|
||||
g_quietTicks = 0;
|
||||
}
|
||||
}
|
||||
|
||||
LRESULT CALLBACK GetMsgHook(int code, WPARAM wParam, LPARAM lParam) {
|
||||
// Only process when the message is being removed from the queue
|
||||
// (`PM_REMOVE` / `GetMessage`); `PM_NOREMOVE` peeks would deliver
|
||||
@@ -157,11 +236,14 @@ void InstallHook() {
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("IsMouseButtonDown",
|
||||
&Script_IsMouseButtonDown);
|
||||
Game::Lua::RegisterGlobalFunction("GetMouseButtonClicked",
|
||||
&Script_GetMouseButtonClicked);
|
||||
InstallHook();
|
||||
}
|
||||
|
||||
const Event::Custom::AutoReserve _reserveDown{kDownEvent};
|
||||
const Event::Custom::AutoReserve _reserveUp{kUpEvent};
|
||||
const Tick::WorldTick::AutoSubscribe _evict{&EvictTick};
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
+23
-23
@@ -48,29 +48,6 @@ const uint8_t *FetchItemRecord(uint32_t itemID) {
|
||||
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, false);
|
||||
}
|
||||
|
||||
// Walks the item's 5 spell slots looking for the first ON_USE
|
||||
// (trigger=0) entry. Modern `GetItemSpell` returns only this kind;
|
||||
// passive-on-equip procs (trigger=1), weapon procs (trigger=2),
|
||||
// soulstones (trigger=4), and recipe-learn entries (trigger=6) all
|
||||
// stay invisible to the API.
|
||||
//
|
||||
// Vanilla server data on Turtle WoW has been observed to put the
|
||||
// ON_USE entry at slot index 0 for most items, but a few customized
|
||||
// items use later slots, so we scan all 5.
|
||||
int FindOnUseSpellIDInRecord(const uint8_t *record) {
|
||||
auto *spellIDs = reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_SPELL_ID);
|
||||
auto *triggers = reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_SPELL_TRIGGER);
|
||||
for (int i = 0; i < Offsets::ITEMSTATS_SPELL_SLOT_COUNT; i++) {
|
||||
if (spellIDs[i] != 0 &&
|
||||
triggers[i] == Offsets::ITEM_SPELLTRIGGER_ON_USE) {
|
||||
return static_cast<int>(spellIDs[i]);
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
const char *SpellNameForID(int spellID) {
|
||||
const uint8_t *record = ::Spell::Lookup::RecordForID(spellID);
|
||||
if (record == nullptr)
|
||||
@@ -110,6 +87,29 @@ int __fastcall Script_GetItemSpell(void *L) {
|
||||
|
||||
} // namespace
|
||||
|
||||
// Walks the item's 5 spell slots looking for the first ON_USE
|
||||
// (trigger=0) entry. Modern `GetItemSpell` returns only this kind;
|
||||
// passive-on-equip procs (trigger=1), weapon procs (trigger=2),
|
||||
// soulstones (trigger=4), and recipe-learn entries (trigger=6) all
|
||||
// stay invisible to the API.
|
||||
//
|
||||
// Vanilla server data on Turtle WoW has been observed to put the
|
||||
// ON_USE entry at slot index 0 for most items, but a few customized
|
||||
// items use later slots, so we scan all 5.
|
||||
int FindOnUseSpellIDInRecord(const uint8_t *record) {
|
||||
auto *spellIDs = reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_SPELL_ID);
|
||||
auto *triggers = reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_SPELL_TRIGGER);
|
||||
for (int i = 0; i < Offsets::ITEMSTATS_SPELL_SLOT_COUNT; i++) {
|
||||
if (spellIDs[i] != 0 &&
|
||||
triggers[i] == Offsets::ITEM_SPELLTRIGGER_ON_USE) {
|
||||
return static_cast<int>(spellIDs[i]);
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
int OnUseSpellIDForItemID(uint32_t itemID) {
|
||||
if (itemID == 0)
|
||||
return 0;
|
||||
|
||||
@@ -29,4 +29,12 @@ namespace Item::Spell {
|
||||
// the same use-spell still register).
|
||||
int OnUseSpellIDForItemID(uint32_t itemID);
|
||||
|
||||
// Walks a cached `ItemStats_C` record's 5 spell slots and returns the
|
||||
// first ON_USE (trigger=0) spell ID, or 0 if none. Split out so callers
|
||||
// that already hold the record (e.g. `Item::Usable`, which also reads the
|
||||
// record's use requirements) don't peek the cache twice or re-derive the
|
||||
// slot walk. `OnUseSpellIDForItemID` is the peek-by-itemID convenience
|
||||
// wrapper over this.
|
||||
int FindOnUseSpellIDInRecord(const uint8_t *record);
|
||||
|
||||
} // namespace Item::Spell
|
||||
|
||||
@@ -0,0 +1,180 @@
|
||||
// This file is part of ClassicAPI.
|
||||
//
|
||||
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
|
||||
// of the GNU General Public License as published by the Free Software Foundation, either
|
||||
// version 3 of the License, or (at your option) any later version.
|
||||
//
|
||||
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
// `IsUsableItem(item)` / `C_Item.IsUsableItem(item)` — is the item's
|
||||
// *on-use* ability usable by the local player right now, returning
|
||||
// `(usable, noMana)`. This is the item analog of `IsUsableSpell`; it has
|
||||
// nothing to do with whether the item can be *equipped* (armor
|
||||
// proficiency / class-restricted gear is not this function's concern —
|
||||
// that's the tooltip's red requirement lines, evaluated separately).
|
||||
//
|
||||
// Semantics (mirrors 3.3.5's `Script_IsUsableItem` structure, rebuilt on
|
||||
// 1.12 primitives — vanilla ships no `IsUsableItem` and its item-action
|
||||
// usability path never computed on-use power/noMana):
|
||||
// 1. Item must have an on-use spell (a `SPELL_TRIGGER[i] == ON_USE(0)`
|
||||
// slot with a non-zero `SPELL_ID[i]`). No on-use ability → not
|
||||
// usable (there's nothing to "use").
|
||||
// 2. The item's own *use* requirements must be met: RequiredLevel, and
|
||||
// the AllowableClass / AllowableRace masks. These gate activation
|
||||
// (e.g. a potion below your level, a class-restricted trinket) and
|
||||
// are use — not equip — requirements, so they belong here.
|
||||
// 3. The on-use spell must be castable now: delegated to the engine's
|
||||
// own spell-castability helper `FUN_SPELL_IS_USABLE`, which folds in
|
||||
// form/stance, mechanic immunities, aura state, and the power check.
|
||||
// Insufficient power is the only condition that flips `noMana` (and
|
||||
// leaves `usable` false), exactly like `IsUsableSpell`.
|
||||
//
|
||||
// Cache-miss handling matches `C_Item.IsEquippableItem`: a sync peek with
|
||||
// no load fired, returning `(false, false)` if the item isn't cached yet.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "item/Arg.h"
|
||||
#include "item/Spell.h"
|
||||
#include "spell/Lookup.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Item::Usable {
|
||||
|
||||
namespace {
|
||||
|
||||
using GetItemRecord_t = const uint8_t *(__thiscall *)(void *cache, uint32_t itemID,
|
||||
const uint64_t *guid, void *callback,
|
||||
void *userData, int unused);
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
|
||||
using SpellIsUsable_t = int(__fastcall *)(const uint8_t *spellRecord, int *outNoMana);
|
||||
|
||||
// Same item-cache peek pattern as the other item modules (no shared
|
||||
// helper — each call site is one line different). Sync, no load fired.
|
||||
const uint8_t *PeekItemRecord(uint32_t itemID) {
|
||||
auto fn = reinterpret_cast<GetItemRecord_t>(Offsets::FUN_DBCACHE_ITEMSTATS_GET_RECORD);
|
||||
auto *cache = reinterpret_cast<void *>(Offsets::VAR_ITEMDB_CACHE);
|
||||
const uint64_t zeroGuid = 0;
|
||||
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
|
||||
}
|
||||
|
||||
const uint8_t *PlayerDescriptor() {
|
||||
auto resolve = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
|
||||
auto *player = static_cast<const uint8_t *>(resolve("player"));
|
||||
if (player == nullptr)
|
||||
return nullptr;
|
||||
return *reinterpret_cast<const uint8_t *const *>(
|
||||
player + Offsets::OFF_UNIT_DESCRIPTOR);
|
||||
}
|
||||
|
||||
// True iff `mask` restricts a 1-based `index` (class/race) the player
|
||||
// isn't part of. Mask 0 and 0xFFFFFFFF both mean "no restriction".
|
||||
bool RestrictedOut(uint32_t mask, uint32_t index1Based) {
|
||||
if (mask == 0 || mask == 0xFFFFFFFF || index1Based == 0)
|
||||
return false;
|
||||
return (mask & (1u << (index1Based - 1))) == 0;
|
||||
}
|
||||
|
||||
struct Usability {
|
||||
bool usable;
|
||||
bool noMana;
|
||||
};
|
||||
|
||||
Usability ComputeUsability(int itemID) {
|
||||
Usability r{false, false};
|
||||
if (itemID <= 0)
|
||||
return r;
|
||||
|
||||
auto *record = PeekItemRecord(static_cast<uint32_t>(itemID));
|
||||
if (record == nullptr)
|
||||
return r; // not cached → sync "false", no load fired
|
||||
|
||||
const int onUseSpellID = Item::Spell::FindOnUseSpellIDInRecord(record);
|
||||
if (onUseSpellID == 0)
|
||||
return r; // no on-use ability → nothing to use
|
||||
|
||||
auto *desc = PlayerDescriptor();
|
||||
if (desc == nullptr)
|
||||
return r; // pre-login / no player
|
||||
|
||||
// Use requirements (NOT equip requirements): level + class/race.
|
||||
const int playerLevel = *reinterpret_cast<const int *>(
|
||||
desc + Offsets::OFF_UNIT_FIELD_LEVEL);
|
||||
const uint32_t reqLevel = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_LEVEL);
|
||||
if (static_cast<int>(reqLevel) > playerLevel)
|
||||
return r;
|
||||
|
||||
const uint32_t allowClass = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_ALLOWABLE_CLASS);
|
||||
const uint32_t playerClass = *(desc + Offsets::OFF_UNIT_DESCRIPTOR_CLASS_BYTE);
|
||||
if (RestrictedOut(allowClass, playerClass))
|
||||
return r;
|
||||
|
||||
const uint32_t allowRace = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_ALLOWABLE_RACE);
|
||||
const uint32_t playerRace = *(desc + Offsets::OFF_UNIT_DESCRIPTOR_RACE_BYTE);
|
||||
if (RestrictedOut(allowRace, playerRace))
|
||||
return r;
|
||||
|
||||
// On-use spell castability + noMana, from the engine's own helper.
|
||||
// `::Spell::Lookup` (leading `::`) — inside `Item::Usable`, a bare
|
||||
// `Spell::` binds to the included `Item::Spell` namespace.
|
||||
auto *spellRec = ::Spell::Lookup::RecordForID(onUseSpellID);
|
||||
if (spellRec == nullptr)
|
||||
return r;
|
||||
|
||||
auto isUsable = reinterpret_cast<SpellIsUsable_t>(Offsets::FUN_SPELL_IS_USABLE);
|
||||
int noMana = 0;
|
||||
const int usable = isUsable(spellRec, &noMana) & 0xFF;
|
||||
r.usable = usable != 0;
|
||||
r.noMana = noMana != 0;
|
||||
return r;
|
||||
}
|
||||
|
||||
// `IsUsableItem(item)` — legacy global. Returns `(usable, noMana)` as
|
||||
// 1/nil pairs, matching stock 1.12's `IsUsableAction` / our
|
||||
// `IsUsableSpell` convention.
|
||||
int __fastcall Script_IsUsableItem(void *L) {
|
||||
const int itemID = Item::Arg::ResolveItemID(L, 1);
|
||||
const Usability r = ComputeUsability(itemID);
|
||||
if (r.usable) {
|
||||
Game::Lua::PushNumber(L, 1.0);
|
||||
Game::Lua::PushNil(L);
|
||||
} else if (r.noMana) {
|
||||
Game::Lua::PushNil(L);
|
||||
Game::Lua::PushNumber(L, 1.0);
|
||||
} else {
|
||||
Game::Lua::PushNil(L);
|
||||
Game::Lua::PushNil(L);
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
// `C_Item.IsUsableItem(item)` — modern table-namespace form. Returns
|
||||
// proper booleans (`usable`, `noMana`) per the `C_Item.*` convention.
|
||||
int __fastcall Script_C_Item_IsUsableItem(void *L) {
|
||||
const int itemID = Item::Arg::ResolveItemID(L, 1);
|
||||
const Usability r = ComputeUsability(itemID);
|
||||
Game::Lua::PushBool(L, r.usable);
|
||||
Game::Lua::PushBool(L, r.noMana);
|
||||
return 2;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
static void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("IsUsableItem", &Script_IsUsableItem);
|
||||
Game::Lua::RegisterTableFunction("C_Item", "IsUsableItem",
|
||||
&Script_C_Item_IsUsableItem);
|
||||
}
|
||||
|
||||
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace Item::Usable
|
||||
+2
-59
@@ -48,7 +48,6 @@
|
||||
#include "item/Location.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
|
||||
namespace Item::Use {
|
||||
|
||||
@@ -59,67 +58,10 @@ using UseItem_t = unsigned(__thiscall *)(const void *item, const uint64_t *targe
|
||||
|
||||
using TokenToGUID_t = uint64_t(__fastcall *)(const char *token);
|
||||
|
||||
bool HasPrefix(const char *s, const char *prefix) {
|
||||
return std::strncmp(s, prefix, std::strlen(prefix)) == 0;
|
||||
}
|
||||
|
||||
// Walk past any "target" suffixes (`targettarget`, `focustargettarget`,
|
||||
// …); returns a pointer at the first non-"target" character.
|
||||
const char *SkipTargetSuffixes(const char *s) {
|
||||
while (HasPrefix(s, "target"))
|
||||
s += 6;
|
||||
return s;
|
||||
}
|
||||
|
||||
// Predicate mirror of the engine's token grammar inside
|
||||
// `FUN_TOKEN_TO_GUID` (`0x00515970`) plus the families our own
|
||||
// `Unit::TokenExtensions` hook adds (`focus`, `nameplateN`). The
|
||||
// engine raises a Lua error on unknown input, so we gate before
|
||||
// dispatching to keep our "silently no-ops on bad input" contract.
|
||||
//
|
||||
// Every base token may be followed by zero or more `target` suffixes
|
||||
// (`playertarget`, `party1targettarget`, …) which the engine's
|
||||
// resolver walks via `LAB_005159d3..0x00515A2C`.
|
||||
bool MatchBase(const char *s, const char *base, bool requireDigits) {
|
||||
if (!HasPrefix(s, base))
|
||||
return false;
|
||||
const char *rest = s + std::strlen(base);
|
||||
if (requireDigits) {
|
||||
const char *p = rest;
|
||||
while (*p >= '0' && *p <= '9')
|
||||
++p;
|
||||
if (p == rest)
|
||||
return false;
|
||||
rest = p;
|
||||
}
|
||||
return *SkipTargetSuffixes(rest) == '\0';
|
||||
}
|
||||
|
||||
bool LooksLikeToken(const char *s) {
|
||||
if (s == nullptr || *s == '\0')
|
||||
return false;
|
||||
// Order matters for shared roots: longer prefix first
|
||||
// (`partypet`/`raidpet` before `party`/`raid`).
|
||||
if (MatchBase(s, "partypet", true)) return true;
|
||||
if (MatchBase(s, "raidpet", true)) return true;
|
||||
if (MatchBase(s, "party", true)) return true;
|
||||
if (MatchBase(s, "raid", true)) return true;
|
||||
if (MatchBase(s, "nameplate", true)) return true;
|
||||
if (MatchBase(s, "mouseover", false)) return true;
|
||||
if (MatchBase(s, "player", false)) return true;
|
||||
if (MatchBase(s, "target", false)) return true;
|
||||
if (MatchBase(s, "focus", false)) return true;
|
||||
if (MatchBase(s, "npc", false)) return true;
|
||||
if (MatchBase(s, "pet", false)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
uint64_t ResolveUnitGuid(void *L, int idx) {
|
||||
if (!Game::Lua::IsString(L, idx))
|
||||
return 0;
|
||||
const char *token = Game::Lua::ToString(L, idx);
|
||||
if (!LooksLikeToken(token))
|
||||
return 0;
|
||||
auto fn = reinterpret_cast<TokenToGUID_t>(Offsets::FUN_TOKEN_TO_GUID);
|
||||
return fn(token);
|
||||
}
|
||||
@@ -130,12 +72,13 @@ int __fastcall Script_C_Item_UseItemByName(void *L) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
const uint64_t targetGuid = ResolveUnitGuid(L, 2);
|
||||
|
||||
Item::Location::ByGUIDResult found;
|
||||
if (!Item::Location::FindByArgInBags(L, arg, &found)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
const uint64_t targetGuid = ResolveUnitGuid(L, 2);
|
||||
auto useItem = reinterpret_cast<UseItem_t>(Offsets::FUN_ITEM_USE);
|
||||
useItem(found.item, &targetGuid, 0);
|
||||
return 0;
|
||||
|
||||
@@ -0,0 +1,559 @@
|
||||
// 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_LootHistory backport.
|
||||
//
|
||||
// Modern WoW (2.x+, incl. 5.4.8) exposes a `C_LootHistory` namespace backed
|
||||
// by an engine-maintained ring buffer that a dedicated loot-history server
|
||||
// packet fills. Vanilla 1.12 has NO such packet or store — but it DOES
|
||||
// receive the raw group-loot roll traffic (SMSG_LOOT_ROLL per player,
|
||||
// SMSG_LOOT_ROLL_WON, SMSG_LOOT_ALL_PASSED), which the default UI only turns
|
||||
// into chat lines. So we reconstruct the history client-side (à la
|
||||
// Aura::Source): co-hook the three roll-result handlers and accumulate a ring
|
||||
// of rolled items + per-player results, then expose C_LootHistory reading
|
||||
// from it.
|
||||
//
|
||||
// The handlers run on the deserialized PendingLootRoll message (0x48 bytes,
|
||||
// LootRoll.cpp) with the fields at the OFF_LOOTROLL_* offsets. The message is
|
||||
// populated at handler entry and freed at exit, so each co-hook reads its
|
||||
// fields BEFORE calling the original.
|
||||
//
|
||||
// === Handler ABI (verified from disassembly — RET conventions DIFFER) ===
|
||||
// ROLL FUN_0061C0B0: __fastcall(msg=ECX, ctx=EDX, int stackArg) -> RET 4
|
||||
// WON FUN_0061B9E0: __fastcall(ctx=ECX, msg=EDX, int stackArg) -> RET 4
|
||||
// PASSED FUN_0061B640: __fastcall(ctx=ECX, msg=EDX) -> RET 0
|
||||
// The trailing stack arg (and matching callee cleanup) is LOAD-BEARING: an
|
||||
// earlier revision declared these as 2-arg hooks (implicit RET 0), so every
|
||||
// ROLL/WON call left ESP unbalanced by 4 -> stack corruption -> crash on the
|
||||
// first loot roll. Each hook below matches its handler's exact shape.
|
||||
//
|
||||
// Name + class per roller come from the engine NameCache (read at hook time,
|
||||
// guaranteed loaded then), so they resolve even for someone who has left the
|
||||
// group by the time their roll packet arrives. Surface: C_LootHistory
|
||||
// GetNumItems / GetItem / GetPlayerInfo, plus LOOT_HISTORY_ROLL_CHANGED /
|
||||
// _ROLL_COMPLETE events. The MoP master-loot management functions
|
||||
// (SetExpiration / GiveMasterLoot / CanMasterLoot) are intentionally omitted
|
||||
// — they depend on server support 1.12 doesn't have.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "event/Custom.h"
|
||||
#include "unit/Identity.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
|
||||
namespace Loot::History {
|
||||
|
||||
namespace {
|
||||
|
||||
template <typename T>
|
||||
T Read(const void *base, int off) {
|
||||
return *reinterpret_cast<const T *>(static_cast<const uint8_t *>(base) + off);
|
||||
}
|
||||
|
||||
// Engine millisecond clock — same source (and epoch) as Lua's `GetTime()`
|
||||
// (which reads this scaled by 0.001), so a value stored here is directly
|
||||
// comparable to `GetTime()` once divided by 1000.
|
||||
uint32_t NowMs() {
|
||||
using TickCount_t = uint32_t(__fastcall *)();
|
||||
return reinterpret_cast<TickCount_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_OS_TICKCOUNT_MS))();
|
||||
}
|
||||
|
||||
// Modern rollType constants (what C_LootHistory.GetPlayerInfo returns).
|
||||
constexpr int ROLL_PASS = 0;
|
||||
constexpr int ROLL_NEED = 1;
|
||||
constexpr int ROLL_GREED = 2;
|
||||
|
||||
// The SMSG_LOOT_ROLL packet encodes rollType as 0 = need, 2 = greed; map to
|
||||
// the modern convention. A "didn't actually roll" (pass) is flagged by the
|
||||
// high bit of the roll-number byte, handled by the caller.
|
||||
int MapRollType(int packetType) {
|
||||
return packetType == 2 ? ROLL_GREED : ROLL_NEED;
|
||||
}
|
||||
|
||||
// GUID -> engine NameCache entry-data block. This is the same primitive the
|
||||
// engine's own `%N` name substitution uses (FUN_005083A0): for a LOADED entry
|
||||
// the lookup returns the data block (name[48] at +0, class at +0x140, …),
|
||||
// regardless of the (null) callback and regardless of current group
|
||||
// membership — so it resolves a roller who has since left the group, which
|
||||
// is exactly what a loot roll needs (the roll packet arrives after they may
|
||||
// have gone). Guaranteed loaded at hook time: the roll handler's wrapper
|
||||
// gates on this same lookup succeeding. Returns nullptr if not cached.
|
||||
const uint8_t *LookupPlayerRecord(uint64_t guid) {
|
||||
if (guid == 0)
|
||||
return nullptr;
|
||||
using Lookup_t = const uint8_t *(__thiscall *)(void *cache, uint32_t lo,
|
||||
uint32_t hi, void *cookie,
|
||||
void *cb, void *ud, char flag);
|
||||
auto fn = reinterpret_cast<Lookup_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_PLAYER_INFO_LOOKUP));
|
||||
uint32_t cookie[2] = {0, 0};
|
||||
return fn(reinterpret_cast<void *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_PLAYER_NAME_CACHE)),
|
||||
static_cast<uint32_t>(guid), static_cast<uint32_t>(guid >> 32),
|
||||
cookie, nullptr, nullptr, 0);
|
||||
}
|
||||
|
||||
const char *NameFromRecord(const uint8_t *rec) {
|
||||
return rec != nullptr
|
||||
? reinterpret_cast<const char *>(rec + Offsets::OFF_PLAYER_INFO_NAME)
|
||||
: nullptr;
|
||||
}
|
||||
|
||||
uint32_t ClassIdFromRecord(const uint8_t *rec) {
|
||||
return rec != nullptr
|
||||
? *reinterpret_cast<const uint32_t *>(rec + Offsets::OFF_PLAYER_INFO_CLASS)
|
||||
: 0;
|
||||
}
|
||||
|
||||
// ChrClasses.dbc record ID -> class token ("WARRIOR", "MAGE", …). The DBC's
|
||||
// filename field is the token; RAID_CLASS_COLORS et al. key on it. nullptr if
|
||||
// the ID is out of range or the record is missing.
|
||||
const char *ClassTokenForId(uint32_t classId) {
|
||||
if (classId == 0)
|
||||
return nullptr;
|
||||
const int count = *reinterpret_cast<const int *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_CHRCLASSES_COUNT));
|
||||
const uint8_t *const *records = *reinterpret_cast<const uint8_t *const *const *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_CHRCLASSES_RECORDS));
|
||||
if (records == nullptr || static_cast<int>(classId) > count)
|
||||
return nullptr;
|
||||
const uint8_t *rec = records[classId];
|
||||
if (rec == nullptr)
|
||||
return nullptr;
|
||||
return *reinterpret_cast<const char *const *>(
|
||||
rec + Offsets::OFF_CHRCLASSES_FILENAME);
|
||||
}
|
||||
|
||||
constexpr int kNameLen = 48; // engine NameCache inline name[48]
|
||||
|
||||
void CopyName(char *dst, const char *src) {
|
||||
if (src == nullptr) {
|
||||
dst[0] = '\0';
|
||||
return;
|
||||
}
|
||||
int i = 0;
|
||||
for (; i < kNameLen - 1 && src[i] != '\0'; ++i)
|
||||
dst[i] = src[i];
|
||||
dst[i] = '\0';
|
||||
}
|
||||
|
||||
struct PlayerRoll {
|
||||
uint64_t guid;
|
||||
char name[kNameLen];
|
||||
uint32_t classId; // ChrClasses.dbc ID (0 = unknown)
|
||||
int rollType; // ROLL_* (modern); ROLL_PASS when the player passed
|
||||
int roll; // 1..100, or 0 if they passed / didn't roll
|
||||
};
|
||||
|
||||
constexpr int kMaxPlayers = 40;
|
||||
|
||||
struct HistItem {
|
||||
uint32_t rollID; // stable monotonic ID — survives ring-index shifts
|
||||
uint64_t sourceGuid; // looted-object GUID — the roll's identity
|
||||
uint32_t slot;
|
||||
uint32_t itemId;
|
||||
int32_t itemSuffix; // random suffix/property ID (link suffix field)
|
||||
uint32_t itemSeed; // random seed (link unique field)
|
||||
uint64_t winnerGuid; // winner's roller GUID (0 if undecided)
|
||||
bool hasWinner;
|
||||
bool isDone;
|
||||
uint32_t createdMs; // engine tick at creation (GetTime()*1000 epoch)
|
||||
PlayerRoll players[kMaxPlayers];
|
||||
int playerCount;
|
||||
bool used;
|
||||
};
|
||||
|
||||
// Ring of recent rolled items. g_write is the next slot to fill; g_count
|
||||
// saturates at kMaxItems. GetNumItems returns g_count; item index i (1-based,
|
||||
// oldest→newest) maps to ring[(g_write - g_count + i - 1) mod kMaxItems].
|
||||
// ~3 KB per item (players[40] dominates), so 128 is ~380 KB static — bump
|
||||
// freely if a longer history is wanted.
|
||||
constexpr int kMaxItems = 128;
|
||||
HistItem g_items[kMaxItems];
|
||||
int g_write = 0;
|
||||
int g_count = 0;
|
||||
uint32_t g_nextRollId = 1; // 0 is reserved as "invalid" (never assigned)
|
||||
|
||||
// Set by FindOrCreate for the most recent call, read by the hooks to decide
|
||||
// whether a structural LOOT_HISTORY_FULL_UPDATE is warranted (a new item
|
||||
// appeared, or the ring evicted an old one so every index shifted).
|
||||
bool g_createdNew = false;
|
||||
bool g_evicted = false;
|
||||
|
||||
HistItem *Find(uint64_t sourceGuid, uint32_t slot) {
|
||||
for (auto &e : g_items) {
|
||||
if (e.used && e.sourceGuid == sourceGuid && e.slot == slot)
|
||||
return &e;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
HistItem *FindOrCreate(uint64_t sourceGuid, uint32_t slot, uint32_t itemId) {
|
||||
g_createdNew = false;
|
||||
g_evicted = false;
|
||||
HistItem *e = Find(sourceGuid, slot);
|
||||
if (e != nullptr) {
|
||||
if (itemId != 0)
|
||||
e->itemId = itemId;
|
||||
return e;
|
||||
}
|
||||
e = &g_items[g_write];
|
||||
g_evicted = e->used; // overwriting a live slot => ring full => eviction
|
||||
g_write = (g_write + 1) % kMaxItems;
|
||||
if (g_count < kMaxItems)
|
||||
++g_count;
|
||||
*e = HistItem{};
|
||||
e->used = true;
|
||||
e->rollID = g_nextRollId++;
|
||||
e->createdMs = NowMs();
|
||||
e->sourceGuid = sourceGuid;
|
||||
e->slot = slot;
|
||||
e->itemId = itemId;
|
||||
g_createdNew = true;
|
||||
return e;
|
||||
}
|
||||
|
||||
// Find the player-roll slot for `guid`, appending a fresh one (name/class
|
||||
// resolved from the NameCache) if absent and there's room. Returns the
|
||||
// 0-based index, or -1 when the roster is full. Shared by the roll recorder
|
||||
// and the winner recorder — the winner may never have sent an individual
|
||||
// SMSG_LOOT_ROLL (joined late / master loot), so ensuring they're present
|
||||
// lets GetItem's winnerIdx resolve through GetPlayerInfo.
|
||||
int FindOrAddPlayer(HistItem *e, uint64_t guid) {
|
||||
for (int i = 0; i < e->playerCount; ++i) {
|
||||
if (e->players[i].guid == guid)
|
||||
return i;
|
||||
}
|
||||
if (e->playerCount >= kMaxPlayers)
|
||||
return -1;
|
||||
const int idx = e->playerCount++;
|
||||
const uint8_t *rec = LookupPlayerRecord(guid); // cache loaded at hook time
|
||||
e->players[idx] = PlayerRoll{};
|
||||
e->players[idx].guid = guid;
|
||||
CopyName(e->players[idx].name, NameFromRecord(rec));
|
||||
e->players[idx].classId = ClassIdFromRecord(rec);
|
||||
return idx;
|
||||
}
|
||||
|
||||
// 1-based index within players[] of the winner, or 0 if undecided / absent.
|
||||
int WinnerIndex(const HistItem *e) {
|
||||
if (!e->hasWinner || e->winnerGuid == 0)
|
||||
return 0;
|
||||
for (int i = 0; i < e->playerCount; ++i) {
|
||||
if (e->players[i].guid == e->winnerGuid)
|
||||
return i + 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// 1-based access in oldest→newest order (matching GetNumItems' count).
|
||||
HistItem *GetEntry(int index1Based) {
|
||||
if (index1Based < 1 || index1Based > g_count)
|
||||
return nullptr;
|
||||
const int start = (g_write - g_count + kMaxItems) % kMaxItems;
|
||||
return &g_items[(start + index1Based - 1) % kMaxItems];
|
||||
}
|
||||
|
||||
// The 1-based index of an entry in oldest→newest order (0 if not live).
|
||||
int IndexOf(const HistItem *e) {
|
||||
const int start = (g_write - g_count + kMaxItems) % kMaxItems;
|
||||
for (int i = 0; i < g_count; ++i) {
|
||||
if (&g_items[(start + i) % kMaxItems] == e)
|
||||
return i + 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Modern loot-history events. ROLL_CHANGED(itemIdx, playerIdx) fires on each
|
||||
// roll; ROLL_COMPLETE(itemIdx) when the item is decided (winner / all-passed).
|
||||
// FULL_UPDATE is reserved for API/IsEventValid completeness (the UI fires it
|
||||
// on open); we don't dispatch it from C.
|
||||
constexpr const char *kRollChanged = "LOOT_HISTORY_ROLL_CHANGED";
|
||||
constexpr const char *kRollComplete = "LOOT_HISTORY_ROLL_COMPLETE";
|
||||
constexpr const char *kFullUpdate = "LOOT_HISTORY_FULL_UPDATE";
|
||||
const Event::Custom::AutoReserve _evRollChanged{kRollChanged};
|
||||
const Event::Custom::AutoReserve _evRollComplete{kRollComplete};
|
||||
const Event::Custom::AutoReserve _evFullUpdate{kFullUpdate};
|
||||
|
||||
// Returns the 1-based item index and writes the 1-based player index to
|
||||
// `*outPlayerIdx` (0 if none), so the hook can fire ROLL_CHANGED.
|
||||
int RecordRoll(const void *msg, int *outPlayerIdx) {
|
||||
*outPlayerIdx = 0;
|
||||
const uint64_t src = Read<uint64_t>(msg, Offsets::OFF_LOOTROLL_SOURCE_GUID);
|
||||
const uint32_t slot = Read<uint32_t>(msg, Offsets::OFF_LOOTROLL_SLOT);
|
||||
const uint32_t itemId = Read<uint32_t>(msg, Offsets::OFF_LOOTROLL_ITEM_ID);
|
||||
const uint64_t roller = Read<uint64_t>(msg, Offsets::OFF_LOOTROLL_ROLLER_GUID);
|
||||
const uint8_t rollByte = Read<uint8_t>(msg, Offsets::OFF_LOOTROLL_ROLL_NUM);
|
||||
const int packetType = Read<int32_t>(msg, Offsets::OFF_LOOTROLL_ROLL_TYPE);
|
||||
|
||||
const bool didRoll = (rollByte & 0x80) == 0;
|
||||
const int rollNum = didRoll ? (rollByte & 0x7F) : 0;
|
||||
const int rollType = didRoll ? MapRollType(packetType) : ROLL_PASS;
|
||||
|
||||
HistItem *e = FindOrCreate(src, slot, itemId);
|
||||
if (roller == 0)
|
||||
return IndexOf(e);
|
||||
|
||||
const int slotIdx = FindOrAddPlayer(e, roller);
|
||||
if (slotIdx >= 0) {
|
||||
e->players[slotIdx].rollType = rollType;
|
||||
e->players[slotIdx].roll = rollNum;
|
||||
*outPlayerIdx = slotIdx + 1;
|
||||
}
|
||||
return IndexOf(e);
|
||||
}
|
||||
|
||||
int RecordWinner(const void *msg) {
|
||||
const uint64_t src = Read<uint64_t>(msg, Offsets::OFF_LOOTROLL_SOURCE_GUID);
|
||||
const uint32_t slot = Read<uint32_t>(msg, Offsets::OFF_LOOTROLL_SLOT);
|
||||
const uint32_t itemId = Read<uint32_t>(msg, Offsets::OFF_LOOTROLL_ITEM_ID);
|
||||
const uint64_t winner = Read<uint64_t>(msg, Offsets::OFF_LOOTROLL_ROLLER_GUID);
|
||||
|
||||
HistItem *e = FindOrCreate(src, slot, itemId);
|
||||
e->winnerGuid = winner;
|
||||
e->hasWinner = true;
|
||||
e->isDone = true;
|
||||
if (winner != 0)
|
||||
FindOrAddPlayer(e, winner); // so GetItem's winnerIdx resolves
|
||||
return IndexOf(e);
|
||||
}
|
||||
|
||||
int RecordAllPassed(const void *msg) {
|
||||
const uint64_t src = Read<uint64_t>(msg, Offsets::OFF_LOOTROLL_SOURCE_GUID);
|
||||
const uint32_t slot = Read<uint32_t>(msg, Offsets::OFF_LOOTROLL_SLOT);
|
||||
const uint32_t itemId = Read<uint32_t>(msg, Offsets::OFF_LOOTROLL_ITEM_ID);
|
||||
|
||||
HistItem *e = FindOrCreate(src, slot, itemId);
|
||||
e->isDone = true;
|
||||
return IndexOf(e);
|
||||
}
|
||||
|
||||
// SMSG_LOOT_START_ROLL carries the item's random suffix/seed; the result
|
||||
// packets don't. It's read from the freshly-built store-head node (rather
|
||||
// than the packet) right after the START_ROLL handler runs — the node has
|
||||
// the same field offsets as the message. This is the only place the random
|
||||
// fields are populated, so the result recorders leave them alone.
|
||||
void RecordStart() {
|
||||
const uint8_t *node = *reinterpret_cast<const uint8_t *const *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_LOOTROLL_STORE_HEAD));
|
||||
if (node == nullptr)
|
||||
return;
|
||||
const uint64_t src = Read<uint64_t>(node, Offsets::OFF_LOOTROLL_SOURCE_GUID);
|
||||
const uint32_t slot = Read<uint32_t>(node, Offsets::OFF_LOOTROLL_SLOT);
|
||||
const uint32_t itemId = Read<uint32_t>(node, Offsets::OFF_LOOTROLL_ITEM_ID);
|
||||
HistItem *e = FindOrCreate(src, slot, itemId);
|
||||
e->itemSuffix = Read<int32_t>(node, Offsets::OFF_LOOTROLL_ITEM_SUFFIX);
|
||||
e->itemSeed = Read<uint32_t>(node, Offsets::OFF_LOOTROLL_ITEM_SEED);
|
||||
}
|
||||
|
||||
// ---- Packet co-hooks -------------------------------------------------------
|
||||
// Signatures match the verified per-handler ABI above (note the differing
|
||||
// message register, stack arg, and RET). Read the message fields before the
|
||||
// original runs — it frees the message.
|
||||
|
||||
using RollFn_t = void(__fastcall *)(void *msg, void *ctx, int a3); // RET 4
|
||||
using WonFn_t = void(__fastcall *)(void *ctx, void *msg, int a3); // RET 4
|
||||
using PassedFn_t = void(__fastcall *)(void *ctx, void *msg); // RET 0
|
||||
using StartFn_t = void(__fastcall *)(void *packet); // RET 0
|
||||
|
||||
RollFn_t g_origRoll = nullptr;
|
||||
WonFn_t g_origWon = nullptr;
|
||||
PassedFn_t g_origPassed = nullptr;
|
||||
StartFn_t g_origStart = nullptr;
|
||||
|
||||
// Fire LOOT_HISTORY_FULL_UPDATE (no payload) — the "rebuild everything"
|
||||
// signal, matching the UI's full refresh. Called when the item set changes
|
||||
// structurally: a new item appears or the ring evicts an old one (shifting
|
||||
// every index).
|
||||
void FireFullUpdate() {
|
||||
Event::Custom::Fire(Event::Custom::Lookup(kFullUpdate), "");
|
||||
}
|
||||
|
||||
// START_ROLL: let the original build the store node, then read the item's
|
||||
// random suffix off it. Adds the item to the history so a UI can show it as
|
||||
// soon as the roll opens (before any roll comes in) — hence the FULL_UPDATE.
|
||||
void __fastcall Start_h(void *packet) {
|
||||
g_origStart(packet);
|
||||
RecordStart();
|
||||
if (g_createdNew || g_evicted)
|
||||
FireFullUpdate();
|
||||
}
|
||||
|
||||
// Record fields (message is freed by the original), run the original, THEN
|
||||
// fire the event — firing after the original keeps the engine's own handler
|
||||
// off our re-entrancy (same order Item::Data uses from its packet hook). A
|
||||
// structural FULL_UPDATE (if any) precedes the granular event so a listener
|
||||
// that rebuilds on FULL_UPDATE sees the new row before the row-level refresh.
|
||||
void __fastcall Roll_h(void *msg, void *ctx, int a3) {
|
||||
int itemIdx = 0, playerIdx = 0;
|
||||
bool structural = false;
|
||||
if (msg != nullptr) {
|
||||
itemIdx = RecordRoll(msg, &playerIdx);
|
||||
structural = g_createdNew || g_evicted;
|
||||
}
|
||||
g_origRoll(msg, ctx, a3);
|
||||
if (structural)
|
||||
FireFullUpdate();
|
||||
if (itemIdx > 0)
|
||||
Event::Custom::Fire(Event::Custom::Lookup(kRollChanged), "%d%d", itemIdx,
|
||||
playerIdx);
|
||||
}
|
||||
|
||||
void __fastcall Won_h(void *ctx, void *msg, int a3) {
|
||||
int itemIdx = 0;
|
||||
bool structural = false;
|
||||
if (msg != nullptr) {
|
||||
itemIdx = RecordWinner(msg);
|
||||
structural = g_createdNew || g_evicted;
|
||||
}
|
||||
g_origWon(ctx, msg, a3);
|
||||
if (structural)
|
||||
FireFullUpdate();
|
||||
if (itemIdx > 0)
|
||||
Event::Custom::Fire(Event::Custom::Lookup(kRollComplete), "%d", itemIdx);
|
||||
}
|
||||
|
||||
void __fastcall Passed_h(void *ctx, void *msg) {
|
||||
int itemIdx = 0;
|
||||
bool structural = false;
|
||||
if (msg != nullptr) {
|
||||
itemIdx = RecordAllPassed(msg);
|
||||
structural = g_createdNew || g_evicted;
|
||||
}
|
||||
g_origPassed(ctx, msg);
|
||||
if (structural)
|
||||
FireFullUpdate();
|
||||
if (itemIdx > 0)
|
||||
Event::Custom::Fire(Event::Custom::Lookup(kRollComplete), "%d", itemIdx);
|
||||
}
|
||||
|
||||
const Game::HookAutoRegister _hookRoll{
|
||||
Offsets::FUN_LOOT_ROLL_HANDLER, reinterpret_cast<void *>(&Roll_h),
|
||||
reinterpret_cast<void **>(&g_origRoll)};
|
||||
const Game::HookAutoRegister _hookWon{
|
||||
Offsets::FUN_LOOT_ROLL_WON_HANDLER, reinterpret_cast<void *>(&Won_h),
|
||||
reinterpret_cast<void **>(&g_origWon)};
|
||||
const Game::HookAutoRegister _hookPassed{
|
||||
Offsets::FUN_LOOT_ALL_PASSED_HANDLER, reinterpret_cast<void *>(&Passed_h),
|
||||
reinterpret_cast<void **>(&g_origPassed)};
|
||||
const Game::HookAutoRegister _hookStart{
|
||||
Offsets::FUN_LOOT_START_ROLL_HANDLER, reinterpret_cast<void *>(&Start_h),
|
||||
reinterpret_cast<void **>(&g_origStart)};
|
||||
|
||||
// ---- Lua surface -----------------------------------------------------------
|
||||
|
||||
// `C_LootHistory.GetNumItems()` -> number of rolled items in the history.
|
||||
int __fastcall Script_GetNumItems(void *L) {
|
||||
Game::Lua::PushNumber(L, static_cast<double>(g_count));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_LootHistory.GetItem(itemIndex)` ->
|
||||
// rollID, itemLink, numPlayers, isDone, winnerIdx, timestamp
|
||||
// Matches the MoP signature: `rollID` is a stable ID (unlike itemIndex, which
|
||||
// shifts as the ring saturates — key expanded/highlighted rows on it);
|
||||
// `itemLink` is the `item:id:enchant:suffix:unique` form (valid for
|
||||
// GetItemInfo / SetHyperlink), carrying the roll's random suffix so "of the X"
|
||||
// items keep their affix; `winnerIdx` is the winner's 1-based playerIndex for
|
||||
// GetPlayerInfo(itemIndex, winnerIdx) (nil if undecided). `timestamp` is a
|
||||
// ClassicAPI extension: the `GetTime()`-comparable creation time in seconds.
|
||||
int __fastcall Script_GetItem(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1)) {
|
||||
Game::Lua::Error(L, "Usage: GetItem(itemIndex)");
|
||||
return 0;
|
||||
}
|
||||
HistItem *e = GetEntry(static_cast<int>(Game::Lua::ToNumber(L, 1)));
|
||||
if (e == nullptr)
|
||||
return 0;
|
||||
static char link[64];
|
||||
// Vanilla item link: item:id:enchant:suffix:unique. Carry the roll's
|
||||
// random suffix/seed so "of the Bear"-style items keep their affix.
|
||||
std::snprintf(link, sizeof(link), "item:%u:0:%d:%u", e->itemId,
|
||||
e->itemSuffix, e->itemSeed);
|
||||
Game::Lua::PushNumber(L, static_cast<double>(e->rollID)); // 1 rollID
|
||||
Game::Lua::PushString(L, link); // 2 itemLink
|
||||
Game::Lua::PushNumber(L, static_cast<double>(e->playerCount)); // 3 numPlayers
|
||||
Game::Lua::PushBool(L, e->isDone); // 4 isDone
|
||||
const int winnerIdx = WinnerIndex(e);
|
||||
if (winnerIdx > 0)
|
||||
Game::Lua::PushNumber(L, static_cast<double>(winnerIdx)); // 5 winnerIdx
|
||||
else
|
||||
Game::Lua::PushNil(L);
|
||||
Game::Lua::PushNumber(L, e->createdMs / 1000.0); // 6 timestamp
|
||||
return 6;
|
||||
}
|
||||
|
||||
// `C_LootHistory.GetPlayerInfo(itemIndex, playerIndex)` ->
|
||||
// name, classToken, rollType, roll, isWinner, isMe. classToken is the
|
||||
// ChrClasses filename ("WARRIOR", …) for RAID_CLASS_COLORS-style coloring;
|
||||
// both name and class come from the engine NameCache captured at roll time.
|
||||
// isMe compares the roller GUID to the local player's.
|
||||
int __fastcall Script_GetPlayerInfo(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2)) {
|
||||
Game::Lua::Error(L, "Usage: GetPlayerInfo(itemIndex, playerIndex)");
|
||||
return 0;
|
||||
}
|
||||
HistItem *e = GetEntry(static_cast<int>(Game::Lua::ToNumber(L, 1)));
|
||||
if (e == nullptr)
|
||||
return 0;
|
||||
const int p = static_cast<int>(Game::Lua::ToNumber(L, 2)) - 1;
|
||||
if (p < 0 || p >= e->playerCount)
|
||||
return 0;
|
||||
const PlayerRoll &r = e->players[p];
|
||||
if (r.name[0] != '\0')
|
||||
Game::Lua::PushString(L, r.name); // 1 name
|
||||
else
|
||||
Game::Lua::PushNil(L);
|
||||
const char *classToken = ClassTokenForId(r.classId); // 2 class token
|
||||
if (classToken != nullptr)
|
||||
Game::Lua::PushString(L, classToken);
|
||||
else
|
||||
Game::Lua::PushNil(L);
|
||||
Game::Lua::PushNumber(L, static_cast<double>(r.rollType)); // 3 rollType
|
||||
Game::Lua::PushNumber(L, static_cast<double>(r.roll)); // 4 roll
|
||||
Game::Lua::PushBool(L, e->hasWinner && e->winnerGuid == r.guid); // 5 isWinner
|
||||
Game::Lua::PushBool(L, r.guid == Unit::Identity::PlayerGuid()); // 6 isMe
|
||||
return 6;
|
||||
}
|
||||
|
||||
// `C_LootHistory.Clear()` -> wipe the accumulated history. A ClassicAPI
|
||||
// extension (no MoP equivalent) so a UI can offer a "clear history" button.
|
||||
// Fires LOOT_HISTORY_FULL_UPDATE so any open display rebuilds empty.
|
||||
int __fastcall Script_Clear(void *L) {
|
||||
(void)L;
|
||||
for (auto &e : g_items)
|
||||
e.used = false;
|
||||
g_write = 0;
|
||||
g_count = 0;
|
||||
FireFullUpdate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_LootHistory", "GetNumItems",
|
||||
&Script_GetNumItems);
|
||||
Game::Lua::RegisterTableFunction("C_LootHistory", "GetItem",
|
||||
&Script_GetItem);
|
||||
Game::Lua::RegisterTableFunction("C_LootHistory", "GetPlayerInfo",
|
||||
&Script_GetPlayerInfo);
|
||||
Game::Lua::RegisterTableFunction("C_LootHistory", "Clear", &Script_Clear);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Loot::History
|
||||
@@ -0,0 +1,312 @@
|
||||
// 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_PlayerInfo.CanUseItem(itemID)` — true iff the local player meets the
|
||||
// item's *use/equip* requirements. This is the "is the item red in the
|
||||
// tooltip" gate, and is distinct from its siblings:
|
||||
// - `C_Item.IsEquippableItem` — does the item fit *some* slot (static).
|
||||
// - `IsUsableItem` — is the item's on-use ability castable now.
|
||||
// - `C_PlayerInfo.CanUseItem` — may the player equip/use it at all.
|
||||
//
|
||||
// So this is the answer to "mail chest on a Mage" (proficiency), "level-40
|
||||
// item on a level-20" (RequiredLevel), and class/race-restricted gear.
|
||||
//
|
||||
// Not in vanilla 1.12 nor in our 3.3.5 reference client (the modern API
|
||||
// landed in 1.14.4 / 3.4.2 / 10.0.5), so there's no cross-binary source;
|
||||
// the logic mirrors the requirement checks the 1.12 item tooltip builder
|
||||
// (`FUN_0052B650`) inlines for its red/green line coloring — the same
|
||||
// `bVar23` "can't use this" flag, minus the display.
|
||||
//
|
||||
// Checks (all must pass):
|
||||
// 1. Proficiency — for weapon/armor the engine keeps a per-item-class
|
||||
// subclass-proficiency bitmask (VAR_PROFICIENCY_TABLE, fed by
|
||||
// SMSG_SET_PROFICIENCY). `mask[m_class] & (1 << m_subClass)` must be
|
||||
// set. Item classes with no proficiency concept store mask 0 and are
|
||||
// unrestricted (matches the tooltip's `mask != 0` gate).
|
||||
// 2. RequiredLevel <= player level.
|
||||
// 3. AllowableClass / AllowableRace masks include the player (0 or all-
|
||||
// bits = no restriction).
|
||||
// 4. RequiredSkill — the player must have the item's skill line at an
|
||||
// effective rank (current + temp bonus) >= RequiredSkillRank (e.g. a
|
||||
// mount "Requires Riding (150)"). Via FUN_SKILL_LINE_TO_SLOT.
|
||||
// 5. RequiredSpell — the player must know the item's prerequisite spell,
|
||||
// or a higher rank of it: a crafting specialization ("Requires
|
||||
// Armorsmith") or a proficiency spell. Via the spell-knowledge bitmap
|
||||
// plus the engine's rank-chain walk.
|
||||
// 6. RequiredHonorRank / RequiredCityRank — PvP-rank gates: the player's
|
||||
// honor rank (>= required) and earned PvP-medal bitmask.
|
||||
// 7. RequiredReputation — current standing with the item's faction must
|
||||
// reach the required reaction band.
|
||||
//
|
||||
// Cache-miss handling matches `C_Item.IsEquippableItem`: a synchronous
|
||||
// peek that returns false without firing a load.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "item/Arg.h"
|
||||
#include "spell/Lookup.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Player::CanUseItem {
|
||||
|
||||
namespace {
|
||||
|
||||
using GetItemRecord_t = const uint8_t *(__thiscall *)(void *cache, uint32_t itemID,
|
||||
const uint64_t *guid, void *callback,
|
||||
void *userData, int unused);
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
|
||||
// `__thiscall(player /*ecx*/, skillLineID) -> slot` (-1 if the player
|
||||
// doesn't have the skill line). See VAR docs on FUN_SKILL_LINE_TO_SLOT.
|
||||
using SkillLineToSlot_t = int(__thiscall *)(void *player, uint32_t skillLineID);
|
||||
// `__fastcall(factionID) -> current total reputation` (base + bonus), 0
|
||||
// for factions not in the player's list. See FUN_REPUTATION_GET_STANDING.
|
||||
using RepStanding_t = int(__fastcall *)(int factionID);
|
||||
// `__thiscall(player /*ecx*/, spellID) -> nonzero` if the player knows a
|
||||
// higher rank in spellID's chain. See FUN_SPELL_RANK_CHAIN_KNOWN.
|
||||
using SpellRankChainKnown_t = int(__thiscall *)(void *player, uint32_t spellID);
|
||||
|
||||
const uint8_t *PeekItemRecord(uint32_t itemID) {
|
||||
auto fn = reinterpret_cast<GetItemRecord_t>(Offsets::FUN_DBCACHE_ITEMSTATS_GET_RECORD);
|
||||
auto *cache = reinterpret_cast<void *>(Offsets::VAR_ITEMDB_CACHE);
|
||||
const uint64_t zeroGuid = 0;
|
||||
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
|
||||
}
|
||||
|
||||
// The local player's CGUnit/CGPlayer object (holds the descriptor at
|
||||
// +OFF_UNIT_DESCRIPTOR and the CGPlayer sub-struct at +OFF_CGPLAYER_INFO).
|
||||
const uint8_t *ResolvePlayer() {
|
||||
auto resolve = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
|
||||
return static_cast<const uint8_t *>(resolve("player"));
|
||||
}
|
||||
|
||||
// True iff `mask` restricts a 1-based `index` (class/race) the player
|
||||
// isn't part of. Mask 0 and 0xFFFFFFFF both mean "no restriction".
|
||||
bool RestrictedOut(uint32_t mask, uint32_t index1Based) {
|
||||
if (mask == 0 || mask == 0xFFFFFFFF || index1Based == 0)
|
||||
return false;
|
||||
return (mask & (1u << ((index1Based - 1) & 31))) == 0;
|
||||
}
|
||||
|
||||
// Per-item-class proficiency bitmask lookup. Returns false only when the
|
||||
// item's class *has* a proficiency concept (mask != 0) and the item's
|
||||
// subclass bit is unset.
|
||||
bool ProficiencyMet(const uint8_t *record) {
|
||||
const uint32_t itemClass = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_CLASS);
|
||||
const uint32_t subClass = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_SUBCLASS);
|
||||
if (itemClass > 16) // table is 17 entries (m_class 0..16)
|
||||
return true;
|
||||
auto *table = reinterpret_cast<const uint32_t *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_PROFICIENCY_TABLE));
|
||||
const uint32_t mask = table[itemClass];
|
||||
if (mask == 0)
|
||||
return true; // class has no proficiency concept (consumables, …)
|
||||
return (mask & (1u << (subClass & 31))) != 0;
|
||||
}
|
||||
|
||||
// RequiredSkill + RequiredSkillRank gate (e.g. a mount "Requires Riding
|
||||
// (150)", a profession tool "Requires Engineering (200)"). Maps the
|
||||
// item's SkillLine.dbc row to the player's skill slot; the player must
|
||||
// have the line at an effective rank (current + temp bonus) >= required.
|
||||
bool RequiredSkillMet(const uint8_t *player, const uint8_t *record) {
|
||||
const uint32_t reqSkill = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_SKILL);
|
||||
if (reqSkill == 0)
|
||||
return true; // no skill requirement
|
||||
const uint32_t reqRank = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_SKILL_RANK);
|
||||
|
||||
auto toSlot = reinterpret_cast<SkillLineToSlot_t>(Offsets::FUN_SKILL_LINE_TO_SLOT);
|
||||
const int slot = toSlot(const_cast<uint8_t *>(player), reqSkill);
|
||||
if (slot < 0)
|
||||
return false; // player doesn't have the skill line at all
|
||||
|
||||
auto *sub = *reinterpret_cast<const uint8_t *const *>(
|
||||
player + Offsets::OFF_CGPLAYER_INFO);
|
||||
if (sub == nullptr)
|
||||
return false;
|
||||
const uint8_t *rec = sub + Offsets::OFF_SKILL_INFO_TABLE +
|
||||
slot * Offsets::SKILL_INFO_STRIDE;
|
||||
uint32_t rank = *reinterpret_cast<const uint16_t *>(rec + Offsets::OFF_SKILL_INFO_CUR);
|
||||
if (rank != 0) // add the temp bonus only when there's a base value
|
||||
rank += *reinterpret_cast<const uint16_t *>(rec + Offsets::OFF_SKILL_INFO_BONUS);
|
||||
return rank >= reqRank;
|
||||
}
|
||||
|
||||
// True if the local player knows `spellID`, via the engine's spell-
|
||||
// knowledge bitmap (the active-player path of `FUN_0060c740`, read
|
||||
// directly — no player object needed). Covers trained abilities, talents,
|
||||
// racials, profession recipes, and crafting specializations (Armorsmith,
|
||||
// Weaponsmith, the Engineering branches, …), which are all single learned
|
||||
// spells that land in this bitmap.
|
||||
bool PlayerKnowsSpell(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;
|
||||
const int spellCount = *reinterpret_cast<const int *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_SPELL_RECORD_COUNT));
|
||||
if (spellID > spellCount)
|
||||
return false;
|
||||
return (bitmap[spellID >> 5] & (1u << (spellID & 31))) != 0;
|
||||
}
|
||||
|
||||
// RequiredSpell gate — the item's `RequiredSpell` (a Spell.dbc row) is the
|
||||
// prerequisite the "Requires <spell>" tooltip line reflects: a crafting
|
||||
// specialization like Armorsmith, or an armor/weapon proficiency spell.
|
||||
// The player must know it. An unset (0) or invalid (no Spell.dbc record)
|
||||
// requirement is no gate — matching the tooltip's validity guard, which
|
||||
// skips the line for a missing row.
|
||||
//
|
||||
// Mirrors the tooltip's `bitmap(reqSpell) OR rank-chain(reqSpell)`: met if
|
||||
// the player knows the exact RequiredSpell, or a higher rank of it (the
|
||||
// latter covers a ranked RequiredSpell — `FUN_SPELL_RANK_CHAIN_KNOWN`
|
||||
// walks the forward chain). Item RequiredSpell is a non-ranked
|
||||
// specialization/proficiency in practice, so the chain walk is
|
||||
// belt-and-suspenders, but it makes the check exact.
|
||||
bool RequiredSpellMet(const uint8_t *player, const uint8_t *record) {
|
||||
const int reqSpell = *reinterpret_cast<const int32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_SPELL);
|
||||
if (reqSpell <= 0)
|
||||
return true; // no requirement
|
||||
if (::Spell::Lookup::RecordForID(reqSpell) == nullptr)
|
||||
return true; // invalid Spell.dbc row → tooltip skips the gate
|
||||
if (PlayerKnowsSpell(reqSpell))
|
||||
return true; // knows the exact spell
|
||||
auto chainKnown = reinterpret_cast<SpellRankChainKnown_t>(
|
||||
Offsets::FUN_SPELL_RANK_CHAIN_KNOWN);
|
||||
return chainKnown(const_cast<uint8_t *>(player),
|
||||
static_cast<uint32_t>(reqSpell)) != 0;
|
||||
}
|
||||
|
||||
// RequiredHonorRank — the player's PvP honor rank must be >= the item's.
|
||||
// `sub` is the CGPlayer +0xE68 sub-struct (may be null pre-world).
|
||||
bool RequiredHonorRankMet(const uint8_t *sub, const uint8_t *record) {
|
||||
const uint32_t req = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_HONOR_RANK);
|
||||
if (req == 0)
|
||||
return true;
|
||||
if (sub == nullptr)
|
||||
return false;
|
||||
const uint8_t rank = *(sub + Offsets::OFF_CGPLAYER_HONOR_RANK);
|
||||
return rank >= req;
|
||||
}
|
||||
|
||||
// RequiredCityRank — a PvP-medal bitmask gate: the item's rank R passes
|
||||
// when the player has earned bit (R-1) in the medal mask.
|
||||
bool RequiredCityRankMet(const uint8_t *sub, const uint8_t *record) {
|
||||
const uint32_t req = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_CITY_RANK);
|
||||
if (req == 0)
|
||||
return true;
|
||||
if (sub == nullptr)
|
||||
return false;
|
||||
const uint32_t medals = *reinterpret_cast<const uint32_t *>(
|
||||
sub + Offsets::OFF_CGPLAYER_PVP_MEDALS);
|
||||
return (medals & (1u << ((req - 1) & 31))) != 0;
|
||||
}
|
||||
|
||||
// RequiredReputation — current standing with the item's faction must
|
||||
// reach the required reaction band. The band index (0=Hated … 7=Exalted)
|
||||
// indexes the engine's reaction-min threshold table; the player's total
|
||||
// rep with the faction must be >= that threshold.
|
||||
bool RequiredReputationMet(const uint8_t *record) {
|
||||
const int faction = *reinterpret_cast<const int32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_FACTION);
|
||||
if (faction == 0)
|
||||
return true;
|
||||
const uint32_t band = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_FACTION_RANK);
|
||||
if (band > 7) // reaction-min table is 8 bands (0..7); guard OOB
|
||||
return true;
|
||||
auto getStanding = reinterpret_cast<RepStanding_t>(Offsets::FUN_REPUTATION_GET_STANDING);
|
||||
const int current = getStanding(faction);
|
||||
const int threshold = *reinterpret_cast<const int *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_REACTION_MIN_TABLE) + band * 4);
|
||||
return current >= threshold;
|
||||
}
|
||||
|
||||
bool ComputeCanUse(int itemID) {
|
||||
if (itemID <= 0)
|
||||
return false;
|
||||
auto *record = PeekItemRecord(static_cast<uint32_t>(itemID));
|
||||
if (record == nullptr)
|
||||
return false; // not cached → sync false, no load fired
|
||||
auto *player = ResolvePlayer();
|
||||
if (player == nullptr)
|
||||
return false; // pre-login / no player
|
||||
auto *desc = *reinterpret_cast<const uint8_t *const *>(
|
||||
player + Offsets::OFF_UNIT_DESCRIPTOR);
|
||||
if (desc == nullptr)
|
||||
return false;
|
||||
|
||||
if (!ProficiencyMet(record))
|
||||
return false;
|
||||
|
||||
const int playerLevel = *reinterpret_cast<const int *>(
|
||||
desc + Offsets::OFF_UNIT_FIELD_LEVEL);
|
||||
const uint32_t reqLevel = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_REQUIRED_LEVEL);
|
||||
if (static_cast<int>(reqLevel) > playerLevel)
|
||||
return false;
|
||||
|
||||
const uint32_t allowClass = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_ALLOWABLE_CLASS);
|
||||
const uint32_t playerClass = *(desc + Offsets::OFF_UNIT_DESCRIPTOR_CLASS_BYTE);
|
||||
if (RestrictedOut(allowClass, playerClass))
|
||||
return false;
|
||||
|
||||
const uint32_t allowRace = *reinterpret_cast<const uint32_t *>(
|
||||
record + Offsets::OFF_ITEMSTATS_ALLOWABLE_RACE);
|
||||
const uint32_t playerRace = *(desc + Offsets::OFF_UNIT_DESCRIPTOR_RACE_BYTE);
|
||||
if (RestrictedOut(allowRace, playerRace))
|
||||
return false;
|
||||
|
||||
if (!RequiredSkillMet(player, record))
|
||||
return false;
|
||||
|
||||
if (!RequiredSpellMet(player, record))
|
||||
return false;
|
||||
|
||||
// PvP rank + reputation gates read the CGPlayer +0xE68 sub-struct.
|
||||
auto *sub = *reinterpret_cast<const uint8_t *const *>(
|
||||
player + Offsets::OFF_CGPLAYER_INFO);
|
||||
if (!RequiredHonorRankMet(sub, record))
|
||||
return false;
|
||||
if (!RequiredCityRankMet(sub, record))
|
||||
return false;
|
||||
if (!RequiredReputationMet(record))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
int __fastcall Script_CanUseItem(void *L) {
|
||||
const int itemID = Item::Arg::ResolveItemID(L, 1);
|
||||
Game::Lua::PushBool(L, ComputeCanUse(itemID));
|
||||
return 1;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
static void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_PlayerInfo", "CanUseItem", &Script_CanUseItem);
|
||||
}
|
||||
|
||||
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace Player::CanUseItem
|
||||
+117
-22
@@ -23,13 +23,19 @@
|
||||
// parse callbacks, and the registry handles load/save so neither
|
||||
// this module nor `Charlist::Order` clobbers the other's lines.
|
||||
//
|
||||
// `WTF\Account\<acct>\<realm>\ClassicAPI_NameCache.txt`
|
||||
// Per-realm cache contents. v2 format. One entry per line:
|
||||
// `guidHi guidLo classID raceID sex name`
|
||||
// `WTF\ClassicAPI\<realmList>\<realm>\ClassicAPI_NameCache.txt`
|
||||
// Per-realm cache contents, SHARED across every account on the
|
||||
// same server. Keyed by realmlist address (unambiguous server
|
||||
// identity — can't collide across unrelated private servers) plus
|
||||
// the realm name, rather than by account, so alts on different
|
||||
// accounts pool into one file. Not under `Account\`, so we create
|
||||
// the directory tree ourselves. v4 format. One entry per line:
|
||||
// `name guid classID raceID sex`
|
||||
// (fields tab-separated). Loaded once the realm name is
|
||||
// available post-login. Saved when (a) a recent write hasn't
|
||||
// been flushed AND (b) at least 30 seconds have elapsed since
|
||||
// the prior save, OR (c) DLL teardown / `Flush()` is called.
|
||||
// available post-login (migrating a pre-existing per-account file
|
||||
// in on first load). Saved when (a) a recent write hasn't been
|
||||
// flushed AND (b) at least 30 seconds have elapsed since the prior
|
||||
// save, OR (c) DLL teardown / `Flush()` is called.
|
||||
//
|
||||
// Population sources:
|
||||
// 1. The engine's NameCache writer (`FUN_PLAYER_INFO_CACHE_WRITE`)
|
||||
@@ -69,6 +75,7 @@
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <fstream>
|
||||
#include <istream>
|
||||
#include <ostream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
@@ -139,7 +146,57 @@ const char *ReadRealmName() {
|
||||
|
||||
// ----- path resolution -----
|
||||
|
||||
// realmList CVar value (the realmlist address, e.g.
|
||||
// "logon.turtle-wow.org") — the unambiguous server identity. Unlike the
|
||||
// friendly realm name it can't collide across unrelated private servers,
|
||||
// so it's the outer key for the shared cache path. Mirrors
|
||||
// `Security::CredStore`'s realm scoping.
|
||||
const char *ReadRealmList() {
|
||||
using GetRealmList_t = const char *(__fastcall *)(int forceRefresh);
|
||||
return reinterpret_cast<GetRealmList_t>(
|
||||
static_cast<uintptr_t>(Offsets::FUN_CVAR_REALM_LIST))(0);
|
||||
}
|
||||
|
||||
// Filesystem-safe path component. We create these directories ourselves
|
||||
// (WoW doesn't), so any character Windows rejects in a path — or that
|
||||
// could surprise, like the space/apostrophe in "N'Zoth" — becomes '_'.
|
||||
// Deterministic, so a realm always maps to the same folder.
|
||||
std::string SanitizeComponent(const char *s) {
|
||||
std::string out;
|
||||
for (const char *p = s; p != nullptr && *p; ++p) {
|
||||
const char c = *p;
|
||||
const bool safe = (c >= 'A' && c <= 'Z') || (c >= 'a' && c <= 'z') ||
|
||||
(c >= '0' && c <= '9') || c == '.' || c == '-' ||
|
||||
c == '_';
|
||||
out.push_back(safe ? c : '_');
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
// Shared, server-specific cache path:
|
||||
// WTF\ClassicAPI\<realmList>\<realmName>\ClassicAPI_NameCache.txt
|
||||
// Not under Account\, so alts on different accounts of the same server
|
||||
// share one pool. Empty (defer) until both realmlist + realm are known.
|
||||
std::string CachePath() {
|
||||
const char *realmList = ReadRealmList();
|
||||
if (realmList == nullptr || realmList[0] == '\0')
|
||||
return {};
|
||||
const char *realm = ReadRealmName();
|
||||
if (realm == nullptr || realm[0] == '\0')
|
||||
return {};
|
||||
std::string out = "WTF\\ClassicAPI\\";
|
||||
out += SanitizeComponent(realmList);
|
||||
out += '\\';
|
||||
out += SanitizeComponent(realm);
|
||||
out += "\\ClassicAPI_NameCache.txt";
|
||||
return out;
|
||||
}
|
||||
|
||||
// The pre-shared per-account path, used only to migrate an existing
|
||||
// cache into the shared location on first load. Built exactly as it was
|
||||
// written (raw account + realm, unsanitized) so it matches the file
|
||||
// sitting in WoW's own folders.
|
||||
std::string OldCachePath() {
|
||||
const char *account = ReadAccountName();
|
||||
if (account == nullptr || account[0] == '\0')
|
||||
return {};
|
||||
@@ -154,6 +211,21 @@ std::string CachePath() {
|
||||
return out;
|
||||
}
|
||||
|
||||
// Creates every parent directory of `filePath` (mkdir -p). WoW makes
|
||||
// `WTF\` but not `WTF\ClassicAPI\...`, and ofstream won't create
|
||||
// directories, so a save into a fresh realm folder would silently fail
|
||||
// without this. CreateDirectory on an existing dir no-ops.
|
||||
void EnsureParentDirs(const std::string &filePath) {
|
||||
for (size_t pos = 0;;) {
|
||||
const size_t slash = filePath.find('\\', pos);
|
||||
if (slash == std::string::npos)
|
||||
break; // remainder is the filename
|
||||
if (slash > 0)
|
||||
CreateDirectoryA(filePath.substr(0, slash).c_str(), nullptr);
|
||||
pos = slash + 1;
|
||||
}
|
||||
}
|
||||
|
||||
// ----- account settings (registered with Settings::Account) -----
|
||||
|
||||
void SettingsReset() {
|
||||
@@ -259,21 +331,12 @@ bool Upsert(uint64_t guid, const std::string &name,
|
||||
return changed;
|
||||
}
|
||||
|
||||
void LoadCacheIfNeeded() {
|
||||
if (g_cacheLoaded)
|
||||
return;
|
||||
const std::string path = CachePath();
|
||||
if (path.empty())
|
||||
return; // pre-realm; retry on next call (g_cacheLoaded stays false)
|
||||
g_cacheLoaded = true;
|
||||
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open())
|
||||
return; // first run for this realm
|
||||
|
||||
// v4 format: `name\tguid\tclass\trace\tsex`. Name first since
|
||||
// it's the primary key; GUID is a peripheral field carried for
|
||||
// GUID-keyed lookups. Variable-width hex GUID (no leading zeros).
|
||||
// Parses v4 cache lines (`name\tguid\tclass\trace\tsex`) from `file`
|
||||
// into the store. Name first since it's the primary key; GUID is a
|
||||
// peripheral field carried for GUID-keyed lookups. Variable-width hex
|
||||
// GUID (no leading zeros). Shared by the normal load and the one-time
|
||||
// migration from the old per-account file.
|
||||
void LoadFromStream(std::istream &file) {
|
||||
std::string line;
|
||||
while (std::getline(file, line)) {
|
||||
while (!line.empty() && (line.back() == '\r' || line.back() == '\n'))
|
||||
@@ -301,10 +364,42 @@ void LoadCacheIfNeeded() {
|
||||
}
|
||||
}
|
||||
|
||||
void LoadCacheIfNeeded() {
|
||||
if (g_cacheLoaded)
|
||||
return;
|
||||
const std::string path = CachePath();
|
||||
if (path.empty())
|
||||
return; // pre-realm; retry on next call (g_cacheLoaded stays false)
|
||||
g_cacheLoaded = true;
|
||||
|
||||
std::ifstream file(path);
|
||||
if (file.is_open()) {
|
||||
LoadFromStream(file);
|
||||
return;
|
||||
}
|
||||
|
||||
// No shared file yet. One-time migration: seed from the old
|
||||
// per-account file if it exists, then mark dirty so the next save
|
||||
// writes the merged data into the shared path. Only when the shared
|
||||
// file is absent — once it exists it's authoritative (a second
|
||||
// account's old-only entries just repopulate via scan / SMSG).
|
||||
const std::string oldPath = OldCachePath();
|
||||
if (oldPath.empty())
|
||||
return;
|
||||
std::ifstream oldFile(oldPath);
|
||||
if (oldFile.is_open()) {
|
||||
LoadFromStream(oldFile);
|
||||
g_dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
void SaveCache() {
|
||||
const std::string path = CachePath();
|
||||
if (path.empty())
|
||||
return;
|
||||
// `WTF\ClassicAPI\<realmList>\<realm>\` isn't created by WoW — make
|
||||
// the tree first, else the ofstream open below silently fails.
|
||||
EnsureParentDirs(path);
|
||||
const std::string tmp = path + ".tmp";
|
||||
{
|
||||
std::ofstream out(tmp, std::ios::binary | std::ios::trunc);
|
||||
@@ -319,7 +414,7 @@ void SaveCache() {
|
||||
// sort/scan key when hand-editing. GUID is variable-width
|
||||
// hex — 1-8 digits for player GUIDs, up to 16 if a non-player
|
||||
// GUID ever lands here.
|
||||
out << "# ClassicAPI name cache v4 (per-realm)\n";
|
||||
out << "# ClassicAPI name cache v4 (per-realm, shared across accounts)\n";
|
||||
out << "# name\tguid\tclassID\traceID\tsex\n";
|
||||
for (const auto &kv : g_entries) {
|
||||
const std::string &name = kv.first;
|
||||
|
||||
@@ -0,0 +1,133 @@
|
||||
// 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_Spell.IsSpellInRange(spellIdentifier, targetUnit)` — true if the
|
||||
// spell is in range of the unit, false if out of range, nil when the
|
||||
// range check doesn't apply (rangeless spell, or an unresolvable
|
||||
// spell / unit). `spellIdentifier` is a spellID, spell link, or the
|
||||
// name of a spell in the player's spellbook; `targetUnit` is a unit
|
||||
// token ("target", "mouseover", "party1", …).
|
||||
//
|
||||
// Backed by the engine's own geometric range core `FUN_006E47B0` — the
|
||||
// same test the action-button range coloring uses:
|
||||
// Script_IsActionInRange (0x004E7550) → FUN_004E56F0 → FUN_006E4440
|
||||
// → FUN_006E47B0
|
||||
// It derives the spell's min/max range (via FUN_006E3480, which folds
|
||||
// in the target's bounding radius), then compares center-to-center
|
||||
// distance, so the boundary matches the client's own "in range"
|
||||
// exactly — melee ranges and min-range (too-close) spells included.
|
||||
//
|
||||
// We call the pure core, not the higher-level FUN_006E4440: that
|
||||
// wrapper also gates on target *type* (friend/foe/etc.) and collapses
|
||||
// "range doesn't apply" into the same truthy return as "in range", so
|
||||
// it can't yield a clean true/false/nil. The core answers range only,
|
||||
// matching retail IsSpellInRange's range-only semantics (it ignores
|
||||
// line of sight). One deliberate consequence: we don't reject
|
||||
// wrong-faction targets — a friendly-only heal still reports a range
|
||||
// answer against an enemy. Callers needing target validity should
|
||||
// check it separately.
|
||||
|
||||
#include "Arg.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "dbc/Lookup.h"
|
||||
#include "unit/Position.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Spell::InRange {
|
||||
|
||||
namespace {
|
||||
|
||||
// Spell.dbc RangeIndex + SpellRange.dbc min/max offsets — mirrors
|
||||
// `Spell::HasRange` (kept local to avoid a cross-TU dependency; small
|
||||
// and stable, same layout documented in CLAUDE.md).
|
||||
constexpr int OFF_SPELL_RANGE_INDEX = 0x90;
|
||||
constexpr int OFF_SPELLRANGE_MIN = 0x04;
|
||||
constexpr int OFF_SPELLRANGE_MAX = 0x08;
|
||||
|
||||
// True iff the spell's SpellRange.dbc row has a non-zero min or max.
|
||||
// Rangeless spells (self buffs, etc.) have no meaningful "in range"
|
||||
// answer, so we return nil for them — matching retail.
|
||||
bool SpellIDHasRange(int spellID) {
|
||||
if (spellID <= 0)
|
||||
return false;
|
||||
const uint8_t *rec = DBC::Record(Offsets::VAR_SPELL_RECORDS,
|
||||
Offsets::VAR_SPELL_RECORD_COUNT,
|
||||
static_cast<uint32_t>(spellID));
|
||||
if (rec == nullptr)
|
||||
return false;
|
||||
const uint32_t rangeIdx =
|
||||
*reinterpret_cast<const uint32_t *>(rec + OFF_SPELL_RANGE_INDEX);
|
||||
if (rangeIdx == 0)
|
||||
return false;
|
||||
const uint8_t *rangeRec = DBC::Record(Offsets::VAR_SPELL_RANGE_RECORDS,
|
||||
Offsets::VAR_SPELL_RANGE_COUNT, rangeIdx);
|
||||
if (rangeRec == nullptr)
|
||||
return false;
|
||||
const float minRange =
|
||||
*reinterpret_cast<const float *>(rangeRec + OFF_SPELLRANGE_MIN);
|
||||
const float maxRange =
|
||||
*reinterpret_cast<const float *>(rangeRec + OFF_SPELLRANGE_MAX);
|
||||
return minRange > 0.0f || maxRange > 0.0f;
|
||||
}
|
||||
|
||||
using SpellRangeCheck_t = char(__fastcall *)(void *caster, void *target,
|
||||
int spellID, char *outFlag);
|
||||
|
||||
int __fastcall Script_C_Spell_IsSpellInRange(void *L) {
|
||||
const int spellID = Spell::Arg::ResolveSpellID(L, 1);
|
||||
const char *unit =
|
||||
Game::Lua::IsString(L, 2) ? Game::Lua::ToString(L, 2) : nullptr;
|
||||
|
||||
// nil when the range check can't apply: unknown/rangeless spell, or
|
||||
// no unit token given.
|
||||
if (spellID <= 0 || unit == nullptr || !SpellIDHasRange(spellID)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void *caster = Unit::Position::ResolveToken("player");
|
||||
void *target = Unit::Position::ResolveToken(unit);
|
||||
|
||||
// Guard positions before handing the objects to the engine core:
|
||||
// FUN_006E47B0 dereferences each GetPosition result without a null
|
||||
// check, and a resolved-but-position-less object (or an absent token
|
||||
// → null) would otherwise crash. A failed read → nil.
|
||||
float casterPos[3];
|
||||
float targetPos[3];
|
||||
if (!Unit::Position::Read(caster, casterPos) ||
|
||||
!Unit::Position::Read(target, targetPos)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
char minMaxFlag = 0;
|
||||
auto check =
|
||||
reinterpret_cast<SpellRangeCheck_t>(Offsets::FUN_SPELL_RANGE_CHECK);
|
||||
const char inRange = check(caster, target, spellID, &minMaxFlag);
|
||||
Game::Lua::PushBool(L, inRange != 0);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterTableFunction("C_Spell", "IsSpellInRange",
|
||||
&Script_C_Spell_IsSpellInRange);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Spell::InRange
|
||||
@@ -117,6 +117,139 @@ bool SpellHiddenFromAutoLearn(int spellID) {
|
||||
return (attrEx2 & SPELL_ATTR_EX2_HIDE_FROM_AUTOLEARN) != 0;
|
||||
}
|
||||
|
||||
// ---- Target-level gate for ranked beneficial auras ----------------------
|
||||
//
|
||||
// A ranked beneficial aura can't be applied to a target too low for the
|
||||
// rank — e.g. Divine Spirit Rank 1 (14752) requires the target to be level
|
||||
// >= 20. Server-enforced via `SpellMgr::SelectAuraRankForLevel`, whose rule
|
||||
// is: a ranked positive aura is castable when `targetLevel + 10 >=
|
||||
// spellLevel`, i.e. the minimum target level is `spellLevel - 10`. Below
|
||||
// it the lowest rank fails (SPELL_FAILED_LOWLEVEL); higher ranks auto-
|
||||
// downrank. The gate only applies to *ranked* *positive* *auras* — see
|
||||
// RequiredTargetLevel. Fully derivable from the client's Spell.dbc.
|
||||
//
|
||||
// (The explicit MinTargetLevel / MaxTargetLevel fields the server also
|
||||
// checks are NOT in the 1.12 client's Spell.dbc — server-only columns — so
|
||||
// the spellLevel rule is the only client-readable target-level mechanism.)
|
||||
|
||||
constexpr int OFF_SPELL_MAX_LEVEL = 0x6C; // uint32 (scaling cap level)
|
||||
constexpr int OFF_SPELL_SPELL_LEVEL = 0x74; // uint32 (rank's effective level)
|
||||
constexpr int OFF_SPELL_EFFECT = 0xF4; // uint32[3] effect type
|
||||
constexpr int OFF_SPELL_EFFECT_TARGET_A = 0x148; // uint32[3] implicit target A
|
||||
constexpr int OFF_SPELL_RANK = 0x204; // char*[9] localized rank text
|
||||
constexpr uint32_t SPELL_ATTR_PASSIVE = 0x40; // Attributes bit
|
||||
constexpr uint32_t SPELL_EFFECT_APPLY_AURA = 6;
|
||||
constexpr uint32_t SPELL_EFFECT_APPLY_AREA_AURA_PARTY = 35;
|
||||
|
||||
int LocaleIndex() {
|
||||
return *reinterpret_cast<const int *>(
|
||||
static_cast<uintptr_t>(Offsets::VAR_LOCALE_INDEX));
|
||||
}
|
||||
|
||||
// The friendly-target IDs the server's SelectAuraRankForLevel treats as
|
||||
// "positive" for rank selection: IsExplicitPositiveTarget (21/35/45/57/61)
|
||||
// plus IsAreaEffectPossitiveTarget (20/30/31/33/34/37/56/61). Narrower than
|
||||
// a general "is helpful" set — this is the exact gate the rank rule uses
|
||||
// (self-cast / pet targets don't count).
|
||||
bool IsPositiveRankTarget(uint32_t t) {
|
||||
switch (t) {
|
||||
case 21: // TARGET_UNIT_FRIEND
|
||||
case 35: // TARGET_UNIT_PARTY
|
||||
case 45: // TARGET_UNIT_FRIEND_CHAIN_HEAL
|
||||
case 57: // TARGET_UNIT_RAID
|
||||
case 61: // TARGET_UNIT_RAID_AND_CLASS
|
||||
case 20: // TARGET_ENUM_UNITS_PARTY_WITHIN_CASTER_RANGE
|
||||
case 30: // TARGET_ENUM_UNITS_FRIEND_AOE_AT_SRC_LOC
|
||||
case 31: // TARGET_ENUM_UNITS_FRIEND_AOE_AT_DEST_LOC
|
||||
case 33: // TARGET_ENUM_UNITS_PARTY_AOE_AT_SRC_LOC
|
||||
case 34: // TARGET_ENUM_UNITS_PARTY_AOE_AT_DEST_LOC
|
||||
case 37: // TARGET_UNIT_FRIEND_AND_PARTY
|
||||
case 56: // TARGET_ENUM_UNITS_RAID_WITHIN_CASTER_RANGE
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// True if the record carries a localized "Rank N" string — the client's
|
||||
// marker for a spell in a ranked line (single-rank spells leave it empty).
|
||||
// Proxy for the server's `GetSpellRank(id) != 0`, verified against
|
||||
// single-rank buffs (Power Infusion / Innervate / Blessing of Kings, all
|
||||
// empty Rank and un-gated) vs ranked ones (Divine Spirit / Fortitude).
|
||||
bool HasRankString(const uint8_t *record) {
|
||||
const char *rank = *reinterpret_cast<const char *const *>(
|
||||
record + OFF_SPELL_RANK + LocaleIndex() * 4);
|
||||
return rank != nullptr && *rank != '\0';
|
||||
}
|
||||
|
||||
// Minimum target level required to apply this exact spell (rank), or 0 if
|
||||
// the spell isn't subject to the ranked-positive-aura target-level rule.
|
||||
int RequiredTargetLevel(const uint8_t *record) {
|
||||
const int spellLevel =
|
||||
*reinterpret_cast<const int *>(record + OFF_SPELL_SPELL_LEVEL);
|
||||
if (spellLevel <= 10) // targetLevel + 10 >= spellLevel holds for any level
|
||||
return 0;
|
||||
const uint32_t attr =
|
||||
*reinterpret_cast<const uint32_t *>(record + OFF_SPELL_RECORD_ATTRIBUTES);
|
||||
if (attr & SPELL_ATTR_PASSIVE)
|
||||
return 0;
|
||||
if (!HasRankString(record)) // single-rank spell → not gated
|
||||
return 0;
|
||||
|
||||
auto *effect = reinterpret_cast<const uint32_t *>(record + OFF_SPELL_EFFECT);
|
||||
auto *targetA =
|
||||
reinterpret_cast<const uint32_t *>(record + OFF_SPELL_EFFECT_TARGET_A);
|
||||
bool positiveAura = false;
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
if ((effect[i] == SPELL_EFFECT_APPLY_AURA &&
|
||||
IsPositiveRankTarget(targetA[i])) ||
|
||||
effect[i] == SPELL_EFFECT_APPLY_AREA_AURA_PARTY) {
|
||||
positiveAura = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!positiveAura)
|
||||
return 0;
|
||||
return spellLevel - 10;
|
||||
}
|
||||
|
||||
int ArgSpellID(void *L) {
|
||||
if (!Game::Lua::IsNumber(L, 1))
|
||||
return 0;
|
||||
return static_cast<int>(Game::Lua::ToNumber(L, 1));
|
||||
}
|
||||
|
||||
// `C_Spell.GetSpellLevelInfo(spellID)` → spellLevel, baseLevel, maxLevel.
|
||||
// Raw Spell.dbc level fields: spellLevel (this rank's effective level),
|
||||
// baseLevel, maxLevel (level at which scaling caps). nil for an unknown
|
||||
// spellID.
|
||||
int __fastcall Script_GetSpellLevelInfo(void *L) {
|
||||
const uint8_t *record = Spell::Lookup::RecordForID(ArgSpellID(L));
|
||||
if (record == nullptr)
|
||||
return 0;
|
||||
Game::Lua::PushNumber(
|
||||
L, static_cast<double>(
|
||||
*reinterpret_cast<const int *>(record + OFF_SPELL_SPELL_LEVEL)));
|
||||
Game::Lua::PushNumber(
|
||||
L, static_cast<double>(
|
||||
*reinterpret_cast<const int *>(record + Offsets::OFF_SPELL_RECORD_BASE_LEVEL)));
|
||||
Game::Lua::PushNumber(
|
||||
L, static_cast<double>(
|
||||
*reinterpret_cast<const int *>(record + OFF_SPELL_MAX_LEVEL)));
|
||||
return 3;
|
||||
}
|
||||
|
||||
// `GetSpellRequiredTargetLevel(spellID)` → the minimum level a target must
|
||||
// be for this spell (rank) to apply (0 = no restriction). nil for an
|
||||
// unknown spellID. Ranked beneficial auras only; see RequiredTargetLevel.
|
||||
int __fastcall Script_GetSpellRequiredTargetLevel(void *L) {
|
||||
const uint8_t *record = Spell::Lookup::RecordForID(ArgSpellID(L));
|
||||
if (record == nullptr)
|
||||
return 0;
|
||||
Game::Lua::PushNumber(L, static_cast<double>(RequiredTargetLevel(record)));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `C_SpellBook.GetSpellLevelLearned(spellID)` — returns the level
|
||||
// at which a spell becomes available (the `BaseLevel` field in
|
||||
// Spell.dbc). Direct read off the record — no class/race filtering,
|
||||
@@ -315,6 +448,12 @@ void RegisterLuaFunctions() {
|
||||
&Script_GetSpellLevelLearned);
|
||||
Game::Lua::RegisterTableFunction("C_SpellBook", "GetCurrentLevelSpells",
|
||||
&Script_GetCurrentLevelSpells);
|
||||
Game::Lua::RegisterGlobalFunction("GetSpellRequiredTargetLevel",
|
||||
&Script_GetSpellRequiredTargetLevel);
|
||||
Game::Lua::RegisterTableFunction("C_Spell", "GetSpellLevelInfo",
|
||||
&Script_GetSpellLevelInfo);
|
||||
Game::Lua::RegisterTableFunction("C_Spell", "GetSpellRequiredTargetLevel",
|
||||
&Script_GetSpellRequiredTargetLevel);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
@@ -29,6 +29,11 @@ namespace Table::Wipe {
|
||||
// guarantee holds in 1.12's Lua 5.0 (`luaH_next` at `0x006FA2A0`),
|
||||
// so the pattern ports verbatim.
|
||||
//
|
||||
// One divergence from the 3.3.5 source: 1.12's Lua 5.0 keeps a table's
|
||||
// `table.insert`/`getn` length out of band from its keys (see the
|
||||
// `luaL_setn` note below), so after the key-clear loop we must also
|
||||
// reset that counter — the 5.1 twipe had no such legacy to clear.
|
||||
//
|
||||
// Stack discipline matches 3.3.5 to the call:
|
||||
// 1. `lua_pushnil(L)` — initial "no key" sentinel for next
|
||||
// 2. `lua_next(L, 1)` — pops key, pushes (newKey, value)
|
||||
@@ -51,6 +56,17 @@ static int __fastcall Script_table_wipe(void *L) {
|
||||
Game::Lua::RawSet(L, 1); // t[key] = nil
|
||||
}
|
||||
|
||||
// Reset the Lua 5.0 length counter. In 5.0 a table's `table.insert`/
|
||||
// `getn` length is stored OUT of band from its keys (in a `t.n`
|
||||
// field or a weak `sizes[t]` registry entry), so the rawset(nil)
|
||||
// loop above — which only clears keys — leaves it at its old value.
|
||||
// Without this, `table.insert` after a wipe appends at
|
||||
// `getn(t)+1`, past the now-nil slots, and `t[1]` stays nil. 5.1's
|
||||
// wipe doesn't need this (no getn legacy), which is why the ported
|
||||
// logic looked complete. `luaL_setn(L, 1, 0)` puts it back to 0 so
|
||||
// inserts resume at `t[1]`.
|
||||
Game::Lua::SetN(L, 1, 0);
|
||||
|
||||
// The table is still at stack[1] and is the result we return.
|
||||
Game::Lua::SetTop(L, 1);
|
||||
return 1;
|
||||
|
||||
+139
-21
@@ -126,8 +126,9 @@ int SlotsForInvType(int invType, int *out) {
|
||||
// English fallback labels, used when the client doesn't define the
|
||||
// modern `_G[key]` global-string (vanilla 1.12 largely doesn't). Phrasing
|
||||
// mirrors pfUI's eqcompare so the deltas read consistently on this
|
||||
// client. Percent stats keep a "%" suffix since the values are native
|
||||
// vanilla percentages.
|
||||
// client. Percent stats carry NO "%" here — `IsPercentStat` appends the
|
||||
// "%" to the value ("-5% Block"), so the unit is correct regardless of
|
||||
// which label (Blizzard `_SHORT` or this fallback) is used.
|
||||
struct KeyLabel {
|
||||
const char *key;
|
||||
const char *label;
|
||||
@@ -149,25 +150,46 @@ constexpr KeyLabel kFallbackLabels[] = {
|
||||
{"RESISTANCE6_NAME", "Arcane Resistance"},
|
||||
{"ITEM_MOD_ATTACK_POWER_SHORT", "Attack Power"},
|
||||
{"ITEM_MOD_RANGED_ATTACK_POWER_SHORT", "Ranged Attack Power"},
|
||||
{"ITEM_MOD_CRIT_MELEE_RATING", "Melee Crit %"},
|
||||
{"ITEM_MOD_CRIT_RANGED_RATING", "Ranged Crit %"},
|
||||
{"ITEM_MOD_HIT_MELEE_RATING", "Melee Hit %"},
|
||||
{"ITEM_MOD_HIT_RANGED_RATING", "Ranged Hit %"},
|
||||
{"ITEM_MOD_HIT_SPELL_RATING", "Spell Hit %"},
|
||||
{"ITEM_MOD_CRIT_SPELL_RATING", "Spell Crit %"},
|
||||
{"ITEM_MOD_CRIT_MELEE_RATING", "Melee Crit"},
|
||||
{"ITEM_MOD_CRIT_RANGED_RATING", "Ranged Crit"},
|
||||
{"ITEM_MOD_HIT_MELEE_RATING", "Melee Hit"},
|
||||
{"ITEM_MOD_HIT_RANGED_RATING", "Ranged Hit"},
|
||||
{"ITEM_MOD_HIT_SPELL_RATING", "Spell Hit"},
|
||||
{"ITEM_MOD_CRIT_SPELL_RATING", "Spell Crit"},
|
||||
{"ITEM_MOD_SPELL_DAMAGE_DONE_SHORT", "Spell Damage"},
|
||||
{"ITEM_MOD_SPELL_HEALING_DONE_SHORT", "Spell Healing"},
|
||||
{"ITEM_MOD_MANA_REGENERATION", "Mana Regen"},
|
||||
{"ITEM_MOD_DEFENSE_SKILL_RATING", "Defense"},
|
||||
{"ITEM_MOD_DODGE_RATING", "Dodge %"},
|
||||
{"ITEM_MOD_PARRY_RATING", "Parry %"},
|
||||
{"ITEM_MOD_BLOCK_RATING", "Block %"},
|
||||
{"ITEM_MOD_DODGE_RATING", "Dodge"},
|
||||
{"ITEM_MOD_PARRY_RATING", "Parry"},
|
||||
{"ITEM_MOD_BLOCK_RATING", "Block"},
|
||||
{"ITEM_MOD_BLOCK_VALUE", "Block Value"},
|
||||
{"ITEM_MOD_DAMAGE_PER_SECOND_SHORT", "Damage Per Second"},
|
||||
{"ITEM_DELTA_DESCRIPTION",
|
||||
"If you replace this item, the following stat changes will occur:"},
|
||||
};
|
||||
|
||||
// Percent-valued stat keys: the block/dodge/parry *chances* and the
|
||||
// crit/hit percentages. Vanilla stores these as native percentages (a
|
||||
// value of 5 means 5%), so the delta must read "-5% Block", not "-5
|
||||
// Block". The "%" is attached to the NUMBER rather than the label, so it
|
||||
// stays correct in every locale and requires no `_SHORT` change.
|
||||
// NB: ITEM_MOD_DEFENSE_SKILL_RATING (skill points) and
|
||||
// ITEM_MOD_BLOCK_VALUE (flat block amount) are NOT percentages.
|
||||
bool IsPercentStat(const char *key) {
|
||||
static const char *const kPercent[] = {
|
||||
"ITEM_MOD_CRIT_MELEE_RATING", "ITEM_MOD_CRIT_RANGED_RATING",
|
||||
"ITEM_MOD_CRIT_SPELL_RATING", "ITEM_MOD_HIT_MELEE_RATING",
|
||||
"ITEM_MOD_HIT_RANGED_RATING", "ITEM_MOD_HIT_SPELL_RATING",
|
||||
"ITEM_MOD_DODGE_RATING", "ITEM_MOD_PARRY_RATING",
|
||||
"ITEM_MOD_BLOCK_RATING",
|
||||
};
|
||||
for (const char *k : kPercent)
|
||||
if (std::strcmp(k, key) == 0)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
const char *FallbackLabel(const char *key) {
|
||||
for (const auto &e : kFallbackLabels)
|
||||
if (std::strcmp(e.key, key) == 0)
|
||||
@@ -175,23 +197,112 @@ const char *FallbackLabel(const char *key) {
|
||||
return key; // last resort — raw key beats crashing
|
||||
}
|
||||
|
||||
// Resolve a display label for `key` into `out`. Prefers the client's
|
||||
// `_G[key]` when it's a plain, non-empty string (respects localization /
|
||||
// server-defined labels), read via a direct globals-table access — no
|
||||
// pcall. Ignores format strings (a "%"-bearing global like "+%d Strength"
|
||||
// would render garbage), falling back to the built-in English label.
|
||||
void LabelFor(void *L, const char *key, char *out, int outSize) {
|
||||
// True if `s` contains a printf conversion (`%d`, `%s`, `%1$s`, …) as
|
||||
// opposed to a literal `%` used as a unit. A `%` at end-of-string, before
|
||||
// a space, or escaped as `%%` is treated as literal. Lets locale labels
|
||||
// like "Dodge %" through while still rejecting a format-string global
|
||||
// such as "+%d Strength" (which would render garbage via snprintf "%s").
|
||||
bool HasFormatSpecifier(const char *s) {
|
||||
for (const char *p = std::strchr(s, '%'); p != nullptr;
|
||||
p = std::strchr(p + 1, '%')) {
|
||||
const char n = p[1];
|
||||
if (n == '%') { // escaped "%%" — skip both, keep scanning
|
||||
++p;
|
||||
continue;
|
||||
}
|
||||
if (n != '\0' && n != ' ')
|
||||
return true; // "%d", "%s", "%1$..." → real conversion
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool EndsWithShort(const char *key) {
|
||||
const size_t n = std::strlen(key);
|
||||
return n >= 6 && std::strcmp(key + n - 6, "_SHORT") == 0;
|
||||
}
|
||||
|
||||
// Raw `_G[key]` string fetch — no format-specifier filtering. Direct
|
||||
// globals-table access, no pcall. Returns whether a non-empty string was
|
||||
// copied into `out`.
|
||||
bool TryGlobalRaw(void *L, const char *key, char *out, int outSize) {
|
||||
const int saved = Game::Lua::GetTop(L);
|
||||
Game::Lua::PushString(L, key);
|
||||
Game::Lua::GetTable(L, Game::Lua::GLOBALS_INDEX);
|
||||
const char *g = (Game::Lua::Type(L, -1) == Game::Lua::TYPE_STRING)
|
||||
? Game::Lua::ToString(L, -1)
|
||||
: nullptr;
|
||||
if (g != nullptr && *g != '\0' && std::strchr(g, '%') == nullptr)
|
||||
const bool ok = (g != nullptr && *g != '\0');
|
||||
if (ok)
|
||||
std::snprintf(out, outSize, "%s", g);
|
||||
else
|
||||
std::snprintf(out, outSize, "%s", FallbackLabel(key));
|
||||
Game::Lua::SetTop(L, saved);
|
||||
return ok;
|
||||
}
|
||||
|
||||
// Copies `_G[key]` into `out` iff it's a plain, non-empty, non-format
|
||||
// string. Returns whether it took.
|
||||
bool TryGlobalLabel(void *L, const char *key, char *out, int outSize) {
|
||||
char tmp[192];
|
||||
if (!TryGlobalRaw(L, key, tmp, sizeof(tmp)) || HasFormatSpecifier(tmp))
|
||||
return false;
|
||||
std::snprintf(out, outSize, "%s", tmp);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Formats a signed value token (e.g. "-5") as a localized percentage via
|
||||
// the PERCENTAGE_STRING global (typically "%s%%" → "-5%"). The locale
|
||||
// format is NEVER passed to snprintf — we substitute `num` into its first
|
||||
// conversion slot (`%s`/`%d`) by hand and collapse `%%` → `%`, so a
|
||||
// hostile or unexpected format can't misread the argument list. Falls back
|
||||
// to a plain "%" suffix when the global is absent.
|
||||
void FormatPercent(void *L, const char *num, char *out, int outSize) {
|
||||
char fmt[64];
|
||||
if (!TryGlobalRaw(L, "PERCENTAGE_STRING", fmt, sizeof(fmt))) {
|
||||
std::snprintf(out, outSize, "%s%%", num);
|
||||
return;
|
||||
}
|
||||
int o = 0;
|
||||
bool inserted = false;
|
||||
for (const char *p = fmt; *p != '\0' && o < outSize - 1; ++p) {
|
||||
if (p[0] == '%' && p[1] == '%') { // literal percent
|
||||
out[o++] = '%';
|
||||
++p;
|
||||
} else if (p[0] == '%' && p[1] != '\0' && !inserted) { // value slot
|
||||
for (const char *q = num; *q != '\0' && o < outSize - 1; ++q)
|
||||
out[o++] = *q;
|
||||
++p; // consume the conversion letter (s / d)
|
||||
inserted = true;
|
||||
} else {
|
||||
out[o++] = *p;
|
||||
}
|
||||
}
|
||||
out[o] = '\0';
|
||||
}
|
||||
|
||||
// Resolve a display label for a stat `key` into `out`, respecting
|
||||
// localization. The rating/regen tokens GetItemStats keys on
|
||||
// (`ITEM_MOD_CRIT_MELEE_RATING`, …) carry a "%s" *description* as their
|
||||
// own global; their `_SHORT` sibling is the compact label a delta wants.
|
||||
// So for a key that isn't already `_SHORT`, prefer `_G[key.."_SHORT"]`:
|
||||
// 1. `_G[key.."_SHORT"]` — the compact label (skipped if `key` already
|
||||
// ends in `_SHORT`, e.g. the primary stats, or has no `_SHORT`
|
||||
// variant like `RESISTANCE*_NAME` / `CURRENTLY_EQUIPPED`).
|
||||
// 2. `_G[key]` — the key itself (primary stats resolve here; rating
|
||||
// tokens only land here if no `_SHORT` global exists).
|
||||
// 3. Built-in English `FallbackLabel(key)`.
|
||||
// Preferring `_SHORT` first (rather than only when `_G[key]` fails) means
|
||||
// a server/addon defining the base rating token as a plain string can't
|
||||
// shadow the compact `_SHORT` label. StatAccum keys stay the canonical
|
||||
// GetItemStats tokens; this `_SHORT` mapping is display-only.
|
||||
void LabelFor(void *L, const char *key, char *out, int outSize) {
|
||||
if (!EndsWithShort(key)) {
|
||||
char shortKey[160];
|
||||
std::snprintf(shortKey, sizeof(shortKey), "%s_SHORT", key);
|
||||
if (TryGlobalLabel(L, shortKey, out, outSize))
|
||||
return;
|
||||
}
|
||||
if (TryGlobalLabel(L, key, out, outSize))
|
||||
return;
|
||||
std::snprintf(out, outSize, "%s", FallbackLabel(key));
|
||||
}
|
||||
|
||||
// Delta colors — the canonical GlobalColor.dbc tags modern WoW uses for
|
||||
@@ -237,7 +348,14 @@ void RenderDeltas(void *self, void *L, const Accum *acc, double dpsDelta) {
|
||||
if (v == 0)
|
||||
continue;
|
||||
LabelFor(L, acc[i].key, label, sizeof(label));
|
||||
std::snprintf(line, sizeof(line), "%s%ld %s", v > 0 ? "+" : "", v, label);
|
||||
char num[48];
|
||||
std::snprintf(num, sizeof(num), "%s%ld", v > 0 ? "+" : "", v);
|
||||
if (IsPercentStat(acc[i].key)) {
|
||||
char pct[64];
|
||||
FormatPercent(L, num, pct, sizeof(pct));
|
||||
std::snprintf(num, sizeof(num), "%s", pct);
|
||||
}
|
||||
std::snprintf(line, sizeof(line), "%s %s", num, label);
|
||||
AddColoredLine(self, line, v > 0 ? kGain : kLoss);
|
||||
}
|
||||
}
|
||||
|
||||
+57
-71
@@ -149,64 +149,44 @@ using PlayerInfoLookup_t = const uint8_t *(__thiscall *)(
|
||||
void *cache, uint32_t guidLo, uint32_t guidHi, uint64_t *cookie,
|
||||
void *callback, void *userData, int retryFlag);
|
||||
|
||||
bool AllDigits(const char *s) {
|
||||
if (s == nullptr || *s == '\0')
|
||||
return false;
|
||||
for (; *s != '\0'; ++s) {
|
||||
if (*s < '0' || *s > '9')
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
using ResolveObjectByGuid_t = void *(__fastcall *)(int typeMask,
|
||||
const char *debugName,
|
||||
uint32_t guidLo,
|
||||
uint32_t guidHi,
|
||||
int priority);
|
||||
|
||||
// Resolve a GUID to its live CGUnit / CGPlayer object, or nullptr if
|
||||
// the object isn't currently loaded. Unlike a unit-*token* resolve
|
||||
// (`FUN_RESOLVE_UNIT_TOKEN`), this takes the GUID directly, so it works
|
||||
// for any GUID `FUN_TOKEN_TO_GUID` produced — including `focus` /
|
||||
// `nameplateN` — and never raises. The type arg is a bitmask of
|
||||
// `(1 << objectType)`; `FUN_OBJECT_RESOLVE_BY_GUID` keeps the object
|
||||
// only if its type flags intersect the mask, so unit|player matches a
|
||||
// player, a pet, or an MC'd creature in one call.
|
||||
const uint8_t *ResolveUnitOrPlayerByGuid(uint64_t guid) {
|
||||
if (guid == 0)
|
||||
return nullptr;
|
||||
constexpr int kUnitOrPlayerMask =
|
||||
(1 << Offsets::OBJECT_TYPE_UNIT) | (1 << Offsets::OBJECT_TYPE_PLAYER);
|
||||
auto fn = reinterpret_cast<ResolveObjectByGuid_t>(
|
||||
Offsets::FUN_OBJECT_RESOLVE_BY_GUID);
|
||||
return static_cast<const uint8_t *>(
|
||||
fn(kUnitOrPlayerMask, "UnitIsInMyGuild",
|
||||
static_cast<uint32_t>(guid), static_cast<uint32_t>(guid >> 32), 0));
|
||||
}
|
||||
|
||||
bool HasPrefix(const char *s, const char *prefix) {
|
||||
return std::strncmp(s, prefix, std::strlen(prefix)) == 0;
|
||||
}
|
||||
|
||||
// Inline mirror of the engine's token-prefix tree inside
|
||||
// `FUN_TOKEN_TO_GUID` (`0x00515970`). The engine raises a Lua error
|
||||
// on unknown input via `"Unknown unit name: %s"`; we want a
|
||||
// non-erroring "is this a token?" predicate so we can dispatch only
|
||||
// recognized tokens to the engine and treat everything else as a
|
||||
// literal character name.
|
||||
//
|
||||
// Order matters: `partypet`/`raidpet` must be checked before
|
||||
// `party`/`raid` because they share the shorter prefix.
|
||||
bool LooksLikeKnownToken(const char *s) {
|
||||
if (s == nullptr)
|
||||
return false;
|
||||
if (std::strcmp(s, "player") == 0) return true;
|
||||
if (std::strcmp(s, "pet") == 0) return true;
|
||||
if (std::strcmp(s, "target") == 0) return true;
|
||||
if (std::strcmp(s, "mouseover") == 0) return true;
|
||||
if (std::strcmp(s, "npc") == 0) return true;
|
||||
if (HasPrefix(s, "partypet")) return AllDigits(s + 8);
|
||||
if (HasPrefix(s, "raidpet")) return AllDigits(s + 7);
|
||||
if (HasPrefix(s, "party")) return AllDigits(s + 5);
|
||||
if (HasPrefix(s, "raid")) return AllDigits(s + 4);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Resolves a known unit token to a player name via:
|
||||
// 1. `FUN_TOKEN_TO_GUID` — OOR-safe (reads the SMSG_GROUP_LIST GUID
|
||||
// tables, not CGObject lookups). Returns 0 for empty slots like
|
||||
// `"party6"` when not in a 6-person group.
|
||||
// 2. `FUN_PLAYER_INFO_LOOKUP` with a NULL callback — a pure
|
||||
// NameCache read; returns the entry block for any GUID the
|
||||
// engine has seen a `SMSG_NAME_QUERY_RESPONSE` for. Same path
|
||||
// `GetPlayerInfoByGUID` uses.
|
||||
// Resolves a player GUID to its character name via
|
||||
// `FUN_PLAYER_INFO_LOOKUP` with a NULL callback — a pure NameCache
|
||||
// read that returns the entry block for any GUID the engine has seen a
|
||||
// `SMSG_NAME_QUERY_RESPONSE` for (same path `GetPlayerInfoByGUID`
|
||||
// uses). This is the OOR-safe fallback: it works for a raid member in
|
||||
// another zone whose CGUnit isn't loaded.
|
||||
//
|
||||
// Returns `nameBuf` on success (copied out — the entry's name pointer
|
||||
// isn't guaranteed stable across reentrant cache writes), or nullptr
|
||||
// if either step fails (empty token slot, NPC/creature GUID not in
|
||||
// the player cache, or player not yet name-queried).
|
||||
//
|
||||
// Caller must have already prefix-gated the input via
|
||||
// `LooksLikeKnownToken` — `FUN_TOKEN_TO_GUID` raises a Lua error for
|
||||
// unrecognized tokens.
|
||||
const char *TokenNameViaNameCache(const char *token, char (&nameBuf)[64]) {
|
||||
auto toGuid = reinterpret_cast<TokenToGUID_t>(Offsets::FUN_TOKEN_TO_GUID);
|
||||
const uint64_t guid = toGuid(token);
|
||||
// when the GUID isn't a player the engine has name-queried (NPC GUID,
|
||||
// or not yet queried).
|
||||
const char *NameFromGuid(uint64_t guid, char (&nameBuf)[64]) {
|
||||
if (guid == 0)
|
||||
return nullptr;
|
||||
|
||||
@@ -288,14 +268,25 @@ int __fastcall Script_UnitIsInMyGuild(void *L) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
const bool inputIsToken = LooksLikeKnownToken(input);
|
||||
// Resolve the input to a GUID via the non-throwing token resolver
|
||||
// (`FUN_TOKEN_TO_GUID`, which our `Unit::TokenExtensions` hook also
|
||||
// teaches `focus` / `nameplateN`). A recognized unit token yields
|
||||
// its GUID; a literal character name — or an empty token slot like
|
||||
// `"party6"` — yields 0, in which case the input is treated as a
|
||||
// name for the roster strcmp. This replaces a hand-rolled mirror of
|
||||
// the engine's token grammar: the engine already knows the grammar,
|
||||
// and unlike its throwing sibling `FUN_RESOLVE_UNIT_TOKEN` this one
|
||||
// just returns 0 on anything it doesn't recognize. (It's also what
|
||||
// 3.3.5's `Script_UnitIsInMyGuild` does — resolve to a GUID first.)
|
||||
auto toGuid = reinterpret_cast<TokenToGUID_t>(Offsets::FUN_TOKEN_TO_GUID);
|
||||
const uint64_t guid = toGuid(input);
|
||||
|
||||
if (inputIsToken) {
|
||||
// Fast path: direct guild-key comparison for visible/loaded
|
||||
// units. `resolve()` is safe to call now that we've prefix-
|
||||
// gated — the engine raises a Lua error only on unrecognized
|
||||
// tokens.
|
||||
auto *unit = static_cast<const uint8_t *>(resolve(input));
|
||||
const char *nameToFind;
|
||||
char nameBuf[64];
|
||||
if (guid != 0) {
|
||||
// Fast path: GUID → live object → direct guild-key comparison.
|
||||
// Covers visible/loaded units without touching the roster.
|
||||
const uint8_t *unit = ResolveUnitOrPlayerByGuid(guid);
|
||||
if (unit != nullptr) {
|
||||
const uint32_t unitKey = ReadGuildKey(unit);
|
||||
if (unitKey == playerKey) {
|
||||
@@ -309,22 +300,17 @@ int __fastcall Script_UnitIsInMyGuild(void *L) {
|
||||
}
|
||||
// unitKey == 0: data not synced. Fall through to roster.
|
||||
}
|
||||
}
|
||||
|
||||
// Slow path: derive a name and strcmp against the roster.
|
||||
const char *nameToFind;
|
||||
char nameBuf[64];
|
||||
if (inputIsToken) {
|
||||
nameToFind = TokenNameViaNameCache(input, nameBuf);
|
||||
// Slow path: GUID → name via the player NameCache → roster
|
||||
// strcmp (handles OOR raid members in another zone).
|
||||
nameToFind = NameFromGuid(guid, nameBuf);
|
||||
if (nameToFind == nullptr) {
|
||||
// Token resolved to an empty slot, an NPC GUID, or a
|
||||
// player the engine hasn't name-queried yet. Either way,
|
||||
// not a guildmate we can identify.
|
||||
// Empty slot, an NPC GUID, or a player not yet name-queried
|
||||
// — not a guildmate we can identify.
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
} else {
|
||||
// Literal name — used directly for the roster strcmp.
|
||||
// Not a recognized token — treat as a literal character name.
|
||||
nameToFind = input;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,164 @@
|
||||
// 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/>.
|
||||
|
||||
// `UnitInLineOfSight(unit)` — true if the player has clear line of sight
|
||||
// to `unit`, false if world geometry blocks it, nil when the check can't
|
||||
// apply (unresolvable / absent token, or a non-unit object). A ClassicAPI
|
||||
// extension — retail has no such global — implemented natively on the
|
||||
// engine's world-collision core so it works without UnitXP_SP3.
|
||||
//
|
||||
// Mechanism: trace a ray between the two units through the client's world
|
||||
// geometry via `CWorld::Intersect` (`FUN_CWORLD_INTERSECT`). Endpoints are
|
||||
// raised by each unit's collision-box height so a foot-to-foot ray doesn't
|
||||
// false-block on terrain, and the trace runs in two passes (level look,
|
||||
// then look up/down) exactly as UnitXP_SP3 does — this file mirrors that
|
||||
// proven implementation (same VA, flags `0x100111` = terrain + WMO, and the
|
||||
// 150yd guard against a long-segment crash it documented). We *call* the
|
||||
// intersect; if UnitXP_SP3 is loaded it has that function hooked, but a
|
||||
// call routes through its detour harmlessly (our flag isn't one it acts on).
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "unit/Position.h"
|
||||
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
|
||||
namespace Unit::LineOfSight {
|
||||
|
||||
namespace {
|
||||
|
||||
struct Vec3 {
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
// CWorld::Intersect(start, end, unused, hitOut, tOut, flags) -> hit?
|
||||
using Intersect_t = char(__fastcall *)(const Vec3 *start, const Vec3 *end,
|
||||
int unused, Vec3 *hitOut, float *tOut,
|
||||
uint32_t flags);
|
||||
|
||||
constexpr uint32_t kLoSFlags = 0x100111; // terrain + WMO (LoS combo)
|
||||
constexpr float kMaxTraceYards = 150.0f; // guard: raw call can crash beyond
|
||||
constexpr float kSamePointYards = 0.05f;
|
||||
|
||||
int ObjectType(void *obj) {
|
||||
return *reinterpret_cast<int *>(reinterpret_cast<uint8_t *>(obj) +
|
||||
Offsets::OFF_CGOBJECT_TYPE_ID);
|
||||
}
|
||||
|
||||
bool IsUnitOrPlayer(void *obj) {
|
||||
const int t = ObjectType(obj);
|
||||
return t == Offsets::OBJECT_TYPE_UNIT || t == Offsets::OBJECT_TYPE_PLAYER;
|
||||
}
|
||||
|
||||
// Eye-height offset for a unit: its collision-box height, read out of the
|
||||
// CMovement sub-struct. 0 if the movement pointer is absent (degrades to a
|
||||
// foot-level trace rather than crashing).
|
||||
float EyeHeight(void *unit) {
|
||||
const uint32_t cmov = *reinterpret_cast<uint32_t *>(
|
||||
reinterpret_cast<uint8_t *>(unit) + Offsets::OFF_UNIT_MOVEMENT_INFO_PTR);
|
||||
if (cmov == 0)
|
||||
return 0.0f;
|
||||
return *reinterpret_cast<float *>(cmov +
|
||||
Offsets::OFF_CMOVEMENT_COLLISION_BOX_HEIGHT);
|
||||
}
|
||||
|
||||
// True if the segment a→b is clear of world geometry. `CWorld::Intersect`
|
||||
// returns whether it hit and sets `t` to the hit fraction along a→b; a hit
|
||||
// with t in [0,1] lies between the endpoints and blocks. The 150yd guard
|
||||
// (over-range → treat as blocked) and same-point short-circuit mirror
|
||||
// UnitXP_SP3's wrapper, which documented a crash on very long segments.
|
||||
bool SegmentClear(const Vec3 &a, const Vec3 &b) {
|
||||
const float dx = b.x - a.x, dy = b.y - a.y, dz = b.z - a.z;
|
||||
const float dist = std::sqrt(dx * dx + dy * dy + dz * dz);
|
||||
if (dist > kMaxTraceYards)
|
||||
return false;
|
||||
if (dist <= kSamePointYards)
|
||||
return true;
|
||||
|
||||
Vec3 hit{};
|
||||
float t = 1.0f;
|
||||
auto intersect = reinterpret_cast<Intersect_t>(Offsets::FUN_CWORLD_INTERSECT);
|
||||
const char hitGeometry = intersect(&a, &b, 0, &hit, &t, kLoSFlags);
|
||||
if (hitGeometry == 0)
|
||||
return true;
|
||||
return !(t >= 0.0f && t <= 1.0f);
|
||||
}
|
||||
|
||||
// Player↔unit LoS. Returns 1 = in sight, 0 = blocked, -1 = unknown
|
||||
// (position unavailable). Two-pass eye-height handling: trace both
|
||||
// endpoints at the shorter unit's eye height first (level look), then —
|
||||
// only if that's blocked and the two heights differ — retry with each at
|
||||
// its own eye height (look up/down).
|
||||
int InSight(void *a, void *b) {
|
||||
if (a == b)
|
||||
return 1;
|
||||
if (EyeHeight(a) > EyeHeight(b)) {
|
||||
void *tmp = a;
|
||||
a = b;
|
||||
b = tmp;
|
||||
}
|
||||
|
||||
float pa[3];
|
||||
float pb[3];
|
||||
if (!Unit::Position::Read(a, pa) || !Unit::Position::Read(b, pb))
|
||||
return -1;
|
||||
|
||||
const float shortEye = EyeHeight(a);
|
||||
const Vec3 la{pa[0], pa[1], pa[2] + shortEye};
|
||||
const Vec3 lb{pb[0], pb[1], pb[2] + shortEye};
|
||||
if (SegmentClear(la, lb))
|
||||
return 1;
|
||||
|
||||
if (EyeHeight(a) == EyeHeight(b))
|
||||
return 0;
|
||||
|
||||
const Vec3 ua{pa[0], pa[1], pa[2] + EyeHeight(a)};
|
||||
const Vec3 ub{pb[0], pb[1], pb[2] + EyeHeight(b)};
|
||||
return SegmentClear(ua, ub) ? 1 : 0;
|
||||
}
|
||||
|
||||
int __fastcall Script_UnitInLineOfSight(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1)) {
|
||||
Game::Lua::Error(L, "Usage: UnitInLineOfSight(\"unit\")");
|
||||
return 0;
|
||||
}
|
||||
const char *token = Game::Lua::ToString(L, 1);
|
||||
|
||||
void *player = Unit::Position::ResolveToken("player");
|
||||
void *unit = Unit::Position::ResolveToken(token);
|
||||
if (player == nullptr || unit == nullptr || !IsUnitOrPlayer(player) ||
|
||||
!IsUnitOrPlayer(unit)) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
const int sight = InSight(player, unit);
|
||||
if (sight < 0) {
|
||||
Game::Lua::PushNil(L);
|
||||
return 1;
|
||||
}
|
||||
Game::Lua::PushBool(L, sight != 0);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("UnitInLineOfSight",
|
||||
&Script_UnitInLineOfSight);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace
|
||||
|
||||
} // namespace Unit::LineOfSight
|
||||
@@ -0,0 +1,177 @@
|
||||
// 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/>.
|
||||
|
||||
// Pet / minion classification of a unit:
|
||||
// - `UnitIsMinion(unit)` — modern backport: is the unit a
|
||||
// minion of a player (pet, guardian, totem, charmed creature)?
|
||||
// - `UnitIsOtherPlayersPet(unit)` — the real API: is the unit a pet
|
||||
// controlled by a player OTHER than you?
|
||||
//
|
||||
// Neither exists in vanilla 1.12 nor in our 3.3.5 reference client
|
||||
// (`UnitIsMinion` is a 12.0.0/5.5.4 addition; `UnitIsOtherPlayersPet`
|
||||
// is 5.0.4/1.13.2), so both are derived from vanilla primitives:
|
||||
// * `Unit::Flags::IsPlayerControlled` — UNIT_FLAG_PLAYER_CONTROLLED,
|
||||
// set on players and every unit a player controls (pets, guardians,
|
||||
// totems, charmed mobs).
|
||||
// * The unit's GUID type — vanilla packs the entity type in the GUID's
|
||||
// high bits (`Guid::Classify`): players `0x0000`, pets `0xF140`,
|
||||
// creatures `0xF130`. A pet-type GUID is intrinsically a player's pet.
|
||||
//
|
||||
// `UnitIsMinion` = owned by a player (its SummonedBy/CreatedBy/CharmedBy
|
||||
// GUID resolves to a player), OR player-controlled-and-not-a-player as a
|
||||
// fallback. Owner-based is primary because the player-controlled flag
|
||||
// alone misses summoned guardians — units shown as "X's Minion" that carry
|
||||
// an owner GUID but not the flag (a real hunter/warlock "X's Pet" has
|
||||
// both). The union keeps flagged pets working regardless of the owner
|
||||
// fields.
|
||||
//
|
||||
// `UnitIsOtherPlayersPet` is **owner-based**, matching 5.4.8's real
|
||||
// `Script_UnitIsOtherPlayersPet` (`0x0089FD70`): resolve the unit, read
|
||||
// its owner GUID (SummonedBy / CreatedBy / CharmedBy), and return true iff
|
||||
// that owner is a *player* other than you. Owner-based (not a pet-GUID
|
||||
// heuristic) so it covers pets, guardians, totems, and charmed units of
|
||||
// other players alike, and excludes *all* of your own minions (owner ==
|
||||
// you), not just the active pet. The owner-field offsets are byte-verified
|
||||
// / adjacency-derived — see `OFF_UNIT_FIELD_CHARMEDBY`.
|
||||
|
||||
#include "Game.h"
|
||||
#include "Offsets.h"
|
||||
#include "guid/Guid.h"
|
||||
#include "unit/Flags.h"
|
||||
#include "unit/Identity.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace Unit::Pet {
|
||||
|
||||
namespace {
|
||||
|
||||
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
|
||||
// `int __fastcall(unit)` → 1 for a controllable pet, non-1 otherwise.
|
||||
// The engine's pet-vs-minion title discriminator. See
|
||||
// FUN_UNIT_PET_MINION_CLASS.
|
||||
using PetMinionClass_t = int(__fastcall *)(const void *unit);
|
||||
|
||||
const uint8_t *ResolveUnit(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1))
|
||||
return nullptr;
|
||||
const char *token = Game::Lua::ToString(L, 1);
|
||||
if (token == nullptr)
|
||||
return nullptr;
|
||||
auto resolve = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
|
||||
return static_cast<const uint8_t *>(resolve(token));
|
||||
}
|
||||
|
||||
// The unit's owner/controller GUID: CharmedBy, else CreatedBy (the two
|
||||
// fields the engine itself uses for ownership). 0 for players, world
|
||||
// creatures, and anything unowned.
|
||||
uint64_t OwnerGuid(const uint8_t *unit) {
|
||||
auto *desc = *reinterpret_cast<const uint8_t *const *>(
|
||||
unit + Offsets::OFF_UNIT_DESCRIPTOR);
|
||||
if (desc == nullptr)
|
||||
return 0;
|
||||
const int owners[] = {
|
||||
Offsets::OFF_UNIT_FIELD_CHARMEDBY,
|
||||
Offsets::OFF_UNIT_FIELD_CREATEDBY,
|
||||
};
|
||||
for (int off : owners) {
|
||||
const uint64_t g = *reinterpret_cast<const uint64_t *>(desc + off);
|
||||
if (g != 0)
|
||||
return g;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// `UnitIsMinion(unit)` — true iff the unit is a player's minion (pet,
|
||||
// guardian, totem, or charmed creature): player-controlled but not itself
|
||||
// a player. NPCs, world creatures, and players return false. A bad or
|
||||
// unresolved unit token returns false (no error), matching the tolerant
|
||||
// modern predicate convention.
|
||||
int __fastcall Script_UnitIsMinion(void *L) {
|
||||
const uint8_t *unit = ResolveUnit(L);
|
||||
if (unit == nullptr) {
|
||||
Game::Lua::PushBool(L, 0);
|
||||
return 1;
|
||||
}
|
||||
// Primary: owned by a player (pet, guardian, totem, charmed).
|
||||
bool minion = Guid::IsPlayer(OwnerGuid(unit));
|
||||
// Fallback: a player-controlled non-player with no owner GUID.
|
||||
if (!minion && Unit::Flags::IsPlayerControlled(unit))
|
||||
minion = !Guid::IsPlayer(Unit::Identity::GuidForObject(unit));
|
||||
Game::Lua::PushBool(L, minion);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `UnitIsPet(unit)` — true iff the unit is a **pet** of a player (as
|
||||
// opposed to a guardian/totem "minion"): owned by a player AND the
|
||||
// engine's pet/minion classifier `FUN_UNIT_PET_MINION_CLASS` returns 1.
|
||||
// That classifier — reading the creature *family*, not the GUID or the
|
||||
// player-controlled flag — is exactly what the engine uses to title a unit
|
||||
// "X's Pet" vs "X's Minion". On 1.12/Turtle the GUID can't be used (pets
|
||||
// and guardians share the `0xF14…` prefix) and the PLAYER_CONTROLLED flag
|
||||
// is unreliable (a "Minion" can carry it), so the family classifier is the
|
||||
// only correct signal. The owner-is-player gate also rules out wild
|
||||
// tameable beasts of the same family (which aren't anyone's pet).
|
||||
// `UnitIsMinion` is the broad umbrella (pet + guardian + totem); this is
|
||||
// the pet subset. A ClassicAPI extension — not a stock WoW global.
|
||||
int __fastcall Script_UnitIsPet(void *L) {
|
||||
const uint8_t *unit = ResolveUnit(L);
|
||||
if (unit == nullptr) {
|
||||
Game::Lua::PushBool(L, 0);
|
||||
return 1;
|
||||
}
|
||||
// Owned by a player (rules out wild same-family beasts), AND the
|
||||
// engine's own pet/minion classifier says PET (1). The classifier —
|
||||
// not the GUID, not the player-controlled flag — is what the engine
|
||||
// uses to title "X's Pet" vs "X's Minion".
|
||||
bool pet = false;
|
||||
if (Guid::IsPlayer(OwnerGuid(unit))) {
|
||||
auto classify = reinterpret_cast<PetMinionClass_t>(
|
||||
Offsets::FUN_UNIT_PET_MINION_CLASS);
|
||||
pet = (classify(unit) == 1);
|
||||
}
|
||||
Game::Lua::PushBool(L, pet);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// `UnitIsOtherPlayersPet(unit)` — true iff the unit is a minion (pet,
|
||||
// guardian, totem, charmed) whose owner is a player other than you.
|
||||
// Owner-based, mirroring 5.4.8: read the unit's owner GUID, require it to
|
||||
// be a player, and require it to differ from the local player. World
|
||||
// creatures and players (no owner) return false; your own minions (owner
|
||||
// == you) return false.
|
||||
int __fastcall Script_UnitIsOtherPlayersPet(void *L) {
|
||||
const uint8_t *unit = ResolveUnit(L);
|
||||
if (unit == nullptr) {
|
||||
Game::Lua::PushBool(L, 0);
|
||||
return 1;
|
||||
}
|
||||
const uint64_t owner = OwnerGuid(unit);
|
||||
const bool otherPlayers = Guid::IsPlayer(owner) &&
|
||||
owner != Unit::Identity::PlayerGuid();
|
||||
Game::Lua::PushBool(L, otherPlayers);
|
||||
return 1;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
static void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("UnitIsMinion", &Script_UnitIsMinion);
|
||||
Game::Lua::RegisterGlobalFunction("UnitIsPet", &Script_UnitIsPet);
|
||||
Game::Lua::RegisterGlobalFunction("UnitIsOtherPlayersPet",
|
||||
&Script_UnitIsOtherPlayersPet);
|
||||
}
|
||||
|
||||
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
} // namespace Unit::Pet
|
||||
+62
-14
@@ -8,11 +8,21 @@
|
||||
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
||||
// PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
// `UnitInRange(unit) → (inRange, checkedRange)` — 40-yard healing-
|
||||
// range check, modern's `UnitInRange` shape. Vanilla 1.12 doesn't
|
||||
// ship the function but has all the underlying machinery — the
|
||||
// same `GetPosition` virtual (vtable slot 5) `CheckInteractDistance`
|
||||
// uses, applied with a fixed 40-yard threshold.
|
||||
// Player↔unit proximity, modern's shape. Vanilla 1.12 ships neither
|
||||
// function but has all the underlying machinery — the object's
|
||||
// `GetPosition` virtual (vtable slot 5) `CheckInteractDistance` uses:
|
||||
//
|
||||
// `UnitInRange(unit) → (inRange, checkedRange)` — 40-yard healing-
|
||||
// range check (fixed threshold on the squared distance).
|
||||
// `UnitDistanceSquared(unit) → (distanceSquared, checkedPosition)` —
|
||||
// the raw squared world distance player→unit. Squared because
|
||||
// nearly every consumer compares against a threshold (`distSq <=
|
||||
// range*range`) or ranks by nearest, neither of which needs the
|
||||
// sqrt; that's why retail exposes only the squared form (added
|
||||
// 5.0.4). Center-to-center — NOT reach-aware (that's UnitXP_SP3's
|
||||
// niche); equivalent to computing it from SuperWoW `UnitPosition`,
|
||||
// but self-contained (reads the position in C, no sibling-DLL
|
||||
// dependency, no clash with SuperWoW's own `UnitPosition`).
|
||||
|
||||
#include "Game.h"
|
||||
#include "unit/Position.h"
|
||||
@@ -26,6 +36,24 @@ namespace {
|
||||
constexpr float kRangeYards = 40.0f;
|
||||
constexpr float kRangeYardsSq = kRangeYards * kRangeYards;
|
||||
|
||||
// Squared world distance from the player to `token`'s unit. Returns true
|
||||
// and writes *outSq on success; false when either position is unavailable
|
||||
// (unresolved / absent token, or an object with no known position yet —
|
||||
// e.g. a party member outside the client's sync range). This false is
|
||||
// exactly the `checkedPosition = false` case retail flags.
|
||||
bool PlayerToUnitDistSq(const char *token, float *outSq) {
|
||||
float unitPos[3] = {};
|
||||
float playerPos[3] = {};
|
||||
if (!Unit::Position::ReadToken(token, unitPos) ||
|
||||
!Unit::Position::ReadToken("player", playerPos))
|
||||
return false;
|
||||
const float dx = unitPos[0] - playerPos[0];
|
||||
const float dy = unitPos[1] - playerPos[1];
|
||||
const float dz = unitPos[2] - playerPos[2];
|
||||
*outSq = dx * dx + dy * dy + dz * dz;
|
||||
return true;
|
||||
}
|
||||
|
||||
int __fastcall Script_UnitInRange(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1)) {
|
||||
Game::Lua::Error(L, "Usage: UnitInRange(\"unit\")");
|
||||
@@ -44,27 +72,47 @@ int __fastcall Script_UnitInRange(void *L) {
|
||||
return 2;
|
||||
}
|
||||
|
||||
float unitPos[3] = {};
|
||||
float playerPos[3] = {};
|
||||
if (!Unit::Position::ReadToken(token, unitPos) ||
|
||||
!Unit::Position::ReadToken("player", playerPos)) {
|
||||
float distSq = 0.0f;
|
||||
if (!PlayerToUnitDistSq(token, &distSq)) {
|
||||
Game::Lua::PushBool(L, false);
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 2;
|
||||
}
|
||||
|
||||
const float dx = unitPos[0] - playerPos[0];
|
||||
const float dy = unitPos[1] - playerPos[1];
|
||||
const float dz = unitPos[2] - playerPos[2];
|
||||
const float distSq = dx * dx + dy * dy + dz * dz;
|
||||
|
||||
Game::Lua::PushBool(L, distSq <= kRangeYardsSq);
|
||||
Game::Lua::PushBool(L, true);
|
||||
return 2;
|
||||
}
|
||||
|
||||
// `UnitDistanceSquared("unit") → (distanceSquared, checkedPosition)`.
|
||||
// Unlike UnitInRange there's no self-quirk: `UnitDistanceSquared("player")`
|
||||
// is a legitimate `(0, true)`. On a position miss returns `(0, false)` —
|
||||
// matching retail's "always a number" shape; consumers must branch on
|
||||
// `checkedPosition`, since a real `0` (self, or exactly co-located units)
|
||||
// is indistinguishable from the miss placeholder by value alone.
|
||||
int __fastcall Script_UnitDistanceSquared(void *L) {
|
||||
if (!Game::Lua::IsString(L, 1)) {
|
||||
Game::Lua::Error(L, "Usage: UnitDistanceSquared(\"unit\")");
|
||||
return 0;
|
||||
}
|
||||
const char *token = Game::Lua::ToString(L, 1);
|
||||
|
||||
float distSq = 0.0f;
|
||||
if (!PlayerToUnitDistSq(token, &distSq)) {
|
||||
Game::Lua::PushNumber(L, 0.0);
|
||||
Game::Lua::PushBool(L, false);
|
||||
return 2;
|
||||
}
|
||||
|
||||
Game::Lua::PushNumber(L, static_cast<double>(distSq));
|
||||
Game::Lua::PushBool(L, true);
|
||||
return 2;
|
||||
}
|
||||
|
||||
void RegisterLuaFunctions() {
|
||||
Game::Lua::RegisterGlobalFunction("UnitInRange", &Script_UnitInRange);
|
||||
Game::Lua::RegisterGlobalFunction("UnitDistanceSquared",
|
||||
&Script_UnitDistanceSquared);
|
||||
}
|
||||
|
||||
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
|
||||
|
||||
Reference in New Issue
Block a user